Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - serp

Pages: [1] 2
1
I don't really know what warranted 1.5 years in this recent patch. Yes there were a good amount of new ships and stuff and some new storylines. The hostile threat thing too, but really, why did this take 1.5 years?

The amount of content we got vs. the time spent doesn't really add up.

I've always assumed they have jobs or are freelancers of some kind.

2
Man the fleet controls are complete ***.

This is why I liked the idea of the gryphons...they have much less need for that fine coordination...sadly, even like 17 or 19 or w/e you have couldn't make it through three ordos without running dry on harpoons.

Edit: it's also why fighter spam is so desirable. Basically, the less chance you give your AI-piloted ships to have utterly idiotic and conflicting positioning, the higher the chance that they will actually use their advantages and assets and come out on top. Guided (strong emphasis lol) missiles and fighters are the best at that...although hyperions aren't bad either. Too bad the latter got quite nerfed as well, recently

3
General Discussion / Re: Taking out 5 Ordos with 5 Paragons
« on: June 23, 2023, 02:21:25 PM »
I wish the simulator wasn't such dog$***, these videos wouldn't be so luminary lol. I suspect that it's designed to be useless tho, almost certainly.

Are there working mods that simulate battles just as they occur in the wild?

4
General Discussion / Re: Taking out 5 Ordos with 5 Paragons
« on: June 23, 2023, 10:18:14 AM »

Thanks! You can definitely power your way through the game towards the Executor or Paragon fleet. (I copied the ships because I didn't want to grind for D-mods but I think they would tolerate most.) They should clear all lower level content in the game just fine too. Should even be an easy game plan due to free Executor from Sindrian quests.

Well, yeah, anything can get through the game, but most usefully to me, these trials might be showing what the AI is good with in the highest stakes endgame fights; usually I'm too absorbed in my piloting while playing to really analyze what my silly ships are doing, and when I do take the time to look I'm usually frustrated lol.

The ships you're testing aren't limited by a harpoon-based lifespan in fights, only  by hull and ppt as they go deeper into ordos, although they seem to require a lot of tactical-map micro by comparison. DO d-mod rolls and fractal weapons kinda complicate any results, of course.

I'm kinda warming up to the idea of 12 gamma glimmers added on, but I don't think I can ask you to do a glimmer mono, they just don't cost enough lol

5
General Discussion / Re: Taking out 5 Ordos with 5 Paragons
« on: June 23, 2023, 09:42:19 AM »

Also, sorry if anyone feels like I'm posting too many videos. I felt like these are pretty good gameplay content. Anyway, rather than make a billion threads I plan to add videos about my other fun and weird but less powerful Ordo farming fleets like the all Retribution fleet, Colossus Mk. II fleet, and Venture (LP) fleets into this post, so watch this space.

No way, do as many of these tests as you think are interesting! They're fun, at least for someone that hasn't done these tests themself: I was just going to do a run based around gryphons (eventually stomping on ordos like this) but now it looks like they might not be so relatively great for these long 500% fights!

6
Suggestions / Re: Consider adding things to the codex?
« on: June 18, 2023, 02:04:53 PM »
I guess I should also speculate on whether the player initially should be allowed the knowledge of what colony items are and do, but given their descriptions I would say it's a no-brainer. Actually now that I think of it, the hypershunt event features your Tri-pad chiming in about the structure, so there's absolutely no question.

I guess I kind of don't know what counts as meta-knowledge, in this case. You probably wouldn't know every detail of ultra-REDACTED armaments, for instance.

7
Suggestions / Consider adding things to the codex?
« on: June 18, 2023, 08:58:09 AM »
I'm not even talking about polishing the ship/weapon lists, I mean putting a list of colony items in there, maybe colony industries and mechanics, adding a paragraph or something about how hostile activity and expeditions work...and for non-colony stuff, maybe black market suspicion and transponder legality, the perils of salvagers going pirate outside the core...basically anything that would be obvious to a person living in the Persean sector, but might warrant a sentence or two for someone playing the game. Obviously nothing REDACTED, but soil nanites existing is not redacted, and a new player might want to know these annoying little details before they start a colony; that feature got added in the colony nerf, but was never integrated into the game at all.

