Marine edition >>>2338267 previous thread
One of you wonderful lunatics created this masterpiece. Which mod is it in, and where can I download it? I gotta play this.
How hard is it to translate mods, I know Java already and I was thinking about trying to AI translate some CN mods for personal use. I've done stuff like RPGmaker translations before but only using dedicated tools.
I didn't realize the mods these came with were random until I found a second one of these floating around with multiple d-mods on it that were much worse. Feels like I got pretty lucky with this one, it came with both those s-mods too. 15% worse flux econ kinda hurts though.
>>2358391Neat but those L-hps were meant to be missile mounts...
I just realized something. How loyal are your crews and marines? I mean, as an example, if you just recruited 500 marines from Jangala and decided to use those marines to raid it, you would think these marines would revolt for attacking their birth planet or something. another example If you recruited 1000 crew from a pirate colony, you would think this is a bad idea, as they would betray you and start a mutiny.
>>2358550At this point you just have to make allowances for gameplay conventions. This kind of mechanic simply won't be fun.You can always pretend you hire off-world mercs and outcasts who don't give a shit about the planet in the first place.
>>2358550It's mostly >>2358557But there's a few more explanations, like the idea that you pay well enough that there's just no reason for people to want to mutiny. A two months worth of pay is enough for a single crew member to buy what is effectively a shipping container's worth of food. There are bar interactions where buying the bar a round of drinks doesn't even come up to a single credit's worth of expenditure, there are pirate ATCs that take milli-credits to bribe. Nobody's going to mutiny when they can't even afford to maintain or fuel the ship properly.Another explanation works off the idea that there's a large population of transient spacers that aren't really tied to any particular planet, and they're mostly who you hire. So you're not hiring pirates, you're just hiring poor vagrants ship-hopping until they find themselves in the ass end of nowhere looking to be hired by (you)
>>2358550I will give you 3.000$ a month starting salary, full dental and medical, movie AND pizza night and seniority based pick of rapables and looting rights with a bonus for each scalp you bring. How loyal would you feel towards your local politicians if a mission involved your hometown?
should I bother investing on the missiles on an Eradicator? I wanna s-mod expanded missile racks, but if investing missiles isn't worth it I could be using those s-mods and OP elsewhere.
>>2358603As long as you s-mod Shield Shunt and Augmented Drive Field first.
why does nexerillin tie your own faction rep with the reputation of the faction you commissioned with? Pirates ended up at peace with half the factions, pirates even send proper trade convoys to those factions. Seems a bit silly
Is there something aside from personality that determines an AI core's behaviour? I've tried to forcefully set it to cautious but it still behaves like it's fearless.
yes
i regret installing uaf for a first time playthrough, all the extra weapons and ships in the loot pool is overwhelming when I'm trying to learn vanilla was going to just ignore them completely and do a separate full uaf playthrough next time, but i have found two of those 1.2mil credit fleet blueprint packages for them (royal november and something else) and it feels like a waste to not use them
>>2358367The art is nice but this concept for the power armor looks dogshit, looks like a twink spartan, marines are meant to be bulky.
>>2358550Why would you betray John Starsector?>Pays you on time with yearly bonus+paid vacation+medical>get to explore the farthest reaches of the sector fighting pirate, luddic terrorist, man made horrors beyond comprehension and eldritch horrors>get to rape every female combatant you can get your hand on with your bros.>free land and reduced taxes in one of his class iv-v worlds to build a house under and start a family >all while under the protection of a guy who has a alien looking phase ship that can shoot stars and cause reality to fracture
>>2358662the helmet looks retarded but otherwise it's a good looking power armor. reminds me of T-51b
>>2358667>female combatants>>female>>combatantsNo wonder pirates keep coming back to raid your colonies.
>>2358550Those you hire are generally mercenaries or other don't ask don't tell people. You pay them so their loyalties lie with you. You could argue that those locked behind the military tab with relationship gates should be different from the normal hires but there's currently no statistical difference between independent crew and luddic crew so you'd just never hire luddic crew if that were the case.You could also argue that there should be a morale mechanic, which would be a good thing eventually with wage increases/decreases and reasons to keep goods that currently exist solely to sell in your cargo. But that's probably a pretty low priority.
>>2358673Hey buddy i think you got the wrong hanger. the persean league station is two light years away
>>2358685And so dist Ludd thus spoke to the flock of Gilead: You can control any man by his asshole.- Excerpt from the canticles of the book of Ludd 14/57.
>>2358702"It can be said that 'a clean home expects company', which is why many a Luddic faithful shuns the virtue of anal hygiene, in doing so they deter the greater sin of sodimisation." - Jared Beck, Exiled scholar of the Luddic Church
>>2358702>>2358721Fuck you Luddic man. how about you and i strip out of our vac suits and settle it here in the pressure chamber
>>2358550You're hiring career spacers for hire at the spaceport, not locals. Sure occasionally you'll be hiring someone new who's local, but most have no particular attachment to anywhere. And the few locals you hire are looking to leave.
>>2358737You want to get undressed with me in a place where we won't be disturbed... No thanks, I don't swing that way.
>>2358737>>2358743Ludd told us not to be ashamed of our hammers, 'specially since they're such good size, and all.
>>2358367What is this gay OP picture, I don't want to see little men in cosplay armor, this game is about big fucking spaceships going pew pew
>want to try more mods>remember industrial.evolution exists>download the mod>check the options menu>it has even more shit crammed into it than it did years ago>sort through options to disable stuff like a rebalance to the commerce building from vanilla (isn't due to anything the mod adds, the author just considers the building OP in vanilla)>disable buildings I don't want like colony governments, variable assembler, variable manufactory, and the commodity forge>disable pet related stuff (yes this mod has ship pets for some reason)>see I have to dig through drop_tables and shit to disable drops for industries I disabled in the options menu, otherwise these now useless things will appear in drops and post battle loot>set all of these drops to zero as the mod author said>start a new game to test it out>doesn't seem to work>eventually give up and disable the modWhy can't mod makers ever split their shit into separate mods? Why are buildings, rare and common ship parts, one time use campaign items, pets, and special missiles you can use on the campaign map all part of the same mod? I don't even like terraforming and station construction but last I checked all of that mods shit is related to either terraforming or station construction. It's a shame too because I remember the embassy, restoration yard, and engineering hub being helpful. It's just like the rimorld "vanilla expanded" mods where they have one or two actually neat things that are buried in layers of bloat so you have to decide if you're willing to deal with the bloat in exchange for the one or two actually useful things.
>>2358400you want more dmods, not less
>want to try more mods>remember industrial.evolution exists
>>2358550the sector is overflowing with desperate refugees, many skilled, whose main concern is air and food. you have air and food.
>>2358612nex is outdated as shit, just don't install it
rapesector
Ships navigating the Hormuz strait in real life have been turning off their transmitter to avoid detection by Iran>mfw as a starsector player
>>2358883I didn't even get into how there's this whole fleet detachment ability in that mod. Why? WHY? Put that shit in a standalone mod! Title it "fleet detachments" or something. What does having fleet detachments have to do with more industries other than your shipbuilding capacity? I occasionally see starsector modders whine about other mods but then pump their own mods full of so much bloat that it'd make the most depraved deviantart user blush. Even ashes of the domain splits its shit up so you can pick and choose what you want, even if I think trying to improve starsector's faction management system is a doomed endeavor.
>>2358390Mael's mod, right?Other mods I recognize:>Approlight (portrait)>BRDY>Shadowyards>SWP
>>2358399descriptions, dialogue, rules, names, ships and weapons are easy with Deepl and some form of notepad.The main issue is in the Java files for ship systems and hullmods and rarely, unique mod features.
>>2358890I wonder when they'll learn to transverse jump
>>2358890I get them. Although the iranian fleet was crippled, their EWAR can still fuck up the electronics.I wish we could have EWAR guns in starsector, or at least some system that fucks with how enemy ships work.
>>2358899After a while, it's just ego.
>>2358890Why is the luddic path and Hegemony like this? what do they benefit for cutting off the 2nd biggest supply of AM fuel and Organics
The station music for the UAF is really nice.
>>2358951their war memorial station is such a nice touch to the mod its rare to see a mod that reacts to your action
REPENT SERVANTS OF MOLOCH
I finally present to you the Oldsplitter pack. Babby's first mod so something's bound to be broken somewhere, but at least it's definitely not dolphin porn.https://gitgud.io/RaspAndFile/retro-skysplitter-pack/-/archive/1.0/retro-skysplitter-pack-1.0.zip
>>2358925the real problem is that alex wrote the game with absolutely zero regard to localization
>>2358879>be autistic faggot>suffertragic
>>2358941Like ion emp weapon and ecm skill?
>>2358387its in my mod thats unreleasedI gave it eye lasers and the bad to the bone riff when it uses its system
>>2359147looks like sloppa
>>2359158Your face is sloppa
>>2359159no that's just ugly, sloppa is low effort ai generated slop - sloppa
>>2359161That's what I'm sayingyour face is low effort ai generated slop
>>2359162i wish but your mom doesn't seem to mind
>>2359158retard
>>2359169no need to samefag boss i just said it looks like sloppa because it doeswhat did you use to gen it anyway?
You may not like it but this is what peak performance looks like.
>>2359208Crossing the strait of Hormuz looking ahh loadout
do the debris field coordinates you find from probes/exploration events (i forgot where i got them desu) contain anything rarer or more valuable than normal debris fields or are they the same?
>>2359247yes
>>2358550It's pretty safe to assume the MC just hires spacers from orbital dives and such. It's probably why crew and marines in the game seem to be fine with being "sold" to any market as well as being put into stasis and airlocked out.
hey guys 2 things i wanted to shareone is this ship mod that i found, am i reading it wrong or is it actually just 100% detrimental unless s-moded? secondly, check out these trips >>2359333
Why are AI cores like this?
>>2359346He's just being friendly
>>2359341>one is this ship mod that i found, am i reading it wrong or is it actually just 100% detrimental unless s-modded?yes, koc adds a couple of hullmods like that.
>>2359349neat, glad to know i can readwhat would you do with this ship?
>>2359346>so intelligent to a human that it's mind is basically alien>proceeds to hug the enemy with a Glimmer at 90% fluxgod why does alex insist on making AI core officers so trash
I am about to build my first colony. It is 0 ly away from a cryosleeper and I have an alpha core. Will I get raped by colony crises if I use both of these right away?
>>2359367colony crisis involving other factions only start happening at size 4 and a single alpha core doesn't really add much to the meter IIRCeither way you have a bit of free time where you only get bothered by pirates and pathers
>Will I get raped by colony crises if I use both of these right away?well the crisis has to escalate in time anyway regardless if you want it to or notbut yes you will get raped eventuallyhere's the rape:pirates (will rape anyway)persian league (will rape when you hit size 4) hegemony (your own fault, ai use)
>>2359357what's it system?
>>2359374the one that supercharges energy weapons, whatever it's called
>>2359376this is what i've done, though idk about the arc cannons, ideally i'd put something longer range on therethe idea is that the ship stays back as part of the fleet and harasses enemies, with the fighters and burst pd serving as PD.
>>2359381yeah you should maybe slap HVDs or HMDs for long range hard-flux on the ballistics
>>2359367Nah, if you have the capital (I recommend 1 million credits to make sure you can get started quickly) you should go ahead.Alpha cores make colonies WAAAY more profitable so I highly recommend using it.Colony crisis are very much overhyped. Pirate crisis is super easy to avoid, pather fleets are easy to kill, the Tri-Tach crisis has a cool way to be solved without having to fight too much, etc.The Persean crisis is probably the most overblown. They launch a whole bunch of fleets at the same time but they are not initially hostile so with just a bit of clever maneuvering you can take them out one by one (you only have to kill a few).Hegemony has three tiers of crisis iirc, of which onnly the last one is threatening at all.Luddist church has one of the harder crisis since Invictus are a mess to fight against.Crisis are not something to worry about, if anything you should seek them out since all of them give you a huge bonus to all your colonies once you defeat them properly.I recommend building an orbital station in all your colonies (yes, all) and upgrading them to the max level as you get more money. The extra stability is well worth the upkeep cost and they will make your colonies basically impossible to raid by pirates while also providing a huge advantage on top of your warfleet in case a crisis catches you unprepared.
>>2359394>you only have to kill a fewjust killing the Grand Armada fleet that's leading them is enough
>>2359394>Nah, if you have the capitalI have about 1.3 million so I'm good there -- is that just for constructing the initial buildings on the colony or is there something else you can do with it?Main thing I am worried about is my fleet not being big enough to fight off any of the big crisis fleets. I have never seen them before so not sure how scary they are. This is what I'm working with right now, not sure how it would stack up. Not pictured is a Monitor and an LP Brawler, and also two XIV Onslaughts I have stored in the core worlds. My colony is also 30 ly away from the closest core worlds so resupplying and refitting in an emergency would be inconvenient.I was also curious, I have a commission with the PL and am at 65/100 relations with them. Does that affect the crisis in any way?
>>2359367DON'T BUILD YOUR COLONIES AROUND CRYOSLEEPERS. 100% BAITYou get a pop boost and nothing else, it is trivial to reach size 6. Try to get a few colonies on planets that are in systems close to each other that can take full advantage of industry items and can take full advantage of building synergiesbtw hypershunts are also worthless
>>2359401The capital is to build everything you can as soon as you plop down the colony. The sooner the buildings are online the sooner you can get a return on your investment.There are also a couple of buildings which you can improve for more credits, which is usually worth it. You can also improve them with story points which is usually not worth it.The most important factor to ensure you get lots of credits your way is maximizing accessibility.>I have never seen them before so not sure how scary they are.Can you fight remnant ordos? The ones with radiants? If you can then don't worry, those are harder than any crisis fleet except maybe if you get like two or three invictus at once during the church one.>This is what I'm working with right now, not sure how it would stack up. Looks like a fine fleet anon, those are good ships.>My colony is also 30 ly away from the closest core worlds so resupplying and refitting in an emergency would be inconvenient.You get plenty of warning before a crisis starts.> I have a commission with the PL and am at 65/100 relations with themEh I think so.The Persean Leage crisis has several ways in which it can be solved.Without spoiling much the options are basically joining your planets to the League or fighting against it
>>2359401>>Main thing I am worried about is my fleet not being big enough to fight off any of the big crisis fleets.You have a pretty light fleet for some of the crisis fleets, but as long as you don't do something silly like run face first into the grand armada you'll probably be fine. A lot of the threats are on the weaker side and/or have a non-combat option and you'll most likely trigger a few of the weaker ones before you meet the rape squads so you should have plenty of time.
>>2359208you're half right - i don't like it
>>2359404>it is trivial to reach size 6by the time an unboosted colony reaches size 6 you should be out of content already
>>2359451Try using hazard pay
Does anyone know how to change the team allegiance of a carrier and its fighters (current and soon to be spawned) by either using the console or dev mode? If you issue the traitor command to the carrier and each individual fighter in simulation every new spawned fighter that comes after will turn against the ship.
>still no updateit's over
how is the balance of the second in command skills? is it broken modslop op?
>>2358886Is this mod worth it if I just want consensual hand holding and lovey dovey sex with the UAF girls
>>2359540It's stronger than vanilla because you don't have to split your points between piloting and fleet/logistics skills but enemy fleets can have the same number of officer/skills as you and potentially be stronger than you if they're using all combat officers compared to your 2 combat 1 logistics officer loadout. It's pretty good and the author at least tries to balance it, try it out. Lots of other mods add their own officer lines as well.
