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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - robepriority

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1
Mods / Re: [0.97] Tahlan Shipworks
« on: November 28, 2024, 02:27:00 AM »
I enjoy this mod a lot for what it adds.

I've noticed a pattern however - the Legio, which is supposed to be the challenging end-game faction, is constantly wiped out by the other factions fairly early into the game. The Hegemony is particularly good at doing so, especially when Iron Shell is added. They simply invade Lucifron with large invasion fleets and are able to conquer it without any player involvement whatsoever, even after the "Legio Rising" event that gives them daemon ships.

In my most recent game, they were able to wipe out Legio in ~5 cycles, with essentially nothing more than the worlds they have started out with (plus the two extra from Iron Shell). I think a big problem here is that Legio basically goes to war with everyone, and they never want to ceasefire. So inevitably, they will end up at war with the entire Sector. It's a bit disappointing to have the endgame anti-player faction get destroyed so easily with no player involvement whatsoever. Daemon ships might be great in combat, but autoresolve invasions don't care about that, so they inevitably just get ganged up on.

Legio planets have massive defensive multipliers that should make invasion difficult, but the 2 IS planets + autoalliance giving them both factions taskforces and blueprints is basically designed to counter legio influence so I'm not particularly surprised. You might want to tip the scales by adding more anti-hegemony factions.

2
General Discussion / Re: About the 'team' of player
« on: November 27, 2024, 03:24:23 AM »
Those are more part of your crew. A captain is only one part of a ship.

3
Suggestions / Re: Infamy and Reputation
« on: November 27, 2024, 03:19:57 AM »
i mean indivisual rep exists (due to the contact system) so granular reputation is possible

4
Mods / Re: [0.97a] Random Assortment of Things
« on: November 25, 2024, 06:22:22 PM »
Lukas, are you currently aware that the Many-Swords-Ship might have one possibly busted mechanic?

Just in general cross-mod interactions tend to allow for some broken combos.
Hull Alterations generally take the cake though since they don't really have any cost or restriction besides the opportunity cost against each other.

5
3 capitals doesn't leave a lot of room in a standard 240 DP fleet for officer slots, with officer disadvantage(what's likely to happen with ordos having everyone on alpha cores) that decreases to 160 DP.

Make sure you have 2 high tier smodded frigates, at least to win the initial 2 points to get your 240 on the field. IF you don't want to sacrifice officer slots or deployment points, use omens or lp brawlers(5DP).

Capping points means that the AI will draw ships twoards said point which either -
A) The high tier frigates will kill for less DP than what was used
or
B) Draws out the high DP ships(like the radiant) so the rest of your fleet can clean up the rest while their heavy hitters are distracted
 

6
Modding / Re: Starsector MEGA-Modpack Ratpack
« on: November 24, 2024, 06:01:42 AM »
That reminds me -

Does one of the mod managers have modlist support?

Rather than having a repack as a download, would it be possible to just share a config list to download each mod from their sources systematically?

7
I feel like I have the opposite problem:

I typically receive hulls first, officers second, and the weapons/hullmods to fit them last.

8
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: October 21, 2024, 03:04:37 PM »
Hey so - is there a good directory of skills?
Wondering if there's a subskill that has BOTB's DP effect

Do you mean Best-of-the-Best? Best of the Best only has its s-mod effect in SiC, since its already competitive enough with other capstones.


Maybe it should be added to the skill competing against it? 3-smods are definitely a gimme, but would really like DP parity for those KoL bosses.

9
General Discussion / Re: How to "actually" play the game?
« on: October 21, 2024, 02:24:57 PM »
Autofit puts you at parity with AI if you have the weapons for it.
I would suggest using one of the abandoned storages to store weapons.


10
General Discussion / Re: Lore-friendly settings for Nexerelin?
« on: September 30, 2024, 06:26:35 PM »
IMO my favorite setting is one where invasions are still enabled but they will not invade markets existing at game start.

This makes it so that colonies (including yours!) can be stolen, but you won't have the Collapse 2 automatically.
Of course, lack of revanchism is an issue if you do decide to pull an Andrada.

11
Lore, Fan Media & Fiction / Re: I have some questions.
« on: September 27, 2024, 03:52:54 PM »
In terms of truly alien factions, it really depends on several factors that define the setting.
The tone and themes could be completely inverted, and faction attitudes would follow suit.

* Would the arrival of said faction have any implications on the status of the Domain? The method of arrival, what the aliens are, and what they interact with, all imply something about how the Domain possibly could be functioning, or entirely collapsed. Entire factions base themselves on this question.
* How much understanding does said faction have about their own technology? Would they be able to understand Domain technology? The Domain and the Collapse are defined by a LACK of understanding of many of the technologies that control it - intentionally or not.
* What is their own stance regarding the current factions of the Persean Sector? What about the Domain that preceded it? Alien ideology could be whatever.



12
Lore, Fan Media & Fiction / Re: I have some questions.
« on: September 21, 2024, 11:59:25 AM »
In terms of hard details, it would be best to just read the direct quotes from the historian, planet descriptions, ect.
In terms of fitting thematically, below blog post has related readings.

https://fractalsoftworks.com/2015/03/12/a-starsector-reading-list/

The general fiction primer is
https://fractalsoftworks.com/2017/08/16/a-true-and-accurate-history-of-the-persean-sector/

It's theoretically free to retcon however.

13
Mods / Re: [0.97a] Random Assortment of Things
« on: September 18, 2024, 03:44:43 PM »
IMO core world fleets should have hull alterations at some point after enough abyssal exploration.
Taskforces becoming AFK battles is kinda weird.

Legio Daemons with Hull alterations? Thank you, no.

I feel like some modded ships would go from strong to bonkers with some hull alterations O_o

By core I meant like, the vanilla factions. Much smaller scope too.

14
Mods / Re: [0.97a] Second-in-Command | A full-scale skill system rework
« on: September 18, 2024, 12:14:55 PM »
Hey so - is there a good directory of skills?
Wondering if there's a subskill that has BOTB's DP effect

15
Suggestions / Re: Remove dedicated/integrated targeting mods.
« on: August 26, 2024, 08:58:57 AM »
It's a niche pick for the smaller ship classes, and cruisers have SO builds which compete pretty heavily.

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