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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Adex

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1
Modding / Re: [0.95a] Simple Player Faction Flags
« on: December 15, 2021, 12:51:55 AM »
I'm surprised no one has posted here so I'll be the first: this is a really great addition to any game. The flags are very vanilla friendly and I like the Rosenritter flags to match the Tahlan Rosenritter ships. Great job, I hope you expand on it in the future.

Thank you for your kind words, I am glad you like it!

2
Modding / Re: [0.95a] Steel Cardinal Armada 3.0
« on: June 16, 2021, 11:47:19 AM »
This mod looks really promising.

If I may point out something, you should really get your descriptions proofread, they are full of typos and grammatical mistakes - which might not seem like a high priority, I know, but it does make the mod seem out of place.

I'd volunteer helping with that, if you let me.

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Modding / [0.95a] Simple Player Faction Flags
« on: May 18, 2021, 10:47:32 AM »



Here are 28 simple flags for the player faction to choose from.

Can be safely added to and removed from existing saves.

DOWNLOAD


View the flags


















































An extremely poor attempt at making Rosenritter flags inspired by the ships from Tahlan Shipworks










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Screenshots





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Credits

Maplealvon, Ur_noobie for the base mod files in Player Faction Flag Pack Extended - I just added my own pictures and edited some text.
Haze - Original Player Faction Flag Pack
Whomever made the flag templates I shamelessly copied from at this flag creator website

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Mods / Re: [0.95a] Adjusted Sector
« on: May 10, 2021, 06:27:46 AM »
So is the current version working correctly or not? Please someone confirm, thanks

5
General Discussion / Re: [0.95a] Ship loadout collection
« on: May 05, 2021, 11:24:28 PM »
I got physically ill from seeing this loadouts.

Forgive me. It's first thought that comes to my mind and by being in a mood i let it be. The loadouts just differs in so many ways with that I used to see. And known from experience it's hurts because i used similar loadouts then i first started with this game. Now i see this loadouts as generic. I'd like to see some that will expand my understanding of the very class of a ship, loadouts just looking on which borns immediate necessity of trying them myself. Like SO mora with perdition or pack of glimmers or scarabs with antimatter. I've cut dreams of Apogee and Odyssey being a combat ships a long ago.

I don't care what you'd like to see. I don't want to "expand your understanding", since based on what you are saying, you are obviously more experienced in the game. These are supposed to be useful, decent loadouts for general use, and for beginners like me who still need help building loadouts. I guess that would make them "generic".

Please either add something to the discussion instead of being rude, or just let me continue without telling me what I spent hours on makes you "physically ill".

6
General Discussion / Re: [0.95a] Ship loadout collection
« on: May 05, 2021, 02:02:57 PM »
I updated many of the builds in my original post. I removed Efficiency Overhaul from most of the ships, now they all have Solar Shielding instead, lol. A hullmod that gives useful bonuses to both combat and logistics just seems too good to pass up.

Any further feedback would be appreciated. I may also expand the post later with additional ships.

7
General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 09:55:31 AM »
*Apogee stuff*

Thanks a lot for the feedback. I combined your advice with what I already had, and came to this conclusion. Also, I like the idea of a support beam Apogee much better, so I went with HIL. Also, with the support role in mind, I left the missiles on for the role of harassing enemy PD.

Apogee
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If you want to use it as support with HIL build in advanced optics instead of stabilized shields.
+200 range means they get in each other's way less, and also makes PD much better.

Since HIL doesn't use as much flux as plasma and you do not have the ion beam that much venting is almost always wasted, moving it to capacitors would tank it up quite a bit.


Overall if you want beam support for other ships a Champion is usually better.
Selling point of apogee is the very strong 360 shields and flux stats for a low OP cost.
Beams do not need use that much flux and if you are far away the worse shields are probably fine (also get 1250 vs 750 armor and 10K hull vs 9K).
In return you can focus 1L + 2M + 4S + a cyclone reaper forward, with high energy focus to boot. That beats 1L + 2S quite badly, even for 25 OP.
11 DP HEF Sunder also works well.

Makes sense. I switched back to Plasma Cannon.