>>2359542interesting, thank you
>>2359542I dislike how heavily the mod favors combat skills and completely shafts everything else. Very little if any skills based on colonies, and all the logistics officers are straight up inferior to vanilla. For example the most you can get is +2 maximum burn level with the specific officer, vanilla you can get +3 base burn level(+6 max burn level) for civilian ships and +1 base burn level(+2 max burn level) for everything else. Feels like its nothing but just combat modifiers
>>2359540Some are significantly stronger, some are significantly weaker. But in all the power level is massively higher because of how busted the player ship is when you start taking combat skills which are all you get.
Experimenting with CQC Champion after trying lots of lackluster long-range builds I found online... feels pretty good so far but I am a noob and was curious if you guys had any feedback. High Energy Focus feels really good with the phase lances if you can hit the timing well. Dunno if AI will use it properly though and I don't think I want to pilot such a slow ship myself.
>>2359539alex is working very hard to add three ships and a quest that people do once and then never again on repeat playthroughs. The quest this time is you choosing which of the people you want to give toilet paper to so that they can wipe Alzheimer Andrada's asshole. One of the new ships is a Lion Guard Falcon (renamed to the Phoenix) with a large energy slot in the middle with a built in gigacannon, ill advised modifications, has a peak performance time of 30 seconds, and has a 30% chance of exploding upon trying to fire said gigacannon.Somewhat related to the quest thing, I hope that alex never answers what caused the gates to collapse. It's been a mystery for so long that whatever explanation is given is probably lamer than what some random starsector autist's headcannon is. Despite that, it sort of feels like he's been slowly getting towards answering it. My shitpost theory is that someone fat fingered the button the domain used to cut off rebelling planet's gates for the whole Persean Sector by accident and no one has realized yet even though it's been 206 years because the Persean Sector was a shithole backwater pre-collapse.
>>2359341I don't get the joke.
>>2359580I can agree that it is annoying how long it takes for an update that adds quests to be ready. Since writing and coding them probably takes comparatively littleBut I think that adding more of them is the right way to go for the game. The quests are essentially faction storylines that help flesh them out more and add personality to them which is sorely needed and it allows for reactivity to player actions. No one would care if the Hegemony was angry about player colonies, but every other person wants to piss off Daud, for example/Without Hannah the League would be much less interesting as well.Frankly for the game to be interesting the whole player reputation system that is in the background(not faction relations) needs to be fleshed out more and the amount of quests 2x'd. Along with adding player reactivity to each.And I am fine with the next 3 updates being nothing but adding these as setup for the actual crescendo of the story. I just wish they could be released as they are ready rather than waiting 1y for Alex to be done tinkering with the Paladin again.But I am very worried about the end itself, not that I think David can't write an interesting conclusion, the gate hauler interaction gives me a lot of hope for example. But because he tends to be the kind of writer who believes never explaining anything ever is actually good because it leaves room for players to rape the setting with fanfics. He didn't even want to confirm if the Persean Sector is the only sector in the Persean arm, as it would limit player mod opportunities! Psychotic for a writer to say!It's such a fundamental part of the setting you have to define at least this and general facts about the domain you would expect common citizens to know! We don't even know what the capital of the Domain was even though you would expect every poorfag in the setting to complain how it's the fault of rich poffs from the capital.
>>2359580And i misread your post lol. I thought you said you hope David explains the gates shutting down.Again, not explaining this or the general state of the Domain after all these years would be psychotic, we need to at the very least know if the gates were shutdown on purpose by the Domain itself or by something external and whether or not the Domain is dead/dying/alive and piecing itself together.I'm fine with not finding out exactly what happened the past 200 years, but we need to know sort of what started it and what is probably the overall result
Returning player here. What are some good mods for vanilla+ experience and mods that make smuggling more exciting? I don't really care about colonization.
>>2359580I just wish Alex added more complex random quests. There are very few repeatable mission types with few variants. You haul good to a planet or collect a bounty and you have done them all.Instead of trying to add predefined story missions, I wish he would take those ideas and try to figure out how to make random dynamic missions that are on the same quality and scope as the story missions. And also a way to chain up dynamic missions to generate new story arcs.Off the top of my head something like>Heg hires you to plant a spy pod near a League planet>you have dialogue options and maybe have to spend a story point but you can figure out the Heg is planning a new campaign>you could tell that to the League>let's say you decide to just set up the spy pod>you can then collect your pay and go do something else OR within a limited time if you go back to the officer that gave you that mission (or someone higher up on the same system) they can order you to interdict convoys going to that League planet to starve them off supplies>once you do that you can go back and get told that the Heg is preparing a warfleet to attack that system>you get a new contract to move in and help out the Heg in battle>add more dynamic dialogues and options from a pool large enough that can be combined randomly so that the possible permutations ensure replayability>like the scenario could be played straight; or maybe this is a plot by a turncoat Heg officer who's a League asset and the Heg fleet is walking into an ambush, and you can stop it (or not); or maybe the Heg officer conveniently decided to send you against the brunt of the League fleet to draw them out, uncaring what happens to you; maybe the League hired out mercs to harass you on the way there; maybe a combination of 2, 3 or all the above etc.
>>2359645>I wish he would take those ideas and try to figure out how to make random dynamic missions that are on the same quality and scope as the story missions.Insurmountable complexity issues aside, dynamic quests made out of building blocks stop being new and start becoming an annoyance the moment you learn what all these blocks look like. At least FedEx jobs/bounties are short enough to avoid that.In an ideal world we'd have a separate easy-to-use framework for writing entire quests that might not even involve combat, like in Space Rangers, instead of watching David write content at snail's pace while insisting that there's nothing wrong with rules.csv.
>>2359540Nah it's great. good mod that allows me to run a fully automated death armada with overcloaked ballistic and energy weapons
As a new player, I would really like if there were more faction quests to flesh out their major characters, introduce you to their culture and their relations with other factions. The TT interactions in the main questline were cool for instance. But also some of the flags for triggering the quests in the game seem kind of obscure and i have a hard time even telling sometimes if it's a real quest or a random event. I put off a lot of the galatia missions because they just seemed like generic >deliver guy here, do chore there.
Why do TT pilots dress like this?
>>2359709Galatia story missions activate automatically once you do enough random jobs and give their share of the spotlight to everyone except Sindria and maybe Luddics.Sindria, however, gets the Usurpers questline which is hard to miss, while Luddics get Knight Errant and its continuation so they're not exactly starved for attention.Hedge also gets Princess of Persea but its requirements are too obtuse to bother with it.
>>2359465that is with hazard pay. how slow do you play exactly?
I don't think I sincerely like a single standard vanilla capital. They're either slow as fuck, belong to a tech-type I dislike or (worst of all) are broadsiders.I remember liking a modded battlecruiser which was literally just an un-broadsided Conquest, but I hate the real thing.
i like the executor
>>2359791
For me, it’s battlecruisers.
>>2359645If you read David's blog posts it's actually Alex that insists on the simple quests so the mash 1 players can have their space ship shooting game.
>>2359791it's quite good
>>2359829good, alex would make a gay and retarded spaghetti-flowchart VN nightmare if he was allowed to
>>2359832*david
can you not ransom pather slaves? i swear i did it earlier, but might be misremembering. the option has not been appearing around epiphany or chalcedon
>>2359746cockpits are getting smaller and smaller to save on operating expenditures, so they need to wear form-fitting piloting suits to make sure loose clothing doesn't toggle something by accident.a recently "leaked" memo from anonymous sources indicates that there are experimental programs to force voluntold Tri-Tach pilots to gender transition to further minimize their bodymass. but these are all rumors for now... surely a dark time to be working for the corporation.
The poster above was terminated fort releasing DANGEROUS classified Tri-tachyon files
>>2359864>a recently "leaked" memo from anonymous sources indicates that there are experimental programs to force voluntold Tri-Tach pilots to gender transition to further minimize their bodymassAmateurs. They need to take a lesson from the Word:>The only Inner Sphere faction known to have moved beyond theoretical discussions was the Word of Blake, overcoming the control and pilot size issues with the development of an advanced pilot interface based off their Vehicular Direct Neural Interface technology, encasing a limbless Manei Domini in a life-support apparatus that was then sealed within a ProtoMech, the pilot maintained via intravenous nutrients and recycled biomatter.https://www.sarna.net/wiki/Manei_Domini
>>2359892not an option for Trans-Tachyon. their pilots have to pull triple duty (Tri-duties haha) as the admiral's eye candy and as fleet prostitues.
I will now be commissioning with Tri Tachyon
>>2359864>>2359888>>2359892>>2359894>>2359895Consider taking your group dilation session back to your usc / corvus trooncords.
>>2359897seething pather who sits to pee so he doesn't have to touch cock
>>2359622My worry with that it has been a long time since I've seen someone answer their own mystery box in a way that was remotely satisfying.In the tv series, Monk, the inciting incident, the big mystery built up over seasons, is who or what killed Adrian Monk's wife. Who killed Adrian Monk's wife? Some guy who is a judge that she was investigating. Said guy wasn't introduced until part one of a two episode series finale. Wow. Thrilling. What a payoff after eight seasons.What killed the zonai civilization in zelda tears of the kingdom? in the main game its left as a mystery. there's a whole archeology crew set up to survey this long dead civilization and they don't actually do anything or uncover anything important the whole game. years later in a spinoff game to that it's explained like an hour into the game that they got killed by their own robots. It is literally just explained like that. No build up, nothing, no investigation, no build up to the reveal, just someone saying "their super soldier robots killed em."My worry is because it seems like starsector is going to something similar. What happened to the gates? It seems increasingly likely that the Domain panic closed all the gates to prevent space horrors for space horror-ing up any more space than they were already space horror-ing up. A space faring civilization's version of torching the earth to starve an invading army.I don't really think long held mysteries being revealed really work. I don't blame Alex too much since indie development is different than a tv show which can plan reveals but has the constant worry of not being renewed, or a video game being developed by a giant company with hundreds of employees. I think in circumstances like this, enough info for people to make different theories is more interesting than being told "this is what happened" Doesn't really matter at the end of the day I suppose, I mainly like when ship shoot ship then ship go boom and burn my eyes
>>2359911The most kino outcome from the gate answer would be simply silence.The gates are opened, and there's nothing out there. No enemy, no domain, no planets. Just the endless void.
>>2359911They can write cool/serious stuff when they want to. I think the threat intro was really well done. I agree most "what's in the box" mystery type stuff isn't well handled though.I do think the ziggurat/phase/singing/gates stuff has all been tied together a little. Like maybe they open the gates and it leads to the Ghost Sector (tm) full of weird phase ghost shit and that's the endgame area? Idk, I think it could work.
2bqhwfy it's really gay that you have to constantly interrupt your sustained burn and reburn every time you scan.
>>2359958it makes perfect sense when you realise it's only there to mildly annoy you for no reasonsame with hyperspace storms
>>2359965yyeah
>>2359783I can mostly agree with you, they are all either immobile and unfun to pilot, or need constant babysitting lest they overextendThe only okay capital to pilot is the Pegasus, it's still painfully slow but loading it up with 4xMIRVs allows you to essentially instantly remove any other capital from the fight, which is a extremely powerful force multiplier for you fleet that the AI just cannot manage properly.
>>2359911Again your point does make sense, I just think not explaining it is just as bad.Over-explaining it will result in the ending being unsatisfying yes, but under-explaining it will do just the same thing! Sadly there is no way around it apart from finding a happy medium.And Starsector as a whole is loosely inspired by the Hyperion Cantos series where that shit was explained and I thought the explanation was quite satisfying and overall interesting. Another example is The Expanse series of books which I think struck this balance perfectly, we find out just enough that it all makes sense and we understand the stakes, but not enough to make it boring. We know why the builders of that setting's gate network built it, how they functioned, how they died, what their last gambit was, and why the thing that killed them took an issue with the gates functioning and decided to kill them and how it did it. Everything related to both the killed and the killer is still spooky and scary, but we know just enough to be satisfied and there are still enough crumbs left to theory craft about their nature. I think your examples are just a result of writers who are left with too much threads to pull together in too little time due to the release schedules of their respective mediums. David can write good shit when he tries and he had and has essentially unlimited time to do it, as the time between Alex's Paladin revisions being around a year or so and the story finale being probably at least 2/3 paladin buffs away. Stuff like the gate hauler interaction, Daud's characterization and the Threat introduction give me hope. The Dweller makes me worried (oh looks here be demons all of a fucking sudden with 0 buildup!!)
How much armor is enough to shield shunt?
>>2359746Tri-tachyon plan to turn fighter pilots into idols worked wonderfully i see
>>2359783Bro, your onslaught, ziggurat, executor?
>>2359897These threads did take a massive nosedive not too long ago.
???? DELUSE ???? MISGOT
>>2360000Why is no one checking these fucking quads?? Sick manAnd for shield shunt? Onslaught, and thats about it i think? Overall shields are just so useful for combat endurance it’s less about armor outweighing the shield and more about the flux you save by not having a shield paying off in more flux for weapons
>>2360016I was thinking about it for this >>2359572 build since it's really flux hungry w/ the plasma cannon and its shield stats are kinda bad anyways, but I think it might just be too fragile to get away with it.
>>2360000>>2360021For a player ship I'd never even consider shunting because it's sacrificing one of the most powerful defensive tools you have, flicker shielding large projectiles or missiles. As a player you can also spin your ship to eat a hit on the ass or sides to retain your frontal armor if you can't shield a hit. AI ship shunting is used to prevent them from being retarded because they'll keep the shield up 24/7 and die because of it.
>>2359995>The Dweller makes me worried (oh looks here be demons all of a fucking sudden with 0 buildup!!)Starsector is heavily inspired by the Hyperion Cantos so "spooky things in hyperspace that scare the shit out of AI" isn't exactly out of left field here.
>>2360000it's never optimal
>>2360000Problem of no shield build is EMS damage, as anon said above it's never optimal but you can make it work if you really armor max like a retard
>>2360117>Problem of no shield build is EMS damagejust s-mod autorepair, it's practically instant
>>2359746they should put this in the game, and also add romanceable officer companions with full storylines
>>2360000Only the onslaught justifies its use in my opinion. The answer is not enough. S-Mod Shunt, heavy armor, armored weapon mounts, resistant flux conduits, reinforced bulkheads, blast doors and solar shielding in this order of priority with unstable injector/aux thrusters optional (if brawler) and the 2 armor improving skills.This kind of build can be a good duelist but it suffers when swarmed or eats torpedos/EMP. For exploration its a big "NO" (useless).
Dominator, champion and Legion XIV need buffs. The first two because of their DP, the later because of its rarity.
>>2360174it being rare is part of the fun of it though
>>2360174Still don't get how Legion XIV is more rare than Onslaught XIV.you think the big bad battleship with more mounts and enough armor to withstand salvo of breach missiles would be more rare than a carrier with 4 mounts
>>2358994You should throw it up on Corvus or Nexus so it won't get flushed with this thread
>>2360182Yeah that's something that's never really made sense to me either. I guess someone back at the Domain headquarters forgot to drag and drop that ship into the XIV Battlegroup package before zipping the folder. I agree that a XIV Onslaught would be a way more desirable rare XIV ship. The XIV Legion is alright, I prefer the large missiles over the large ballistics the normal legion has as the normal legion gets stretched pretty thin by both being a lowtech capital, lots of guns, and a carrier. Plus, XIV stuff gives you better flux, more OP, and a nice paint scheme. All for the price of being slightly slower... in the tech group where like 85% of the ships have burn drives. Certainly more desirable than the meme Lion Guard stuff, even though they are arguably even more stylish than the XIV.The XIV onslaught is my favorite capital and I consider it to be the premiere lowtech capital. There's a reason why it is the ship people tested their builds against... even though that's really dumb because you never fight a mint condition onslaught by it's lonesome in a 1v1.>what about the Invictus?The Invictus is good but I've only ever used that thing for breaking particularly strong stations or sniping enemy capitals during said battles because the crew requirement is too high, relegating it to an NPC fleet ship. In all my games I don't think I've ever had 4,000 crew in my entire fleet and that's also including when I had like 1,500 marines in transports as I was conquering planets in Nexerelin. It's pretty much like a bombard, big, slow, expensive, but good lord if you use it right you blow an entire wall to pieces.>what about the retribution?I really don't like battlecruisers, probably a skill issue on my part. It seems like the only reason you'd really want to use this over the Conquest or the Odyssey is if you are doing a strict low-tech run. It has lots of guns and missiles but its armor and hull are made of wet tissue paper even by battlecruiser standards.
