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Messages - greycommotion

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Mods / Re: [0.95.1a] Vanidad y Affliction Operation 1.2 (Quest! for real!)
« on: February 14, 2022, 03:51:34 PM »
Beautiful looking high-tech ships! ;D Great look to them - very cyberpunk.

Thanks for the mod! Looking forward to trying them out, especially the frigates, higher-tech Dominator (in blue!) and the capital (assuming I can find the blueprints in the depths of space...hmm, it's somewhere...)!

2
Mods / Re: [0.95a] Adjusted Sector
« on: December 27, 2021, 02:49:54 PM »
Hey!

Brilliant mod!

Is there any way to scale the hyper-storm up if you change the size of the sector?

3
General Discussion / Re: How To Edit The Main Menu Tips?
« on: December 23, 2021, 03:32:46 PM »
Thank you! ;D

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General Discussion / How To Edit The Main Menu Tips?
« on: December 23, 2021, 02:42:41 PM »
Hey!

What installation file always me to edit the Main Menu tips? And where could I find it?

Thanks!

5
Hmm, okay, I'll double-check the fluff for the ships.

Not the end of the world of course; and maybe a more detailed prioritization system will be a feature in the next patch. Or someone will eventually mod it in. :)

6
Hi all - got a question for you?  :)

(FYI - I'm using Nexerelin and several faction mods; first game; just set up a faction.)

So, we all like warships, carriers and phase ships in our fleets; especially once we've got a few quality blueprints from exploring the depths of space. These prioritised ships appear in the upper-left-hand corner of the Command screen - showing an example "Heavy Patrol" your faction will produce.

And then there are the logistical ships - the ones that let your star nation thrive.

All the factions have certain fleet types (i.e. Fast Patrols, Patrols, Detachments, Invasion Fleets, Mining Fleet and Trade Fleets).

But, if I prioritise certain freighters (i.e. the Scy Nation "Centaur"-frigate sized freighter or the Blackrock "Cetonia"-destroyer sized freighter), they appear in the "Heavy Patrol" example via the Command screen - which I don't want.

These are trade ships after all; they should be part of a commercial detachment or the like.

Same with mining ships; I want my faction to use certain ships in Mining Fleets, but prioritising them makes them appear in the "Heavy Patrol" example.

I like these blueprints, but at the same time, I don't want to water down my military patrols.

Any ideas?

Is the game smart enough not to put half a dozen civilian freighters in a system defence patrol consisting of ten ships?

What are people's experiences with this?

Thanks!  :D

7
Mods / Re: [0.9.1a] Vayra's Sector 3.1.1 - GHOSTIER SHIPS 2019-12-06
« on: January 06, 2020, 03:13:09 PM »
Dear God, the Persean Democratic People's Revolutionary Council's music.

I took them pretty seriously upon reading their faction page - hard-bitten space communists striving to survive in a gruelling future; forced out of their pirate consumed homeworld in an oppressive system...and then I heard their music! XD

I thought I'd stumbled on an easter egg at first!

If I replaced their track with something else, would the mod bug out you reckon?

Spoiler

Why are the SRA helping the Council?

It is because you're friends with Shadowy and you both just decided to pool your resources together? Or is there an in-world reason? :)

And how did they approach the PDPRC? Did an SRA representative pop into the Umbra system one day and go:

"(<_<) .... (>_>) ... (<_<) ...Want some cool frigates ;)? Paint them red; nobody will figure it out that we're the ones supplying you. Here are a bazillion credits to get you started :-X"

[close]

8
General Discussion / Super Distant Colonies (100+ LY)
« on: January 03, 2020, 01:16:01 PM »
Are super distant colonies viable?

I'm currently using several mods i.e. Nexerelin, Grand Sector (much bigger sector) and Underworld (tougher pirate ships designs).

I'm based on a Terran planet, roughly 100+ light-years from the nearest inhabited system. I had 2 million credits to get the new colony up and running.

Accessibility is roughly -187% (with a spaceport) which means that population growth is not really possible.

100% growth incentives raise it to +1% - which yeah...isn't great (and bleeds me dry among other costs).

I've got a high-tech fleet consisting of 1 dreadnaught, 1 battleship, 3 cruisers, 3 destroyers, 2 light carriers and a bunch of frigates.

I'm being hammered by overwhelmingly strong pirates fleets (despite being a less than 1-month-old colony, theoretically unknown to anyone in the core systems or pirate cartels yet) which I can't beat.

[Underworld means I'm not going up against converted super-freighters; the pirates have proper (albeit low-tech) capital ships.]

