Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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 - SYDWAD

Pages: 1 [2] 3 4
16
General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 06, 2019, 05:59:13 PM »
nobody is saying they are very good at this point in the conversation, just that they are cheap.
Like i said above i think the only time they could be half good is if you have fleet ship cap turned off and you are trying to meme and do heavy fighter spam to confuse the enemy by having the absolute MOST on screen possible.

17
General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 05, 2019, 11:15:15 PM »
Quote from: intrinsic_parity
You're right, i completely forgot about the 30 fleet cap in the base game. Thats probably one of the biggest downsides. But about the part about micro'ing the condors it wasnt so much about keeping them out of range of attackers, more so not letting the chance happen, keeping sure where all ships are in the back of your head and not engaging in any battle you cant win without reason. All that "Sun Tzu" crap lol

18
General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 05, 2019, 10:18:25 PM »
  • Expanded Hangar Deck is OP expensive
  • No Mobility
  • No armor or hull
But my point at the end was they could be better for heavy fighter spam due to the shear amount of them you could output. And yes Condors have basically no armor but what do you mean no mobility? They have about the same mobility as an Astral but higher top speed. And the 95 OP you save by using them can be put into a better capital to defend them, and TBH i find if your carriers are facing fire you're doing something wrong, i tend to favor specialization over generalization, im not a fan of the Legion. Im not trying to say they would be better overall but they could be better in some circumstances where more fighters is more important than the armor, the loss of the two large missile mounts is a big one for sure.
Lets say you have 200 deployment points in a battle, you could put out 4 Astrals with 24 fighters or 20 Condors with 40 fighters, thats almost double. As long as you could micro them enough to keep the Condors out of fire they could be more effective support.

19
General Discussion / Is there any reason to use Astrals over Condors?
« on: October 05, 2019, 09:34:11 PM »
[ OLD STATEMENT, READ BELOW ]

Ive been doing the math and i think you're better off going with many Condors over few Astrals because it comes up cheaper in all categories, as long as you can protect them you can field far more fighters at a much lower cost. Three Condors hold 6 fighters same as Astral but they use 30 supply instead of 45, 270 crew instead of 450, 9 burn instead of 7 and have a top speed of 40 instead of 30. So far i just dont see a reason to go out and spend 400k on a single Astral when you can get 12-13 Condors fielding 24-26 fighters for a similar price. As for ordnance points for a little less than an Astral you can field 5 condors (10 fighters).

Am i missing some massive benefit of choosing an Astral aside from the faze recall? At the very least condors seem better for heavy fighter spam instead of bombers.

20
- I don't know why the gathering point was set to a hostile location. Does Lilin still appear in your list of possible gathering points?
At the time i was neutral with the Diktat and am now friendly. But even though i didn't own a storage spot there i think it automatically set it there because it was my first colony and i gave it away. And it turns out no, after unsetting it i cant set my point back to Lilin.

And since i was trying to be buddy buddy with the Dikdat and their Tach-Persean alliance as to protect me from the Hegemony i dont think conquering the colony is an option... hmm

21
*Bump* due to no response by anyone

also
Quote from: Histidine
ping

22
You should try to get a sense of humour, rather than laughing at your own jokes. It's a pun anyways, they are supposed to be cringey.

Dont be so negative. I just didnt find it funny, thats all. I harbor no disdain for puns.

23
Suggestions / Re: Visable planetside cities
« on: October 02, 2019, 01:34:09 PM »
This would be easy enough to tie to a planetary condition (since it's just a glow texture laid over the planet), and simple to add to vanilla's population conditions with a mod. You should try it!
i would if i could. But i have little to no experience modding, i am but a humble baker...

Also whats your picture?

24
Discussions / Re: Alex is about to make a lot of money.
« on: October 01, 2019, 07:35:42 PM »
it's a little screw-y for the people trying to run a legitimate business.

I'd say for anyone to give out a free key Sseth is probably the best option. His fanbase is usually very moral one and many many will pay for the game if they genuinely enjoy it. Also they give people sh*t in his discord if it comes out they actively play an indie-game and don't pay for it, much less so if its a triple A developer though.

25
and i just tested and wiping and populating the planet just deletes the core

26
I have encountered a bug where if my colony production gathering point is set to a world where the items in the storage are illegal then i cant remove them, ive tried setting to black market as well as approaching with my transponder off. See below:

Image
Spoiler

(CPGP is in the custom production menu if anyone's wondering)
[close]

If this cant be done normally then this is due to Nexerlin. My first colony was Lilin in Askonia, after some pressure i finally caved and gave the planet to the Dikdat. A while after i set up a new world and some Tech-Mining but my CPGP was automatically set to Lilin, i changed it after i found out but some cores that were dug up were sent there and now i cant remove them from storage on Lilin because they are illegal. No idea how to remove it.
Is there any way to forcefully close the storage that would put the core into my inventory?

Links if the image isn't appearing or is cut off:

27
Whoosh.

Was it a joke? If so it was a pretty lame one. I just assumed it was another short train of thought as people try come up with ideas for the game.

28
You got it wrong. Low gravity worlds should benefit light industry and high gravity worlds should favour heavy industry.

I dont get that, actually maybe the other way around because many things produced in light industry like commercial goods and drugs rely heavily on settling and immiscibility for things like plastics and liquids to separate or de-bubble, while most metals and especially composites would benefit from low or no gravity for them to from evenly, as well as making large objects easier to construct.
But for both you can just spin them when needed as to simulate very high gravity so ya, just a benefit to low gravity would be nice.

29
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 29, 2019, 04:35:22 PM »
Not related to any on going conversations:

I've been searching online for days now to no avail. How do you trade High Value Targets in Nexerlin??? It says you can trade them for improved relationship but all i can do is sell them or dump  them out the airlock lol.
No matter who i talk to in the coms i don't get an option to hand them over, i've also tried saving then selling them in the market and waiting but i get no relation boost, even with the faction i won them from. Nowhere online i can find an explanation on the process.
Hopefully if someone can give the answer here it will help people searching in the future.

30
Suggestions / Re: Tech ruins randomly decreases structure build cost/time
« on: September 27, 2019, 12:29:14 AM »
makes sense, i would like it. Would play into what i was saying before about it being a gold mine if you find abandoned orbital structures like space hooks or space elevators instead of just a tech cache. Things like that should provide a buff or accessibility and possibly orbital works, maybe automatically add a upgrade to the nano-forge slot that you cant remove or something.

Pages: 1 [2] 3 4