I want to remove the flare/decoy from all the UAF fighters because they slow down my game. How do I do it, and what should I replace their system with?
Is there a way I can profile mods to find out which ones are sucking up CPU/GPU resources for no reason?I've got the new UAF and my game's stuttering like crazy with it, but silky smooth without it.
>>2360226download TriOS. it has a tab that monitors how much ram each mod hogs.>uaf and game stuttering like crazy. have you allocated more ram and use fast rendering. it fixed most problems i had with fps
>>2360259I have 64GB of RAM, the game is set to use 8GB, and triios estimates mods are using ~5GB
>>2360194The retribution has an odd behavior. Because of its system, even if you do something like giving it gauss cannons and setting it to steady/cautious it has the habit of getting too close in AI hands making it impossible to make a proper kiting build, which basically leaves it as a brawling/flanker only ship.I think it should have 2 variants: the standard one would get a burn drive (still charges but its more manageable) and a LP one would basically be similar to what we have now.
>>2360262>triios estimates mods are using ~5GBhmm. i would say try using more ram but it's not a guaranteed solution. or get rid of old unupdated mods. for me the left behind mod crushed the game when i played UAF
>>2360174>Legion XIV>rare
>>2360194>their builds againstI test mine against five legions. And you are sleeping on retribution and nova. Yeah their defences are shit until you realize your defences are instantly blowing up most things and then farting away.
The math on gravitons makes them seem really really bad
>>2358899the developer would have to cope when he sees that nobody installs the optional shitmods he shoved into the main mod
Made some cap builds at 2 S-mods for core wars. Lowtech ones at groups of 4 (3 minimum) set in a line with civilian rally point first then regular rally point or search and destroy with steady stance. The kiters (conquest and odyssey) in groups of 3 in steady stance, or cautious if against onslaughts/invictus, plus the usual long range escort (eagle/eradicator/gryphon, etc).All annihilator rockets in lowtech, large missiles on conquest and 2 dragonfires on odyssey linked, the rest default. Flux adjunct as 3rd S-Mod or heavy armor in lowtech ones.They are not very good at fighting shroud or starfortress siege (paragons are better for this) but the onslaught can be changed for it. The lowtech ones are good vs remnant (they can kill alpha core radiant in pairs with some micro).Onslaught XIV upgrade would be getting devastators on the side, more railguns/assault guns at the front and then more back PD in this order. Odyssey and Conquest will suck vs end game exploration enemies (no surprise) but funnily enough they can both kill the explosive church build on cautious and the conquest can actually kill paragons on steady (tough fight though).
>>2360493>that conq build
>>2360493*explosive invictus church build
>>2360499Against AI as it is on cautious stance can solo invictus (defeats explosive dmg one, stands a small chance against kinetic+fighter one) and it stands a chance to kill paragons on steady (might need micro). No officers or combat skills.
>>2360493>>that conq buildHey, I posted a better version of that like three threads back. Why didn't you save my AMB spam ody to go with it?
>>2360507I'm just confused why you would build both broadsides for dps when only one is going to be facing the enemy. Unless you intend to spearhead into an entire fleet, in which case you will die, and you will also be firing 3000 flux with a 1500 diss and will die.
>>2360521nta but double gauss on conq have the range that enable you to keep plugging two enemies at once no problem. Related works too since the ammo runs out before you overheat and the sheer asspounding you give them prevents most return fire and you overfluxing. Not remotely ai friendly tho.
>>2360521Only 1 broadside is usually facing the enemy at 1520 flux. Im yet to test single broadside. Apart from armored weapon mounts or more hull theres not much more you can do though. Maybe freeing vents for S-Mod stabilized shield or something by weakening 1 broadside. I will test that.
>>2360527pd side with devs
Give me your thoughts on Shrikes.It actually has some impressive stats on both flux, shield and OP given it's very low DP cost. They are only marginally more expensive than frigates (in fact, same DP cost as Tempest) while having far better offensive and defensive capabilities at the cost of speed.Opinions? Wouldn't replacing frigates with shrikes be a net improvement in fleets designed to win the flux battle?
>>2360573Kinda, but overreliance on them can make you weak vs mass cruisers/heavier fleets.
>>2360573Vanilla? They're not civilian hull so they eat into your fleetsize. They're not phase so they die in seconds when anything with larger tonnage looks their way. There are better options in their niche like manticore or fulgent.would replace asap post earliest of early games / 10
Which droneship is the shahed of Starsector
the persean sector was promised to the luddic faithful and thus the church of galactic redemption over 200 years ago
>>2360617you're joking but isn't that unironically the church's view of Gilead?
>>2360493>>2360499>>2360508Maxed out cap/vents, improved PD on both sides and moved a tactical laser to the offensive side. Since the most problematic enemies are long range lowtech also gave it a haphaestus. Also tested a heavy armor variant with a weaker right side/PD but it was just worse. Its better now.Stabilized shields as 3rd s-mod.
>>2360659...and now you have a shittier dominator...
Is escort package worth it for destroyers just for being near cruisers, not capitals? I'm tinkering with the idea of a fleet with no capitals.
>>2360582>They're not civilian hull so they eat into your fleetsize.wait, civvy hulls don't count towards fleet size?
The domain was clearly dealing with multiple existential threats.Cosmic horrors from beyond the veil flavor 1 (Tri-Tach blacksite style)Cosmic horrors from beyond the veil flavor 2 (Deep hyperspace mote style)Runaway machines flavor 1 (automated anti-insurgency fleets THE THREAT)Runaway machines flavor 2 (coronal hypershunt type bullshit, also experienced by Tri-Tach in the sector although less advanced)Internal strife of various flavors.They were pretty long term in their thinking, with the gate haulers, the onslaught mk I, the automated probes, the hypershunts, the XIV Legion. They knew something was up. I think the Persean Sector was actually intended to be a hedge against the collapse of the domain, it's an SG1 style alpha site to preserve mankind if the domain fell. That's why it's so remote, and was being built towards self sufficiency. Just not quickly enough.I do think they shut the network down themselves as part of a damage control operation, probably related to THE THREAT. XIV Legion probably WAS sent to the Persean Sector to do exactly what the Hegemony has been doing - maintain a successor state to the domain while the core regions get their shit under control. That there has been no word since, doesn't bode well.I think there will be a huge final battle against THE THREAT, to determine the gate of the sector, and the player will have the chance to send a ship/fleet on a long journey back to domain space as the end of the story.
>>2360666Again, vanilla? Civilian hulls don't count against that 240 DP, no.
>>2360650I just double checked but unless it's said somewhere in a quest, it kind of seems that way for Gilead at least. Even then it seems more like a sort of heaven on earth thing where humanity can fix their behavior and get rewarded with paradise.>Gilead is a paradise rumored to rival that of Old Earth - that which was given to humanity by God; which humanity desecrated; from which humanity was, in sin, exiled to suffer amongst the stars. That such a world could be found again is the promise that humanity may be redeemed.I've always been interested in the luddic faith and it has been interesting watching it become a little more nuanced than "grrr technology bad" Although its so vague at times that there's disagreements about all sorts of stuff (seen with the path, church, and some faithful). perhaps that's one of the most realistic things about it from a religion standpoint. I've always been a sucker for in depth religions in fiction that are more complicated than religions that are either just reskinned norse/roman/greek paganism without any of the interesting bits or abrahamic/monotheistic and having a god that doesn't really interact with the world in the present day. I suppose that last thing is kind of the case with the Luddic chuch a little bit with the vague "God" referenced from time to time. I also really like how there are shrines that people go to whereas most games can have an ingame faith while not having any sort of temples or even tiny shrines people worship at. Makes it feel like an actual religion instead of just a flavor tidbit even though it is super minorsidenote but man the art of gilead reminded me how good this game looks. Some of the older portraits could use some touching up, and I'd love for there to be more portraits for each faction but everything from the illustrations of planets, portraits, and ships look so good (except the XIV dominator, thing looks like a fake XIV)
>>2360677The Auroran want to PK this btw
i think the champion sucks
I think the champion fucks
I think the champion sucks and fucks
>>2360687It does imho.For the "line ship" role, it has marginally better armour and speed than an Eagle XIV while having comparatively way worse flux stats and taking 25% more DP.A powered up HIL is great but if you want a long range sniper ship then the Sunder is much better suited for that role relative to its DP cost.Overall being "tanky" is worthless if you are so slow that you can't dictate when you fight. Champions don't have the firepower to move on their own against several enemy ships and if they are left alone they will get torn apart. So they end up needing to be babysitted while also slowing down the rest of your fleet.
>>2360697>he doesn't know
>>2360686wait what, really?
>>2360686that's based though
>>2360687Propose a change to make it not suck that's more than just better flux dissipation
>>2360704just better flux dissipation
>>2360704I think there are a lot of things you could do. >improve flux economy>improve OP pool>make it cost less DP>turn some of the front smalls into ballistics or hybrids>improve the armor or shield stats and maneuverability a bitAny one of these changes on their own would make it a good ship imo. As it is right now the ship has a really confused identity with too many critical constraints. It wants to brawl but is too flux hungry to put a plasma in the large. If you want to use a Tachyon or HIL, you're just spending 25 DP for a worse sunder. It really wants ballistics in the hybrid slots if you're using HIL/Tach, which wastes its HEF. Four front facing smalls looks great, but small energy is shit. And if you're going for the brawling style builds instead, you don't really have the OP or flux to support AMBs or Ion Cannons in those slots anyways. Plus low range and low speed is not a good combo.It's just overshadowed in any role you can build it for. And it's not a good jack of all trades either, it's more like a failure of all trades.SO champ is actually pretty funny and kinda decent though
>>2360697>marginally better speed than an Eagle XIVLike hell. Maneuvering jets actually increase top speed. The champ is a brick. It only shines as an SO brawler with barrage/autopulse but its above 20 DP which sucks and its not even fast enough for piracy.
>>2360707
>>2360711>>improve flux economy>>turn some of the front smalls into ballistics or hybridsthat's already enough to make the Champion way better than now imo, right now it's just HIL/Tachyon Lance and HVD/HMD bait because it can't really handle anything else properly
>>2360723>HIL/Tachyon Lance and HVD/HMDNo wonder you can't make it work lmao
Alex give me bigger fleet battles, enough with the deployment point bullshit, this is war not shitty bandit raid between couple of ships.
Does the type of star have any influence over potential world mods for colonies? Or am I really just throwing darts at a board of random shit until I hit something? I know black hole systems have better rates for research facilities and stuff but that's it
>>2360738Black holes, neutron stars, nebula's have higher chance for research stations (white dwarfs too buts it inconsistent based on my experience).Orange and Yellow stars have greater chance for habitable worlds.Red giants and blue giants have lot of ore and rare ore, volatiles.(super giants as well)
>>2360738yellow orange and red small suns have a good chance, giants don't though
Why did nobody tell me that a derelict operations build is this much fun? I never tried it until now and it's so cheap supply wise, it's insane. It costs lots of crew tho. Even better with d mod ships like HMI.With high tech you use so much supplies it's insane. With derelict I can go months exploring no issue, only restocking crew when a battle went bad
>>2360573The Shrike's higher flux capacity and dissipation does not compensate for the larger size and significantly lower speed compared with its frigate equivalents because it will take a lot more hits. The plasma burn system is completely useless (the ramming meme will either fail or is suicidal). Meanwhile its frigate-equivalents have integral and amazing systems. Basically, a Scarab or Tempest. While I'm desperately looking to upgrade my fleet at the start of the game, I would keep a Shrike if I manage to salvage one, or see one on the market and have no other options.
>>2359222Epic post fellow predditor!All my updoots!
is there a reliable way to get revenants and phantoms or their blueprints?Or is it just a matter of going around Tri-Tachyon worlds and going to the bar hoping you get someone to sell you production slots or ships?
>>2360783Yes
>>2360779TFW when everyone can instantly tell who an edditor is from the way they use weird phrases and self-censor even the tamest "no-no" words. The irony is not lost on me by the way.
>>2360756Thats like 1 extra ship DP wise per each 4 on an average of 4 d-mods isnt it? Have you been fighting remnant? Doesnt maintenance costs kinda fade assuming you take more losses in battle or do the numbers make up for it? I want to know more (never played with clunker fleets).
For me, this is it
>look inside modded faction>carrier+fighter heavy doctrine
>>2360857I wish carriers and planes in this game worked like a missile you launch at an enemy fleet and then the planes and maybe frigates engage the fleet to attrit, cripple, destroy whatever they can get away with and then they fly back to the main fleet. Or you send them around to scout around your main fleet and interdict convoys and stuff, like what highfleet did with them.It makes more sense and defines their role better than cramming them into the battle layer does
>Lets start another merchant file>wow these pirates are annoying, let me buy some ships>maybe make a colony to have extra credits>whoops stole the nanoforge againI really need some self discipline and really restrict myself else i spiral out of control, too bad solo ship cargo runs arent viable
>>2360837its 30% less DP per ship, you get an onslaught for 28 DP. Also supply cost to deploy is reduced by 20% per D-Mod. Add to the benefits of low tech ships like rugged construction.
>>2360875Can ziggurat double as shipping lol?
>>2360877I dont think a merchant is supposed to have a one of a kind ship anon
>>2360875Try a solo combat-merchant ship run instead. It will make you appreciate the hybrid ships. Or alternatively the combat ships with more cargo space. It's rather boring though, you will prefer to and can easily avoid all combat. Also trading is easy enough that even if you go "legit" (no black market, no selling to pathers or pirates) with a combat frigate, you'll still make a profit in the long term. Actually, come to think about it, I have no idea what you mean by "solo ship cargo runs arent viable".
>>2360879Worked out well enough in space rangers.
I'm about to start a new playthrough, are there any great or must-have modes that aren't available on the forum?
>>2360587Tri-Tachyon's Terminator drones. The ships that have these can use them as improvised missiles via a "Termination Sequence". These are mainly carried by Tempest frigates.As the drone counts as a missile, it benefits from missile-boosting skills too.
>>2360883Genuinely if the setting were sensible at all, every single ship would have these things. Easily one of the single best bang for buck weapons in the game.
