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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Arghy

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1
Mods / Re: [0.97a] Ashes of The Domain
« on: May 13, 2024, 10:09:32 PM »
Yep 3 monitors, 1 paragon, 1 astral, 1 55dp ballistic capital from S&W mod, 1 14th conquest, 1 odyssey, 2 14th legions, 2 14th onslaughts, another 36dp capital, mix of cruisers with a few destroyers thrown in. I clear out hypershunts with 2 doritos with half that fleet with only a few losses and have done so 4 times now.

3 large doritos with a medium is simply too much for vanilla balanced ships to handle with the 240dp limit.

2
Mods / Re: [0.97a] Ashes of The Domain
« on: May 13, 2024, 07:18:37 PM »
Hey just wanted to let you know the veil of knowledge fight is impossible with vanilla balanced ships. It's just too many triangles at once and even with 28 combat ships and multiple capitals i lost every ship with 1 triangle pristine and another nearly dead. 2 large and 1 medium or just 3 large would be enough of a challenge for vanilla balanced ships.

Is there a way i can tweak it or should i just give up on completing it this run?

3
So update: 28 combat ships including a paragon with a reality disruptor killed 1 large and 1 medium triangle while getting the 2nd large to near death but left the last one pristine. This is clearly an impossible fight as i'm having no trouble clearing out hypershunts, gonna just tell the mod author to tone it down.

4
I was still rocking a pilum heavy build but it was doing fine against ordos and it defeated 2 triangles before. The problem was 3 triangles were staying grouped up and would focus down ships so once i was forced to trickle in new ships they'd just get 3 v 1 against vastly superior ships. They were also taking large amounts of HE weapons when their shields were finally down and it wasn't even breaking armor which is nuts.

I've swapped out all my pilums since i didn't have enough mass to warrant them anymore and i've got 2 shield shunted ballistic heavy ships including a 14th onslaught so coupled with my 4 trident astral i think i'll be able to put enough firepower into a triangle once its shields go down. I'll post my fleet if it works.

5
Mods / Re: [0.97a] Ashes of The Domain
« on: May 01, 2024, 11:03:32 PM »
Oh wow so the hypershunt is just gone, that is not cool as their location influences a ton of colony locations. I should not be able to build anything until that shield is done as this might just ruin this run if the last shunt is across the sector. Destroying a colony site that has little to no explanation is a really bad choice.

6
Mods / Re: [0.97a] Ashes of The Domain
« on: May 01, 2024, 08:18:16 PM »
Whats a reality disruptor? I've cleared out 2 hypershunts already and i've never seen or heard of that before. I'm building a specialized suicide fleet of 30 combat ships with most of them being capitals with some cruiser support so i'll report on whether that works or not haha.

7
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: April 30, 2024, 05:52:49 PM »
Really? did i manage to continually get the armor D mods over multiple uses hahaha. I repaired all the D-mods but the 2 times i checked it had them, didn't think to double check the 2nd time to see if they affected armor--i think it currently has 2 of them and they both must be armor related.

I was like its so weird that this armored BB has less than the onslaught!

8
I was thinking 14th onslaughts with shield shunts to put some firepower in to let other ships put in damage--i don't really like the 60op paragons but seeing as i'm rolling in end game cash i might just order 2-3 and use some save scumming to see what works haha. Someone was saying SO monitors but i've never used them before, are they as strong as everyone makes them out to be?

9
I'm using the ashes of the domain mod and it has a quest battle with 3 large triangles and 1 medium at once. I've defeated 2 large triangles before twice now at the shunts so my fleet worked but against 3 large and 1 medium my fleet managed to break the armor on 1 and get another one to half health before i lost 26 capital ships and cruisers. I remember old threads from years ago talking about fighter spam but before i go and order 20 different varieties of carriers to be built i wanted to double check haha.

I have an active gate near the system so i think i can ditch my fuel hauler and have enough fuel to get to the planet and back to the gate so i can bring 30 combat ships to bear. I'm only using the S&W(ship and weapons) and BB(big beans) ship mods so mostly vanilla level ships to choose from.

10
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: April 30, 2024, 01:22:10 PM »
Is the Terringzean supposed to only have 1600 armor? It's description talks about overlapping armor belts but it has the same armor as most other capital ships. I feel it could use some built in hull mods like blast doors to represent it being an armored beast.

11
Mods / Re: [0.97a] Ashes of The Domain
« on: April 29, 2024, 12:39:46 AM »
Hahaha well that seems like it should be better communicated.

12
Mods / Re: [0.97a] Ashes of The Domain
« on: April 28, 2024, 10:24:50 PM »
My hypershunt colony was destroyed outta the blue--was it a hostile fleet or can it just combust? I was trying to repair the drone system and dumped off a ton of refined metals since apparently i could never make enough?

13
Mods / Re: [0.97a] Ashes of The Domain
« on: April 24, 2024, 11:28:52 PM »
Haha ahh my ship mods are only ship and weapons mod with big beans which are all balanced around vanilla. Is it possible to do it with vanilla ships?

14
Mods / Re: [0.97a] Ashes of The Domain
« on: April 24, 2024, 09:54:57 PM »
So uhhh tried doing beyond the veil for the first time and it utterly dumpstered my S-mod full officer combat fleet thats taken on multiple ordos without losses. Is there some sort of trick to it? Like i got 1 ship to 60% health and it took 2 14th onslaughts with 3 S-mods and officers to do that. Should i try it with a phase fleet?

I watched one of the ships take a sustained large HE broadside from my 14th conquest and still have armor left over.

15
Mods / Re: [0.97a] Ashes of The Domain
« on: April 11, 2024, 02:17:55 PM »
I really like what you did with the new item economy, having to research terraforming before i could use it means i'm actually having to go explore more before i hit the end of the tech tree unlike before. The new modular things for advanced buildings rather than colony items is also a great change, no more worrying about eating my pristine nano because of a misclick!

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