What are the different damage types?
Kinetic: 200% vs Shields, 50% vs Armor
Explosiv: 50% vs Shields, 150% vs Armor
Energie:100% vs Shields and Armor
Fragmentation: 25% to shield and Armor but often with Area damage
...The starting ships are Wolf/Lasher/Brawler/Vigilance, and the re-start ships are Shuttle/Dram/Hound. ...
You will want to include the damage types and their percentages against the hull, because armor and hull are separate.
the start ships are different than the re-start ships and you cant start with any ship..
***edit***...The starting ships are Wolf/Lasher/Brawler/Vigilance, and the re-start ships are Shuttle/Dram/Hound. ...
i edited parts of the quote out to just show the point i wanted it was originally a response to me saying i started with a shuttle.
can we get a sticky up in here. LOL... and possibly have the moderators help keep it updated if they see things that should be added in the comments.. would be really sweet.I don't see why not. Great information here!
Feel free to delete this.Once you have selected the mission on the left side of the menu, the right hand side starts filling with a breifing. If you left click in the briefing window, it will finish instantly, and at the bottom, it shows your fleet, and the enemy fleet. Along with a button that says "refit". Clicking it takes you to the fitting window for your fleet. When you are done making changes, just hit the exit button (upper right), and play the mission. You can also reset the configuration with another button.
I know this sounds stupid but.... how do I refit my fleet before a mission?
I can do it in the campaign, there's that awefully handy button that says 'refit' on it. I can also press R but for the mission's I can't for the life of me figure out how to do it. The first post says you can 'if you choose'
If it's possible that is. The last hurrah is giving me a headache I can't get a good score on it and I'd like to try out swarmers on my vigilance frigs to sort out that early fighter spam
Once you have selected the mission on the left side of the menu, the right hand side starts filling with a breifing. If you left click in the briefing window, it will finish instantly, and at the bottom, it shows your fleet, and the enemy fleet. Along with a button that says "refit". Clicking it takes you to the fitting window for your fleet. When you are done making changes, just hit the exit button (upper right), and play the mission. You can also reset the configuration with another button.
Once you have selected the mission on the left side of the menu, the right hand side starts filling with a breifing. If you left click in the briefing window, it will finish instantly, and at the bottom, it shows your fleet, and the enemy fleet. Along with a button that says "refit". Clicking it takes you to the fitting window for your fleet. When you are done making changes, just hit the exit button (upper right), and play the mission. You can also reset the configuration with another button.
I'm not a noob, so this is particularly embarrassing, but I see no such button on my screen. I've been wanting to mess around with the Conquest's loadout, but I can't because in my campaign it isn't available for purchase. I've disabled my old 0.35a Junk Pirates mod, but that doesn't seem to have made the button appear.
Once you have selected the mission on the left side of the menu, the right hand side starts filling with a breifing. If you left click in the briefing window, it will finish instantly, and at the bottom, it shows your fleet, and the enemy fleet. Along with a button that says "refit". Clicking it takes you to the fitting window for your fleet. When you are done making changes, just hit the exit button (upper right), and play the mission. You can also reset the configuration with another button.
I'm not a noob, so this is particularly embarrassing, but I see no such button on my screen. I've been wanting to mess around with the Conquest's loadout, but I can't because in my campaign it isn't available for purchase. I've disabled my old 0.35a Junk Pirates mod, but that doesn't seem to have made the button appear.
Well I've just purchased the game and after doing the tutorials and one mission I decided to try out the campaign since that's the main reason I bought the game-in-progress.What ship are you starting out in? How big of a fleet are you choosing to engage?
Ah, well, it has been a rather painful and disappointing experience :(
First off... a tiny bit of hand-holding would be nice, I felt alone and helpless not knowing what to do. But I guess that will come in later versions.
So, after poking around I realized the only thing I could really do is pick a fight. After a few defeats against pirates who always outmanoeuvre or outnumber me, I finally found a lone pirate and managed to survive (he retreated, couldn't catch up). Seconds later, a small pirate group jumps me, no way to run away or avoid the fight, and I got whipped.
So, I'd appreciate some help on how to survive more then a few minutes into the game because I'm not feeling the love here.
Don't remember, besides it changes every time I restart the campaign. As for size fleet I engage, I try and avoid everything larger than 1, but sometimes a bigger pirate fleet chooses to engage me and I can't seem to do anything about it since they are faster than me.
I'm sorry...but is there only one star system in campaign mode? I found fuel, which allows to "hyperspace travel", but I don't know how. And one more question: character, officers and outpost tabs are not active. Is it okay?Yes, these are all features coming soon
I have really newbie question... So when I'm buying the game I am going to get a key that is going to work each time I am re-installing system, changing computer and getting new update?
is there a answer to the question- How do i stop losing my fleet due to other fleets spawning on top of my fleet and then killing me? i just lost a my new apogge and my other cruiser can't remember which to this... help would be apreciated.
is there a answer to the question- How do i stop losing my fleet due to other fleets spawning on top of my fleet and then killing me? i just lost a my new apogge and my other cruiser can't remember which to this... help would be apreciated.
So how can I get ships to restock? They're out of everything and stuffed with junked ships I captured. Nothing spawns anymore. Weapons keep getting restocked, but not ships. I'm talking about no restock from level 20 to level 50.
So how can I get ships to restock? They're out of everything and stuffed with junked ships I captured. Nothing spawns anymore. Weapons keep getting restocked, but not ships. I'm talking about no restock from level 20 to level 50.
In such an elegantly implemented game that is an atrocious and annoying design decision.
"Well thanks for stopping by guys, but we're not interested in buying any of your shiny new and highly desirable tri-tach ships at the moment even though there's an extremely wealthy gentleman that's promised to spend his entire life savings and stops by every two months for four years. We're STOCK FULL of all these incredible and valued badly damaged wrecks. It's raining savings! Hey, can I interest you in forty platoons of these amazing Talon fighters? What's that? No, they don't fly. They'd make a great fixer-upper project for that do-it-yourself interstellar warship engineer in all of you. No? Fine, suit yourself. These babies practically sell themselves. Yeah, I know, they've been on my lot for four years. I still don't want any new ships. I've got a good feeling about this month!"
In such an elegantly implemented game that is an atrocious and annoying design decision.
