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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 - Candypowers

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1
Been awhile since I used this mod. Does anyone have any idea how to get the Ai to leave the core worlds alone?

2
The crises actually permanently stop once you resolve all of them, and there are a limited amount of them. Then after that, there's no more "wack a mole" and the colony crises interface loses its purpose. That said, I'm probably in the minority wanting an optional way to trigger endless colony crises at endgame.

3
Suggestions / Re: Colony building that gives SP
« on: March 02, 2024, 05:16:59 AM »
I always wanted something like that or a way to spend a ludicrious amount of credits to purchase storypoints.

4
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: March 02, 2024, 02:17:16 AM »
Yeah, I've got a note about adding an 100% bonus XP story point button to "escalate crisis" - someone suggested this a while back, and it seems like a really nice idea. This sort of "control your playthrough" mechanic is right up the alley of story points.

Can we get a variety of optional repeatable crises challenges this way once all the one-time crises are finished? Currently the colony crises interface loses its purpose once all the one-time crises are dealt with. (with the one exception of colonizing a remnant system.)

5
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 29, 2024, 05:44:05 AM »
After playing with the new colony crises extensively, my criticism for it would be that I wish there was an optional way for those 1 time events to be repeatable. Or perhaps a variety of optional new repeatable challenging crises (aside from the crises you get from colonizing a remnant system).

Because I’m at a point where my colony crises meter is no longer active since I resolved them all by destroying all the hostile fleets. As my star fortresses sit there unused, it makes me slightly nostalgic of the old .96 version where you can get infinitely attacked. Even more dissapointing, I barely even saw my star fortress in action since by the time they were built, all my colony crises were about finished.

However I really like the new narrative component of the crises and the initial challenges.

6
General Discussion / Re: Grendel - poor bastard
« on: February 25, 2024, 03:47:06 PM »
Figured going for a basic ranged brick would be ideal for it since its Ai isn't the best sometimes. And going for vents seems better than more caps since it tends to waste caps doing nothing. That said, this is doing pretty well for me so far, though I'd switch gunnery implants for something else like helmsmanship or damage control if I could.
Spoiler
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7
https://www.youtube.com/watch?v=rtJZbd4tR98
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.

8
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 25, 2024, 10:13:44 AM »
Liking all the variety here. Slightly stole and modified some of the Manticore and Pegasus builds I see around.

Vs Large Remnant fleet:
https://www.youtube.com/watch?v=zr38lUFXFcU

Builds: Wish defensive targeting array with bombers wasn't so buggy sometimes, but usually it works really well. (They stop and get confused when there's lot of fighters far away.)

9
Well the way I gave it to them was talking to the leader of their invasion fleet when he arrived to my system.

10
Yes they will try, even if you willingly gave them the planet for a reputation boost. Though they seem to give up after awhile, maybe.

11
General Discussion / Re: Luddic church crisis is the best and here is why:
« on: February 23, 2024, 03:11:35 PM »
Is there a limit on how many planets you can let them takeover? So far I let them have 2.

12
General Discussion / Re: [0.97a] Post Your Endgame Fleets Here!
« on: February 20, 2024, 09:37:38 AM »
Going more for an experimental unconventional fleet rather than an optimal one, but it can still do endgame bounties and some ordos. Still deciding what's good, so you'll see all the ships and most officers are slightly different from each other. Some might say the different ranges of the guns on the capital ships might be an issue, but I haven't had too much of a problem with it so far. That said, I'm really liking the new storm needler, escort package, and slight hephastus buff.

Video of the builds & 750,000 credit bounty

One of the builds
Spoiler
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13
Overall, I like the new system. However, I wish there are optional reoccuring large threats after you are done doing the 1 time threats. Because by the time you’ve got all the star fortresses up and high command with cryoarithmeticengine, there’s hardly anything to defend against anymore.

14
You can also run to the nearest uninhabited planet, temporarily colonize it and repair there. uncolonize when done with the area.

15
General Discussion / Re: Weird Missile Targeting
« on: February 09, 2024, 12:15:39 PM »
It’s worse with fighter bombers and defensive targeting array. Often will try to target a ship it can’t even reach while there is an enemy right next to you.

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