Overall theme here is: having Discord, Reddit, and patch notes as the best explainers of game mechanics is not really the best policy. And if you think it is, go ahead and make a codex entry pointing people to those websites:)

8
General Discussion / Re: Some Gryphons
« on: June 17, 2023, 07:38:47 PM »
As mentioned, derelict and support is just there so it's a monofleet (10 Gryphons for 200 DP walks over a double Ordo though).
Drop both derelict and support, get 9-10 officered Gryphons with some other ships, power actually goes up as there is a player-piloted ship or monitors taking care of the only possible threat (Radiant or maybe Nova jumping in).
Squalls won't run out in any battle, an Onslaught or a quad HIL+autolance Paragon is exactly what's needed against the last few ships.

Don't bring 8 officers unless you have a good reason for it, +2 officers is only 1 skill point and not spending it with Gryphon spam is just doing it wrong.

What I wanna know is how you have 75 million and all your assets at cycle 216!

9
General Discussion / Re: Tech-mining colony size?
« on: June 04, 2023, 07:29:14 PM »

Waystations don't take your industry slot.

As such, a size 3 techmining colony works just fine as a drop-off point for bulk goods and a resupply spot for fuel, supplies, crew, volatiles, and transplutonics. No need for it to grow further; once you've scooped all the local loot, disband the colony and build a new one on another ruin.

From above:

"The primary purpose of tech-mining is to provide supplies and fuel for an exploration fleet"

No mention of waystations in that quote, and waystations and tech mining aren't intrinsically connected in any way...so you're confused I think? The dude's saying tech mining is for supplies and ***, I'm saying it's for rare loot. For the record, Alex probably agrees with him, but that doesn't change what basically every effing person wants from the industry when they build it...which is rare loot.

10
Announcements / Re: Starsector 0.96a (Released) Patch Notes
« on: June 04, 2023, 06:29:51 PM »
I've noticed that when I get a VIP mission from Galatia, it almost always points to the Samarra system. This is across two(maybe three) ironman saves.

11

I will say the whack a mole wouldn't be a problem if it was like .95. As it currently stands you always get a HA increase if there is a pirate base close to your system regardless of whether or not they are actually targeting you. This can result in the HA increase remaining the same even after destroying one pirate base due to another having already spawned nearby.
What's worse is nearby pirate bases will send armadas into your system even if they aren't actually targeting you. Which combined with random LP armadas showing up because you have 1 world with two domain artifacts, means a significant damage to trade, growth, and profits even if you're at 0 HA.

If enemy fleet size was based on HA, and pirates had to actually target your system for an increase to HA beyond the baseline, it would be fine. As it currently stands it can be very tedious.

The current system just encourages players to install nex, and satbomb pirates and pathers before setting up a colony.

Amusingly the most profitable method of establishing colonies is setting up alpha core administrations on high hazard worlds so they stay at level three, and spamming them across the sector. The Ludic Path will not target level three worlds, so if you have one low hazard world under your control with a high command, you'll significantly reduce the tedium.
That said, doesn't the Hegemony still inspect size 3 colonies?

Yes, and raid frequency does increase based on the number of A.I. cores in player use. That being said this was an issue last update with late game expansion due to limited admins, so all the previous methods of dealing with the Heg still apply.

ahhhh...I never deciv anyone, it feels like it makes the world smaller. I don't think these colonies can afford the million+SP bribe for every inspection, and it really sucks that you could only have 1 industry per planet. still, I'd love to hear that someone has actually done this

I've done this with a few worlds already, set them up as vast ruins tech mining operations and then switched over to whatever industry was relevant. The bribe is 100,000 credits maximum plus a story point if I remember correctly. I only use alpha cores as administrators, and on the lone industry, so inspections are uncommon when compared to other faction expeditions.

