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08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
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modding is pain
>>
>>2129034
transsexuals vs normal men
>>
>>2129034
rape-haters versus rape-appreciators
(only rapists have the drive, discipline, passion, technical skill, and iron will to extensively implement their vision in rules.csv)
>>
>>2129057
99% of mods that suck, suck because their writing is trash. It's easy to shift numbers, making the numbers compelling is hard.
>>
>>2129034
rules.csv, fuck yeah
>>
>samefag schizo forcebumping
Sad development for this game
>>
>gay bitch bleating and crying
sad development for the board
>>
>>2129034
SNEED
>>
I was so starved for starsector content that I tried ashes of the domain
There are numerous market changes, first of which I noticed was that Culann was producing ungodly amounts of everything it makes in vanilla while having AI cores on all industries. In addition, farming appears to be massively nerfed across the sector to the point I saw food shortages in the 6000+ range in the first year. My game had the first decivilization notification before 3 years had passed, whereas my vanilla+nex playthrough had a single devilization warning in 25 years of ingame playtime and that one resolved itself despite being on a faction colony
I don't even care about the colony stuff after this first impression
I played a meme mod and got memed on
>>
>>2129199
seats of power is ok
dreams of past is good
rest is shit
>>
>>2129199
The only good thing about AOTD is the ability to farm Omega weapons, salvageable Guardian and restoring the Ziggurat's High Volition Attractor
>>
>>2129087
Thanks for sharing, Dr. Dirlewanger.
>>
Selkie pit
>>
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>>2129225
Always a pleasure.
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>>2129199
Why not try to make your own content? Take the mod pill and become a contributor to society.
>>
>>2129339
Not sure what a /vst/ mod for starsector would be like Is it like /vp/'s pokemon clover where there a lot of 4chan humor?
>>
>>2129199
I added ashes+industrial evolution to my modlist and while I definitely prefer not having them, they do add some interesting stuff.
>>
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>>2129377
speaking of ind.evo, the dev is adding meteor showers
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>>2129477
what a fucking retard
who asked for this?
>>
>>2129477
One more annoying bullshit to turn off, nice. Oh wait you won't be able to because the option in lunalib will be "broken"
>>
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About to start a new playthrough, I've only really played vanilla before and only one time
How many arma mechs can I fit in to my fleet? Is it realistic to have a few bigass carriers and swarm the enemy with mechs, with a couple giant ones as big finishers?
Basically: can I reenact gunbuster?
>>
>>2129486
its an extension to the mod, it doesnt come packaged with it
>>
>>2129487
>How many arma mechs can I fit in to my fleet?
All of them, btw get yourself Diable Avionics because it have fighters that turn into mechs, but also edit the fleet/wolf pack skills to work in reverse. Seriously it make no sense except for "balance" for these skills to work the way they do.
>>
imagine installing Shartley's mod
>>
>>2129116
>Sad development for this game
is it really? with all the other garbage that has happened in this games development hell and community cesspit is this really that sad a development in comparison?
>>
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>get back into sector
>update all ~130 of my mods
>run
>game crashes on finishing load
>spend an afternoon narrowing down which mod is the problem
>it's graphicslib
>i have no face when
>investigate
>some forum post from april was reporting the same fault
>mod dev said "you need to update to .98RC8"
>update my sector from RC5 to RC8
>Enable All, fuck it we ball
>it works flawlessly
>my face when
>>
>>2129646
there aren't even 30~ mods worth using
what slop are you diving in with 150
>>
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>>2129649
i grabbed almost everything that looked decent except for the translated chinkshit
the game is barely recognizable and that's just how i like it
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>>2129658
>Persean sector is now overpopulated
Pure haram
>>
>>2129658
you're literally subjecting yourself to a worse experience compared to vanilla
>>
>>2129487
>Is it realistic to have a few bigass carriers and swarm the enemy with mechs, with a couple giant ones as big finishers?
it's very viable. get yourself a battlecarrier like the Legion, it's made for this. we're several patches past the apex of carrier-cruiser meta but it's still a strong fleet concept. Legion for the fleet anchor, plus an escort destroyer or for additional bulk, maybe a heavy cruiser like champion or dominator to provide a 'pusher', backfill with a couple carriers (heron etc), and then load up on as many (AA) fighters, wanzers & 'phracts as you can carry.
>>
>>2129665
nta, anon how long do you think some of us have played this game?
>>
>>2129672
just play something else if you're content with diluting wine with water from the gutter
>>
>>2129675
i am dipping my balls in this wine as ludd intended
>>
>>2129339
unfortunately everyone WILL kneel to the cancer that is rules and forget about making mods
>>
>>2129638
If you see someone took a shit on your front door do you also squat down and take a shit? Alright, cool, tit-for-tat but you're the one stepping in shit each day. I mean you do you but if you're forcing a general about a game where everything worth saying has been said gorillion+1 times already shouldn't you try and make it better than the lowest of the low bottomfeeder /v/ thread or less goddamn cringe than the official forums? I mean, look at this shit. It's embarrassing. Last three threads were just low effort shitposting and that's being generous.
>>
>>2129665
>a worse experience compared to vanilla
thats not possible because vanilla is not worth playing outside of every 2 years when mods break and you do a quick 5 hour playthrough to see the new shit alex added
>>
>>2129689
>squat down and take a shit
Yes saar, I think I will and you will step in it with me each time.
>>
>>2129694
>why do people hate niggers
>>
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>>2129484
Me

>>2129487
Completely viable, I've been using the UAF ArmaA addon to reenact Macross on pirates, Threat and Legio for the past week before I fucked up and corrupted my save file trying to mod in a Yamato clone. For mechs your big options are Hegemony with their XIV mechs (for some stupid reason you'll need to take a bounty on a Heg fleet to get the blueprint, though), midline has a ton of mech shit including the White Base knockoff mech carrier, Hightech has a few goodies and then there's the Diable Avionics ArmaA addon with its wanzers, some of which are Valkyrie-adjacent

Can't speak for him but my modlist is in the triple digits as well
>>
>>2129658
Based chaos enjoyer CHAD
>>
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>>2129701
>Yamato clone
try the sunrider. 60 DP battlecarrier with a wave motion gun and a short-range warp jump.
>>
>>2129747
Sunrider is definitely neat I must admit
>>
So the mot recent blog posts hints that there's and update soon. But will it be 0.98 RC9 or is it going to be Coming Soon™ 0.99? I'm more interested in the AI changes to the Defend order so ships can actually form a battle line instead of 3 separate blobs of getting in each other's way bullshit.
>>
>>2129846
>so ships can actually form a battle line
We finally getting formations?
>>
>>2129867
https://x.com/amosolov/status/1950714499989987548
>Reduced the leash range on the "Defend" (and similar) commands by a third. Seems to be working well so far - the actual performance of the fleet in battle is *much* better with the new leash range!
>>
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The modders are making Tier 4 Battle Stations
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>>2129893
I feel like this would be something you would see in the domain sector. Imagine Earth being defended by a ring station armed with weapons that could delete giant fleets of Tesseracts.
>>
I haven't checked in since they added the ayy lmaos, anything new? even in the modding scene?
>>
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>>2129649
>there aren't even 30~ mods worth using
I can easily reach 50 mods without even installing a single ship/faction mod. Just QoL stuff and a few minimal content/gameplay improvement stuff.
>>
Is there a mod that allows parallel construction on it's own rather than be tacked on to RAT? Or am I blind and/or retarded (likely both yes) and it's a simple .json line edit?
>>
Is there a mod that removes camera smoothing?
>>
Making a mod based on something a friend made. Got questions:
>First
How do you do linked subfaction shit like what the UAF have with their three branches? It it just like implementing more factions and adding them manually into the markets in question?
>Second
There a good guide out there on rules.csv? I have the basics down, like bar descriptions and stuff, but if you asked me to implement a quest I have nfi where to start.
>Third
So the plan is for a bunch of reskinned versions of ships that are phase ships. Friend explicitly didn't want visible phase coils, but he's cool with it being an example as to why no one else builds ships that way.
What kind of hullmod (mostly looking for drawbacks here, but some offsetting benefit might be nice) would make sense for a ship that scooped out half its insides to turn the whole thing into an awkwardly implemented phase coil?
>>
>>2129893
And midline station will still be shit
>>
>>2130010
>Midline shit
Guess you never had the support of Dragonfire spam and Mjornir rain on your side as it overloads and vaporizes Radiants and Novas
>>
>>2129477
>actually avoidable instead of being random events
I wish asteroid belts worked this way in vanilla.
>>2129646
Bounce witches.
>>
>>2129893
Good. Battle Stations need some real upgrade with all of the shit modded ships can do. Even Star Fortresses are pretty much made of paper with the amount and kind of ships you can deploy in combat nowadays.
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>>2130044
>Bounce witches.
And fuck Leigh-Mallory
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>>2130010
midline station is scary with the missile spam
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That's new.
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Bit of a newbie here, I've spent the last few days reading and watching tutorials, but I think I'm still too much of a brainlet to understand proper ship fitting.
I'm trying to make a regular Legion work but I don't understand what am I supposed to do with it:
It's too low to keep enemy ships from disengaging, too slow to disengage itself from a losing duel so its armor might as well go to waste, and the flux stats are so shit I don't even know what to do with its large ballistic slots.