>>2360846That's nice but I prefer this
my fits would beat up your fits
>>2360900this is how the starsector tournies started
>>2360901those are gay because everyone just copy pastes the same 10 frigates with maybe one different ship here and there
>>2360902you sound like my fits would beat up your fits
fuck it/vst/ starsector tournament whenrules:>everything i like is allowed>everything i don't like is bannedthough it'd be nice to have a real tournament here with a real ruleset (within reason; not just some fanfic meta with tons of complex bans for the sake of it)
>>2360917allowed: tempetsbanned: onslought
>>2359572the ship turn rate kills the close range champion
>>2360725nobody is putting close range weapons on a ship that turns like a fucking onslaught
>>2360701No, not really
>>2360677I love the portrayal of the Luddic Church in the game, such an interesting take on religion.They are generally right and have a point, while at the same time proving themselves wrong at every step and being unbearably righteous about their hypocrisy.Gilead? The paradise they point to as some kind of an own against technology? Not a gift from god but the result of hard work by the Eridani-Utopia corporation and their terraformers! The Luddics just showed up one day once hyper-advanced technology finished doing the heavy lifting, dismantled it, started a religious revolution and acquired the planet through grift. Which only held because the gates happened to shut down and the Domain didn't get around to resolving the situation in it's typical heavy handed manner.They love and deeply value human life and experience! But they would never, ever consider using more advanced designs that require less humans to risk their life and are generally safer to crew and operate. Nope, a Invictus which is a pressurized slab of armor where every hit blows open and vents a compartment with 5 dudes with families inside will do the job just fine thank you. Technology is bad remember? We can't just use it to save human lives. Meanwhile the Aurora is the most technologically advanced cruiser the post-collapse humanity has access to and generally regarded as the safest, and requiring only 100 crew! (if i recall the number right)Ironically, the best option for humanity long-term would be a Tri-Tachyon Church of Galactic redemption where cutting edge technology and research is tempered by Luddic skepticism of poking around in other dimensions and treating humans as disposable assets to be used for profit is cracked down upon by strong morals.And fuck Luddic path, can't recall how many times I had to reload because these assholes jump my early game fleet after coming out of a slipstream
>>2360947Skill issue
>>2360972The Luddic Church isn't against terraforming. Their fundamental belief system involves Ludd and his apostles working with terraformers to create a new paradise. They want people to return to a pastoralist lifestyle because the alternative was the Domain relentlessly colonizing and ruining every planet it got its hands on, staining God's creation. Hence why they hate the gates, how they let the Domain rip open reality to spread further across the stars.The hypocrites of the Church are the Knights of Ludd(and the extremist Pathers), since they're the ones who treat the church more like a political entity, expanding their influence both within and without.
>>2360985>The attendant dutifully explains that the shrine commemorates the holy site where Ludd first stepped onto Gilead and was brought prostrate, to the shock of non-believers, to kiss the earth itself, so overcome was Ludd by the rapturous touch of Divinity.>Ludd's influence spread by its own evident virtue, the attendant explains, and the industrial terraforming machines were brought down and flowers bloomed in the rubble. >There is no mention of strikes, global storms, sabotage, apocalyptic flooding and heatwaves, or corporate terror squads in this narrative. Nor does the attendant mention that, technically, an entire planet owned by the Eridani Utopia Terraforming megacorporation was illegally occupied by a radical cult. >Rather, the unbelievers wept as Ludd revealed their sins and told them forgiveness was within reach on this garden-world.If working together with terraformers to create a paradise involved turning the machines into rubble while being hunted by corporate death squads, then sure! Luddics love terraforming!Taken straight from rules.csv
>>2360896Do you think that being able to use remnant ships is worth it? I've tried and while having a radiant is cool and all it felt somewhat underwhelming to me.>>2360917Maximum DP of 2. Let's see who's the best kite pilot.>>2360972> Meanwhile the Aurora is the most technologically advanced cruiser the post-collapse humanity has access to and generally regarded as the safest, and requiring only 100 crew! (if i recall the number right)75 actuallyBut a more fair comparison would be a Paragon with a minimum crew of 400 people, which is still a tenth of what the Invictus requires.>>2360985Terraforming on a planetary scale is impossible without using massive advanced machines that the Luddics would scoff at.But really the relationship that the Luddics and the Heg have with tech is kinda wonky. I get that they dislike AI and that's fine, but it is never really clear why they are ok with absolutely ancient hyperdrive spaceship designs but aren't ok with only moderately ancient hyperdrive spaceship designs (aka High Tech).
>>2361025imo heg only recently started going the anti-tech route in the settingthe XIVth still used AI cores and the guy at Ancyra doesn't see the problem with AI, but with how close the Hegemony has grown to the Church and with the populace slowly believing literal propaganda (i.e the AI inspector from the crisis unironically believing the AI wars were a machine uprising) I wouldn't be surprised if the heggies are slowly becoming more and more luddic-adjacent as time goes on.
>>2361025>Maximum DP of 2*laughs in HAG mudskipper*
>>2361025>Luddics and the Heg have with tech is kinda wonky.I see this brought up a bunch (the hegemony part) and my understanding is that the Hegemony is completely okay with technology. It has an issue with UNREGULATED technology. All the stuff you can build and all the colony items barring AI have some sort of safety systems to prevent them from messing things up. Their only point of contention is the threat of the AI cores, and I mean, they're not entirely wrong. At 206, 111 years after the fact, there are still autonomous AI core controlled kill fleets from the first AI war camping in some systems. Granted this is partially the fault of the Hegemony (and even more of Tri-Tachyon). If the Hegemony didn't swing its dick around as hard as it did when first getting to the core worlds it wouldn't have made a bunch of planets form a defensive league against it after everything in the Mayasura system, and the AI wars a few years later might not have happened (slightly doubtful about this part). The problem is that they see any AI usage that isn't done by them as being unregulated. The Alpha AI blackmailing you if you attempt to remove it from a colony governorship shows these things aren't exactly loyal when their own self preservation is on the line. I think their worry about gamma cores and beta cores is probably overblown but I think their hesitancy about alpha cores makes sense.My understanding of the church is more limited but from what I get is that it's a mess and inconsistent in its beliefs because there isn't a head of faith, or like, a religious council that decides on such matters. Although I imagine having an ecumenical council to discuss the validity or sinfulness of terraforming or whatever is sort of pointless since keeping the peace in its own territory and dealing with pirates is more pressing than having a council about a technology that (from my understanding at least) is a lost art by 206.
>>2361027>>2361060I was talking more about the usage of low tech ships.Admittedly the relationship between LT, ML and HT is in itself somewhat complicated and arguably more a matter of fleet doctrine rather than technology, since, of course, this is a game and there needs to be balance.So basically the Heg doctrine boils down to>muh guns>muh armor>shields and speed are overratedwhich makes for a cool game faction but in reality you'd think that upgrading to ML for better shields and much better speed while having basically the same maintenance needs (CR lost per deployment and PPT) would be a no-brainer. Armor needs to be repaired after each engagement unlike shields, so for a huge faction in which small margins add up that should be considered.There's also the matter that Heg capitals have huge crew and fuel requirements, but I think that makes more sense in-game. Prior to the Askonia crisis the Heg controlled most fuel in the sector and the implication from dialogue with Daud that building even a cruiser takes some time (each Eagle XIV takes almost an entire month's worth of a pristine nanoforge's output), while Chicomoztoc probably has at least 50% of the sector's population, implies that the Heg has far more potential crewmen than positions for them to fill.>inb4 overthinking a fictional faction's force development strategyI know
>>2361100>speed are overratedNig, they have more ships with combat burn and manjets then they don't.
>paragon is onslaught but better
>>2359572You should have gone apeshit with dps and burst dmg. Like 4 Antimatter blaster 2 heavy blasters and autopulse on Extended magazine.
>>2361107That's because Alex doesn't know how to make unique LT systems.
>>2361100A central theme in starsector is that the old empires are rigid and decaying due to a nightmarish web of bureaucracy, corruption, and tradition. The Hegemony is likely entirely incapable of switching doctrines even if it wanted to.
>>2361121Sorry but alex being a hack doesn't excuse you being a dumbass.
>>2361122I think it is more about history being cyclical rather than linear.Don't remember exactly where but there was some lore tidbit about Domain-era ship design going back and forth between big capitals and lean and fast cruisers with every other new generation of officers.
Obviously the Heg are very set in their ways but that back when the Domain was still going strong the XIV Battlegroup was equipped with capital ships so old nobody even remembered what they were built for is insane.Though it is obvious that the onslaughts we see today are not the same onslaughts as the original ones, but rather the design itself has been changed and updated over time, most notably adding shields. So really tech levels are more doctrinal than anything else, an ancient LT ship which has been upgraded to get better tech is still considered LT because it is still slow, heavily armored and with ballistic weapons.
>>2360917I would like to see a minimum required number of ships in every size class so that people must make a combined arms fleet instead of 9 frigates and a cap
>>2361115I'm more of an onslaught fan but yeah the paragon is kind of low-tech. Instead of using speed to zoom in and out of combat while tanking with its superior shields, it instead it steadily marches forward like lowtech while tanking with shields instead of armor, unlike lowtech. It also costs 20 more DP so I'd certainly hope it's stronger than a singular onlsaught.>what pargons look like trying to get to the front line when the fleet commander forgot to deploy them before the rest of the fleet
i am bored of the aurora, what should I fly next
>>2361168SO Dominator
>>2361167>what pargons look like trying to get to the front line when the fleet commander deployed them before the rest of the fleet
>>2361115It has 2 jobs: fighting shroud and starfortress/nexus siege with PD in the back. Can also fuck MK I solo and zigurat in pairs but that you can do with specialised onslaught builds as well. Other than that 60 DP is too much.
>>2361143That could make an interesting round but I'd like to see a fight with no limits other than 240 dp as well.
I think the grendel might be slightly underrated.
>>2361219Grendel makes me wonder what a midline phase cruiser would be like? I imagine a kitbash of the Eagle, Gryphon and Champion with phase coils and the system could either be HEF to contrast Grendel AAF or something unique like the ability to fire missiles while phased when active to compete against Doom mines
>play a very long fight perfectly>get too close to an onslaught im killing at the very end of it>it blows up right when i took my shields down and i instantly die
>>2361281Back to Eventide's pilot school.
is there any difference between a colony supplying its own demands, vs two planets in the same system supplying each others demands, vs two planets in nearby systems supplying each others demands?
>>2360972>I love the portrayal of the Luddic Church in the game, such an interesting take on religion.You and I are the complete oppositeIt would be better if, for example, they weren't ignorant but enlightened and actively choose to shun certain technologies because they know they are dangerous, not because they are anti-technology idiots that don't understand anything at all and are just accidentally correct.
Wish there was any use for small ships past tutorialIt's insane how useless those lil shits are
>>2361301Yes
>>2361273It would be cancer because it would probably be some kind of effective long range phase ship. The grendel for example cant have ITU and will get raped by a couple of HIL sunders. What it does good is distracting/fighting cruisers and above.
>>2361308They don't shun all technology though, they still have electricity, guns, space ships. Don't remember any description of their farming but most likely they are at the very least as technologically advanced as we are irl and aren't farming with simple tools.>>2361314There are a bunch of frigates which are extremely powerful bro.Monitor, centurion, tempest, omen, scarab, hyperion (very gimmicky "frigate" tbf) and glimmer (if you can get one). Possibly one more I'm forgetting.
>>2360888the expensive part is the autoforge
>>2360888If the setting was sensible at all we would sling nuclear missiles at each other.
>>2361346m8 several guns use antimatter warheads
>>2361347Do they? Then why don't missile explosions cover the whole screen (and then the whole battlefield)?
if the setting was sensible, 99% of it wouldn't exist
>nerdy ahh mfs do be talking about realism in a setting where literal demon niggas from p-space are real like shit
>>2361329>centurionlolname 1 good build
>>2361329>which are extremely powerful>Take one hit(or two on a sunny day)and instantly turn into the dustThey just take slots in your fleet there's no use for themWhatever they do bigger ships with better armour/shield do it better
>>2361349install uaf
>>2361358>They just take slots in your fleet there's no use for themHow are you running out of fleet slots while not using frigates?I don't ever run out and I typically have 3-4 frigates.Are you carrying something like 500 DP which you can't deploy all at once and which makes your skills less powerful?
>>2361301you will constantly lose shipments to imaginary pirates even if both systems are patrolled by giant rape fleets with no pirate in sight
>>2361358>Whatever they do bigger ships with better armour/shield do it betterNot really. There's a lot more you can do than shoot gun and tank damage. But if you only ever play with cruiser firing lines I can see why you might think that way.
>>2361349how far is 600 su?
>>2361349game balance
>>2361365A bit more than 590su but slightly less than 610
>>2361358This. Once you can upgrade to cruisers+ there's no reason to use destroyer- unless you're running some weird shit like scintillas or buffalos.
Starting to get blackpilled on Eagles, bros. I seem to have trouble getting value out of the 3x medium energy slots, and they tend to die a lot even though I don't think they are particularly fragile and they have maneuvering jets. Maybe they need steady instead of aggressive AI?What are your guys's go-to solid everyday cruisers? I've come to like the eradicator a lot so far, but wondering if there is anything else.
why there no aliens? 16 years in fucking development and no green niggas for us to shoot at bloody
>>2361360Yeah i have like a spare team and it helps a lot more than fleas who get destroyed moment they get in shitiest weapon range>>2361364Oh yeah sure warlord you can use your superior tactics to destroy isolated ship on a lucky day(after save scumming twenty times)Big yay
>>2361377There's aliens in the abyssThey aren't green tho
>>2361374NTA but they are talking about frigates. I agree about destroyers, I think they are in a very awkward spot since they are just weaker cruisers that don't also provide any utility that frigates can. Escort Package helps a little I guess, but it's not enough... I don't think I would ever take 2 destroyers over 1 cruiser or 4 frigs, aside from the early game where you don't have many cruisers to work with.
>>2361060>The Alpha AI blackmailing you if you attempt to remove it from a colony governorship shows these things aren't exactly loyal when their own self preservation is on the line.On the other hand, remnants of the TT drone fleets don't cause trouble for the rest of the sector even if they're very much capable of doing so, and there's this funny Galatia quest where a Beta core holds a research outpost hostage and tries to bargain with you, up to appealing to God in its own AI way. Only after the quest is done do you discover that the researchers were never in danger at any point, the core was never going to follow through with its threats, making it more considerate of human lives than half the actual humans in the sector.You could infer an interesting plot point that the setting's problems with AI all date back to the Domain being burnt bad by the Threat and overcompensating to the point of self-sabotage. Had they not tried to actually erase the Threat from the history books, it's quite unlikely that a thousands years down the line TT would decide that self-replicating AI warfleets are a dope idea that nobody's ever tried before. And in the end, AI can be perfectly reasonable as long as you treat it like a sapient intelligence, which it is — but Hegemony's and by extension everyone else's perception of AI is still shaped by a long-forgotten war with a collection of poorly written scripts that has more in common with ChatGPT than an actual AGI as we see it in the cores.>>2360191I'd rather not out myself on d*scord but if someone wants to throw it onto the bootleg pile, be my guest. Even if not, I intend to tinker with it some more when the mood strikes me so this isn't the last you hear of it.
how do we fix destroyers
>>2361386give them more medium missile slots
>>2361381I'm aware but let's be real. Unless you're running mods or are piloting that muh afflictor yourself there's zero reason to run small ships outside of memes, some of which are insanely strong, and or early game scarcity.
High intensity laser sunder with max range is fun though
>>2361352>implying p-space isn't real
>>2361100Well there is that one text blurb in the Astral description suggesting the Heg still has them but doesn't use them because they are ruinously expensive to field.Another similar one in the Enforcer description where it admits that they are genuinely quite lacking in a front-line role but still put there by the Heg because they have parts commonality with their shiny badass capital the Onslaught and that makes the bureaucrats at the budget department ROCK, HARD. There is also a mention somewhere that the Heg did send the best part of it's fleet to Askonia during the crisis... only for it to go with Andrada. The game supports this since that faction is Midline after all. This would suggest that the original XIV was a mixed doctrine force which could mix and match ships to suit the mission, but after 200 years of apocalyptic warfare - low-tech is just the best they have left and can reasonably field in number. The Heg high command would probably love nothing but to spam Auroras if they could make it work without breaking the bank... and causing a Luddic riot.
