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Messages - Agile

Pages: 1 [2] 3 4 ... 13
16
General Discussion / Re: Overrated (overpriced) ships
« on: September 29, 2019, 09:49:14 AM »
I thought MK III is the premier choice for early carrier support, since they get 3 fighter bays, no?


Did I get the names wrong? I meant the worst Colossus is the LP one with SO. The carrier one has only 2 bays, imo not as good as the condor, but maybe it can work with Talons, railguns and ITU?

Oh, the SO LP one? Never used that one but id imagine the best way to use it is with hammers and just face slamming into your opponents till you explode onto them.

Never seen a good use for them tbh.

There is four types of colosseus that Pirates can field; the MK II, with two fighter bays, the MK III, which three fighter bays, and the BaTTLEgROUP FouRTEENTH (the literal conversion of it, no joke) which has Very Converted Bays and 3 fighter bays (very good early game if you can fight it, usually in hegemony markets in black market).

If your talking about the LP SO Colosseus, I have 0 clue on how to make it good cause its ... just bad in general.

17
General Discussion / Re: Newbie Guide Thread/ FAQ
« on: September 29, 2019, 09:46:06 AM »
is there any *** way to know if a inhabited planet/station can trade before *** spendinbg all your fuel and supplies getting there only to it being a useless try tachion colony?

Umm.

You can check by looking up the star map and hovering over where you are heading; it will show you the color of the colonies, which blue being Tri Tachyon, orange being Hegemony, yellow being Persean League, etc. If thats not enough, you can hold left click and then open star map (I think thats what its called) and you can then hover of a colony and it will tell you what faction it is.

18
Mods / Re: [0.9.1a] Commissioned Crews 1.2
« on: September 29, 2019, 09:41:33 AM »
Found a oversight.

When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.
1.21 September 29th, 2019
  • The Commissioned Specialist Hullmod will now do a ship-wide check on your fleet instead of doing the ship it has the hullmod on individually.
Save-game compatible.

Thank you, space jesus.

19
Someone tested it already, but DO NOT set maxAIShipsInFleet past 30.

The reason is if you change it past 30, the AI will start making the fleets you face EASIER to defeat because the AI has more ships to work with, which means it spams more useless frigates and destroyers, and less cruisers / capitals. This is fine at early to mid game but terrible for end game because if you optimize, all your enemies will have 1-2 capitals, maybe 3 at best with a 60 fleet limit, while your running around with 3 capitals, several cruisers, several carriers.


20
General Discussion / Re: Getting way outgunned
« on: September 29, 2019, 09:35:53 AM »
Yeah, I tend to do personal bounties till they get 150K or higher, then wipe out pirate / luddic bases and do system bounties for mad cash, then go back to personal bounties as by then I have enough money to afford a capital or two, several cruisers / carriers, and the support ships to keep them going.

21
General Discussion / Re: Overrated (overpriced) ships
« on: September 29, 2019, 09:28:47 AM »
I thought MK III is the premier choice for early carrier support, since they get 3 fighter bays, no?


22
Mods / Re: [0.9.1a] Commissioned Crews 1.2
« on: September 28, 2019, 08:05:16 PM »
Found a oversight.

When you save a loadout with the Commission hull mod, then use the loadout on another ship, the Commission hull mod doesn't show up, so you have to manually add it.


23
Suggestions / Re: Existential Crisis Mod
« on: September 28, 2019, 12:44:38 PM »
Nexerelin would be a good framework for something like this, as it already has REDACTED raids built in, and factions can colonize in Nexerelin.

24
Suggestions / Re: Paragon OP
« on: September 28, 2019, 12:39:04 PM »
If ships were easier to make id probably make a mod based on the Junkers of HMI mod that are basically just suicide ships that Luddic Path use; low DP, high OP, with medium and large slots but the ships themselves have weak armor and hull.

The true swarm experience outside of fighter combat.

25
Suggestions / Re: Going dark should require a double press if your IFF is on
« on: September 27, 2019, 06:30:46 PM »
That makes sense -- I was thinking your original post included when entering a system with it ok. Maybe a general transponder status reminder when transitioning between real and hyper space, regardless of its status and the method and direction of transition? Which could be turned off in the settings for players who were annoyed?

Yeah thats what I was thinking.

Similar to the option that asks you if you want to jump into a system with transponder off or not, it should do the same for jumping out since hyperspace is dangerous with your transponder on.

26
Suggestions / Re: Going dark should require a double press if your IFF is on
« on: September 26, 2019, 01:52:14 PM »
The thing is, if you jump into hyperspace with your transponder on, you are a huge target.

This is terrible early and sometimes mid game depending on your relations, so if you forget to turn off your transponder when exiting hyperspace, you might get jumped on by a surprise hostile faction or a huge pirate death fleet that otherwise would not have seen if your transponder was off.

This is doubly so if you jump out via tranverse jump, since sometimes pirates / luddic / hostile factions camp right where you jump out and immediately jump on you.

Thats why I said transponder should automatically turn off if you enter hyperspace; there is literally 0 benefit to having it on and nothing but demerits to having it on.

27
Modding / Re: [0.9.1a] Cleaner Apogee 1.0
« on: September 26, 2019, 03:48:50 AM »
I might be blind but...

Whats the difference?

28
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 26, 2019, 03:47:44 AM »
Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.

The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").

I like the idea of somehow making re-invasions limited. Technically continued invasions and reinvasions are already bad for colonies because of stability but there are so many ways to fix instability it's not really an issue.



This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).

But isn't invading the port of origin of the invasion fleet already the most preferable option? It's way easier to just invade the invader's colony because their defense fleets are usually not even around anyway.

Thats why I use brawl mode.

Brawl mode creates huge offensive and defensive fleets, making it nearly impossible to stop an invasion, but also making it so your colonies don't have to just rely on its defense forces; they get backup defense fleets that help out on top of the usual patrols they get.

29
Mods / Re: [0.9.1a] Missing ships mod
« on: September 26, 2019, 03:43:53 AM »
Also.

I noticed that the expedition has the image size of a frigate both on the fleet list, and while in combat; it has the outline of a much large ship, but the size of the ship itself is small.

It also has the same OP price for hull mods as a frigate, so I think you accidentally set the Expedition to the classification of a frigate somehow, which is why everythings a bit out of sync and treating the Expedition (a capital) like a frigate.

30
General Discussion / Re: Supply consumption is ridiculous and unfun:(
« on: September 25, 2019, 09:39:33 AM »
Get fleet logistics level 2, get efficiency overhaul which lowers that ships crew, fuel, and supply cost by a constant 20%, and if you have d-mods, get the field repairs 3 and emergency procedures (off the top of my head but its the far left logistics skill) to level 3, which further reduces your consumption.

If you stack all of this early to mid game, and build up a capital of around 1 million credits, you should be set for whatever is thrown your way later on.

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