Do I just spam as many harpoons as the big junk of scrap can fit so it can actually finish off whatever its fighters are harassing?
>>
>>2130435
You for real?
>>
>>2130435
it has a burn drive, put Helbors/Hephaestus in the large slots and dive high flux targets
its a really simple design: using your fighters and medium slots to drive up flux and then dash in to finish your target.
the armor it has is there to let it win that final knifefight there both ships have to drop the shield to not flux out, not to let it escape from that knifefight.
>>
>>2130435
Yikes, alright. Settle on range first; ask whether you can break shields second. Long? Gauss, hyvels or maulers and fighters that compliment it. Medium? Devastators and good kinetics in your mediums work, heavy needlers ideally but hyvels and ac can work. Short range? My nig. Dual stormneedlers, chainguns and torps. Fighters are there to support you and not the other way around. Range is not the only way to play. Caps vs vents is something you need to figure out for your build. Going all out on gorillion hullmods is never a good idea. Missiles and fighters (a different name for missiles) are great but they're not reliable. Harpoons are neat but they won't carry you.

Hope you figure it out. Regular legion is one of the meanest ships in the game for flagship.
>>
>>2130450
>>2130456
Thank you for the honest help.
Are those tips good for the AI or just for player hands? I'm not used to piloting something so slow.
>>
>>2130501
Both, to a point. Optimizing for equalized range on all (most) weapons and for competent shieldbreaking against equal tonnage is a good idea (starting point) in all situations but objectively only a flagship (player ship) can benefit from mix loadouts or meme builds. For example the AI in charge usually doesn't have the braincells required to combine super long range gauss and torp launchers in one effective build or to get most out of dorito loadouts.

Just keep at it dude and you'll eventually get a feel for what works for you.
>>
Is there lore reasons why we can't salvage a guardian as well why XIV lost their ability to produce legions
>>
>>2130693
Have you read the guardian's description? It sure doesn't sound salvageable to me.
>>
>>2130718
I mean how is it any different than say a Radiant or hell the Ziggurat
>>
>>2130435
put mjolnir cannons in the big slots with harpoons in the missile slots and some cheap fighters like claws to saturate enemy pd so your harpoons actually land
the ship has a crippling ass weakness like almost all low tech ships so you probably dont want to use it later on
>>
>>2129893
Finally some good shit for proper space fortress chads
>>
>>2130009
the discord has these resources and unfortunately that is where you will have to go to get them unless someone is willing to risk downloading something from there and uploading it elsewhere
>>
>>2130731
Just face the right direction. Simple as
>>
>>2130139
>fapangel got a fucking book deal
I'm real happy for him and am excited to buy his book. Always loved his writing.
>>
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>Starsector is ww2 navy in sphess
>no mods to turn it into a modern LRASM/cruise missile spam, supercarriers and stealth jet spam
this sucks
>>
>>2130693
the guardian is a unmanned drone anon. there is no space for a human crew and the i am pretty sure they don't have the blueprint for them. you can give them the blueprint if you find it tho
>>
>>2130753
>stealth jet spam
Phase fighters when
>>
>>2130753
do you even actually fucking use mods
at least half of them have factions that focus on missiles and/or fighters
>>
>easy mode
>autofit all my ships with the preset that has the most weapons
>enable autopilot immediately when a fight starts
aw yeah, it's gaming time
I legit still don't understand how most of the combat works and what weapons/hullmods are and aren't good, at this point I'm just winging it
>>
>>2130783
You need to keep in mind how much flux is generated by the ship as it fights, which means keeping track of
>the flux generated by its weapons
>the flux it will receive by getting shot at (if you're not shield shunting it)
>the flux generated by its shield (the upkeep)
it's actually much easier than you'd think, and at this point, you need to ask yourself what you want to do with the ship you're building.
>I want it to brawl
Short-range weapons (since they tend to have higher DPS), a good balance of anti-shield and anti-hull firepower, higher flux dissipation than weapon flux, and the flux capacity to tank incoming fire. Safety overrides is your best friend.
>I want it to be a fleet anchor
You can use longer-ranged weapons here (think HVel drivers and heavy maulers), but you may require escort ships in case a brawler makes it to knife range.
>I want it to alpha strike a target to overload it and retreat if that doesn't work
This gives you a bit more freedom, but much less staying power, and you're kinda fucked if the enemy is able to press and counterattack. At the same time, being able to turbofuck isolated enemy ships and whittle down their numbers is a great strategy (as long as the rest of your fleet is able to survive contact).
How does your fleet look like, anon?
>>
>>2130755
>the guardian is a unmanned drone anon. there is no space for a human crew
So are Remnant ships. Doesn't stop you from taking them and even piloting them yourself.
>>
>>2130719
Its not salvageable because I SAY its NEVER salvageable
THERE
end of story
>>
>>2130783
Combat is entirely about winning the flux war and ability to melt armor to secure kills, that's it and nothing else matter.
For your flagship you put your flux efficient anti-shield weapon on auto-fire and your anti-armor weapon on manual and fire when enemy put down his shields.
For AI it's more complicated because AI have very consistent but also annoying rules, for example if you tell a Carrier to escort a Cruiser, it needs at least an aggressive officer or else it won't use his wings efficiently. but if you have it you can put High Intensity Laser on that Cruiser and Longbows/Broadswords on Carrier and and they will do wonders together, however since AI is more scared of ships than fighters and it's easier for fighters to move in and secure kill, the opposite anti-shield/anti-armor composition work even better and get the job done.
This is where you realize Gauss Cannon have 1.71 flux efficiency and the only anti-shield large energy weapon is from omega, so you thinks about working around it.
Heavy Autocannon is a medium ballistic and have 0.9 flux efficiency that translate into 0.45 flux economy dues to 2x dmg to shields from Kinnetic weapon, it also have poor accuracy, but what is accuracy? It's how much spread the gun get between shots, that's how you learn there is a difference between turret and mount, the back energy slots on Falcon are turrets, but the front ballistics are mounts, mounts can't rotate like turrets but also reduce spread gained during continuous fire aka improve accuracy.
So you settle for Falcon +Drover combo as you main fleet force, you experiment with PD and other mechanics and start believing that mid-tech is best tech, but then you get rekt by tri-tech or ludd fleet and realize you are still above the water level on this iceberg.
Have fun.
>>
>>2130804
>Doesn't stop you from taking them and even piloting them yourself.
Because a pilotable ship with Missile Autoforge hullmod is a right exclusive only to Buckbreakers
>>
>>2130834
Lotta words instead of just saying pay attention to me I'm lonely. Fucking idiot.
>>
>>2130737
oh i dont pilot it myself thats for ai to use and you know how the ai is with burn drives
>>
>>2130869
>t.mid(tech)wid
>>
Unfabricate yourself dipshit
>>
>>2130738
Tell me more of this
>>
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And now trains are being added to Starsector
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>>2130900
What's the purpose of this?
>>
>>2130905
Synergy. If you build certain combos of buildings with the train building built, those combos get bonuses such as more production, cheaper upkeep, etc.
>>
>>2130888
Cavalier Magica. You can read the preview for it online. He entered into a light novel contest and was one of the winners.
>>
>>2130905
Synergy bonuses

>>2130920
Fantastic info, thanks
>>
>>2130736
>The pisscord
Alright, I'll take a look. Was hoping for somewhere else for that. I did join the server a couple years back, but my first impression of the place was "I'm only lurking because my gut says I'll be walking on eggshells even saying 'hi'."
This thread is unironically a friendly and more helpful place.
>>
>>2130952
With USC that impression is 100% correct. The place is a shithole.

Try looking into Spaceport Corvus, there are some decent folk there.
>>
>>2130900
trains is a hard job
>>
>>2130900
What mod is that?
>>
>>2130900
>running in red
I can't understand how you trannimenigs keep failing even with cheatmods
>>
>>2131070
Ashes of the Domain, but the trains aren't in the current version. Next version is still undergoing testing and development.
>>
>>2131080
To be fair that's almost certainly because that planet has a Black Site, which as I understand it is an upgrade to the AotD Research Lab structure. Those incur a 40,000 credit monthly upkeep that will put pretty much any non-optimized planet in the red, and I imagine Black Sites have even higher upkeep to deal with.
>>
>>2131199
>Those incur a 40,000 credit monthly upkeep that will put pretty much any non-optimized planet in the red
Optimizing planets in Starsector is super easy.
A good sized 6 planet should be giving you hundreds of thousands of credits per month. Having a deficit of 93k is just ridiculous.
>>
>>2131199
Take a closer look into his imports. No in-faction light industry, fuel or mining, only 150 hazard and he's got a mod industry printing organs. Also no megaport or improvements of any description. I'm calling skill issue.
>>
>>2131224
>Kanta 1000 lobsters
What? can't spare Kanta one of your 10 fusion lamps?
>>
>>2131232
I'm collecting them and she's used to having crabs
>>
>>2130738
>>2130888
from sarna.net:
>Flash'd His Sabre Bare is a short story by James Simakas that was published in the second issue of Shrapnel.
not even our b0i's first published work either, giggity.
>>
>>2131224
>give Kanta lobsters
>not a lamp for volatiles demand