Ha, thanks for replying Alex. What I meant was that in a game with a very elegant and intuitive design, that minor flaw stuck out like a sore thumb :)
What is the Industry skill for? Is it even usable yet?Not yet usable but it will be.
which of the questions will get me tech skills/aptitude or a wolf? i stink at using hounds and i don't want to invest in combat skills because i like tech better
which of the questions will get me tech skills/aptitude or a wolf? i stink at using hounds and i don't want to invest in combat skills because i like tech better
The ship is chosen by your answer to the second question. The Wolf is given if you choose to have been a quartermaster on an Independent warship. This choice also gives you one point in Navigation.
If you want a Wolf, I would recommend choosing "Did something else" for your first choice and Quartermaster for your second, as this gives you the most customization options for your character. :)
Maybe this is slighty OT , but don't you guys think that , unless you are playing for the first time and haven't read a guide , there is no reason not to pick the wolf ? Maybe that jus my opinion / preference of play style , but it seems far superior to the other ships you can get.
If i remember right you can get a lasher , a dram tanker , a wolf , or a shuttle ( funnily enough , it's the rarest ship in the game because no station sells it , the only way to obtain it is to choose it as your first ship , or get it via random chance when your fleet it destroyed.)
I actually tend to go for the Lasher, it seems to have more late game use and the system makes it really powerful early game. The wolf tends to be good as well, but it dosnt have the massive devastative power of the Lasher. Put 2 dual mgs and you will devastate any frigate and some destroyers up close. Combine that with some HG and the enemy will die in the blink of an eye. The wolf dosnt really have the staying power and pure firepower the Lasher has. The Wolf is usually easier to survive with, but the Lasher is super lethal in the right hands.
Why is my fleet so slow?
Your fleet speed is based on the slowest ship in your fleet + the number of ships in your fleet. The more ships, the more you slow down. This applies to fighters/bombers/interceptors as well. See "travel speed" in ship stats.
Miscellaneous:
- Changed fleet speed calculation
- Based on slowest ship in the fleet
- Size based penalty only caused by ships not sufficiently faster than the slowest ship, and capped at 20%
- Fighter speed penalty weighted by hangar space (0 when not over)
Mods
There are some top notch mods with beautiful graphics available for this game already. Take a look at the mod index (http://fractalsoftworks.com/forum/index.php?topic=177.0).
Bought the game yesterday and so far loving it! :)Mods
There are some top notch mods with beautiful graphics available for this game already. Take a look at the mod index (http://fractalsoftworks.com/forum/index.php?topic=177.0).
Any suggestions? As i'm not 100% sure what i'm looking for, knowing few that might be worth checking out would help a little.
Question(s):
To me it looks like missiles are there as a additional firepower, instead of the main source of damage. So is it possible build up a setup that uses them as main source for damage? If not possible (with the current ships and module layouts or because how they are implemented), is it something that will come / is planned with future updates?
What can i say, i love missiles in SPAZ and EVE. But it's not the end of the world if i cannot focus mainly on them :)
hey how do you change your commanding ship? (not while in combat)You should be able to change it in the "Fleet" window. There should be a button on the lower right side that says "Designate Flagship".
I just realized, do any ships other than your own get the combat aptitude bonuses? Not YOUR bonuses, but does an elite crew for example have some more combat aptitude skills rather than just the better ai and etc? And enemy ships, are they always at the baseline without any combat skills at all or?
Hey guys, I'm new to the game and have a noob question. I see AI ships using some kind of afterburner to escape from battle, how do I activate mine to catch up to them? I don't see anything listed on the key guide http://fractalsoftworks.com/forum/index.php?topic=5670.0 (http://fractalsoftworks.com/forum/index.php?topic=5670.0)
Click on an empty portrait. I know, it was difficult for me the first time too.Wow, I didn't see that...I DID NOT see that!
Sorry if this is the wrong place to ask, but I had a question: I often see pirate fleets transform into mercenary (independent) ones. What's the reasoning behind this? Does attacking them after they "transform" count as hostility towards the pirate or independent faction? Do fleets ever transform from independent back to pirate?'Refer to this thread (http://fractalsoftworks.com/forum/index.php?topic=8537.0) :)
Edit: Another question: What are the mechanics on how often ship markets get new stock? Is it based on time? (Weekly, monthly) Or is stock swapped based on distance travelled, or if you've jumped to a different system?Too busy to find a reference right now, but it refreshes on visiting the ship market, with a 1 month cooldown.
I'll be eagerly suffering through the update cycles with everyone else from here on out.
Do I need 1 flight deck per fighter wing? I tried using 2 fighters and 1 flight deck and one of my squadrons ran away. Is this because they need their own flight deck?No. Each flight deck can handle one fighter at any given time, and fighter groups are eliminated from the battle when the last active fighter in a fighter wing is destroyed if there are no fighters in that wing being prepared in a flight deck, being repaired in a flight deck, or being rearmed in a flight deck.
I have a question about burn speed on the campaign map. In addition x I had 1 capital ship and 1 tug that gave me a burn speed of 6, and when I buy an additional capital ship my burn speed drops to 5. So I buy another tug to get to burn speed of 6, but it stays at 5.
I also have overdrive shunts and the skill that gives burn speed to capital ships. My fleet probably has 8-10 other ships that are all at 6 burn or higher.
Is this because my fleet is so large? I figured 2 capital ships was probably pushing it, its just so much fun though haha.
Edit - I realized one of my cap ships was burn 4 and the other burn 5, and that explains that. Apologies
Actually, a better tip for that would be 'always have a backup ship/fleet stored somewhere. In Eve terms, never fly what you can't afford to lose.That is at least half of the reason why early game is so difficult. The other half is that you are pretty much outnumbered initially, and have to find small bounty fleets, or else existing battles with bounty fleets. That, or try to trade, which is nearly futile.
How can I place a wing of slow-burning craft into fast-burning carrier? Citadel's craft from mod and Heron, for example.
Quick question:
Why is it that when I buy 50 supplies at 54 credits each, the actual price (~611 credits) is far less than the nominal price I get by using a calculator (2700 credits)?
Adding units one at a time, I notice that the 50th unit adds just a few credits to the overall price, while the first unit adds the nominal price.
