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

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Messages - DubTre6

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46
General Discussion / Re: Exploration
« on: August 14, 2020, 08:46:19 AM »
Exploration is almost as enjoyable as the combat IMO. Though there's always something seriously satisfying about smacking those REDACTED silly.

47
Discussions / Re: I felt a need to share this
« on: August 14, 2020, 07:55:05 AM »
I would like to show you quite possibly the finest, most wonderful and magnificent work of art ever crafted by a sapient mind.
However this process will result in the unfortunate doxxing of a respected and lovely forums poster.
SomethingSomethingEggsOmlettes...

Spoiler
HELMUT is made of soup.
https://www.youtube.com/watch?v=0ee0syZi9E0
[close]

I'm confused...but I love it!

48
General Discussion / Re: Salamander
« on: August 13, 2020, 06:14:28 PM »
The Salamander is the best missile in the game, you cannot change my mind.

Can't change the truth

49
Senate Alpha Core +1 stability bonus kind of redundant.

That can always be changed to anything else.

Besides, SirHartley mentioned that whole AI cores bonus system could be slightly changed. Who knows, maybe Alpha AI core in senate already do something else in dev...

I will not be surprised of anything any more.

Incoming I AM THE SENATE

50
General Discussion / Re: My personal vanilla Starsector ships Tier-list
« on: August 10, 2020, 12:23:13 PM »
The hound should be higher. Put reinforced bulkheads, maybe blast-doors, and it's survivability rises. With a hypervelocity driver tacked on it makes for a good, cheap arty piece.

I second this.

51
General Discussion / Re: Mod help
« on: August 10, 2020, 12:22:18 PM »
Edit: forgot to ask should i get all content expansions i like too?

I suggest that you add a bunch of weapon/ship addons as they don't tank performance very much (I haven't noticed any performance hiccups with 10+ faction mods, like 5 ship/weapon packs. I've got 16gb of ram with a 1060.)

52
General Discussion / Re: Potencial porblem with Heron carrier
« on: August 10, 2020, 12:19:19 PM »
Your choice of weapon and AI captain personality(if applicable) are probably the biggest factors to the AI's engagement range.  If it's equipped with a pilum and point defense for example, it's not going anywhere NEAR combat.

I think it might also be tied to the Ship Tag. Because I've never seen a carrier go Alpha-Strike mode even with AM Blasters and Reaper Torpedoes.

53
General Discussion / Re: destroy the remnant?
« on: August 10, 2020, 06:02:21 AM »
This is correct, if theres no base, there is a limited amount of Remnants. If there is a base, then destroying it will stop them from respawning.

I'm pretty sure that's not true. IIRC there is nothing you can do to completely eliminate Remnants from a system, even the Low Risk ones.

To quote the wiki: "Remnant fleets will spawn from Remnant stations in the campaign, so, if there's a planet that could be a very valuable colony, the Nexus will have to be destroyed first to ensure the colony's safety."

That's my only source so I'm not 100% sure its accurate.

54
There are "weapons" section in doctrine screen. You can prioritize weapons there, but not disallow. And that is for all ships in a fleet, no options for separating priorities. But it not always help. Weird magic happen, when game start to outfit your patrols.

I'm pretty sure (not 100% though) that once you start prioratizing weapons it won't attach weapons not highlighted. Gonna test this in a bit to make sure

55
General Discussion / Re: Doldrums Chat: Unorthodox Loadouts
« on: August 09, 2020, 06:17:26 AM »
Downsizing HMGs is definitely not something I've considered before, but it sounds very interesting! My initial thought is that the phase lances and second AMB (and to a lesser extent the ion cannon) feel a bit extraneous, especially under AI control, but I don't doubt that it still performs well.

This definitely seems to be a player-controlled design, at least based on how he talks about using the AM Blasters.

56
General Discussion / Re: Doldrums Chat: Unorthodox Loadouts
« on: August 08, 2020, 03:48:36 PM »
This is a really interesting loadout, and while I wouldn't build something like this normally, I will certainly build one based on your rationale. A dedicated destroyer-killer would be useful in niche scenarios and I think its worth exploring based on that alone.

57
General Discussion / Re: My personal vanilla Starsector ships Tier-list
« on: August 07, 2020, 09:35:04 PM »
low tech ships are automatically better because there are no mid or high tech tankers. Therefore if you want a mono-colored engine trail fleet you must use only low tech ships.

This is what mods are for  8)

58
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
« on: August 07, 2020, 09:16:06 PM »
@Boggled

Just wanted to report everything is working fine, after going to Umbra I was able to start (and subsequently complete) the quest.

59
@Mondaymonkey Thanks for the explanation, I'm gonna try it again

60
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.1)
« on: August 07, 2020, 11:57:40 AM »
Can you describe exactly how this occurred? I actually tested this circumstance myself when I was developing the quest and it still worked. Were you able to initiate the quest on Umbra?

Welp. Seems like its an ID10.T error...I didn't know you started the quest on Umbra

When I get home from work in a few hours I will head that way to make sure it all works. Thanks for the prompt reply.

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