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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Topics - StarScum

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1
General Discussion / More Art!
« on: February 15, 2020, 03:58:03 PM »
There is something about the art in this game that I find ti be very satisfying. It's very detailed and really succeeds brings to life the gritty, industrial feel i think Star Sector is going for. I cant get enough of it!

My favourite piece is the picture you get preparing for an orbital bombardment.

I hope they'll be more art to flesh out the world. It really helps! And I hope an art book is released sometime down the line.

2
Suggestions / Sleepers Spawn in Viable Systems
« on: February 15, 2020, 12:31:11 AM »
Since there are only 2 sleeper ships set to spawn in the game, they should be located in systems that have planets that have actually worthwhile planets. Terran or at least terran-like planets should be present as well as at least 2 stable orbits for comms and such. Otherwise its just a waste of what is supposed to be a huge reward for exploration. It makes sense lore-wise seeing as such massive colonization ships should have been sent to only the best, most promising planets.

Alternatively, there should be a way to reap the benefits of sleeper ships outside of the system they are in.

3
General Discussion / Nachiketa's Fuel Core
« on: February 13, 2020, 03:27:35 AM »
Is it possible to take a fuel core needed for the advanced fuel industry from planets in raids?

I'm trying to knock out the Hegemony's fuel-making capacity by raiding Nachiketa and taking their fuel core, but I can't seem to get it...

4
General Discussion / Anti-Remnant Fleet Advice
« on: February 13, 2020, 12:48:33 AM »
What tips do you have for making a fleet specifically to counter Remnant forces?

Does it just have to be the best fleet you can make period or is there some specialization you can do?

5
General Discussion / How Much is a Credit Worth?
« on: February 12, 2020, 01:48:41 PM »
In EVE the basic currency, ISK, is said to be worth as much as a middle-class family would make in a year. A skilled player can casually make millions of ISK in a single sitting and ships cost billions. I thought this was a really cool way to impart on the player the scale of the game and just how far above even a starting player is compared to the average joe.

It got me thinking about the credits in Star Sector and how much they are worth. The best way to gauge it, I think, is to look at the salary of an average crewman. 10 credits a month leads me to believe that 1 credit = $1000 which means a crewman earns $10,000 a month and $120,000 a year. That might seem high, but consider the risks involved with being in a players fleet and the specialized skills needed to keep a starship up and running. In EVE its mentioned that a crewmember of a players ship could be set for life after a few months of service.

It also makes more sense if you consider the 10 credits a month to be the average salary of crewmembers. The deck-swabber isnt making as much as the navigation officer or chief fighter pilot, and I bet the far future has seen many advances in Roomba tech meaning there are more specialists than general manuals to pay.

Am I overthinking this?

6
General Discussion / System Administrators
« on: February 11, 2020, 11:06:52 PM »
Is there a mod that allows the player or an Administrator or AI to administer all colonies in the same system without penalty? Is such a thing even possible?

When i colonize a system, I want to do it thoroughly as I take great pleasure at seeing a previously uninhabited system fill with traders, smugglers and patrols. However, I can't really do that with so few admins to work with. I think a solution like this would work quite elegantly.


7
General Discussion / Decivilizing Without Rep Loss
« on: February 10, 2020, 11:07:48 AM »
Is it possible to decivilize a small colony without suffering any rep loss with the owner?

There is a small Hegemony colony close to the core with favourable stats and is only size 4. I want to get rid of it so I can settle it myself, but i want to stay on the Hegemony's good side.

I tried raiding with my transponder off, but that didnt work I still lost rep.

I'm using Nexelrelin which adds an agent character. Can I use him for such a task at all?


8
General Discussion / Diable Avionics vs Dassault-Mikoyan
« on: February 09, 2020, 08:53:56 PM »
I want my faction to use ships exclusively from one of these two mods but I 'm not sure which to choose.

Both focus on carriers, which is fine. Carrier heavy fleets are my favorite.

Diable is really cool with the transforming ships and is unique with its focus on mechs, which I assume are better than regular fighters by and large. However, I just don't think it fits with the grittiness of Starsector. 

Dassault on the other hand is more conventional and seem's tailor-made for the carrier enthusiast. It even has a research capital which is nice seeing as I roleplay as a semi-mad doctor obsessed with AI. But it seems kinda ordinary compared to Diable, which is both a plus an a negative as that means it fits more with Star Sector.

