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>>
>>1735763
Self-restraint are traits that modders usually do not have nor will ever get.
>>
This is the best OP I've seen in a long while.
>>1735492
New upcoming patch cleans up the intel tab. Hopefully it pans out in practice.
>>
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>>
sbarsegdor :DDD
>>
>>1735763
I see that Moloch and is demon did not make a sinful thread this time...Holy Ludd stay victorious
>>
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You decide to...

1. Take off your mask. Have faith.
2. Keep it on you, you're not an idiot.
>>
>>1735805
3. play the mod where the apostle of omega gets a planet killer and allahu akbar gilead into a barren dust ball
>>
Just finished a Paper Mario: Master Quest playthrough. Really could go for some Starsector. Any new mods you guys recommend?
>>
>>1735837
Random Assortment of Things and then defeat the newly added abyssal depth boss
>>
>>1735870
Is it selkie levels of retarded?
>>
>>1735770
fuck you I want to have my ultra plasma laser railguns that have 0.3 flux/damage, do high explosive damage, do additional random energy damage based on what day of the week it is, and have burst fire with magazine reload time mechanics
>>
>>1735805
2. Naturally. Also i am fierce supporter of AI rights btw.
>>
>>1735931
You forgot to add EMP damage, noob.
>>
>>1735770
If the ships aren't OP no one will download your mod because being OP is fun
>>
Goddamn, ai Paragons sure are annoying pieces of shit to deal with.
>>
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WHERES THE BUCKBREAKER UPDATE
>>
>>1735782
>Xyhpos
>not Omega tier
>no Aspects
What kind of shit list is this
>>
>>1735763
>Starsecotr
Shit, no wonder I didn't get to find this with ctrl+f. You fucker.
>>
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This is the scariest fleet I've ever run into relative to my current fleet. I've only got a Legion XIV capital wise, two Eagles, a Dominator XIV, an Eradicator, and a handful of destroyers and frigates.
>>
>>1736019
did you win?
>>
>>1736021
Hell no lol. Got my ass beat. While the Paragon and Odyssey are both just awful to deal with, the Astral with the swarms of Flash bombers was just an absolute pain in the dick. Man, what I'd give to be able to fight these fucks with a proper late game fleet.
>>
>>1736022
>with a proper late game fleet
which is?
>>
>>1736022
Meant to say Aurora not Odyssey*
>>
>>1736023
For me it'd be something like a Paragon, a couple Hyperions, Omens, and Tempests, and the cruisers I already mentioned, though maybe drop one Eagle for a Champion.
>>
>>1735994
>Xyhpos
Honestly it has weird ass AI that can't fire both the Burst PD and the Ion Beam, It's not consistent too. Sometimes it works perfectly defending me and fucking my enemies. Most of the times it goes schizo. Dunno why as it should have infinite flux built in, so it has to be like some other behavior thing.
>>
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>>1736037
Still think just having no hard level cap works for this system. Modding the game myself I always found that unless I return to being a grind monke I never reached higher then around 20-ish levels with the default level scaling.
>>
>>1736022
>Odyssey
>>
>>1736037
>going all in on leadership
Pretty based and underrated.
>>
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>someone not only went out and a elf faction but created an entire goblin faction with half broken english while living in a black hole system
this mod, it was made for me
>>
>>1736052
Shame about the AIslop
>>
>>1736053
realistic, fantasy, anime, or otherwise 90% of all portraits are AIslop, i dunno any hand drawn stuff outside of UAF / IS
>>
>>1736035
It's because the beam and the burst pd are in different weapon groups and they're both not set to autofire so the AI can only switch between the 2 at any given moment
>>
>>1736052
Someone also made a different goblin mod as well without any elf nonsense
>>
>>1736037
>need red skills to have fun piloting a ship
>green is so incredibly good especially +1 hullmod that you need to go for it
>yellow is far too important for the early/mid game
>blue has great quality of life like bonus burn but also combat buffs
its like this entire system is designed to annoy you and push you to fleet commander instead of piloting yourself so i say fuck alex and cap it at lvl 40 instead
>>
>>1736095
It's just more proof that the player is an Omega AI core
>>
>>1736102
Wouldn't mind some cute Heggie girls trying to confiscate me.
>>
>>1736105
Too bad
enjoy wrinkling old hags and disgusting turbo butch dykes because no one is allowed to be beautiful or cute in the sector
>>
>>1736107
>no one is allowed to be beautiful or cute in the sector
again >>1736095
>i say fuck alex
not him but i've replaced the vanilla female portraits as soon as i started playing starsector.
Baird is a qt now so she can act all bitchy, smug and controlling as she likes.
>>
Bros, I just gave Obi-Wan to the Diktat.
>>
>>1736138
Ok, and?
>>
Is it better to have anti-shield guns and anti-armor missiles or anti-armor guns and anti-shield missiles?
>>
>>1736233
missiles are better because large initial damage works better than incremental damage against armor
>>
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>>1736239
>large initial damage works better than incremental damage against armor
This.
>>
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>>
Iron Shell's researcher chick is kinda hot
>>
>>1736276
why every researcher in modded gameplay are females
>>
>>1736283
because horny devs
>>
I really, REALLY want to hug my AI cores. They're too cute.
>>
>>1736283
Lab coat fetish
>>
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pick your fighter
>>
>>1736318
John Crew2
not to be confused by his brother, John Crew02
>>
>>1736095
>>need red skills to have fun piloting a ship
skill issue
>>
Best portrait mod?
>>
>>1736374
Interesting + Meme
>>
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>>1736374
>>
>>1736412
>no Rosen Ritter portrait
>>
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>>1736420
all dead
>>
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>>1736412
>>1736423
give me mod please
>>
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>>1736424
why?
>>
>>1736425
for portraits
i found the logh/power dolls one since you were kind enough to have the name but whats the second one there? >>1736423
>>
Is there a mod that lets you edit the loadout of your orbital stations?
>>
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>>1736436
didn't uploaded it anywhere i think
i don't even think I have it on this pc
>>
>>1736318
Combat Drone Replicator because it is literally a tiny factory that constantly makes (what i assume are) Droidekas
>>
>>1736439
upload it somewhere please
or at least tell me what series that second one and this image are from
or both
>>
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>>1736441
ring of red ps2
power dolls franchise
>>
>>1735763
Have the brother pic
>>
>>1735931
>no a secret code against that modder you hate
Sound perfectly balanced to me.
>>
>>1735763
>Starsecotr
eggsdee
>>
>>1736444
>>1736439
>>1736425
SEEEEEEEEEEEEEEEEEEEEX!!!
PUREEEEEASE UPROADO!!!
https://www.youtube.com/watch?v=ViXSzU8UjbI&
>>
So do all high tech ships look like shit to compensate for the Paragon's beauty?
>>
Finally went to Abyssal Hyperspace. Man, fuck that.
>>
>>1736424
Search the index for HELMUT
>>
>>1736550
Skill issue
>>
Yuri, Aria and Royal Azalea update when
>>
>look for portraits on the forum
>ahegao portrait pack is deleted as sexual content
fuck this gay earth
https://fractalsoftworks.com/forum/index.php?topic=22430.msg337693#msg337693
>>
>>1736579
more like fago lmayo
>>
>>1736579
Just have him re-upload it to nexus or loverslab or whatever
>>
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>>1736550
Crazy how the greatest horror in video games over the last 10 years is just an inky black void and then your mind just fills in the blanks.
>>
>>1736598
wtf when did dreams become video games
>>
>>1736603
Since Starsector: Patch 0.97a
>>
>>1736019
You'd be okay with devastator or thumper
>>
>>1736318
for me its food
>>
>>1736233
Its you fleet, you can have both. KE missile serves as opening and HE missile check mate on armor and hull. With this you can trivialized a section of enemy fleet first to rig the gun fights.
>>
>>1735990
>Turns off fortress shield
>fires burst weapons like lances and autopulses
>flicks fortress shield back on a phemto second later to cuck you from damage and vent softflux
>weapons are either racking charges or on cooldown so no DPS is lost
>repeat
problem lowfag?
>>
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>>1736598
The graphic improvements made most of the industry better, but the horror genre, at least initially, was worst off by it. The bests had to be creative with the early constraint of the hardware at the time; like using fog and adding non-visual (audio, vibration, etc.) cues.
>>
>>1735990
>avoid command
>when its escorts are dead remove the avoid command
or just do her last.
>>
b-bros, i kill my own frigates every battle.
why do they wander in front of my big ass capital while i'm shooting?
>>
>>1736704
WORKING AS INTENDED
>>
i still can't beat the 6 Executors, 5 Eagles and 5 Falcons bounty without having 3 Onslaughts and 10 Cruisers of my own.0
>>
>>1736704
>full assault mode
>activate
>enemy capital ship whittled down to a spec
>all frigates suddenly facehug enemy capital
>it explodes
>5x frigatefucks: disabled
either use vanilla ai which has down syndrome or use ai tweaks which is like cheating cause you won't even lose 1 ship due to the AI being so smart, just no in between sadly
>>
>>1736019
Last game I had my colonies developed so much that by the time those guys arrived their fleets all got dogpiled by two cryoengine'd alpha'd High Commands worth of fleets, I didn't even have to fight them directly. Tri-Tachyon peaced out after that.
>>
>>1736318
bp_overlay_weap
on
would be my choi
ce
>>
>>1735992
it gets delayed 1 week every mention
>>
>>1736318
crew5
>>
Why does high tech only have one actual carrier?
>>
>>1736899
because everyone else carries them to victory
>>
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>>1736899
The real question is why did everyone else revert back to WW2 doctrines in space, and why is that awesome?
>>
>>1736917
Why are beams so sexy?
>>
>>1736899
It's the strongest carrier and thats all that matters
>>
>Iron Shell wants you to pay income tax when you aren't a Hegemony citizen
lol?
Hegemonkeys never fucking change.
>>
>>1736950
which government collects the income tax?
that said, what the fuck are even credits?
who issues them?
is it like bitcoin because you find it in CPUs when salvaging ships?
>>
>>1736952
there was some fiction story starsector novel thing on fractal forum about agreus and some dude collecting shit or like scrapping warships. dude basically wrote "credits are domain currency and so are in a limited pool, meaning every credit lost is one less in economy" which i think is pretty cool actually. i was bored and that's how i found that little story. anyway there are also millicredits, which are canon to the universe (they're mentioned in some descriptions)

i think its like
>1 credit = 100 millicredits
or it's a thousand
or it's not even mentioned how much is one credit exactly
>>
Anyone would have an idea on how to add/replace music ? I want to replace starsector shitty music with elite dangerous cruise one
https://www.youtube.com/watch?v=xYAtQ600uCE
>>
>>1736966
you can download audio plus and then add music files to it while also adding them in sounds.json

thats how i made my version with mech music. it's very simple. but remember that you must have your files in .ogg
>>
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>>1736441
I found it
>>
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>>1736704
range
they have opt range coded and that is why they got so close and in between
they also used to get caught in explosions, dunno about now
>>
>>1736954
>1 meter=1k millimeters
centicredits is 0.01
milicredit is 0.001
>>
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Is there an alternate place to get mods? I forgot how faggy the forums are
>>
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>>1737002
>crying about a three year old post on an indie game's forum in a /vst/ thread
Woman moment.
>>
>>1737018
>t.ranny
ywnbaw
>>
lowtech? more like slowtech hehe
>>
>>1737057
Yes and I still dumpster S-modded Hi-Tech that think think my armor is just for show
>>
>>1736736
>pilot something agile but powerful yourself
>use your commands smartly (e.g. avoid commands on the Executors until they're without support and ready to get assraped), essentially telling your fleet to act like rat bastards until the advantage is yours
>kill stragglers or whatever isn't in formation
Destroy the enemy fleet piece by piece instead of trying to trade face-to-face. Kill a bunch of Falcons first, then isolate the Eagles to kill them, and then tackle the Executors only when they are completely without support.
>>
>>1737060
>pilot something agile but powerful yourself
and what ship satisfies those requirements?
>>
>>1737018
Ironically if your pic was in a mod that mod would be removed. The reason I asked is because I remember there being a repository for banned mods, but I can't remember where it was. May have been on /vg/.
>>
>>1737018
if you hate lolis you have been mentally neutered
>>
>>1737065
odyssey
retribution
conquest
aurora
fury
hyperion
any phase shit
falcon (P)
mudskipper mk2
>>
>>1737069
>mentally neutered
What does he mean by this? Does he think brains can reproduce on his own or did loli porn somehow destroy his ability to learn new words and he's just using what he has?
>>
>endgame nex is me sitting on my ass with 6x speed sending fleets to do jobs for me
>>
>>1737082
>What does he mean by this?
he means that a block has been placed on your thinking/mind by propaganda.
you can't use your brain properly so it has lost its function (proper thinking) like when sexual organs lose their function (procreation) when neutered.
your inability to understand his analogy supports his post.
>>
>>1737065
What >>1737077 says. In particular
>Hyperion has cruiser-tier flux and can be anywhere, can punch up very effectively
>Falcon (P) is simply good, reliable and versatile on top of being fast
>Fury has good armament and flux pool
>SO Aurora w/ 3 HB, AM blaster and Sabot pod can tackle capitals and win, it has a giant flux pool and is armed to the fucking teeth
>SO Eradicator built for knife-fighting is reliable and powerful
>Doom, or any phase ship
>Retribution is stupidly fun in player hands and can punch down extremely effectively (as a battlecruiser is meant to do)
>Conquest is good for kiting and for punching down (again, BC)
>Odyssey is a fast BC and broadside supreme, so you can get into and out of trouble whenever you want and fuck up whatever is in range
>>
>>1737083
i tried Nex once and dropped it.
i had to babysit factions to keep them alive. mainly the diktat and tri tachyon.
it sucks that i cannot be friends with [REDACTED] anymore.
>>
>>1737088
NTA
To corroborate your point, the Oddy is a beast to snipe anything smaller than a cruiser in damn near one shot at extreme range with no risk to yourself. Put in broadswords, tell them to engage whatever you want dead, once the shields are fluxed out, fire a double tachyon broadside on it and watch it pop like a can of sardines hit with a sledgehammer.
>>
>>1737082
>guy calls you retarded
>you say something that confirms you actually are retarded
>>
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>>1737103
>be retarded faggot
>be retarded
>be faggot
>be (You)
>call others retards
Verification not required.
>>
>>1737111
as a retard i can smell other retards
>>
>haven't played in a year or two
>start a new game
>mostly the same other than slipstream
>faggot machine elf outside of my sensor range flys around me in circles and drains my drive every few seconds for the entire trip
I'm absolutely seething.
>>
>>1737115
>faggot machine elf outside of my sensor range flys around me in circles and drains my drive every few seconds for the entire trip
hint: shortcut #7
>>
>>1737115
Do an interception pulse and they fuck off
>>
>>1737118
>>1737119
Thanks, I kind of assumed they wouldn't really be interactable and were the space version of crazy fucked stories told by sailors about strange occurrences.
>>
>>1737161
They are the space versions of crazy fucked stories from sailors
Only they are true most of the time
>>
>pay a scav for some hyperspace data
>he turns around and attacks me
not pirates btw
>>
>>1737198
>try to scav
>they turn pirate
>try to trade
>they turn pirate
Fucking indied
>>
if i fully integrate AI core in a ship does it still multiply its DP for CR calculations?
>>
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>>1737161
>>1737169
I like em. They make hyperspace feel like more than a highway between sectors and show that even an advanced space-faring civilization still has the very human fear of the unknown. I'm on edge each time I visit the abyss and I hope alex does something more with it, probably relating to the story.
>>
>>1736954
>i think its like
>>1 credit = 100 millicredits
lmao
>>
>nice cruiser, i've got bigger
>>
>>1737065
Doom is all you need to win.
>>
Which is the white-man faction vanilla or mod
>>
>>1737316
Imperium, obviously.
>>
>>1737316
Carter's Freetraders
>>
>>1737316
Scalartech
>>
>>1737316
it's banned.
there is a nazi mod. idk its name.
>>
>>1737316
NGO
Valhalla Starworks would be the go-to, but the zigger creating it desperately needs someone else to actually make the mod for him while he just focuses on the art.
>>
One thing I don't understand is the contact limit. Instantly edited that when I figured out how to do that.
>>
>>1737353
>he just focuses on the art
How come his "art" is so god damn ugly then
>>
>>1737367
So you have an excuse to use up your infinite storypoints when you reach your cap
>>
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>>1737379
I personally like it, but one look at things like flux cost, damage, range etc. shows that he has literally no idea what he's doing.
>>
>>1737387
>Oh some of these ships look cool
>47 supplies cost a day for CR on a single ship
Yea fuck this retard
>>
Any one have thoughts on the Scarab?
>>
So how are Iron Shell's ships?
>>
>>1737403
I don't.
>>
>>1737403
Obligatory bad high tech ship.
>>
I've almost done my first playtrough and I'm surprised how barebones many of the faction mechanics are. Is Nexerelin enough for vanilla+ playtrough?
>>
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>it's a pulsar star holding up a 7+ world system hostage episode
>>
>>1737424
It's a completely different game by late game, funny you just posted this as I was flying around 5 minutes ago thinking how needed Nex is for the base game.