Opinion discarded

>>2131225
It's probably a test build? I fuck around with console commands on a disposable save to test different things all the time, nothing out of the ordinary there
>>
>>2131232
>>2131260
If you get a ton of lamps then sure give one to Kanta but I've had runs in which I don't find a single one after scouring the whole sector and instead find no less than 10 corrupted nanoforges.
>>
>giving Kanta anything at all
>instead of quadruple amputeeing her into a portable fucknugget and throwing her to her own slave pit for a triple penetration spitroast gangrape mindbreak
do you fuckers even game
>>
>>2131333
Yes. Take your meds and try playing yourself instead of shitposting.
>>
>>2131342
That's an actual modded gameplay option thoughbeit
>>
>>2131573
No one actually plays full campaigns with RapeSector on, we just play long enough to get some screenshots to infuriate the trigglypuffs and then we go back to normal gameplay
>>
>>2131614
Every campaign I play has rapesector on. Why would I ever turn it off?
>>
>>2131614
lol retard
I mean, you take a random out of context fleet screenshot even in the trooncord where it's ban on sight and you'll see half of them with recruited IBB super-officers. How'd you think they got those?
>>
>>2130773
NTA but what are good missile spam mods?
>>
>>2131333
i play to make alviss smile
>>
>>2130853
So just disable or significantly limit the Missile Autoforge. Say the core components for it got damaged in the fight or something. It's not like you get the Ziggy at full power when you salvage it.
>>
>>2131663
Yuri Expedition
>>
>>2131690
just replace it with a regular autoforge in the base hull, not like guardian fights are long enough for it to matter
>>
>>2131690
Then make it yourself
>>
>>2131333
g*ronigger
>>
>>2131731
>>2131690
>>2130853
Is the Guardian really that OP with the Missile Autoforge hullmod? Also, you can't really pilot it since it's an automated ship unless you waste some skill points for Neural Link, and that also means you can't install an AI core to use it, and I doubt battles last long enough to empty its 2 large composites and 2 medium missiles.
>>
>>2131807
>and that also means you can't install an AI core to use it
You can
You're just retarded and doesn't know how Neural Integration works

its literally INFINITE MISSILES
>>
>>2131774
Why yes, I am a Groninger
>>
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>>2131807
Making Guardian salvageable is as easy as modifying one cell in ship_data.csv, so it's easy to try out yourself (go to the tags cell and change no_autofit to auto_rec. If you wanna see it in the simulator, remove no_sim as well).
>Is the Guardian really that OP?
With how Automated Ships skill works, I don't think it is, but that also because the AI makes inefficient use of the autoforge. As soon as you throw in Neural Integrator and you pilot the thing yourself, shit starts to get ridiculous.
It's got 450 OP for 40 DP for a start, so you'll never struggle to throw the shit you want on it.
The autoforge ticks up frequently enough that most missile weapons literally cannot hit 0 ammo because the cooldown time is long enough to stop that. This is paired with two large composite and two medium missiles.
It's deceptively mobile with its ship system and is roughly Onslaught levels of sturdy.
Its only downside is that I think its firing arcs kinda suck, but that's just a skill issue at this point.
I still think Radiants are stronger even with all of that, but that's also because Radiants can just solo anything in the game if you're good enough at piloting the fucker (which I'm not).
>>
Thoughts about Iron Shell? Should I try it? I like Lowtech ships and the XIV painted ones.
>>
>>2132117
it's okay
hegies keep asking me to pay my taxes any time I interact with one of their fleets.
I will not pay taxes.
I found an XIV skysplitter early on that was my flagship for a while and it's still a strong core ship in my fleet. It also looks nice.
Haven't really interacted with them much besides that.
>>
>>2132117
Actually avoided most issues certain mods have so you won't see a megacapital with 80DP or similar shit and despite being fighter focused their wings are mostly trash.
In fact the entire faction is like that, it's like someone wanted to motive people to genocide Hegemony and made a mod that expand on it by having you pay taxes.
>>
>>2129484
the same faggot who asked for artillery stations, nobody lol
>>
>>2132117
>animeslop
Not even once.
>>
Sex with Radiant
>>
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>>2132117
Iron Shell's pretty good. Heg will start taxing you, but the trick is to sell shit on the open market and eat the tariffs rather than selling everything on the black market so that when Heg and the IRS try to pull you over for a tax audit they wind up having to pay you a tax refund every time.

The new ships are good, the various new Heg fighters are pretty great, and you get to do the swordfighting minigame from Princess of Persea multiple times, so I highly recommend the mod even if several NPCs are named after USC mod mafia members

>>2132361
>complaining about anime on 4chan

I think you're in the wrong place
>>
>>2132449
this. it's fun, but I still like the shit from glorious PAGSM better. the IS20K is just as crazy as my wife, Yunris Kween
>>
>>2132449
>The trick is to pay your taxes
[2]*cut the comm link and power up weapons*
>>
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>>2132449
>stop complaining about style clash!
Back to >>>/a/ shill. Starsector is no place for weebshit.
>>
>>2132535

One of the most popular mods out there is the anime mecha one

Starsector is EXACTLY the place for anime
>>
>>2132595
I like anime but I don't like the anime mods, it's very jarring to me
>>
You can't stop the anime in Starsector
>>
You can't stop the rape of anime women in starsector
>>
I just raped the guy above this post btw
>>
>>2132258
Artillery Stations are an entirely different mod, and I enjoy them.
>>
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>>2129087
Speaking of rape, where is the rapesector update? the devs teased a marriage with Aeria and i want to NOW
>>
>>2132117
pretty gud. most of the ships are balanced and look cool, i also like the hullmods and some of the weapons it adds. namely beretta cannon and the aquila reactor hullmod which turned my Onslaught from a slow battleship that can't turn for shit and get fucked by fighters and flankers to a speeding maneuverable armored hulk that can solo pretty much everything
>>
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>>2132734
>'h-heh it's anoother mood!!!!! :^)'
t. retard
>>
>>2132804
this, but I will be marrying Kween-chan
>>
>>2132828
Oh, for some reason I thought you were replying to the post about tier 4 stations. My bad.
>>
>>2132830
>marrying a tsundere sindrian diktat scientist that will kill any women that talks to you
that's a lot of red flags anon
>>
>>2132830
this nigga playing cringe mods
>>
shit thread
>>
>>2132874
np man o7
>>2132875
yandere sindrian diktat scientist
>>2132877
PAGSM isn't UAF lol
(the swaras uaf missile is good tho)
>>
>>2132945
>PAGSM isn't UAF lol
both are the epitome of cringe mods thoughbeit
just need redditshell to fill up that unholy trinity
>>
>>2133007
">AKSHULLY B-BOTH CRINGE HEHE SHOWED HIM"
>>
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what's your favourite modded ship? for me it's Aria Charlotte battlecruiser
>fast and maneuverable as hell
>has built in ECCM+NAV relay+ECM
>built in exoscar missile for finishing overloaded ships
>two large hybrid and one large universal so you can mix and match in any way you want
it's like a better conquest
>>
>>2133034
>UAF
rope nigga
>>
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>>2133035
cry about it. i like the ships and weapons in the mod despite the cringey esl writing
>>
>>2133034
probably the intrepid/high tech onslaught from Emergent Threats if I had to choose
>>
>>2130009
>Friend explicitly didn't want visible phase coils

Couldn't you just use a blank png image? From what I understand, phase ships typically needs glow textures to function, so in theory just making them completely transparent should work
>>
>>2130759
>>2130753
UAF does have phase stealth fighter jet but it's inaccessible unless you use commands or any other way to get it. you can only pilot it yourself and even add weapons and hullmods on it
>>
>>2133034
Hard to choose just 1. Maybe the Bishamonten from Musashi? I like my warships in space and it looks good. I like the 3/2 layout 5 large mounts and the 12 small mounts are funny when combined with the point defense the mods add and its rate of fire system. Say goodbye to your flux though.
>>
>>2133056
>12
I just counted, it's actually 18. I forgot I didn't fill out all of the small mounts for flux reasons.
>>
>>2133056
>musashi
isn't that the one with ww2 ships in space
>>
>>2133034
hard to say t.b.h.

>locomotive from HMI
>arsenal from domain exploration expansion
>IS20k from PAGSM
>ouroboros from kingdom of terra (RIP. such a cool mod)
>infernal machine from underworld
>>
>>2133034
Haven't use a lot of mods that add new ships but the Locomotive from HMI and the Silverlight from Nexerelin are my picks
>>
>>2133145
the most surprising thing about HMI was how much I like the fishkill as a support ship. it looks like shit statwise but it's solid with a gauss cannon or two
>>
>>2131999
>With how Automated Ships skill works, I don't think it is,
That has nothing to fucking do with how Missile Autoforge works
The only reason the NPC Guardian is even beatable is because Alex gave it shit missiles to work with
>>
>>2133162
So you're saying a Guardian with Infinite Dragonfire Pods on large composites and Torpedoes on medium missiles is gonna hurt?
>>
>>2133162
Are you for real? It's an early game filter at best.
>>
>>2133168
>Dragonfire Pods and torpedoes
just link hammers to a lrpd laser
>>
>>2133206
Pretty sure the Guardian is too wide for unguided missiles
>>
>>2133213
oh no, two out of 14 infinite hammers missed
>>
the most busted guardian build is quad gauss
>>
>>2133168
It would objectively be a nerf, yes.
>>
>>2133054
The UAF Arma addon implements that jet as a pilotable too
>>
>>2133162
>That has nothing to fucking do with how Missile Autoforge works
Did I need to fucking spell out in long-form essay format how the skill has a cap on how much DP you can have for automated ships, thus limiting how many of them you can field at any given time? Do you require footnotes and citations elaborating on the finer details of what I meant by this statement?
>The only reason the NPC Guardian is even beatable is because Alex gave it shit missiles to work with
Fucking skill issue. Its firing arcs aren't great to begin with, and its PD coverage fucking blows. If you're directly behind it, it has exactly one large slot protecting its engines. If it wants more than that, it has to pivot to get a small and a medium in the same arc, but the overlap is shit. If it gets flanked by anything more than a devastator can handle, it's in for a bad fucking day, but at least its got plasma jets to try get out of it. Also, all those missiles are on front facing hardpoints, so the autoforge means fuck all if they can't hit the thing killing it.
It's strong, yes, without the autoforge its basically the half way point between an onslaught and a pegasus. Way I see it though, the fuckaround with the automated ships skill pays for the autoforge as there's no universe you'd use a radiant over it without it, and even with it the radiant is probably a better call anyway.
>>
>>2133301
I meant to say there's no universe where you would use a guardian over a radiant without the autoforge.
It's a shamfur dispray, will go commit sudoku now.
>>
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>>2133034
>>
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Post your favorite NPC WAIFU from mods
>>
>>2133034
Emerillon (Star Federation) my beloved.