I'm not very good with math, so it took a while for me to notice this very unintuitive feature. What is going on here, and why?
Quick question:
Why is it that when I buy 50 supplies at 54 credits each, the actual price (~611 credits) is far less than the nominal price I get by using a calculator (2700 credits)?
Adding units one at a time, I notice that the 50th unit adds just a few credits to the overall price, while the first unit adds the nominal price.
I'm not very good with math, so it took a while for me to notice this very unintuitive feature. What is going on here, and why?
The less the demand for the item, the lower the price. Stations buy at the highest price only one ton or a handful of tons of cargo. Slowly their need for the specific commodity lessens and along the money they offer for it.
Thanks, I figured it might be something like this. But I don't understand why it affects the price of things I purchase as well as things I sell. Not that I'm complaining about cheap supplies, exactly. I'd just love to know how it works.
copy pasted from my reddit post
/
Hi. I used to play the game back when it was called Starfarer (3.X). I would load up mods with different weapons and ships and go all guns blazing.
I started playing again since yesterday and I've been trying to learn new content. I've also set up myself with a couple of mods (Starsector+, Nexerelin and a few other faction mods).
here's my problem with the faction relationship feature:
I like trying out new military weapons and ships, but most of it are locked unless I have a good relationship with X faction. With 7 factions (including weapons and ships) I became irritated cause I did not have access right from the start. I have spent last 5 hours doing trades (as Blackrock Drive yard faction) to meet the relationship requirements, but the processs is just tedious and slow. I just can't see myself doing the same thing for all other factions just to try new weapons out...
Anyone care to help me out ?
Salary payments from your faction are in Nexerelin. Your faction needs to be alive to pay it out (at least one planet/station), i.e. it doesn't happen if you take the free start option (or the own faction option in Corvus mode).
Corvus mode also has somewhat different starting relationships from non-Corvus mode.
There's a bug in older versions of Nexerelin (anything before 0.7.4d) where it won't pay salaries if you set the number of factions at start to anything other than "all" (and will likely affect things such as starting relationships as well, though I didn't specifically confirm this).
Other than that, I don't know what might be causing non-payment, unfortunately. If someone can reliably reproduce it I can look into it.
Get Version checker man! (see my sig) It is a goddess send!There's a bug in older versions of Nexerelin (anything before 0.7.4d) where it won't pay salaries if you set the number of factions at start to anything other than "all" (and will likely affect things such as starting relationships as well, though I didn't specifically confirm this).
Other than that, I don't know what might be causing non-payment, unfortunately. If someone can reliably reproduce it I can look into it.
Just checked and I didn't realize I was running an older version, that took care of it :) thanks!
For Diable's ship, they teleport forward in your velocity direction, facing either your target or a ship nearby if you don't have one.
No special tactics needed other than waiting them to spend all their charges before unloading your main weapons.
That was a quick reply ;D
I think I understand it more or less. I'm gonna try it later.
But what about the enemies that seems like they don't run out of charges (or they seem like it), like those frigates from Corvus Scavengers that can warp really far away and vice-versa? I even tried using a vapor-class frigates with speed mods + maneuvering jets to chase them down but they can still perform hit and run tactics till they escape. ???
In that case I suggest long range weaponry, like tactical lasers, rail guns, maulers, gauss cannons, etc. That way even if they try to attack you, you can keep up the pressure. Alternatively, you can use strike weapons like phase lances to quickly punish them when they get in close. Yet another alternative is to use fighters; if you have Diable installed, then you have a huge variety of useful fighter wings which can distract and hurt such hit and run tactics, just make sure you have a carrier on hand.
Hello!You need a certain amount of rep and then you need to click on the coms option (press 1 when you first land on a heg planet) and then select the mission tab. The commission should in the list of missions
After a long time not playing, I've returned to have a look. I really enjoy everything that's been added over the years! I'm trying to get back into the ol' Onslaught and have been raising my reputation with the Hegemony slowly (at 50 atm.). I keep reading about "commissions" and that they're available from military stations in the Hegemony, but I can't find them. Are they random spawns? Do they require a certain reputation or fleet size to get? No matter where I go I can't seem to get one from the hegemony! What gives?
Huh! I'm currently at 50 positive rep, and have checked the mission tabs on several planets! It's always just different transport / procurement missions.Get version checke and you shall never miss another update again!
Edit: I figured it out! I assumed my downloaded 0.7 version was up to date, which it was not. Now I am commissioned to the Hegemony. Onslaught here I come!
Um, I made dis.Ha, nice quick guide!
What saddens me though is that mule and gemini have very low efficiency. Wayfarer is 2/3 as efficient as Shepherd (the closest to combat vs dedicated frigate freighter), while mule and gemini are roughly 36% and 28% as efficient in comparison to buffalo/tarsus.
That's not a fair comparison, though. Shepherd(drones+salvage&surveying) and Wayfarer (weapons) are both far from dedicated freighters, there are just none of those on the frigate tier. So it's not that Mule and Gemini are inefficient for half-freighters, they are just the first tier that can be directly compared to dedicated freighters.I agree that my comparison wasn't much fair, but I don't think their combat capabilities excuse their low efficiency. I think I'll make a dedicated thread someday.
is there a video out there of the neutrino detector in action somewhere. i would like to see how it works before i dedicate a point or more into that skill.
...The basic principle is that it'll put a blue circle around your ship, and you'll see pings as jagged lines - almost like the "bleeps" on a heart monitor - pointing in the general direction of objects. The size and frequency of the "bleeps" or "pings" represents how large the object is.
Have a tip: false reading always point the same way, so if you want to filter them out check in 2 locations if some spikes point the same way. Basically triangulation (I wish it would be implemented in game, though).
3. I guess it's practice teaching you what not and what to do to avoid fights you can't win. I can't really answer that since I'm not playing on ironman, too many bugs as of now. :P
3. I guess it's practice teaching you what not and what to do to avoid fights you can't win. I can't really answer that since I'm not playing on ironman, too many bugs as of now. :PIn 0.8, without nexerelin, your best bet is probably survey/salvage as a final fall back. Either way, always have a back up plan that is fairly safe. It takes a LOT longer to build up to an end game fleet since you generally end up leaving half of your ships behind at any given point, but even that slow build is much, much faster than restarting the game over and over again hoping that this time you'll be lucky enough to win 100% of your fights....