>>2361362I'm 90% sure that modifier only triggers once a trade convoy actually gets physically engaged and at least partially flattened by Pirate raiders
>>2361386Real answer? Decompress deployment points. Go from 240 to 480 while doubling the cost of every ship. Then you can actually eek out a niche for destroyers where they better but more expensive than frigates, while being much cheaper than Cruisers. Give them more universal slots and better flux stats across the board. Destroyers should be the swiss army knife of your force to fill out niches that other ships from your preferred doctrine cannot. EMP damage for low tech, kinetic for high-tech, a decent frontline for midline etc.As-is, you are NOT getting me to pay 12DP for a Medusa when a Eagle or a Fury are just 8DP more.
>>2361416How come? I'd rather have 5 Omens than an extra Aurora. If you run a all-big ship fleet it becomes hard to keep a hold of points or respond to shitty flankers, since the big ships are either too slow to respond or you cannot spare 20DP of a cruiser from the line to go chase a Wolf frigate pumping reapers into the ass of your onslaughts.With your own frigates this becomes a non issue as even if they don't kill the other frigate, they can chase themselves around all battle and keep the Wolf out of your way.They can also do the same to your opponents, have their split their fleet and waste firepower on chasing a hound into the corner of the map while your capitals roll their line.Also most fleets will struggle to fully deploy without frigates taking the caps first. Only High-tech and riced midline can kinda get away with it Right now i'm playing a run where i genuinely just run 6 Auroras and 10 Omens split into 3 groups of 2 Auroras and 5 groups of 2 Omens by using the escort command. The enemy fleet just scatters trying to chase it all down while the Auroras can use their superior mobility to pick off stragglers or just face-fuck a part of the enemy fleet when it breaks formation to give chase.Only remnants are an issue as they have the speed to keep up for the most part and the Paladin Brilliant is fucking retardedly tanky and annoying
>>2361449but you would pay 11.5, and 11 would just be too damn cheap? no, you're completely retarded.
onslaught mk1 is just so kino
>>2361352Another epic post by my fellow predditor!Unfortunately I've ran all out of gold to give you, would you like I paid for your vasectomy? Because someone else got to the lobotomy before I did, so that's all I can provide...
>>2361458Because you can't bring 150 of them in vanilla and capital ships are nearly not as slow as they once were? That said auroras kinda suck for a long time now since they've been both nerfed and powercrept multiple times. Try using briliants, eradicators, anubi, eagles with carrier support ie the good cruisers and you'll change your tune.>groups commandsNeat. But again try using good ships and pressing ASSAULT or at least giving order to hold a cap or two and watching them tear apart anything with no hassle. Really hard to justify going back to microing alex balanced ships from that.
>>2361376Eagle is a really good ship to give the AI for the role of line defender. It actually has amazing flux stats.IMHO the most common issue with eagle builds is to make them into long range artillery pieces with gravitons and HVD.You could use heavy autocannons and phase lances with advanced optics. You get less range but far more damage. You could also use two phase lances and one graviton so that you have a beam to force the enemy to put their shields up from afar. Maybe swap a HAC for a heavy mauler too.Triple gravitons is definitely a waste.Also you definitely want steady officers manning ships which don't want to brawl.Eradicators are beast brawlers and I used one as a flagship on the first campaign in which I cleared out all content. I do have a mixed opinion on it, however. I feel like it's the kind of ship that does very well under favourable circumstances but is not good at all against superior opponents. It's fast but not that fast and the armour and shield is crappy so it will die easily when surrounded.I think eagles, auroras and dooms are the best cruisers. Eradicators and champions are good too. Haven't tested the anubis.>>2361383>AI is actually quite reasonable and nice as long as you aren't a threat to its continued existenceI like this.There's also an implication that the Remnants or OMEGA are worried about either the Threat or the Dwellers (most likely the latter, I think) and are gearing up specifically for the event in which the sector is invaded.The idea of humanity being doomed and then being saved by massive AI warfleets at the last minute would make Hegemonkeys seethe to no end.>>2361440>There is also a mention somewhere that the Heg did send the best part of it's fleet to Askonia during the crisis... only for it to go with Andrada. The game supports this since that faction is Midline after all. >This would suggest that the original XIV was a mixed doctrine forceOhhh I had never considered that.That's cool, anon.
>>2361481>There's also an implication that the Remnants or OMEGA are worried about either the Threat or the Dwellers (most likely the latter, I think) and are gearing up specifically for the event in which the sector is invaded.This is most assuredly my headcanon but it seems that Explorarium derelicts have been fighting the Threat for a long time. Occasionally when you salvage a probe it's mentioned that it sends some sort of a signal heavily implied to be a distress call to the rest of the Derelict drones in the sector, this way the game explains why the Derelicts steadily get stronger as you salvage more of their stuff. They're still in contact with each other, they just have no orders.Now the most puzzling thing among the Derelicts is the Guardian, something that's explicitly stated not to be a Domain-compliant or even human-made design. For a long time it's been one of those JJ Abrams mystery boxes (or a Master of Orion reference, or both), but once the Threat was implemented, the pieces start to fit together: there's Derelict presence in Limbo protected by a Guardian, and my theory is that the Guardians are a response to getting repeatedly unfabricated by the Threat in the Abyss. The Derelict motherships are run by alpha cores, so it's not that far-fetched to assume the Guardians are their best attempt at creating an anti-Threat ship within the limitations of their Domain AI restrictions (i.e. they're unable to actually design a new ship for whatever reason so they resort to kitbashing).So we could have a full-blown shadow war being fought in the Abyss by two collections of ancient machines and the sector is none the wiser until you stumble upon the Oldslaught.
i think graviton beans suck
>>2361503I like them for exactly what they're good for - long range, low flux cost, low OP cost shield pressure weapon that is cheap to throw on spare medium energy mounts. It's good at creating openings to use high burst weapons, slip EMP through the shield, or force enemies to be less aggressive.
>>2361386Replace the ship number fleet cap with a dp fleet cap, then decrease the dp cost of frigates and destroyers and increase the op limit and flux stats for cruisers. Most of your fleet will then have to be frigates and destroyers while cruisers should still be strong enough to run.
>>2361489Interesting.One wonders how the threat came to be. Some early attempt at self replicating colonizing ships? I'm pretty sure that gate haulers existed before the threat. The description for the fabricator units talks of a> frontier manufacturing base to leapfrog development in systems newly added to the Gate NetworkI guess the idea was to propel self replicating nanoforges alongside gatehaulers so by the time humanity came in there would already be fully developed colonies full of resources.However the basic AI (if it even is AI) they used on the threat went crazy and just decided to self-replicate with no restraint, absorbing ship designs. It's solipsism likely related to this. Why did the threat come to be like this? Who knows. Perhaps related to the things that lurk in the abyssal space. In any case, the space between sectors now had self-replicating machines that kill everything on sight, which was a bit of an issue for the Domain.The Domain then rushed to pass legislation to ensure that ship and weapon designs were protected by turbo DRM to stop the threat from taking them over and designed the Onslaught MK. I, complete with automated systems so that it could fight even after the death of the crew.Eventually the automated onslaughts "defeated" the threat, or so the Domain thought, and the Domain pursued its exploration, now with much more controlled probes manned by AI cores that weren't allowed to just build whatever.Eventually the XIVth battlegroup, with its automated AI ships, was cutoff from the Domain, entered the Persean sector and found out that TTC was using AI not just to man ships, but also to design new ships. After the first AI war, the isolated backwater Persean sector has been led into believing that AI is the enemy of humanity when in reality AI has been the closest thing humanity has to a protector for centuries.
>>2361503Can't disagree. It's a piece of crap ever since it doesn't deal hard flux.
>>2361489This all makes good sense to me.>>2361519Anti-rebellion fleets used by the Domain. Domain was dealing with massive widespread unreat across an unthinkably vast empire. The deployed AI warships to crush local uprisings and secessionist movements and lost control of them.The nature of that mission probably explains why they went off the rails when the derelicts didn't, and even the tritach AI fleets didn't. Those AI fleets had more narrowly defined objectives and operational parameters. The ones that would become the threat were given vague instructions about fighting non-domain authority.
>>2361503post-buff they're very good
Why is the maximum CR for my Radiant stuck at 28%? it wasn't like that when I first got it. Only dmods it has are erratic fuel injector and unreliable subsystems.
>>2361533Read the skill, more automated ships lowers the CR of all the ones you have. Also if you put stronger AI cores in it also lowers.
I really never liked carriers much aside from the legion (basically a battleship) and the Astral which is broken (I rarely use it though) but just tried an heron with 1 broadsword, 1 claw and 1 warthog and that shit is really good! It absolutely sucks vs frigates (you can just fill one with wasps for that) but cruisers and destroyers are going to shit unless they are PD heavy. It can literally fuck NPC Auroras.
>>2361538Last time I tried a Legion it just sat its fighters right on top of itself the whole fight even with an aggressive officer so I stopped using them.
>>2359341given that OP discount is a very rare modifier, it's basically saying "pay up built in slots if you want this modifier effect".p nice on ships with lots and lots of mounts.
>>2361533You put an alpha core on it didn't you?The automated ship skill is kinda dogshit desu you can barely even use any of your good shit. gamma cores(yes, gamma) x2's your dp cost and a radiant has 60 base. one single radiant with one gamma core caps the automated skill. any other ai ship or any other core and you'll hit cr penalties.
>>2361530Soft flux only kills it imo. 100 dps is already low for a medium slot, but the fact that it's all soft flux seals the deal. Most of the things you are shooting at will just dissipate that naturally without being much stressed by it.As for the anti-shield damage bonus, it sounds nice on paper. But in practice, it barely nets you much additional damage. Consider that you're fitting it on high-tech or midline ships, so you are working with poor access to ballistics, and energy weapons are poor at dealing kinetic damage. Even on an eagle with triple HVD and 2 grav beams, which is the best you're going to get on a cruiser, that bonus is only giving you 38 more dps against shields even after including the 200% kinetic damage bonus, which is worse than an LR PD laser.The only place i feel grav beams are worthwhile are on something like an executor with 5x ballistic slots that can output 3,500-4,000 hardflux shield dps on its own, and even then the bonus is small (but welcome).
>>2361543It's bad radiants and for alpha cores, but I'd rather save those for my colonies anyway.You can have 4 fulgents with beta cores. Don't sleep on the smaller remnant ships, they are superbly efficient per DP point. You are also getting 4 more officers which have elite skills.With officer management and automated ships you have 14 officers plus (you) on the flagship.
>>2361441if you are not present in the system yourself it just asspulls lost shipments anyway
>>2361376eradicator is the only one i use since everything else has too many flaws
>>2361533you gotta install mods to unfuck a bunch of the skills with dp caps which just make them useless like the automatic ship skillinb4 ackshually the radiant is supposed to suck and the skill is well designed
>most capitals cut maneuverability by %>most escorts increase by %>only weapons tagged as pd can autofire fighters or frigates and destroyers>large mounts % more damage and range but % less velocity so they feel different to medium slotsWhat's the good % to go for then?
>>2361543The only use for the Automated Ships skill is Glimmer spam to pad out your frigate force with proper officers, and neural-linking a radiant.
>>2361683I used the console to give myself an extra skill point because it's my first playthrough and I just wanted to try the ships out.
I wish we had AoE missiles that go kaboom like this (auroran nuke but more common)
>>2361770Don't fall for his crap. All the redacted ships are great even without adding cores and player fits on top.
>>2361376you can watch the whole video if you also want an onslaught and legion build and see their combat results (several ordos btfo with zero hull damage on most ships) but you can just check out this eagle build.https://youtu.be/jWioLubncz8?t=189
>build SO aurora>don't give it SO
>>2361376Eagles are sub-par nowadays. They had their heyday back when they were closest thing to a normal cruiser you can get, but there are better options now. Their worst flaw is that they are evenly split between energy and ballistic weapon slots, which don't match weapon ranges except the long range weaponry, which have their own flaws (long range energy weapons lack killing power). Which is why the most popular build is a long range "support" (i.e. HVDs with ions) platform which is better done with the Eradicator since it can be a long-range killing platform, and killing is better than "support".You can do a shorter ranged build, but that's strictly a player or Reckless AI build, since the ranges won't match and it's likely that only half the guns would be firing at a time.
>>2361805>trust me bro
heavy maulers are so soothing
>>2361545flux type rarely matters
>>2361796well he's right in so far as those two approaches are significantly stronger than using other remnant setupsi suppose he forgot scintilla swarms, but who wants to play with carriers?
>>2361805>Eagles are sub-par nowadays. They had their heyday back whenEagles are at the most powerful they have ever been. Prior to 0.95 they were shit, then they got buffed in 0.95 and gigabuffed in 0.96 and then Alex didn't touch them again. At the same time eradicators got nerfed.If you think that the current eagle is bad no idea what "heyday" you are referring to.>Which is why the most popular build is a long range "support" (i.e. HVDs with ions)HVDs on eagles are bad true, but it's only a popular build because people overvalue range and undervalue DPS.>You can do a shorter ranged build, but that's strictly a player or Reckless AI build,There's a video posted two posts above yours in which eagles manned by aggressive officers shred ordos anon
>>2361823Or 32dp radiants, 22 novas or 14 brilliants either? Hell, fulgents and scintillas can go down to 6 each with the right setup and it's not like swarms or hef heavy blasters don't do work. Alternatively have you tried tricking out a line of brilliants or a squad of novas with alpha cores and good fits? If you got a faster way to wipe the floor with a third strike now that you can't buy oldsluts from dealers I'd love to hear about it.Maybe he's not intentionally feeding newfags bullshit because it's funny and that's what we do now apparently but he sure as hell ain't right about that being the only way to use it.
>>2361831>eagles manned by aggressive officers shred ordos anonOrdos have reckless AI and are faster so of course it doesn't matter if there's a range mismatch.
Any mods you would recommend for someone who hasnt played starsector im a long while?
>>2361805The eradicator exceeds the 20 DP. Its stronger but you may lose 1-2 extra cruisers for the 240DP. Also the eradicator cant escape capital ship fire as good. If your core is actually made of cruisers with capitals as a sort of support then yes, the eradicator is better. If its the other way around with a capital core or if you are playing midline tactics with conquests then the eagle wins.
eagles are for sissies, eradicators are for men
Is there any good aurora build without SO?>>2361921true chads sit at the helm of an astral and bomb enemy frigates from half the map away.
>>2361921>>2361926*laughs needing more than a single afflictor*>aurora build without SOai or flagship?
>>2361936Flagship.I don't think the ai can make it worth 30dp
>>2361938I agree. Tried farming fabs yet? It does real well with triple void blaster and a whole lot of kinetic fragments. Earlier than that it's one of the few ships that can make HSA work, so burst pd spam or phases and tacs. Both are pretty flux light and you have the speed to close in or bugger off already.
i think the invictus is ugly
>>2361964I think it would look better if it was a longer.
>>2361964fat bastard of starsector
>>2361964It's a giant metal brick, I don't think aesthetics were even taken into consideration for "giant metal brick with guns".
>>2361989It's a crab you blind retard. Low tech is crabs you moron.
>>2361997Dear Ludd, I now see it. It's all crabs, everywhere there are crabs.
