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Messages - StarScum

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31
General Discussion / Re: System Administrators
« on: February 12, 2020, 11:08:29 AM »
Just to be clear, I dont want admins to pretend like they run all the planets in a sector, I want them to actually manage an entire sector.

32
General Discussion / System Administrators
« on: February 11, 2020, 11:06:52 PM »
Is there a mod that allows the player or an Administrator or AI to administer all colonies in the same system without penalty? Is such a thing even possible?

When i colonize a system, I want to do it thoroughly as I take great pleasure at seeing a previously uninhabited system fill with traders, smugglers and patrols. However, I can't really do that with so few admins to work with. I think a solution like this would work quite elegantly.


33
General Discussion / Re: hegemony AI inspection / relationship
« on: February 11, 2020, 10:55:49 PM »
You just gotta accept that the Hegemony is going to be your enemy somewhere down the road. They believe themselves to be the only legitimate authority in the Sector and won't tolerate upstarts like the player with their crazy AI freeport colonies.

I'm fine with this.

The Hegemony makes a good endgame boss. What I'm not fine with is how everyone else becomes your enemy by throwing raid after raid at you that will sink your rep if you aren't proactive about maintaining it. Its a pain and I wish there was some way to get them off your back unless provoked.

34
General Discussion / Re: Decivilizing Without Rep Loss
« on: February 11, 2020, 10:38:25 PM »
I'm using Nexelrelin which adds an agent character. Can I use him for such a task at all?

Absolutely!  First thing you'll want to do, however, is change the Nexelrin agent file to reflect prices that are, shall we say, actually sane?

Nexelrelin\data\exerelin\agentConfig.json  <- open with Notepad++

"I'm a guy with a simple taste.  I like dynamite, and gunpowder... and gasoline.  And you know the thing that they have in common?  They're cheap!"

Find all those base costs in the tens of thousands and drop them into the mere hundreds.  You're already paying these bozos $5000+ a month just to be on your payroll and I see no reason why a well placed bomb should cost more than a new battleship.  Now personally, I don't nerf the costs for changing relationships with factions, because I figure this involves lots of bribes and payoffs to people in high places, but again... explosives are cheap, and I feel no guilt about shrinking that particular expense down to a more realistic level.

Next you'll want to put them to work trashing commodities and being a general nuisance until they max out at level five.  Also make sure you take the leadership perk that lets you get a third agent.  So your goal here is to get all three agents to level five before going to town on your foes.

Once you're good and ready, pick a planet that you want to discombobulate into submission and send all three agents there.  Make sure they are all free before starting (meaning that if they arrive at different times, wait for the straggler before starting so that you can launch three missions at once).  Once they're all in place you want to launch three missions to disrupt their starport simultaneously.  This is important!  The reason you want to do this is so that all three will hit at once before their security level can go up, which is what will happen if they go in sequence rather than all at once.  Because they're all level five they will all have the same mission completion time (about two weeks on average). 

The damage from this is impressive - provided all three succeed (which is likely) they will do 12 points of stability damage to the target world.  Which, in turn, means than even a planet with a perfect 10 stability can be reduced to -2 in one pass.  Since it takes months for a planet to recover even one point, all you do is move on to the next world and repeat while you're waiting for their security level to drop back to zero.  Now that takes a while, and by the time this happens they may well be back up to a stability rating of 3 or even 4.  That's fine - just hit them again and drop it to negative eight or so.  By the third time you do this their stability will be around negative fifteen or thereabouts, which should be enough time for them to completely decivilize without any further intervention.

Another horrible thing that you can do with your trio of uber-terrorists it to do a synchronized starport attack, which can accumulate enough repair time to put them out of action for six months or more.  That may or may not matter (I don't think Nexelrin really factors money into AI stuff) but it is still impressive to watch a size 10 planet have its income drop to negative $150,000 per month for half a year.

And of course, if someone you like is preparing to invade someone that you don't like, why not give them a hand and knock out their military bases, ground defenses and blow up their military hardware stockpiles while you're at it?

Yeah, I'm using the agent as well but I don't think him alone will be enough to deciv a colony. He destabilized it and it was still at stability 10!

And I can justify the price tag. Imagine how much money you'd have to spend to reliably bomb an airport with 21st century security let alone that in the far future. You'd have to do a lot of prep work, buy a lot of specialized equipment, hire accomplices, pay people off.

Ghosn, the CEO who fled Japan, paid 14 million just to escape Japan through a dinky little private airport. I'd imagine bombing a major starport to the point it is temporary unusable would be a much bigger endeavor. I believe that credits are worth at least 100 times more in today's money (40,000 credits = $4,000,000) so I'd say it might actually be too low a price...