3. I guess it's practice teaching you what not and what to do to avoid fights you can't win. I can't really answer that since I'm not playing on ironman, too many bugs as of now. :P
I always keep a backup fleet stored somewhere with a reserve of fuel, supplies, and crew.
If I'm playing nexerelin (in version 0.72, it has not been updated for 0.8 yet) I usually start with a mining fleet so that I can build income safely and use the proceeds from that to buy a two frigates and a combat freighter. When I take that 3 ship group out for light bounties I leave the mining ships in storage. If I'm successful in light bounty hunting I move up to a cruiser/destroyer with a few (new) frigates, while storing the light combat fleet. I then continue building in this way, leaving behind interim fleets in storage to regress back to in case something goes wrong.
Knowing when to retreat, and getting good at it, is also critical.
In 0.8, without nexerelin, your best bet is probably survey/salvage as a final fall back. Either way, always have a back up plan that is fairly safe. It takes a LOT longer to build up to an end game fleet since you generally end up leaving half of your ships behind at any given point, but even that slow build is much, much faster than restarting the game over and over again hoping that this time you'll be lucky enough to win 100% of your fights....
Is there any way to increase the chance I'll be able to recover my defeated opponent's ships after combat? Are certain weapons more likely to result in disabled versus destroyed ships, and is there any way to increased the odds that a disabled ship will be recoverable?
Is there any way to increase the chance I'll be able to recover my defeated opponent's ships after combat? Are certain weapons more likely to result in disabled versus destroyed ships, and is there any way to increased the odds that a disabled ship will be recoverable?
Via combat methods, there's no way to ensure a ship you kill will be salvageable. However, there are several character skills in the Industry tree that affect this very thing! I'm fuzzy on the names of each one, but there's definitely one that increases the recovery chance of hostile and friendly ships and weapons in post-combat.
Not sure if there are any ways other than that in-game, but if it's still not enough for you, I believe there is a setting in the game config that allows you to set the chance of ships being recoverable to whatever you want.
"enableRevengeFleets" = 2, # 0 = disabled, 1 = only on hard mode, 2 = always (point generation halved on not-hard)
I just end up flailing and relying entirely on auto fire.That sounds about right! Generally speaking, there are two ways to go with omni shielded ships: put everything on autofire, or spend most of your time treating it as a front shield that you can, in an emergency, rotate to cover other directions (at which point, well, it's an emergency - the fact that you aren't getting useful weapons fire at the same time isn't relevant.)
Is there any guides on how to pilot ships with broadsides and/or omni-shields? I just can't to seem to grasp how to do it while still being in control, right now I just end up flailing and relying entirely on auto fire. Advice would be nice if there isn't any kind of guide anywhere.
Is there any guides on how to pilot ships with broadsides and/or omni-shields? I just can't to seem to grasp how to do it while still being in control, right now I just end up flailing and relying entirely on auto fire. Advice would be nice if there isn't any kind of guide anywhere.
Dev isn't keen on allowing the player to control more than one fleet.But you aren't controlling more than one fleet, you're breaking off part of your fleet to control while the rest just holds position. Your colony spawns patrols and trade caravans, doesn't it? Isn't that controlling more than one fleet?
When you have a colony that produces a certain good, will it prioritize supplying your other colonies industries with their goods to keep them running or export them no matter what?It does both at the same time.
Is there any strategic advantage to producing every resource possible from ore to spaceship hulls?Satisfying demands of your colonies gives you up to 50% upkeep reduction, at 100% in-faction supply.
Is there any transportation to take into account or will the resources from my fringe mining colony appear magically at my core world main colony?When you have a colony that produces a certain good, will it prioritize supplying your other colonies industries with their goods to keep them running or export them no matter what?It does both at the same time.Is there any strategic advantage to producing every resource possible from ore to spaceship hulls?Satisfying demands of your colonies gives you up to 50% upkeep reduction, at 100% in-faction supply.
Is it possible to remove the (D) of a ship, through advanced refitting method? I'm using Nexerellin mod, if it helps (and add content)
Ok, I saw the button! Wow it costs a lot!You go to the ship you outfitted, then click on Autofit. In that screen there are 4 variant slots.
How can I apply a ship loadout (I made) to another one? It starts to get old when you have 10+ ships of a given type.
Is Nav Relay bonus limited to 10% I have deployed 8 Drone Tenders each having one, so in theory I should have received 16%. Now I understand it would be abusable if not capped.
Is the saved game editable? Some of the systems (random generation) have no stable orbit for com relay and such and that's a bit of a bother, gameplay wise.
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "stable_location", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }
What is the usage of the 'Abandoned Spacedock', you can't interact with it?
I don't understand why the [Redacted] that we find stay dormant even when they are detecting my fleet (they turn blue what's more).
Cryosanctum is a building unique to Nomios and you can't build it at all.
Cryosleeper is a different thing, of which indeed are only two in a given sector, but instead of creating a lot of harvested organs, it increases the population growth a lot.
You can only find cryosanctums out on the fringes. You get the structure for your colony so long as you build a colony within the same system as the cryosanctum. IIRC, there are only 2 max in a given sector gen, but you can use dev mode to help locate them on the map easily. The names of systems with cryosanctums will be a unique color while in dev mode.
Alternatively, it may be possible to use Console Commands in combination with the "RunCode" command to make code that will spawn a cryosanctum on player location.
Cryosanctum is a building unique to Nomios and you can't build it at all.
Cryosleeper is a different thing, of which indeed are only two in a given sector, but instead of creating a lot of harvested organs, it increases the population growth a lot.
Do you know of a way to make it buildable? I know I can remove the "unboardable" tag on ships to make them obtainable, I was hoping there was something similar that applies to buildings that I wouldn't have much trouble with.
Side question, I heard of boarding quite frequently on this forum but I've never experienced this myself. Has this mechanic been removed?
The settings.json file in \Starsector\starsector-core\data\config\ will allow you to change the fleet cap
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Is there any program i should use to read the file? Also im not sure the correct line to search. I don't see any info on this topic when i look arround lol
So I accepted a mission to find and scan a derelict ship in a system, is it supposed to be so god damn frustrating? I've been scanning everywhere top to bottom left to right for the thing for the past hour but absolutely nothing. All I'm being told it that it's "some" distance away from the center of the system. This is maddening.