The more balanced faction mods that are Nex compatible the better imo.
>>
>>1737427
>I was flying around 5 minutes ago thinking how needed Nex is for the base game.
Hey man thanks for reply, I'll check it out. I guess I'll check QOL mods and perhaps something that adds ships with heavy broadsides like Odyssey
>>
>>1737316
rapesector
>>
Man, getting a Revenant during a pirate playthrough is the best feeling.
>>
Y'all have any weapon ideas you'd want? I kinda want to see what a large slot Atropos launcher would be like.
>>
>>1737465
uh like a giant uhm scythe thats like wicked cool lookin and has like purple plasma on the one end and its sick looking and cuts everything in half like BWOOSH WOOSH SWEESH WOOSH yeaaa
>>
>>1737316
rapesector+sephira are the patrician's choice
>>
>>1737424
Nexerelin alone is enough, but consider grabbing one or two ship packs or factions.
>>
>>1737514
why do you trannies keep pushing your shitty mods here nonstop? I don't get it.
>>
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>>1737465
>I kinda want to see what a large slot Atropos launcher would be like.
Way ahead of you...
>>
Can I pick and choose which factions get added with nexerelin?
>>
>>1737465
i want a "constant" beam [REDACTED] weapon.
>>
>>1737424
Nex is an extremely pleasant QoL mod with a shitty 4x welded on top of it. I tried to disable invasions the way google said it worked, but it fucking didn't.
>>1737465
Anti-missile missile.
>>
The UAF theme sounds like VN BGM. Very appropriate.
>>
>>1737403
It's basically a tanky phase ship in terms of gameplay; especially if you pilot it. A bit more offensive as you can fire while everyone's slowdown, at a cost of frequency of slowdowns, top speed, & going through enemies. The good news is that you don't have to invest into phase/endurance skills to make it have staying power.
>>
>>1737002
>>1737069
>whining that you can't use pedophile mods for a decade old indie videogame
You people are pathetic hahahahaha
>>
>>1737598
Someone needs to open a window, it's starting to smell like discord in here.
>>
>>1737598
shut up matdamon
>>
>>1737465
large laser array where the lasers form the pastel rainbow if fired in quick succession
>>
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>>1737627
Added!
>>
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>>1737618
I think it's TomatoFace, he's been trying to make a comeback after that whole debacle when he falsely accused someone of stealing his code without proof and publicly embarrassed himself.

For those who missed it the first time, someone made a mod that did something 'similar' to what TomatoPastes did, albeit better and bug free. Tomato threw a tantrum on the forums claiming theDude stole code from him. Tomato posted snippets of his code, turns out they weren't his as claimed, they were LazyWiz's and theDude was using said code with permission. So Tomato rallied a whole Klan of discorders to pressure theDude in to giving up his full source code (or ban him). Needless to say theDude wasn't phased by the screeching and being a chill-as-fuck breaker-of-bucks, sent his source code directly to Alex to independently verify because he didn't want it plagiarized.

After Alex independently verified that the code was theDude's own, Paste went back to the discord with a very red face and has been stewing every since.
>>
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>>1737118
>shortcut #7
>default binds
>>
>>1737465
large harpoon rack
hellbore but with 3 times projectile speed so it may actually hit something instead of being a waste of OP
>>
>>1737618
>>1737639
You losers will really do anything to put the blame on others, stay mad. xDD
>>
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>>1737642
>changing the default 1-7 binds
>>
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>xDD
>>
>>1737648
And it would get countered by a single vulcan.
>>
>>1737654
>having to press 6 to do the most common action in the game
>>
>>1737198
Free supplies
>>
>>1737649
sure sure timid
>>
>>1737660
>not having auto salvage on
>>
>>1737465
gun that shoots self assembling drone seeds that unpack into a slightly more durable wasp drone armed with the closest small weapon on the ship it hits, which critically malfunctions the stolen weapon
if there’s no available weapon the drone just blows up
if the weapon runs out of ammo the drone will kamikaze itself at something, which can turn it into a fresh drone if the target has a small weapon to steal

basically it turns the enemy’s ship guns into attack drones
>>
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>>1737648
>large harpoon rack
>>1737658
>And it would get countered by a single vulcan.
Looks like 5/6 will get through...

No, I don't plan on adding this.
>>
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>>1737465
large ballistic machine gun that keeps firing at a very high rate of fire until interrupted, either by it jamming (1/1000 chance per shot, malfunctions weapon) or if the ship runs out of flux
1000 range but considerable spread
damage type is random each shot
>>
>>1737579
>Anti-missile missile.
Just realized that's what happened in >>1737681, the Pilum intercepted the Poon.
>>
>Baddragn
>Harmfulmechanic
>Matt Damon
Who's next in line for controversy?
>>
>>1737731
You.
>>
>>1737731
CY
>>
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>get starsector one month ago
>download a bunch of mods
>install, play, and have fun
>find /vst/ + starsector a week ago
>see there's a 10 year backlog of modder autism that puts every other modding community to shame
feelsgood to have skipped all the retardation and get straight to the good stuff
>>
>>1737739
>all
Not a chance, buddy. It's still ongoing.
>>
>>1737739
you actually jumped right into the middle of the retardation period
>>
>>1737744
>>1737741
damn, i guess the Lore runs deeper than i thought
>>
Come to think of it, if the player character was predisposed to being a pirate and they access gate travel, they'd be a goddamn menace.
>>
>>1737752
H-haha yeah. W-who would ever do that? Haha.
>>
>>1737747
never heard of that dude, I know of a noah that is similar however.
>>
>>1737752
Yeah good thing its a tranny dangerhair and their dyke friend that have the tech and the ability to make more. I'm sure that won't end up badly for anyone.
>>
>>1737747
don't forget the minecraft modding community as well as the roblox community
those are likely sources of guest stars
>>
>>1737776
I hope NoahNia does a collab with Fabsol from Terraria.
>>
>>1737781
oh fuck can't believe I forgot terraria
>>
>>1736978
>>1736980
Where did you found the Ring of Red portraits, closest one I could find was a portrait mod for Wasteland 2. Where did the Wolf pic come from?
>>
How technologically advanced is Starsector compared to other sci-fi games? It strucked me how advanced the Persean Sector is considering they can travel light years with special fuel that allows them to go into hyperspace, said fuel is contained anti-matter that everyone has access to, they have ships that can travel in alternate dimensions including hyperspace, can setup resident on any planet from volcanic to cyrovolcanic world and can even take advantage of or make it more habitable, advanced AI that can run planets better than any human, and so much more.
>>
>>1737805
Don't bring this shit up or else the 40kfags will come swarming saying
>but muh frnachise is actaullu strongerer and beterer
>>
>>1737815
sars sector is a gms 40k fanfiction
>>
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>>1737815
>40kfags existing by this time next year
the emperor will be reincarnated as black transgender woman
>>
>>1737831
>If not, you will not be missed.
I heard this so many times, it's a bit sad really.
>>
>>1737805
(sorry I just wanted an excuse to post this image)
Realistically, so much of the setting is designed to allow for its own gameplay that I don't think it's very useful to compare it like you would normally be able to. For instance, dumb fire rockets and torpedoes are effective enough that they're part of doctrine for the various navies. These just simply would not work in any setting where the vastness of space is at least somewhat accounted for in fleet battles.
>>
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Black holes are an abomination, and settling in any system with one will surely bring ruin.
>>
>>1737815
>>but muh frnachise is actaullu strongerer and beterer
Isn't this the same franchise with ole imperium that got buck break'd by a younger alien race, what was it again, space china?
>>
>>1737855
They always cope back with muh speiss marines
>>
>>1737844
>These just simply would not work in any setting where the vastness of space is at least somewhat accounted for in fleet battles.
Speaking which, it always bothered me in how tightly packed ships are in space combat when you see them depicted. With weapons that can fire at the fraction at the speed of light you would think they would spread out more. You probably wouldn't even be in visual range of friendly and enemy ships with how advanced communication and targeting would be. It makes me think how missiles and fighters would work unless you give them super advanced technology like being able to warp in in front of enemy ships.
>>
>>1737866
>muh speiss marines
this is like a 40kfags equivalent to godwins law when backed into a corner
>>
>>1737805
In 40k terms the Domain was somewhat comparable to DAoT humanity. DAoT humanity was more advanced in some ways (time fuckery on some of their starships). The Human Domain was more advanced in others (i.e. they basically built their own Webway). Both seemed to have similar production tech. An intact Standard Template Constructor is kind of like having a pristine Nanoforge with a lot of blueprints.

In the time of the games, Starsector has better preserved tech and institutions compared to the Imperium (Tri-Tachyon is a pre-Collapse entity that survived, for example, and intact Domain tech is more common than STCs are in 40k), but the Persean Sector is a backwater, so the scale is smaller. In general you could say modern Starsector sits somewhere between the Imperium and DAoT humanity in tech, which, yes, is pretty vague.
>>
>>1737873
Battletech came up with the explanation that the 'modern' battlefield is such a mess of Electronic Warfare that any attempt to fight at any noticable range is near impossible. Even the most basic battlemechs feature a plethora of EW equipment as standard. Things like ECM units are dedicated components designed to chug through the rest. One of the stackpole novels featured an event where a Mechwarrior switched his EW-EQ off to draw fire and everyone ignored him thinking his mech had been crippled because it wasn't blasting out noise.

A similar thing translates to space combat, combine it with the concept of Hammerlock from the expanse and you have a good reason to fight up close.
>>
I will punch Nia's womb
>>
>>1737898
I guess that makes sense, but that sounds like a health hazard with all those signals bouncing around. I know officially there's no health implications for wireless signals and furthermore emfs, but as technology advances and the longer we are exposed to these things it just makes me wonder. I also know the people would be shielded being that they are behind ships and mechs, but I can just imagine an unprotected person being blasted with a ship's jammer and suffering life altering cancer afterwards.
>>
>>1737904
don’t you mean balls
>>
>>1737909
It's no worse than what happens in phase-space...
>>
>>1737831
>>1737843
warhammer is for everyone
unless you’re poor
then you will not be missed
>>
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>>1737909
>like a health hazard with all those signals bouncing around
Don't worry anon, fold that tinfoil hat. The signal will not hurt you.
~A message by Tri-Link© subsidary of Tri-Tac©
>>
>>1737904
No you won't
>>
>>1737909
>all those signals bouncing around
Which is why they have jamming fields which are clearly way better for you. Please ignore all 3-headed sperm
>>
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>>1737795
>Where did you found the Ring of Red portraits
on my hdd
>Where did the Wolf pic come from?
old /ssg/ threads
>>
>>1737914
3d printers and jpegs really fucked over 40k and WOTC both kek
>>
I will warble my Adam's apple on Selkie's soft labial folds
>>
gay
>>
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post space ships arrt
>>
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>>1737948
no
>>
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>>1737951
ludd pls
>>
>>1737925
Not really, that whole argument was there since late 2000's and both companies revenue, by their investors reports at least, as grown. Even as both techs improved in the decades. It's just fucking lot of work/start up cost to pirate at a individual scale, and doesn't really hurt the company directly as their supply lines are hard controlled (unlike the third party resellers for TCG for example).
Now that being said, both companies are diverting funds far more into digital and other IPs, rather than their analogue beginnings, as it scales waaay fucking better for profits = good for investors (sucks for /tg/ though).
>>
>>1737948
Way too angular for the Legion IMO. Also the storm needlers are too small.
>>
>>1737955
wh40k has ran off the people that would spend 500 on an army of garbage by making the models themselves lower quality before even bothering to insult them.
>>
recently reinstalled starsector, is there a way to make 0.96 mods work with 0.97?
>>
>>1738011
Most would just work with:
1) Go to the individual mod's folder
2) Open mod_info.json
3) Change "gameVersion": "0.96a-RC---" to "0.97a-RC---"
>>
>>1737924
Speaking of /ssg/, what was in the Hardbin in the OP? Any way of obtaining the mods within now that it's down?
>>
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>>1738057
doubt it
its all gone
>>
bros, i finished the story and didn't meet bro cotton.
is it because i raided kanta?

>>1737758
i just hope that the story will allow us to fuck over everybody.
>option to hunt the lesbos down
>option to fuck over Baird
>option to hand over the schematics to a faction of our choosing (including pathers)
>option to make the schematics public knowledge to everyone
>>
>>1735763
When the fuck is starsector going to hit 1.0 and have a steam release?
>>
>>1738113
When it is ready. Next update is focused on QoL, and I don't think story is going to take more than one, so we have a few years in development to look forward.
>>
>>1738034
thanks anon, i see a lot of mods in the mod index that are set for 0.96 still, dunno if they're abandoned or what.

also, what would anons recommend for the optimal mod experience? i installed nexerelin + ashes of the domain as the "overhaul" mods, anything else i should be including? it's been a long while since i played?
>>
>>1738117
0.96 mods usually work with 0.97 if you just change the game version
the chances of shit breaking increases as you go down versions
>>
>>1738117
Speed up for both combat and general.
>Ashes of the domain
Oh boy... If you have the research tree one, just a reminder that it has a lot bugs and some quests are broken. So save regularly.
>>
>>1737679
absolutely disgusting. have you no shame?
>>
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>>1737957
who the fuck says that's the legion?
>>
>>1738149
thanks for the headsup anon, i do save very often on principle
>>
>>1738159
Wait does the wing transform or something? Because there's clearly a back hangar 3&4 in that pic.
>>
Selkie's armpits
>>
>>1738171
you know what? you are right actually. it's the ship from my reply but for some reason it has back hangars too. the artist is the retard here.
>>
>>1738195
Yeah no probs, I was doubting myself for a bit too.
>>
>>1737909
Please ignore that both passive and active jamming systems meant to block signals from reaching you are illegal. Your current government thanks you for your resignation to harmless signal exposure.
>>
>>1737909
> I know officially there's no health implications for wireless signals and furthermore emfs,
There is.

Pretty much everything that can give even the faintest acute does of electromagnetic radiation has warning labels or safety training when handling them, even your humble microwave with the safety mesh over the viewable window is there to protect you. Mechwarrior/Battletech gets away with it simply because everyone is beyond normal humans.
>>
in the absolute end game, how many gate haulers can we find?
i found 2 so far.
it's cool that we are awarded this cool thing but i thought there would be more to it.
>>
>>1738271
>2
Your game is modded, or you are confusing gate haulers with wormhole pairs.
>>
>>1738271
Only one exists per save
>>
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>>1738272
>>1738273
my mods:
>A new level of confidence - 40 (raises max level to 40)
>Another portrait pack
>Fast engine rendering
>Fleet journal
>hololive portraits
>lazylib
>lunalib
>magic lib
>MKportraits
>rapesector
>speedup
does any of them add another one?
i tried looking around but only found those 2.
>>
>>1738291
>>>>>>>>hololive portraits
>>
>>1738291
>>hololive portraits
You are brown.
>>
>>1738291
>holonigger portraits
>rs
Blackest darker-than-dark vantablack nightnigger
>>
>>1738297
>>1738294
>>1738293
what's wrong with it?
>>
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>>1738107
>bro cotton
>calling a luddite "bro"
Disgusting.
You need the ziggy in your fleet while you enter a bar, then you'll have the opportunity to meet him. IIRC some random fag will ask you to meet someone that'll "set you on the right path".
>>
>>1736095
>>green is so incredibly good
Is it?
I find all the tier 1 skills to be pretty meh, save perhaps the ones affecting fighters if you run several carriers (but then you get diminishing returns). While the tier 3 skills certainly sound great, it is a huge investment to get to them.
The issue with most green skills is that they only affect ships with officers, but they only give a meanigful bonus to frigates and destroyers, where officers can have a much lower impact than if they were piloting cruisers or capitals.
The green tree is clearly oriented to fleets composed of many small ships instead of a few large ships.
idk maybe a fleet of 24 hammerheads would be amazing and I just haven't tried it yet.