Apogee

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General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 09:41:57 AM »
*Tempest stuff*

How about this?
Tempest
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Also,

"ignore hyperspace storms."

Yes, now I want to do this  :D


9
General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 09:15:38 AM »
I think you're putting far too many caps and vents on those logistics ships, when you could easily fit in a few more worthwhile hull-mods like Insulated Engine Assembly for lower sensor profile or Unstable Injectors so they can be a little faster on a bad retreat. High Resolution Sensors is also a fantastic pick for them! Overall, logistics ships really don't care about caps/vents, given not one could fight off even a measly Kite by itself.

Besides the logistics, I don't really have much to comment on bar that the built-in ITU on the Heron might be better replaced by a shield hullmod.

Thanks. I fixed the logistics ships, and modified the Heron (switched to bombers, and added front shield conversion - I thought that if the Heron gets into a situation where its shield matters, it should be a 360 shield, since most likely it is flanked). I updated them in my original post.

Heron
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10
General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 06:52:11 AM »
*Apogee stuff*

Thanks a lot for the feedback. I combined your advice with what I already had, and came to this conclusion. Also, I like the idea of a support beam Apogee much better, so I went with HIL. Also, with the support role in mind, I left the missiles on for the role of harassing enemy PD.

Apogee
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11
General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 05:20:02 AM »
Thank you so much for the feedback! I considered and tried briefly what you mentioned, and it seems to work really well.

Is this what you were thinking of? If yes, I will add it to my original post.

Odyssey

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12
General Discussion / Re: [0.95a] Some decent ship loadouts
« on: May 05, 2021, 03:51:43 AM »
Too many vents, too little shield reinforcement on the fury. Too much PD for a ship that has 360 shield with shield conversion mod.

That is 19 OP for PD you have there. Solar shielding would prob flat out be better than that hardened shields at those levels and it would definitely be better than PD that doesn't do anything.

Especially with how conservative the AI has become at firing missiles especially against that monster of a shield coupled with that speed.

Noted. How about this? I'll update it in my original post.

Fury
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13
General Discussion / [0.95a] Ship loadout collection
« on: May 05, 2021, 01:51:52 AM »
I have asked a lot of questions in the unofficial Discord server lately, and they all resulted in some really nice ships builds for the current patch. I decided to share it here.

I am still nowhere near as experienced as the people from whom I got help, so all thanks goes to the helpful people in the Discord server and in the forums.

These loadouts could be considered late game builds, since they have built in hullmods and more rare weapons, and they definitely work in difficult fights.

Note: Solar Shielding gives both logistics and combat bonuses. The logistics bonus is best utilized if given to all ships in a fleet. However, it can easily be ommitted from all of these loadouts, and put into capacitors/vents, or into another hullmod, e.g. Efficiency Overhaul.

Odyssey

Plasma Cannon version
*explanation*




Autopulse Laser version


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Apogee

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Champion

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Eagle

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Fury

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Dominator

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Astral

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Heron

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Drover

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Hammerhead

Version 1:




Version 2:


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Medusa

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Tempest

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Omen

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Lasher

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Logistics ships


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If I discuss and test any more builds, I will expand/modify this post.

While these loadouts were all discussed and tested, any constructive criticism would still be appreciated.

EDIT: Lots of great feedback already, I am modifying the builds in this post as we make them better. Keep them coming, thank you!


14
General Discussion / Re: Fleet composition and refitting question
« on: August 08, 2019, 04:08:47 AM »
Thank you! I already discussed in on the Discord group, but your advice helped a lot, too. Quite a bit happened since then, so my fleet looks like this. I bought a ton of Hammerheads and I found an Aurora blueprint.


15
General Discussion / Avoiding Pather Cells
« on: August 07, 2019, 07:28:43 AM »
I am trying to build new industries in my colonies, but after a while, a Pather cell shows up. It shows what causes it, in my case heavy industry and mining.

My question is, is there a way to build up colonies in a way that no Pather cell will show up, and it is still profitable? Is it worth it to bother trying to avoid it if the upgrade that will cause it to appear is profitable?

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