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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Sandor057

Pages: [1] 2 3 ... 8
1
Always bothered me, that Dominators and Onslaughts get deployed at the back rows, instead of the front, where they could engage their burn drives right away, thus not even hindering fast frigates much. Would like something like this implemented.

2
General Discussion / Re: Failing, Expiring or Abandoning Missions
« on: August 28, 2023, 02:30:30 PM »
You can abandon a mission right after taking it, and will have no relation changes at all. (Useful if you took it by mistake.)

Otherwise abandoning before completing it will net a smaller reputation loss than letting it expire.

IIRC expiration or failing the mission will result in the same (full) reputation penalty.

3
I'm trying to stay peaceful with all the factions, if not friendly, but I guess peace isn't an option. :/

Ironically, since I have over 50 gamma cores, I can just go give one to a few different Heg bases to at least get back to neutral. ;)

Intercepting the inspection fleet is only a -5 rep loss if you're unidentified. Doing a bounty or somesuch gets you even pretty quickly.

4
Modding / Re: Enable colony markets without Commerce Industry
« on: July 28, 2023, 12:58:45 AM »
There is a mod (Industrial Evolution) that lets you add an open market to your colony through the Senate features, however it has similar penalties to a commerce. It is not updated to .96 yet though.

For a military market, no, I have never seen one on a player colony.

Thanks for the reply. I know and use Industrial Evolution, has cool features. Not exactly what I'm looking for though. I have the idea of making a run where I am hostile to just about everyone, beeline it as soon as I can to one of the corners of the map and commence shenanigans. This would mainly be so that I don't need ~ 500-600 k before actually making my first colony so that I can ships, weapons, supplies, fuel, etc.

5
Modding / Enable colony markets without Commerce Industry
« on: July 27, 2023, 04:46:17 AM »
I vaguely remember some posts about this few years back but could not find it no matter how I looked, so here goes the question:

Is there a way to enable markets by default (without the need of Commerce) in player colonies? And if so, could military markets be added to player colonies as well (if military base is present of course)?

No matter how I search for this, couldn't really find any clear answers and editing the industries and settings.json did not really yield the wanted results (...it yielded a re-install of Starsector due to me not making a back-up copy... ah well). So if anyone has any ideas on this, that would be appreciated!

6
Mind if I share a build in video form?
Enforcer monofleet vs 3 Remnant Ordos

Heh, Hector bullying the Remnants again.

To be frank I don't think destroyers are in a good spot for late game. I'd say taking 2-3 Enforcers or beam Sunders for supporting fire or converted hangars should be more than sufficient. You're better off leaving the slugging matches for Cruisers and Capitals. The only destroyers you may actually need for late game are the Phantoms for raids. Alternatively I could imagine some kind of a Gamma Core SO spam Fulgent fleet build with all kinds of hyper-agressive fun. Then again Phantoms and Flugents are not midline/low-tech, so yeah, Enforcers or Sunders.

7
Oh, interesting! I don't know much about mods, can you explain how I would use this mod to figure out what's going on?

So Stelnet adds some extra buttons to the Intel menu. The one you'll need is the Markets menu. There you select Queries, then select Add a New Query. There you can basically search for any weapon, ship, anything, but in this case you need to select Items as Query type, Weapons as Item types, Missile as Mount type and Medium as Mount size and Common as Design Type.

Once all this is done hit Select & Search. It will open a menu for selecting any specific items matchin your criteria. You put PCL to the Selected menu and hit Search.

Spoiler

[close]

If all's well, now you should have separate notes on the left indicating what the query has found with the market and the amount of the items.

Spoiler
(There's only one note here, as PCL only seems to be available at Sindria in this case.)

[close]

8
No clue how to exactly verify this in vanilly. If you are not against a QoL mod, try Stellar Networks, it should prove whether you're just being unlucky, or if Ludd is punishing you with no PCL.


9
Suggestions / Re: Odyssey tweak
« on: June 29, 2023, 09:57:06 AM »
I usually use the Odyssey as my flagship and boy oh boy do I like the current system. It's really useful to quickly close the gap or get to the rear of the enemy.