>>2133337
Midnight Dissonant my Gamma Core waifu.
>>
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>>2133034
>>
>>2133050
I was asking about hullmod ideas, stats and shit.
I was gonna put the glow through the 'thinnest' parts of the ship.
>>
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Is this a good build for manticore? I plan to replace itu with escort package after I get a cruiser or two.
>>
>>2133381
don't use logistics mods on combat ships
>>
>>2133381
>Efficiency Overhaul
For what purpose? Manticores aren't even that big of a resource hog, and you shouldn't ever be in a position where the 50% faster CR recovery makes a difference. Swap that out for Escort Package instead of ITU.
>>
>>2133386
>>2133390
Some anons have troubles keeping expeditions profitable, so I do this just to be safe.
If that's the only issue with the design then it would not matter much for pirate encounters.
>>
>>2133397
stop bringing combat ships to expeditions
>>
>>2133418
I bring my whole fleet to expeditons and it's still very profitable, never understood this advice
>>
>>2133381
It looks fine, though maybe you could replace the ACs with railguns to get some long-ranged anti-shield firepower to go with the HAC. How does the rest of your fleet look like?
>>2133397
Getting enough supplies isn't hard at all, especially if you get lucky with distress signals and get a nice pirate fleet to trash and salvage. You can drop EO without any issues.
>>
>>2133445
>How does the rest of your fleet look like?
I have a few geminis and centurions. Latter are rather hard to find, and I am not eager to go into pirate hunting business before I have at least five.
>>
>>2133386
>>2133390
nta but I always slap efficiency on every single ship in my fleet no matter what it is. even ziggy gets an efficiency overhaul. it just saves you so much supplies and fuel.
>>
>>2133491
and how do you fare in general combat?
It might be skill issue but sometimes i have troubles even into endgame (but i play as a pirate so i rarely can buy the ships i want and i only fight factions other than pathers)
>>
>>2133418
kek do you also switch to a full phase ship fleet to avoid that -5 relations when trading in the black market?
>>
>>2133381
It's alright for super early game but that thing will suck against anything resembling a tough fight.
>>
Talk about EO do you guys s-mod ADF on your Atlas and Prometheus? saving 40 OP is nice
>>
>>2133496
Pretty good. I probably run a lot heavier and larger fleet than others exactly because I put EO on every ship so their costs aren't as high, so I usuallyhave a lot stronger fleet than most enemies.
>>
>>2133544
Anon... the go-to response here used to be spam all onslaught fleets.
>>
I tried making my own modlist but all the added factions kind of overpopulate areas and don't interact how you'd expect.
Any recommended lists that actually play nice with each other?
>>
>>2133576
uninstall nex
>>
>>2133491
I like EO on capitals but it really is a waste on anything smaller.
>>2133544
Are you sure that you are actually saving resources? Bringing more ships to a battle than you can actually field is just a waste. You'd do better optimizing your ships for combat so that you could achieve similar results without having to bring so many ships.
>>
>>2133581
You never slap EO on salvage rigs, Ox and Frontiers?
>>
>>2133581
>a waste on anything smaller
It gives the same discount, I believe. 10 frigates with eo will save you just as much as a capital.
>>
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>>2133579
Nexerelin?
Why's it the sole cause?
>>
>>2133418
I bring two Onslaughts and a Legion on my expeditions and still make money
>>
>>2133491
the ziggurat is the only combat ship that needs it
>>
>>2133604
Certain anons hate Nex for changing the way the game work and blame it for any and all problems, sort of the same way certain anons hate anime and will blame PAGSM/Iron Shell/UAF for any and all problems

Ignore them and uninstall those factions that overpopulate areas or tweak the Nex settings in Lunalib so they never launch colonial expeditions or invasions
>>
>>2133590
I meant for combat ships.
EO is a no-brainer for non-combat ships.
>>2133596
>10 frigates with eo will save you just as much as a capital.
Yeah but putting EO on a bunch of smaller ships will cost you more total OP for way less returns.

For example:
A centurion spends 1 fuel per LY. Putting EO costs 3 OP since it's a frigate.
An Onslaught spends 15 fuel per LY. Putting EO costs 15 OP.
Therefore, the OP cost of EO on an Onslaught equals that of EO on 5 centurions. However, five centurions only spend a third of the fuel of an Onslaught, so the gains from EO are smaller.
The same happens with crew and supplies. Five centurions need 150 crewmen and 20 supplies, while a single Onslaught needs 750 crewmen and 40 supplies.
The larger the expense of running a ship the greater the benefit you get out of EO for the same OP.
>>
>>2133615
>uninstall those factions that overpopulate areas
>Not installing Wide Horizons to expand the sector size so that there space for more factions
>>
>>2133337
Aeria because you can romance her with rapesector and pop her hymen
>>
>>2133626
Is Wide Horizons working properly now? Last time I tried it the Abyss wasn't spawning in properly.
>>
>>2133611
Bruh, your invictus?
>>
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Do the Hyperspace Storms circle around the Core of the sector for some unknown reason, or is the sector merely located in an area where Hyperspace storms circle around of for some unknowable purpose?

My guess is that the Sector is simply located in the hyperspace equivalent of the eye of an extremely slowly moving hurricane, and it just happened to be the most stable/sstorm-free area for humans to colonize when they arrived theere.
>>
noob here, never played before. how can i learn combat? i started with the wolf and i know generally stick with your other ships, don't lone wolf, i do all those things. it's still hard to win some +30% fights consistently.
i have a small fleet of 16 ships. most were salvaged after beating pirates but i did buy a cruiser and a destroyer, both without any dmods. i tried setting most of the ships to escort the cruiser. highlight all, right click cruiser. but sometimes some ships will just float off to the sides anyway and get cut off? other times they won't do that and stay bunched up but some are too far behind the cruiser to attack anything so the fight drags on forever and everyone reports malfunctions. i think i tried setting the cruiser to search and destroy too but i don't remember if that helped. also most of the time i don't make my 2 hounds escort the cruiser because i assume they're supposed to do their own thing harassing ships on their own.

any advice? i don't want to just copy paste fleet designs, i want to understand why my fleets are or aren't winning fights. i'm sure there's some element of randomness sometimes but right now i'm a noob and i know i'm not losing these fights because of rng, i'm losing because i'm a noob.
>>
>>2133753
you lose because your fits suck
>>
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>>2133034
so much firepower that you can't stop shooting the main guns
>>
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>>2133753
You just need to pick the right fursona
>>
>>2133753
you have any officer on those ships? also the ai might be trying to get in range to unleash it's dakka on the enemy
>>
>>2133762
God i love this in my mayasuran playthrough. it's just a better onslaught minus the armor
>>
>>2133753
what i did to become decent is find a ship i liked and learn to play with it. In my case that was the Shrike, because it gave me the flexibility to push when i felt i could get the kill.
Play around with loadouts a lot, post some builds here (others will shit on you but you will get valid criticism) and just keep playing
>>
>>2133761
maybe but how can i learn why they suck and how to improve them? also how would i even know that they suck? and which ones? maybe a ship is "doing its job" and its weapons and capacitors and vents and all that shit are all good but another ship isn't set up right. i got 15 other ships flying around plus i'm flying my own, how do i know which ones are or aren't a problem?

>>2133764
>you have any officer on those ships?
no officers.
>>
>>2133366
what mod
>>
>>2133465
The moment you get a cruiser (and I'd rec a SO Eradicator or Aurora), most pirate fleets are gonna fold like wet paper.
>>2133708
I was under the impression that storms were just weather, and the core worlds had a lower density of hyperspace clouds because they're a large and relatively compact collection of stars.
>>2133753
Give us a screenshot of your fleet and we'll try to see if the fits work. Regarding personally piloting shit, remember that you have the initiative and intuition that the AI doesn't have, meaning
>you can be aggressive and pressure/close in for a kill when the AI would hesitate
>you can fuck off from a sticky situation when the AI would take longer to react to it
>you can position yourself more effectively than the AI would through your own intuition, thus either intercepting enemies or denying a greater part of the battlespace than a ship in AI hands would
>you can manually target parts of the enemy ship that you've stripped of armor already
and most importantly, without a doubt
>you can prioritise targets more effectively than the AI would, going for isolated ships (and thus defeating the enemy in detail) or ganking high priority targets and breaking their battle line
Find a ship that complements your playstyle well. My vanilla go-tos are the aforementioned SO Eradicator and SO Aurora with three HBs and a Sabot Pod, because I'm a mindlessly aggressive asshole.
>>
>>2133774
have you tried dee?
>>
>>2133753
Shoot the enemy with your gun and don't get destroyed.
For commands they don't follow your orders to a T. Escort command includes stuff like flank protection and limited range engagement, this would be why they float off to the sides and get cut off. It also includes rear protection which is why some are too far behind. Generally they perform better without orders unless you absolutely need something done which is what power commands like eliminate and direct retreat are.
>>2133774
>how do i know which ones are or aren't a problem?
The map can tell you a lot but you can also use the camera button to see what the ship is doing. You can put your flagship on auto by giving it a conmand and then you can freely watch your other ships and observe what problems they might have. You can also fly those ships yourself and see how they feel. Generally just looking at a ship and deciding exactly what you want it to do is enough. Though early game you may not have the weapons or hullmods to really do what you want a purpose built ship is usually better than a whatever works ship.
>>
>>2133788
>>2133780
How many times are you going to fall for the same shitpost?
>>
>>2133753
Step 1: Understand the Ship's Astrology Sign

Before you even open the refit screen, you need to consult your ship’s astrological birth chart. This is easily determined by aligning the ship’s manufacturer (Tri-Tachyon, Hegemony, Random Guy With Wrench) with the galactic moon cycle at the moment you clicked “new game.”

