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Starsector 0.98a is out! (03/27/25)

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Messages - SeriousWays

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1
Suggestions / Re: Erradicate Lost Colony
« on: April 12, 2025, 01:26:15 PM »
Sentinel is on a Tundra, so it is a habitable that can be used if no better habitable is found.  I had one game where I wanted to bomb everyone off Sentinel so I can colonize the system for myself.

In my current run, the planet is perfect for settling and there is a good planet for industry next to it. I can have food, ships, and fuel in the same system. The one problem is these mofos who just do not want to get bombarded out of existence, so I can achieve nirvana.

2
Suggestions / Re: Erradicate Lost Colony
« on: December 25, 2024, 03:58:03 AM »
Tri-Tach, Diktat, League and Pather commission could possibly have satbombing or forced relocation as unique dialogue options.

This is one way to deal with the problem, as long as the player is informed of this possibility.

3
Suggestions / Re: Erradicate Lost Colony
« on: December 25, 2024, 03:57:14 AM »
It does seem like a reasonable thing to be able to do, if the player is on bad terms with the Hegemony. Maybe as an easter egg option, if the player's Hegemony rep is low enough.

That said, the planet itself is not very good, and you can almost definitely find a better one within the first few months just by keeping an eye on survey missions. If it happens to spawn in a good system, maybe it's worthwhile to patch the game so that major factions will only enforce system claims when the player's colony is smaller than theirs, but I thought it already worked that way.

The planet itself is not that good, but the system as a whole has all of the resources - food, metal, gas, so it is a near perfect place to start a faction in. In my current playthough it is also pretty close to the main cluster, which is a rare occurrence for perfect systems.

4
Suggestions / Erradicate Lost Colony
« on: December 24, 2024, 01:13:59 PM »
This is a suggestion about the quest where you find a forgotten Dominion colony and you have a series of tasks to perform for them.
Can we add an option to saturate bomb this colony and erase it from existence?
It is placed in a pretty good system and it would be pretty nice to get rid of them and populate the system with player colonies. I just really do not feel like doing a series of tasks, just so I can establish a colony for the stupid dominion.

No one even remembers they exist, so killing them should not be a big deal.

5
General Discussion / Re: Found a Perfect System with Unwanted Guests There
« on: November 17, 2024, 12:06:08 PM »
Thank you for the help!

As I see it, I should just go and find another place to make a colony.
It is just sad, because this system has planets with all needed resources.

C'est la vie.

6
General Discussion / Found a Perfect System with Unwanted Guests There
« on: November 16, 2024, 08:11:29 AM »
I will put my question in spoiler, as I have no idea what is considered spoilers.

Spoiler
So, I found the perfect system and there, on a tundra planet was some castaway remnant of that whatcha-ma-call-it XIV.
Is this a quest line? Is there a way to politely genocide these people and get the otherwise perfectly amazing system?

Long story short, how do I get rid of these people?
[close]

7
General Discussion / Re: Anyone know when a new version will be released?
« on: October 22, 2024, 02:34:53 AM »
In the meantime, you may engage in other activities to spend your time, such as attaching modifications to your game client to freshen the experience, reviewing recent blog posts that cover upcoming content, or enjoying lawn vegetation.

I have done all of these things. That is why I am asking if anyone has an idea when an update will be released. Maybe people who follow Alex on social media or whatever have a better idea about it than I do. That is why I am asking someone for this information, not for unhelpful sarcastic remarks.

You should really work on your people skills. If you are incapable of doing it yourself, hire a professional.

8
General Discussion / Anyone know when a new version will be released?
« on: October 21, 2024, 11:06:21 AM »
Hello!

Does anyone know when a new version will be released?

9
Suggestions / Re: Ship Towing
« on: December 20, 2023, 02:33:29 AM »
Hi there! This is my first post. I'm a newcomer to Starsector and I'm loving the game so far. I did encounter something that made me wish of some sort of feature though.

So I'm just doing some planetary surveys until I responded to a distress signal located in Delta Milinbu. There is only one jump point which is is deadly close to the orange giant. This star system is devoid of planets. I then found the prospector that needed 40 fuel to leave. They paid 6000 credits for it and I happily accepted. Afterwards, I watched the prospector have a futile struggle with trying to enter the jump point--which I assume is because it's too close to the star.

