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Starsector 0.95.1a is out! (12/10/21); Blog post: Uniquifying the Factions, Part 2 (04/30/22)

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Messages - Thaago

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Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 05, 2022, 01:53:15 PM »
I'll note that Fulgents have the potential for 2 medium and 4 small missiles, and HEF backing up their energies. They are quite dangerous ships, potentially some of the best missile support/burst ones for their price, they just aren't blockbuster speed ships (though 85 is only slightly slow). They also have a .6 shield + decent flux stats, plus their armor is not too weak (450 is a little low, but not terribly). A gamma core gives all the skills they really need, so they are even pretty cheap in terms of the skill's budget of ships.

Blog Posts / Re: Uniquifying the Factions, Part 2
« on: May 01, 2022, 11:20:27 AM »
Re:XIV skins: XIV are significantly more expensive, to the point where its honestly not worth buying them until in the 'post money' stage of the game. If I see a bounty fleet or enemy (or juicy target...) with one I am very much drawn to killing them and trying to recover, including spending story points, and I'm more likely to S mod and keep the XIV ships I have (as they are just better), but I don't think its too disruptive.

Mods / Re: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)
« on: May 01, 2022, 10:50:08 AM »
I've cleaned up the recent posts.

@jkuba1903, the forum rules can be found here:

For repeated violations you've received a 3 day ban.

Blog Posts / Re: Uniquifying the Factions, Part 2
« on: April 30, 2022, 11:50:45 AM »
This looks amazing! I'm hyped to see the new ships in action!

Does the Executor have the flux to fire its guns? It looks like it had less than 500 base dissipation (or maybe 500 and then a penalty from the D mod). I get that its a 'bad job' conversion, but you'd think that even basic firing range tests would show that if you convert 2 missile mounts to energy then you need to do something for its flux. Maybe the politically loyal/incompetent Lions guard wouldn't notice, but the 'regular' Dictat military are also stuck with the ship...

Does the D mod on Dictat ships go away on rebuild like ill advised modifications does? That would be an interesting (if very expensive) way to get the skinned ships.

Modding / Re: tf is this
« on: April 24, 2022, 12:38:28 PM »
Please refer to the forum rules here:

Calling other people *** eaters is not allowed.

General Discussion / MOVED: Funky Start
« on: April 22, 2022, 09:24:28 AM »

General Discussion / Re: How do these blueprints you can buy work?
« on: April 21, 2022, 12:16:02 PM »
Right click on them to learn them! Then when you have industry of your own you can build them. There are also some bar events/contacts that allow you to use other people's autofactories, and they often let you use either their or your blueprints.

Modding / Re: Are there notes on editing existing mods?
« on: April 20, 2022, 10:08:01 AM »
Hmmm, I don't think there really are guides on this particular task. You'll want to read the wiki introduction to modding:

Much of the data in there won't be useful to you because its about creating ships/weapons/etc, but it includes where things need to go to make a functioning mod, so most of the data you need will be there.

Another aspect is that many mods use scripted effects in combat or have campaign scripts that require compilation: if you want to include those, you are going to need to set up an IDE and compile those scripts into a JAR file.

Thanks for the info! That makes sense and matches with my experience of high CR making guns hit fast, small targets much better.

I don't know how the target leading via CR works (motion of enemies being off? motion of self being off? projectile velocity? etc) but I do notice it has a large effect when I look for it.

This is interesting - give it a shot with the CR of the paragon dialed up to 100, does it have as much of an issue? CR (and the gunnery implants skill) effects the autoaim accuracy and I suspect this is one of the things that improves.

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