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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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 on: Today at 01:09:13 PM 
Started by Guilty - Last post by Phenir
being nerfed to be slower than Invictus.
Technically, it is as fast. Also, to be fair, over half the capitals are slower than the invictus. Invictus is a thick brick but it's got engines to match lol.

 on: Today at 01:08:41 PM 
Started by float - Last post by sanhedrin13
The Boltgun has really low resolution. Is there a way to fix this?

 on: Today at 12:56:51 PM 
Started by ctuncks - Last post by Greishbirb
Also - the issue with additional lag while using this mod - is still relevant, markets and planets open a solid 3-5 seconds longer with this mod for some reason at the start of the game.

I don't suppose I could get a zip of your mod folder by chance? I haven't seen the slowdown using my current mod configuration and would like to try with yours.

I'll see if I can do that, will provide a link with an archive. Do you have a discord? Gonna make communication much easier

 on: Today at 12:46:57 PM 
Started by Ragnarok101 - Last post by TK3600
Yeah, there’s more than one way to achieve the same end result. Re: my colony criteria: reading other’s preferred systems and preferences, I dare say that what I hear about most is waiting until the “perfect” system is found before establishing anything. It’s the min-maxer’s POV. I’m not on the extreme end of that but I definitely want it to be a “good” overall system before investing in it. That’s why early colonies feel wasteful to me: I’m always thinking long-term.

You said “support fleets from colonies” but I read it as “support fleets from the Core” and it made me think of a Wandering Salesman selling fuel and supplies out on the fringe in an over-the-top peppy way reminiscent of 1950s.

The lore writes itself. There’s a company that traces its roots back to the Domain that has been giving a “helping hand” to explorers and fringe-dwellers since time immemorial with “superior customer service and products”. Basically the Wells-Fargo Wagon of Starsector. They’re semi-permanent independent fleets that sell fuel, supplies and storage at slightly increased prices for those outside of the Core worlds. Curiously they never have warships but it’s widely known among spacers that they are to remain inviolate. It’s a bad omen and bad luck to hurt, raid, or pillage them so even Pirates don’t loot them. In-game, it means going hostile with everybody if you attack them and, curiously, unexplainable malfunctions seem to plague you for a few cycles…

The point being, another mechanic to resupply. If these fleets were bound to a particular system and were tracked by the new loot inventory tracker, they would be a semi-reliable way to resupply and store loot early on. However, these merchants don’t have the capacity to support large fleets so you can’t rely on them forever.

That really brings to mind the Wellermen, too. Fun idea!

Yeah, I get it re: the "perfect" system. I never do it, but I understand the impulse. I do think it can be a bit counter-productive, though, more so as the game provides more benefits for having spread-out colonies!
Spread out colony is a pain to defend against crisis. Or if it is end game, I tend to have hit 5 colony cap already, and I dont want to use alpha core cuz my Luddic faith run.

Or perhaps just uncap administrators. I always get them in pods. They are just useless after first 3, and firing them in outter space on he spot feels kinda funny.

 on: Today at 12:35:40 PM 
Started by TK3600 - Last post by TK3600
I miss the old pilums sometimes but the new pilums with second stage and piercing EMP have their moments. Complaining that the piercing EMP component having issues on doing their job is a bit weird because that implies your ships have nothing to build hard flux on the enemy other than pilums... And even if they were still high explosive that is still unwise no?

I think bigger nerf was the reduction of missile HP. I remember needing a decent PD to deal with Pilum spam, now a stronger sneeze obliterates them.
According to the patchnotes the pila got their hp from 50 to 150 so not sure what is going on with them lately.
They are not hard to intercept, and when they do land it can be ignored by shield. EMP damage rarely works without very high hard flux, by which case you are better off finish it off than EMP it

Lastly HE can multirole for hull/armor damage, 2x effective than frag. I wont call a 2x buff vs shield nothing, even if relatively minor. It is enough to influence my decision of that vs Harpoon.

 on: Today at 12:31:02 PM 
Started by TK3600 - Last post by TK3600
I think the Pilum Catapult (the large one) is in a good spot. I find it very good on a conquest when cannot (or don't want to) invest too much in smods. 2 Large mounts + 2 medium means 500x18 = 9000 damage against bare hull, which is pretty good for a low investment and the comfort of infinite ammo. Conquest with mjolnir+hvd can already deals with most shields and armors.

