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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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Topics - Cruis.In

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Modding / cool ships to fly
« on: February 05, 2022, 04:53:34 PM »
what are some cool ships from mods you've flown? I am new so haven't heard of a lot. There are some mods like VIC that make some pretty cool special weapons and faction weapons, nice effects and stuff.

I like the weapons of the VIC and their Apollyon Capital.

I've tried to ballisong a couple times, kinda cool. I've also seen some ship from a pink themed mod which has moving engine pylons, so it moves a to a speed mode and it goes like 600....speed is always life. a good flank wins the battle and a good retreat saves you for another pass.

what cool ship abillities have you come across?

General Discussion / what DP settings do you play on?
« on: February 01, 2022, 04:30:19 PM »
I play on 550 currently. But I could up it to 1000. I've seen videos of people with probably more than 100 ships on screen, I am wondering if theres any real fun in that? Not sure how it works in 2d theres only so much screen real estate, and well it just seems theres a whole lot going on that your missing.


Suggestions / storing ships
« on: January 31, 2022, 04:30:43 PM »
So I have noticed when you store ships and take them out you have to re-assign officers, i learned the hard way by storing, taking them (changed mind) didn't reassign and got engaged by a big battle fleet, without my officer bonuses :(

Suggestions / point defense toggles for main/all weapons
« on: January 30, 2022, 03:52:22 PM »
hi, could there be something added to stop your MAIN guns firing at fighters? like my tachyon lance firing at fighters if i so wish? a button which means "hold fire on fighters" so they re left to point defense only or AT your discretion you can make weapons free. hence a toggle.

Modding / Presenting the USS DEFIANT
« on: January 29, 2022, 11:28:13 AM »
Note: addship defiant_variant or addship defiant_hidden (loads a fully fitted ship with pulse phasers and photo torpedoes, but has the hard point graphics hidden, like in star trek the weapons are built in.)

Hi everyone, this is my first venture into releasing a "mod".

I have taken the libery of adding the cool ship from Deep Space Nine, the USS Defiant.

The Defiant was a prototype starship designed and built with one purpose, to fight and defeat the Borg. It is a small heavily armored warship with no science labs, no crew comforts and packed with firepower. Early testing revealed the Defiant was overgunned and overpowered for a ship its size and when the ship was tested at full capacity it almost tore itself apart. For this reason it was mothballed. However, some Starfleet engineers have since sought to correct those issues and commission the Defiant to help Starfleet face ever growing threats such as the Dominion.

Change Log:
didn't want to make it annoying to use so changed some things with supplies etc...

-Supply/Month changed to 15 ( was 30)
-CR to deploy now 15
-CR recovery/day: 4 (was 2)
-Fuel = 80 (was 100)
-Fuel/ LY = 4 (was 10)
-Cargo = 50 (was 20)

-Pulse phasers firing rate/delay increased to 0.25 ( was 0.22)
-Photon torpedo speed increased to 1000 (was 800)
-Pulse phasers range increased to 700 (was 600)
-Photon torpedo does explosive damage (200% to armor) was kinetic before and that was an error, was never meant to be an anti-shield weapon.
-Increased acceleration to 80 from 60.

-decreased the volume of pulse phasers

I've tested with a level 15 character. There's been no major fighting buffs apart from a slight increase to pulse phaser range, and acceleration and the correct torpedo damage type applied. The logisticsl side of the ship's fuel/cargo has been modified to be less strigent.

Technical Specs:
1) Pulse Phasers:  the ship is equipped with 4 pulse phasers which draw directly from the warp core (flux capacitor) and pack a wallop (4x medium energy slot)
Forward facing, 5 degree arc of fire.

2) Two Photon Torpedo launchers. Fast moving non-tracking projectiles. The Defiant carries 20 torpedoes total. 10 loaded into each tube. (2x medium missile)

3) One 360 phaser array.