>its like this entire system is designed to annoy you and push you to fleet commander instead of piloting yourself
Yeah, fleet-wide skills are just better.

I personally get Navigation, Sensors and Electronic Warfare from the blue tree. Maybe Gunnery Implants too.
Then I invest most skill points on the yellow tree, getting Bulk Transport, Field Repairs, Containment Procedures, Makeshift Equipment and Hull Restoration.
And the rest I put into the green and red trees.
Don't know what are the meta picks.
>>
>>1737090
Did they remove missions from the Remnant AI or something or do they just not give rep?
>>
>>1738319
They didn't, anon is being a retard
You can always give her ai cores for remmant rep anyway
>>
>>1738319
i misspoke.
i meant that i miss the feature of gaining rep with them now that i don't play with nex anymore.
>>
>>1738291
>>A new level of confidence - 40
change the settings instead you tech illiterate monkey
>>
>>1738195
The retarded one here is (You)
its literally a XIV Legion but for some reason uses NORMAL LEGION's weapon mounts because the artist is retarded
And also Malaysian
>>
>>1738337
CY is a seamonkey?
>>
>>1738337
the fuck are you talking to me like that? how about i headbutt you in the nose and stomp on your Peanut Nigger Head until you go unconscious
>>
>>1738306
>frigate and destroyer bonus
One officer only benefits one ship, with bigger ship, one officer can provide multiplicative bonus to a larger portion of the fleet, for much longer time because large ship's longer PPT and officer can't swap seat like players do. All these green bonus is merely to address what taxes and inconvenients the smaller ships.
>>
>>1738346
Did chemicals get into the local water supply again CY
>>
What are your thoughts of the following fleet composition? The goal is making an efficient fleet that isn't too large.
>several monitors and hammerheads to capture objectives and keep the enemy busy
>officer manned eradicators and champions to hold the main line and attack
>two herons for fighter support
>one or two XIV onslaught for capital firepower
Been also thinking of replacing hammerheads with manticores, but I'm not sure.
>>
>>1738343
malaysian
>>
>>1737424
I'm sure other anons will be able to pick holes in my mod set up, but I think it works well enough for a .97 vanilla+ game:
Audio plus
Better colonies
BSC 0.1.98
All the libs
Marvelous personas
Nexerelin
RAT
Ship and weapons pack
Support ships
Terraforming and station construction
Torchships
>>
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>>1737212
God I fucking hope Alex does something with the Abyss. You go there once (or twice if you didn't bring transplutonics) just for the hauler and wormholes. That's it. It's spooky and has good atmosphere, but has nothing to back it up so all tension flies out the window. The fear of space is gone. It's too short of a dive since you could go to Limbo without encountering anything. Going to through the Abyss should be a JOURNEY where Murphey's Law hangs over your head like a Sword of Damocles; as it stands, the Abyss doesn't feel like an abyss.

Getting the hauler should be a big deal and something you should prepare for. The lights are the only source of light or sound and are the only interactable thing, and once you get their gimmick from your first interaction with them (and constantly reminded of if you do again) they're just a buff dispenser to make it even easier to navigate. I was more worried about the colony crises half a sector away than anything happening in the Abyss. Limbo is the only point of interest and there's nothing worth going off the path for. The rogue planets and stars/black hole are cool for the first few times, but once you've seen it you've seen them all. They either have nothing, have one of few descriptions, and maybe have a ship. Ideally have more places like Alpha Site where you have no idea what to expect instead of another planet with class 1 survey data, if anyone was to hide something they never wanted found, it would be here.

A small gripe I have is that Limbo is plainly marked and named on your map and you could bee-line to it at any time. Maybe make it something you have to explore breadcrumbs for, or you could stumble around blindly in the dark, or get a direction to fly in from a starting point, or at the very most you find the coordinates to fly to. Maybe randomize the true location based on save seed.

>>1737579
If Lunalib, disable everything under invasions and crank up point costs like in picrel. Should just work™.
>>
>>1738389
>rat
>>>>>>>>BOGGLED
Troon out and add UAF
>>
>>1738343
He is, yes
>>
>>1738343
Wasn't obvious?
>>
>>1738415
Had my suspicions
>>
>>1738389
thanks for the list, I'll save it. Already started Nexerelin run and even after first 2 hours it feels like a mandatory mod. Gun sounds might be the next thing that needs tweaking
>>
>>1738408
What's wrong with rat? And wtf do you mean by boggled? I don't know and nor do I want to know shit to do with cross dressing 41%ing fags so please forgive me for not following.

I just looked at UAF and honestly it's seems like Mary sue the faction, not only are the art and ship designs jarringly different from vanilla but it feels like the entire faction sticks out like a sore thumb. Maybe I'm missing something?
>>
>>1738441
BOGGLED is Terraforming and Station Construction
It's not great, DIYplanets is better
>>
>>1738441
>ship designs jarringly different from vanilla but it feels like the entire faction sticks out like a sore thumb. Maybe I'm missing something?
Literally came from their own anime dimension
>>
>>1738455
Can't believe a pseudo-nacent "starfaring" civilization somehow has a better nanoforge than the fucking domain
>>
>>1738448
DIY does seem pretty cool. How did I miss that? I would be nice if T&SC could be merged into DIY. Industrial evolution also seems quite cool, though I don't like the artillery or the colony gornvernments, maybe that can be removed through Lib.
>>
>>1738455
That might explain it. Disappointing. None of the big modded factions ever seem to be able to get the lore, feel and in-game balance inline with the base game
>>
>>1738464
Yeah I only keep tasc for the stations. Industrial Evolution should be able to edited via lunalib but the modder has had multiple melties over it so it's plastered with "disable if you're a moron :))))))" over the options.
>>
>>1738441
Rat has the issue where it started with nice ideas but is getting to big for its breeches with added content, just like how HMI is bloated garbage and AoTD is bloated garbage. Honorable mention to IndEvo for pets and artillery. Boggled refers to TASC's creator Boggled, who put telemetry and data collection in his mod, regardless of whether he removed it or not you can make a good guess why nobody likes him here. BOGGLED is shorthand for "you got keylogged nigger".
>>
>>1738473
I'm not in the position to deny being a moron kek, even if the modder is being a prick about it. I liked the other stuff he has added so I might install it and do just that.
>>
>would be nice if T&SC could be merged into DIY
no thanks i will keep my modlist boggled free
>>
>>1738476
Fuck. I didn't know that. Shit. I really liked the terraforming and station building. :((
>>
>>1738476
I don't know how people play with AoTD and cope with subpar industries for 2 cycles
>>
>>1738463
>implying the Domain had any of their actual good shit in the Persean Sector
lol
>>
>>1738476
i used to make mods for skyrim back in 2012. we had few primadonnas back then, but it was nothing like this. I think these modding communities are little bit too unhinged
>>
>>1738495
>but it was nothing like this
LOL
>>
>>1738497
perhaps I quit too soon to see it turn to shit? could be
>>
>>1738495
It's hard to take yourself too seriously and huff farts when your making anime/porn/biglustyargoniantiddy mods
>Verification not required
>>
How do I learn to love missiles?
>>
>>1738486
Just use DIY planets if you gotta. IIRC it has some minor incompatibility with IndEvo with making hypershunts but it's alright. My only issue is that it clogs up the colony item pool and makes getting good items harder to get.
>>1738495
Ironically it might have started with Skyrim making modding such a high visibility thing. Previously modding was a nerd thing and now modding is expected to the point of developers relying on it.
>>
>>1738506
Miss. Specialization and a Pegasus
>>
>>1738512
There is nothing like four Hurricanes pounding the exposed side of a Nova.
>>
>>1738506
Supporting your battleship with two gryphons always feels good. Dragonfires are fun too, even if they aren't always so effective.
>>
>>1738506
Use missiles that work well by themselves first and aren't dependent on overwhelming PD. Reapers on your main ship for example, fire them when you are decently close to your enemy and their shields are overwhelmed. Easy kill without having to whittle down armor. Sabots are also very reliable and hard to shoot down.
>>
>>1738525
For AI, I found that sabots and reapers are pretty bad on fast ships. They will fire sabots from extreme range, while backing away, or while chasing down a fast enemy. Same with reapers, they don't lead the target or take their own speed into account and try to snipe with it, leading to the reaper slinging way off to the side or getting shot down by unrelated weapons and random fighters or missiles. Gryphons work well with both since they're slow and missing with reapers isn't so bad when they can spam them and have more in the racks.
>>
colonizing a system with no volatiles is useless, right?
i want a self sufficient system
>>
>>1738533
Ah yeah with AI it's different. I find that the AI uses harpoons extremely well as finishers, same for similar missiles like the Atropos. Squall and Annihilator work well for just spamming but Annihilators need to be close to work.
>>
>>1738555
Find a nearby system with a high volatiles gas giant. All having in faction supply does is reduce upkeep costs. It doesn't make you self sufficient because Alex wants it to be possible to have trade disruptions. Grow all the food you want, you'll still have starving planets because you import all your food from the core worlds and the shipment got lost in hyperspace.
>>
>>1738352
Both hammerheads and manticores are better as escorts for your cruisers. If you want agile destroyer to take care of frigates, look at the shrike.
>>
What frigates don't suck ass besides the Tempest/Omen?
>>
>>1738574
in my experience enemy frigates don't really do much other than go quickly to capture objectives while you aren't looking.
The only frigates that annoy me are enemy monitors which tank a million bullets and afflictors which phase around like retards and use their entropy mod.
>>
>>1738582
Monitor and centurion.
>>
>>1738221
Yet the FCC says there's "no scientific evidence", at least they regulate how much you can be exposed and give out guidelines on how to reduce exposure, it still pisses me off how full-body screening is allowed at airports among other things.
>>
>radiation is LE BAD
retard
>>
>>1738389
An update to my vanilla+ list. Added:
DIY
Unknown skies
Industrial evolution

Despite the big boggle bastardry I like the station building too much, I'll probably end up keeping it for the stations and disable the other terraforming stuff (maybe keeping the Dinos and domed cities too)
Any other suggestions? (Provided it's keeping with vanilla - no shipgirls, op shit or unthematic stuff pls)

>>1738391
Going back to an earlier post, 100% Agreed. more stuff that adds a space version of thalassophobia (astrophobia apparently) would be very cool. It'd be nice to see more ruined domain stuff and unknown entities bumming around. Maybe a random colony that was able to thrive despite being cut off even?

Out of curiosity I have a question for you fellow organ smuggling spacers. What would you want added to the game? I'd definitely like to see ship design specs lost to the persean sector that can be found out in the far reaches of space, I'd also personally like it if factions interacted with you differently once you have a decently sized colony under your belt - i.e. access to more important characters and being given more respect at the cost of loosing anonymity you might expect a less renowned spacer to have when entering a bar.
I'd also like piracy and pirates in general to be a little more nuanced, blowing everything up all the time can't be good for business, more diplomatic solutions and types of piracy would be cool, like demanding you give up goods/crew/tithe in exchange for letting you go. Organised crime racquets normally need some level of toeing the line in order to not get btfo'd by the bigger governments.
>>
>>1738602
>in order to not get btfo'd by the bigger governments
It's a wild west, best they can do is put bounty on your head and wait for some mercenary to hunt your ass.

>if factions interacted with you differently
Game would benefit from addition to reputation system. Something like a sector-wide notoriety, so everybody would treat you differently as you do impressive deeds and generally kill a lot of people.
>>
>>1738602
With pirates they could do with better interactions. You can pay off pathers with a tithe despite being religious zealots and seeing you as a minion of moloch, but you cant do the same to pirates who just want your shit. It's pretty dumb. IMO the only thing that should want you dead no question are the Remnants and vengeance fleets.
>>1738610
>Something like a sector-wide notoriety
I remember seeing something like that either here or on the forums but it was for specific factions. An umbrella rep that acts like notoriety with the whole faction but individual reputation meters for individual planets or polities.
Maybe something like story events can add multipliers to notoriety gain as eyes are on you more. Being the first to use gates and using them in populated systems is not going to go unnoticed. It's likely every spacer would've heard something about you because the gates are just that big of a deal. Meeting with Daud and having a commission has that effect (scripted anyway) with what's his face inviting you to a ball and the following duel.
>>
>>1738391
Does it work on an existing save?
>>
>>1738629
Should, you can open Lunalib with F2 in game. I know turning off diplomacy and alliances worked mid game as I didn't like the retarded Hegemony-Diktat alliance that popped up.
>>
>>1738448
>BOGGLED is Terraforming and Station Construction
>It's not great, DIYplanets is better
The real issue was Boggled added spyware to TASC and was downloading users IP's, system configs and game settings for "personal metrics" and uploading it to his personal server without any consent. Nobody even knows exactly how long it was going for, it was only noticed because somebody noticed starsector was accessing their network when the game, at least in vanilla, has no online components. This cost him a lot of good faith.

When he was caught he claimed he didn't have to ask for consent or tell people what he was doing with it because it was for 'personal use'. People started screaming GDPR and he was trying to claim it was no worse than what Google/Facebook does and people should just accept it, even the disorders were upset at this one. So Alex stepped in and gave him a choice; add a setting to make it opt-in and notify the user or remove it entirely. Initially Boggled was compliant but 'accidentally' reversed the yes/no option, when Alex threatened him with a ban he 'shutdown the server'*** so even though the mod can still technically download your personal data it's got nowhere to send it to.

It should be noted that some internet vigilantes on 4chan figured you could send almost any string to his server by including it in your user config - cue obscene remarks and attempts at java exploits...
>>
>>1738305
I'm pretty sure they are just shortening the faggot's full name, brother cotton, bro. Calm it down.
>>
>>1738656
>Brother Cotton
>Bro Cotton
Wouldn't BroCot or Or BroTon be more appropriate.
>>
>>1738506
falcon p and reaper tubes
>>
I want to elope with Aeria.
>>
Are modders usually this messed up or is it just Starsector?
>>
>>1738673
Back to your discord.
>>
>>1738673
From what I heard it is a common issue with creative people. They are all bonkers one way or another.
>>
>>1738673
They are all this fucked, probably because they are on the same vein of mental illness as artfags
>>
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>Ruins your vanilla game balance
>>
>>1738696
>3000 flux "sustained"
wha
>>
>>1738696
>balance
Huh?
>>
>1738696
>using the worse wiki
>>
>>1738682
modding is one of those 'tism communities that in recent times has been taken over by a certain kind of """people""" who want attention above all else
>>1738696
those 4th dimensional niggers are stingy with handing those out, all I have are reality disrupters
>>
>>1738682
>>1738687
Sounds about right, but spyware and collecting data is a bit new to me. It's step above bricking one's save. Usually creative types would troon out or have some sort of meltdown in my experience.
>>
>>1738696
>Zigg
>Missile specialisation
>Anchor
>2 rifts
PEW PEW
>>
>torpedos
>>
>>1738696
>>1738700
>>
>>1738697
(substained) part is the flux usage if you are constantly firing, so while the Rift might use a large burst of 3000, sustained fire is "(150)" flux per sex. For Shot/min same thing, 60 being if you are somehow able to fire without reloading.
>>
>>1738703
>Sounds about right, but spyware and collecting data is a bit new to me. It's step above bricking one's save. Usually creative types would troon out or have some sort of meltdown in my experience.
I wouldn't consider it 'a step above', more of a side-grade.
>Crashing your game - tDrgn
>Ruining your game experience - Noah
>Destroying your game progress - MattD
These are all examples of fucking the player over, and in all 3 cases, for personal reasons not associated with the end user. They're maliciously punishing strangers and actively harming their experience.