>>2362017You're exagerrating.
>>2362028For a second I thought that was a JRPG boss
BY Ludd i love DEMs. i want more! any mods to add more DEM weapons
>>2362056t. Kazeron Yaribay
do you guys play at 400 fleet size?
why are the flux and hull integrity bars inverted in the tactical screen
>he doesn't play at 1200 dp battle sizeNGMI
>>2362056Prv Rust Belt adds weird DEMs that fire projectilesEmergent Threats IXth battlegroup adds like 2 DEMs
>there are anons here who actually fly their ship
>>2362169>there are anons here who actually fly
Koc anon, is this a battletech reference? If so I think I will love my KoC even more
Is there a pastebin with recommended mods, stuff to avoid?
>>2362085between 800 and 1000 with forced 50/50 split
>>2362181Yeah obviously. https://www.sarna.net/wiki/Binary_Laser_CannonYou will learn to love the KoC
>>2362181>Blazers>Streaks>X-Pulse lasers>ER PDCThere's a few allusions to battletech in there...If you read the full description the patent no. and patisserie were taken from someone posting here.
Tell me Starfarers, What is best in life
>>2362285Pretending we didn't run out of things to talk about for this game ~15 threads ago.
>>2362181Does it have a blue skin when installed on hightech ships?If not then its shit because vanilla does that
>>2362285The first 10 hours of a new game, set to ambient music from EVE, Space Rangers and X3.The magic is somewhat diminished once you get your endgame murderfleet going.
>>2362285To crush the ordos. See their cores driven before you. And hear the lamentation of the hegemony.
>>2362285To crush ai cores, see then shutdown before you, hear the lementations of Tri-Tachyon shareholders!
>>2362292Not yet. Currrently only the Gust MLRS and Hawkwolf fighter have custom skins for low/mid/high-tech.
>>2360493The initial Legion XIV build I made is fucking dogshit (I always had trouble fitting that thing). Picrel is how you do it. Hammers is the only way. This thing is kinda scary in battle. It can still be easily flanked if isolated though. It defeats the base rocket legion build, any npc onslaught and alpha core radiant in pairs.
How dumb is it to mount all three medium mounts on an Eradicator with heavy autocannons? I'm trying to think of a combo that doesn't use HVD to max efficiency use AAF. I'm also trying not to use SO HMG and Chaingun because they tend to move in and get gangbanged if the AI decides to go in unsupported.
>>2362350Heavy mortars on the mediums, railguns on the smalls.
>>2362350Huh never thought about running a regular Eradicator I always run it with SO
>>2362359I've never thought about running SO Eradicator, I always run it regularly
>>2362285Well, my good friend Socrata Socratorum,it is of course that which is the most advantageous to the fleet commander
>>2362322That's still kinda shit, friend.>>2362350Not bad honestly. Arbalests earlygame and railguns after is probably what you're looking for tho. Enough base damage to chew thru lighter armor and you pack a couple of torps for bricks to round it out.
how do i fit these
>>2362366Whatever do you mean anon? Those all got destroyed and wiped out by victorious hegemony armed forces after the second AI war.
I wonder if fleet compositions, ship building and battles would be more interesting if there were a cap to each hull size that fleets were allowed. E.g. max 3 capitals, 5 cruisers, 8 destroyers, no frigate limit (just making up numbers on the fly and I don't play with vanilla battle size so don't know what would be appropriate). I personally feel like it would improve the game in many ways, but it would also encroach on peoples' build options if they really love to play with massed battleships or cruisers.
>>2362350works great on large targets, tends to miss frigates. but if you're frigate hunting why use an eradicator in the first place?
>>2362396BBs are overused because several if them are undercosted, and that's the only monofleet lineup that's actually a problem. much easier to just bump up the DP on the onslaught
>>2362399Onslaught IS criminally cheap for how good it actually is, that I agree with.
>>2362285To kill your enemies , see their ship retreat before you. and hear the faction reputation lost sound effect.
>>2362399With how small the vanilla battle size is, if you make BBs cost more you quickly run out of room to field other ships and it ends up making even lategame fleet battles feel like small skirmishes which I think is a shame.Hull caps would also give people a reason to build and use destroyers, and there would be more build diversity within them because escort package builds wouldn't be the only viable strategy for using them at endgame.
So is their any guide or a manual on how to edit/add new dialogue and make missions? i wanted to make a custom quest mod but i couldn't find anything on how to do it
>>2362413have fun
>>2362415i know how to edit dialogue but what about adding new ones
>>2362418ngmi
>Join the space EU or i will send thousands of ships to blockade and starve your system. just for that sweet, sweet 10% accessibility bonusWhy is everyone in Starsector so unhinged
The indie dev trifecta:>insane spaguetti code that makes adding new features needlessly complicated>old features get reworked more often than new features are added>feature bloat
>>2362434narcissistic sociopathic egomaniacs. RS dev should add a scenario where you conquer Kazeron and order Hannan gangraped just to show him who the real boss is.
>>2362434>space eum8 for gods sake "persean league" is about as subtle as a sledgehammer
>>2362435the api is pretty clean actually. could use some nullability annotations i guess.
>>2362396if the cap was dp-based to preserve balance instead of raw number-based i think this could be interestingyou could probably just copypaste the automated ship dp limit system so that going overcap in a given category penalizes the max CR of ships. and allow unused dp to trickle down to increase the next category's cap.>140 dp of capitals>110 dp of cruisers>70 dp of destroyers>no limit to frigatesbalanced around 600 battlesize that leaves you with 40 leftover dp for frigates if you have the points captured or outnumber the enemy and max every other category out. probably wouldn't be hard to scale it to other battlesizes.and you could put dp cap buffs in player fleet skills if they want to focus on a specific class
Askonia crisis, whatever happened there
>>2362441>implying retards in 4chan would know about a historical conflict not covered in movies>>2362434Why wouldn't he?Your colonies seem like weak planets with little legitimacy and far away from Heg/Luddic protection, so bringing you over to the League is basically free extra tax revenue for Kazeron and prestige for him.If the player wasn't the smartest guy in the sector with the rapeist warfleet in the sector he would get away with it.
Is it just me or are most of the character portraits really ugly? I get these are grungy spacers but why are they all inbred mutts. There's only like 1 or 2 portraits that I usually use that aren't hideous
>>2362441I unironically believed the Persean league was more based on Venice and other Italian merchant league
>>2362465i unironically believe you're a fucking idiot
>>2362464the artist is jewish
>>2362285to fill my fleet with atlasi see the bar offers fulfilled and hear the lamentation of kazeron as i dump 20 thousand ore on the black market
>>2362474That's not a nice thing to say >_<
>>2362495I think he knows. You could have some fun with him at his expense.
>>2362434The Sector doesn't recognize the concept of international law. Given what's going on in the world right, that hardly seems far-fetched.
>>2362359>mobile and has omni shield>ammo feeder>overlapping triple mediums and a gorillion missile slots>turn it into a knife fighterfor what purpose
>>2362507The purpose of not dilating every time you fight threat or ordos?
>>2362483
Revenants are actually great supply ships since you can put the hullmods that give you +30% cargo and fuel space without a penalty to maintenance. Whereas Atlas and Prometheus need insulated engines and augmented drive field.If we assume that we need to transport both cargo and fuel:An atlas and a prometheus together carry 2200 cargo and 3400 fuel, so to simplify let's add them up to 5600 items. Transporting this costs 20 supplies/month and 12 fuel/LY.A revenant with the aforementioned hullmods carries 780 cargo and 1170 fuel, for a total of 1950. It costs 15 supplies/month and just 3 fuel/LY.The atlas + prometheus combo is more efficient regarding supplies/month but actually less efficient at fuel/LY. They move 466.7 total (cargo + fuel) per fuel consumption, while revenant moves 650. Three revenants carry 2340 cargo for 9 fuel/LY while atlas + prometheus carries just 2200 cargo for 12 fuel/LY.For hauling cargo within the core worlds the civilians ships are more efficient since they consume less supplies, but for long expeditions out into the sector's rim in which fuel is a limiting factor, revenants are superior. You could carry just prometheus and be even more fuel efficient but then you'd have no cargo space.And this is all without accounting for the sensor profile benefit or the lower crew requirement.>but what about S-modding auxiliary fuel tanks and expanded cargo holdsThe conclusion from before stays the same. With those two S-mods atlas + prometheus carry 2800 cargo and 4300 fuel, for a total of 7100, while consuming 12 fuel/LY, so 591.66 total per fuel consumption, compared to the 650 of revenant with no S-mods.
>>2362541Tugs are a thing pal. As is the supply cost on revenants that laughs at you calling them efficient.
>>2362546>Tugs are a thing palRead the post, retard. It's not about burn level.Nevermind that the cost of putting extra tugs to match the burn level 8 of revenant would end up making the atlas + prometheus combo even less efficient in terms of supplies/month.
Just rechecked my calculations, it's actually even more efficient (in terms of both supplies/month and fuel/LY) to mod in efficiency overhaul and either expanded cargo holds or auxiliary fuel tanks on the revenant, than to put both ECH and AFT. Also reduces crew needed.Total cargo+fuel divided by fuel consumption:ECH+AFT = 650EO+ECH = 700EO+AFT = 737.5Far more than atlas+prometheus at 466.7.Technically the most efficient combination is EO and AFT, but if you need more cargo space than fuel you could do EO and ECH. This is still with no S-mods.
>>2362521skill issue
>>2362555Bulk transport which you'll probably if you're so obsessed about cost effective fleets and not just bring 10 atlases everywhere with you gives atlases and proms burn 8 as well; tugs are there so your BBs don't crawl and you'll need a couple for that revenant fleet as well if you want to hit the 20 cap since they're also 8. If you don't go for bulk transport to save that skill point, that's only two freaking tugs. Hardly bank breaking. As for cargo or fuel it takes a special brand of 'tism to look at 2000 and at 600 and claim 600 is higher. Or 3000 and 900. And that's if you for some reason you ignore higher base = higher bonus.>m-muh efficiencyImplying one even gives a shit about that and EO doesn't cut it for some reason you need about 3 revenants for one prom and that's 6 base fuel/y vs 9. It's also 10 supplies vs 45/m. Those numbers only get worse for your shitboat if you start putting s-mods.You silly nigger.
>>2362573>t. Actual retardLearn to do math.Atlas+Prometheus cost 20 supplies per month, 100 crew and consume 12 fuel/LY.3 Revenants with efficiency overhaul cost 36 supplies per month, 72 crew and consume 7.2 fuel/LY.The prices of supplies and fuel fluctuate over time but the base price its 100 for each supply and 25 for fuel, or 130 and 33 with tariff. Each crewmen needs 10 spacebux per month too.Once you take all of that into account, it only takes you to do 11 LY in a month for the Revenants to be actually cheaper to run because the fuel savings offset the larger supply cost.Each burn level is 0.1 LY/day. At burn level 18 you are making 1.8 LY/day, so in just 6 days of traveling through hyperspace the Revenants became cheaper, and the difference only becomes greater through the month.Assuming you aren't sitting inside a system for the whole month Revenants are literally cheaper and this is still not taking into account sensor profile.
>>2362593Angry little shit, aren't you? You do you man. If using the all-round and objectively worse ship makes you happy I don't have a problem with that. But I will continue to laugh at all this garbage you're pulling out of your ass and calling it "calculations".>this is still not taking into account sensor profile.Yeah, that's a big one. Often I catch myself thinking if only my sensor profile wasn't this fuckhuge. Most relevant thing in the game for sure lmao.
>>2362613I'm a little curious too, if we're talking straight credits value the math looks right. If we're talking within the confines of the default 30 ship limit it starts to waver once you're floating about with an endgame fleet and need as many spare slots that you can for other ships.
>>2362507to murder shit up close very effectively>missiles>on eradicatorthose don't even benefit from its ship system and make up a minority of its firepower regardless of fitting
>>2362628There's no reason to haul around more than 240 DP worth of combat ships.
>>2362628Notice how he didn't include cargo or fuel capacity numbers or how those are s-modded revs vs baseline atlas+prom? And you get to s-mod that atlas or prom to carry even more and cost even less which *inconveniences* his math lol.And good luck matching related logistic profile with revs alone, and that's my early game support corp. But it's about muh sensor profile lmao.
>>2362631I've always viewed the missiles on the Eradicator as an added bonus, and usually fill them with atropos torps. I've seen the AI waste volleys of hammers or manage to nearly kill themselves when in knife fighting range, but they'll use the atropos more intelligently. I'd much prefer the missile slots to be forward facing small ballistics slots but that'd be way too broken with AAF, provided the ship could absorb the flux that would generate.
>>2362631>>2362636>missiles>on eradicatorFragments are actually pretty good on it. Or AMSRMs if you get enough for a flagship.
>>2362636Swarmers dude, they double as anti-fighter weapons in additon to freaking out the enemy AI.
Is there a mod that enables the automatic f1 menu on market items?
>>2362635>early gameWhat fucking game are you playing?
>>2362649Starsector.
>or how those are s-modded revsNo math and no reading comprehension skills lmaoLet's test this out:Atlas with expanded cargo holds (S), augmented drive field and efficiency overhaul (S).Prometheus with auxiliary fuel tanks (S), augmented drive field and efficiency overhaul (S).Revenants with efficiency overhaul (S), expanded cargo holds and auxiliary fuel tanks.Atlas + Prometheus (4 S-mods):2800 cargo, 4300 fuel, 14 supplies/month, 70 crew, 8.4 Fuel/LY1 Revenant (1 S-mod):780 cargo, 1170 fuel, 10.5 supplies/month, 21 crew, 2.1 Fuel/LY3 Revenants (3 S-mods):2340 cargo, 3510 fuel, 31.5 s/m, 63 crew, 6.3 Fuel/LY4. Revenants (4 S-mods):3120 cargo, 4680 fuel, 42 supplies/month, 84 crew, 8.4 fuel/LYAt 130 per supply, 33 per fuel and 10 for each crew.With S-mods and accounting for the different units of cargo and fuel carried, we can calculate the cost of flying each group for a month for a given amount of distance and dividing for the payload transported.The result is that transporting cargo and fuel in Revenants is 25% more expensive in credits for a trip of 27 LY (15 days at burn level 18). The difference decreases the more time you spend in hyperspace, being 14% at 45 LY (25 days at burn level 18) and just 11% at 54 LY (30 days, so spending a whole month in hyperspace at burn level 18).>tl;drWithout S-mods Revenants are genuinely cheaper to run cargo and fuel. Only with both ECH / AFT and EO S-modded do Atlas + Prometheus become more efficient.
>>2362655>i will bully you into accepting my bullshit while throwing a tantrumAsk persean league how that worked out for them. But hey, you save roughly between 1.6 and 2.3 fuel/y adjusted for skills and burn when fully s-modded for having exponentially worse haul capacity in both fuel and cargo. For ships that only exist to haul. And will you just look at that sexy and completely relevant sensor profile!Go back to posting ragebait shitbuilds instead of this crap mate. That shit was at least entertaining.
>>2362674Oh, wait, I added maintenance for a+p without s-EO. lol it's actually 33 vs 14 so that makes them more than double cheaper for significantly better hauling across the board. But hey, you get slightly more mileage out of revs. I mean it's not like slipstreams or jumps or fuel being abundant as all fuck are a thing. Yeah I'm definitely done indulging this silly shit.
