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News:

Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Messages - Sandor057

Pages: 1 [2] 3 4 ... 8
16
Suggestions / Re: Colony Limit
« on: April 09, 2023, 10:59:33 AM »
Maybe it's going to be useful, you can edit both the max number of admins you can hire and the max number of player-governed colonies before you get the stability bonus. Be aware though, that increasing the latter to a ludicruous amount will give you a lot of stability bonus. You need to go to the starsector-core folder and find the config.ini file.

Hope this helps.

17
General Discussion / Re: Your One Ship
« on: March 21, 2023, 01:15:37 AM »
The Enforcer.

It's fairly easy to get, has lots of decent ways to kit it out, and is a tough customer with good survivability for early-midgame fleets. Strangely enough not my favourite, I usually don't pilot it (unless I'm station-sniping with Reapers+expanded racks), but I have trouble remembering a single game where I didn't have 2-3 as the core of my fleet. Oh, and it has lots of variants too!

18
Sunder and Wolves for me. Would be kickass.

19
Suggestions / Re: Toning down the Monitor Menace >:)
« on: March 08, 2023, 02:40:24 AM »
The monitor is powerful... as a distraction. It lacks the means to pack a punch though and be an actual menace. Tone that down and what you get is a ship that still can't pose any actual threat to anything other than a Talon, yet is also not able to absorb all that much dakka. I believe it's currently acting as a very decent distraction, thereby fulfilling its function.

If you want to cheese it however, hit it with and Avoid command and your ships will disengage it. With a speed of 90 it will be unable to tie up frigates and a lot of destroyers. If it has SO, it will deplete its PPT trying to chase and tie down your ships.

20
General Discussion / Re: Faction Mods Balancing Economy too much?
« on: February 23, 2023, 01:32:35 PM »
As you correctly pointed out, more planets means that just about every faction has allies/neutral markets to trade goods with, preventing deficits. So being a completely 100% legitimate trader is not all that lucrative. However you can assist in creating shortages. Remember, there's no good reason to have your transponder on in hyperspace. And any unfortunate battle ensuing has a minimal reputation drop as a result. Just don't do it in systems, otherwise planets close by might object to your opportunistic privateering.

21
Announcements / Re: Starsector 0.96a (In Development) Patch Notes
« on: February 02, 2023, 11:13:31 AM »
Combat:
  • Added option to disable screen whiteout for large ship explosions
  • Whiteout no longer obscures the command UI (still obscures ship combat UI)
  • Improved ship explosion visual effect

Very glad to see this change!


Combat:
  • Reserve Deployment, for ships with only one fighter bay, now:
    • At least doubles wing size (minimum +2 craft)
    • Fighter replacement rate reduction is 15% instead of 25%

Hooo leee mother of Ludd! The possibilities!


Quote
Persean League now has its own music
Are you entertained now, the guy who complained about PL not having its own theme?

Yes I am, I thoroughly am.

22
Unless you build in 3 hullmods for all your ships, no matter how long you're going to use them, you should not have issues with the cost of promoting an officer from the ranks. I'd say getting an officer like this while exploring and being pretty far away (both in time and well, in space) from resupplying is worth it. By the time you get back to a station with all your loot your officer should already have 1 or 2 extra levels. As for Impact Mitigation, it's not my favourite skill, but if you plan to use the officer in a beefy and slow ship, like a Dominator or a Legion, I'd say upgrade it to elite immediately. The extra maneuverability imo is pretty much worth it in those cases.

23
General Discussion / Re: What is your prefered piloted ship type?
« on: January 02, 2023, 08:21:41 AM »
I switch around a few frigates (mostly the majestic Omen) as long as I can get away with it, using the occasional destroyer if longer term consistency of brute force is needed. The turning point for me is the start of the endgame (bigger enemy fleets, raids, the Janus device, etc.) or finding a derelict Odyssey. Once I get it I still tend to switch to other ships, if it is an easier battle, but for the most engagements I use the giant d*ldo to penetrate from the rear. It's fun.

