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Messages - Eigengrau

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Suggestions / Re: Allow one single colony to grow up to size 10
« on: April 12, 2021, 06:34:48 PM »
That's interesting, guess in the future we can expect a colony focused content update at some point.

2
I like the idea, since like other missions with SP and pure money selection I will always choose the cash option. But 1M may be over-tuned, it can well exceed some colony's 50% of annual income. Maybe It should vary dynamically depends on colony size and ground defense strength?

The reason to choose ground defense strength is because that it can be explained story-wise. High defense means you have something important to defend/hide. Low defense means you don't care much about that colony/anything illegal to hide.

Mechanically, a high defense colony is not prone to pirate raid and Panthers, while a low defense colony is probably already suffering from these factors and have a low stability rating, which means they are making less money to justify the 1M bribe money.

3
General Discussion / Re: What are best burst damage weaponry?
« on: April 11, 2021, 12:30:03 AM »
My personal setup for Hyperion is two phase lances with a reaper. However,  in order to utilize its full potential, you probably need to invest some skill points into the build. Namely the Missile Specialization for more and healthier reaper and Shield Modulation to take advantage of the already impressive shield to flux ratio. If your flagship is the Hyperion you might even want to invest some SP into it. (you can also replace reaper with thumper for less alpha strike potential but much more skill and hull mods friendly choice)

However, for a support role, Hyperion really shines with ion pulser with extended mag mod, it does tons of emp and even half-decent regular energy damage. with of course the reaper as the main takedown weapon.

P.S. the small nugget is really broken with teleports, 8000 base flux, and 0.8 shield efficiency. It can even shiled-tank some cruisers during harassment.

4
General Discussion / Re: Did little testing about skills.
« on: April 09, 2021, 02:06:09 PM »
Interesting and good to know they stack. For those interested the following will plot the combined damage function in wolfram alpha (at half flux for EWM):

Plot[Piecewise[{{25, x < 600}, {25*(2.5-x/400), 800 > x > 600},{25*(2.5-x/400)+30*(x/800-1), 1000 > x > 800},{30*(x/800-1), 1600 > x > 100}}], {x, 0, 1600}]

Neat! I plotted both half flux and full flux curves. Gues during the test my flux was almost full for around 15% increase (@around 900SU)


5
Modding / Re: Flying Remnant?
« on: April 09, 2021, 12:42:29 PM »
Thanks, I can finally fly my own terminator.  ;D

6
General Discussion / Re: Did little testing about skills.
« on: April 09, 2021, 11:57:24 AM »
But you get only small part of both bonuses, not full value.
Yes, if you are firing targets between 800-1000 it's not much, maybe around 15% at half flux. But it's good to know that two skills actually work with each other without canceling each other out.

7
General Discussion / Did little testing about skills.
« on: April 09, 2021, 11:27:57 AM »
Didn't find anything about it so I did some quick test.
Specifically "Energy Weapon Mastery" and "Ranged Specialization", they do work simultaneously. Which means you get a short-range damage boost when the target is below 1000 SU and a long-rang damage boost when the target is beyond 800 SU.

As the skill description stated, "Energy Weapon Mastery" provides a boost within 1000 SU depending on both distances to the target and your ships flux level: up to 50% when within 600 SU at max flux.
"Ranged Specialization" provides a boost depending only on distance, start at 800 SU and full 30% damage increase at 1600 or further.
And, yes, they do stack when between 800-1000.

*Testing using Tachyon Lance with hull mods to change max distance.

Spoiler

Now, that is devastation at any range 8)
[close]

8
No, Guardians are unrecoverable even with the skill. You can get a Radiant, if you want. It's also a capital-sized battleship.
Thanks, will be looking forward to that.
I hope there's in-game reference or lore to clarify drone battleships aren't recoverable (or the skill does not apply) so people won't get confused.

9
General Discussion / Is it possilbe to recovery a drone battleship?
« on: April 09, 2021, 12:00:20 AM »
I've picked the "automated ships" skill which let player recovery automated ships.
And since have run into two guardian-class drone battleships, the one that's guarding the cryosleep ships but neither time let me recovery the drone battleships.

So, is it possible to recover these ships?