EDIT: Nevermind. Found it.
Heya half a newbie question, and half a personal problem with part of the game. So I found my 2nd colony, rather foolishly I now see in Hegemony claimed system. The planet was between 4-5 rank, recently lost by the Independents, I settled there first thinking the Hegemony wouldn't care that much but also because of the ABUNDANT farm land and many mining resources... however Hegemony of course went apeshit and wItHoUT deClaRing wAr set out to BOMB THE PLANET in saturation Bombing detachments. Since I was not completely foolish and had a competent fleet, I was able to defend it from like 3 over time seprate bombing attacks... Then a strong one came with 4 stars and it's looking like I'm gonna have to let it die.
Finally to the question, (with old but idk how old and annoying to go back to old saves); Is there any ways to save it, or majorly mitigate the losses? When I have not enough money to bribe them or enough good relationship (only got my 3rd colney less than a cycle/year after this 2nd one. and the Hegemony are only 17 favorable since I've been defending this whole time). By now seems like unless I strike back in full war, I was delaying the inevitable anyway
2nd, the problem...wHy iS thIS a ThINg that thE factions can just do!!!? Specifically I mean bombing your colonies without literally everyone else freaking out on them horribly, like they would for you ever Saturation Bombing, even pirate or Ludic path planets. Even Lore wise, how are the Hegemony "good bois" ok with destroying a planet of over thousands just because it's in the wrong place? All despite sortive liking and trading with the owner (my) faction??? Without Nexerelin it seems like none of the factions do this at all with eachother, right?
Hm yes that helped did help a bit, sounds like I'll have abandon it. There is a pretty good pay out since what I was doing was soft turtle with this colony, pretty much invested in industries and got back most of my monies worth from them before this final raid. I didn't invest into defenses (for this 2nd colony) in any way cause I thought I could keep fighting the overtime bomb fleets and that I had no (strong/relevant unlike prate and Ludic path) enemies yet.
You can do two things.
One, abandon the colony RIGHT after killing off a raid. You can re-settle it later when you either have a better fleet, or can wipe out the Hegemony in the area and have enough cash to settle and pay for several military bases so that you can secure the system as your own.
Two, take a commission with the Hegemony. If your commissioned, you can colonize worlds in the same faction your commissioned with no problem.
The other thing you can do, which you probably can't do if your fleet is too weak to fight off hegemony saturation bomb fleets, is to go to Hegemony's military planets and disrupt / raid them if they have a orbital works. If they have a pristine nanoforge, raid them. This will take the forge from them, drastically dropping the quality of their ships. Disrupting their orbital / heavy industry completely means they will, at best, send *** Venture fleets at you which you SHOULD be able to kill off, and after the disruption ends, you should be making enough money to afford to invest into your colonies.
Hope that helps.
Hm yes that helped did help a bit, sounds like I'll have abandon it. There is a pretty good pay out since what I was doing was soft turtle with this colony, pretty much invested in industries and got back most of my monies worth from them before this final raid. I didn't invest into defenses (for this 2nd colony) in any way cause I thought I could keep fighting the overtime bomb fleets and that I had no (strong/relevant unlike prate and Ludic path) enemies yet.
You can do two things.
One, abandon the colony RIGHT after killing off a raid. You can re-settle it later when you either have a better fleet, or can wipe out the Hegemony in the area and have enough cash to settle and pay for several military bases so that you can secure the system as your own.
Two, take a commission with the Hegemony. If your commissioned, you can colonize worlds in the same faction your commissioned with no problem.
The other thing you can do, which you probably can't do if your fleet is too weak to fight off hegemony saturation bomb fleets, is to go to Hegemony's military planets and disrupt / raid them if they have a orbital works. If they have a pristine nanoforge, raid them. This will take the forge from them, drastically dropping the quality of their ships. Disrupting their orbital / heavy industry completely means they will, at best, send *** Venture fleets at you which you SHOULD be able to kill off, and after the disruption ends, you should be making enough money to afford to invest into your colonies.
Hope that helps.
Still have the 2nd problem/question of basically about why they can do that no problem in the first place. See original post for my full question on that.
Normally the Starsector folder should be inside a folder called "Fractal Softworks", in your Programs folder. ??? Did you move the game files after installing? Not saying that's the reason mods aren't appearing in the launcher, but it might help narrow it down.
Yeah its inconsistent, but my "lore" behind it is when you, the player, saturation bomb its like a start up colony deciding to nuke America. Its just seen as "wrong" because your this little weakling new to the galactic scene, and if you do it to one person, what stops you from doing it to others?
If you don't have a colony, even worse; your a upstart who is trying to destroy the status quo which unites the other factions against you.
TL;DR they have a bigger stick and more money then you so they hate you for trying to take them down a peg.
But yeah, personally, I understand your gripe; it makes no sense that they can sat bomb you but they don't do anything to the Independents, and sat bombing in general nets you HUGE debuffs but no debuffs for them.
Game logic is all I can say.
I tried to find the EULA for Starsector but couldn't, so I figured I'd ask;
Are there any privacy concerns with Starsector?
I'd be highly surprised. The only information the game gets from you (aside from whatever mods you install and changes you make to the config) is your access key when you first launch the game after installing it. It's a small development team and they're very highly respected by the community, in general.
Regardless, if it helps settle your thoughts, I'll upload the license file included in the game's core files for you to peruse. https://bitbucket.org/AxleMC131/starsector_modding/downloads/LICENSE.txt (https://bitbucket.org/AxleMC131/starsector_modding/downloads/LICENSE.txt)
Just picked up the game and plan to dive in tonight.
I know in advance I'll have a bunch of simple questions that have been asked countless times and would love to be steered to a sub-forum if one exists where noobs can ask and get answered the same obvious questions that have been asked before w/o cluttering up and annoying folks who've seen'em all before. ;)
And if this is that place just let me know.
Edit: Ok, well, don't mind me I'll just let myself out.
is there any *** way to know if a inhabited planet/station can trade before *** spendinbg all your fuel and supplies getting there only to it being a useless try tachion colony?
Can someone explain to me how production/import/export actually work? I just checked my colonies and my main planet produces 10 ore, uses 8 in refining but the tooltip says it still exports 10 units of ore?
