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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - JUDGE! slowpersun

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16
How exactly are you supposed to invade late game?I keep throwing 1000s of soldiers but they keep winning with barely any soldiers in their slots.

Bring some ships with ground support hull mod package, mostly.  Using ECM or other invasion abilities added by mod also helps, although the one ability that requires a single SP to use is crazy overpriced since SP generation at endgame kinda wonky.

Also, unfortunately mod invasions kinda seem to require a tactical bombardment for success, which does appear to be a possible balance issue.  But since no real solution to this, gotta live with it for now...

17
Has the game gotten significantly easier with the recent patches?

That's kinda difficult to empirically measure.  What is hard for one person is easy for another.  Plus, there is literally an easy mode for the game (even if it is apparently often ignored).  Also, there are the help pop-ups that most peeps seem to ignore or disable (myself included).  But game prolly has more hints now!  But at least the skill system isn't so wacky anymore, curious of the opinions of those who first bought game in last 9 months regarding the skill system wrap-around mechanic (easy to understand?  Ridiculous?  Arbitrary?  OK?  Reasonable?).  But not gonna run a poll regarding this, it has already changed.

I will say that Sseth's video explaining "how-to" smuggle prolly did make early game too easy for some peeps, but that is entirely dependent on whether such an individual has actually seen said video... But I can say with at least some authority that the game's "difficulty" is almost two track, since most peeps seem to have fewer issues mastering the campaign side (fuel/supply economy, trading, etc.), but mastering the combat side is definitely a steeper curve of difficulty!

18
Mods / Re: [0.95.1a] The Asteroid ship pack 1.3e
« on: January 07, 2022, 10:08:38 AM »
I've yet to see a Pirate fleet with a Pebble.  Is it super rare?

I've only seen it drop for pirate fleets with super high bounties (but still rarely), I think pirates just rarely field it 'cuz ship type/possibility per faction fleet is at least partially determined by the faction's access to a decent shipyard (but once hidden bounty stat is high enough, this at least partially overrides normal fleet comp determination).  Seriously, sell the pirates a corrupted nano forge on the open market where their shipyard is, makes game much more interesting (if you can find one these days, rare item pool inflation a very real thing these days!).  It might also transfer over if you sell it on black market anywhere, but that is kinda a crapshoot, so usually easier to just sell it on the open market of the colony you want to see the item used on.

19
Suggestions / Re: Player control of officer ships
« on: January 07, 2022, 12:48:45 AM »
I haven't played a terrifying amount of Star Sector in total, compared to others for sure. I'd like to practice direct combat since I feel fleet battles are half the fun, but I'm not exactly going to give up Hull Renovation or BotB for it.

Just play the missions.  In the main menu.  Great way to practice ship combat without having to deal with skill choices between combat vs. campaign...  Seriously, seems life half of everyone on this forum only really learned how to use Hyperion from Sink the Bismarck mission, since it's a pretty rare and expensive ship in normal game.  Was that last statement an exaggeration?  Definitely.  But until someone runs a poll with an adequate sample size asking that exact question, I'm not wrong!

I should also point out that player does get some skills in the missions, since the Helmsmanship bonus seems to be in effect during missions.  Dunno, haven't bothered to test or crack open code for mission availability of skills, so I'm sure a Dev will prolly correct me if I'm wrong.

20
General Discussion / Re: Suggestion: There's a mod for that...
« on: January 07, 2022, 12:33:17 AM »
Plus, I'm sure that Alex reserves the right to change his mind.
What good is a right that is not exercised?

Dunno, good is relative.  Sometimes just because you have the right to do something doesn't mean you should do it.  But this is a tangent for more alcohol... what, no comment regarding 3 outta 4X?

21
General Discussion / Re: Suggestion: There's a mod for that...
« on: January 07, 2022, 12:24:13 AM »
It's not mythical, it's made up.
Some peeps have already pointed out on multiple occasions that some mods only really exist in order to eventually become obsolete.  Curious how much of Nex gonna get neutered by that mythical politics update in the sky...
Considering Alex has already said Nex and 4X is not where he wants his game to go, my guess is that Nex is not going anywhere.

Myths are by definition made up.  And 3 outta 4X ain't bad.  Plus, I'm sure that Alex reserves the right to change his mind.  Whatever.  You're also entitled to your opinion.

22
General Discussion / Re: New Player - LOADS of questions
« on: January 06, 2022, 11:48:55 PM »
Oh yeah, you can go real small and get stuff done, but you'd be leaving lots behind.

You haven't left anything behind, you just saved it for later.  It'll still be there later... unless you're using a mod that has NPCs specifically target/salvage stuff like that.  Which is kinda masochistic for someone learning game, but again, sandbox adjacent... play how you want.  IIRC, Nex mod vultures only salvage debris fields, they leave probes and stuff alone.

