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

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31
General Discussion / Re: Looking for good, balanced, vanilla friendly mods.
« on: November 07, 2019, 06:01:22 AM »
Of course, SWP, Blackrock Drive Yards and Intersteller Imperium,  classic mods. As for your question, SCY may be Okay, but has a bad perform when AI control it. Not a big problem for it's funny weapons. Another one, sorry, I do not learn about it.

32
Since you weren't actually piloting any ships before (just giving them orders via the tactical map), you're probably not used to piloting so you need more practice there. You may also need to get more practice outfitting ships with a balance of firepower and defense and figuring out what loadouts and weapon mixes (and what kind of PD / how much PD) work well, rather than being able to throw a mix of missiles and fighters on ships so that the enemy is usually too busy fending them off to actually fight you.
That's really what I want to say, good guy! The battle are more complex for carrier fight, you can eventually armed your carrier with one or two fighters, and that is just what you should do, but you can't do the same thing in your battleships!

A smaller scale battle and small flagship are easier to control for practice. You can also avoid to be vexed by the weapon slots in a muddle like onslaught.

33
In my opinion, the ships of Diable avionics are both flexible in strategy and tactics.( It's a waste of time to completely destroy them in the single combat)

For the second question, my answer is that carrier first mind might be weak for some fleets have enough AA firepower, It also require you own a stronger fleet than enemy or the battle would be hard for a port warfare which carriers are hard to stand. No matter how much fighters & missiles, PD system can still work well since the first wave of aircrafts been shot down, as for Wanzers, three waves, once the rate of fighter-fix slow down, a carrier first fleet will show its shortcoming.

I mean a carrier first fleet should always keep itself overrun to enemy, which may not as economically as other fleet, on the other word, they are expensive.

You should try to combine the firepower and heavy armor, if you choose to cut your carrier number, a well organized line-of-battle can extremely increase your power and, decrease the loss.

34
General Discussion / Re: Raids make little sense
« on: November 06, 2019, 06:33:02 AM »
Now that you are saying that, it is true that the part of "surrender your goods or die" is currently lacking, as it's actually "die and surrender your goods once they're half-pulverised in space".
Pather fleets often demand tribute, and they act more like pirates than pirates.  Starsector Pirates are the generic Chaotic Evil race.
This sums up my thought, I think. Lud-pathers work as tax collectors, and Pirate should be different from them. A CONTRADICTION!

35
General Discussion / Re: Make the Core Worlds Larger
« on: November 05, 2019, 02:53:40 AM »
In my opinion, Core World is big enough. Since these market conditions generally be removed(Though it is only my feeling), the diversity of systems is weaker than early version, add system numbers may be useless. As for me, there are exist some "dead systems" which I have no reason to visit frequently. That's really a long time since my go to Arcadia last time. The most time I spend on Core World is stay in system have my own system, or go to level-7 or 8 market to replenishment. Those are also very strange systems for me such as Tyle, Zagan etc.  ::)(I found most of them is under Persea League control)

36
Anyone who downloaded the patch .jar on page 1, please redownload (the old one had a bug that broke blueprint raids).

Is there a way to alter the AI slightly to attempt less takeovers of planets?
You can lower the invasion frequency by raising pointsRequiredForInvasionFleet in the file Nexerelin/exerelin_config.json.

I've come up to an issue with granting autonomy to my planets.  Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so.  Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first? 
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
Amazing news! I'm really glad to hear that, what about seperate the different autonomy level? Lower right of autonomy will be collected a part of their economy, but higher one don't need, of course, player may pay something for controling a low autonomy colony. This is just a personal suggestion, I will be honored if it can help you. :)

37
General Discussion / Re: Must have mods?
« on: November 04, 2019, 06:44:53 PM »
Underworld
OF COURSE! Those fantastic pirate ships.  8)
Personally I find Underworld's ships to be too... refined? to fit the Pirate theme.
Really? Their wild looks are so charming. Maybe their main color is brown and the vanilla is black & red that leads to different ??? But the asymmetry design give me a strong impression of chaos, which is similar to pirate.

38
General Discussion / Re: Must have mods?
« on: November 04, 2019, 05:02:22 PM »
Underworld
OF COURSE! Those fantastic pirate ships.  8)

39
General Discussion / Re: Nexerelin pirate start
« on: November 03, 2019, 06:51:04 AM »
I usually send 2 carrier and 1 capital ship when enemies attack my colony. I just hug my station and win against more than 4-5 hostile capitals with more than 20 smaller ships.
That's really boring! I'm tired of these station which I just fight with/against almost 1 year since the 0.9 release. ::)

There are many benefits of course, but I can't refuse the great profit of taking over Pirate colonies. Most of their fleets are outgunned and their army is even weaker.

40
Is it possible to have empire size increase the number of officers and agents, in addition to the number of admin?
In fact, the agent could only be increased to 3 by player skill, this may be unfair for those who choose that skill. Omg, It's really a fiddle-faddle to order agents, so I don't like that skill.

41
General Discussion / Re: pilum + razorback = cheese
« on: November 02, 2019, 04:58:45 AM »
Ahha, have to say it is really hard for most  of people to image when thousands of pilums get missile skill & ECCM support are approaching, what will happen. Because their officer number is limit in 10. ;)

42
General Discussion / Re: Mods for Nomad play style.
« on: November 02, 2019, 04:38:11 AM »
1 ship play? You mean just you and your flagship? Well, I once pilot my gonodactylus of BRDY, a destory of which could easily crash my enemy with a tons of missiles, I had keep the special travel several months until my colony is under attack.

43
General Discussion / Re: Nexerelin pirate start
« on: November 02, 2019, 04:12:41 AM »
In my experience, the debuff of Pirate Attack will not effect your colony when you get firendly relationship with Pirate, instead of -1 to 3 stability and -10% to 30% negotiability. This is what I saw in a pirate colony.

44
General Discussion / Re: Station Balance - Methodical Analysis
« on: October 31, 2019, 10:08:26 PM »
So exciting result, I could image your hard work for it!

About the experiment, will the final number be more accuracy by this?
  • A little bit autofit of station variant
  • Phase may not perform as well as heavy ships, the randomize of fleet composition may affect the final number(Too much Phase may leads to a higher one)
  • Increase shipsize 3 to 4,(size 3 means that the fleet include some frigates like lasher, which could do nothing but waste deploy points)

Emmm, My friends and I are interested in the raw data, are you willing to share it with me? I know this is a little unpolite, no matter how, thanks to do such a experiment.

45
General Discussion / Re: End Game
« on: October 31, 2019, 07:59:00 AM »
Humm, I found this game when it was 0.72, which time I had never found the Food Shortage, I piloting my lasher to face many different kinds of enemy. And then, I gradually found the game is easier than I was thought.

Recently, I found that I am tired of colony system and exploring. And then, I just looking back, to find my old glory. I do a lot to disarmament, and use infinite riches brought by colonies to built some special fleets, that may looks like role-playing. If you have interesting in it ,DO IT TRY! Find an easy-use destroyer as flagship to be a small pirate, or other madness dreams. 8)

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