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News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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 1 
 on: Today at 11:30:59 AM 
Started by Sharmanti - Last post by Serenitis
Early game: "Oh no! A storm! Need to avoid it!"

Late game: "Oh yes! A storm! Engine room, more power!"

 2 
 on: Today at 11:30:30 AM 
Started by just-a-random - Last post by Alex
Well, you could go registry diving (see here), but that's probably not worth it - if the key you're currently using (ahem) were to stop working at any point, the game would prompt you for a key, but aside from that, you're good and shouldn't have any problems.

Thank you for your support :)

 3 
 on: Today at 11:24:46 AM 
Started by Serathina - Last post by Morrokain
Hmm, ok thanks for the new information. I'll try and see what it could be, but the weird thing is afaik no changes were made between those two versions that would cause that error. I must be missing something so I'll look more into it today.

 4 
 on: Today at 11:22:45 AM 
Started by KCR - Last post by Serenitis
There are combinations which work really really well. But everything is useful to some extent.
Just jam stuff in there and see how it performs and it won't take you long to develop a feel for how things work, and what you like.

The only 'rule' I really care about is not mixing support fighters with any other kind on the same carrier.

 5 
 on: Today at 11:16:10 AM 
Started by Sharmanti - Last post by Sharmanti
Interesting. I found the complete opposite. Sure it can do more damage lategame, but it’s also more negliable. Early game I try not to waste, but when I have 1500+ supplies I kust stop caring about that little bit extra.

 6 
 on: Today at 11:15:32 AM 
Started by Masteraries - Last post by Serenitis
You don't have to take anyone's advice really.
Spread across 3 planets
-1 food,
0 organics,
0 volatiles  (boost with Synchrotron Core?)
+3 rare ore on 2 separate planets if I want a 4th planet
+3 ore
2 stable points
Everything good except volatiles. You need +1 at a minimum if you have the industrial planning skill (or hire someone who does to manage the colony). +2 otherwise.
Synchrotron only increases the output of the fuel production, the input still needs to be the same.

Alternatively, just deal with less fuel production and less potential maintenance reduction.

The Volcanic world I was most worried about and it's going like gangbusters despite the fact that "all construction on this planet can only be considered semi-permanant at best." It's actually the site of my fleet HQ! I named it Crematoria after Chronicles of Riddick.
Hazard is a secondary concern at best.
Resources are the main thing which will make or break a colony site.

Star colours are a weird thing.
I seem to have the most luck finding 'good' systems around white dwarves.
The yellow and orange stars seem to get the really good habitable planets, but are almost always missing 1 or more resources.

Another thing to keep an eye on when starting a new game is to take a look at Duzhak fairly early on.
Sometimes the RNG will bless you profoundly.
To my sorrow, I have never experienced this. But many have.

 7 
 on: Today at 11:08:25 AM 
Started by Sharmanti - Last post by bobucles
You'll always feel the impact of a storm, but that impact scales with the growth of your fleet. There is a talent that will globally reduce the impact 50%, and a hull mod that will further reduce the strike against a ship by 75%.

With a small early game destroyer fleet, you won't really feel the hurt. The typical storm hit may cost around 10-20 supplies or so. Don't fly anywhere with low supplies and you'll be fine. With a late game fleet, the impact is much more severe. I've seen hits around 50-60 supplies, and that's with the 50% talent. Tiny ships will get nuked to 0% with a single strike, giving a form of overall damage cap.

I don't know exactly how the fleet damage scales, but expect to pay somewhere around a week or two worth of fleet upkeep per hit. It will certainly cost fewer supplies to travel a longer way around a storm, but the fuel expense is a different story.

 8 
 on: Today at 11:07:55 AM 
Started by Sinosauropteryx - Last post by Sinosauropteryx
Update time.

Featuring these wee ones:




And this logistic ship:


And some weapons:


And loads of little changes.

 9 
 on: Today at 11:07:01 AM 
Started by MajorTheRed - Last post by Gear
Hey I just wanted to confirm,the Copernic (A) Doesn't have the survey and solar shielding hullmods, is that intended?

 10 
 on: Today at 11:02:50 AM 
Started by Sharmanti - Last post by Sharmanti
I find that storms don’t really impact me much, and the extra movement is nice. Sure I could go around them, but that would also drain more supplies.

What do you do? Just fly through them like me? Or do you disable burn to navigate around them?

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