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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - HollandOats

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1
General Discussion / Re: Beam fleet loadout
« on: June 01, 2023, 02:10:22 PM »
For vanilla the laser build I found works well is this.

Brawler(TT)

2x Phase lance
1x Antimatter blaster

Safety Overrides
High Scatter Amplifier (Built-in)
Hardened Shields (Built-in)
Flux Coil Adjunct (Built-in and optional)

Max flux capacitors and put any op left over in vents

Officer is aggressive with Helmsmanship, Combat Endurance, Field Modulation, Target Analysis, Energy Weapon Mastery, And Ordnance Expertise

The thing just zips in, unloads its damage, and backs off before the enemy can react. Repeat until enemy fleet dead. Back them up with 1 or 2 fleet anchors and you've got yourself a deadly fleet.

You can do a similar build with the sunder and hyperion but their traditional builds are just better.

2
Is there anyway to disable the supervillian factions in the supervillian mod? I really liked the prototype ships but am very picky about adding new factions (HMI was basically the only one I used). It might be worth splitting the prototype ships into their own sub mod if they aren't going to be part of HMI going forward. Would be nice to have more options to customize and fine tune the play experience.

3
So I ran into a bug while testing out fleet builds today. I accidentally s-modded augmented drive field into the falcon p variant (Don't know if that should be possible) and what happened was not only did I get the bonus for s-modding it in, it also didn't count towards my s-mod limit and also applied it to EVERY OTHER Falcon p in my fleet. On to of that any other falcons I got would also have the bonus applied to them even if I got them after.

I tried replicating it with only the console command mod to check it it was a vanilla bug and I could replicate it 100% of the time.

4
I'm gonna take a shot in the dark here, where are you installing the mods? You said that UAF is different from nex and lazy lib but I just tried downloading the UAF mod and I got it installed the exact same way as I've done every other mod in a few minutes. You just open the .rar file and extract the folder inside into the Starsector mods folder (the directory should be something like C:/"Where ever you installed it"/Fractal Softworks/Starsector/mods). After that you enable them when you open the launcher before you start the game.

The only reason I could see that could be a problem is if you aren't installing the mods to that location or are just moving the .rar files into the folder without extracting them first.

5
General Discussion / Re: Does combat XP gain need adjustments?
« on: August 22, 2022, 11:14:32 PM »
Story points could have been intended to "do cool plot or one-off stuff at a critical time like learning swordsmanship on the spot or creating new stable point", but it functions more like money.  Some of the stuff that use story points, namely anything upgrade related, should use credits instead.


I've been doing something similar with console commands in my games where I just subtract credits from my character whenever I need to install an s-mod and add a story point. It's made the game more fun since I actually use story points for things other than s-mods now and I save scum less since if I lose a ship I can always just buy another one.

As for the original post I'd recommend just cheating the story points you need. If you're at the point in the game where you're grinding ordos for SP you've basically won and are just going for victory laps at that point. I think the best way to fix this problem is adding more difficult, repeatable late game content. The doritos and special late game bounty you get are nice challenges but because they're not repeatable you do them and go back farming trash fleets again right after.

I'd like to see more late game content like maybe an extreme danger system that spawns dorito fleets to fight or more boss fights similar to the ziggurat. Mods help with that but I'd like to see more base game content aimed at the end game.

6
This is gonna sound like a weird suggestion but something I tried a few months ago to increase difficulty was increasing labour costs. I jacked up the monthly salary for crew to 150 credits and marines to 300. One of the things I found that made the game too easy is that you can make insane profits from piracy and black market trading and quickly buy a fleet that can take on anything in the sector. The vanilla crew salary is so low that it's barely noticable (I've had thousands of crew and marines and could pay their salaries for a year by raiding one supply convoy).

By giving myself a huge money sink in monthly salaries it changed the way I played the game a lot more than I expected. In exploration I couldn't just buy a dram and a bunch of crew and faff about in the outer sector for a year, I had to collect a few contracts close together and quickly complete them and salvage what I could on my way there and back. For bounties I couldn't just buy the biggest, baddest ship I could and blow up pirates until I got bored, I had to actually pay attention to how many people I'd need to crew it and determine if the increased monthly cost was worth the extra fire power (I actually, unironically learned to love the kite. For the same crew salary to field a lasher or brawler, I could have 7-8 kites running around instead). I couldn't just keep a battalion of elite marines in my fleet at all times, I actually had to use them like mercenaries (Buy a bunch, quickly do a job or 2, and sell them before their salaries bankrupted me).

The game became much more engaging because I actually had to plan out what I was going to be doing for the next month to stay profitable. I was using ships that I didn't even take a second look at in the base game because fielding capitols was so easy. Fights with major factions were more engaging because I couldn't just blow up any fleet I came across, I'd either have to bait them into a fight with another faction's fleet or do hit and run tactics to whittle them down to where I could take them on. The game becomes a lot more fun when you can't just buy 2-3 paragons and zap anything that gets in your way.