The Defiant has a top speed of 150 and is highly maneuverable, complimenting her forward facing weapons

Ablative Armor:
Heavy ablative armor is built into the hull which is degraded as it receives weapons fire (heavy armor and reinforced bulkheads built in mods)
(first federation ship to have ablative armor in lore)

The Defiant has weak shields, and isn't meant to hang around in a fire fight. (upkeep, and shield/damge 1.0)


The Defiant's weapons are all forward facing and have no ability to lock targets beyond a 5 degree cone of fire. With the Defiant's high speed and maneuverability, it is designed around devastating hit and run (strafing tactics) on larger targets of opportunity, it does outclass other ships in its class. A quick strafing run with shields up, offloading pulse phaser fire into the target and finishing it off or damaging it with photon torpedoes is its preferred method. However, with limited torpedoes, the Defiant firepower is severely reduced once its compliment expires. Dropping shields at the right moment, to transfer more power to weapons is effective, as the Defiant can take fire on its armor, while trying to finish a target.

Maintenance issues:
Because of its numerous engineering issues, the defiant requires high monthly maintenance. Additionally, the Defiant requires significant maintenance after a fight (recovers CR @ 2% a day).
The longer the Defiant is engaged in combat, the more apparent these malfunctions become (combat readiness prone to drop fast in combat)

The Defiant was not built as a long range exploration ship as is traditional with starfleet. Therefore the Defiant must rely on constant deuterium resupply (LY range: 10) Fuel: 100 capacity.
Max  warp speed = 18.

The Defiant has no cargo bay and supplies are stashed all over crew quarters like submarines of old during war time. (Cargo capacity: 20)


Future plans:
Tweak the weapon graphics because they are borrowed from the base star sector weapon graphics, so the explosion and effects of the photon torpedo do not suit.
Refine the bounding box in case it isn't so good. (no issues so far)

Take feedback.

using its torpedoes I found it capable of destroying cruiser and maybe battlecruiser sized ships. Without torpedoes it cannot stand up to larger ships. Therefore its hit and run tactics on targets of opportunity come in. E.g. your forces have a bs or bc almost fluxed out? Charge in with Defiant and unload torpedoes. Basically do not expend your torpedo load on one target if you have a long fight ahead. Venting is your friend when you can. Don't be afraid to take hits on armor, in other words, lower shields, to keep hammering a target, and hold fire(x) raise shields while you use your better speed to get out of range. Shields won't take much fire while you are firing. Pulse phasers are power hungry.

Defiant needs good piloting and careful tactics. Its weapons are basically dumb fire, cannot track and cannot turn and can only fire ahead, so you will miss precious shots if you do not aim well.

Defiant is very vulnerable to fighters. Best to retreat from enemy range and just shoot them down.

Suggestions / distress call suggestion
« on: January 24, 2022, 05:02:49 PM »
Hi, love the game.

could you add something where by you can respond and say you are responding to a distress call, like the notice you get when a fleet is responding to you and how far it is.

so if you click, say (respond button) in intel when you click the distress call, the distressEE will have an exclamation mark.


Got a patreon for continued dev?

Modding / Help with adding a ship
« on: April 14, 2019, 12:04:07 AM »
Hey everyone, I followed the steps on the wiki and here on the board to first create a ship and then add it to the markets/fleets.

What I am doing is creating a mod, so I can turn on/off this. Is this possible? I created the ship with the shipeditor found here

I followed the steps here:

I created a mod in the mod folder with necessary json.
at first I couldn't get star sector to start, I had a null error. I went back over and realized I had the .ship file pointing to a wrong location for the ship graphic. I changed that and voila, the game starts good after enabling my mod.

I enable the mod and load a saved game, it loads fine, wait a month but don't see the ship turning up. Not waiting long enough? I am not sure I did the edit in the faction right. I edited a hegmony.faction from ships and weapons mod.

where defiant variant is the variant i created.


General Discussion / how do you beat this?
« on: April 13, 2019, 08:32:16 AM »
Tried capturing the screen but it just gets the starsector logo.

