Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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.

Topics - Candypowers

Pages: [1]
If your planet had a Star Fortress prior to a Luddic Church takeover, it will still remain under your ownership after they take control of your planet.

Also another bug: Bombers + Defensive Targeting Array is buggy when there are a lot of fighters and enemies around. Sometimes they will turn around and do nothing even when there is an enemy close by, probably targeting a fighter or other ship far in the distance.

Bug Reports & Support / Defensive targeting array bug
« on: January 31, 2024, 09:12:29 AM »
So when I use defensive targeting array with bombers (in my case I used trident and longbow with prometheus mk2 ), a lot of times they don’t do anything when there a lot of enemies present. This is because they seem to be sometimes fixated on a ship that they can’t reach. Like for instance there is a destroyer or frigate in very close proximity, but my bombers ignore it and focus on some random cruiser that’s far away and out of reach. Doesn’t matter if I press “R” on the target, or orders to recall/engage, the bombers have a mind of their own.

 Doesn’t always happen, but it happens enough to be annoying. my guess is that for my particular situation, the enemy cruiser gets momentarily in range of the bombers and then that’s when my bombers get fixated on it. Then the cruiser backs off, goes way out of range, but my bombers are still pointing in the direction of it and get stuck looking at it for a long time even though there is a closer enemy.

General Discussion / What does the s-mod effect of ECCM Package do?
« on: June 16, 2023, 09:00:08 AM »
It says "Fully negates the effect of ECM and flares on missles fired by this ship."

Aside from missiles, it completely negates the range penalty of enemy ECM for all weapons too? Seems like a pretty good deal if that's the case and you are running a smaller fleet than the enemy.

General Discussion / Going shieldless is pretty fun
« on: November 20, 2022, 01:01:35 AM »
Youtube link

Fun, but easy to get punished! Regardless, once you try going shieldless, it’s hard to go back.

Youtube link

No, this isn't your usual optimal long range kiting Eradicator fleet or Safety Overrides frigate spam. ECM/range be damned, these slow & heavy tanks were built for a good ol' fashioned up-close and personal slugfest.

You probably need just 2 moves/2 command points. One to assign all Prometheus ships to attack the Radiant. And then after Radiant is dead, use the defend command on 2 of the Prometheus ships and assign frigates to the Search and Destroy role. You can also additionally assign the search and destroy role to the 2 ships that had the defend command.

General Discussion / Solo Prometheus MK2 vs Remnant fleet
« on: November 03, 2022, 07:10:23 AM »
Youtube link

Man that was tough! Had some close calls in this fight and wasn’t sure if this was possible, but somehow it managed. There’s always the threat of getting swarmed by the smaller ships and then getting stunlocked to death.

And if anyone’s got any suggestions to improve the build, feel free to share!

Like for example, a building on a colony that passively generates a story point per month, or something similar.

And for officer skills, looking for a mod that lets you swap skills that they don’t have, pretty much like how you can already do that with remnant core pilots. I can do that with save file editing, but kind of inconvenient to do.

Pages: [1]