Also, what counts as "the highest local source of supply"?
Simple question: I have a colony, and I've built a makeshift comm relay and nav buoy. However, I've seen upgraded versions of both in other sectors. How do I upgrade mine? Or is that impossible?
I figured out the answer to my previous question. I didn't realize the newly built ship hulls had been added, since they didn't have any special designation and appeared broken at first glance.
New question.......... how do I tell what day/month it is ingame, and how long until my next income drop, end of the month colony costs, and so on? I have looked for but couldn't find an indicator for the ingame date anywhere.
I find that I can't trade with pirates sometimes. The market data says that this pirate base, Umbra, is having a shortage and is willing to pay alot for these goods, but there is no trade goods option in the menu.What does the dialog text say? Generally if it's blocking you from trading, it's because it's a hostile faction and your transponder is on.
if god loves us, why did he create cosmic lightening storm s to destroy all our space ships
I just started this game with a mode. I press wsad & the ship doesn't move. WTH do I need to do? Is there something I'm missing? Like do you have to start the engines or something?
I just started this game with a mode. I press wsad & the ship doesn't move. WTH do I need to do? Is there something I'm missing? Like do you have to start the engines or something?
I'm amazed any of you guys got this game to work. Full screen resolution issues, when finally a workaround it done, i do the very early mission of "salvage atleast 2 ships", upon immediately salvaging them "you're out of the 300 supplies you just had in your hold 15 seconds ago", "warning no supples" "warning" "scuttle ships" warning.....
gets to station....no supplies. Game ends.
0/10 would not do again.
Sometimes when i use phase skimmer on my Wolf i explode instantly. Why is that happening?
I am not bumping into any ships. Maybe its some rockets/projectiles, but starter pirates cant 1shot a wolf in tutorial. Maybe its collision with drones or fighters?
I would guess you are skimming into Harpoon missiles. And/or you are already low on hull since it takes 2-3 Harpoons to kill a Wolf.
Time for complete noob question.
Played the hell out of this, and just noticed I'm on .9 and the game is now on .91a.
How do I update to latest version?
turn to face near downwards, a glowing 'press enter to retreat' (or something like that) appears on the screen. When it does, press enter and your ship will burn out.
Hi there, just bought the game and I'm really excited to try it out but before starting a new game I would like to know if there are any mods you guys would recommend to new players.Personally I'd recommend just playing the vanilla game for the first playthrough since there's a lot to take in. There are some QoL mods that people seem to suggest to new players but honestly you will know what you need after playing for a while.
Other than that ty for the guide.
So i build a Intelligence Command Centre.
Sometimes these give me an hint to an hidden base ; is there a chart or message-screen , where i can read about those
given hints ?
I have a question more or less about game versions, does it auto detect for updates, or will I have to uninstall and reinstall it to update the game?
Hi everyone.The only ways to really stop a faction from attacking you is to ally them (which can take a long time, even longer if you are not playing a Nexerelin mod game) or... completely genocide them from the sector! By destroying all their known planets, then hunting down the last of their bases >NOT recommended< as bombing planets will just make the other, even bigger factions hate you, regardless of who you are bombing.
Been playing for a bit. Got a few colonies setup.
Am constantly getting targeted by pirates. Literally. A raid will barely have been beaten back when another one comes up.
Destroying a base gets me a few days of peace, then another one will get set up, usually in the same f*ing system, and I'm back to square 1.
What do?
Will the pirates ever stop coming? Do I need to get my standing with them up from -100? Are there mods that put a finite cap on the amount of pirates in the universe?
Thanks everyone.
I've got my own problem to ask too. Some of my fighters are not engaging the enemy even when I switch from Regroup to Engage with Z. It's weird as half of my fighters do, the Intercepter wing, but my Support wing stays by my ship, despite their Engagement/Support range being the same. Is it because of their role? Even the AI/autopilot can't make them attack.
Edit: Answered my own question by changing their roles and tag in their wing_data.csv from Support to fighter, now they are attacking, problem solved.
Bounties scale based on how many of them you complete and slightly on how much time passed. The scaling is fairly wonky at the moment. You can try living off system bounties for some time (pirate raids can get huge) or go after pirate bases that go for below 200k credits (those are fairly easy to deal with).
They captured ships and changed them. They did not have shields, but had powerful armor and acid weapons.
Yes, it was an early version of the game. Then it was one star system. But that fraction was interesting.QuoteThey captured ships and changed them. They did not have shields, but had powerful armor and acid weapons.
Smells like a Space Pirates and Zombies game.
Are you sure it was a SS?
Hello. Is this thing on? Ok.
So I've heard from several posts that ships can have not only aggressive type depend on officers or orders, but also a size kind of ai? Is it true that frigate with, say, same stats of destroyer, will act differently? I do a quick search in config and ship data in the game directory and didn't find any frigate_ai or destroyer_ai. I ask because I want to change destroyer ai to frigate ai to shrike and see how will it behave.
I have three shrikes steady, aggressive and reckless - all for science purposes. Steady one stays afk, reckless is never put down shields and get killed for that reason. Aggressive is ok. I noticed frigates a lot more often lower-up-lower-up their shieldsHello. Is this thing on? Ok.
So I've heard from several posts that ships can have not only aggressive type depend on officers or orders, but also a size kind of ai? Is it true that frigate with, say, same stats of destroyer, will act differently? I do a quick search in config and ship data in the game directory and didn't find any frigate_ai or destroyer_ai. I ask because I want to change destroyer ai to frigate ai to shrike and see how will it behave.
1) I don't believe this is a thing, though I could be wrong. Ship AI is highly complicated and affected by lots of fundamental features, but I have never heard anywhere that the hullsize of a ship affects its AI in anyway. The one exception for this is fighters ("FIGHTER" being its own hullsize), which have a unique AI - or, well, several AIs depending on the type of fighter - for their flight and attack patterns. Regular warships though, I don't think hullsize directly affects AI.