So I came across an invasion fleet of two ludic church heading to tri tachyon. They are massive. I am talking 4 battleships, couple battlecruisers, hordes of cruisers, destroyers and like 10 carriers, so you know how much fighters? How does someone beat that? Or survive the wave of assault by 30 fighter/bomber wings? I mean I could think of only having like a dedicated battleship or two to point defense, meaning all large/medium/small mounts fitted with their equivelenti n point defense weapons and no offensive weapons, to protect the fleet.

also this just means blobbing too, unless you keep your fleet together for unified point defense theres no way to mash through it.

any ideas?

which is interestingly how I described fleet combat in my book :)

General Discussion / Colony economy
« on: April 11, 2019, 04:49:21 PM »
What should I do with the excess metals etc stored in the surplus? If I take them it says something about money at the end of month,  I lose money? Should I take them and sell them?

General Discussion / Claim victory?
« on: April 10, 2019, 09:03:52 PM »
Where did the claim victory button go in 0.9? Whats different?

General Discussion / Colony question
« on: April 08, 2019, 06:09:48 AM »
Can I place a colony in a system with my faction? I am a member of the hegemony using Nexerolin, can I place a colony in a system they have bases, and they won't attack it?

General Discussion / 0.9 with mods
« on: April 07, 2019, 11:36:47 AM »
Does one still need nexerolin with 0.9? And dynasector etc? Or is all that redundant now?

Suggestions / Suggestion: Governors and Colonies
« on: April 07, 2019, 10:57:16 AM »
Hi everyone, I am exicted for the new game mechanics colonies and building empire and 4x lite stuff. However, I find it very time consuming to get down to that nitty gritty as I usually play very casual. That seems to be a lot I'd have to learn and do to be good at.

Might I suggest being able to install a governor who based on some minor inputs from you carries the colony where you want it? He manages the day to day stuff.

Second: Now that you have your own faction, it might be easier to allow you to have better control over allied fleets, instead of just only being able to ping them with a short range pinger. You need to be able to organize better. The AI can just send whoever wherever, but you need more control to be able to direct your forces where and when you want them.

General Discussion / How not to suck?
« on: April 06, 2019, 03:19:06 PM »
Ive built up a good size fleet. Destroyers, cruisers, battleships, battlecruiser, carriers, a mixture in storage. No matter what combination I use, I get owned by other fleets. Black Rock fleet, imperium fleet (using nexeorlin mod).

I set each ship to escort each other, and form on me. No one goes off on their own. What usually plays out, we face off with enemy and they eventually overwhelm us. They also have mostly cruisers, destroyers and frigates. My heavy firepower onslaught and his supporting cruisers and destroyers make no difference.

I try to fit with variation of anti shields and anti armor weapons on my battleship which I fly. I never had any trouble getting this far, I mean I'd say im in mid-end game area now, I've won lots of battles during that time. Should I be trying to out maneuver people instead of getting in a shooting war? Are my weapons terrible?

General Discussion / please help
« on: September 27, 2017, 06:03:45 PM »
I love this game.. Havent played in like 6 years. Well worth the wait.

Please help me, I've worked hard and reached mid to late game. My fleet with hegemony is 1 onslaught. 1 battlecruiser which can carry 3 fighters. 5 cruisers. eagle, vindicator and 3 others, about 8 destroyers and 2 frigates and 2 heron carriers.

what are the best support ship fighters/bombers for heron? I want them to be able to kill frigates/destroyers since the enemy seems to swarm with those.

Also please help/advise. I beat a black rock strike fleet, man they are hard. blackrock faction. But I was left with three ships, a battleship, cruiser and battlecruiser. My reward? 100k, and some good salvage which I couldn't carry anyway heehhe. Shouldn't it be prudent to increase the reward of beating such a fleet? Otherwise why fight them? Since you MUST sustain losses, cant have a perfect win. Or lopsided all the time, wheres the fun? But on the flipside its no fun grinding again to get a big fleet only to be smashed again. I don't think the risk/reward is worth it. I defeat a blackrock fleet in my territory and get a paltry pay out.

Any advice? I find I run out of heavy stuff to hit ships with so Ive moved to equipping my ships with rocket pods (100 shots each) and this is much better) when  I have an opening I move in and unload the rockets.

Is there something I am doing wrong? Should I fight them? Don't see the point.

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