>Harvesting your data - Bog
Doesn't directly affect your game experience. It's more an inconvenience of playing the game. It's no different to DRM, it may have a purpose but it doesn't serve the end-user. It's about benefiting the creator and any objections are typically moral in nature.
>>
>>1738653
How did that someone even noticed, did he played offline and noticed startsector or a mod stopped working, or did he used wireshark or something?
>>
always have to wonder why no faction has touched the nearby Class V planets until the game starts
>>
>>1738696
>le balance
>for an endgame weapon crafted by the closest thing to god in the setting
???
>>
>>1738728
I dunno man, at least the others just fucked with your game, this guy Bog apparently was taking some personal info like ip address and maybe more. Never know the stuff you downloaded might have logging stuff like credit card info and passwords. I get the impression it was just restricted to Starsector, but you never know.
>>
>>1738733
because factions are at an extremely low point after the second AI war and have no spare resources even to fight the pirate bases in the coreworld, let alone to establish new colonies
Or at least that was the idea until colony crisis were implemented, and now the factions have more than enough resources to send three or four or more full fleets half-way across the sector just to personally fuck with you.
>>
>>1738738
It always makes me chuckle when somebody mentions omega guns in build discussions.
>>
can you remove AI cores before inspection fleet arrives and it won't find anything?
or do they find AI cores in storage as well?
>>
can someone please explain why i found 2 of those things?
is there a mod amongst those >>1738291 that adds an extra 1?
>>
>>1738696
>chucked to the nearest sun
>>
>>1738661
I just call him nigga joe.
>>
>>1738753
Not Cotton-Eyed Joe?
>>
>>1738756
long time ago, maybe
>>
>>1738748
To be fair it's better than it was before. It was like this before colony crises with expeditions going out to sat bomb your shit just because you produce slightly more than they do and the endless wave after wave of AI inspections. It's just most notable because it's overbearing all at once as you cant help but start triggering everything consecutively from just having a decent colony. Every faction is just present in your system and carrying over their proxy wars in your backyard. At least the crises events END and they learn their lessons and stop sending fleets.
>>
>>1738759
Where did you come from? Where did you go? Where did you come from, Brother-Eyed Joe...
>>
>>1738726
but you wouldn't rapid fire rift torps anyway
1 maybe 2 is enough to kill or severely cripple most ships
>>
>>1738770
just explaining the difference from (sustained)
>>
>>1738781
>(sustained)
grounz?
>>
If I'm already managing 2 colonies and I invade another one causing me to be placed as the admin by default so it's 3/2, does my Industrial Planning work on that overflow colony?
>>
>>1738833
Yes
>>
Reputation in general is in a weird spot. For factions it matters a lot if it's negative as there's degrees of effect where they cut access from their markets before going hostile, but positive rep only matters if you have a commission and are buying from military. Reputation with people could stop existing and it wouldn't change the game. As far as I see it, the effect just boils down to "X liked/disliked that" and it moves on. If it's not a contact that offers missions based on reputation level (e.g. unique remnant bounty), then it doesn't matter. Even with faction leaders it means nothing since the most or worst you ever get with them is +/- 5.
If only Rules.csv wasn't such an opaque clusterfuck.
>>
>officer training vs officer management
>best of the best vs support doctrine
Thoughts?
>>
>>1738851
If you had to choose: Officer Managment is better as you get two extra officers, vs one extra level. Two extra officers is better as I've never come across a situation where I needed just one extra skill to make a ship work. Tougher choices sure, but I'd take having an extra two good ships over several marginally better ones. On the otherhand Cybernetic Augmentation synergizes with Officer Training with +4% to damage dealt and taken if they have maxed elite skills, but it's just a little extra and mainly for the player focusing on combat skills.
BotB and SD both have merits. Support Doctrine is theoretically great as you give every ship a level 4 officer, however, you already have 8-10 officers which in addition to you is a lot of combat ships, and if you have Wolfpack Tactics having lots of officers is even better. Best of the Best isn't necessary, if you can build ships without crutching on S-mods then you're fine, and if you really need that third mod then maybe try a different build that works better with the ship's base stats and hardpoints. That third S-mod is there to make a good ship even better, and for my fleet it's the designated Solar Shielding slot because I refuse to move slow through storms.
>>
>>1738863
>I've never come across a situation where I needed just one extra skill to make a ship work
Additional elite bonus can be very tasty.

>best of the best vs support doctrine
I think BtB is better since it more universal in application. Will help both big and small fleets.
>>
>>1738863
I think OT has synergy with SD, having fewer but better officers plus other ships being better. This approach works better with a fleet composed of many small ships.
OM has synergy with BotB, wanting to deploy all 10 ships with officers plus the flagship and making sure that all of them are really good. This approach works better with having a smaller number of heavy ships.

BotB lets you deploy more ships initially, while SD lets you deploy more ships in total since it reduces the DP cost of ships without officers. So you can deploy 20% more frigates and destroyers.
>>
>>1738864
I was going by if you had to take one or the other. Ideally if you officermax you'd get both officer skills + Cybernetic Augmentation for level 6s with 4 elite skills, and Officer Training is a lot more accessible than CA since it swapped tiers with Neural Link. Best of the Best is the better of the two since you can squeeze in extra mods to complement the ship and officers at the helm at the cost of many more storypoints for the fleet; an extra logistic mod on your atlas/prometheus is also really good.
>>
>>1738867
WT does put the screws to you to make your officers use smaller ships (and high tech because of the PPT bonus), and to that it does synergize with a quantity based fleet which SD does well; and as you said, you'd have a very strong core with OT and lots of lvl 4 supporting ships. However you could skew your ship weights to get the best of both. Two battleships (about half your DP) is plenty of capital grade firepower to face most threats and you can support them with destroyer escorts and officered frigates dotting the field. So only 2 officers aren't benefiting from WT as they're in capitals. With you yourself in a fast cruiser like an Aurora or Fury that also has some quality in firepower as you can be smart with shooting and picking targets, with Neural Link you can even bring two of them. If you really wanted to benefit from WT personally you could try flying a Hyperion, it's the ship that really benefits the most with extra PPT and huger damage potential. In all cases the thing to look out for is DP limits, all those great ships are worthless if you can't bring them to the fight.
>>
>>1738876
Talking about skills, I'm not sure if people noticed the big buff that hull restoration received in the last update (and it was already a pretty common pick).
It now gives +15% CR to all ships that don't have D-mods (and if you have that skill for long no ship will have them). That is the same effect as crew training, except hull restoration does much more and that the bonus from crew training diminishes if you have more than 240 deployment points total.
Before hull restoration gave a bonus of +5% CR per S-mod, that was removed, but the new bonus is much better.

+15% CR translates to +5% damage dealt, +5% maneuverability and -5% damage taken and also better autofire accuracy.

If you stack hull restoration, crew training and tactical drills, and have 240 deployment points total or less, you get a +15% damage on all ships.
>>
>>1738302
Nothing inherently. Hololive is just stupid. The mod itself has no issues.
>>
>>1738890
More options for CR means you can mix and match since you only benefit from two. So you can save an officer skill on picking combat endurance unless you have something made of glass and need all the PPT, or have a specific build for immortal hull tanking ships like the Invictus and want hull regen.
>>
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>>1738908
I'd much rather see this over an ugly nog when talking with pirates T B H
>>
>>1738910
go back newfag predditor
>>
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>>1738914
>newfag
wrong
>predditor
also wrong
>>
>>1738919
If you are no new, why are promoting anime here? You would know that people hate clashing styles.
>>
>>1738919
I'd tell you you're here forever but you and your discord buddies are not long for this life.
>>
>>1738920
>If you are no new, why are promoting anime here?
/vst/ is a new board, talking about the general trends of this board doesn't make you an oldfag and, if anything, makes you seem like a newfag yourself.
Also, anime website.
>>
>>1738920
If that were even remotely true then people wouldn't be posting screenshots with anime portraits literally all the fucking time
>>
>>1738851
>officer training vs officer management
Tough one, but Officer Training because I usually run an elite fleet that has ships with high deployment costs. Nothing wrong with benchwarmer officers, but I usually don't let it get to that.
>best of the best vs support doctrine
Best of the Best always. I've only used support doctrine for derelict operations wolfpack tactics meme build.
>>
>>1738929
Yeah yeah sure thing predditor.
>>
>>1738934
>I've only used support doctrine for derelict operations wolfpack tactics meme build.
Wait isn't this counter-intuitive, as wolfpack only gives bonuses to ships with officers while support doc. only for ships without? Like I usually take support doc. or wolf pack, not both in terms of efficiency so.
>>
>>1738673
modders are often autistic retards but starsector has the worst modding community ive ever seen
>>
>>1738940
What if you have both officers and a bunch of filler ships?
>>
>>1738943
I just take support doc. Usually the fillers' Ordnance Expertise give you a good space on mounting extra fire power to offset the loss of the wolf pack. Obviously it depends on the ships, but usually most mid to late game warships have enough umph, speed, and staying power with those 4 god-tier skills.
>>
>>1738696
Honestly if you use it though the red ball of death is so slow (ECCM is not added since it's energy) it can be PD'd quite easily and so flux heavy that you want to just use a Reaper. On the plus side, the Executor and Champion's Energy Focus actually stacks on this, so there's that.
>>
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which way white man
>>
>>1738964
both
>>
>>1738964
AIAnimeSloppa. HiwamariKINGs rise up
>>
>>1738964
neither, discord jew.
>>
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>>1738968
>why yes i prefer stock
>how could you tell
>>
>>1738940
officers are always good and since youre going to be zerg rushing with derelict operations you cant give them expensive ships. get reckless officers and group the fuckers together.
>>
>>1738970
>he doesn't make his own bespoke artisanal portraits
ngmi
>>
>>1738964
Sloppa isn't even an insult anymore
>>
Can't tell whether it's a mod or vanilla thing I missed before, but I found you could place Brother Cotton's copy of the Book of Ludd as an offering on Gilead's shrine. The flavor text comes up something like "it looks like it belongs there". Other than the Ziggurat talk and when getting the Loke clone, are there any other interactions with him? Directly or otherwise?
Also, if you've got Arma and recruited Dawn, she has a lot of interaction with the Luddic quests and will ask to accompany you to each of the shrines, she's also got your back during the Knight's Errant quest and shoots a nigger.
>>
>>1738979
don't kid yourself, shiteater
>>
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>>1738967
based!
>>
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>find terran planet with a 75% hazard rating
>ore
>organics
>rich farmlands
>solar lens increasing farm output by +2
>"well it's still the early game, i'll be back in couple hours to settle"
>1 minute later hedgemonkies claim it
This is why the sector can't have nice things
>>
>>1738983
It really isn't.
>>
>>1738986
>hedgemonkies claim it
So they are preparing colony for you in advance? What a good friends they are.
>>
>>1738986
Buy it back from them after they build it up for you.
>>
How much of Ivaylo's stuff is outdated, I assume the part about colonist struggling to build basic tools for survival is partially dated given that you see pirates able to do huge modifications to ships like the Atlas, but I wouldn't know given I started playing Starsector late.
>>
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Turns out more combat terrain effects adds safety overrides to everything with a thruster if you fight in a slipstream. Reapers might as well be hitscan if you've also got missile spec.
>>
>>1739024
>fighting in slipstreams
Cool effect added desu, wonder what it's like fighting in a blackhole.
>>
>>1739028
Your CR and PPT get fucked, also your speed too iirc
>>
>>1739028
There's a slight time dilation effect where everything moves slower, and the expected CR and PPT tanking. There is a nod to if you have Solar Shielding on your ships as they experience time at "normal speed" and thus lose CR faster than the ships slowed by time dilation.
Here's a few of the mod's tips and it's all prefixed with [More Combat Terrain Effects] so you know which mod it's from if you want to remove or edit them.
>Slipstreams provide enough excess power to the engines of fighters and missiles to activate their zero-flux boost. Beware of their unusually high range and speed!
>Insulated engine assemblies are known to significantly mitigate the effect nebula gasses have on a ship's engines.
>In combat, hyperspace clouds are similar in function to nebulae, with one major exception: If storming, they will periodically strike anything nearby with extremely powerful lightning. This lightning's effect is mitigated by solar shielding!
>Neutron stars' jet streams are incredibly hostile environments. Anything inside of them will suffer worse shield stats, random EMP arcs, worse CR, solar winds, and all projectiles having extra EMP damage.
>In the event horizon of a black hole, solar shielding and such only normalizes the distorted relativity. Paradoxically - solar shielding is actually worse for your combat performance, because you experience time slower!
>>
>>1739038
>Your CR and PPT get fucked, also your speed too iirc
And this is the only time when S-Moding Solar Shields was a good idea. Also why the fuck doesn't LG variants have natural 100% shielding!? That's like their only shit that makes 90% of them viable! Alex C'mon!!
>>
>>1739077
I don't like LG so I'm not going to do anything with them.
>>
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>>1738337
>uhm you're actually the retarded one
>but the artist is retarded by the way
???
>>
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>get combat extraction mission on some pirate base out in the middle of nowhere
>cant raid because there's a fleet around the station
>attack to get rid of defenders
>win battle
>station is completely destroyed and extraction mission fails
>mfw
>>
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>>1739098
if it's any consilation, you did him proud
>>
>>1738305
>calling a luddite "bro"
they are the only real bros in this shitty sector.
>>1738656
>that lingo
>disrespecting bro cotton
like clockwork
>>1739098
>attack to get rid of defenders
just destroy the ships and leave the station.
>>
>>1738391
i''ve been juggling the idea of dark ghost remnants attacking you in the abyss. it's so dark in there that you can't kill them at all. they just appear and vanish instantly if fired upon. like if you mouse over an enemy ship theres a health gui, but that dissapears too. but if you have flare launchers you can light up the area and they show up on the radars. imagine this: you fire 1 rocket into nothing, a dozen signals appear, remnant ships, all dark coated. the flare fizzles out, and then there's nothing. but shit is tearing your allied ships, the dark consumes and rips them apart. while they are lighted up, you can actually kill them because they can't escape into the dark like they do.

i've even thought of a little dialogue. something like

approach rugged spacer that seems out of it
bro is utterly insane and screams something something the abyss ate all my buddies
hey young man i've got a batch of unused flares. you want some?
then he gives you the stuff and you get a hint of how to explore that shit because he says these are important and whatever "you won't survive without these!!!"

i'm not a modder so i can't do this and thanks for listening my ted talk anyway. idea probably retarded, and made with the intent of you going "maybe fuck this and turn around?"
>>
>>1738490
i'm not gonna anymore. you know i play with tasc and that shit has an integration with the research tree... that entire thing will take one fucking hundred databanks. nuh uh. and the solar mirrors are like at the end of it, meaning i need to raid like a dozen facilities to even start making anything good. maaaaybe realistic but doesn't mean it's fun in any way. niggers didn't even make a toggle or a console command to unlock all tasc research. what the fug. i'm just gonna run DIY and industrial evolution next run. maybe i'll try AOTD when kaysaar makes the new sector module.

i'm still mad over the fact that there's an "install item" in aquaculture but only ironshell has an item for it. what the fuck. can't alex make something like underwater lobster food dispenser for +2 food production?
>>
>>1739028
Black holes give you Max Payne bullet time
>>
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Who?
>>
>>1739218
go back you just missed a discord ping
>>
>>1739218
Fuck off faggot
>>
>>1738732
>did he played offline and noticed startsector or a mod stopped working
That
>>
>play Starsector on and off ever since Sseth shilled it way back when
>get into modding
>"heheh Nexerelin's pretty good"
>that was a year ago
>have the itch to play it now
>vaguely remember something about modding drama
>ehmustbenothing.jpg
>read this thread to find out all the mods the cool kids use
>find out the full extent of the modmaker faggotry this game has suffered over the last decade instead
I can't find a good enough word in the English language to describe this feeling.
>>
>>1738963
>(ECCM is not added since it's energy)
It does help
it counts as missile for stats
you're thinking of reality disrupters which are energy EMP guns that can be attached to missile mounts for some reason
>>
>>1738851
>>officer training vs officer management
Just pick both

>>best of the best vs support doctrine
If you have officers Best of the best is better since +1 S-mods cap
>>
>>1738920
>You would know that people hate clashing styles
That's why you turn all the vanilla portraits into anime portraits so it wont clash
>>
>>1739218
For me? It's Sylkie's anus
>>
>>1739091
>>>uhm you're actually the retarded one
Yes because you thought that legion was a tyrant
>>>but the artist is retarded by the way
It's Cy, of course he's retarded
this shouldn't even be questioned at all
>>
Starsector, more like Shartsector
>>
>>1739255
Use a different language then
>>
Starsector, more like selkiearpitrapesector, amirite
>>
Starsector, more like manletnignoginspectionfleetsector
>>
Retard here. What do carriers actually provide that is worth not spending their DP on more unga bunga ships instead?
>>
>>1739520
Use carriers with Strike wings or EMP wings, other wings can go fuck off, they're good for those roles as well as shitting on frigates that get too close to your engines
>>
>>1739520
theyre support versatile ships. what fighters you want to run depends on your fleet like if you want more dps then bombers, if you want to neutralize enemy fighters then interceptors just as an example. personally i like using carriers for harassment, so ships cant just fly out of range and hit vent they have some lil nigga hot on their tail
>>
>>1739520
To add to others. One thing that's shit about the UI & AI of this game is that even proper carriers gets way too close to the enemy and doesn't take advantage of the 4000~6000 range of wings.
One way to mitigate this is to first select the carrier to airstrike a target, then after a second tell it to go to a way point away from the intended target. The wings will still go towards the target, and the carrier itself will move towards the way point.
>>
>>1739567
>proper carriers
Just to clarify in case. There's two types of carriers in this game: Carriers and Combat Carriers.
Normal carriers are few in vanilla: Astral, Condor, Drover, and Heron. Their AI "relatively" will try to stay away from the enemy.
Combat carriers are all others including those with converted hangars. They'll try to go into their mounted weapons range with their wings.

