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Starsector 0.98a is out! (03/27/25)

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Messages - Zenaria

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16
General Discussion / Re: Lets Talk Harbinger
« on: February 13, 2024, 08:48:00 AM »
Harbinger with ion pulser is bane to everyone.
you can't avoid or escape.

but the main issue is AI won't play daring like player.
you need someone to pull attention for it.
as well as mod phase anchor for faster cooldown.

i gonna blame pirate version of Afflictor for having low DP instead of Harbinger being too bad.

17
Mods / Re: [0.97a] Random Assortment of Things
« on: February 13, 2024, 07:02:01 AM »
Also, a remark. The 350k to establish a settlement, even outside a claimed system is a bit steep for what is supposed to be easy to set up. The total cost of commodities for a colony is 85k to compare with.
Admittedly, this is also because I play on high difficulty (ruthless sector, starapocalypse, space debt etc.) but still ... can you do something on that? Thanks, your mod is awesome in any case

you don't need to maintance or get risk of being raided.
it come with flat income.

the price almost equal with colony + refinery investment.

without need of taking care off it more easily to set up than actual colony but not in term of fund.

18
i think the main problem is.

you just not ready to start a colony. you don't have enough fund nor strong enough fleet. and you state that you still on early game.

i suggest you do a bit more exploration. you might found good condition world (less hazard mean less upkeep.)

or colony equipment which gonna help you someway.

and how abour commission ? it almost literally free fund.

since those come with 0.97. how about back to Starsector 0.96a

19
General Discussion / Re: Officer Limit
« on: February 11, 2024, 09:10:49 AM »
i see no issues about losing combat power when we training them.
cause that what training suppose to be.

unless you put that greenhorn into capital ship or train them with ramnant.

and since officer give a huge improvement to the ship they pilot. that mean they're core to your fleet.
having a reserve so you can replace them anytime also seem like a disrespect to me.

20
General Discussion / Re: Officer Limit
« on: February 09, 2024, 11:15:10 AM »
my concern about base game would be.

skill pool.

like when my officer hit a max level but he didn't roll a skill that i want.

i need to restart from scratch.

same with officer from pod. they could be useless for my fleet.

21
General Discussion / Re: Officer Limit
« on: February 09, 2024, 10:58:34 AM »
how about thinking which ship or build that good without officer .
or putting ship that you can afford to lost.

i don't want to include fleet for ramnants.

they are like end-game content to me if you fought them without proper plan for it.
it's your fault

about officer

since no other use of officer that exceed limit i guess it fair.
cuz once you get an officer for your whole fleet it barely change.
and if i want to change fleet comps i rather play new playthrough too see how it progress.

but hey. there a mod for your problem why won't you try ?

22
General Discussion / Re: Can you stop Hegemony inspections?
« on: February 09, 2024, 01:37:47 AM »
Everyone hate AI. You using it and expect peacful life ?.

23
General Discussion / Re: Legion XIV availability? And how do you fit them?
« on: February 09, 2024, 01:31:12 AM »
here my fit



in this build you're PD platform.
along with PD elite skill you would immune to most of missile

require Impact Mitigation and Polarized armor for more toughness.

Warthog will be your renewable armor and double as frigate hunter.

Main weapon choice depend on range that you want too engage
Heavy autocannon
Heavy Needler
Hypervelocity Driver
or . . . Heavy marchine gun ?.

Playstyle kinda simple just hold until you have enough hardflux then burndrive into their face let vulcan join the fun
and seal the deals with cyclone (or hammer barrage since it got buffed)


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