A while back I was using a (base) Legion as my capital, with lots of Kinetic guns and a bunch of Daggers. It's fun too, but requires way more commands to be given to your ships, and you're less able to move around the battle to assist your other ships in case they are being pushed hard.

24
General Discussion / Re: Colonies
« on: December 29, 2022, 01:48:33 PM »
Your colonies will be munching away on your hard-earned income for quite a while, so if you are barely managing to break even with just your fleet, your colonies will bleed you dry. So tailor your fleet to be flexible and relatively low maintenance before setting up your first colonies. I'd suggest 1 capital at most (Odyssey), 3-5 cruisers (Apogees with some converted hangars, maybe a heron or two), 4-6 destroyers (a mix of Hammerheads and Enforcers is rather decent, possibly a Sunder too) and the rest frigates (whatever you can find for a low cost).

Apart from that, do a bit of exploration beforehand and see if you can find a system where you have 3-4 planets covering everything relevant:
  • a barren world with 150% hazard
  • a habitable world with decent food and organics
  • any kind of world with a good supply of volatiles
Odds are if you have these three ores are already available on one of them in sufficient quantity.

25
Modding / Re: Quacken's Portrait Pack v1.0
« on: October 01, 2022, 01:23:01 PM »
Quack!

26
Suggestions / Re: Heavy Ballistic Integration for Legion
« on: August 11, 2022, 02:03:09 PM »
I would be quite content with 20 extra OP for the Legion variants. That's basically what HBI gets you.

27
General Discussion / Re: What is in your opinion the best mount type?
« on: August 08, 2022, 01:05:51 PM »
My most favourite slot is small ballistic. Great for SO builds, or Rangefinder builds, has an answer to everything and most importantly has lots of dakka.

Large ballistic is a close second. Its guns can deal the greatest amount of damage in a single shot (helbore and gauss), and have a good variety to use against different kinds of targets. Yet they need support from other ships to excel.

Third would be large energy for having the IMO only objectively good beam weapons: tach lance & paladin. HIL is good... in a vacuum. It, like all "constant" beam weapons has one component that makes it sub par compared to large ballistics: time. You need to continuously hit roughly the same spot for a prolonged amount of time to deal some good damage, while with, say, a helbore you make the hit and all the damage is there, you don't need to focus on the same spot.

28
Suggestions / Re: A change to how size 3 and 4 colonies work
« on: August 06, 2022, 02:52:24 PM »
You know I am not actually too sure how my gas giant colony works if it ISN'T this.

I have been wondering this since I've colonised my first gas giant.

There's a mod that does sort of these things though. Well, besides the mobile stations part. Although that seems a bit too gamey to me. As in you could build stations in a sub-optimal system, no matter the habitability as stations have 100% no matter what, and once you find the right one, boom, you move them all and have got size 4 colonies around optimal planets without any hassle.

29
General Discussion / Re: How to build a strong fleet?
« on: August 06, 2022, 02:26:13 PM »
Depends on your targets I suppose!

Pretty much the above. Nevetheless depends on where you are in the game, what your income is and, most of all, what ships you enjoy the most.

Early to midgame I usually run a frigate-heavy fleet with 1-2 cruisers, 4-5 destroyers (1-2 of those carriers), 10+ frigates and whatever support ships I can loot for fuel, cargo and crew. It's decent for fuel use, thus exploration. Also has enough space for ad hoc trade runs should a trade run suddenly become rather lucrative.
Mid to late game is when I establish my first colony, having explored a large chunk of the sector. That's when I begin upsizing, so I sell the Shepherds I have, replace lost frigates with cruisers or the occasional capital. By end game I usually run a carrier-heavy fleet with 5-6 capitals, 6-8 cruisers, 4-5 destroyers, 4-5 frigates and as few support ships as I can manage.

Still, once you get the blueprints and the cash try to experiment with different compositions. A full phase or high tech frigate based fleet can be quite insane for specialised battles. Drover spam is never not funny. And a full capital fleet's only issue is the cost.


Oh, and welcome to the Sector citizen!

30
In my experience the skill works much faster on smaller ships, while having just capitals will only get you 1 d-mod fix per month as intended. Either way, it's the main reason to invest in the Industry tree early to midgame.

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