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Starsector 0.97a is out! (02/02/24); New blog post: New music for Galatia Academy (06/12/24)

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Messages - Jang

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General Discussion / Re: Omega Weapon Tier List
« on: June 15, 2024, 03:59:09 PM »
Minipulser is really good for Omens. The best thing an Omen can do is spam EMP Emitter, and giving an Omen kinetic-only damage makes enemies drop shield all the time, which maximizes EMP Emitter effectiveness. With IPDAI the Minipulser matches the range of Systems Expertise EMP Emitter (700 and 750 su respectively). Minipulser also plays an important role on ships like SO Aurora. Very strong and unique weapon imo.

Modding / Re: [0.97a] Mnemonic Utils v0.3.0
« on: June 11, 2024, 09:27:58 PM »
I loved Mnemonic Sensors in v0.95a. Thank you for the update!

Someone mentioned misbehavior if enabled_mods.json doesn't exist in the /mods folder. Maybe try creating that file, just to see?
I pointed TriOS to a fresh Starsector install and got the "can't modify JRE" message until I created the enabled_mods.json file, just wanted to confirm that fixed it for me.

Edit: Manually creating the json file led to TriOS being unable to enable/disable mods. I then deleted the empty json file I created and let the game create the file, and after that TriOS was able to toggle mods on and off.

Mods / Re: [0.96a] Industrial.Evolution 3.3.c - Campaign content expansion
« on: November 25, 2023, 05:28:02 PM »
I'm using the latest hotfix (version 'wisp001') and artillery stations still spawn in new games when Spawn Artillery Stations is set to False and Spawn Chance is set to 0 in LunaSettings.

Mods / Re: [0.96a] Ashes of The Domain
« on: July 22, 2023, 04:55:54 PM »
I found one at a bar that reduced the cost of research by 1 unit, which was game-changing since this eliminates the ai core cost of research.
Okay thanks, I'll look for the researcher in bars since that's two pieces of evidence pointing to bars being right. In case the OP cares, the in-game Help page seems to be wrong about Galatia Academy being where to hire researchers, and it doesn't mention bars.

Bit reluctant to share the loadout because I just threw it together without testing, but it was 30 of these lil guys:


This isn't necessarily the direction I'd take to optimize it but it did work pretty well. In hindsight I would drop at least one Drover for some frigates because I didn't get to deploy all my ships until they started dying at the end lol

You could use Support Doctrine + Derelict Operations to make destroyers work for endgame. Here's 1st try with post-nerf Drover spam, managed to clear 1600 DP with just a few losses before CR caught up with me:


Mods / Re: [0.96a] Ashes of The Domain
« on: July 22, 2023, 10:41:20 AM »
Oh okay, the Help page says "Answer: Go to Galatia Academy, here you can hire researchers" so that's where I looked. I'll check other comm directories instead

EDIT: So a Kaysaar post from early July says to look for a researcher in bars, the Help page says to look for researchers at Galatia Academy, and you're saying to look for researchers in comm directories. If you search Discord for "hire researcher" the first result is someone else trying to hire researchers at Galatia but having no luck. They are either everywhere or nowhere  ;D

Mods / Re: [0.96a] Ashes of The Domain
« on: July 22, 2023, 02:35:39 AM »
I know, none of the options I can see are from AotD. Where is the option for hiring researchers? If it's supposed to be in the Galatia dialogue tree, then I wonder if there's an unintended interaction between IndEvo and AotD that's causing the option to not appear.

Mod list
AoTD versions:
Seat of Power 1.0.3
The Sleeper 1.1.2
Vaults of Knowledge 1.3.2

IndEvo version: 3.2.c UNOFFICIAL

{"enabledMods": [
  "Terraforming & Station Construction",

Mods / Re: [0.96a] Ashes of The Domain
« on: July 22, 2023, 01:11:56 AM »
What is the process for hiring a researcher from Galatia? I skipped the story with Nex and only see the following options:

I'd like to second this suggestion. I often wish I could just hit escape to move on from every dialogue since I've already read them but still need to look for the right number to hit each time. It'd be a much appreciated qol change!

Yeah I'm learning cool stuff in this thread too. Never would've crossed my mind to go all-in on Warthogs vs Remnants, or to put 5 Maulers on a Reaper Legion XIV lol.

Edit: Did another 5 ordos with a more shield-oriented loadout and officer, very similar to CapnHector's original loadout, and I think I like it better. It was definitely easier to keep all the Legions alive this time



Thanks! BRF does make a significant difference in the combat report, with LDAC relative damage going from 10-15% to ~20%, but I don't really know if it's the best use of 25 OP. I tested variants without BRF that could still make it to the final Radiants so it's definitely not strictly necessary. The Dual Flak is worth it for Reapers imo, and in the combat report you can see that it's shooting down 100+ missiles on each Legion. I tried offloading PD to a Xyphos wing to fit 5 PCLs, but Xyphos are just not that effective here.

I was gonna go back to messing around with Executors but I had more fun with these Legions since these Aggressive burn drive ships are somehow less suicidal than Steady beam Execs...



I ended up liking Extended Shields more than the omni shield I usually go for due to the friendly PCL shield behavior that's been talked about before. I was also wrong about EMR maybe not being necessary, guess I'm really conservative with PCLs when manually flying. Tested Field Mod over Impact Mit but these Legions usually died when they got stuck in front of another friendly Legion, so I valued the added maneuverability more than slightly better shield and flux stats. I was really dangerously low on CR at the end, and CR was the reason it took multiple attempts to not lose a Legion. Better commanding might make the difference, considering CapnHector commanded more aggressively and ended the battle much quicker than me, but Combat Endurance over Gunnery Implants might still be a good move for consistency. And of course I had to add a Flash bomber, they make such a big impact even if I cringe every time they bomb another Legion's engines lol.

Tach + HIL variations were actually the first loadouts I tested for the Exec because it was my preferred player loadout, but as an AI ship it seemed to perform worse than 2x HIL or even 2x Tach no matter how I set the weapon groups up. They ended up getting swarmed more easily than the non-mixed variants I tested, so I wonder if it's the AI having trouble with the mixed hardpoints.

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