For instance:

A Gemini-class demands symmetrical weapon placement or it will literally fly backwards.

A Sagittarius frigate requires you to install only missiles, but in alphabetical order.

Pisces ships automatically get a bonus to passive-aggressiveness.

Step 2: Choose Your Weapons Based on Color and Shape Only

Contrary to popular belief, weapon stats (range, DPS, flux per shot) are all placebo numbers added by the developers to create the illusion of complexity. The only real metric that matters is how cool the weapon looks when it fires.

For example:

If it glows blue, it’s clearly faster.

If it makes a “pew” noise, it’s anti-capital ship.

If it spins, it adds 37.5% to charisma, which is vital in pirate diplomacy cutscenes that do not exist.

Never use beam weapons unless you’re trying to cosplay as an underpaid dentist with anger issues.

Step 3: Hullmods: Install All of Them or None

When fitting hullmods, you have only two options:

Install all 87 available hullmods.

Install none and pretend you’re doing a “hardcore minimalist challenge run.”

Hullmod stacking is cumulative and exponential, meaning if you add "Reinforced Bulkheads" eight times (even though you can’t), your ship unlocks its final evolutionary form: the IKEA Dreadnought. This ship requires a hex key to assemble and spontaneously combusts if you forget a single part.
>>
yes yes very nice, but the real question is what is the onslaught's blood type?
>>
>>2133795
>If it glows blue, it’s clearly faster.
What a load of shit. Everyone know that red is faster!
>>
>>2133753
Place two "defend" orders next to each other.
>>
The Onslaught's blood type is O-Ω, the only blood type legally classified as a war crime in 17 systems.

Let me know if you want the Dominator’s cholesterol levels next.
>>
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>>2133789
not bait. i'm a genuine noob.

>>2133780
here's my fleet. the 2 hounds at the top have 5 dmods. i've really liked the phase skimmer on the starter wolf. it's really versatile. helps me close the gap or run away if (when) i fuck up.
it feels like my starter ship is getting kinda weak. i tried replacing weapon but it feels like the starter wolf doesn't have enough capacity and dissipation for stronger weapons. so i've been checking markets for wolves but i don't think i've seen any.

>>2133786
not sure what this is. guessing "don't engage everything"? i don't, the only times my ship gets destroyed is when i just started and fucked up my movement or now when i fuck up my positioning and i get rekt by missiles. i haven't had an issue with venting.

>>2133788
>Generally they perform better without orders unless you absolutely need something done
>Generally just looking at a ship and deciding exactly what you want it to do is enough.
got it, so that other anon was probably right that my fits just suck. i assume this is even the case with my one cruiser at the moment. i shouldn't have to order my other ships to escort it. i did watch like 5 minutes of some guy doing combat on youtube and he never issued any orders and all his fights went well.

>>2133806
i don't think i used the defend order, is that one of the location ones? i think i've only used orders that target ships, like the escort one or the focus this ship one.
>>
>>2133816
Your "fleet" looks all over the place. To win fights you need ships to work together, each doing its part.
Try some of the standalone missions in main menu. Take a look at starsector tournaments on youtube. BigBrainEnergy channel has some examples of logic behind designing a fleet.
Try to keep your fleet small until you are confident in it's ability to kick ass, not grow it like a tumor.
>>
>>2133816
Just get a single afflictor and kill everything
>>
Do not look at Starsector tournaments on Youtube. Do literally anything else
>>
>>2133822
>nasal tranny noises
riveting commentary
>>
Look at Starsector tournaments on Youtube. Do literally nothing else
>>
>>2133818
what logic? just get 3 hammerhead, 1 conquest, 2 dominator and 1 heron and buttfuck everything.
>>
>>2133827
skill issue
>>
>>2133822
I get that fleets in tournaments are not exactly fit in normal game, but they usually have structure he could copy. Like a "couple of cruisers with frigate escort" or "swarm of similar ships".
I like watching them, it's interesting how some fleets interact.
>>
>>2133675
>flying a fucking invictus
lol
>>
>>2133823
link a single starsector tournament youtube commentary with a tranny voicing over it
>>
Midline>High-tech>>>>Low-tech
>>
>>2133833
the last one i tried watching

>link
lol nah
>>
bitchmade nigger above me
>>
>>2133837
>afraid to address me directly
>calls others bitchmade
>>
>>2133816
Also, a generic starting tip - once you figure what kind of ships you like, sign up to work with relevant faction.
You don't have to do anything, but hey will pay you free money and give access to military gear. Extra bonus pay for killing pirates too, very comfy spot.
>>
>>2133831
Baby got back and I'm an ass man. Just ask your mom.
>>
>>2133841
commissions remove what little challenge there is in the strategy layer desu
>>
bitchmade nigger above me
>>
>>2133862
Sure, but if you are new it is great safety net. And in the end of the day, game is not about economy, but combat.
>>
>>2133818
>Your "fleet" looks all over the place.
what's wrong with it? not being defensive, i legitimately don't know.
>To win fights you need ships to work together, each doing its part.
can you explain this more? i try to do this but i know i'm still a noob so i'm missing a lot of info. i might be missing ideas or even if i have some right ideas i might not be implementing them properly.
i think some ships like hounds are supposed to go around and flank pester and distract. i used to have 2 but one kept getting destroyed all the time so i just stopped recovering it. i have some drone/fighter ships to do some damage and also defend my cruiser. i gave some ships a focus on shield breaking and some for armor.
>Try some of the standalone missions in main menu.
i'll try that, thanks. the first mission is so easy, i didn't take any damage at all. the second mission still says it's easy but it took me 5 tries. it felt much harder than the first mission. i stuck with my other ship but i think my biggest problem was proper weapon management. i mostly used the default weapon group which was the mortars but i should've focused on using the railguns to break the shields first. i also wasn't using the ability enough. i only piloted the starter wolf with the phase skip ability so it was a little difficult adjusting to the hammerhead.
>Take a look at starsector tournaments on youtube.
should i? sometimes competitive meta is completely foreign to regular play. they'll do things no normal player would ever do or even need to do.
>BigBrainEnergy channel has some examples of logic behind designing a fleet.
thanks, checking out the fleet combat mission video now. right now he's talking about how frigates are fast and small and the only real threat to them are fighters and other frigates since it can avoid direct confrontation with bigger ships like dominators. but hopefully later on he explains how ships can work together though instead of individual strengths and weaknesses.
>>
>>2133865
what can i say 'bro', you just don't pass
>>
>>2133519
no i simply do the exploration before getting combat ships
>>
>>2133626
what the fuck is wide horizons and whats wrong with adjusted sector?
>>
>>2133865
stop being so rapeable
>>
>>2133869
Well, it's just a random assortment of ships.
Small frigates can work in a wolfpack distracting attacking enemies from odd angles, but they also work as a defense against enemy frigates. I recommend getting a few of defensive frigates to be safe, omens, centurions and monitors work well in that role. Then get bigger ship to punch through enemy.
>mission
You can change ships loadout. I am pretty sure they weren't updated in a long time, so balance might be all over the place. Still, they work as examples.
>competitive meta
Yeah, copying them would not do any good, but you can get an idea how experienced players build their fleets. "Brawl King" ones are recent and keep to vanilla ships. It's fun to see them fight.
>checking out video now
Well, he will probably say a lot of things I could, but better, so I will not get into excessive details.
>>
>>2133875
>and whats wrong with adjusted sector?
hardcoded theme implementations (completely unneccessary)
>>
>>2133753
To begin, if you're a total nub I recommend not playing with any mods that add new ships, weapons, hullmods etc. Get a feel for the vanilla balance and find your footing before you start adding hyper frigates and supercapitals. No need to go pure vanilla if you want a few QoL mods though.

To learn combat, use the simulator. A LOT. Practice flying different ships, learn how they maneuver, how fast or slow they are, how quick they turn. Do this even with ships you don't plan on flying so you have an idea for how each ship in your fleet works.

Once you understand the basics of movement, simulate your fleet engaging an enemy fleet. The simulator can generate a random fleet of any faction you've fought before of varying fleet sizes, or you can pick out specific ships and fleet compositions you've faced or had troubles with in the past. Set your flagship to autopilot and watch how the AI controls both it and other ships in your fleet - the combat AI can use some ships and builds effectively and others it cannot. You may notice that the AI is incredibly stingy with missiles, so if you've got a ship design that is balanced around missile salvos pilot it yourself or yeet from the fleet.

Once you have a grasp on how the AI pilots your ships, try to surpass it even with ships you don't normally plan on flying. If a ship seems weak it might just be because it needs different weapons or hullmods, or it might function better fighting alongside other ships. (Vigilance frigates, for example, are best used as escorts.)

Once you have your footing, try the Missions from the main menu. These will give you specific challenges you need to complete while flying specific ships. Try the scenario raw, then tweak the ship build if you don't like the weapons loadout. If you use the Content Unlocking Missions mod doing the vanilla missions will unlock you bonuses for campaign later on.

As you acquire new ships or fight new enemies, return to the simulator. Practice makes perfect.
>>
>>2133753
>>2133918
Once you have a good grasp of piloting your own ship it's time to learn fleet command. You can just let the AI control all your ships and do as it pleases, but you'll regularly lose ships to stupid stuff this way - your big ships will chase tiny frigates to the edge of the map and fail to participate in the battle, or will swan dive straight into the enemy fleet, get outflanked, and die instantly. Even in fights they should win the AI will often play too defensively or aggressively, retreating when an enemy ship is on the verge of destruction or prioritizing destroying a ship while ignoring its powerful guards.

