Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - eidolad

Pages: [1] 2 3 ... 16
1
Mods / Re: [0.97a] BigBeans Ship Compilation
« on: January 19, 2025, 09:45:18 PM »
just a quick note that this mod stays in my games because:

Chrysaor, Destroyer sized EMP emitter.


...of course I wants me one of those...if i can find it.


...now, can you imagine a fast cruiser with a cruiser-sized emp system...why yes, precious, I could wants it...

2
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« on: January 19, 2025, 08:40:19 PM »
GRRReat mod!  It took a titanic focused conquest campaign to put a stop to the 14th Revival in the sector.  The initial effort to break into their home sector was six hours of continuous battle and I had to open every can of whoopass to get my marines landed in the first market.  That is, after being pushed out the first few times...

Minor spoilery post-campaign feedback   (if new to mod, better to play and discover)

Spoiler

Some mod feedback:

1.  The Tigershark class is unbelievably tough to pin down and the built in cannon system is nasty at all ranges.  The plasma drive special makes it better at being an Aurora than the Aurora.  It is appropriately named because a fleet that mained these things would be...

...well indeed that would truly be a "vengeance fleet" composition.  Good thing such a fleet doesn't exist :)

2.  The 14th fleet having so many strengths:

a.  Massed emp drone squadrons that forced me to employ 360 degree shielding and all-around, medium range PD.  Even 300 degree shield coverage wasn't good enough to prevent "flameout!" and dead ships.

b.  "infinite ammo" missile systems was a tech that I had to scavenge and use a fair amount of to stay on par. 

...however once my fleet was set up to counter these two aspects...then the conquest campaign could begin...

c.  The secret killer for the 14th and Trinity is the shield busting "dust sprayer" weapon, especially mounted on a fast cruiser.  That was the system I simply had to stay out of range of.

3.  The greatest weakness of the 14th and Trinity fleets is their shrike variants.  Those things are the "prey animals" on the tactical display.  They will dart in, find themselves at point blank with something that doesn't care, then try to brake and...too late.  They must crew these things with convicts with a promise of a hearing if they survive.  The 14th is better served to drop the class entirely and put their points in those "dust spraying heavy frigates that have the teleport-away special ability".  However if it is intended for balance reasons to keep the shrikes in there...well then, thanks!  Because all the help is needed when the "green guys" show up.

4.  There was a hullmod (I think it is called the "Modernized Rangefinder") that would enhance the range of "archaic composite" weapons...but I wasn't smart enough to determine which weapons qualified.

[close]


3
Mods / Re: [0.97a] Tri-Tachyon Expansion - V0.7 01/10/25
« on: January 19, 2025, 07:37:59 PM »
I hung out with my starship captains recently, and indeed the Tri-Tachyon (aka the TT) corporate fleet did indeed come up in their discussion.  They talked about:

a) TT having the flash, but not the meanness, against the Hegemony and their flying blocks of iron.  Especially the ones with the bad attitude (but which they usually meant the being on the receiving end of the Accelerated Ammo Feeder system).

b) The best time to be a TT captain is off the the port quarter of a Paragon or a high tech Star Fortress. 

c) The worst time is when there are a lot of squadrons on the other side, and not theirs.  On cue, a mid-career washout captain appeared in the lounge, lamenting her failed expedition to the periphery that ended in a massive "blue" cloud of fighters.  She didn't specify exactly what that meant but we didn't need much further explanation than "cloud of fighters".  Every captain knows that PD is good only against fighters and missiles and cannot roam to where it is needed in concentration.  Yet squadrons are good against everything and can concentrate until a target is dead.

One captain mentioned a rumor that TT had an "expansion" in the works to add more big boys to their fleet lineup.  It might help TT corporate enlistment to know that there would a large ship to buddy up with.  Or rather, run back to when the fighter death ball was incoming.

d) They talked further about:  relative lack of anti-armor or anti-shield in small and medium energy mounts.  Running dry on missiles being a bad time to be on the TT payroll.  Or perhaps my officers aren't partial to "generalist" weapons.

e) Finally, after enough drinks, they admit to me that the reason that they signed on to my private fleet is that I was very clear in the contract that the ship roster will ALWAYS have enough fast carriers for @12 squadron equivalents when the time comes for the big battles.

f) So I returned to my cabin to consider signing our little squadron onto the TT payroll.  Because I knew for certain that there was a Tri-Tachyon expansion and that there might even be a big bad ship for me to helm some day if fortune favored our foolish idea of scavenging in the very edge of the sector as a way to make a living...and any carrier I scavenge is usually going to fly with us...

______

...unless a great mod idea comes along to force me to try a different fleet composition.  So sure, I will try a truly doctrinal non-carrier TT start and see how far I can go!  It's going to be very strange to not have carrier decks full of hate on my side.  However I will insist upon 360 degree shielding to avoid "flameout" against emp fighters...