23
General Discussion / Re: Suggestion: There's a mod for that...
« on: January 06, 2022, 11:44:01 PM »
You've mentioned that a few times recently, but the only thing I can find about it is more of your own posts :P. What mythical update? I don't remember it ever being discussed.

That's why it's mythical.  But I'm not the only one who seems to believe that the addition of a political system is inevitable, I'm just prolly the loudest.  But what else would that greyed-out orders screen be used for?  So the player can drag more fleets around?  That seems unlikely since no more colony skills (at least for now), player doesn't need extra fleets to finish story or raid core...

24
General Discussion / Re: Suggestion: There's a mod for that...
« on: January 06, 2022, 10:49:39 PM »
Some peeps have already pointed out on multiple occasions that some mods only really exist in order to eventually become obsolete.  Curious how much of Nex gonna get neutered by that mythical politics update in the sky...

25
General Discussion / Re: New Player - LOADS of questions
« on: January 06, 2022, 10:41:15 PM »
Exploration/Surveying is a big investment. I thought it would be just sending some scouts. My first survey fleet is usually 2 Shepherds, a few buffalo/Mules, and something to carry crew. Targets are to have 150 machinery along with 850+ crew. This is so I dont have to skip gas giants. I try to carry 1-2k supplies - ideally with room left for loot, but usually not much. Each planet you survey empties your hold, so you can come back for high value stuff on your way back to refuel. Eventually you will come across massive and high value loot hauls, so it pays off.

If you don't want to skip stuff, that is your prerogative.  But generally easier to explore first (grab some mission to give you an excuse to even go there anyways), then come back later and actually survey with a dedicated survey fleet.  Usually much cheaper, plus easier to kill anything you can't outrun.  The really hardcore min/max players just soup up a dram and do as much of the sector as possible while also hitting some exploration missions to break even.  Plus, kinda required now since mining stations can drop hilarious amounts of ore!

But play how you want, it's a sandbox game.  Or at least sandbox adjacent...

26
General Discussion / Re: Need some advice
« on: January 06, 2022, 10:33:43 PM »
A) You are not guaranteed to roll all the big colony items in every seed. Some you might never find but you could raid a core world to steal.

This is only even in regular vanilla game.  Some mods can further inflate the rare item pool, really crowds out the normal game rare items (I'm looking at you, Kentington's terraforming mod!  But I'm sure that mod will eventually get fixed...).

27
Suggestions / Re: allow player to overbuild industries and incur penalty
« on: January 06, 2022, 10:29:08 PM »
If you want the stability penalty to always be felt regardless of bonuses, you could always say that industries over the maximum incur a penalty to the colony's Maximum stability.

Have 1 over? Stability 8 or 9 is now the highest your colony can go.

This appears to be a more reasonable solution.  But again, would prolly need a clear explanation...

28
Suggestions / Re: allow player to overbuild industries and incur penalty
« on: January 06, 2022, 12:41:37 PM »
Well as of right now, industries per pop is defined as 1,1,1,2,3,4,4,4,4,4  - so having more pop wouldn't give you more industries anyways.

IIRC, higher pops decreased stability somewhat.  It was generally manageable, since industries per pop was something like 1,1,1,2,2,3,3,3,4,4; but definitely needed that comm relay at 10^10, which is why game now also allows player to waste a bunch of resources generating stable locations in systems that lack them...

29
Salvage scarcity in Homeworld
Salvage is Love.

Dunno, Homeworld maybe not best example.  It is a true RTS game vs. this game (which has made deliberate decisions not to be RTS).  Plus, some of the ships in that game literally required salvaging to get them.  Only way in that game to get the quad beam ships was to steal them... but man were those things fun!

Unrelated, I was/am super-mad with the re-release of Homeworld, definitely was crap (both how it looked and also literally, game would crash halfway through second mission no matter what).  But at least $$ got refunded!

30
Suggestions / Re: allow player to overbuild industries and incur penalty
« on: January 06, 2022, 11:23:04 AM »
Dunno, maybe.  Interesting if clearly explained as a possibility in game, but seems more likely just gonna end up being another newb trap.  Either that, or would necessitate adding more buildings to increase/control stability.  So therefore I can then build more destabilizing industries, so that I have to build more stabilizing buildings... you get the idea.  Where draw the line?

But game also used to allow planet Pop to go all the way up to 10^10 pop... now it doesn't (although that can always change back, likely during the legendary politics update that might also drop cloning vats tech or something besides just cryosleepers...).  Reasoning is supposedly that impossible for player planets to get too high of a pop count, since doesn't really "steal" pops from other planets...

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