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General Discussion / Re: I still don't know how to loadout a ship
« on: June 16, 2023, 10:39:00 AM »The dominator has sabot pods.
Oh, man - I would never have guessed that from the graphics. Thank you!
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
The dominator has sabot pods.
You can use 2x Hephaestus or whichever big gun you want just fine, Devastators just happen to be great. You really just need a lot more kinetics. A Brilliant can tank 20k shield damage too so 2x HVD won't cut it. Small kinetics with BRF are best. If you don't use the missiles to deal damage then it's a deliberate challenge run but will likely still be workable. Storm needler is bad due to its short range, though, but the big slots are best spent on HE anyway since small ballistics are better than Mark IX and the Dom has tons of slots.
Yeah I guess it's worth installing it even if it pollutes if that means much better ships!
Knowing my luck I probably won't find a pristine one. Although before I can raid the big guys, it'll take a lot of time. I still struggle against very large pirates fleets so... Yeah.
Took out a few REDACTED but they didn't have *that* ship with them so it wasn't that complicated.
I've been exploring for 9 some cycles - I'm not nearly as powerful as you are (can't beat REDACTED, raiding a major faction is a funny joke) but I've dug out a lot of stations and ruins. Results have been:
5x corrupted nanoforge
2x catalytic core
2x fullerene spool
2x cryoarithmetic engine
2x plasma dynamo
1x orbital fusion lamp
1x autonomous mantle bore
1x fusion lamp
I'm using one corrupted forge and a spool. More seems to be a very bad idea - disappointing!
Well you have much more stuff than me!
You're set to have a nice production with all that.
I still need to explore more. Mostly what I'm doing right now is, I explore systems I reach through bounties, or through the "blueprint location" NPC givers, where you spend a story point for some juicy blueprint.
Edit: I also explored around my two colonies. But yeah, mostly what I did was "shop around" for ships, weapons, etc... That's my favourite part of the game I think lol.
@Alex
I'm so glad I could be of some assistance! After your kind efforts to offer advice, I did indeed stick with the playthrough and am a few cycles down the line. Is the progress of any interest or use? I can summarize if so.
Once again, thanks for your interest and the advice - and of course, the fantastic game.
Glad you stuck with it! Yeah, seeing it was just super helpful. I've already made a bunch of changes to Hostile Activity - that hopefully will address most of the concerns in this thread, yours included (for release in the quite near future) - but I would love a brief summary, if you don't mind!
Yeah I guess it's worth installing it even if it pollutes if that means much better ships!
Knowing my luck I probably won't find a pristine one. Although before I can raid the big guys, it'll take a lot of time. I still struggle against very large pirates fleets so... Yeah.
Took out a few REDACTED but they didn't have *that* ship with them so it wasn't that complicated.
@Alex - I'd be delighted, any chance to contribute in some way in return for all the fun is a privilege. It'll be on its way momentarily!
Edit - sent! Let me know if it doesn't show up or if there's any other info/assistance I can provide. Thanks so much!
Hmm, so I had a good look at this, and a few thoughts!
First off: HA is doing more damage to your income than I'd have expected, so, alright, that's definitely something that needs to be tuned.
A bit of advice, though, if you don't mind, which might help you recover that playthrough!
- Firing all but one of the admins will definitely increase your income; possibly firing all of them
- If you spend a few story points on improving your Megaports, that'll up the income a good bit
- Your comm relay is under pirate control, and that's hurting income because stability is <5
- You probably want to keep hazard pay on, but turning it off is like a 70,000 credit swing in income per month. It's not meant to be something you always keep on and don't worry about, and trying to stay above water while that's perma-on is really hurting
Doing all of these things (leaving 1 admin) takes your colony income from -30k to +110k, with an extra 20k for not having a 2nd admin, a swing of 160k credits per month. There's definitely some wiggle room left for leaving hazard pay on somewhere, not spending story points on improvements, etc.
Thank you again for sending me your file, that was *extremely* helpful to look through!
So the problem is some players, in a single player game, on their own computer, use a monitor in a very boring way and you personally don't like that they use it that way?Ah, the same old. Gut it with a machate, eh?
The thing is, as it's built, the Monitor's infamy comes from the AI not being able to recognize it's not able to be a threat. Remove SO and you're just a bit too short to do anything besides absorbing Squall salvos. If anything, an AI redesign would be in order for how hostile Monitors are handled.
The problem isn't with the AI having monitors, the problem is the player driving a monitor and shoving it directly into the face of the nearest capital ship. Or ideally, multiple. Something has to give because a monitor should NOT be able to sit in a dorito's face and tank it indefinitely. Changing the AI does not change the fact that a dorito cannot kill a monitor. Changing the AI doesn't change the fact that the monitor has so much PPT that it can outlast nearly every ship in the battle and drain their CR to death at no danger to itself.
Perhaps this is the problem people have. Using no cores/items is fine because you at least get no problems. Using tons of cores/items is fine because you get so much money raids/sabotages don't matter. Trying to do the intuitive thing and be somewhere in the middle gets you destroyed.That's what my thought process was in my playthrough. "Ok, It's early game and my first colony just got to size 4. I have 3 beta cores and some gammas. How much extra cash per month can those cores really earn me? A few thousand? Is that worth the 10-20+ luddic path threat I'm earning every month? No.Way."
I just set a course and hold down shift - is it supposed to be viable to go around the clouds? Sustained burn makes turning too slow for that, and not using it takes forever. Besides, I'd run out of fuel all the time - I figured the storms were just a tax on supplies to allow fuel to stretch further and get you across the map faster with the storm bounce. I tend to hang around the core and pick a bunch of exploration missions that are close together/along a nice circuit, but I'd run out of time on all of them trying to go slow or go around. I can't really pick a single mission and sneak my way out to it, because the pair of colonies I founded are costing me $40k-80k monthly and I have to keep up (more on that in the event thread...)Press 1 when viewing the hyperspace map. It gives you a rough outline of where the clouds are, and where paths through them are. There tends to be long, straight, and thin lines going through clouds that are somewhat difficult to see on the map, but once you know what to look for, you'll be able to find them easily.
I like the idea of riding streams, but rarely find one that goes to where my missions are - and unfortunately, most of the times when I did, they dumped me out onto a hostile fleet that wiped me out and I ended up having to load my game. I just stay away from them now.
When you have a custom variant, and you make a small tweak, such as adding a flux point when you gain some tech ability, rather than having to go into the refit ship screen and delete, then replace a ship, or having to create a hole new variant "Variant II, III, IV" just have an update variant button that overiddes the variant with the new one