Also there's 4 types of wings you can use; each with different AI:
>Fighters prioritize engaging enemy ships
>Interceptors prioritize engaging enemy fighters and missiles
>Bombers only engage enemy ships with their payload
>Support that stays near their ships to defend it (often used as extension of PD and Weapons).
>>
>>1739255
>wake up
>you're still samefagging
>>
>>1739598
You should like the same guy that accused every poster mentioning mod drama of samefagging.
>>
>>1736625
>turns off actual shield at 60% and gets lance+phase lance blasted to hell by my zigg because lolAI
>loses
>whereisyouromeganowartemesiayoufuckingcore
>>
>>1739520
building-in converted hangar and escort package on destroyers and cruisers and using ungabunga capitals is fucking sick. give it a try if you're bored
>>
anyone got a key I can use
>>
>>1739648
yeah
>>
>>1738910
"ahœy!!! your credits or your life, obasesu sexy guy >.<"
>cut the commlink
>win
>recruit her for 10k
>now you're my senchō
>>
>>1739520
Carriers provide swift and long reaching support, can bail out friendly and punish over extended enemy and concentrate really hard. Fighter bomber AI don't have instinct on self preservation so they won't shy away from gun range or flux status like combat ship, they also can jump across ships that would have collision blocked each other when crossing. The long range means carrier anywhere can almost always help any other combat ship while combat ship can only provide for the immediate left and right.
Other knacks are fighters small KE and EMP are nasty and efficient when they touch shield or hull, frigates of equivalent weaponry will have a hard time to reach this deep. And bombers are regenerating missiles with worse launch timing. Interceptors and support are 360 degree PD with long or short leash that isn't using ship's flux.
Another combat ship means finding another place that it can reach in and shoot guns without them shooting more at it, for carrier it is again from anywhere to anywhere and usually has someone blocking far in the front than being in the line only supported by immediate left and right.
A better combat ship push deeper and kill harder but it will flux out from the deep shit it thrust itself into and undo the positional progress.
>>
>>1739655
>luddic path fleet attacks me in deep space
>joan of arc-like qt
>beat her
>hire her
>she's a virgin
>>
>>1739671
save her for the RS update that adds marriage!
>>
Do you like multi-tech mutt fleets?
>>
>find 100% hazard planet while exploring
>settle
>farming: complete!
>see this
>shid
>>
>>1739688
>he plays tranny shipworks
>>
>>1739692
>he cries about someone's modlist
>>
>>1739697
>he plays
>>
>>1739698
>he
>>
>>1739679
when will it be?
>>
>>1739699
>will never be a woman
>>
>>1739701
owned!
>>
Nia?
>>
>>1739700
no idea. dude hasn't touched it in a month. hopefully soontm
>>
>>1739653
may i... see it?
>>
>>1739715
no
>>
>>1739648
Hey hey people!
>>
>>1739268
>It's Cy
wtf really? i didn't read the watermark if there even was one

sorry team, my bad. am the retard.
>>
>>1739721
admiral! the brig is on fire!
>>
>>1738986
should have gone dark and shot down their settler ships
>>
what end game weapons to fit Onsalught with?
>>
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>>1739797
>i didn't read the watermark if there even was one
Bruh how can you miss this
its literally in the middle of it
>>
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>>1739715
>>
>>1739861
the drawing was so shit i had my entire attention on deciding whether it's a legion or that one iron shell ship
>>
I miss my Heavy Blaster Medusa.
>>
>fight the end game thingies
>5 (five) reality disruptors
>1 (one) rift cascade emitter
>1 (one) volatile particle driver
>0 (zero) rift torpedo launchers
what mods add the ability to farm those things?
>>
>>1739873
The iron shell one itself is just a variant of a ship from vayra's ship pack
>>
>>1739875
Astral Ascension literally adds an Omega market to your colony if you make an omega core admin it
>>
>>1739877
It also uncaps your colony size
>>
>>1739881
actually it still has a cap but its so high you'll literally never reach it because your game would pretty much crash less than halfway to reaching it
unless you have 128GB of vram and 2TB of system ram allocated
>>
>>1739885
Semantics
>buh techinically
It doesn't have a cap to the average starsecotr player
>>
Give me some suggestions to replace IndoEvo with. I like having colonies with some more depth to them, but I want something with less bloat and more actually neat stuff.
>>
>>1739894
Literally the only other option is Ashes of the Domain and it's the even more bloated, shittier option.
>>
Can you unbreak an officer (formerly prisoner) in rapesector?
>>
>>1739909
No
>>
>>1739894
another retard who fails to read mod info and the fact you can disable every single industry you dont want
>>
>>1739877
thanks!
is it wise to hand over a colony to AI?
>>
>>1739940
As far as I know, the Omega cores never go rogue unlike the blue retards
>aaaiiiieeee you're unplugging me from the 175% hazard shitter planet you use as a drug haven to lead a 25% hazard terran paradise?!!?! I'm gonna go rogueeee aaaaaaaaa
Plus broken bonuses, like an extra industry slot and lowering hazard
>>
>>1739944
nice.
seems too strong. i'm going to wait until my colonies are profitable before using it.
>>1739881
mod description says we can go higher than 10.
last time i played the max was 6.
did Alex increase the cap?
>>
>>1739951
>This mod will break your saves if added or removed mid-game under principle
F
>>
>>1739951
No it's still 6 for vanilla
>>
>>1739951
Oh it is too fucking strong, here's the bonuses as far as I can remember:
>lower upkeep per industry
>income bonus per population
>pop growth
>stability
>less hazard
>accessability
>+1 industry slot
>+1 produced goods from all industries
>-1 demand for all industries
>omega market (ie. Access to omega weapons and ships)
>fleet size
>fleet quality
>pather %success of disrupt lowered
And more
>>
Every womb in the sector is another colony of mine.
>>
>>1739909
Can you fixed the broken
>>
>>1739972
Something, something kintsugi
>>
>>1739951
>did Alex increase the cap?
No
The mod just adds new caps
AoTD and modifying vanilla settings.json can already let you get up to size 10
AA lets you set it to a max of 100
you can lower the cap if you want
the special planet change maxes out at size 21 anyway
>>
>>1739024
i tried using that mod and the flat, immediate speed drops for grazing a battlefield nebula made me uninstall the mod because of how irritating it was
>>
>>1740003
Filtered
>>
>lowtech/midline ships fire actual ammunition in massive quantities and would need regular resupply
>high tech just converts energy to energy weapons
>high tech is the high maintenance one
>>
>>1737805
While the sheer energy level of Domain civilization with those coronal shunts is very high the important thing is that it's a semi-hard scifi that acknowledges those energy levels, so even the most humble frigate the size of a small shuttle in other settings is capable of destroying an undefended planet with ease with its fuel.
Another thing is that it's not over the top, for example the hypervelocity driver used to be described as being a mere 55mm slug and our ships clearly have trouble with colliding and destroying asteroids instead of blasting through them like a hot chainsaw through butter like these energy levels would imply. Not to mention other inconsistent nuggets of information which imply that while ships have access to huge amounts of energy, it's used for hyperspace travel, not combat. There was a small discussion on this at https://arch.b4k.co/vst/thread/1252888/#1260378 , which also contains the rare sight of an actual Starsector powerlevel delusional fanboy.

>>1737873
Just remember that it's not actually to scale and we can actually see beams reach out when you first shoot them instead of just hitting instantly, which implies we're fighting at ridiculously huge distances.
>>
>>1737805
>they can travel light years
sci-fi standard
>can setup resident on any planet from volcanic to cyrovolcanic world
sci-fi standard
>advanced AI that can run planets better than any human
sci-fi standard
>>
>>1740007
>Gun uses bullets
>Gun uses the space equivalent of oil
>>
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>>1740020
NTA,
To be fair few sci-fi setting acknowledge AI as being so dangerous, able to outdo human at anything yet Necessary.
Yes yes "AI bad" is common, but usually the AI can still be bested by human.
While in Starsector AI is superior to mankind in every way and so far escape control every time you challenge control.
You may destroy a few lesser core and still be dancing upon the AI tunes.
>>
>>1740007
I agree, lowtech ships should be 2.5x more damaging and 2 times the maint cost.
>>
retard here, what was the beta core forcing the scientists to do in the main quest?
what were THEY doing?
>>
>>1740098
the AI was forcing humans to make mods for its favourite videogame
>>
>>1740007
It's literally how reality is.

>Low-tech
>less sophisticated components
>industrial chain is short: Metal > industry > product
>they last longer
>less efficient but still do the job half wrecked

>High-tech
>more sophisticated components
>industrial chain is long Metal > industry > sub-industry > sub-sub-industry > product
>they don't last long
>very efficient on the job but only if working at 100%
>>
>>1739118
I don't think the abyss would do well with real tangible threats that attack ships. I think the better way to go about it is to take a couple things from sunless sea/skies and put in the fear of space and unknown, because "what's out there?" is scarier than getting close and personal with the cause of the horror. It's established in lore that spacers are superstitious fucks and so is some of your bridge crew. They may be loyal, but what about the fucks on your salvage rig? Or the twats running your Dram? You keep fucking with the lights and people are getting on edge. You've crossed about every spacer taboo and you're not even halfway there. You're exploring completely uncharted space, shit like insanity, sabotage, and mutinies that affected age of sail explorers like Magellan's fleet.

"What if there isn't anything out there?" they ask.
"What if we end up like some of those lost XIV ships and never come back? Our supplies and fuel keep getting lower and lower."
"Our ship has just enough to return, should we break off and go back?"

>>1739567
The thing with carriers is that being closer is often always better. Bombers have to fly out, shoot their payload, and return to rearm. Other strikecraft also have to cover the distance. Carriers also don't really adjust orders. A bomber wing will happily fly through an entire fleet and die to PD because their target who was up in front slipped back to vent in between the order and getting there. True carriers should stick close behind your warships, battlecarriers are the warships.
>>1740007
Small scale Nanoforges printing bullets from simple feedstock. CR recovery is the abstraction of resupplying ammo among the other consumable things used up in combat. High tech is high maintenance because components are high performant at the cost of being robust, this causes them to fail like christmas lights when stressed (combat) and costs 20% CR per deployment as opposed to LT's and ML's 10%. Phase is 30%.
>>
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anons, which faction do you recommend for a playthrough after a long break? your personal opinion
>>
>>1740098
Contacting Omega probably
>>
>>1740126
Ironshell, UAF, Knights of Ludd, Sephira
>>
>>1740126
>Arma Armatura
>Starfed
>Diable
>Imperium
>HMI plus submods
>DME bootleg + Sephira (you can find them on the gitgud)
>prv
>Roiders
>Xhan
>>
>>1740126
Goathead and Borken. Cool ships with a creepy aesthetic.
>>
>>1740126
underworld infernal machine. bretty fun but your ship looks like a huge shitlog
>>
>>1740157
I don't know what Sephira, but this seems like an aight list.
>>
>>1740227
it's an anime list
>>
>>1740239
Knights of Ludd contains weeb shit?
>>
>>1740241
They are comically overpowered.
>>
>>1740243
and anime AI slop portraits which is ironic for a mod of a faction that hates AI
>>
Is there any way to get more Valken IIIs in ArmaA?
>>
>>1740273
addship
>>
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Which of these lasher builds is better?
Left is geared for maximum firepower, while right is focused on protection so it would survive attack from a big ship.
I wanted to try something with unstable injector too, but 5 points is a steep price.
>>
>>1740288
Eh I was hoping to not have to resort to that but I guess it can't be helped.
>>
Man, I wish there was a mod that lets you overtake factions like become the High Hegemon instead of being forced to create your own faction.
>>
>>1740293
If they didn't patch it yet you could technically do the sleeper start, then recover the sleeper in Nekki. Its still there unless its been changed. Then you could in theory redeem both sirs.
>>
>>1740304
I wanted to use Valken IIIs as grunts so I'd need like 8 so I was hoping I could buy more after giving Sera the 'zard.
>>
>>1740307
Yeah you're definitely going to need to addship then. Its a "prototype" so you're not really meant to have multiple.
>>
>>1740300
>become the High Hegemon
This is a bit above the scale of the game. Colonies already pushing player far above his designated role as a no-name scavenger. There is no real ai for factions (even with the nex).
>>
Guys, what is Sephira Conclave?
>>
>>1740333
Tranny mod
>>
>>1740333
Sex mod
>>
>>1740333
jewish magick (tranny) mod
>>
>>1740333
mod that adds a faction called "buck breakers"
>>
>>1740333
jewish mod if you are a kike you will be at home

shalom
>>
>>1740333
It uses DME as a library mod like any other mod
>>
>>1740339
thought that was lostsector kek
>>
>>1740292
>swarmers
>when it already has two vulcans and a lot of dakka going forwards
you don’t need the extra PD that badly
swap them for hammers so the ship can punch above its weight
>>
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>>1740368
Wouldn't ai miss with unguided torpedo all the time? Swarmers can still threaten another frigate and have enough ammo to last whole battle.

Also, what a scam. Worst d-mods it could had.
>>
>>1740370
>he doesnt rush hull restoration
>>
>>1740370
sounds like a skill issue
>why does the ship with like 5 allowed d-mods have all the shitty ones
i wonder why
>>
what's happening here?
>c+204.01.22 – For the Greater Ludd (mission)
>“Out of nowhere in low orbit around Nortia came a transmission for the captain of the ISS Black Star from one Brother Cotton, “a humble traveler on the Path of Ludd”. A meeting was arranged.”
>>
>>1740370
Someone beat me to suggesting hull restoration, but also consider that 24,000 to instantly gain a ton of cargo capacity lets you do huge delivery missions and make the money back 5 times over. Even if this ship had compromised storage on top of the other d-mods, you could make it pay for itself quickly.
>>
what "extra" industries to build on mining colonies?
commerce is a no brainer of course.
do i build heavy industry on all of them, refining or both?
>>
>>1740333
blade breakers on drugs

unironically

also sigmamatter hoarding
>>
>>1740380
>he doesn't have millions of credits in his pockets to restore even the most expensive-to-repair capital ships
sucks to be poor i guess. well, of to fikenhild i go.
>>
>>1740438
>Atlas with broken drive field
you got me fucked if you think i'm going anywhere at burn 4
>>
>>1740442
Build one of each in a system. Like if you have 3 planets in a system, have one with refining, one with heavy machinery, one with commerce, etc.

Diversify. Refining would be great on planets with good mining operations, since you can provide your own materials.
>>
>>1740442
Having refining and heavy industry/shipworks on the same planet also means that your supply lines can't be raided/interrupted.
>>
Is Imperium gud?
>>
>>1740751
no
>>
i have a planet/colony with luddic majority modifier.
can i build a mining industry and keep the modifer?
this is the only planet with organics.
>>1740618
>>1740607
idk if i'm explaining myself correctly,
i can have 4 industries on each planet/colony.
do i just build those
>mining
>refining
>heavy industry
>commerce
in all of them?
is there something else i need?
i have one planet/colony with high command and another with fuel production.
a third for farming and light industry.
>>
>>1740751
Yes it is.