That being said, I would imagine this suggestion is more oriented towards the AI using this ship, for which, fair enough, I have not yet found a build that doesn't get blown up in any semi-serious engagement (due to Odyssey penetrating way too deep into the enemy fleet). So yeah, bit torn about it. On one hand I'd like the Odyssey not to die in AI hands, while on the other I do like to use (exploit perhaps) its current system.

10
Andrada approves.

11
I believe it's just the player who has limitations on which combat skills (or any other type of skill, for that matter) can be picket as of level 1. Officers can get anything from Systems Expertise to Polarized Armor and can have it as of level 1.

12
Suggestions / Re: Monitor nerf
« on: May 07, 2023, 04:03:20 PM »
The problem isn't with the AI having monitors, the problem is the player driving a monitor and shoving it directly into the face of the nearest capital ship. Or ideally, multiple. Something has to give because a monitor should NOT be able to sit in a dorito's face and tank it indefinitely. Changing the AI does not change the fact that a dorito cannot kill a monitor. Changing the AI doesn't change the fact that the monitor has so much PPT that it can outlast nearly every ship in the battle and drain their CR to death at no danger to itself.

The point would precisely be changing the AI to ignore the Monitor as it is incapable to do pose any danger. At most you kit it out with dual Reapers and waste a Missile spec officer on it, even so it's a one-trick pony. Gutting a ship does not solve the AI's shortcomings in recognising threat.

Good job ignoring that A DORITO CANNOT KILL A MONITOR AND THAT IS THE PROBLEM.

With the Monitor being on its own, while fun, at max about 3 minutes of stalemate will end in a very dead Monitor.
If the issue is the Dorito focusing the Monitor (as it's the closest ship) while something else shoots it from afar without any retaliation, then see the part about the AI not being able to recognise (the lack of) threat being the problem.
Not being able to be killed is the one thing the Monitor does. Just don't let it near a Harbringer.

I had considered replacing the default AI with a machine learning model, with officers getting smarter as they leveled up.  However, the API doesn't appear to support this.  The game is so complex that I'm skeptical anything other than machine learning will ever get it behaving intelligently.

If so that's a damn shame. I find the Monitor to have a quite interesting niche. It would be nice if it took more effort to use, as in actively get in the way of incoming fire instead of getting targeted due to simply being the closest to the enemy. I would think a modified avoid command should be sufficient on the AI's part to greatly diminish its use though.

13
Suggestions / Re: Monitor nerf
« on: May 07, 2023, 03:35:35 AM »
The problem isn't with the AI having monitors, the problem is the player driving a monitor and shoving it directly into the face of the nearest capital ship. Or ideally, multiple. Something has to give because a monitor should NOT be able to sit in a dorito's face and tank it indefinitely. Changing the AI does not change the fact that a dorito cannot kill a monitor. Changing the AI doesn't change the fact that the monitor has so much PPT that it can outlast nearly every ship in the battle and drain their CR to death at no danger to itself.

The point would precisely be changing the AI to ignore the Monitor as it is incapable to do pose any danger. At most you kit it out with dual Reapers and waste a Missile spec officer on it, even so it's a one-trick pony. Gutting a ship does not solve the AI's shortcomings in recognising threat.

14
Suggestions / Re: Monitor nerf
« on: May 06, 2023, 12:05:18 AM »
Ah, the same old. Gut it with a machate, eh?
The thing is, as it's built, the Monitor's infamy comes from the AI not being able to recognize it's not able to be a threat. Remove SO and you're just a bit too short to do anything besides absorbing Squall salvos. If anything, an AI redesign would be in order for how hostile Monitors are handled.

15
Suggestions / Re: Some minor interactions with passing fleets
« on: April 09, 2023, 12:25:25 PM »
Hey dude! Welcome to the forum.

Currently the story cuts just before any acknowledgement of this. The only part where you are sort of recognised as an agent having something to do with the gates is when you are scanning them in inhabited systems.
I'd guess the next update will go forward with the plot and get you some regognition (some undoubtedly negative), maybe even other fleets using the gates themselves. Who knows?

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