I wish there was a way that I could help him out by towing him towards the jump point. Hopefully this is something of consideration.

EDIT: As soon as I finished wandering the system and left through the jump-point, the prospector seemed to have been able to jump out. Guess they didn't need my help after all.

Hello!

Movement in the system and in hyperspace works differently for AI.
When you are in the system, the game simulates all of the interactions the ship does with the objects  around it. When you are in hyperspace, it just does some (let us call them) basic calculations.

When you left the system, the ship was no longer stuck, because its behavior stopped being simulated and only movement calculations were done. The same rule applies for fleets attacking your system. I have a system with a neutron star in it, when I am there, it is practically impossible to be raided. When I am outside of the system, the battles are calculated as normal.

So, long story short, if you want to help a space friend who is stuck, just leave the system and they will figure it out on their own.

Have a great day!

10
General Discussion / Effect of selling ship blueprints
« on: December 20, 2023, 02:13:31 AM »
Some time ago, somewhere I read that if you sell blueprints, the faction you sold them to starts producing these ships.
As an example, you find two blueprints for the DOOM-class frigate. You learn one and the other is useless so you sell it at a pirate station. After some time, you notice that pirate fleets now have doom ships in their fleets.

Is this true, or did I misunderstand something about it? Now I am completely paranoid about selling blueprints and just hoard them on one of my planets like some stash of peanuts.

11
General Discussion / Gifting Ships to Defence Fleets?
« on: October 31, 2023, 07:23:47 AM »
Hello, guys!

Is it possible to gift ships to defense fleets to make them stronger.
Just to buy a bunch of capital ships and gift them to my systems' defense fleets to bolster their power.

I got pretty lucky with systems and have a few great planets. This means that big raids are inevitable and just relying on the available fleets is not enough.

12
General Discussion / Re: Endgame Suggestions?
« on: July 04, 2023, 12:35:19 PM »
While it is not help for your current save (and in contrast to Pesci) I think Nexerelin really is the best route for endgame content right now.

Thank you for the suggestion!
I would most definitely try the mod now.

13
General Discussion / Re: Endgame Suggestions?
« on: July 04, 2023, 12:33:21 PM »
You cannot conquer other systems, so war is out of the question. Settling more worlds and expanding my colonies feels like a waste of time, as it will turn around and bite me on the back with colony threads and lowered colony profits.

By a "waste of time" I meant that ignoring increased production, you receive zero benefits from settling outside of a self-sustaining system. Unless painting the map in static colonies bring you happiness, which is perfectly valid, but just too soulless for me.

I am not much of a mod guy, I believe that a game that you pay for should offer a rounded experience, instead of relying on the community to make the game interesting like "Bethesda" and many other developers do. Starsector has managed to remain interesting for a few years, which is commendable. I never felt like Alex was just sitting back relying on the community to make the game fun.

Besides this rant, thank you for the mod suggestions. I get easily lost in the mod discussions and getting a few suggestions on mods which enrich the endgame experience is quite great.

14
General Discussion / Endgame Suggestions?
« on: July 03, 2023, 04:09:59 AM »
Hello, guys!

I have built colonies that are successful. I have a big fleet. I have more credits on my name than I know what do with.
With the exception of the unfinished storylines, what is there to do in the endgame?

You cannot conquer other systems, so war is out of the question. Settling more worlds and expanding my colonies feels like a waste of time, as it will turn around and bite me on the back with colony threads and lowered colony profits.

Spoiler
Hunting [REDACTED] can just be summed up with locate [REDACTED] bases, destroy a few [REDACTED] fleets, destroy the base and that is it.
[close]

So, what is your endgame strategy? How do you keep yourself entertained after the early and mid-game struggle has passed?

15
I managed to build a Military Base on my colony and I got e pretty strong reduction on the threat.
Still, growing my colony without cores showed me that they are a bit irrelevant.
If you find a good system, you can supply almost everything yourself. My colonies are first or second on the market for most of the commodities they produce.

But there was just something beautiful in having Alpha administrator on each colony and cores on every industry that had high requirements.

Thank you all for the suggestions you shared. Now I may even decide to spread out a little and make colonies in a second system, as long as I can find a good enough system for it.

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