10
Modding / Re: [0.95a] Take any skills from skill tree
« on: April 08, 2021, 05:37:19 PM »
Thank you so much for making this!
Now I can finally build my one-shot antimatter destroyer dream! (Gunnery Implants & Energy Weapon Mastery)

11
General Discussion / Re: A new player, just started to play!
« on: April 06, 2021, 12:58:09 AM »
Nanoforges cause pollution only on habitable worlds...
Ahh, that makes sense, thanks for the info.

You can always just uncap the fleet limit and do whatever you want...
I'm sure to tweak around once I'm more familiar with the game.

As for building ships without colonies - there are occasional bar or (possibly?) contact options for this.
Do bar contract yields outcomes that allow ship production? I've only stolen or bought for bar contracts here and there.

Note, though, that if you sell it to somewhere like Kapteyn Starworks that has heavy industry with no nanoforge... it'll install the one you sold them. Which may, for example, result in pirate fleets having fewer d-mods. So apply proper caution.
That sounds amazing, terrifyingly amazing.

You're much less likely to find a pristine nano-forge now...
Can confirm, I'm sitting on 4 corrupted nanoforges and no pristine t be found yet. Guess I will use it once I have a proper heavy industry setup.
What's this 'raiding operation' everyone's referring to?

My first 95 run was an ironman,...
My point is : I strongly advise you always keep at least 2 story points back so you can scarper from an unwinnable situation.
Advice noted, however, ironman is probably too early for me, yet.

12
General Discussion / Re: A new player, just started to play!
« on: April 05, 2021, 05:11:15 AM »
Thanks for the tips, appreciated!

Here's some tips active posters in this forum that have played the game for years dont do
-Dont stack capitals, 2-3 max. The newest update made it extremely inefficient and its a huge noob trap. lrn2play and take the frigate pill
That's a bummer. Truth be told, I was kinda hoping for grand battleship battles at the end game.

Quote
-Those objective points in combat will give you DP if you capture them. Always have fast frigates in your fleet that you deploy asap to cap them so you can use as much of your fleet as possible in tough fights
What are DP used for past the deployment phase? Does it allow you to bring in more reserves?

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-Use ur fkin story points.
OMG, I was collecting so many of them (30 or so) in case some 'late fame crises' require multiple points to get the hell outta dodge. What are the good ways to use them besides modding your ship?

Quote
-If you have a nanoforge don't put it on habitable planets, it'll pollute them
What about the 'corrupted nanoforge' then? I've only managed to find one of those. Also, if not augment into colonies how to use the nanoforge, do I just sell them for credits then?
I'm also curious about how to build your own ships besides using a colony.


13
General Discussion / Re: A new player, just started to play!
« on: April 05, 2021, 12:05:25 AM »
There is UI scaling available in Starsector 0.95a - from the launcher, click on where it says "Options..."
...That said, if your screen is only 1080 pixels, the scaling might just go 'nope'; it does require a certain minimum pixel-equivalence just to have room for the UI. I dunno; I'm running it on a screen that's 5120x2880 - albeit windowed down to a 'mere' 2048x1152 since for some reason it double-scales itself rather than running at native resolution. MacOS gets weird about that stuff, I guess?
Thanks a lot! I was searching the in-game settings, everything is so much easier to read now!  ;D

14
General Discussion / A new player, just started to play!
« on: April 04, 2021, 11:08:29 PM »
Greetings to all the senior captions strolling the sector!

I've heard about this game back when it was called 'starfarer'. And picked it up some times ago. But only recently found time to actually play it.
The experience is refreshing and I'm quite impressed at the depth of different elements and systems of the game (still learning of course). I've spent about ten hours familiarizing with the controls and menus. Got blown up by all sorts of things several times due to various stupid decisions. But I'm enjoying the ride so far.
The UI and font size are probably my most concerns since I like to read the stories and information boxes about each and every item I found. And they do strain my eyes overtime even on my 1080P screen (15" laptop). I've searched a bit about UI scaling and font size changes to no avail (dev seems to be experiment with the feature but afaik it's not in the game yet). Time to find my glasses (or a bigger screen) I guess :P
Progression-wise, I'm on cycle 208, building up a fleet with about 2M credit under my name and considering finding some colonies soon. Any suggestions or tips for my stage of the game? Please no spoilers though, I've stayed dark all these time for a reason :-X

This round is on me! Cheers and salutations!


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