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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 - Doctorhealsgood

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1
Jump ship and never return to that place. Hell, minecraft wiki people made a plugin that redirects fandom links to new wiki or something.

2
Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 02:13:52 PM »
Just give it a souped up version of our autoloader?

3
Blog Posts / Re: Simulator Enhancements
« on: March 14, 2024, 08:16:24 AM »
Sim being not an accurate metric for actual combat was kind of annoying so i greatly appreciate this change so i don't get the pain of my ship builds not being as good as i expected and having to get around going back to base eventually to try a new configuration.
The on by default AI officer limit tied to your cores is cute and it gives an use for them on those instances i am just hoarding them like a dragon because i haven't found an use for them yet.
Oh will you be able to simulate stations? Would be nice if you could.

4
General Discussion / Re: How would you build a Wolf in 0.97a?
« on: March 10, 2024, 07:20:06 AM »
Wolves are pretty exceptional frigates for 5 DP imo.

Well that can't be entirely true because Glimmer exists.
Glimmer needs a specific skill to use though.

5
General Discussion / Re: Neural link Paragons?
« on: March 05, 2024, 07:27:27 AM »
Most capitals only really need two elite skills and you're generally better off with the OP instead.
This also would require you to pilot a paragon, which is questionable at best.
Having a paragon as your NL slave so you can pilot a brilliant isn't the worst thing ever and it feels less silly than having a throwaway frigate for the same job, but it certainly doesn't feel optimal.
Theoretically if you fully lean into NL you should have in your hands T W O turboboosted ships that leave any officer up to [HYPER REDACTED] in the dust.
Cores are unusable now because they can't have cautious personalities. Player ghosts are fortunately based on fleet doctrine, but again flying bricks only really care about flux and armor so most of the extra skills don't really matter.
You are supposed to kill your enemy anyways it's fine

6
General Discussion / Re: Neural link Paragons?
« on: March 04, 2024, 07:54:27 PM »
Theoretically if you fully lean into NL you should have in your hands T W O turboboosted ships that leave any officer up to [HYPER REDACTED] in the dust. Think about it.
Combat: Any 5 or more if you decide to not fully invest in other trees
Tech: Gunnery implants, Energy weapon mastery, Cybernetic augmentation (should work extremely well on this build if both linked ships count as flagships if you don't go for automated ships)
>Leadership: No flagship skills.
>Industry: Ordinance expertise, Polarized armor
Not sure if it is optimal but conceptually it is cool.

7
General Discussion / Re: new phase is absolutely horrible
« on: March 04, 2024, 01:17:47 PM »
If it likes to go fast you go Adaptive. If it doesn't Anchor.

8
General Discussion / Re: Galatia Academy stipend
« on: February 21, 2024, 11:41:01 PM »
More specifically it is command then on the income tab. It also says how many months you have left.

9
Suggestions / Re: +2 comm sniffers without getting cleared out from BOTB
« on: February 21, 2024, 05:54:02 AM »
feels like it fits more with electronic warfare

10
General Discussion / Re: Need help tracking down a specific mod
« on: February 21, 2024, 05:33:46 AM »
And the mod is?
Someone might find this thread years later.

11
Announcements / Re: Starsector 0.97a (Released) Patch Notes
« on: February 20, 2024, 12:17:35 PM »
Officer management was already unpopular apparently anyways

12
General Discussion / How 2 equip a Gemini?
« on: February 19, 2024, 05:06:25 AM »
I felt like adding an Astral to my fleet and as a result i went to put some points on the carrier skills but an astral alone doesn't hit the cap so i decided to add two Geminis fill those slots because reserve redeployment i get to have 2 more wings without them counting towards the softcap. But now i am kinda stumped on what to use Escort package might be interesting on them i suppose but other than that i feel pretty clueless for some reason.
Anyone have any ideas?

13
Suggestions / Re: Military Base should be a structure again
« on: February 19, 2024, 04:41:03 AM »
Was it an Alpha core governed extreme heat world with an Alpha Core Improved Cryoarithmetic Engine High Command? As that is what I meant by 1 super high command.
For reference when the above is at 10 stability and being fed by my 10 stability Pristine Nanoforge Orbital Works, I've seen a single detachment with five Paragons in it. The average is three with extreme cruiser spam behind it.
My fleet doctrine is set up to one point above normal for ship quantity, and one point above normal in ship size. So, I can easily push the average up to 4 and a max of six or seven if I really wanted to, however that doesn't effect anything beyond looking absurd.

When I said you would need three or four, I meant you would need three or four super High Commands like the above. From the looks of it, four regular High Commands would be equal to 1 super. So, in order to stop everything with regular High Commands, you would need between 12 to 16 High Commands all in the same system, which isn't reliably possible.

It was a Corrupted Nanoforge on a normal world with 10 stability.
There's your problem. Here's what a level six world with a super HC and max fleet settings looks like.
11 paragons? Holy moly.

14
You can also run to the nearest uninhabited planet, temporarily colonize it and repair there. uncolonize when done with the area.
1000 people vanish
They sacrificed their lifeforce (and your supplies) to fix the ships on site o7

15
(Would be great if civvie ships didn't murdered your bonuses reeeeee)

Hi- if you wish to express frustration, please do so without repeating an ugly meme into this forum. Thanks.
Invoking blue text for a small remark seems a bit excessive but ok

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