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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 - xucthclu

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31
Decent mod, however, could you tell me what determines the traits that logistics ship end up getting? My logistics ships keep getting mostly negative traits through exploration and surveys, and you never seemed to explain what determines the percentage of good vs bad traits on logistics ships.

32
It's a pirate corsair fleet that seemed to spawn after I went into a system exploring. When I went into another system, either the same fleet somehow managed to follow me (even though it was running away from my fleet when up close), or, more likely, another one spawned in.

I really think that this one isn't caused by mods, since the only one that would affect pirates in any relational way that I have is Nex, and I don't recall it mentioning anything about spawning fleets in deep space.

33
So, in my current playthrough, I got a cooperative rep with pirates, however, I encountered a hostile pirate fleet while exploring, and, if I turn on my transponder near them, it turns the whole pirate faction hostile. Note that I've not battled them or anyone, they just are hostile to begin with.

Granted, I am playing with tons of mods, but I'm inclined to think that this is a game bug, not a mod bug, since I recall someone mentioning that a similar scenario happened to them, but involving a distress call.

34
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: December 14, 2019, 07:12:10 AM »
Is there a way to edit the mod to put Solar Shielding back in the "Logistics mods" category? I'm all for decreased OP costs on logistics hullmods, but this particular alteration doesn't click with me. The whole idea of having it categorized as a logistics mod, is so you couldn't refit it in the middle of nowhere if you're about to engage pirates or remnants, and removing that category messes that up.

35
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: December 14, 2019, 07:07:48 AM »
Noticed the description of Pocket Gust has some errors.

Whether

Despite being heavy for its class


Spoiler
[close]

36
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« on: December 13, 2019, 05:20:49 PM »
I think Legio is already as tough as Nova Capitalis. It took me an obscene amount of fuel to bomb both the Imperium homeworld and the LI one.

37
Zealots or not, they have to be consistent with their own narratives and motivations. It makes sense for Tri-Tach to use AI cores, hell, maybe even Hegemony, since it fits with them trying to be dominant over the sector, but not the Luddic Church or Path. The whole idea behind factions is that they have different ideologies, motives, and technologies to deal with whatever they face in the Sector.

Honestly?  The church using cores they stole makes perfect sense because religious zealots DON'T MAKE SENSE.  They make CONVERTS who DON'T QUESTION THEIR FAITH.

Now GET BACK TO CRUSADING. >:(



EDIT


By the way, had a thing happen to me where I was nonhostile to Hegemony and they were gonna do an AI inspection. Bribed them. Then later on they declare war on me. Next thing I know is they confiscated 13 Alpha cores. Declaring the war happened shortly before the inspection arrived, didn't seem to refund the 1 mil of bribes, yet it doesn't seem like my colony was resisting the inspection (generally, it's impenetrable to almost anything, since I have alpha cores plugged into heavy batteries and planetary shield, as well as max admin skills). Upon reloading the save prior to inspection arrival and them declaring war on me, it shows that the inspection forces are outmatched. Basically, if hegemony declares war on you just the moment before an inspection that you've bribed off, it seems like, instead of resisting, your colony complies with the inspection. Every other time they visited that colony, they weren't able to take anything.

38
General Discussion / Re: Can you be left alone in Starsector?
« on: December 13, 2019, 02:52:48 PM »
With Nex, it's a really good idea to befriend or at least be neutral with pirates before starting the first colony. Otherwise, they will be the first ones giving you grief. You can usually grind up rep with other factions via AI cores, and you can just milk remnants for them. They've got tons of markets and forces.

Hell, if you're so inclined, you can even pull another trick, get good rep with them, sell them some good blueprints and just use them as your personal Sector Bullytm

The more time they spend fighting someone else, the less you have to worry about returning to your colonies to protect them. With the other factions, if you're non-hostile, but at least inhospitable, you can just bribe off the expeditions, so that you can explore all you want.

Granted, in my game it was easy to have insane amounts of Remnants to hunt, due to TSC.

Spoiler
[close]

39
Well, cores aren't THAT hard to farm, but it could be an annoyance, yeah. On a side note, Tri-Tach took over one of my Alpha Core governed colonies, and they now have a colony with an Alpha Core governing it. This one makes sense, tho, since it's Tri-Tach, after all.

I hadn't seen Boggled's mod before, it's not that. It's the handmade sector, and it's not a system added by any mod, as far as I know.

