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

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Messages - DubTre6

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91
General Discussion / Re: Questions about Cores
« on: May 13, 2020, 02:43:42 PM »
The AI inspection fleets are a.) only about once a cycle and b.) easily bribe-able. I never worry about them, except maybe when I just started a colony and am not flush with cash. A colony heavily using AI cores will (depending on the colony) make 200-300k a month, so even if you do pay 600k-1M credits once a year, it's still coming out ahead by a wide margin. Alternatively, wipe out the Hegemony... :P

That is a matter of IF I establish colonies then focus on building for high profits before spreading AI. I take out the Hegemony, usually, especially if I side with the Persean League early and befriend Pirates and Pathers. Though I prefer doing it independent so I can take my time stealthily raiding colonies for blueprints before wiping them out using their own designs.

Especially Persean, Tri-Tach, and Sindrian colonies. Their expeditionary raid fleets are a nuisance even if my system can wipe them, so them going hostile is inevitable once I have my fill of exploration.

So what you're saying is...sat bomb everything?  ;) Got it

edited because I can't spell to save my life

92
General Discussion / Re: Bombs questions
« on: May 12, 2020, 05:19:24 PM »
If I'm not mistaken (totally could be) the bomb bay is now a fighter-exclusive weapon system, and as such, cannot be attached to your ships to get benefit from combat perks. At the most you could make a carrier-skill build and use the Piranha Bombers which have it equipped.

Not tecnically true, you still can find bomb bays as a (rare) drop on ruins and you can equip bomb bays on a ship(to see that you can enter a mission).

I honestly didn't expect to see that

[attachment deleted by admin]

93
General Discussion / Re: Increasing rep with Pirates
« on: May 12, 2020, 05:13:34 PM »
Something I want to add, and I don't know if this was a fluke in my last save or not. But after a while of my colonies trading with the pirates (and/or the LP which I did the same grinding with) the pirates and the path near-simultaneously threw a tantrum and I lost around 65 relation with the both of them.

Maybe it was from their trade convoys always getting smacked by the Hedge whenever they'd enter my systems? Maybe its a timed thing?

I really don't know why it happened, so don't take my speculation to heart.

did you have the nexerelin mod instaled, because if you have them it's 100% nexerelin.

No mods here, I just farmed survey missions with both factions until they didn't completely hate me. And then one day, as if out of the blue, they began hating me again.

94
This thread is amazing! I've really enjoyed reading these alternate descriptions (Jangala might be my favorite thus far)

If I may, I'd like to request Culann and Eochu Bres. I'm particularly curious to hear how the Hedge deals with the return of Culann, especially considering the "fabulous weapons based on arcane technology revealed by incomprehensible AI-epiphany" that are rumored to be contained within its deepest arsenals...

What would that Hegemony Inspector find I wonder?

95
General Discussion / Re: Increasing rep with Pirates
« on: May 12, 2020, 03:37:53 PM »
Something I want to add, and I don't know if this was a fluke in my last save or not. But after a while of my colonies trading with the pirates (and/or the LP which I did the same grinding with) the pirates and the path near-simultaneously threw a tantrum and I lost around 65 relation with the both of them.

Maybe it was from their trade convoys always getting smacked by the Hedge whenever they'd enter my systems? Maybe its a timed thing?

I really don't know why it happened, so don't take my speculation to heart.

96
General Discussion / Re: Bombs questions
« on: May 12, 2020, 03:28:46 PM »
thanks,
I think I had bomb bays in 0.9 but now i can't find any

If I'm not mistaken (totally could be) the bomb bay is now a fighter-exclusive weapon system, and as such, cannot be attached to your ships to get benefit from combat perks. At the most you could make a carrier-skill build and use the Piranha Bombers which have it equipped.

97
General Discussion / Re: Questions about Cores
« on: May 12, 2020, 03:21:37 PM »
I've always felt dicey about commissions, worried that all the rep I've built with a faction will just disappear when my Commissioner declares war on them 
As long as you do not fight your faction's enemies or otherwise do bad things to them, your reputation will be restored when the cease fire occurs.  If you do fight fleets, original rep will be docked by about -5 or so per incident.

 :o New save time!

98
General Discussion / Re: Questions about Cores
« on: May 12, 2020, 10:33:55 AM »
I've always felt dicey about commissions, worried that all the rep I've built with a faction will just disappear when my Commissioner declares war on them  :'(

I may be writing something stupid (never played anything but Hegemony commission), but cores on industries (farm/mine/forges) do not bother the glorious Domain restorer in the slightest.

Have never tried AI governor by fear that it will be the trigger (iron mode, don't want to get them hostile when i have worlds in their systems ready to get nuked).

That being said...Might try the Hedge - Seems like they might be more lenient on AI cores if I'm accepting a paycheck from them

99
General Discussion / Re: Questions about Cores
« on: May 12, 2020, 10:25:50 AM »
Thanks for the info everyone! I really appreciate the responses.

I may be writing something stupid (never played anything but Hegemony commission), but cores on industries (farm/mine/forges) do not bother the glorious Domain restorer in the slightest.

Have never tried AI governor by fear that it will be the trigger (iron mode, don't want to get them hostile when i have worlds in their systems ready to get nuked).
As someone who embraces AI use, industries with AI cores will provoke Hegemony AI Inspectors, even with a Gamma AI. AI governor? Still yes. Inspector fleets have a long time before checks, so what may work... may backfire. The AI Core in a Star Fortress may still attract Inspection, as I have used them for resource sparing purposes with just a Gamma Core. Even with just one Gamma Core on a non-industry, a fleet still comes in with enough time. Like several game months.

So I'm assuming I just haven't waited long enough to see my colony inspected?

100
General Discussion / Questions about Cores
« on: May 11, 2020, 06:35:08 PM »
Hello Fractal Softworks Forums! I've been playing StarSector for a few months now, after getting introduced to it through a steady trickle of YouTube recommendations. I've also been reading the forum for about a month now, and haven't been compelled to post until I read an entry yesterday concerning Alpha cores and their use as structure/industry modifiers.

My (potentially limited) understanding of Alpha Cores is: that after you assign them to a building, it will trigger an AI inspection. But this post claimed that if you attach an Alpha Core to a non-industry structure, that it won't trigger an AI inspection. This peaked my curiosity, and so I had to test it out with a Star Fortress.

And by golly it worked ;D

Now of course you're probably thinking this is pretty obvious, but I wasn't in the loop. I'm assuming that my misconception formed because I always focused Alpha Cores on industries, but that's not that important and its just a guess.

This has also left me wondering something, do all non-industry buildings work this way? And, in theory, could I stack multiple alpha cores onto the same colony in non-industry structures and still not trigger an AI inspection?

Another thing this got me thinking, maybe it works in a similar point-based system to the LP Cell Heresy Meter.

That's why I've brought my quandary here, as I'm in serious need of insight. Any help would be very much appreciated :)

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