2) This isn't really a fitting question for this thread. It's certainly not a newbie question. You'd be better off asking this in the Modding (http://fractalsoftworks.com/forum/index.php?board=3.0) category, as far as "what happens when I modify X vanilla files".*
*By the way, I strongly do NOT recommend modifying vanilla files unless you know exactly what you're doing, and certainly not in this way. Whether hullsize affects AI usage of a ship or not, it certainly affects other factors - first and foremost the cost and availability of hullmods, which will heavily affect the balance of a ship like the Shrike. If you are having trouble with a Shrike not being aggressive enough (and putting an Aggressive or Reckless officer on board isn't cutting it), then you either need to adjust the weapons it's carrying - which also affects AI - or give it some "Eliminate" orders in combat.
(Honestly I'm surprised to hear someone having this issue, since most of what I hear about the Shrike from people is that it's already TOO aggressive and dies way too easily by overextending. ??? )
I noticed frigates a lot more often lower-up-lower-up their shields
Hello,
Could anybody help with starting a career of explorator, I just don want to be that famous bounty hunter or this mercenary working for the hegemony?
I encounter difficulties to catch the mechanic of the game with the exploration missions, especially with regards to supplies and fuels.
How to start the game? Should I go straight away with exploration or should I blast every single pirate in sight for some bucks and loot, during a game year or 2?
Maybe more generic questions:
- should I salvage every single ship I can?
- should I grow indefinitely my fleet, I suppose the answer is no, but finding the right mix is not easy, and maybe, there is to much information to gather :(.
6. Have a "salvaging" skill lvl3. Mandatory. Also you better have two salvage rigs in your fleet and 150-250 heavy machinery aboard to salvage effectively. Yes, you have to salvage all the objects you see, but do not recover ships, unless you really want to use it. Salvage each debris field a couple of times.
You are right, the OP is way outdated. The last game version was a year ago because Alex is the only developer. If you look at the forum boards, particularly Bug Reports & Support, you will see there is a lot of activity and development is still in full swing.
I expect the next update (0.9.5) will be in about 6-9 months. You can see some cool stuff that it will include on the blog https://fractalsoftworks.com/blog/ and Alex's twitter https://twitter.com/amosolov
There's also lots of cool mods to explore once you've figured out vanilla.
That is not a mod. That is the old version of the intel menu. Currently there is no equivalent for price checking AFAIKAh, alright. I guess Shadowy Broker (download here (https://fractalsoftworks.com/forum/index.php?topic=17877.0)) and the current price checking you can do with comm relays will work, thanks anyway though.
Can someone explain to me how production/import/export actually work? I just checked my colonies and my main planet produces 10 ore, uses 8 in refining but the tooltip says it still exports 10 units of ore?
Also, what counts as "the highest local source of supply"?
The economy is simplified.
By that I mean instead of producing x goods then consuming x goods, your industries produce and DEMAND things instead. By that I mean if you produce 6 metals, and a industry demands 6 metals, you have satisfied the demand of the industry that needed 6 metal.
For example, patrol station needs 2 heavy armaments and your heavy industry makes 2 heavy armaments; this supplies the demand of the patrol station so it works at 100 percent, but the heavy industry can ALSO ship out that 2 heavy armaments because it meets the demand of the patrol station, not the consumption. Aka the items the heavy industry makes are not CONSUMED, they are DEMANDED.
This, theoretically, means if you have a planet that makes enough products in its industry to fulfill the demand of ALL INDUSTRIES of ALL your planets, you no longer need to import, which saves costs; which also ties into the "highest local source of supply"; aka the planet you own that gives the highest level of goods that supplies your demands. If you don't have a planet that supplies enough goods to meet the demands of another planet you own, you will instead import; which reduces profits.
JDCollie does an entire video on it that explains it better here: https://www.youtube.com/watch?v=JDnQ-ZiFyEk&t=1640s
Armor Cells
Armor isn’t a single value on your ship, it’s actually made up of a grid (“cells”) that cover the hull. Any particular point has the Total Armor Value available to it at the start of a fight but cells lose their armor as they take damage, drawing from the immediate cells around them.
Since the technical side is, well, technical, hear it from the source:Quote from: Alex…the resulting armor value can go all the way up to the listed armor value for the variant. Also, the cell that was hit, plus the eight surrounding cells, contribute 2x as much to the effective armor value as the 12 cells on the outside. In effect the hit area looks like this:
111
12221
12221
12221
111
Cells marked 1 have their armor contribution halved; cells marked 2 contribute their full amount. The starting armor in each cell is 1/15th of the listed armor value.
So, for a hit vs undamaged armor, with the base armor value A, you get:
9 * A / 15 + 0.5 * (12 * A /15) = 15 * A / 15 = A
What this means is that cells are working together to provide the Total Armor Value but as cells degrade, they no longer can contribute as much. Since the outside cells (the “1s”) only contribute half their armor, they are also losing armor half as quickly, giving a more graded decline in armor under sustained fire. On the other hand, a single missile or Torpedo can wipe out every point of armor affected if there isn’t enough armor to mitigate it.
And the reason i even noticed this now in this detail leads me to my second question: One of the colonies affected by that malfunctioning comm relay is loosing money because of a recent raid by the Persean League and subsequent unrest. However i didn't even realize the colony was raided until i saw the red numbers in the colony management screen. Is there any way to make news like that stick a little longer, maybe make them important, or notice me of the problems at that colony? I feel like alot of the notifications go unnoticed because of their quantity and how fast they disappear.You get special sound effect whenever you get colony threatening news. Other than that, you can only really check the intel, tab "colony threats" every now and then. If your colony is far away, it will take a substantial time for major faction expeditions to arrive at your colony.
Furthermore, i'm now getting regular raids by pirates and the main factions alongside the usual expeditions. At this point with two colonized system with three colonies each (only one free port, no AI cores, industries spread across the colonies to avoid Pathers) the babysitting is getting kinda frustrating. It seems almost all i do is run around micromanaging the threats, then following this up by improving my lost standings with even more bounty hunting (would like to trade for a change, but the tariffs...). The stability on my colonies is fine usually (10+) but the Persean League raid shows how fast this can turn around, though granted it's a younger system that might not have had the defences necessary if the fleet was big enough.Just a single free port is enough to send Luddic Church and Hegemony your way, so I'm not sure it's worth it. Pathers are currently bugged and only give -1 stability penalty, that's a small penalty and not worth trying to stay beneath notice. Other than that, there's only the standard formula: do your colonies have space stations built, do your colonies have military bases (patrol HQ provides almost nothing). I personally don't build planetary shields, since ground defences or heavy batteries typically turn out to be enough, while also providing stability bonus. In the worst case, you can take a comission with one of the factions to stop them from throwing expeditions at you.