I think originally it was one of the colonies formed by a tri-tach expedition, the colony got decivilized, most likely, while building the orbital station. The second spaceport never ended up being built, it disappeared. The phantom station kept being there until I started building a real orbital station to replace it.

Edit: Is there any way to tweak blueprint drops from raids? It's gotten a tad ridiculous, fighting a star fortress and then wasting tons of fuel on bordbardment, only to get a blueprint for a weapon, and a lot of the time these are already known. So far, exploration has been way more valuable in obtaining blueprints. I've literally not once seen a capital bp drop from raids, cruisers, tops.

40
Mods / Re: [0.9a] Automatic Orders 0.3.2
« on: December 11, 2019, 06:17:21 AM »
Has the mod been updated to blacklist Titans and such?

41
I've just been getting a tad annoyed with the other factions bombing some colonies into oblivion. "Don't kill them, I might want to fight them later!"

By the way, in my current playthrough, Luddic Church invaded a colony previously owned by Diable Avionics. This colony had AI cores set up in the industries and buildings, and now the Ludds Knights are merrily using AI cores, whilst basically hating AI and having a disposition penalty towards other factions utilising AI cores. Any way to make it so that they don't use the AI cores upon invading colonies that use them? This would make sense when applied to most factions that are wary of AI.



Also, in conjunction with a faction mod called Legacy of Arkgneisis, which brings Anarakis Reparation Society, there is a bit of an oddity if you have Prism Freeport enabled. Basically, if you have good rep with ARS, you can buy some blueprints on their military markets. One blueprint is literally for just one weapon, but when you exchange it at the PF, it was worth like 1,5k or 2,5k points, an absolutely obscene amount for its actual value. If the ARS has several colonies with military markets, you can basically keep going around buying their blueprints, trading them in at the freeport for other blueprints. I think I mentioned it in that mods thread, as well.



EDIT: Found what seems to be a bug. So, a colony that had an orbital station got decivilized. Upon arriving in the system, it shows the orbital station as "Under Construction". Upon interacting with the station, it let me explore the ruins, and, after that, form a colony. Now, the issue is, after I set up a colony, I can still interact with said orbital station, and it gives me an option to start a colony on the same planet that already has a colony. Upon selecting the option, it withdraws resources.

Edit 2: It's queued up a second spaceport building.

Spoiler

[close]

42
The Nexus buildings spawn remnant ordos and sub-ordos. If you (or anyone else) destroy the nexus, no more spawns. So, generally, you probably want to keep at least one nexus alive so you can farm the remnants for their weapons, AI cores, etc.

In the example above, I avoided building patrol HQ or battlestations so that there would be nothing else but me killing the remnants in the system.

43
General Discussion / Re: Can you be left alone in Starsector?
« on: December 10, 2019, 02:09:47 AM »
that does make some sense, since pirates disrupt shipping, so, even if you are nonhostile with them, they still impact trade fleets from other factions.
The way I see it, it makes the most sense to make it so, that, if the player is nonhostile to pirates, then the only thing suffering from pirate activity would be imports from other factions. Since they don't attack your fleets, then player faction imports should not account for reduced stability. However, if there is smuggling or out of faction imports, then the colonies should take a stability hit even if nonhostile to pirates.

44
General Discussion / Re: Colossus Mk.III best ship ???
« on: December 09, 2019, 11:20:31 PM »
Before I got spark interceptors, I had Diable Avionics Fractus combat carriers with wanzers, a bunch of other LPCs, went to a medium danger system to get sparks. They did destroy all my fractus carriers eventually. I could probably switch to some other chip instead of sparks and still be quite efficient, haven't messed around with it that much.

And to get at least 20 Spark LPCs you need to defeat alot of Remnants (about 1000 fp w. Rec. Op./Salv. and its still random). Without Drover+Spark spam. This way you either have working strat which doesnt include aforementioned Spark spam and you dont need it or you are using the console.

45
Some more quick questions:

1) How come other factions can commit saturation bombardments without getting Hegemony, Luddic Church, Persean League and Independents all the way up their ***, but if I do saturation bombardments, then it means war with all of them?

This is a tad annoying since, in some of my games, some factions (I'm looking your way, Imperium, put down that Titan!) liked to bomb some other colonies to the point of decivilization

2) Do the [REDACTED] show up in randomly generated sector with the event - Derelict Empire?

3) The Derelicts seem to be giving missions, such as survey and exploration - is this intentional? What is the benefit to getting rep with them?


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