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

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Messages - Sandor057

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1
Suggestions / Re: Another hook for the Scythe of Orion quest
« on: April 30, 2025, 01:40:30 PM »
I have only *once* started and did the quest proper. All the other times I just stumbled upon Sentinel and was like "why bother starting it correctly?" A bit of a bummer, but that's what I get for prioritizing exploration before colonization.

Also, it's a bit weird that even after skipping the first half of the quest (ie never getting it from the Path), the dialogue for delivery is basically "here's the bomb you wanted (you know,  the one we've never discussed)."

2
General Discussion / Re: Who should I sell degraded forges to?
« on: April 25, 2025, 02:55:58 AM »
Corrupted nanoforge goes wherever you feel like it. Pirates should get a pristine one so that the quality of all the free ships you loot from them improves. That said, they also benefit greatly from spare capital BPs. Unfortunately they will still mostly use their usual ship, but hey, it's nice to loot the odd Legion or Conquest. Also, Odyssey is sometimes quite dangerous in pirate hands. (Note: Not survivable though.)

3
Suggestions / Re: 1 more (stolen) LG capital
« on: April 20, 2025, 08:31:34 AM »
I've always found it strange, that the Diktat has none of the old Hegemony ships. The Diktat has been only around for about 30 years, so there should still be the odd Dominator, Onslaught, Legion or other remnants of the Hegemony intervention fleet that sided with Andrada. Would be fine if they were LG exclusive.

4
General Discussion / Re: Planets to colonise in the core sector
« on: April 19, 2025, 02:48:16 AM »
If you are taking a commission, then any barren 150% planet is a decent starter. Getting a starter planet in Aztalan or Hybrasil will mean you will have some extra defense against crises. If not, Magec is a good place to start, with the occasional pirate satbomb fleet to beat. Kumari Kandom is also decent.

5
It got moved around a bit. Now defeating the League grants 10% accessibility. Defeating the Pirate crisis "greatly" reduces the chance for Pirate trade distuptions, and the deal with Kanta "virtually eliminates" Pirate distuptions. What the exact difference is between the two is, in my experience, minimal.

6
1) TT built the drone fleets, and there is some speculation by the bar historian that they may pre-date the Collapse, as they were put to use in huge numbers very quickly.

2-3) There is no clue on this one, possibly the Omega is to AI what AI is compared to a human. But to be on point, there is no in-game clarification. Pseudo-deity makes sense I guess

4) It's built by TT as a black project. So very unofficial and secretive by some bigshot or another.

5) The Alpha core in the Zig is dubiously responsible for a possible core meltdown signal, it denies its involvment. The Beta core in a Galatia mission holds the research crew of a secret research outpost hostage. This can be solved in a number of ways, one if which is for the player to promise to take it to Omega, to which it surrenders. Can't recall any other AI core story directly related to the player (except if you want to remove an AI admin...).

6) It's in the Guardian's description. That's as objective as it gets.

7) We know TT likely did not understand them fully, but Scylla and co are ahead of that. The rest is sci-fi lingo.

8) From a lore perspective, dormant state is better for long-term preservation. As for the neutral fleets, scouting behaviour as opposed to hostile fleets' guarding behaviour.

9) For one, their bounty texts indicate, that they normally should not have hyperspace capabilities. It's not explored deeper than that.

10) We can speculate, but likely, as referred to in bounty texts, far away systems were not economical to cleanse, so instead the war was declared won.

7
Announcements / Re: Starsector 0.98a (Released) Patch Notes
« on: April 05, 2025, 01:02:03 PM »
Huh, just noticing the hotfix. Does anyone know whether it is savegame compatible with 0.98a-RC5?

8
I think this is something also raised in a different Bug thread here.

Edit: ah, I think I've got it - the bug requires saving and then loading the game while the fleet is spawned. And then story-recovery derelicts seem to not have "automated ships" etc... hmm.

9
Loke does mention just about the whole gang with first names though.

10
Suggestions / Re: Should drone bay count same as fighter bays?
« on: March 29, 2025, 01:16:34 AM »
+1 with the exception of Terminator Drones though.

11
Suggestions / Re: Change Shepherd's universal point to missile
« on: March 27, 2025, 05:03:40 AM »
How about Missile Autoloader being compatible with not just Small Missile slots, but also Composite, Synergy and Universal slots?
Calculation would remain the same, with the total amount of applicable small slots providing the full amount of reloads.

12
General Discussion / Re: Early Game Paragon
« on: March 25, 2025, 01:03:47 AM »
I *usually* pass up early capitals, as unprepared, they eat up my finances. The sweet spot for me (and something that has me commit to a build) is an early cruiser find. An early Fury, Apogee, Eradicator or Dominator to pilot is a huge boost to me.

13
Suggestions / Re: Squad deployment with battle plan?
« on: March 18, 2025, 01:28:44 PM »
You can assign ships to control groups, making their selection as squads easier, but there is no supporting mechanic to this. Deployment location and order could certainly be improved upon as well.

14
Lore, Fan Media & Fiction / Re: Post-collapse Ship Classes
« on: March 18, 2025, 06:14:57 AM »
Now that I think of it, how do ships like the Prometheus Mk II and LP Venture work in context of the Executor codex entry? Does the Path also have enough resources to significantly modify blueprints?

I think Pather and Pirate variants would be less of a blueprint level modification, rather than a makeshift "customization" made on a "standard" ship hull over an indeterminate amount of time. This makes no sense gameplay-wise where the Kite (P) is effectively a different ship than Kite (A) or just the plain Kite, but lore-wise a Prometheus Mk.II would be a ship that got gutted and fitted with extra dakka, fighters and kaboom. Colossus Mk.III are also a "standardized subvariant" ingame, however lorewise no two Pirate Colossus should be the same, considering the haphazard and ad hoc nature of where gun emplacements and figher bays are added to those ships, there could be tons of unique variants. It's way easier to make a single ship class though.

15
Suggestions / Re: Hands-on customization of station sections/loadouts?
« on: March 18, 2025, 05:59:56 AM »
Wouldn't the already developed template system kinda cover this? That's roughly half of what needs to be implemented I guess. I'll go even one step further, why not have a separate menu where the player can make templates for his own faction ships individually? This, per my understanding, would not change anything, rather it would expand on things already present in the game.

How I see it, we could have the Doctrine tab as is currently, and if somebody does not wish to customize ships and station modules, the current Ship/Weapon/Fighter preference system could remain. However we could have either a button next to the ships in the menu or a separate template tab, where the player could make X templates that would get used if a given ship is used in a player fleet.

Agreed, this would require dev time, but what are suggestions for if not improvements or new features, right? I *think* templates are already in use for NPC fleets in selecting loadouts (with doctrine preferences influencing those), so hoping it would be not that huge of a feature to implement.

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