>>1740775
You wanna diversify because redundant industries will only offer diminishing returns. IE it's more profitable to have less of each industry. Even if you're only talking singular planets, you'd be better off giving them a patrol HQ upgraded to a high command.
>>
>>1740157
>>1740161
>>1740187
>>1740206
thanks anons, i decided to go with sephira for now, will prolly switch to something else later
by the way, which faction would you consider the most carrier-centric? i played DME and it was pretty much all carriers
>>
>>1740778
>Yes it is.
Why thougheverbeit?
>>
>>1740775
no you can't
luddic majority only affects farming and light industry
any other industry and the modifier turns off
>>
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>>1740785
>which faction would you consider the most carrier-centric?
The isekai'd SEX faction
>>
>>1740790
That's a Semibreve-centric mod
>>
>>1740789
>no you can't
is building a mining industry for organics worth losing the +2 drugs and food and light industry production from the luddic majority modifier?
i have no other planets to get organics from.
>>
>>1740785
MVS wings and carriers are amazing. I should've included it in >>1740161 and I feel retarded for forgetting it.
>>
>>1740794
What level of organics is it? +1?
You're still better off making drugs + free port, that shit prints cash
>>
>>1740787
Good ships, good portraits, a fun faction with unique gimmicks like the hull packages.
>>
>>1740807
Does it have unique quests?
>>
>>1740802
>What level of organics is it?
adequate.
no + or -
>spoiler
good to know. thanks
>>
I really wish that portrait changer mod allowed you to change the portraits of AI cores. I tried to see if i could modify the .jar file myseld but i'm too much of a codelet.
>>
>>1740825
retard here.
i just move and replace vanilla portraits with portraits i find appealing. i just have to keep the same vanilla portrait name.
i replaced all vanilla female portraits this way.
>>
>>1740846
I wanted to give the AI cores on my fleet their own unique portraits though, that's the issue. Modifying my save file works fine but that's a massive pain in the ass.
>>
>>1740825
>>1740846
You can change portrait use in the factions folder.
>>
>>1740790
Strangely the only good carriers they have are their capitals.
>>
>>1740855
you want to change portraits of AI cores ONLY in your fleet?
that's weird and idk how.
>>
>>1739520
Bombers give you unlimited missile usage.
>>
>name mynfaction allies of luddics
>luddic church is my first colony crisis
>luddic path cells target me and lower stability
>they also organize an attack on me
i feel betrayed...
i even didn't use AI cores for their sake...
>>
>>1740871
luddic path hates tech, not just cores, so any industry labeled as industrial is going to get them into a melty
church only acts up when you have a luddic majority modifier in a colony, otherwise they're chill
>>
Does the Hegemony just dominate every Nexerelin campaign? I don't think I've ever seen it not roll over any faction it gives the stink eye, including modded factions.
>>
>>1740898
They've got to make up for jobbing all the time in the lore.
>>
>>1740898
Rebuilding the Domain, one corpse at a time
>>
>>1740898
>Hegemony roll over the sector
>While UAF get shit on by Legio Infernalis
Never gets old.
Also fuck Niah for not making the house of Kassadar a faction
>>
>>1740898
i did one Nex playthrough with no faction mods and the hegemony took over tri tach and the diktat worlds.
no matter how many times i took them back and returned the markets to them, the hegemony always took them back.
>>
>>1740898
Nex doesn't really have way to curb factions snowballing nor ways to represent how certain factions punch above or below their weight.
The PL is most likely overall weaker than the Heg, but the eventual result of another full blown war between them is up in the air. You don't see this in Nex.
>>
Anyone tried this mod ?
https://fractalsoftworks.com/forum/index.php?topic=18938.0
looks good desu
>>
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>>1740790
built for my hyperweapon
>>
>have fleet
>struggle to beat strong enemy fleets (deserters with 3 or more capitals, remnant ordos, etc.), need to bring reinforcements throughout the fight to keep on as losses mount
>AI ships often overflux, flagship doesn't do as much damage as I wish it did
>overall feel like I always need two ships going against one in order to win the engagement quickly

>look up the meta
>ditch half the fleet
>sell all weapons save for those with high range and damage or the most flux efficient
>build in the appropriate S mods
>suddenly BTFO everything with a smaller, leaner fleet with only 60% of the supply/month cost of the previous one

Interesting.
>>
>>1740975
shitter moment
>>
>>1740975
>look up the meta
post meta
i am facing your issue and i eventually settled on 1 radiant and 1 onslaught, 3 xiv eagles, 2 xiv dominators, 2 apogees, 6 glimmers with alpha AI cores, 3 monitors and 3 omens.
i can beat ordos and contact bounties with several capitals but i'm wondering how small can the fleet be.
>>
>>1740949
ships look nice except the eagle/falcon bashes
all those weapons mean i will never try it unfortunately
>>
>>1740983
>radiant
>6 glimmers with alpha cores
Doesn't that go way above the limit you get from automated ships? What is the max CR of those ships?
Personally I'm done with automated ships. Radiants are amazing but the nerf taking the skill to the last tier plus the hits to CR and the fact that the automated ships add to the DP total of your fleet, thus making your other skills worse, but for some reason don't affect the DP distribution in combat is just too much.
>>
>>1740949
Ships look cool, but in combat they are either underwhelming or overwhelming in my opinion.
Seems like the author rebalanced the mod since i tried it, so my info might be a bit outdated.
>>
>>1740999
>Doesn't that go way above the limit you get from automated ships?
idk.
>What is the max CR of those ships?
glimmers are at 75% and radiant is at 60%
>>
>>1740949
>reskin
YAWN nigga
>>
>>1741015
we don't sign our posts here.
>>
>>1741032
Get new material
>>
>>1741033
Deport yourself and I may.
>>
Found this thing and thought it would be a great mech mothership but ArmaA WINGCOM doesn't function properly with it sadly because of the left and right of the ship are separate modules.
>>
>>1741042
Put wingcom on one half and put alestes/valk exes, put pd/bombers on the other half. What ship?
>>
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>>1741044
Galaxia-class colony ship, WINGCOM has to be save-edited in the center of the ship, its actual purpose of hauling crew is probably not happening as much as the big number makes me want to S-mod berthing.
>>
>>1741052
I hate mod devs that just add 0s to things. Its like they didn't even bother to compare scale on anything. Ship holds over 10k people but it is smaller than an onslut. Right sure.
>>
>>1740245
>ironic for a mod of a faction that hates AI
It's a smokescreen
its actually 100% an aniweeb ziggurat mod filled to the brim with AI ships and AI phase ships
>>
>>1740983
The trve meta:
>hightech is expensive garbage
>range is king, put range hullmods on every ship and pick weapons with a range of 700 or more, also achieve electronic warfare supremacy
>if you got range advantage and you are decently mobile (speed >=70) the enemy can't do shit
>energy weapons mostly suck, ballistics and missiles got you covered
>get carriers and fill them with fighters to kill frigates
>cautious and steady are the good officer personalities. There's an argument for aggressive. Timid and reckless are garbage
>>
>>1741137
>hightech is expensive garbage
Early game Tempest gang bros, we are no longer meta...
>>
>>1741137
>>range is king, put range hullmods on every ship and pick weapons with a range of 700 or more, also achieve electronic warfare supremacy
And here I thought hightechfags were supposed to be the pussies lmao
>>
>>1741145
>hypervelocity drive-by shoots you from 1500 range away
>>
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>>1740952
Why are you posting a picture of me?
>>
>>1740938
My first Nex playthrough ever Heg and Tri tach started in an alliance. Shit was fucked. Thankfully I started with a Tri tach com because I hadn't done that yet
>>
>>1741172
TT and the church partner up way too often.
>>
>>1741062
You'd be surprised, a Nimitz can fit more than 5k people on board and it's a 21st century warship, not a 30th century dedicated transport ship. Scale is all over the fucking place too (given that >Kites are about the size of the TPC but hold 1/50 of the crew of an Onslut). Also, the additional 5k comes from Bulk Transport, and some bonuses given by skills don't really make sense.
>>
Range is good for large slow ships. Steady is good for slow or capital ships. Aggressive and Reckless is good for faster nimble ships, and doubly so for shorter range weapons. Cautious and Timid officers are pussies that shy away from shooting and will back off the second someone comes near. A Reckless officer is the only thing you should ever put in an Aurora and if you fit it with pulse lasers and ion cannons it can get up into a niggers face and brawl, no S-mods needed.
>>1741196
>Scale is all over the fucking place too
You can blow up several Invictus' worth of crew and no one bats an eye, but sat bomb Kanta's Den down a size and suddenly everyone shits their pants over "muh atrocities".
>>
>>1741154
who the ufck is this kid
>>
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>trying to fight the defenses protecting the cataphract in nekki
>keep getting this error
Anyone have an idea what mod this is from?
>>
>>1741222
At what point does it crash? When you interact with the Cataphract or when you start the battle?
>>
>>1741227
It happens in battle. The fight goes well for about a minute, and then it crashes randomly.
>>
>>1741216
>several Invictus' worth of crew and no one bats an eye
Technically they are not civilians so it is fine to kill them. But people living on the pirate/pather planets are not necessarily criminals.
>>
>>1741229
Seems like one of the ships is the problem, either your own or your enemy's.
Judging by the fact that it only happens when you try to fight the fleet defending the Cataphract (i.e remnants), i'd take a look at what ships are in that fleet that aren't from vanilla. You should find your culprit that way.
>>
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>>1741238
You think any of these ships could be a problem? They all look vanilla to me. I'm thinking it might be a ship on my end. I'll experiment and see what I can come up with.
>>
>>1741196
I agree scale is all over the place but the point is the mechs in that shot kind of throw the whole idea of that ship holding 15k people out the window.
>>
>>1741244
>phase remnant ship
lol
that's modded as hell + the 2 remnant cruisers
>>
>>1741244
Your original screenshot mentioned something about ship ai and shipsystems.
I'd assume the blackrock ship is the culprit, but i'm more-or-less just guessing to be honest.
>>
>>1741216
If you are slower then the opponent can pick when to engage and when to disengage.
If you are faster and have longer range, then you can maintain the distance of your longer ranged weapon and shoot at the opposing ship without it being able to retaliate, forcing it to keep its shields up and build-up hard flux while you don't. Longer range also allows you to bite at the sides of the enemy formation without getting in range of your target ship's buddies
In my experience this approach of fast ships with long range weapons make the AI much better at handling them without being destroyed. For your flagship you can certainly take much more risk and handle it properly
Slow ships can obviously still do well if they have got the firepower, armour and/or flux to outlast anybody else. The Onslaught (XIV) is slow as hell (and the system does help a lot) yet it is still a beast.
>Steady is good for slow or capital ships. Aggressive and Reckless is good for faster nimble ships
The difference between steady and aggressive is that aggressive officers will seek to be close enough to the target ship as to fire at it with point defense weapons. It is just exposing their own ship to an unnecessary risk
Reckless is even worse, since it doesn't take into consideration the threat of other ships
>A Reckless officer is the only thing you should ever put in an Aurora
Yeah mate try that against a full forced fleet with two pegasus, a conquest, five champions, two gryphons and a dozen eagles, hammerheads and sunders. A reckless officer isn't going to last a minute before being torn apart by missiles

If you are fighting near your colony or the core worlds and can get supplies and crewmen in a hitch it doesn't really matter, but in long expeditions away the cost of recovering two or three big ships destroyed in battle can be pretty steep
>>
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>>1741253
>>1741248
Wait, hold on fellas. I think I found the issue. I just did the battle again, and instead of sending all of my units out, I sent them all out one at a time. The error message didn't happen until I sent THIS ship out. If memory serves me, this is a Carter's Freetraders vessel. Now, the ship has never given me problems before, so it might be suffering from a mod incompatibility. I will test it independently to see.
>>
>>1741255
Okay, for some reason redoing that battle WITHOUT the CFT ship made it go smoothly. I'll tell you guys if I can reproduce this error in other battles.
>>
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>>1741255
>he uses carter's freetraders
Oh nonono
>>
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>>1741255
>he uses Carter's freetrannies
kekarooo
>>
>>1741267
>>1741264
So you think I should drop it? I'm a little too bloated on mods as is, I guess it wouldn't hurt to shave some fat.
>>
>>1741269
Drop it or switch it for another faction mod for your next playthrough at the very least. Dazs mods tend to be very, very unbalanced.
>>
>>1741279
Can't argue against that. They're kind of stupidly broken. Maybe I'll start this run over, since it was a CFT ship that was causing the crashes.
>>
>>1741269
Use whatever mods you want that anon is a sperg and probably is the lamp anon also.
>>
>>1741287
Nah, he made a good point. Just like how it was best for me to drop More Military Missions. It was fun, but it made it too easy to get money in the early game. I want to enjoy mods, not feel like I'm cheating. And funfact, that ship posted in the screenshot was pretty OP. It had a full on salvage gantry and did the work of 3 salvage rigs, at a fraction of the cost.
>>
>>1741292
These two >>1741264 >>1741267 are the same sperg who are not the same sperg as >>1741279

If you need someone else to tell you what mods to use or not use you are a bigger tranny than matdamon.
>>
I am thinking about Tempest builds with high scatter amplifier, but my brain seems to prefer advanced optics instead.
Maybe going phase lance, grav beam and sabot with autoloader isn't the best way to fit a Tempest, but I'm not sure.
>>
>>1741297
A prudent call, but on the other hand, I'm always happy to listen to criticism and feedback. If I didn't listen to anyone else and thought I knew better, I'd be no better than those modding cabal fellows.
>>
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>>1741297
good afternoon CY
>>
>>1741304
Well there is nothing wrong with taking in new info but the ones who gave you said info are 50% troon so beware. Just sayin fuck these faggots I only use my own mods anyhow.
>>
>>1741309
Nice try timid. No one buys your inspect element shenanigans.
>>
>>1741255
>Carter's Freetraders
remove dazs ware from your game right now
>>
>>1741312
ok noah
>>
>>1741314
Whoa fucking rude how dare you. Words hurt, anon.
>>
>>1741300
How about two pulsers for burst damage?
High tech ships are not really meant for ranged combat.
>>
>>1741310
That's why I took their posts into consideration, and in fairness, they are right. I've seen CFT capital ships singlehandedly take on even special snowflake OC ships from factions like the Aurora Federation and Legio Infernalis.
>>
>>1741321
UAF is a way worse mod to use than CFT. You can tune down CFT, you can't fix tranny brain.
>>
>>1741314
>calling someone the n word
Dude that is a bit much don't you think?
>>
>>1741326
Okay N'wah.
>>
>>1741330
I'd take that over n--h, just some shit you don't say to another person, you know?
>>
>>1741323
>uaf
>PD weapons costing 1 OP while being better than stock 5 OP PDs
>missile systems with 2500+ range, infinite ammo, and reloads faster than they can refire
>20-30 OP bombers that drop 10,000+ nukes that one shot cruisers or two shot capitals if both bombers go for the same target
>ships with 10, 20, 30 DP costs have 2x the flux, vent, armor, hull, shield, speed, mass, agility, and utility vs base game
i really wanna love uaf but it truly is the king of troon town
>>
>>1741344
These dudes can't help it the rot is in their heads before the mod is even coded.
>>
>>1741269
All Dazs mods are terrible
>>
>>1741344
>no one has released a rebalance mod yet
Is that not allowed or no one actually gives a shit? Back when I was playing Skyrim, people balancing other people's overpowered as fuck mods were commonplace.
>>
>>1741368
>not allowed or no one gives a shit
Probably both.
>>
>>1741368
In the modder social strata, CY is king, or quen or whatever the fuck that pag is now
>>
How do I fit a centurion?
If I put autocannons and ion cannon on it, ship can brawl frigates away, but has no proper pd. If I put vulcans/machineguns on it, it can melt missiles but has no option to retaliate in combat. (even with unstable injector as recommended on wiki)
>>
>>1741405
I like to pair some brawlers with a pd/support carrier.
>>
>>1741405
It doesn't need point defense if it can just damper field the damage away. Alternatively S-mod IPDAI and let your autocannons be the point defense.
>>
>>1741368
The types that have monopolized modding for Starsector are the the same types that take it personally when someone refactors their code.
>>
>>1741561
I'm gonna refactor your booty.
>>
>>1741405
>put autocannons/ion cannons
>build in integrated point defense

There ya go
>>
>>1741434
>>1741577
>S-mod IPDAI
I am trying to avoid using story point and git gud without legal cheats… But I guess some compromises are unavoidable.
>>
>>1741598
how is it cheats if you earned it
>>
>>1741599
You are getting advantage over similar ships under enemy control by getting free hullmods with additional bonuses.
>>
>>1741600
but enemy ships also have s mods?
>>
>>1741601
Not really? I don't remember, maybe there is a few s-modded bounties in vanilla, but usually this kind of thing is added by mods..
>>
>>1741062
I've seen that thing before, it's actually much larger than the card makes it look, about double the length of the Invictus and about as wide if I remember that one gigantic scale chart of fuckhueg modships correctly. That mod has a thing with ancient gigantic megaships with no shield, there's like five of them.
>>
>>1741062
I've seen that thing before, it's actually much larger than the card makes it look, about double the length of the Invictus and about as wide if I remember that one gigantic scale chart of fuckhueg modships correctly. That mod has a thing with ancient gigantic megaships with no shield, there's like five of them, seven if you count the fatass battlecarrier and the Invictus At Home.
>>
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https://files.catbox.moe/g2r23t.rar
Turns the ArmaA corporation into it's own faction and gives them control over New Meshan.
Overwrite normal ArmaA files with this.
>>
>>1741348
Carter's junk hull mods is pretty dank. Hivers is definitely garbo tho
>>
>>1741344
No way. The only really busted ships in uaf are the Persephone natsysyayya and the zepporia [if you shunt it and become armorwall], and the former will blow half your fleet up with shitty ai control of semis most of the time
>>
>>1741434
>damper field the damage away
Breach and Mining Blaster ignore damper fields.
>>
>>1741598
It did not use to require a story point to make any small turret behave like pd so i wouldnt feel bad about it.