4
Mods / Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« on: January 10, 2025, 12:55:10 PM »
Patching some new features introduced in the latest update.


Download

Version: 0.6.2b

Changelog:
Spoiler

Version 0.6.2b
SAVE COMPATIBLE

Fixes:
- Fixed custom background event fleets sometimes doing strange "warping" movements
- Fixed a crash with custom background fleet spawning logic
- Fixed a possible crash if both Nex and LOST_SECTOR are enabled for the first time on a save at the same time
- Fixed a crash if LOST_SECTOR is enabled for the first time on a save without Nexerelin



[close]

Thanks for this.

Would love if you added a "Carrier" or even a light-carrier to the faction. I usually supplement my fleet with a Persean Carrier but it would be nice if you had your own variant.

There are no plans atm. But I'm going to turbobuff Converted Hangar on Kesteven ships so they can atleast get some fighters.

_______________

Hi found this back in from March, answered my question...posting to just reinforce that as a new Kesteven faction captain, I find myself rather thirsty for squadrons to take some flux off while I go up against mod fleets/quests/vanilla+ difficulty.  Gonna read my history lessons on my faction, buy a pair Kesteven cruisers, and load up on some converted hangars asap

Otherwise I like this mod a ton and I see little reason to ever not have it loaded in a game.

Edit:  oh my look at that Nighthawk cruiser with two Xyphos squadrons, just standing there and delivering

5
Mods / Re: [0.97a] Random Assortment of Things
« on: January 10, 2025, 12:40:12 PM »
First time playing and yes, precious, the second mission in one of the mod's story arcs ate my fleet for breakfast

Now, I just need to gets me some squadrons and go for a rematch

6
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« on: January 10, 2025, 12:36:48 PM »
Hoo boy this mod makes my random map games extra spicy.  it's the first time ever I've found myself watching the military feed, and when possible co-defending, when Trinity or IX boyz schedule a visit to my faction.

Their ships and systems are worth the effort.

Now if only my current faction (Kesteven) would sell me some carriers...

7
Modding / Re: [0.97a-RC11/0.96a-RC10] Mikohime Java 24
« on: January 09, 2025, 11:28:55 PM »
Across several different AMD gpu/cpus PC builds, life is perfectly ok for me with StarSector.  I've been building my own gaming rigs for decades and run the same build for 5-10 years until swap-in upgrades no longer can keep up...and have been playing StarSector since 2018 and own two copies and will probably buy a third when it ships live 'cause StarSector.

First impressions with this mod:  I started with Mikohime Java 24 mod tonight (with default 32 gb vmparams file provided with the mod) and have played 4 hours straight without crash/log/issue and have 24 mods currently active.  It's smoooth jazz with this mod.  Loading/savings intervals are much faster.  Overall more stable.  The "memory leak" behavior (over game getting slower over time until save-game stutters badly) did not happen.

That's about 2 hours longer than a usual single game instance can run before the "memory leak" scenario would force me to restart.

8
Mods / Re: Thog's [REDACTED] - More Remnant Drones
« on: February 16, 2024, 07:44:44 PM »
thanks for the info

9
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: February 14, 2024, 09:31:17 AM »
getting heavily distracted by this mod...lurking for .97a+ release!

10
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 14, 2024, 08:34:43 AM »
Hi great idea, starred the repo.

Can I safely:  add and activate this mod to a game instance in progress?

(also might recommend to let players know the answer to this question as well on page one of the mod)

Yes, it is absolutely safe as far as I am aware. Have added some hints to the OP post according to your suggestions. Thank you!

excellent!  adding now

11
Mods / Re: Thog's [REDACTED] - More Remnant Drones
« on: February 14, 2024, 07:15:35 AM »
I love the mod concept because scarier blue ships would be cool (to acquire somehow?)

...but cannot tell from the thread's subject line or page 1 (such as in a changelog) as to which StarSector app version this mod is compliant to.

12
Mods / Re: [0.97a] More Combat Terrain Effects 1.3.2
« on: February 14, 2024, 06:50:26 AM »
haven't used the mod, but I love this content/concept...would be beautiful to see Alex integrate AI response/workaround to a generic "space environment hazard"...i.e. AI ships, perhaps based on whether they have an officer or not, would mark "hazard boundary" around whatever-the-modder-inserted into the gameplay space

13
Mods / Re: [0.97a] Audio Plus 1.2.1
« on: February 14, 2024, 06:46:33 AM »
excellent to see this mod keeping up with the times

14
lurking, ready to pounce on a .97a version

15
Mods / Re: [0.97a] Fleet Journal v1.1.1
« on: February 14, 2024, 06:26:50 AM »
Hi great idea, starred the repo.

Can I safely:  add and activate this mod to a game instance in progress?

(also might recommend to let players know the answer to this question as well on page one of the mod)

Pages: [1] 2 3 ... 16