To avoid this, learn the basic commands for a start. You may feel the desire to simply click priority targets, set "Eliminate", and carry on - only to watch your entire fleet park itself in front of an Invictus and die horribly in the process of trying to blow up a Hound. A good basic strategy is simply to form a battle line - set Defend orders at two points a little bit apart from each other, and all the ships in your fleet under AI control will try to defend those points rather than flying off all over the map. This strategy is a bit weak in the current version due to leashing issues, but it's better than watching your Eagle fly circles around the map chasing a kiting Kite while the rest of your fleet dies in a fire.

When there's a big ship you want your fleet not to go toe to toe with, set an avoid order on it and prioritize killing its escorts. Then you can manually fly in, get its attention, and then use an eliminate order to have your fleet dogpile it while you keep it distracted and pointing its shields in the wrong direction.

A great way to practice fleet combat of this kind is the Last Hurrah mission in the main menu. You'll have a powerful battlecruiser and a strong Midline-themed fleet going toe to toe with a more powerful Hegemony task force - learning to defeat it with minimal or no losses marks you a total nub no longer.
>>
>>2133918
>>2133925
Now, you do not need to master both piloting and command simultaneously - some players only fly their own ship (and do so competently enough to solo enemy fleets and stations), while others grab a shuttle, put an Operations center on it, park themselves in a corner and treat every battle like an RTS game. Mastering piloting and command is peak Starsector, but don't feel obliged to climb Mount Everest if you're only interested in a casual hike. Focus on whichever style you're most in tune with and then if you also find yourself enjoying the other side of the game, great.

Once you've either become competent at flying or commanding, start learning ship fitting and fleet composition. A well optimized fleet with good fittings can punch well above its weight, while a poorly fitted fleet can struggle against weaker threats it should easily be able to crush. For starting out you can use autofit to follow the default ship variants (assuming you have the weapons, wings and hullmods available), but you may eventually want to use your own custom designs.

Or not. It's a singleplayer game, there's no need to follow an optimized meta. Play whatever and however is fun.
>>
I keep trying to make an exploration fleet and getting rekt by remnants and pirates.
Do you HAVE to have combat too or is there something I'm missing?
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>>2133940
When you explore, you want to be (relatively) light and fast. Just avoid conflicts to the best of your abilities.
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>>2133940
S-modded insulated engine assembly, militarized subsystems, and high-resolution sensors are your best friends for avoiding fights. You could also get a bunch of phase ships for that phase field sensor reduction, and they double as insurance in case you're forced to slug it out with someone.
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>>2133918
>>2133925
>>2133936
thank you for the extensive writeup. i have a lot of questions but i have to go so i'll keep it brief for now.
> I recommend not playing with any mods that add new ships, weapons, hullmods etc.
i am playing completely vanilla atm.
>You can just let the AI control all your ships and do as it pleases, but you'll regularly lose ships to stupid stuff this way
i've gotten mixed opinions on this. some people told me it's generally not necessary to use commands and fleet composition/fitting are much more important.
>set Defend orders at two points a little bit apart from each other, and all the ships in your fleet under AI control will try to defend those points rather than flying off all over the map.
got it, someone else earlier mentioned this too.
>A great way to practice fleet combat of this kind is the Last Hurrah mission in the main menu.
>learning to defeat it with minimal or no losses marks you a total nub no longer.
good to know. i assume i don't need to refit any of the ships and the default is sufficient?
>Once you've either become competent at flying or commanding, start learning ship fitting and fleet composition.
like i mentioned earlier i've heard fitting and composition are more important than flying and commanding. i don't know what's most important, i can see good arguments for both. here's my current fleet >>2133816
could you give me some critique on it? earlier in the game i've been able to consistently beat pirates with +40% difficulty modifiers with no losses but now with my current fleet i'm struggling to even beat +30%. maybe that's normal due to scale (larger fleets with +30% difficulty could be much more difficult than smaller fleets with +50%) but i think it has more to do with me being a noob. either way i'm still definitely a noob right now.
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>>2133850
my Mom isn't a gigantic fatass that falls over and cracks the concrete when breathed on like the invictus lol
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>>2133850
Radiant still got the best ass in the sector.
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>>2133940
Either bring a fleet big enough to smash pirates (expensive and dangerous) or a fleet lean and swift enough to outrun them. S-modded insulated engines and solar shielding are your friends.

>>2133949
>some people told me it's generally not necessary to use commands and fleet composition/fitting are much more important.

This is true - a well composed, well fitted fleet can handle its own with you completely afk during battle. However, getting to that level takes a lot of practice and knowledge of ships and weapon systems you can only get via experience.

>i assume i don't need to refit any of the ships and the default is sufficient?

Correct - I've gotten 100%, no-losses with just default fittings before. To be fair, the first time I beat it I DID refit my Conquest flagship, but I didn't bother refitting anything else.

>here's my current fleet could you give me some critique on it?

Let me look it over and type up a new post, near charlimit on this one...
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>>2133816
Okay, so your fleet is at present a mixed doctrine kitchen sink one. (That's not an insult, such fleets can work very well and are the bread and butter of Derelict Ops builds.) Eagle and Colossus Mk 3 cruisers, Sunder, Gemini and Buffalo Mk 2 destroyers, and a mixed gang of frigates with yourself piloting your starting Wolf. Can't see your hullmods, but that'd require a LOT of screenshots to get every ship. No officers yet (not a bad thing: officer salaries can completely demolish early game income). Fittings are whatever you have on hand.

Your strongest ships at the moment are Midline designs - the Eagle, Sunder, and two Brawlers. Hounds and Cerberi are good for objective rushes and chasing down fleeing enemies but lack the durability and firepower for anything worse than derelicts and pirates. Your Brawlers have a lot of potential but are limited by poor fittings, which is also a problem shared by the Eagle and Sunder.

For starters, your Eagle is all-in on point defense lasers, but does have some Maulers and a Heavy Mortar up front. What it lacks is any form of Kinetic damage for shield popping - try swapping the Maulers out for heavy autocannons. Give the Maulers to your Brawlers, who can make good use of them. Strip the LR PD lasers from the medium turrets and get it some ion or graviton beams (or both). Enemy AI is terrified of beams and will keep shields up as much as possible to their flux detriment, allowing your autocannons to pummel and overload them before stripping armor with the heavy mortar and harpoons and finishing the target with the IR autolance. The loss of PD can be mitigated by having the Eagle escorted by one or both of your Shepherds (Borers are individually weak, but that many mining lasers is still a good way to defend against missiles and fighters).

As for your Sunder...
1/?
>>
>>2133816
>>2134011
Sunders are decent in close-in but in my experience they shine most as a long-range suppressor with beams, leveraging their speed and energy mounts against their relative fragility. As I mentioned before, beams scare the AI into keeping their shields up even when they should probably have them down, and anything that lacks shields will of course slowly but surely melt/get every single system fried by EMP if you have an ion beam going. This also synergizes a bit with the Salamanders you have mounted. Beam weapons can be hard to find in vanilla, and a little pricy, so you can hold off on upgrading it if you're strapped for cash.

You could alternatively give it a close-range loadout. I personally wouldn't unless I had an officer on it to help with the durability issues.

Your Brawlers as I mentioned earlier have somewhat weak fittings. The thumper does have its uses and pairing it with an assault chaingun on one ship is very dakka, but one dual autocannon is not enough kinetic damage and the four D-mod Brawler has no kinetic damage at all. I once again recommend giving them the Maulers off your Eagle and mounting Sabot launchers on the small universal slots. If you somehow come across hypervelocity drivers a mauler + hypervelocity driver combo is very strong on kiting Brawlers.

The Buffalo Mk 2 is a meme, but slapping Salamanders all over it isn't a terrible idea. Good for suppression and keeping enemy PD busy. If you want to keep it in your fleet rather than phasing it out I recommend taking the Swarmer launcher off, putting another Salamander in, setting all the Salamander missiles to the same fire group + linked fire so the AI salvoes all its missiles at once, then stripping those light assault guns off (you do NOT want a Buffalo in a close enough fight for those to matter) in favor of machineguns for PD. Consider also replacing the LR PD laser with a tactical laser, which will do almost zero damage but will, again, panic the enemy AI.

2/?
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>>2133007
if it has content with the rape mod I download it
simple as
>>
Does anyone actually like Starship Legends?
It seems like just pure bloat since most things are meaningless and it'd take forever to get the bonuses you actually want.
>>
>>2133816
>>2134020
Your Colossus and Gemini right now are primarily using Talons, which are decent in mass and against enemy missile and fighter spam but otherwise are not great. Lacking more expensive fighter wing LPCs I recommend upgrading your Talons to Broadswords, which are sturdier and can chew through shields with their machinegun spam. Keep the Claws though, those are great - though you may want to put the Claws on the faster Gemini instead of the plodding Colossus.

Wise choice giving the Colossus nothing but machineguns btw - that should make the AI less likely to try and rush it directly into a fight it can't win. (Carriers with any non-missle, non-PD guns will generally try to fight like normal combat ships under AI control. This is not a good thing unless the carrier is a battlecarrier like the Mora or Legion.)

As for the Gemini, Pilum launcher is a solid choice for a carrier - people tend to forget that Pilums got a buff and are EMP weapons now, and having no ammo limit means they'll keep flying no matter how long the battle goes on. I can't see what the ballistic turrets have in them though, resolution makes it hard to tell.

You have a Hound and two Cerberi. These unshielded ships are very flimsy but can make an interesting killteam if you play around with fleet commands, and I notice the Cerberi are equipped with kinetics - your best use for them in your current composition is to have them escort your Eagle to make up for its lack of kinetic damage. If you refit them, pick one to have a long-range kinetic (like the Needler), give the other and the Hound HE weapons and have them escort the kinetic Cerberus to kill whatever it strips the shields off of.

That leaves your Shepherds, Omen, and Wolf.