Lel...wait do you mean you get expeditions on a size 3?

In any case, if I attempt another playthrough I might actually do this with the alphas I find...which is completely tainted lol...emergent gameplay strategies, yay! I don't think he has any more hotfixes left in him, for the time being, but we'll see.

12
Not sure, but it was possible to remove inspections permanently by wiping Hegemony military worlds off the map (with sat bombs or raid them until they decivilize).  Of course, player will need to complete any quests attached to their worlds first, which have literal plot armor that blocks death by sat bomb or prolonged zero stability if they have any unfinished quests attached to them.

Total sector colonization (i.e., size 3 alpha spam) should work better now than before given how Hostile Activity works.  No more periodic -1/-10% bases or raids from pirates player needs to deal with as long as Hostile Activity is low enough.

And player can have permanent deals with pirates and pathers.  Give the lich-queen Kanta a million bucks (or other select offering) for Pirates, and give any pop-up Pather base commander the planetkiller.

ahhhh...I never deciv anyone, it feels like it makes the world smaller. I don't think these colonies can afford the million+SP bribe for every inspection, and it really sucks that you could only have 1 industry per planet. still, I'd love to hear that someone has actually done this

13

I will say the whack a mole wouldn't be a problem if it was like .95. As it currently stands you always get a HA increase if there is a pirate base close to your system regardless of whether or not they are actually targeting you. This can result in the HA increase remaining the same even after destroying one pirate base due to another having already spawned nearby.
What's worse is nearby pirate bases will send armadas into your system even if they aren't actually targeting you. Which combined with random LP armadas showing up because you have 1 world with two domain artifacts, means a significant damage to trade, growth, and profits even if you're at 0 HA.

If enemy fleet size was based on HA, and pirates had to actually target your system for an increase to HA beyond the baseline, it would be fine. As it currently stands it can be very tedious.

The current system just encourages players to install nex, and satbomb pirates and pathers before setting up a colony.

Amusingly the most profitable method of establishing colonies is setting up alpha core administrations on high hazard worlds so they stay at level three, and spamming them across the sector. The Ludic Path will not target level three worlds, so if you have one low hazard world under your control with a high command, you'll significantly reduce the tedium.

That is brilliant! Really spits on the whole "3-4 colonies" thing that the dev's driving lol. You can castrate your growth rate on better worlds too, might be easier on credits.

Only thing I want from colonies is the chance to use my blueprints consistently, would honestly not care if they made $0 as long as they didn't force me to screw around to protect them.

That said, doesn't the Hegemony still inspect size 3 colonies?

14
General Discussion / Re: Tech-mining colony size?
« on: June 04, 2023, 02:11:16 PM »
The primary purpose of tech-mining is to provide supplies and fuel for an exploration fleet.  Use administrators for good planets, and eat the instability penalty for 4 or 5 techmining colonies.  Move the delivery point to match your current route and to stock a minimum amount in each colony.

You can do this first thing by getting a commission in a system with a ruined planet.

"Techmining is the motley art of recovering valuable artifacts from Domain ruins" -the wiki, correct me if the game's current description is different.

Nobody, no matter how dumb, thinks supplies and fuel fall among "valuable artifacts". People who set up tech mining do it for these things in order of importance: the awful colony items, blueprints, and AI cores. There's no *** way that 1000 peeps, 200 supplies and 100 HM, multiple trips to the middle of nowhere, and now the lovely addition of the hostile activity cancer are for "supplies and fuel" for exploration fleets. Most people don't like tech mining right now, you don't need to come in here and cheerlead for it.

15
General Discussion / Re: Tech-mining colony size?
« on: May 30, 2023, 05:01:07 PM »
Two vast ruins, both SP'd and alpha'd: I got a single alpha core as notable loot after 6 months. I guess it's stupid to be asking about how to optimize something so worthless

Pages: [1] 2