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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 - crowman

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Does the Interstellar Relay allow planets without Military Base/High Command to spawn medium/heavy patrols?

2
Blog Posts / Re: Skills and Story Points
« on: September 04, 2019, 08:03:05 PM »
I know asking for this is rude, but do you have a rough estimate on when the update might drop?

3
The easiest fix, imo, would be to allow us to lock our ship's rating, permanently, with no way of reversing such decision. No more increases and no more decreases, kind of like receiving a Medal of Honor or timely retiring dead weights.

4
Blog Posts / Re: Skills and Story Points
« on: August 31, 2019, 10:32:46 PM »
Free Hardened Shields and Targeting Unit on my Paragon? Well, color me red cuz I'm fully erect

Now, I'm a min-max kinda guy, and if the bonus exp from permahulling ships is additive and applies to the player, then I can see myself fielding 10 kites in a redacted battle for that sweet 5 mil exp (going by current numbers). I'd rather said bonus was not present anywhere and, instead, the curve was worked out to not scale out of proportion, since having a text field tell you "THIS GOOD" already ruins any semblance of immersion.

5
While the progression is nice, it would be even nicer if you could lock-in traits permanently. I'd gladly pay the entire cost of a pristine ship per locked trait and I think that would open up avenues for mothballing and rerolling ships from scratch, locking desirable traits, rinse and repeat until once achieves heaven perfection.

6
Title. I couldn't find anything concrete regarding fighters and the +% damage increases from Ordnance Expertise, Target Analysis (+15% damage to shields) or the % damage increase from having 85 or 100% Combat Readiness. I saw something about Missile Spec affecting Bombers, is that still true?

7
General Discussion / Tricking the game's Fleet Size?
« on: August 24, 2019, 02:37:49 PM »
So I've recently reached the end-game and I wanted to try my luck against some of the invasion fleets coming my way. Lo and behold, I can only deploy 120 out of 180 (300 battle size), which is fine.

My question is, would filling every slot with kites trick the game into thinking that the 2 fleets are equal and allow me to deploy 180 from the get-go? If not, what exactly influences it?

8
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 19, 2019, 02:12:46 PM »
Can I enable Starfarer mode mid-save? I just started my own colony and noticed I forgot to enable it.

EDIT: Nevermind, it was enabled, it's just that you need to exit and load the save for the penalties to apply to newly established markets.

9
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 15, 2019, 09:36:17 PM »
So, how is one supposed to deal with 7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?

https://imgur.com/a/jODizPF

There are more options to deal with this than you think. While a star fortress might be overrun by just a few of these fleets on its own, *you* can make the difference. A handful of auxiliaries can keep the attackers off the stations flanks, funneling them into a chokepoint. As the station rotates, each side will have an opening to vent and repair, since they aren't surrounded, and then rotates back into the main firing line. Additionally, if they are not destroyed completely, stations repair very quickly. This makes it important to break up the fleet a bit to give the station time between engagements. You can do this by using the "follow me!" Ability to kite patrols or fast pickets into clumps of invasion fleets. Quickly salvaging the debris field from an engagment can earn you tend of thousands of credits and enough supplies to repair before the next engagement.

I find high tech stations work best, since they are less relent on hull hp that can be wilted down over several engagements. Flux and fighters fully replenish on each new engagement.


This is how I stood against a joint invasion of nearly 20 fleets with my allies at the start of a new game. Though the station eventually fell around the 16th fleet mark, (my own hubris in taking my ships of escort for the station) I had savaged enough ships and credits by then to start my own colonies, and almost a decade later, we took it back. :)

This mod has the potential to create some incredible stories, but it definitely does force you to reevaluate how you play the game in the first place.

(Ps. I play with the battle limit turned up to max, so my invasion fleets were even bigger. It's kind of amazing when the wreckage from dead ships blocking sightlines becomes such a major factor that you have to dedicate ships to pushing it out of the way for your station.)

20 fleets, holy smokes! I guess this is best played with as few factions as possible since it seems like a chore trying to defend my own colonies from everyone. And I mean everyone. I had 8 modded factions total and they all seem to hate you on starfarer, for no particular reason.

Speaking of allies, how do I make an alliance with another faction? Do I go talk to one of their admins or just build up rep and pray they ally with me instead of someone else?

10
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 15, 2019, 12:46:46 PM »
So, how is one supposed to deal with 7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?

https://imgur.com/a/jODizPF

11
Newfrog here. I've got Nexerelin, Varya's Sector, Starship legends and Dassault Engineering installed so I'm wondering if updating this mod will *** my save up.

Edit: Also, my "markets" can't export Cloned Organs from the Medical Bay for some reason. Hell, I don't even know if that's related to this mod, so sorry if it isn't,

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