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Messages - Jarolegon

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1
General Discussion / Re: Sharing an amazing Duzahk seed
« on: January 30, 2022, 08:51:39 AM »
This is a good system, but the code preventing habitable moons from spawning in the claimed systems is broken in the most recent version of starsector. So anybody could just reroll a few times and get themselves some prime planets in Askonia, Aztlan, Westernesse or any other core worlds, with the added benefit of a gate, domain comm relay and growth bonus from bigger non hostile colonies in the same system. And saturation bombardment expeditions are only sent against size 3 worlds i think, so just picking up a commission for a short while would prevent them. This is extremely cheesy and lore breaking of course, but to each his own.
Spoiler
[close]
PS: Seed for this one is MN-8926211843989373020
PS2: Soil nanites are overrated.

2
Only the Luddic Church (I think) has the blueprint.  Meanwhile, pirates are everywhere, and their bigger fleets always have the P-variant.  Sure, player will eventually procure those pure Eradicators, but it will take a while.
Only Luddic Church sells them, true. However eradicators are extremely common on their markets, any given month there is between two and six eradicators on their 4 markets. Sure most of them are D-modded, but accelerated feeder beats burn drive even with a few defects.

On another note, overdriven eradicator makes for an extremely strong pretty broken player flagship. Can solo any small station, bounties up to 200k and remnant ordos with single radiant given careful piloting. Elite PD is mandatory for range, elite helmsmanship and impact mitigation are strongly recommended to make it feel less like a brick, everything else is nice but not necessary. Missiles can be either sabots for efficiency or reapers for fun, 2nd s-mod is free pick but i'd go for converted hangar or missile racks.

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3
Mods / Re: [0.95.1a] Starpocalypse 2.2.1 - more apocalyptic settings
« on: January 24, 2022, 08:28:49 AM »
Thank you for the quick response! I personally like this mod more for the sense of progression it offers rather than for adherence to lore and realistic markets. I wouldn't mind if some single missiles, single autocannons, IR lasers and low grade fighters like talons and mining pods were on the open market, while restricting high grade stuff like hephaestus gun, plasma cannon and longbow bomber to military markets exclusively(not available on black markets at all). It would mean that player could instantly dive in combat, and it would give him goals to achieve if he wants to get his hands on better stuff. So, weak weapons are available from the get go, for mid grade one has to sneak or find planets with free market, and for high grade you either get a commission or create a colony with heavy industry.

4
Mods / Re: [0.95.1a] Starpocalypse 2.2.1 - more apocalyptic settings
« on: January 24, 2022, 07:40:24 AM »
This looks and sounds like an amazing mod, however after installing latest version i've noticed weapon restrictions don't work on open market. Almost everybody sell all common weapons and certain fighters freely(like mark IX autocannon, hellbore cannon, hammer barrage, thumper and talons with broadswords). However heavy armaments and marines are correctly unavailable. The game is updated to the latest version and no other mods are installed. Was this intended change or is there some issue on my end? Here's how sindrian open market looks in my game


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5
General Discussion / Re: Campaign Terrain/Movement Feedback
« on: January 23, 2022, 04:46:23 AM »
Always take navigation, keep your ships minimal burn at 9 and just completely ignore terrain unless you are trying to do some stealth shenanigans. To minimize supply cost of going through hyperstorms install solar shielding. For slipstreams going in the wrong direction - just use emergency burn, it helps to pass through them with relative ease. If supply cost of emergency burn bothers you then take containment procedures skill.

6
General Discussion / Re: Zig is ridiculous
« on: January 19, 2022, 12:57:30 AM »
Perfectly balanced in my opinion. Zig is just a single ship after all, it's perfectly normal for it to die to such amount of dakka. And one more use for piranhas is also good, since they are such niche bombers.

7
General Discussion / Re: Zig is ridiculous
« on: January 18, 2022, 10:04:00 AM »
Piranhas are trash, they'll kill your fleet faster than the enemy.
Nah, you're just using them wrong. Lo and behold!
https://www.youtube.com/watch?v=dqu-tTDsMHo
Although i admit that 15 condors is not quite enough. But with 20 and some minor tactical positioning flawless victory is quite possible.

8
General Discussion / Re: Zig is ridiculous
« on: January 18, 2022, 05:42:29 AM »
Buy a bunch of condors and slap some piranhas on them. Ziggy can generate only so much motes and will be forced to stay in phase until it peaks on flux. Anything that can deploy ~30 wings of piranhas will delete ziggy without any help from player.

9
Sure, but while having habitable planets in claimed core systems might be okayish from the game balance perspective, it completely breaks the lore and immersion. This moon should be a thriving colony of at least tens of millions, not uninhabited.

10
Bug Reports & Support / Uninhabited terran moon in Naraka (0.95.1a-RC6)
« on: January 14, 2022, 11:56:51 PM »
The moon code strikes again! Seed:MN-8406342713218657940

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11
I've been fooling around with Legion builds and noticed that if i equip it with cyclone reaper launchers it starts using them against fighters and bombers launched from the Astral. It does so while having reasonably low flux levels and having excessive PD capabilities to deal with all the missiles and fighters. While searching this forum for another topic with this issue i found post with similar problem https://fractalsoftworks.com/forum/index.php?topic=22013.0 judging from it the AI should not panic fire reapers at fighters while having no shields, yet it consistently does so in my simulations.

I'm fairly sure that no mods interfere with my sims but here is full list of them anyways:
Console commands 2021.12.25
Fleet tester 1.0
LazyLib 2.7b
Practice Targets 1.41rc2
SpeedUp 0.7.2

Here is a video of my battles for convenience:
https://youtu.be/xAIGn2l_5hc
Instances of firing happen roughly at 0:55, 1:55 and at 2:55 for shieldless legion.

12
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: December 31, 2021, 12:28:51 AM »
I can't beat Forlorn Hope mission in new version. Tried multiple fits, including kiting tachyon lance sniper and plasma/autopulse brawlers, played with all old and some new approaches but i still lose. The biggest problem is dealing with onslaught, with ability to cancel burn drive he can be much more aggressive without ever overextending himself. And multiple buffs to eagle, falcon, dominator coupled with nerf to hardened shields don't help either. If anybody could record a video of successfully beating this mission in 0.95.1a i would really appreciate it.

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