Importing ship hulls is not possible due to the distance from the core, and it's far too early for me to have any kind of Heavy Industry. Naturally, the planet has no trade in any goods whatsoever.

So I'm the only line of defence - which isn't enough :(

I could maybe destroy the pirate base (I haven't checked it out yet); but, let's face it, another one will only spawn immediately after.

What are my options? :S

Do I grit my teeth, accept the raids, try to get a second colony going to mitigate the accessibility malus?

Or politely ask everyone to pack up their stuff, get back on the colony ships, head back to the core, swear ABSOLUTE VENGEANCE against all pirates, brood, and then try somewhere closer to the core when I've got the funds?

PS: If I do abandon this colony will someone else try to take it? Terran planets are rare after all...

9
Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: December 09, 2019, 11:20:34 AM »
Thanks for the replies!

Following everyone's advice, I've re-tuned my ship builds to focus more heavily on Kinetic damage (on the whole my ships have tended to be generalists - a little bit of every damage type for the sake of flexibility - leaning towards anti-armour, with a bit of ion thrown in); and have seen much better results against SRA ships as a result.

It's not an easy fight, but I think I've been so used to fighting Low Tech ships (Pirates and Pathers mostly; sometimes riddled with D-Mods) rather than tougher, quality, High Tech ships (Tri-Tachyon, Sylphon, and whatever scary stuff the Research Mandate have in their distant corner of the Sector), that shifting gears to primarily use anti-shield damage seemed odd ;) Up until now, it's been High Tech (me) vs Low Tech almost all the way; rather than High Vs High - necessitating anti-amour.

My mistake! :)

(With a fresh set of eyes, the SRA ship stats do seem more in line with other ships in the High Tech category - sorry!)

P.S - Can I update the various faction mods (including SRA) + Nexerelin; or does that corrupt / crash the game? Currently using Iron mode.

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Mods / Re: [0.9.1a] Shadowyards Reconstruction Authority 0.9rc1(10/20/19)
« on: December 08, 2019, 05:16:43 PM »
Hi all; fan of the game and my first post here on the forum.

What exactly is the weakness of the SRA?

[FYI I'm not having a go - it's a great mod; plenty of time and commitment has gone into it :) I'm just genuinely interested in getting an answer on this - everything below is just my opinion, not gospel ;D]

In the very first posts concerning this mod (years back now), people seemed to think that the SRA were weak-ish or situational.

Fast-forward to 2019, and they seem extremely over-powered (again, my opinion).

They are a high tech faction with high speeds, high active venting speeds (with a special in-built hull mod that makes it even faster), high flux capacity, 0.6 to 0.8 shields, nasty energy weapons, often with omni shields or large front shields, usually high ordnance points, low deployment costs and often superior logistical stats compared to other high-tech classes.

They often seem to have more weapon slots compared to other faction ships (with the generators to both feed and cool them).

The SCY sacrifices flux dissipation speeds for strong generators and fast venting. The SRA has fast flux dissipation speeds, strong generators and fast venting.

The ships don't cost substantially more to build either? (I admit to only possessing partial blueprint fragments, however, not the complete set of ships to compare against.)

They're like "ultra-high tech". A boss faction.

Is that the point?

There is some mention of them having low-ish hull and armour strength...but it's usually only a fifty to hundred less (on the frigates anyway). I was expecting maybe, half the hull strength of the same class, high tech ships (maybe even a third) - making it a real sacrifice to pick them (one overload and you're doomed kinda thing); but that does not seem to be the case? They can take hits - assuming you can bring said shields down.

Flanking them is difficult; they are just too fast.

Overpowering their shields is tricky; they have the power banks to take hit after hit, before shooting away to vent.

Group tactics work fine against them (as with most ships - modded or not) - but what happens when you take on an SRA fleet with equal numbers?

They are like a stronger version of Blackrock (one of the "fast, but fragile" modded factions), being on average faster but with better shields. However, unlike Blackrock they start with more systems.

Case in point, I took a Flourish-class frigate (a good, high-tech frigate from one of the Content Expansion Mods; fast, flux capable, double shields, used by Tri-Tachyon) and faced it against a Enlil-class frigate.

The Enlil danced around it. Attacking, moving away, venting and then attacking again, with the poor Flourish getting every more battered each round. Maybe I'm bad at the game, who knows.

These guys took on the Askonia system (a veritable fortress system with fleets everywhere) and claimed it all over the course of a few years.
Millions of poor lobsters made homeless ;(

What am I missing on the weakness side? Are my tactics wrong? Or is this a case of power creep?

Thanks again :)


 

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