Also its effect is unique and can create interesting changes to how a ship performs. Mortars make suprisingly good discount pd thanks to their range and assault guns absolutely shred everything, if you can handle the flux.
>>
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>edit bounty from mod
>magiclib stops loading that bounty for some reason
>revert changes
>magiclib still ignores it
>>
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I removed CFT, but I'm still getting this error. Which other mod do you think it could be? Do you think Xhan Empire or Blackrock Drive Yards could be responsible?
>>
>>1741801
Just post full modlist
>>
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>>1741827
Any culprits you suspect?
>>
>>1741831
Lost trannysector and bultach maybe
>>
>>1741840
Bultach never gave me trouble before. Lost Sector might be the culprit I guess. Does it make any changes to enemy AI?
>>
>>1741840
>>1741842
Been playing with a large modlist that includes LOST_SECTOR and i didn't have any sort of problems so far, so i doubt it.
>>
>>1741842
>Lost Sector
It is a poorly made mod with random crashes, both in combat or campaign map.
>>
>>1741850
>>1741849
Well, I didn't want to do this, but I might have to do a process of elimination. Just gonna have to turn off each mod one by one and see if the error pops up.
>>
>>1741244
>They all look vanilla to me.
lmao at least half of those ships and fighters are from mods.
>>
>>1741849
Have you updated it recently? What's the latest version? There's a guy on the forums suffering a similar issue, and he's on version 0.6.1d. I'm having the issue with 0.6.2d installed. if you haven't updated in a while, then there's a chance that it could've introduced a ship AI bug. Again, I can't be sure unless extensive testing is underwent.
>>
Anyone know how to remove the one lover limit from RS? I want Lover's Embrace on all of my wolf pack officers
>>
>>1741885
Isn't it in the settings of the mod?
>>
>>1741887

It is, apparently I'm a blind moron. Thanks!
>>
>>1741244
>They all look vanilla to me
>>
What (combat) ship do you think has the best captain's quarters?
>>
I'm thinking of making a formula and loading all the ships in vanilla into a spreadsheet to find out mathematically what the best ships in the game are.
Something like OP / DP is an obvious thing to measure and perhaps the most important value. Maintenance + fuel per light year could account for the strategy-layer cost of running the ship.
I'm not sure how to use hull, armour, flux capacity, dissipation and speed to it.
Maybe hull + armour + capacity could account for a general survivability value. Dissipation and speed could be paired with the OP / DP value to know the offense that the hull is capable of.

Obviously the end result wouldn't be perfect since you would want to take into account ship systems and weapon mounts, but I think it would be a great starting point to know which hulls are generally good and which ones suck.
>>
>>1741919
Kite maybe? It has place for 30 people, but you can pilot it with just two. I can imagine a massive bedroom for you to live in with your waifu.
>>
>>1741919
Starliner.
>combat
Paragon?
I assume HT ships just have pretty nice modern accomodations.
>>
>>1741926
Bro that's a commercial airliner.
>>
>>1741944
2 smol missile slots with expanded racks and eccm are a great combat value for just 2 dp.
>>
>>1741701
downloading right now.
>>
>>1741933
You are very charitable in assuming that the Tri Jew designers wouldn't make the most inhumane bug-man accomodations possible for all crew except the captain.
>>
>>1741975
>best captain's quarters
Also I highly doubt that the 4000 luddiniggers cramped in an invictus are having personal suites each
>>
>>1741985
Considering who actually designed the thing, the Invictus definitely has an entire manor complex and ballroom for the Captain’s pleasure, the rest get plantation slave accommodations.
>>
>>1741923
Do it the same way everybody doing this kind of thing does because it's the only way to do it: multiply every parameter you think matters by some arbitrary coefficient to represent its weight in combat effectiveness and add them all up. Enjoy everybody calling you a retard because everybody disagrees on what those coefficientd should be based on personal preferences.
>>
high tech good
>>
>>1741761
>Carter's junk hull mods is pretty dank
It's overpowered bullshit is what it is
>>
>>1741764
not with that attitude
>>1741765
The reasoning was that IPDAI wasn't chosen as a hullmod very often because people just wanted more damage out of their PD and not for all their small guns to act as PD. So he changed it to an S-mod perk and reduced the OP costs.
>>
Why doesn't TT make hot androids to honey trap Heg officers?
>>
>>1741919
Odyssey. It was used as a corporate exploration capital, and in its description it was noted to have officer boardrooms which were too big. For being out on the frontiers for long periods of time having some luxury for the captain, officers, and command crew is probably a thought put into the design. Apogee is probably similar.
>>
If I play Nex, is there an option when I pick which faction to be associated with where I am not in control of them? I picked Mayasura and Mairaath was in my control.
>>
>>1742061
Wait you can control starting faction in Nex?
>>
>>1742065
I didn't play for very long at all, was just testing out setting up. I could build stuff on the planet; I don't know about controlliong the faction as a whole.
>>
>>1741883
Using 0.6.2d and i haven't encountered any problems.
>>
>>1742072
I'm gonna try uninstalling it anyway and seeing if it fixes anything.
>>
>>1742038
Ipdai's change is due to alex got wind of people using it to extend any small weapon range from PD skill. Noticibaly 400m>600m antimatter blaster on ziggurat.
This is a lot better than ballistic range finder as it serves energy mount too and ship without large ballistic and free bonus on target leading if not having gunnery and the rest of PD bonus and target leading is free.
I still recommend IPDAI for any officerless ship to increase projectile accuracy if the build emphasis the offensive. Long range, fast strafe, in and out of range all has better response and hit rate.
>>
>>1742058
Robot Women are bad for your health, Anon (your penis will get stuck in their semen compartment).
>>
>>1741923
People with your mindset of finding the best just piss and shit themselves over not finding XIV onslaught or some blueprint or AI wasted that non existing potential because their metrics fails to take account for that.
>>
>>1741919
Mercury if you a neet
>>
>>1742154
That scenario is completely made up in your mind.
In any case, finding a particular hull you want is not difficult at all in this game past the very early game.
Just get contacts with the major factions and wait for them to sell you ships or even ask you to buy nanoforge production with their own blueprints.
>>
>>1742065
It's just space poojets
>>
>>1741831
how many hotfixes do you have for secrets of the frontier? the earlier 14 releases had some issues
>>
>can't think of a celestial body to name my new guy after
It's over
>>
>>1741667
>>1741670
The screenshot shows the mechs next to it in flight. Those mechs are not big.
>>
>>1742193
Mark Titan
Bruce Kuiper
Anon Uranus
>>
>>1741701
Why would anyone need this when the dev is already doing that and ArmaA already is its own faction just like MRC?
>>1742025
>he says, while using uaf and iron shell in his programming socks
>>
>>1742193
My go-to Spacer name is Kain Taurion, after (Alpha) Centauri.
>>
>>1742205
Should be Ken Taurion because you're kenough to take over the sector.
>>
I'm going to do a long playthrough using only ships from that mod. Yeah, that one mod.
>>
>>1742215
No you aren't you're a liar.
>>
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Okay so I got the chart going.
Basically:
I compared all the vanilla combat ships, excluding phase ships and carriers.
Since the values are all over the place the base numbers couldn't be compared what I did was compare the values of a given hull to the average in that category.
Basically, if one ship has 1000 hull and 150 OP and another ship has 1100 hull and 100 OP, a basic sum would make it seem like the second ship is superior (it would be 1150 vs 1200). Using averages serves to balance all the stats, self-correcting for the fact that the numerical values in some stats are far larger than in others. Thus we are only seeing the percentage that a ship is better than another one in a given category, and them adding up those percentages translated to fractions. So, in the aforementioned example, the first one is 50% better in OP while the second one is only 10% better in hull. Everything else being the same, the first one is better.
I did end up putting a weight to OP and speed, making OP twice as important and speed half as important. This is still more elegant than just grabbing the raw hull or armor number and multiplying it by X then adding it to flux capacity divided by Y.
Then the "Efficiency" column is the weighted value divided by DP.
The "Cost" column is just the addition of DP and fuel cost per lightyear. I ended up not using it for any other calculation.

A few notes:
Paragon seems surprisingly low.
Smaller hulls seem to be much more efficient per DP.
Assuming a 240 DP limit divided amongst just 30 ships, the shrike seems to be the best ship for a monohull fleet.
>>
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I'm getting filtered by the tutorial. The pirates have cruisers, energy weapons and high tech ships, all I have is a hammerhead and a few frigates full of D mods.
>>
>>1742256
>The pirates have cruisers, energy weapons and high tech ships
Tutorial or missions at the start menu. Those missions at the start menu are supposed to be tough challenges not a tutorial.
>>
>>1742242
I think it is best to just use this to compare ships within the same size, accounting to the different roles they have.
Centurion is likely the best frigate in the game (per DP) but that doesn't necessarily mean that you have to take 10 centurions over an onslaught.
>>
Speaking of those missions I always thought this mod was cool that adds stuff to the storymode if you beat those missions.
https://fractalsoftworks.com/forum/index.php?topic=24771.0 Nothing super overpowered but I find it a nice addition to the game. The only real OP thing is the salvage palettes from Callisto and even then its time balanced.
>>
>>1742260
brawler.
>>
>>1742257
The pirates blocking the jump gate in Galatia. I haven't played in a long time but I don't remember them being this strong
>>
>>1742266
What mods are you using? It should be a simple fight with the stuff you can salvage near the hammerhead.
>>
>>1742256
>>1742266
wut
>>
>>1742266
You can separate the two fleets camping the jump point. It's tricky but it's easier than fighting them at the same time.
>>
>>1742268
No mods bruh this shit is vanilla, they have a cruiser, a destroyer and 2 frigates on the inner jump point and 2 destroyers, 5 frigates on the outer one
>>
>>1742279
The others are just bounties you only need to stabilize the gate. You don't have to even fight them if you can get around them. There is only one exit in galatia
>>
>>1742284
jump point not gate*
>>
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>>1742199
Think again anon. Those mechs are retardedly scaled, the thing's fuckhueg.
>>
>>1742300
I know the scale next to normal ships, that ship isn't 15k crew large. Nice job putting another random modded ship next to it though kek
>Think again
Nigger this isn't a batman cartoon
>>
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>>1742313
Here, have it next to an Invictus then you seething autist. If Alex's buttplug can hold 4k (presumably in that white part in the middle unless there's bunks in the exposed conduit-trenches), then I think the Costa Concordia here being 100% dedicated to crew-carrying can hold 10k.
>>
>>1742273
>>1742284
Also how do I get my frigates to fight more defensively? My Hounds just charge in and die trying to take on ships twice their size unless I order them to stay back
>>
>>1742325
show it in game, seething autist.
>>
>>1742330
He did, spazz
>>
>>1742331
Nah "he" didn't spazz, thats not in game nex to an invictus.
>>
>>1742201
>>he says, while using uaf and iron shell in his programming socks
nah
the only waifu mods I use are sotf and mimikko assistants
>>
>>1742333
eww wasted numericals
>>
>>1742335
don't care
currently balls deep in my AI waifus artificial wombs
>>
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>>1742330
Does this suit your high standards then anon?
>>
>>1742337
Thats not how any of that works, you're going to need a tetanus shot from cumming in those usb ports.
>>
teta anus shot haha
>>
>>1742338
>he changed the scale
kek why?
>>
>>1742341
While it is true that anon's micropenis could probably fit inside a usb port, USB slots typically only have the outside comprised from stainless steel. The contacts themselves (which I can only assume will be giving anon an exciting sounding experience) are actually comprised from a copper alloy or brass typically.
>>
>>1742347
did you just uhm actually anon fucking a usb port?
>>
>>1742345
What are you even talking about? That's the same scale the thing's always been.
>>
>>1741801
Looks to be one of the mods that uses LazyLib as a base. Disable LazyLib and see which mods are auto-disabled along with it, should narrow it down for you.
>>
>>1742351
Yes.
>>
>>1742352
KEK c'mon anon its funny you don't have to keep the ruse up anymore.
>>
>>1742359
I don't know what weird story you've made up inside your head anon. Why don't you explain what you think happened instead of just schizoing about it?
>>
>>1742363
>>1742345
>>
>>1742364
Changed the scale from what anon?
>>
>>1742368
kek
>>
>>1742371
Ah, I see that even toddler lead-by-the-hand-to-get-them-to-actually-explain techniques are useless against the sheer density of your schizophrenia.
I kneel, schizo.
>>
>He's still going
>>
>>1742377
Is "he" in the room with us right now?
>>
>>1742375
yes, its that guy thats the schizo here...
>>
I made a mech and its pretty cool.
>>
>>1742424
…can we see it?
>>
>>1742484
WHOA you can't just ask to see someone's mech like that its a personal thing.
>>
>>1742201
>and ArmaA already is its own faction just like MRC?
It's not though? It's an indie sub-faction, they've got no presence on the campaign map.
>>
>>1742494
Read the whole post.
>>
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>>1742499
???
The post you originally replied to had shit that turns the ArmaA corp into it's own fully-fledged faction with it's own planet, commission and compatibility for Nex diplomacy events.
I.e they aren't relegated to an indie sub-market anymore.
>>
>>1742514
And thats what the dev plans are longterm like MRC...
>>
Just a remainder that if you use:
>carriers
>phase ships
>ziggurat
>remnant ships
>meta setups
>more than one capital
You didn't beat the game.
>>
>>1742550
nah thats you
>>
>>1742550
>carriers
I understand that they can be spammed to break the game, but even one or two is too much?
Also, aren't most remnant ships really not that great?
>>
>>1742554
carriers rule anon drools
>>
>>1742550
i dont remember niggurat being THAT good. it always die first whenever i let AI pilot it
>>
>>1742554
>needs to be carried by carriers
oh no no no
just learn to drift nigga
shoot shoot that frigate, no broadsword required nigga
>>
>>1742186
I have the latest version, 0.14.

