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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Messages - Sandor057

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106
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 17, 2024, 09:22:28 AM »
@Alex: Is there any consideration for how immobile ships like the Dominator are?  I have struggled to see how they really function against Ordos when those ships are all super fast and mobile with a million flankers.

Dominator feels like a sitting duck. Yeah it has good forward firepower, but I feel like so much of the game is dictated by speed that this type of ship gets left behind (pun intended).

I find that their mobility is fine, you really just have to get into fighting distance with them, and Burn Drives are more than enough for that. The issues begin when your target doesn't have the decency to remain in your firing line. So if you've got the OP Auxiliary Thrusters work well. Otherwise both Helmsmanship or (Elite) Impact Mitigation can help with maneuverability. By default however you need to flank it with more mobile "skirmishers", otherwise it does go down quite hard to flanking.

SO Dominator is another case entirely. They just need to get in the face of the enemy and unload everything. Automated Repair Unit helps with weapont/engine downtimes.

107
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 12, 2024, 05:14:31 AM »
Completely blanked out that EP is not for frigates, true.

The Atlas Mk2 idea certainly sounds appealing... but does a "tanky destroyer" even exist? I guess Medusa, but what is Medusa is going to do at capital range?

I guess the same thing as a Xyphos wing if given beams. Except instead of Converted Hangars + 18 OP it will be 12 DP.
Come to think of it I'd rather take an Enforcer instead. 9 DP, good armor, can get some good PD options if the capital is lacking, and insane range possibilities for Maulers or HVDs. Can even get its own Xyphos wing so that the capital won't have to.

108
Announcements / Re: Starsector 0.96.1a (In Development) Patch Notes
« on: January 11, 2024, 05:36:41 AM »
Quote
Escort Package

Oh boy does this sound good on Sunder. While I've never been sure how exactly range increases work, I'm guessing they are increasing the base range of weapons, so taking HIL or Tach Lance as examples:
Base range (1000) + ITU (200) + AO (200) + Gunnery Implants on Officer (150) + Escort Package for Capital (400) = Total Range (1950).
Provided it won't get crushed or rotated by the capital maneuvering into it, beamsunder will have some good times. On and the Sunder's absolutely subpar shields will get a nice boost too.

Spoiler

[close]

109
That's why you should sell pirates blueprints. Introduce a bit of variation to their fleets, getting less Eradicators and more fun!

110
General Discussion / Re: Reccomended ship/faction mods?
« on: January 04, 2024, 01:35:01 AM »
I would wholeheartedly agree with Phenir's recommendations, there are just a few utility mods I'd add to the list.

Combat Chatter Your ships will have a bit of written banter during battles. It's all over the place, with some references to movies and other games as well, but I use it for just about every game.

Combat Radar You'll get a radar in the bottom right corner during battles. That's it.

Quality of Life (QoL) This one does a few helpful stuff: turns off transponder automatically once you enter Hyperspace, displays the ship system's name if you use it and helps with the use of Omni Shields, letting you fix it into position or automatically follow your target, etc.

Oh, and if you've already started with a game these mods can be added to ongoing games as well.

111
Always bothered me, that Dominators and Onslaughts get deployed at the back rows, instead of the front, where they could engage their burn drives right away, thus not even hindering fast frigates much. Would like something like this implemented.

112
General Discussion / Re: Failing, Expiring or Abandoning Missions
« on: August 28, 2023, 02:30:30 PM »
You can abandon a mission right after taking it, and will have no relation changes at all. (Useful if you took it by mistake.)

Otherwise abandoning before completing it will net a smaller reputation loss than letting it expire.

IIRC expiration or failing the mission will result in the same (full) reputation penalty.

113
I'm trying to stay peaceful with all the factions, if not friendly, but I guess peace isn't an option. :/

Ironically, since I have over 50 gamma cores, I can just go give one to a few different Heg bases to at least get back to neutral. ;)

Intercepting the inspection fleet is only a -5 rep loss if you're unidentified. Doing a bounty or somesuch gets you even pretty quickly.

114
Modding / Re: Enable colony markets without Commerce Industry
« on: July 28, 2023, 12:58:45 AM »
There is a mod (Industrial Evolution) that lets you add an open market to your colony through the Senate features, however it has similar penalties to a commerce. It is not updated to .96 yet though.

For a military market, no, I have never seen one on a player colony.

Thanks for the reply. I know and use Industrial Evolution, has cool features. Not exactly what I'm looking for though. I have the idea of making a run where I am hostile to just about everyone, beeline it as soon as I can to one of the corners of the map and commence shenanigans. This would mainly be so that I don't need ~ 500-600 k before actually making my first colony so that I can ships, weapons, supplies, fuel, etc.

115
Modding / Enable colony markets without Commerce Industry
« on: July 27, 2023, 04:46:17 AM »
I vaguely remember some posts about this few years back but could not find it no matter how I looked, so here goes the question:

Is there a way to enable markets by default (without the need of Commerce) in player colonies? And if so, could military markets be added to player colonies as well (if military base is present of course)?

No matter how I search for this, couldn't really find any clear answers and editing the industries and settings.json did not really yield the wanted results (...it yielded a re-install of Starsector due to me not making a back-up copy... ah well). So if anyone has any ideas on this, that would be appreciated!

116
Mind if I share a build in video form?
Enforcer monofleet vs 3 Remnant Ordos

Heh, Hector bullying the Remnants again.

To be frank I don't think destroyers are in a good spot for late game. I'd say taking 2-3 Enforcers or beam Sunders for supporting fire or converted hangars should be more than sufficient. You're better off leaving the slugging matches for Cruisers and Capitals. The only destroyers you may actually need for late game are the Phantoms for raids. Alternatively I could imagine some kind of a Gamma Core SO spam Fulgent fleet build with all kinds of hyper-agressive fun. Then again Phantoms and Flugents are not midline/low-tech, so yeah, Enforcers or Sunders.

117
Oh, interesting! I don't know much about mods, can you explain how I would use this mod to figure out what's going on?

So Stelnet adds some extra buttons to the Intel menu. The one you'll need is the Markets menu. There you select Queries, then select Add a New Query. There you can basically search for any weapon, ship, anything, but in this case you need to select Items as Query type, Weapons as Item types, Missile as Mount type and Medium as Mount size and Common as Design Type.

Once all this is done hit Select & Search. It will open a menu for selecting any specific items matchin your criteria. You put PCL to the Selected menu and hit Search.

Spoiler

[close]

If all's well, now you should have separate notes on the left indicating what the query has found with the market and the amount of the items.

Spoiler
(There's only one note here, as PCL only seems to be available at Sindria in this case.)

[close]

118
No clue how to exactly verify this in vanilly. If you are not against a QoL mod, try Stellar Networks, it should prove whether you're just being unlucky, or if Ludd is punishing you with no PCL.


119
Suggestions / Re: Odyssey tweak
« on: June 29, 2023, 09:57:06 AM »
I usually use the Odyssey as my flagship and boy oh boy do I like the current system. It's really useful to quickly close the gap or get to the rear of the enemy.

That being said, I would imagine this suggestion is more oriented towards the AI using this ship, for which, fair enough, I have not yet found a build that doesn't get blown up in any semi-serious engagement (due to Odyssey penetrating way too deep into the enemy fleet). So yeah, bit torn about it. On one hand I'd like the Odyssey not to die in AI hands, while on the other I do like to use (exploit perhaps) its current system.

120
Andrada approves.

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