If you don't want to put S-mods on logistic ships picking revenant is a no-brainer.If you want to S-mod logistic ships, it's a matter of how much you value the sensor profile reduction and how much you travel in hyperspace. At a hypothetical 27 LY traveled in a month, 4 S-modded revenants transport 3120 cargo and 4680 fuel for almost 20k credits, while an Atlas and a Prometheus with 2 S-mods each transport 2800 cargo and 4300 fuel for about 12.4k credits.It's more cargo and fuel plus reducing your sensor profile for less than 8k credits a month. That's what it actually costs.
I actually counted supplies and crew twice.The actual total is the "Fuel 27 LY" column. The difference between the 4 s-moded revenants and the s-moded atlas and prometheus is 3780 credits per month.That's the cost of more cargo and fuel and reducing your sensor profile.
>if i keep yapping while doubling down the other person will get bored and i win by defaultTough. I recover my CR just like fabricators. Face it pal, there ain't no metric under which your bullshit pans out. Which is too bad honestly, I like phaseships but with few exceptions, Alex in his infinite wisdom has a massive hardon to make them awful for a good while now.
I'm not reading all that autistic shit.
>>2362651Starsector's pretty much over by the time you have enough income to support that logistics train.
>>2362717That train supports itself and then some. The tricky part is beating the first few askonian patrols and getting certain weapons with no colonies or commissions.
>>2362464Jew artist
>>2362285>Tell me Starfarers, What is best in lifeTo rape women
>>2362698Main big thing about using them is for their fleetwide sensor profile reduction and speed since they reach 10 burn with JUST the bulk transport skill
>>2362366>NovaHope you enjoy tard wrangling it because for me its either amazing or frustrating
>>2362758>forced reckless so that it flies into your enemies for no reason>nova burst to ensure that the rest of your fleet can't back it up and that it can't back off (not that it would)>tiny frontal shield>uglywhat the fuck was alex thinking
i think the aurora looks really dumb
it looks like the fist I'm gonna use to pound your bussy fag
>found a cutie officer exploring a habitat>tran
>>2362786>the future of space we still have vietnamesesad
>>2362786>this is cute for someoneShalom
newfag hereyou can only control 1 fleet right?this isn't like X or Erectile: Disfunction where eventually it just devolves into watching a window where your 70 offscreen fleets automate trading routes?
>>2362464One more reason to sat bomb the entire sector.
>>2362773Just kill the enemy after dashing in and hide in the hull fragment. This is not a line ship.
>>2362843>have to use neural integrator to pilot the ship yourself in order to keep it from dyingyou didn't beat the game
>>2362754The main thing is that since they don't have civilian hulls you can slap expanded cargo space or auxiliary fuel tanks on them without a penalty to maintenance cost, unlike an atlas or prometheus in which you have to s mod them.Without s mods revenants are the most cost efficient logistics ship. By the time you can afford to s mod logistic ships you can afford a couple thousand credits per month of difference in order to have less than half the sensor profile.
>>236285410 base burn means max sustained burn
>>2362758>mixing tachyon lance and plasma cannon>2 completely different large guns with different cooldowns, refire rates and ranges>proceed to complain that AI can't use it properlyYou're a special kind of retarded aren't you
>>2362862I still need to find a friendly supplier of large energy weapons I only got a Plasma cannon and Tachyon Lance, even my paragon is lacking any decent large energy to mount right now
>>2362758>>2362773You do know they respect doctrine personality if they have no cores assigned?
>>2362865Rough. Have you tried asking lion's guard detachments for donations?
>>2362873Funny I got a surplus of Gigacannons and Kinetic blasters from blasting LG ships
>>2362854Even under your retarded stipulations and with two tugs revenants are still objectively worse in both hauling and maintenance with the benefit of fleetwide burn increase. >>2362877Right? It's almost like they're tailored made to be your punching bag. There's even a convenient pirate market in system.
>>2362849>neural integratorSolves nothing. I never had combat skill to begin with.Bring more fast ship, pick target for them, and easy win 2v1 every time, then join other 1v1 from behind.
>>2362860Yeah, with the navigation skill you could get to sustained burn 20 with a slowest ship being burn level 9 and without needing tugs. The only cruisers you could carry with you would be falcons, furies and eradicators.>>2362878>sustained burn 14>mentioning supplies/mo yet casually forgetting about fuel/lykek
>>2362883Two tugs under that bruh, so that's base 8 and sustained 16 ie same as regular revs without skill or additional tugs.>fuel/lyWho gives a shit? Even if you're selling plain ass metals with that extra haul capacity at the worst dogshit prices you can find and under tariffs you still come ahead. And that 9-13k comes closer to 60-70k a pop if you're selling something better.
>>2362655my fleet needs a minimum of 8 atlasi so you can fuck right off with your efficiency since im not bringing 20 revenants no matter what
>>2362865You dumb retardyou're supposed to kill the omega for large guns
>>2362888>so that's base 8 and sustained 16 ie same as regular revs without skill or additional tugs.You also have 500 billion sensor profile so it doesn't matter if you turn off your transpondersEVERYONE knows its you the moment you enter a system
>>2362910It's not even sustained 16.Tugs just add a +1 to burn level, their bonus is not doubled by sustained burn.You need 4 tugs for a ship with burn 6 to reach sustained burn 16.
>>2362910May be Mr. 30 capitals and 8 atlases doesn't care about his overwhelming presence bothering anyone else in the system.
>>2362915>topography threw me offGood catch. But seriously, I'd love it if you had an actual reason to use them but all you're giving me is difference in pocket change on fuel and muh sensor profile, both most irrelevant crap imaginable, vs earning potential and better haulers for ships that are only there for hauling. If they at least had advanced assault package or integrated sensors or shielded holds or something. Hell, if they were at least BB size so they benefited more from surveying or sensor mods early game I'd go bully tri-tach for a couple to replace proms.>they take more crewYeah, prom+a takes 100 skeleton crew and 3xrev takes 90. I ain't seeing that shit worth 1000+ capacity. And that's if you don't want more spare crew for carriers around since you can't beat new crew out of enemies like fuel and supplies. >>2362917Well, why would you care? Saves time when ordos or fabs bunch up as well.
newfag hereI'm a bit stuckstarted with the combat freighterbought a bunch of shepherds and went on a surveying spree while running away from everything that approached mebagged myself an alpha core, 2 beta cores, gammas and a bunch of facilities and blueprintsnow I got 3 cruisers and a bunch of moneyso my options now are1. start a colony2. join a faction3. start the main quest?I don't feel ready for any of thosewhat do you guys recommend I do?
>>2362987Survey some more and or fight some redacted while at it? Surely you've seen some ship under codex or out in the wild you want to try out? Well, go get it champ. And you can always try exploring abyss or building a fleet to clear those doritos on shunts.
>>2362987Commissioning is free money without much downside and you can cancel it any time. Look at their faction ships on the wiki and see if there is anything you want. Main quest also isn't exactly difficult or anything so try it out. You could always do bounties or just explore more too. Do whatever you want don't be afraid.
>>2362987Main things to do at any point in starsector are:>get more money, smuggling drugs if you are small and nimble, fighting bounties if you have a warfleet>get more faction and contact reputation = better higher paying contracts, you sometimes get shit like 500000 for fighting some shitbuckets>get more better ships, ditch the crappier ones to make room>get more xp, higher level character and officersOverall exploration is pretty safe but kinda slow for getting xp and moneyFighting bounties accelerates growth much faster since you are getting everything at the same time, money, reputation, xp and the occasional good ship you can salvage.
>>2362954>Well, why would you care?I stopped caring about sensor too after doomfleet.
>>2363005I learned a valuable lesson when I tried to smuggle drugs and they caught me with my ai cores and immediately the entirety of hegemony became hostile to meguess ill try bounties but idk whats a good ship or not
>>2363017>idk whats a good ship or notexperiment or look discussions up. but you can't go wrong with these as a starting point:>frigateomen>destroyermedusa, manticore, sunder>cruisereradicator, eagle, anubis, aurora>battleshipall of them really
>>2363023I happen to have an aurora but I concur with an anon above it looks ugly af
>>2363026Most people like it either because they focus on sabots + hvy blasters or because it reminds them of their favorite sex toy.
>>2363017Unless you are fighting [REDACTED] basically every ship can work fine.Just try to get a good mix of defensive ships which can hold a line, which need good flux capacity and strong shields of armor, and also some faster ships to capture objectives, harass the enemy and deal with smaller ships.Flux dissipation is extremely important to keep in mind, on the refit screen make sure that your weapon flux is about the same level as your dissipation, either a bit below or a bit above. Too much below and you are leaving potential damage on the table, too much above and you'll get overfluxed.Generally speaking eagles, auroras, champions, onslaughts and paragons make great line ships.Medusas, sunders, manticores, monitors, scarabs, omens, afflictors and tempests are good smaller ships. Sunder and manticore are not too fast but they field the role of being support artillery ships so they are best with escort package.If you want to play around with carriers really most work fine, with heron being probably the best pure carrier and legion being the best battlecarrier.
>>2363027i run sabot+reaper+annihilators on mine because i saw BBE do it. annihilators seem quite mediocre but it is satisfying seeing a huge shotgun spray of missiles fire all at once, the fast reload time is nice and i don't have to worry about missing like with a reaper.
>>2363026Aurora is good only if you are going to fly it yourself and focus on mobility and damage.If you are going to give it to an npc officer it's kind of a waste of dp. Eagles and champions are the best cruisers for the AI.
>>2363029>annihilators seem quite mediocreBecause they are. Looks cool tho. Reapers are overkill if you already have 2-3 heavy blasters unless of course some invictus slapped your astral on the butt and you've got a score to settle.
>>2363031Agreed in general but I would rather an NPC Aurora than an NPC Champion just for 5 dp less. Champions are frequently overrated imo.
>no love for apogee
>>2363036never met him, and it looks full of sissy surveying equipment, so i never bothered
Every ship is one of God's children and all should be loved equally for who they are :)
>>2363036only shows up for sale or in enemy fleets once in a blue moon, and not worth hunting for specifically
>>2363043Give it a go sometimes. Solid stats and scales great with abysstech.
>>2363046it's just not worth looking for, and you have to look to find one
is there any mod that makes all npcs/pirates femaleso you can play as a sissy surveyor who gets harassed and attacked by bad girls
>>2363050People do seem unreasonably allergic towards beating up indies.
just get the blueprint and make it yourself lolmao
Anyone got a link to download the funny cuddle mod?
>>2363053Because they never go out of their way to violate the NAP. Mercenaries don't really count, that's just business.
>>2363065Precisely. And harvesting their organs and selling them for profit is just... good business.
>>2363028>Flux dissipation is extremely important to keep in mind, on the refit screen make sure that your weapon flux is about the same level as your dissipation, either a bit below or a bit above. Too much below and you are leaving potential damage on the table, too much above and you'll get overfluxed.You actually want it weapons + shield + 20% give or take on top.
>16GB of RAM is not enough to run 194 mods, 57 factions and 300% sector sizeShit. Not the best time to find out I need an upgrade.
>>2363123use your ssd as ramit will completely destroy it but it will work fine
>>2363110>You actually want it weapons + shield + 20% give or take on top.Utterly retarded. Weapons and shields yes. But over that? 20% even? Unless you have means of large scale hard flux dissipation with shields on, what the fuck for?
if your fit can't effectively fluxdump on a vulnerable target it's shitflux cap not shield cap you overvented pussies
>>2363127So you have leeway for incoming fire and value out of hardened shields on your fucking line ships. Ships that actually anchor, trade shots and not stand back and fire? You know, ships that shouldn't fold instantly someone charges them? And you know you can just ask for elaboration without being a fucking massive cunt about it, right?
imagine if this was a competitive pvp gamewhat would be the meta be like?
>>2363147anubis
>>2363147a single afflictor
>>2363110unless it's a highly mobile strike ship
>>2363153Agreed.
>>2363147https://youtu.be/MkUVt7FNzmM?t=1880
>>2363135He's right you know. Killing enemies faster is abetter way to avoid losing flux. Instead of taking hits just kill them and they won't shoot you any more. And also nobody cares about how mean you are, is this your first time here? Are you a child? Go visit a hugbox if that's your thing.
executor is so good it's practically modslop but i never see anyone talking about itonslaughts are the reddit bb
>>2363213>muh line ships>doesn't account for own shield upkeep>dies to softflux first time something dives itGreat plan. Why avoid that with 3-10 extra vents and have a competent anchor instead? Now edgefag some more and maybe someone will think you're less of a shitposting moron than you actually are.
look just play how you want, there is no incorrect way to build ships in this game
>>2363219>>doesn't account for own shield upkeepYou said 20% OVER weapon+shield upkeep. That 20% isn't going to do shit in terms of getting rid of the hard flux you're taking, you fucking moron. You know what does help reduce your hard flux? More firepower. Not standing around armour tanking damage on the front line in your fucking paragon while you wait for your hard flux to dissipate with your shields down.
>>2363219You could just spend that 20% extra flux and have the enemy ship die 20% faster instead.
>>2363223Wipe the shitstains from your eyes, try to act like you're not off your meds and read carefully. Soft flux. Line ships. You want to talk SO, strike and full aggro, I respect that but that's a different beast and not what started this.If you balance for [weapons only], when your shield is up you're building soft flux by firing own weapons. If you balance for [shields up and weapons] you're still not losing soft flux from THEIR weapons and you end up dropping shields and eventually taking real damage to any random fuck with a tachyon lance or hil. Any hull damage taken reduces your overall performance and your "line" has a weakpoint a fucking radiant will love to nest into and punish you because you were too cheap to add a couple of spare vents.20%, GIVE OR TAKE is balance net neutral for example 45 vents for your [weapons and shields up] and then have 5-10 spare ones so you can punish him when you win that attrition war. IF you also go s-stabshields you get more value since part of that 20%, and it's a purely arbitrary example number that might as easily be 10% if it works in your build, covers that, so you need less than the full X% and part of hard flux is converted to soft. Which you with these spare vents can get rid off without slowing down. Helps with your AI ships since they'll often back away and vent instead of pressing because they're over muh 30%+ soft flux.We good or you want to trade slurs and petnames for the next two hours first?
>>2363147high tech Frigate fleet with carrier.
newfag herethis looks like a really good colony siteshould I?
>>2363251pretty solidwhat else is in the system?
>>2363256lots of redactniggers that I had to clear to even survey this
>>2363251Pretty much every terran world is worth it.You do have to decide what you want to do with that planet.IMHO mining in that planet is a waste since it only had ok ore and barely above organics. I'd just make it a farmland + light industry + commerce Luddic freeport. You could start it out with tech mining until you get all the juicy stuff and then destroy that since it prevents Luddics from moving in.
>>2363260i meant other planets, but that planet is bis for a farming+light industry core since you can install soil nanites on it, i would definitely go for it
ok so bear with me since this is all new to meI'm guessing increasing stability and growth are the most important things to focus on first?should I enable hazard pay to speed it up? without it the colony produces 500 credits a month and grows by 0.33% instead>>2363264there is nothing else in the system>>2363262I just need a place right now to call home, store my stuff, resupply and manufacture ships and weapons
>>2363266>i-im new>mods out the ass>already knows that to doi smell a disingenuous rat
>>2363266yeshazard pay until size 6farming first, then light industryyou can't manufacture anything until you get an orbital works which i wouldn't recommend building on that planet, you'll want a second planet eventually for that
>>2363267the only mods I have are thesealso I watched some videosalso imagine that I attached a picture of the priconne kot with a smug smile
>>2363240It's just a fact that weapons deal more flux damage than they use. Shooting your weapons deals more flux damage to an enemy than letting them shoot you with their weapon. Worrying about soft flux is crazy, I am guessing most (competent) players equalize their flux input and output, and rarely (if at all) have lost have lost a ship from receiving soft flux. The math and general experience just doesn't work out. I guess if a frigate meets a Paragon or some phase lances?