I think a good way to decide is to ask if one or the other excels against the REDACTED since that's who my character ends up fighting the most. I dunno if thats a trick question or not; I feel everyone is supposed to be bad against the REDACTED.

If you had to choose one, which ones would you choose?

9
Suggestions / Portrait Recolours
« on: February 09, 2020, 06:52:16 PM »
I really like the portrait of the old Asian guy, but I don't like that he wears Dictat colors.

I think a cool thing to add or mod in would be multiple version of the same portrait recolored to match the scheme of different factions or none at all.

10
General Discussion / Fitting High-Tech Ships
« on: February 08, 2020, 10:35:23 AM »
What are some tips for fitting high tech ships? I find that compared to the gun-heavy low tier ships I have trouble getting them to kill anything because they are so comparatively fragile and lasers either don't do hard flux or are short range and put my ships in danger.

11
General Discussion / Good Combo of Ship Mods?
« on: February 06, 2020, 09:44:06 PM »
I want to make my first foray into Star Sector modding, but I don't know where to start.

What I'm looking for right now are mods that adds more ships with a vanilla feel in all three categories. So far the only mod I've found that seems to do this is the Ships/Weapons Pack https://fractalsoftworks.com/forum/index.php?topic=11018.0

Id' download more ship packs, but I'm afraid if I did they would be unbalanced against eachother and the game at large.

What are some good mods you can recommend for a vanilla + experience?

Also, how difficult is it to delete a faction from the game but keep all their ship blueprints for yourself?

Example, I'm interested in the ships from Dassault-Mikoyan and Diable Avionics but only for my exclusive use. Is there an easy way to do this?

I wish there was a mod that implemented some sort of research mechanic that was compatible with other mods that let your characters faction "design" ships and weapons from mods themselves.   

12
General Discussion / Hyperspace Storms: Unfun or Necessary?
« on: August 14, 2019, 08:43:21 PM »
By far the worst part about this game is navigating hyperspace storms. Its just such a drag when I have a mission to go to the other side of the sector and have to brace myself to spend times looping in and out of storms. It's mindless but i still have to pay attention; its the worst.

I'd cut storms all together but I recognize that navigating hyperspace is part of the challenge of the game. I just question whether there isn't some other way to provide this challenge without it becoming tedious.

13
General Discussion / How To Defeat Remnant?
« on: August 08, 2019, 05:13:49 AM »
How do you defeat the Remnant guarding the Red Planet? I've tried many times with my 20 ship fleet of 4 Eagles, 6 Herons, 1 Apogee and 10 Hammerheads and keep getting swamped, separated, and destroyed.

I tired to keep all my ships together so they could pool their PD to take out all the drones while I focus all 6 Herons to strike a single target, but the keep drifting off and getting isolated.

14
Modding / Removing Modifier from Planet in Savegame
« on: August 07, 2019, 05:00:12 PM »
How do I remove a modifyer from a planet in my savegame? I've got a planet that still has Decivilized Subpopulation even after getting to level 7 and want to remove it. It's ridiculous that it doesn't go away by itself after the planet has been civilized for some time, so I've got to take matters into my own hands.

15
General Discussion / Colonies Cause World Wars
« on: August 07, 2019, 04:54:53 PM »
...Or rather galactic wars.

The game says swatting down expedition fleets won't hurt your standing with the faction that sent it, but it actually does. I suppose technically attacking the expedition itself doesn't cause an opinion malus, but defeating it causes the expedition to fail which then leads to a drop in opinion, so its the same thing at the end of the day.

It seems inevitable when you set up your first colony that you will be at war with literally everyone because they all send fleets to *** with you. This will eventually make the core worlds all but off limits, and there is no possibility for forging a lasting peace unless you grind reputation constantly. You'd think you could get some sort of agreement going after you've bloodies their noses a few times, but nope.

I can understand the Hegemony wanting to squash you as they claim the entire sector, but even they don't constantly fight the other factions.

I know its asked for a lot, but the devs really need to make a way for you to make peace if they want to fix the endgame being Galactic Babysitting Simulation 2018. Oh, and a way to organize autonomous strike groups to take out Pirates and Pather bases. That's another major annoyance.

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