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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95.1a] Roider Union - Expeditions - 1.4.4  (Read 258388 times)

Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #195 on: June 13, 2021, 12:40:50 AM »

so roider bases are permanent fixtures once they spawn?

ran into some in a nuetral system, and figured i'd clean it up for fun. mostly because they were harassing me about my transponder, and i aint gonna turn it on in deep space because of some flyboy. anyway, after having to go hostile to saturate the base (kinda a shame, wasnt looking to start an actual war), i noticed the base remained in orbit. just empty, uncolonizable even, and completely useless.

kinda seems to me that if you take out a random roider base it should be completely destroyed a la pirates/luddic path.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #196 on: June 13, 2021, 05:40:21 AM »

Random roider bases are always independent and don't bother you about your transponder.
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Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #197 on: June 13, 2021, 07:35:33 AM »

do they spawn extra bases that dont show on the sector map then? cause i found one that was unlisted and took it out, and it remained. and i only took it out cause the patrols were annoying me about my transponder.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #198 on: June 13, 2021, 09:54:52 AM »

Yes. They never respawn.
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Stormy Fairweather

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Re: [0.95a] Roider Union 1.2.2
« Reply #199 on: June 13, 2021, 11:21:51 AM »

huh, aight. i'd assumed colonys they started with would be marked on the sector map, at least after the system has been explored.
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mora

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Re: [0.95a] Roider Union 1.2.2
« Reply #200 on: July 08, 2021, 04:36:26 AM »

The Roider versions of the Phaeton and Colossus Mk.II logistics stats are still based on 0.9.1a. The Phaeton gained more 200 more fuel capacity and now costs 4DP while the Colossus uses 4 fuel per/LY instead of 3.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #201 on: July 08, 2021, 05:20:33 AM »

Thanks! Fixed those up.
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Farya

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Re: [0.95a] Roider Union 1.2.2
« Reply #202 on: July 10, 2021, 02:44:25 AM »

What about another refit of Salvage Rig for Roiders? That one would be adapted for long range exploration - with added crew quarters (even if cramped ones) and a couple of small turrets/build-in drones.
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Island

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Re: [0.95a] Roider Union 1.2.2
« Reply #203 on: July 10, 2021, 11:16:03 AM »

Awesome mod, can't play without spike drivers and fighter clamps now.

Also really like the retrofit options, but it seems I still get no random bar events on Roider's capital world or my colony with Roider HQ installed.

I'm on latest game patch and mod version is 1.2.2. Anything else I can do to fix it?
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #204 on: July 10, 2021, 05:52:39 PM »

Awesome mod, can't play without spike drivers and fighter clamps now.

Also really like the retrofit options, but it seems I still get no random bar events on Roider's capital world or my colony with Roider HQ installed.

I'm on latest game patch and mod version is 1.2.2. Anything else I can do to fix it?

Hmm, I bet the current code allows random events in the first pass, so it looks right when I start up a new game, but then wipes them from then on-out. I intend to look at it again either way.
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SpaceDrake

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Re: [0.95a] Roider Union 1.2.2
« Reply #205 on: August 01, 2021, 02:16:30 PM »

So I'm just posting to show Roider Appreciation. They've been in my modlist more or less permanently for months, and while I don't play as them much, I do love and appreciate the flavor they help add to the game and I do like a number of their ships a lot. (If I wasn't on such a "true modular supercapital" and
Spoiler
Rosenritter
[close]
kick right now, I'd absolutely use a Telamon as my flagship all the time.)

This is a great mod and I hope you keep it up to date and whatnot, SafariJohn!
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Farya

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Re: [0.95a] Roider Union 1.2.2
« Reply #206 on: August 20, 2021, 11:12:03 PM »

Roiders do really look like something fitting vanilla. Basically a civilianish-midline faction. Though it might be interesting to have a few high tech ships with slightly different color scheme. Like Apogee (R) turned into a drone carrier with salvage gantry. Basically a designated cruiser sized salvage vessel. Could be even a rarer Domain era brethren of Apogee designed for rescue operation.
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SafariJohn

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Re: [0.95a] Roider Union 1.2.2
« Reply #207 on: September 23, 2021, 06:10:14 PM »

Roider Union v1.3 coming Soon™!

New ships and fighters, such as the Sheriff-class frigate with its powerful Dread Loaders system!




Switch out built-in Breaker drones for defense drones with the new Tracker Swap hullmod!




Keep your opponents where you want them with the Phasenet: right in front of your Wrecker's guns!

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Harmful Mechanic

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Re: [0.95a] Roider Union 1.2.2
« Reply #208 on: September 23, 2021, 08:52:08 PM »

So I'm just posting to show Roider Appreciation. They've been in my modlist more or less permanently for months, and while I don't play as them much, I do love and appreciate the flavor they help add to the game and I do like a number of their ships a lot.

I'm just going to second this, and also add; if you're not trying a Roider playthrough at least once, you're missing out. Put on some dark, instrumental music, turn the lights down, and do a hardscrabble run with a Roider fleet, and it'll freshen the game up for you in a way you didn't know you needed.
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Helldiver

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Re: [0.95a] Roider Union 1.2.2
« Reply #209 on: September 26, 2021, 02:55:36 PM »

I'm just going to second this, and also add; if you're not trying a Roider playthrough at least once, you're missing out. Put on some dark, instrumental music, turn the lights down, and do a hardscrabble run with a Roider fleet, and it'll freshen the game up for you in a way you didn't know you needed.

Add my voice to this, and I recommend the wonderful Starpocalypse mod for such a playthrough as the way it makes pristine military ships harder to acquire makes the Roider refit service IMMENSELY more useful, and one of the few ways to obtain D-free combat ships reliably out of the many civvie wrecks you can find, mothball and tow back in the sector. The space trucker dream, just add 80's road radio.

Switch out built-in Breaker drones for defense drones with the new Tracker Swap hullmod!

Will these defense drones be able to escort friendly ships at range (allowing a Comboy-class to become a pure support ship)?

I'm interested in the lore of the Wrecker, as it doesn't look anything like previous Roider ships and doesn't look like a refit. Is the Roider Union now able to design and produce original warships, making them a bigger actor in the sector?
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