3/4?
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>>2133816
>non-LP brawler
trash, especially with the first one's only medium gun being a thumper. scuttle it. LP brawlers are good as fast brawlers with dual assault chainguns and machine guns in their small hardpoints, but regular brawlers kinda suck at both brawling and kiting
>buffalo mk2
either go all in on missiles and ideally fit converted hangars onto it. it's made of tissue paper and has very poor direct fire armament for a destroyer
>cerberi
they're fine earlygame filler ships, just make sure its medium turret has a HE gun (all small non-missile HE options suck) and don't fall for the converted shields meme
>eagle
>downsizing its medium turrets for PD
>that much range mixing (1000 range maulers with 700 range mortars
ew
>sunder
please don't downsize its medium guns too; also ir autolance does not belong in hardpoints for any reason
>>
>>2134027
The most important part of Starship Legends is Crew Loyalty (which I think is useful for desincentivising using garbage wave ship tactics for your ships), Enemy Fleet Reputations (in making enemy fleets harder to beat when there's so much modded shit posed against them and in favor of the player), and Famous NPC Flagships and Delericts, ingiving you more shit to do in the game.

I just wish that crew loyalty was better implemented in a more general 'Fleet/Ship' morale feature where victories and losses actually count for something when it comes to your crew and how they act with you besides wether you pay them or not.
>>
>>2133816
>>2134031
You should IMMEDIATELY take the ion cannons off those Shepherds - having them on means the Shepherds' AI will try to advance into firing range to shoot, which is pretty much suicide for them. Either give them Salamanders for ranged suppression or, better, Swarmer launchers and vulcans and order them to escort your Eagle and/or Sunder to provide PD support via Borer drones.

Your Omen's fit isn't bad, but I think the best fitting for it is to give it a salamander or swarmer launcher and two PD lasers, then have it escort your Wolf. This will keep your Wolf safe from missiles and fighters while letting you strip the PD off the Wolf and go all-attack with its weapons.

For the Wolf, I recommend stripping off the swarmers and LR PD lasers in favor of Sabots or Harpoons and either two Tactical Lasers for AI trolling, IR Pulse lasers for close-in fighting or, if you're a little crazy when it comes to flux, more ion cannons or some antimatter blasters. I do not actually recommend flying crazy in a Wolf, because it lacks enough flux for it.

Finally, I recommend moving your Buffalo (TT) and Tarsus down to the end of your ship list so you don't accidentally deploy them into battle where they have absolutely no place being. Consider getting a Dram or Phaeton at some point too, especially if you ever leave the core for anything like bounty hunting.
>>
>>2134035
>>non-LP brawler
>trash
To be fair, LP Brawlers aren't exactly easy to come by starting out. Regular Brawlers are far more common.

>ir autolance does not belong in hardpoints for any reason

This is 100% true - it's a weapon that really, REALLY needs to be in a turret to be effective.
>>
>>2134027
I love the idea of Starship Legends, but I'm not so hot on the implementation. Yes, you can eventually make a ship have nothing but buffs if you keep loyalty maxed and get good RNG during bar visits, but you don't have that much control over what buffs your ship gets short of hoping for good RNG. This can be annoying when your carrier gets nothing but missile-improving traits, or a missile boat procs a damned PD trait instead of anything more useful. That being said, the mod has plenty of perks going for it like ships with high loyalty having a ton of extra CR, so I'd recommend it overall despite the flaws.
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>>2134027
I wish there was a ship reputation system with tally marks Where enemy ships would feel dread losing PPT and CR fast if they encounter a ship that destroyed/disabled 50 onslaughts and legions
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>>2134027
I like it. I don't really ever end up caring about the rep effects because it's just random but I like the storyteller telling me about cool derelicts or a fancy ship in a pirate fleet.
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>>2133034
BBslaught from Sephira Conclave
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>>2133041
They're shit
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>>2134106
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>>2133940
20 burn lets you outrun every enemy in the game
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So when is the pregnancy update for RS scheduled?
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>>2134218
never. that's like one step away from lolis and shotas, chud.
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>>2134223
But aren't there literal breeding facility in the mod already? What's the difference?
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>>2134224
stop asking questions and shut up, chud.
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>>2134224
Uhm... You were not supposed to point this out.
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>>2134223
A good point. When loli update for RS?
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>>2134218
I don't care about that, just give me AI update so I can fuck my alpha cores.
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>>2129034
>artistical
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>>2134027
you need to tweak it so it mostly hands out penalties. if you use it to grind buffs you're gay and lame.
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>>2134251
Rape Gammas
Rape Betas
Rape Alphas
Rape Midnight
Rape Sierra
Fucking when
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>>2134283
How are you going to rape an AI? Nut all over the pcb?
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>>2134284
Sierra will get physical humanoid body like 2B. But this only happens if you satbombed someone while she is still in your fleet. She will leave your fleet and then gives you a reddit-tier diatribe about genocide. After a while she will get an android body and become a singing idol in the core worlds, she probably went on a human cock carousel and she won't fuck you.
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>>2134321
>the poster's thinly veiled NTR fetish
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>>2134284
The jar.
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>>2133390
On the long run it save you a lot of time and supplies
You shouldn't ever be in a position where Escort Package make a difference.
Also ITU is good even on Destroyer, especially if your ship is built for long range battle, being able to engage enemies further away mean they can more quickly take advantage of enemy weakness, more easily overflux them, more easily retreat to vent

The only ships ITU isn't good for are frigates, destroyers built for speed and fast track and missiles-cruisers.
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>>2134284
Make it read this dogshit thread
>>
wish escort package also works on frigates with the smod bonus including damage reduction to armor for them
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>>2134456
Then there'd be zero reasons to ever use destroyers. Let them have their crypto niche
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>>2134456
>smod bonus including damage reduction to armor
Huh, how is that supposed to work? Ships get bonus range because they cooperate with a big daddy, not because hullmod magically changes their gear.
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>>2134162
Not to mention you can move at max speed without ever turning on Full Burn, meaning you maneuver quicker and at lower sensor profile.
>>
How do you guys feel about Ashes of the Domain? Was thinking of giving it a try.
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>>2134471
Impact Mitigation gives you -25% armor damage taken. So I imagine S-Modded Escort Package bonuses on frigates not only get -10% shield damage taken but armor as well.
>>
>>2134617
Don't use Question of Loyalty module, the rest is good or okay. Vaults of Knowledge is the module that is most "love it or hate it" - if you enjoy 4X stuff with tech trees and slow development you'll love it, if you want colony building and production to be simple then you'll hate it.
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>>2134617
It's slop bloat with no regard for balance.
>>
What would you change to make frigates and destroyers viable late-game?
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>>2134758
What are you doing wrong that they aren't already viable lategame?
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>>2134617
the only part that was worth using was the old movable cryosleep module and then the guy fucked that one up too so now there are no redeeming qualities left
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>>2134758
they are fine as long as they are called afflictor or harbinger
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>>2134758
Your fits and battle strategies.
>a Sunder or two in the right place can throw some real firepower down your battle line or screen an otherwise gankable capital
>a SO Hammerhead with two AssChains remains dangerous even in large-scale battles
>Tempest wolfpacks can rock a cruiser's shit, are fast as fuck, and even serve as additional PD
>Path Brawlers get built-in SO
And it goes on.
>>
Thoughts on randomized core worlds?
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>>2134886
9 / 10 troons love it, the 10th asks that question
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What do you think of Unknown Skies mod?
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>>2134913
I like it, I use it for all my playthroughs
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Will Alex ever fix midline and make it not shit? Hightech and lowtech get all the good and fun stuff
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>>2135110
Buff DEMs make dragonfires deal 6000 damage which would overload destroyers and obliterate frigates even with their shields up and armor intact
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>>2135142
Hydra MDEMs should deal 800 damage like Gorgons, and we need a large missile that combines the massive kinetic damage of Neutron torpedoes. the gimmick of Gazers and the range of Dragonfires. Pegasuses and Gryphons are now quick deleters for Blitzkrieg battles but bad at long slog battles.
>>
>>2130753
>>2130773
no there is no mod that simulates modern day naval combat and that's a good thing. if this game was 1:1 similar to today than you would just have ships shooting missile from one end of the map to the other while praying that your interceptor missile or ciws destroys it before it reaches you.
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>>2134913
great mod. use it with kaleidoscope for more variety
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>>2134284
enter a digital simulation where you forcibly give it a female avatar and than rape it
>>
fucking retard
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>>2135217
you're supposed to attach the signature after writing the post
>>
eat shit attentionwhore
>>
I can't stop thinking about Selkie...
>>
I can't stop thinking...
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>>2133381
>I plan to replace itu with escort package
Why? Just s-mod it in so its range buff stacks with the other one
>>
I like this game but I always feel kind of aimless
Right now it feels like I'm just waiting for colonies to upgrade and crises to advance
I wanted to try and get some capitals to go fight zigger, but I don't know where to even look (without commissions, I don't want to go to war with randos over nothing)
Is it time to start exploring random stars and surveying everything?
>>
>>2135110
Midline is fine.
>Frigates
Centurions are good, monitors are amazing.
HT is good too, LT frigates suck ass.
>Destroyers
No standout options, fine, but sunders can work as glass cannons.
HT and LT both have better options but I think that destroyers are mediocre in most cases.
>Cruisers
Midline dominates with eagles, champions and herons. Best jack of all trades, best attack cruiser and best carrier.
For HT fury is a joke, aurora is overpriced in terms of DP and doom is strong against AI ships but a player can tear them apart.
For LT, eradicator has been nerfed into the dust and the other cruisers are all slow as fuck so they can easily get outmaneuvered.
>Capitals
Not good but not bad really. It's just a case of capitals that don't do well in AI hands but a player can command them just fine.
LT has the best capitals for sure.
HT has paragon and that's it. Astral sucks and Odyssey needs to be controlled by a player otherwise it sucks too.
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>>2135292
>I wanted to try and get some capitals to go fight zigger, but I don't know where to even look
Buy them from a military contract or just build them yourself.
Either get the contract for spare nanoforge production from a contact or do it in one of your colonies.
>Is it time to start exploring random stars and surveying everything?
Once you have your colonies built up and your definitive fleet completed all you have left is running around looking for tougher and tougher enemies to fight.
The time between crisis you spend fighting ordos for more sweet alpha cores. If you can reliably defeat ordos you can defeat anything the game can throw at you.
>>
>>2135292
>but I always feel kind of aimless
natural since alex refuses to get off his fag ass and add some outlines for the endgame
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>>2135292
If you want to get capitals you can combine that with exploring and surveying, you can find derelict capitals sometimes, and you can get blueprints to build capitals in your colonies.
>>
>>2135305
what if he wants something other than yet another god damn legion xiv
>>
>irreplacable semi-mythical relics from a lost era
>littering all over the place
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UAF bros we finally got a update on the update
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>>2135356
>a fucking ramp
But really what's the purpose?
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>>2134636
>Don't use Question of Loyalty module
What makes you say that? Apparently some faction mod questlines require a commission so I want to make them less of a nothing mechanic. That other new commission mod looks cool too but AOTD has promotions and titles, how can that be bad when it sounds so cool
>>
>>2135356
How does this motherfucker manage to consistently regress and make his shit look worse with each remake.