Later on, with 3 smods I can easily afford expanded missile racks, and harpoons/squalls are much more reliable. But before that point the catapult is quite useful.

I'm not sure about the medium mount, though. The large one is good because it can be used on capitals that want to max-out their other weapons first (ballistics on the conquest and the invictus). But the medium one is too underwhelming on its own, and putting it on a small ship means you sacrifice either armor or shield damage. Maybe its fire rate could be buffed? It feels very slows compared to the catapult.
Catapult is good in the sense large missile is nerfed to ***. Only a couple niche weapons are good, like reaper, squal. The staple weapons like sabot, harpoon, both gone. Kinda funny. Medium missile slot is OP, but large feels almost a downgrade.

 on: Today at 12:22:26 PM 
Started by Zsar - Last post by Zsar
Putting this here, as it only happened once (so far) and I am running a number of personal mods. None of those should be capable of causing this, but then again, it has to come from somewhere.

  • Salvaged an Executor from a bounty with 4 D-mods (including Special Modifications), do not recall which they were
  • Hull Restoration fixed 2 of them; remaining:
    • Faulty Power Grid
    • Special Modifications
  • Save & Exit
  • Reloaded game, went on my merry way
  • Got another Hull Restoration message: Compromised Armor fixed on the Executor
    • clicking on the message linked to the Executor
    • no other ship in this fleet has the same name
    • the Executor still has the same 2 D-mods as before (no mod was actually removed)

Admittedly I do not generally check the Hull Restoration messages, I only noticed this because I had shopped for equipment immediately after loading the game, and hence had seen the D-mods immediately before the Hull Restoration message.

Will try to keep notes for a while hoping to reproduce.

(Saves before and after available, if desired.)

Side note, in case it's relevant: The Executor was salvaged from a Sindrian Dictat non-contact bounty, but its name is "ISS Acis", not as expected "SDS Acis". I would not consider it a bug as-such, if traitor ships would not necessarily sport the prefix of their origin navy. Just got a Venture from the same kind of bounty of the Luddic Church, though, and sure enough its prefix is "CGR", not "ISS".

 on: Today at 12:21:26 PM 
Started by TK3600 - Last post by Killer of Fate
There's no way someone said Squall is worse than Hurricanes. It's the single most nerfed missile in the game. The only use in the entire game is player piloted Pegasus with 4 Hurricanes (which Alex feared might be too good so he nerfed it) and even then you could just pilot a better ship and pull more weight. Or a faster missile ship and torpedo everything in the game.

I frankly think Pilum and Hurricanes are in the same tier, not bad bad, just severely outclassed by almost everything else.
mb, I thought they were at least decent. It's just that my Astrals tend to throw all the Squalls at something random. And I just imagined that with Hurricane they would at least damage something...

edit: Though if they focus their Squalls at the target at which bombers are coming at, then it dies... very easily. But the issue is that bombers will often choose to walk into a wall of fire, because they're a bunch of moths made of duct tape and paper.

 on: Today at 12:19:51 PM 
Started by Guilty - Last post by Killer of Fate
I'll add that the Executor can at least function with almost any weapon other than a plasma cannon, even if its worse. In one campaign I was doing quests and got one super early and the only 2 large energies I could get were an APL and a Paladin. The Paladin actually worked to protect from frontal missile threats, as crazy as that sounds.

Not exactly a good build, but it steamrolled pirates thats for sure. (I broke my own rule and put efficiency overhaul on it alongside augmented engines. Didn't need the combat power!)
wow... You know, I have this amazing build for Dominator that replaces Hellbore with Heavy Mortar. I can put spare OP into Hardened Shields, to protect myself from Ion Beam. It's really good at killing Buffalos MKII.

this is a joke, I mean... Guardian is pretty cool. Shame the only ship you can use it on is Paragon (forgot Champion exists), and that is the only ship in the game that can just not give a *** about incoming projectiles.

And it's true that Pegasus lacks PD. It was why it most likely originally had 50 movement speed before being nerfed to be slower than Invictus.

 on: Today at 11:49:46 AM 
Started by therealzOh - Last post by therealzOh
Are you considering doing any other addons in the near future? Perhaps interstellar imperium? :o

Nope, nothing is planned.

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