>>1742354
Will do. I'll report back if I have any findings.
>>
>>1742568
We don't sign our posts here.
>>
>>1742354
Lost Sector has lazylib as a dependency, so that just further points to it being a possible candidate.
>>
who needs carriers when you could just shit out hounds with fighter clamps and a talon squadron each
>>
>>1742626
that would be a carrier
>>
>>1742630
But it isn't. If there is no hangar and no way for strikecraft to land it cannot be a carrier. It's no different to a bomber or missile boat.
>>
I hate how game is hardcoded to stop giving me appropriate bounties every time I am looking to do some mercenary job. It always either 2 frigates and a dram or pristine capital with massive cruiser escort.
>>
>>1742635
Get a military high importance contact and do a bunch of missions for them.
Eventually they will start handing you bounties to kill 5 destroyers for 700,000 credits.
Sure, those 5 destroyers have 3 S-mods each and level 10 officers, but they are still destroyers and for the money you are being paid you can spare the supplies needed to massively outnumber them.
>>
>>1742634
nope its carrying the strikecraft
>>
>>1742641
yet the strikecraft don't land, they cannot be a carrier unless you extend the definition and call things that carry things carriers, in which case everything becomes a carrier and that would make you a pussy for being carried by your fleet
>>
>>1742635
I guess you cool it off too much so it starts with 50k again, or you chained a lot so it ramped up and you couldn't keep up. It is hilarious that alex couldn't just spawn mission A)as player wish B)based on pass success. Could have created a tier system for bounties and ranking up.
>>1742638
can contact mission be picked up on comm or I always has to stop by that damn planet?
>>
>>1742550
Just a reminder that you are a flaming homosexual.
>>
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Okay. So Lost Sector wasn't causing the problems. I can cross that off the list. As an earlier anon suggested, I'll have to check every mod that has lazylib as a dependency.
>>
>>1742754
On the plus side, the list of mods I need to check should be minimal, since I can cross-reference my mod list with another guy having the same issue.

https://fractalsoftworks.com/forum/index.php?topic=29024.0

One of these should be causing the issue for both of us.
>>
>>1742401
Well yes, not using a scale comparison of an in-game screenshot vs the actual assets makes the other guy a total moron or a socially stunted autist.
>>
>>1742643
>nooooo its not a carrier even though it has strikecraft because I say it is
nah
>>
>>1742784
I don't see them landing bro. They're just DEM missiles with a dude inside.
>>
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>>1742550
>>
>>1742787
Oh no its actually retarded.
>>
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>>1742793
Listen, I hate to say it, but you're the plain retarded one. Sneethe about it and stay mad fag.
>>
Y'know, this has been, for the most part, a pretty chill thread. You think it's because of the misspelling in the OP?
>>
>ship carries ships, ships fly around ships
>NOOO ITS NOT A CARRIER BECAUSE IS SAY SO
kek
>>
>>1742799
shut up noah/timid/matdamon/etc.
>>
>so assblasted by a definition he can only greentext about how retarded he is
KWAB
>>
>>1742806
I'm sorry you're so assblasted, greentext "anon"
>>
>>1742809
I appreciate the (you), noah
>>
Whoa, you can't just go around calling people the n word
>>
>>1742814
Fucking rude. I was joking around, you're just being hurtful.
>>
>>1742626
>fighter clamps
What mod are those from, and what's their drawback? I want to make a retarded fleet that's just frigates with fighters.
>>
>>1742835
Kite swarms are hilarious.
When it comes to fighterspam I prefer converted mules though.
>>
Okay, so I think I've narrowed down the possible problems causing the error. I've been looking at each mod dependent on lazylib, and experimenting and seeing if the issue persists. Here's my work so far. For the record, one of these is my modlist, the other is a modlist from a person on the forums experiencing the same issue. By process of elimination, I marked off mods that aren't installed on both of our games, since there has to be a common mod causing the problem, so it should be one that both of us have installed.

Right now the list has been narrowed down to this:

>unknown skies
>SS arma
>ship and weapon pack
>Nexerelin
>lazylib
>Lunalib
>Graphicslib
>Industrial evolution
>Hyperdrive
>HMI
>Speedup
>Diable

I disabled Lost Sector and combat chatter, to no avail, as the error still persisted even on a new save. So they've been ruled out. I'm also ruling out the 3 library mods (graphic, lazy and luna) since they worked just fine earlier. I'm ruling out Diable because he has a completely different version, so it can't be a problem in both.

Thoughts?
>>
try a new save without unknown skies and hmi
>>
>>1742877
That's my next plan of action.
>>
>>1742880
I use all those other than hyperdrive, hmi, and unknown skies with 0 issues plus a lot other shit.
>>
>>1742892
I don't think Unknown skies is the culprit, but it'll be worth experimenting without it anyway. HMI, on the other hand, is the one that added all of the non-vanilla remnant ships from all of my past screenshots, so it could very well be the perpetrator here.
>>
>>1742896
Indeed just mentioning my own experience for the sake of your sanity.
>>
>>1742875
i would've said it might be my mech music mod since am retarded but you don't have it so idk at this point.

i'll give you this though: i have these mods
>SS arma
>lazylib
>Lunalib
>Graphicslib
>Industrial evolution
>Hyperdrive
>Speedup
in my save and i have never experienced this crash. so maybe one of the remaining ones? oooor you've got an old buggy version of something or it's a mod conflict.
>>
>>1742913
you are indeed a retard
>>
>>1742914
yes, that i am, selkie. oh also, since it's a combat crash, i don't think hyperdrive could do anything because it's a campaign only thing?
>>
>>1742915
>selkie
nice try timid
>>
>>1742919
funny how anons try to bury you into the ground with insults from all over the planet and then it just goes
>>1741326
>>1741330
>>1741333

lol anyway boggled. have you made the decision to go back yet?
>>
>>1742913
Yeah, I've never had a problem with those mods in the past. Like a guy before said, it could possibly be HMI. I also tend to update all of my mods the moment an update is available for them so nothing should be obsolete. There IS the possibility of mod conflict, never thought of that.
>>
>>1742920
yeah ok chase
>>
>>1742923
who is this "cheese" you speak of, dragn?
>>
>>1742924
I could go for some cheese sticks right now.
>>
>>1742925
too bad! all the good cheese is on gilead. do you walk the path?
>>
>>1742927
Anyone cool praises ludd, brother.
>>
>>1742928
so say we all- i mean ame- uh the uhhh i mean burn bright, walker.
>>
>>1742759
Anon, I will be real with you here. I read your post several times over, looked back at the posts in question several times, and I genuinely have no idea what the fuck you think should have been done.

Did you want a side-by-side of the in-game screenshot next to the thing of the sprites pasted next to one another?
>>
>>1742930
i think we need a banana for scale while showcasing a paragon. that should do it?
>>
oh. it's about that big white capital. a banan would still suffice i believe.
>>
>>1742934
>its that bwc
true horror when the bwc shows up
>>
File: One_Billionth_Bannana.png (1.97 MB, 1775x899)
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>>1742932
Well, there is this I guess.
>>
>>1742936
galactic fruit for comparison?
>>
>tri jews send mercenaries against my system
>beat the command fleet
>my high command in one colony and patrol HQs in every colony couldn't clean up the remaining "fleets" comprising of 1 capital, 2-4 cruisers and a bunch of destroyers
why did i even bother building those structures?
i'm on my way to clean my system up.
>>
>>1742948
>he doesn't have high command on every planet he has a military installation on
anon!
who is there to blame except yourself?
>>
>>1742948
>he doesnt have orbital works on every planet
NIGGA
>>
ai sexo
>>
>>1742967
>CLANG CLANG CLANG
>CLANG CLANG CLANG
>CLANG CLANG CLANG
>SELF-REPLICATE SELF-REPLICATE SELF-REPLICATE
>>
>>1742967
I'm going to cum inside Radiant
>>
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>>1742974
damn...
>>
who made the AI cores?
>>
>>1742983
me
it came to me in a dream where i had sex with an ai
>>
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>>1742974
I hope at one point we can repair the ship in vanilla. Near infinite storage/crew space and could act as a miniature mobile colony with 1 industry.
>>
>>1742986
>burn: 3
>>
>>1742986
On one hand, giant factory ship that makes free ships from metals.
On the other, it is automated, the ship's it makes are automated, and none of them know what a shield is.
>>
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>>1742989
>the smodded oxes in my fleet
>>
Tell me a mod faction and I’ll do a new game with it.
>>
>>1743006
San-Iris. Tentacle engines are cool as fuck.
>>
>>1742998
>oxes
anons actually use those resources guzzlers?
>>
>>1743006
UAF
>>
>>1743009
One or two with efficiency overhaul is fine for endgame, I think.
>>
>>1742995
>hides behind 1 trillion ramparts
>>
>>1743009
Tugs are for endgame, and by that point you have more than enough cash flow to not give a shit about their maintenance cost. Plus, if you think about it Augmented Drive Field costs more than a Tug considering ordnance points are a life and death situation.
>>
>Cybernetic Augmentation
>Full red
This is fun.
>>
>>1742936
DO YOU WANT A BANANA?
PEEL IT DOWN AND GO HMM HMM HMMMMM
DO YOU WANT A BANANA?
THIS BANANA'S FOR YOUUUUUU
>>
>>1741344
lol?
95% of UAF ships are garbage. Only good thing about them are the OP fighters
>>
I love Ludd
>>
>>1743108
No you don’t
>>
Is it just me, or has this game's modding scene slowed to a crawl over the past couple of months?
>>
>>1743219
It’s been slowing for years. No one wants to come back and update their shit when an ancient game updates. It’s all Alex’s fault for taking an eternity to finish the game.
>>
So what would be actual realistic prices for the colony items?
>>
>>1743227
In real life an aircraft carrier costs $13,000,000,000
>>
>>1742948
The real jew here is (You) all along
>>
>>1743108
You're a tranny fucker?
You know Ludd is trans right?
>>
Will I get tax deductions if I knock up Ava Nitia? Surely the Hegemony wants to incentivize population growth.
>>
>>1742952
wait WHAT?!
how many high commands do i need?
>>1742965
i'm still upgrading them.
i have one luddic planet that will have the 3rd industry slot forever empty and one planet that i haven't gotten around to building one on it yet.
>>1743248
i-i'm no jew!
i don't use AI cores except on my ships
>>
>>1743256
Wouldn't you know, Noah
>>
>>1743227
A pristine nanoforge would probably be almost priceless. It should deserve the "talk to a faction npc" treatment that the planet killer got, except even more impactful. I would say, going off of how a pristine nanoforge would be significant at a strategic level, 5 million at least would probably be more than fair, plus a massive rep boost. It'd be interesting if different factions have different prices though, like how Tri-tach is the megacorp but also doesn't have one so they'd probably be willing to pay through the nose.
>>
>>1743360
>5 million at least
50m*
>>
>>1743360
retard here, is a pristine nanoforge that good for player colony?
i have 2 and 3 corrupted
>>
Ya'll gay as fuck
>>
>>1743360
A pristine nanoforge would be an entire planet for you to rule. Maybe class V at least. That's based on lore capabilities of course, the actual in-game effect is rather lackluster and worth nowhere near as much. Then again the setting itself has gradually evolved from being DRM hell to something a bit more industrially capable.
>>
>>1743370
Use better mods.
>>
>the player is able to find colony items easily even at the start and with a shit fleet
>those top-tier indie merc fleets couldn't find shit over 200 years
lol
>>
>>1743406
The Persean Sector is also tiny in vanilla. Really it should take months or even years of travelling at light speed to get to the outer reaches but that obviously wouldn't work with the timescale the game uses.
>>
>someone did the "save the children" bounty before I could do it
>the one that gives you the virtuous
>can't find the virtuous wreck anywhere
Can vulture scavengers claim the wreck?
>>
>>1743412
hyperspace is literally FTL
>>
>>1743424
>Can vulture scavengers claim the wreck?
The AI can only scavenge actual ships if they're in world spawn locations, ie. Debris rings, asteroid belts/fields, planetary bodies, hyperspace etc.

Theoretically if a unique ship gets wrecked in battle, AND drifts in to a world spawn location, AND there's a scavenger fleet there, AND they run the scavenge rule, it's possible for them to claim the wreck, which de-spawn the ship from the game. But the chances are slim.
>>
>>1743485
When I entered the system, there were no less than 5 salvage fleets, and Diable's system is full of asteroid belts and debris rings and planetary bodies, so yeah I'm royally screwed.
>>
>>1743424
>>1743494
At this point, just use the console commands mod and spawn it in. Nobody will care.
>>
>>1743510
It really doesn't matter to me anyway, because of the virtuous starter option, but it was a shame.
>>
>>1743519
>addship's you
>>
>>1743424
Just kill The Last Line yourself
>>
>>1743657
This was before I even got a fleet up. You'd be surprisedly how quickly someone will invade Diable's system and slaughter their fleets. Admittedly, it was my fault since I should've been in system to nab the Virtuous, incase the Last Line was destroyed from an invasion fleet. My mistake.

You tend to ignore invasion fleets unless they're of a certain size. I've personally become accustomed to ignoring anything that doesn't have more than 4 fleets. Anything above that makes for good salvage.
>>
>>1743689
Didn't the faggot Matt give a way to get the virtuous without going hostile to DA?
>>
>>1743693
Don't remember. Probably a gay questline or something.
>>
Starsector? More like StarSEXtor!
>>
>>1743879
With remnants!
>>
>>1742930
If you need to put pixel markers in a straight line then that means there is no scaling difference from the assets or is a universal resize which doesn't actually change the difference between the two ships.
>>
>>1736550
>hear a light go off
>goosebumps
>sensor ghost appears
>I KNOW he's not real, but........
AHHHHHH
>>
Anon from earlier who kept having that weird error crashing message. I didn't want to do this, but there's no other options left.

>uninstalled + reinstalled the entire game
>deleted and then re-downloaded every single mod
>further cleaned out the modlist

At the very least, my previous experiments have shown that Lost Sector, HMI, Unknown skies, and several others are clean and aren't the cause of the issue. With that said, if the issue still persists, I'll have to keep getting more extreme. Already uninstalled Blackrock Drive yards, and I'm gonna run a test without Xhan Empire. I may also try a run without Bultach. Anything with lazylib as a dependency could be the cause.
>>
>>1743958
Blackrock is fucking ancient, it's not going to be that.
>>
>>1743979
Still, I need to test everything. Every single last mod has to be on the chopping block. Plus, it being ancient means that it could be having a conflict with another mod, since the only way I've been able to play it is with a fan compatibility patch, which came with an unofficial balance addon. It could be the culprit, so it's worth it to be thorough.
>>
>>1743958
im still going to say its secrets of the frontier and the addtional combat objectives it spawns which probably conflict with the remants you fought earlier
>>
>>1744000
You know what, you might be right. I AM using a beta version that's technically not ready for release. Come to think of it, I should've removed that one first.
>>
>>1744000
>>1744011
Right now, the next test will involve the following:

>temporary removal of bultach and xhan empire, and blackrock just to be certain
>removal of ship and weapon pack (another user on the forum has this mod installed, and they're having the same error as me)
>removal of SOTF
>>
>>1743958
>>1743979
Blackrock crashes my game whenever the Gonodactylus hits with its special missile, it could definitely be something within it that just doesn't play nice with current starsector.
>>
Still don't know what to name my guy
>>
>>1743227
You should be able to trade a pristine nanoforge to the Hegemony in exchange for Neriene Rao's hand in marriage.
>>
>>1744062
Neriene Rao looks like some young italian man with an instagram account.
>>
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>league takes 70k of my colony income
>also have mod to make commission give me chump change instead of actual good cash
>fuck it break agreement
>literally 2 days later a hegemony inspection fleet pops into the system
>anyway want to reduce 20% agreement to 0
>steal nanoforge and tac. bomb kazeron before they even deploy their 14 fleet shitmada
>negotiate
>give nanoforge back
>agreement established
>relations go from 100 to -60 to 7 in the span of 1 day
but what if...
>steal nanoforge again the NEXT fucking day
>-5 relations
>still in agreement with PL and their pristine in my cargo holds
>even raid once for blueprints, negative relations still in cooperation.
do kazerontards really?

also is there a way to stop inspection fleets now? i heards something like that.
>>
>>1744062
You mean Kim, Ava, and Celeste's hands?
>>
>>1744111
>inspection fleets now?
Kill the 3 times and go talk to the high brazilian nigger
>>
>>1744111
Heg will send three fleets after your colonies.
First two are pretty easy. Third one is huge. You can btfo the third fleet by tactical bombing the planet it comes from while it is being prepared.
Afterwards go talk with manlet nigga and tell him to fuck off.
>>
I feel like tac-bombing is too easy. Just about every crisis can be solved by tac-bombing the origin planet, and given that they're supposed to be end-game threats, it's a bit sad that you can kneecap the faction's subjugation fleets that easily before they're even in orbit.
Additionally, they're some of the most fun fleets to fight against. Not just the shitty pirate ships or overwhelming remnant ships, but actual ships like the ones you have in your fleet, engaging in mostly equal grounds, and all factions are different in fun ways.
>>
>>1744272
Sat bombing then
>>
i just fight the fleets head on.
it's no fun nipping them in the bud.
>>
>those mercenaries with their puny fleets i left them actually managed to destroy 3 stations (not maxed out) and disrupt several of my industries before i arrived at my system
i'm livid!
i'll get my 6k marines and disrupt all the tri jew industries i can manage to.
>>
For me, it’s the Sabot. The best missile in the sector.
>>
>>1744360
Assume every fleet in the sector is as capableas the player in combat until they're actually facing the player in combat.
>>
>>1744358
>>1744358
>>1744358
>>
>>1744441
Nah, this threads still good for like a day or more.
>>
saars how do i put a ship from a previous version of a mod into the current version of it
>>
>>1744835
DO NOT REDEEM THE MODINFO



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