Anyways, the Hegemony hates me now thanks to all my freeports so I'm not worried about maintaining ties with them. But I do want to create a Grand Alliance with the other major factions to check the Hegemony's power so training agents and learning how to use them is a good idea.

35
General Discussion / Re: Fitting High-Tech Ships
« on: February 11, 2020, 10:36:21 PM »
I loaded up an Aurora with sabots, torpedoes and missile racks and it ***. Hard.

I think I've gotten the hang of high tech ships. I think its important to use missiles where you can to conserve flux for better energy weapons and shields.

36
Is it possible to get Diktat, Perseus, and Tritakeon in an alliance with the player? I want to counter the Hegemony once and for all.

37
General Discussion / Re: Decivilizing Without Rep Loss
« on: February 10, 2020, 12:25:36 PM »
Is there a way to direct Pirates or Pathers to raid it?

38
General Discussion / Decivilizing Without Rep Loss
« on: February 10, 2020, 11:07:48 AM »
Is it possible to decivilize a small colony without suffering any rep loss with the owner?

There is a small Hegemony colony close to the core with favourable stats and is only size 4. I want to get rid of it so I can settle it myself, but i want to stay on the Hegemony's good side.

I tried raiding with my transponder off, but that didnt work I still lost rep.

I'm using Nexelrelin which adds an agent character. Can I use him for such a task at all?


39
General Discussion / Re: Diable Avionics vs Dassault-Mikoyan
« on: February 09, 2020, 11:06:20 PM »
DME Normandy is excellent and DE carrier is fine too, but that's pretty much all they've got. Capital carrier is inferior to Astral yet costs 55DP, direct combat ships are all lackluster both for player and AI piloting. Design-wise they try to go for mobile burst strategy, but flux/shield/weapon stats are simply not there unlike with real burst factions (Blackrock, for example). That is unless you allow Blade Breaker sub-faction, which have excellent (and overpowered) direct fire ships.

Diable wanzers (mecha fighters) are absurdly OP, overshadowing vanilla Spark Drovers (unless they were nerfed since I last played). Most direct fire ships while generally unexciting to pilot are solid performers. Pandemonium is one of most powerful capitals and decently fun to pilot (skimmer-type ship system).


I'm interested on your take regarding the Astra vs the DME capital carrier. On paper the DME ship seem superior with more weapons, speed, shields, flux, etc. It has a higher supply but thats to be expected of a superior ship, no?

Just to be clear, can you remember the last time you played with either mod? They might have been updated and re-balanced since.

40
General Discussion / Re: Diable Avionics vs Dassault-Mikoyan
« on: February 09, 2020, 11:04:53 PM »
deleted

41
General Discussion / Diable Avionics vs Dassault-Mikoyan
« on: February 09, 2020, 08:53:56 PM »
I want my faction to use ships exclusively from one of these two mods but I 'm not sure which to choose.

Both focus on carriers, which is fine. Carrier heavy fleets are my favorite.

Diable is really cool with the transforming ships and is unique with its focus on mechs, which I assume are better than regular fighters by and large. However, I just don't think it fits with the grittiness of Starsector. 

Dassault on the other hand is more conventional and seem's tailor-made for the carrier enthusiast. It even has a research capital which is nice seeing as I roleplay as a semi-mad doctor obsessed with AI. But it seems kinda ordinary compared to Diable, which is both a plus an a negative as that means it fits more with Star Sector.

I think a good way to decide is to ask if one or the other excels against the REDACTED since that's who my character ends up fighting the most. I dunno if thats a trick question or not; I feel everyone is supposed to be bad against the REDACTED.

If you had to choose one, which ones would you choose?

42
Mods / Re: [0.9.1a] Diable Avionics 2.04 (2019/05/14)
« on: February 09, 2020, 08:16:44 PM »
Have you thought about adding station designs as well?

43
Suggestions / Portrait Recolours
« on: February 09, 2020, 06:52:16 PM »
I really like the portrait of the old Asian guy, but I don't like that he wears Dictat colors.

I think a cool thing to add or mod in would be multiple version of the same portrait recolored to match the scheme of different factions or none at all.

44
General Discussion / Re: Amusing Ship Names?
« on: February 09, 2020, 06:20:21 PM »
"My Daddy Owns a Dealership" for a high-tier destroyer.

45
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: February 09, 2020, 06:19:11 PM »
When you're at the point you find 3 Phaeton's don't quite cut it for fuel, should you just get more or invest in a Prometheus? I'm using Grand Sector and getting two the end of the sector and back is quite a challenge...

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