So how do i best play this? What's the goal here, where do i go? I feel like i'm going to loose colonies without my intervention. Do i need ground defenses against raids despite having planetary shields? So far i only built the shields for ground defense points.
I'm wondering if there's more of the campaign i just didn't stumble upon yet.No.
Thanks for the clarifications! So, is there an endgame? There are two more constellations i need to explore but please don't tell me that's it while i thought i'm just in the middle of it...That's the point where you turn to Adjusted Sector to radically expand the size of the sector and increase the density of spoilers. If you have a decent rig you can make the map large enough that you need a specialized exploration fleet to reach the edge with several hundred more stars than vanilla. Combined with Nex for more involved factional conflict that can keep you busy much longer than a vanilla campaign.
Blue giants and supergiants.Found one but not enough weapons, do they respawn? Are there more of them? Let me be more clear, can I farm them?
There's two of those big things. Alternstively, you can ask your contact for the harder bounties. Once you get past mercenaries and redacted, you should find more.Found one in a quest but couldnt get any more of them, not sure if this was intended. Also are there any very high leveled contacts or the high level is the maximum setting for them?
What triggers the "FOUL TOOL OF MOLOCH" interaction with Pather fleets rather than the usual thing where they ask for a tithe? In particular, is using [REDACTED] fighters enough to set them off by itself?Those specific words occur during a scripted encounter after completing the pirate mission where you buy the location of a blueprint.
I feel guilty playing on easy. Should I play on normal even though I am kinda new to the game? Or continue on easy to learn most mechanics?
Since I've yet to find a Pristine Nanoforge in 0.95a, do they also cause pollution like the corrupted do?
Is there a way to give direct orders like "stay here, dont move, face this way!"...?
How exactly is burn speed caluculated?From the description, it sounds like the example ship should indeed be going at burn 10 with Sustained Burn, so I'm not sure what's happening.
There are a bunch of buffs for it and they do not seem to stack.
Lets say my slowest ship has a maximum burn of 1.
And I take the Navigation perk for +1, install millitarized subsystems for +1, augmented drive fields +2 then i should have a maximum burn speed of 5 right?
Then when i activate my sustainend burn I should go as fast as 10 because it's a 100% increase.
But in game I somehow never reach my expected burn speed.
From the description, it sounds like the example ship should indeed be going at burn 10 with Sustained Burn, so I'm not sure what's happening.
Mouse over the burn bar, the tooltip tells you how it's computed.
theres 3 hybrid mounts, one that mounts ballistic + missiles, one that mounts missiles + energy, one that mounts energy + ballistic. Synergy is one of them (Ive never memorized them), look at what tabs are highlighted at the top of the weapons list to see which hybrid ur looking atOK, thanks
It is around Pontus in the Galatia system and it can't be destroyed in-game.
The attached screenshot shows where it should be.
Have you updated Starsector to 0.95? You update is the way you install it, simply downloading a newer version of the installer.0.95a since I started.
Did you delete the old Starsector folder (but not the Mods folder) before installing the 0.95a? There are often errors if you try to "overlay" an old version.Have you updated Starsector to 0.95? You update is the way you install it, simply downloading a newer version of the installer.0.95a since I started.
Trying this game out again. Planning on actually learning how to pilot this time.Cap your FPS lower in setting.json in
But things move too fast for me right now in combat, how do I SLOW things down? Wouldn't mind if it was at 15% speed really, at this stage.
"fps":60, # fps only used if vsync is false
Are you sure that will affect combat speed and not just reduce fps?It will affect ALL speed.
The big ones.
This is an attempt to put common questions and answers in one place, along with as much wisdom as the group of us can come up with. Please add/correct details as you can. Thank you.
Feel free to ask further questions.
Can my computer run the game?
Yes! Well, it's likely, Starsector is not a very demanding game. You should have a graphics card with at least 256MB of memory, better 512MB (onboard works). Users have reported well playable framerates with specs as low as a mobile 1.6 GHz dualcore and 1GB RAM. If you bought a mid-range PC or Laptop before 2008 you should be fine. This is of course not an official guarantee, only practical advice.
Is there a demo?
No, and at the moment there are no concrete plans to release one. This might change at some point in the future, though. To get a good impression of the game I would recommend one of the various let's plays on youtube, for example by faiter (http://fractalsoftworks.com/forum/index.php?topic=4157.0).
Yeah, "some distance away" is 3k to 12k. If it ever says "in the outer reaches" then just walk away.
I want to buy this great game, and I see this:No. Fractal Softworks is a truly tiny studio and Starsector is still a pre-alpha.
https://puu.sh/IBSX0/7970f1d43b.png
Is it easier to make a purchase?
The benefit of their...Is it important for someone? Except those 5-10 people who lost the game because of their own actions?
Is it important for someone? Except those 5-10 people who lost the game because of their own actions?
The ability to more easily purchase the game (preferably in 1 click) will increase the number of purchases and the number of users, which in turn will increase the community in all aspects, as well as add profits to the developer himself, which will allow him to hire more people and stop being, for example, a tiny studio.
That's what's important.
Obviously, this is not the only reason for the spread of the game, but as an ordinary user, I can see this right now.
So I've gathered a buncha ships, go with auto-fitting them and let the AI duke it out while enjoying the lightshow.You do you, boo. I'd advise you, for what its worth, to avoid using auto-fit. The results are random and usually bad weapon combinations.
What exactly does campaign difficulty affect? Prices? Salvage? Combat? Upkeep?
So will it eventually be released on Steam? Just asking.
hi how do i get the last version of the game looks like my game didn't do the last update
Does the elite point defense skill stack with the integrated point defense AI S-mod for non-pd small weapons?Ballistic rangefinder doesn’t increase the range of PD weapons so it stays at 600 with just smod IPDAI and goes to 800 with smod IPDAI and elite PD skill.
IE a light dual auto cannon with 600 base range on the lasher with it's built in ballistic rangefinder + point defense elite skill+ integrated point defense AI S-mod = 900 range. Is this correct?