The salaries for crew and marines can easily be changed in the games config file so I'd recommend playing around with it to find an amount that makes the game challenging for you.

7
General Discussion / Re: Formations
« on: January 13, 2022, 09:51:33 AM »
The biggest problem with the lack of an ability to give complex orders to the AI means that it really cuts down on the amount of strategies that are viable. Basically a lot of games devolve into me making a massive battle line with beefy ships that just sit and pummel the enemy at long range because anything more complex requires excessive micro management. If I don't order my So ships to regroup after an eliminate order they'll just scatter and get picked off, if I don't constantly watch my officers I often find them behind enemy lines chasing some frigate oblivious to the fact that they're about to be surrounded, etc.

A recent example of this in my games was I had an idea for a build for the Vindicator (A cruiser armed with 2 giant, long range artillery guns) from the Ship and Weapon pack. I figured I would give it no weapons other than it's two cannons and put all the other OP into improving its armour and flux stats (Shield shunt, heavy armour, etc) to keep its guns constantly firing. I figured if I had some monitors escorting it, that would handle its point defence needs. What actually ended up happening is the monitors would just sit behind the cruiser and let it face tank reapers, and the few times it did go in front of the cruiser to defend it, it was constantly blocking its line of sight. I was so annoyed since it could be fixed if I could just tell the AI to park its ass to the left and right of this ship and just stay there no matter what.

I really hope there is some kind of overhaul to the way orders are given to the AI since right now it is just a pain in the ass to manage anything more complex than a boring battle line of cruisers and capital ships.

8
Is there a way to spawn a large invasion fleet using the console command mod? I've used the SpawnInvasionFleet command but the few times I've used it it tends to spawn pretty small, non-threatening fleets.

Similarly is there a way to use the console to spawn rebellions on planets (Preferably with an option to change how strong they are)?

I've been looking for a way to role-play removing the decivilized subpop market condition and figured that creating a large invasion/rebellion to put down would be a fun option.
The console command uses the standard scaling of invasion fleet size to target strength; for custom size you'd need to figure out a runcode command.

To spawn a new rebellion you can use this command, replacing the market ID appropriately:
runcode exerelin.campaign.intel.rebellion.RebellionIntel.startDebugEvent("<internal market ID>")

I tried the command for spawning rebellions but it doesn't seem to work for colonized planets. It works fine if I want to spawn a rebellion on one of the planets present at the beginning of the game (With the rebellion spawning right when I close the console) but not for anything created after it seems (No errors pop up but a rebellion doesn't get spawned). I used the "list markets" command to get the ids if that makes a difference.

9
I assume if you're commissioned by a faction all your conquests go to that faction?

I founded a few independent colonies but am commissioned with Tri Tachyon.  One of those colonies was conquered by someone else, so then I took it back.  It went to Tri Tachyon though rather than back to being an independent colony.

There's an option in the battle screen after you conquer a planet where you can take a colony under your own control at the cost of some reputation with the faction you're commissioned with.

10
Is there a way to spawn a large invasion fleet using the console command mod? I've used the SpawnInvasionFleet command but the few times I've used it it tends to spawn pretty small, non-threatening fleets.

Similarly is there a way to use the console to spawn rebellions on planets (Preferably with an option to change how strong they are)?

I've been looking for a way to role-play removing the decivilized subpop market condition and figured that creating a large invasion/rebellion to put down would be a fun option.

11
General Discussion / Tactical Bombardments cause pollution?
« on: January 04, 2022, 07:29:01 AM »
So I was playing one of my campaigns trying to deciv a planet I wanted to colonize and I noticed that it somehow got the pollution market condition when I was sure it never had it before. I reloaded an earlier save and sure enough it didn't. I ended up figuring out that it got added after a tactical bombardment I preformed and decided to test it on another habitable planet and sure enough it got the pollution condition added after a bombardment as well.

Is this a new feature that I didn't notice or was this something one of my mods must have added? My first though was Nexerelin but I didn't see anything about it in the change log and the wiki page on bombardments doesn't mention anything either. I'm still playing on 0.95 if that makes a difference.

12
Lore, Fan Media & Fiction / Re: [Meme] Trade Offer
« on: May 03, 2021, 01:44:30 AM »
Isn't it possible to farm alpha cores in high danger systems though. If you need more for your colonies you could always get more.

13
I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.

14
Mods / Re: [0.95a] Quality Captains: A Skill Rework v1.0.4
« on: April 22, 2021, 09:35:37 PM »
There seems to be a problem with modifying the max number of officers in "Officer Management". I changed    "QC_OM_NUM_OFFICERS_BONUS":5, and toggled "QC_Custom_Leadership":true, but the max amount of officers hadn't changed.

Can someone confirm this problem, please?

I tried doing the same thing and had the same result. I tested changing other values and they worked but the one for bonus officers doesn't for some reason.

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