The style of the mod isn't even anime anymore at this point, it's just
>oversized blue-grey triangle with giant pointless space runways that take up 90% of the sprite and all visual depth surgically removed
For every single new sprite he shows. How does he do it?
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>>2135409
If you want better Commissions get Lukas01's new Privateering mod. Question of Loyalty is just broken - for starters, if you commission with a faction before colonizing then you flat out aren't allowed to colonize until you rank up. When you DO rank up, you're limited to three colonies max.

If you colonize before commission, your commissioned faction takes your colonies away and then grants you governorship, but only for one or two of them. Ranking up you can buy back the right to a third colony, but your faction keeps the rest.

In exchange for this sacrifice you get, drumroll please..... a massive paycut to commission wages, an option to tell patrols of your commissioned faction who want to cargo scan you to leave you alone without spending a story point and the ability to ask for 1000 free fuel every few years. Hooray.

Get Privateering. More rewards for commissioning but you get to keep your colonies.
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>>2135432
>Privateering
nta but this looks cool ty for posting about it
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>>2135382
>>2135412
eh i dont really get the hate for space runways
having only side exits and entrances risks everything inside going kaboom if a stray shot hits anything explosive stored in the hanger

in addition having a flattop + elevator not only increases the surface area for any extra planes you might want to put on top but also protects the backup/reserve planes under it

having a catapult could also conserve the fuel of spaceplanes as the initial acceleration would consume the most fuel as space is 0g so the plane after getting launched wouldn't consume any fuel if the carrier is far enough from the fight (since presumably the carrier wont be accelerating full burn towards the enemy)
>>
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>>2135458
Remind me of CoD
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>>2135458
Man when the hell is SBR going to update to 0.98? Starsector just isn't the same without all the Ace Combat references
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>>2135458
There's just no reason for a runway. You can have random ports anywhere and if you want extra storage random gantries to hook fighters to.
Also if the fights are as depicted in Starsector fuel isn't a concern since it'd be a miniscule amount of consumption.
>>
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>>2135356
To be clear the ship on the left of that image (Mooparia-class) is not a remake of the ship on the right (Neuxoria-class), but a new ship entirely

The ship on the right has already been remade (left on current version, right on upcoming update)
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>>2135485
>There's just no reason for a runway. You can have random ports anywhere
just because it has lines drawn like a runway does not mean its a runway
it makes more sense to think of it as a catapult system as opposed to

>if you want extra storage random gantries to hook fighters to
think of your poor nuggets when they are trying to resupply the fighters
how much nicer their QoL would be with a enclosed area to resupply the fighters with coulod be

>fights are as depicted in Star sector fuel isn't a concern since it'd be a miniscule amount of consumption
i guess? my personal head cannon is that every ships has internal catapults and fuel is just CR
the runway is just a catapult that's not internal
>>
>>2135295
>Midline
>Best jack of all trades, best attack cruiser and best carrier.
Pretty sure anubis is high
>>
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>>2135506
>think of your poor nuggets when they are trying to resupply the fighters
>how much nicer their QoL would be with a enclosed area to resupply the fighters with coulod be

We literally have artwork of the inside of UAF carriers too
>>
Is there any way to change the color of the weapon range lines?
>>
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>most habitable planets seem to have high gravity
Alex, why does he want high gravity everywhere?
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>>2135589
He's a dorf maxxer.
>>
Phase missiles
>>
>>2135589
Oddball theory: maybe Persean sector locals/the Domain population in general are used/adapted to sub-Earth gravity?
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>>2135295
>eagles champions and herons
>not falcon enhanced by our best friend the pirate faction
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>>2135589
you VILL live in ze squash pod and you VILL be happy
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>>2135356
>carrier deck in space
>fighter goes up elevator
>keeps going up
>>
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>>2135750
thankfully it is sci-fi so they have the technology neccessary to handle this
>>
>>2134886
I've tried it long ago, it's actually really fun with everything being spread out instead of just a super busy center. The problem is that especially with a lot of newer mods and story all of the scripted extra content tends to break.
>>
>>2134886
>download ALL the faction mods
>randomize core worlds
>almost entire map is populated
Yep. It's space truckin' time.
>>
>>2135750
So you're saying it launched successfully?
>>
>>2136089
>randomize core worlds
>you just bricked your entire faction list
>crash to desktop because market = null
What now fagboy?
>>
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>>2136193
Skill issue.
>>
Am I missing something or Anubis is way too strong for its cost?
For just 18 dp you get perfect pd with a fighter wing, and temporal shell provides potential for high speed and damage. If you add SO into the mix, this thing can fight capitals and win.
>>
>>2136415
Alex nerfed the temporal shell from 3x to 2x in the new dev build
>>
>>2136418
>babifying the doritos
Bravo, Alex.
>>
>>2136421
the nerf is only for the Anubis, so other temporal shell ships won't be affected.
>>
>>2136430
Seems kinda weird to give it special treatment like that unless it's just getting a new, weaker version of Temporal Shell akin to Degraded Phase Skimmer.
>>
>>2136421
Don't fall for misinformation
>>
>>2136442
>special treatment
That is the entirety of the design process behind Anubis.
>>
>>2136442
To be honest the ship is "special treatment" from the get go with the inbuilt mods. I was more expecting it to be incompatible with SO
>>
anubis has been dumb from the start
>>
>>2136492
Eh, high tech does lack non-capital carriers. And pd-boat designation is rather unique to earn a spot in roster.
Temporal shell and three large mounts on the other hand are a bit too much.
>>
The one TRVE playthrough:
>scavenge as a rat until you can buy a few ships
>tradecuck as an honest wageslave until you've got cash
>sell your freighters and go explore the stars, collecting tons of cash and rare stuff
>found your own colonies at all the awesome planets you found
>conquer the sector
If you take a commission or piss around in baby fights you're simply another nameless pirate cucklet wandering the sector
>>
>>2136692
I'd rather be a
>nameless pirate cucklet
than a
>rat
or
>tradecuck wageslave
>>
>>2136552
>Temporal shell and three large mounts on the other hand are a bit too much.
yeah you're objecting to alex's primary design objectives with it. that and costing 18 DP.

very, very dumb.
>>
I had a colony crisis AI inspection coming. After they supposedly left their source planet, but before making it to my system, another faction conquered the source planet. When the "hegemony" ai inspection arrived at my system, it was actually a fleet from the other faction, and they "didn't find" the alpha core governor.

Is this because I got lucky? Because I had high relations and a commission from the inspecting faction? Because that faction likes AI? Pretty cool regardless of the reason
>>
>>2136766
nex moment
>>
>>2136766
>Pretty cool
lol
>>
I wonder if the Anubis and Brilliant are related I mean TriTach did design them both
>>
>>2136770
And yes, I do play with overpowered anime mods. And btw I'm trans if that matters
>>
>>2136692
>sell your freighters
then what are you going to use to carry all those goodies you get exploring those ruins, research stations, mining rigs, and orbital habitats?
>>
>boot up Starsector
>play for a little bit
>realize six hours have passed
I have a love-hate relationship with this game.
>>
>>2136897
Ships travel slow and battles last longer than you think
>>
>>2133034
>>
>>2136964
This thing looks way too clean for starsector's art style.
>>
>>2136982
Why does everything have to be fucking greebled to death and withered?
>>
>>2136996
Well, we are in a sort-of post-apocalypse…
I just can't picture this ship next to eradicator or hammerhead without styles clashing.
>>
>>2136982
it lacks depth as in it looks too 2d
lack of shading mostly
>>
>>2136964
Homeworld mod?
>>
>>2137044
Magellan Protectorate Plus bootleg on corvus. Original was abandoned because Soren the mod creator likes to get big mad on the forums.
>>
>>2135613
SCY Nation has phase missiles and they are just expansive pilum without the emp benefit of the missile
>>
which mod for this feel
https://youtu.be/e17mr5ZtWPI?list=RDe17mr5ZtWPI
>>
>>2136461
Alex views the massive PPT nerf and CR degradation that comes with temporal shell a crippling enough demerit to not bother doing that
>>
>>2136982
Well obviously because Soren stole that from Homeworld
>>
>>2137171
Soren stole a lot of shit from Homeworld but that specific design doesn't look familiar to me
>>
>>2137101
that one giganigga remnant ship from nex
>>
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>>2136788
>>
>>2136839
Exploration ships?



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