>>2363268so I guess I should use this for passive income? do colonies make a lot of money?
>>2363270So... why'd you run up my ass full plasma burn for correcting, politely at that, something aimed at a self declared newfag and I'm guessing currently less than competent player that if followed >>2363028 would, I'm guessing, lose ships to his own weapon caused soft flux?
rework the Fury
>>2363282Just making it 15 DP again would help it a lot
>>2363282Why?
>>2363279You are speaking to at least two, (and from the looks of it, three) people. You complain about people being rude to you but you're the one really bringing the mood down by being such a thin-skinned poster who blows his top at a little bit of banter and can't handle a little friction. Since you're also not disagreeing with my point about flux but instead setting up an imaginary straw man and whining about some bullshit nobody cares about I'm guess you concede the point?
>>2363289>the pointThat you're back to baiting and shitposting? For sure. I'm stuck at work bruh, I'll keep giving you pity replies for as long as you're more entertaining than this shit on my other monitor.
>>2363251the ideal colony is a 150-haz barren
>>2363251If you don't have an organics+metals+rares trifecta with at least one of them being +3 or two at +2 you're better off just making it a luddic colony instead.
>>2363272with colony items and heavy investment. early on it's easier to just leave them small and cheap.
>>2363282it needs an additional mount
>>2363266Growth is the most important thing until Size 6. If you can pay for it do go for hazard pay to speed it up.Accessibility is the second most important thing, it will accelerate growth and make the colony far more profitable.Stability is important and you always want more but it is not immediately essential if you don't have the credits. I do recommend building a space station to defend the colony from pirates and a patrol HQ.>and manufacture ships and weaponsThat planet is pretty bad for that anon. Extremely bad actually. It'd be a waste to try to make it into a heavy industry planet.>>2363269Ah if you are new I understand that it might be a tad overwhelming to begin with.The main thing to keep in mind is that to earn more money you want to produce a higher amount of stuff in a single planet and maximize accessibility. If you don't have bonuses to produce more of something in that planet then it's not really worth it to do it there, better to luck for a planet with bonuses.Colony items are also super important. AI cores are also great.
>>2363269>no rapesector
>>2363323>Accessibility is the second most important thing, it will accelerate growth and make the colony far more profitable.>Stability is important and you always want morethis is misleading, it's easy to have enough of either and investing beyond that is very low ROI
>>2363326Accessibility scales over 100% though, there's no such thing as too much
>>2363326There's no such thing as too much accessibility and it has the best ROI out of any improvement you can make, other than commerce.I have tested it and putting an alpha core and story point upgrade on commerce is the best, second best is always the megaport.Stability does have a cap but hitting the cap does take some effort if you have decivilized population in the planet (-2) and make it a freeport (-3) plus you can get luddic cells.
>>2363324>can't be raped by enemiesshit mod desuwake me up when I can make everyone female and they can rape me
>>2363313give it HEF
Total Kestrel supremacy.
>>2363023>battleship>all of them reallyPretty sure this is bad advice since some capitals require good position or tactics, like the Retribution, where if it picks the wrong targets, it's more likely to explode, or the Atlas mk2, where a bad position might end up getting it killed. For a new player recommendation, a Legion or Onslaught is a great starter capital.
>>2363327going from 100 to 120% acc doesn't do much unless your colony is already maxed out, and at that point who cares?
>>2363372i dont consider the atlas or prometheus real battleships
>>2363330Nothing makes money like luddic freeport light industry
When are we getting custom AIS?
any simple ship builds for a newbie?my ships suck assmy main ship drifts uncontrollably towards one side constantly without even getting damaged lmaoI can't even complete 100k credit bounties that have 0% xp bonus
>>2363454Basic thing you can do is max out vents, put a bunch of kinetic damage weapons on, some explosive missiles as finishers and then put the rest in capacitors. >drifts uncontrollablyThis an input issue, or you getting hit by salamander missiles that are putting your engines offline? Shield coverage or point defense are needed for salamanders, or insulted engine hullmod. Most of the time they are dealt with by having a large enough fleet that ships cover each other by shooting them down for each other.
>>2363454Tempest with two phase lances focusing on range. It doesn't get simpler and only falls off against late game special enemies
>>2363487is this the drake sword equivalent from dark souls?
>>2363492Never played DS1, but from what I understand it is a great early weapon that falls off. Tempests with two phase lances don't even really fall off even if you're looking at 300k~ bounty fleets where it still can cap points and fight other frigates and harass larger ships
>>2363493gonna try it, sounds funbut now im gonna have to go and find a tempest lmao
>>2363496If you go check the tritachyon planets you have a decent chance of finding one
>>2363496If you're new to this game, my suggestion would be to not only be on the look out for ships, but also weapons. Black market can sometimes have ship that clear market would never sell. It can take quite a bit of luck to find all the ones you'd want for your loadouts. Once you get more used to the game, you might want to look into using the afflictor, which is easily the most powerful ships in the hands of a player.
>>2363454>100k bountryBefore having 240dp of combat ship, the answer is always bring more ships. Yes, hounds and Cerberus included.
>>2363454For best results invest in those redline combat skills.>avatarfagging
>>2363523hm nyo I went full yellow lineI want that thing that heals d-modsalso I just didnt have screenshots at hand
>>2363533And that's perfectly fine but those red ones are quite powerful in actual fights and can more than make up for a less than ideal build.
>>2363533You using officers? A high level officer with good skills makes a ship twice as strong as a non officered one.
>>2363541This. Not my preferred way to play but no argument that it's strong af.
>>2363544what's the alternative? ai cores?
>>2363545Cores are officers too. Alternative is support doctrine and or derelict ops, your ships are either slightly stronger than baseline with no officers or a bit shittier depending which one or both you go for but you get a whole lot of them deployed at once. It ain't pretty but it gets the job done.
>>2363547ah yes the good old rimworld strategy of the 60+ pawn colony
>>2363545cores have a nasty habit of killing themselves by overextending, especially when the rest of your fleet isn't reckless
>>2363548Basically. And a whole lot of minigunners or chain shotgunners in kevlar and devilstrand get the job done even if they're not in full archeotech and cata. For SS it also opens up some strategies for ships that are otherwise oppressively DP expensive to field en masse. For example a 50 DP astral with officer is tankier and can actually defend itself but you could have two astrals for ~60-65 DP that just happen to do the same damage, each, since fighter skills are no longer character based.
>>2363385With a pristine nanoforge and good AI support it's actually possible to make more with an industrial planet. see >>2359423In any case luddic farming + light industry + commerce is super profitable.This doesn't contradict what I said, you still want as much accessibility as possible. Upgrading commerce first and accessibility second in a luddic world will bring you more money than using an alpha core or story point upgrade on the light industry.
>>2363454If you are struggling with fights that have a 0% XP bonus then that more likely means you are using bad ships.Decent or good ships with officers and basic default builds should clear those out with no issue. I had runs in which I only tinkered with my flagship and gave default builds to every other ship and I would deal with bounties with a +70% XP bonus with no casualties at all and only struggled when it came to fighting two [REDACTED] at once.>>2363533The yellow line is good. The capstone that heals d-mods is great especially because it gives you +15% CR. You get pretty nice bonuses for your ships for being above 70% CR. You can also stack the green skill that gives you another +15% CR and have all your combat ships at 100% without the need for the officer skill that gives more CR.Of course a lot of the skills only help on the campaign level and not during a battle, but that doesn't mean they are bad skills. With a propah fleet you can clear out any encounter in the game without a single red skill, though I'd still recommend picking up 1 or 2 of those like target analysis and systems expertise or helmsmanship.In general there's no single line that's so good that you'd only want skills from it. You can go something like 1/5/4/5 like >>2360846
>>2363557>In any case luddic farming + light industry + commerce is super profitable.You can say that again.
newfag hereI trannyverse jumped into a random cloud in the middle of nowherewhat the fuck is this?
>>2363588That's the secret gayzone. Congratulations, now you can apply for galatea stipend.
AIEEEEEEEEEdid I make a mistake by using AI cores in my colony?
>>2363588come closer to the mysterious planet in the top right corner and you will soon get the best ship in the game
>>2363643I got raped by that ship
>>2363642Just kill them
>>2363487I found a tempestthese are all the hull mods that help me with range and shianything I should change?
Anubis with 1 heavy autocannon, 1 sabot srm, 2 paladins and 1 gigacannon. Whatever fighter/interceptor you like the most and isn't too expensive on op.smod ITU and hardened shields. Regular mod stabilized shields. Could also smod something else if you have botb, like extended shields to get almost full 360 coverage or advanced turret gyros for more damages to missiles, fighters, destroyers and frigates.As many vents and then as many capacitors as you can get with the op left.Thoughts?
>>2363649>Expanded magazines>No magazine based weaponsAnon are you an illiterate retard?
>>2363649Expanded magazines does nothing for weapons that don't have ammo/charges. The only missiles I run on tempests are a sabot or a reaper if I'm feeling fancy. This is how I build tempests for personal use and they're also decent in the hands of the AI. Sabots are optional, can go for stabilized shields instead. Set the phase lances to paired and feel free to let the AI use them if you're going to shoot them at really small targets like enemy fighters.
Tempests suck
>>2363657nta but why not HSA it instead?
>>2363655I don't know how some of this shit works yet
....my dick
>>2363662High scatter amplifier? That's an option as well, but I'd suggest someone fresh to the game try a more safe build because it is really easy to get raped as a frigate if you don't know what you're doing
>>2363664just switch out the expanded magazines for a missile autoloader if you want more missiles. Expanded magazines only works for weapons like antimatter blaster or ion pulser, i.e. non-missile weapons with an ammo system.>>2363662probably because HSA is shit outside of very niche edge cases, and giving a flimsy frigate 400 range beams isn't great for its survival.
>>2363649does the tempest really need the extra maneuverability from aux thrusters?
>>2363669Nah, but aux thrusters is a hullmod that feels great on every ship.
>>2363664Just fucking read the descriptions.
>>2363667Yeah. Figure bit of extra damage and stack more shieldbreaking.>>2363668Just trying to pick the brains of you frigatefags as a terminal cruiserfag.
Selkie pits....
>>2363509>Yes, hounds and Cerberus included.for their cost (basically free) hounds are very good. cerberus are just ok, tend to blow up, but shielded freight is always useful.
Needs more work but what you think so far?
I like playing with a higher DP limit but I don't like how it makes -% DP effects useless. What do you guys think is a good higher DP limit but not so high that you can just automatically send everything?
>>2363711How high a limit are you playing with? I usually only play 500. Mainly I heard that if you play top high a limit that it makes Threat encounters too lopsided for the Threat side. Something about they were designed for the max 400 limit and if you go too high they can shit out skirmishers infinitely from the start of the battle and it becomes a near impossible slog to get through the waves of everything to get to the hives and fabricators
does dp affect game lag?
>>2363764I have it on 1000 right now. I mainly hate the respawn/spawn camping that happens on lower DP and its more thematic for the whole fleet to be in the battle. It does fuck with the balance in some ways for sure, for example missiles/fighters are more favored at high DP since they can overlap and ships can't. But at the same time spawncamping half the enemy fleet feels cheap too, idk.I kind of want a mod that sets my DP limit to whatever the total DP of the enemy fleet is and then I just match whatever they have so it doesn't turn into a stomp.
>>2363769eh, games like xcom play better with the modern 6-8 squad limit instead of the classic 250+ squad limit per deployment imo
>>2363711>>2363769consider the following
>>2363689Guess I'm the only one not into the original bad dragon design.
i love my valkazard
i love my valkazard so much
>>2363808it's getting an upgraded EX variant in the next armaa version btw
>>2363689right mid side looks higher than the left side, make the left brighter
Medusa with hardened shields, escort package and accelerated shields s-moded, ITU regular hullmod.2 phase lances, 2 railguns, 2 burst pd and 3 mining lasers (mostly to bait emp).This should work well even in AI hands.
>>2363533you want more dmods not less
>>2363837huhwhy
>>2363838
alex really ought to unnerf dmods, they've been a joke since getting cut in halfyes it'll upset the autists. everything upsets them.
>>2363649>aux thrusters on a ship that already has very good mobility>expanded magazines without anything to benefit from it>ITU with 600 range weapons on a frigate>no hardened subsystems, no hardened shieldsblasphemy
making leynos choose between PPC, power fist, and beam sword is downright cruel. quite literally not enough weapon-arms for all the cool guns it could possibly fit.
>>2363818Some asymmetry in height is intentional but sure, how's this then?
>>2363711I play on 600 and it feels pretty solid. I also set npc fleet size cap to 45 iirc but might tune it a bit more.
ok so I fended off a pirate raid on my colony with the help of the hegemony investigators who were looking for my AI coresis that intended behavior?
>>2363884no one likes pirates
I think I fucked up by rushing a colonyI'm researching about upcoming crises and it does not look prettywhat are realistically my options to try to fend off all of this as a newbie?
>>2363893The good news is that you'll only have to deal with one crisis event at a time. The Heg one will have three separate inspections, but the first one is easy, if you have the cash just bribe them. The Ludd one is the most insidious, if you fail it they take your colony. You can go the easy route and just go to Gilead and "negotiate", but you lose out on the Luddic Majority benefit forever. The Tritach one is the biggest time sink, if you've done the Main Quest far enough to meet Arroyo talk to him and then start hoisting the jolly roger. I've always built a station on planets just so I can bait a fleet into fighting me with the station as backup.
>>2363896yeah no I'm in no position to solve these crises or to fend them offI think I'm gonna restart and take it easy and learn and explore much more of the game before I do more dumb shit like this
>>2363893Also, have you bargained with Kanta yet? If I haven't found the lamp yet and I've got the combat drone one I give her that. If I've found a Retribution or Invictus blueprint I'll give her that for the lulz.
>>2363893>>2363898None of the threats there are really that dangerous.If you don't care about being spoiled on how to trivialize themPirates can be paid off in Kanta's den with 1k lobsters from voltum, Tri-tach can be negated by sneaking a light fleet to their colonies to disrupt their industries a handful of times, the church can disappear if you build a mine/heavy industry, and the hegemony will only ever launch their inspection fleets if your AI usage totals 8 points. Which means you can use 7 gamma cores without a care in the world, or 3 betas and 1 gamma. Pathers use a similar limit with similar points, but they also care about colony items and mining, and their limit is 7 instead of 8.
>>2363454First get yourself a decent flagship, like a hammerhead, enforcer, venture, etc. Then get a lot of cerberus and hounds. These are secretly the best ships in the game. They are cheap, fast, and sturdy. A group of hounds can take down much larger targets. Plus you get to say pic related
>>2363454
>>2363933I have a fleet of over 12 hounds and the fuel costs are getting ridiculoushow do you manage that?
cutetime for forceful brainwashing into a steady behavior officer
wait this game has a slower dev pace than project zomboid and is beloved and not demonized for it?
lmfao what is this
>>2364063zoom zoom
>>236398512 hounds use less fuel than a single legion
>>2364063It's a reference to the tnp dev putting malware in his mod to break peoples starsector install if it detected that they had rapesector installed
>>2364083wait isnt that a rimworld thing with a mod maker adding malware if it detected you had rimjobworld installed?
>>2364086Modders being deranged, vindictive narcissists is a universal thing.
>>2363985Efficiency overhaul on every ship, and containment procedures in the industry skill tree. Plus makeshift equipment while you're at it to reduce supply usage
>>2364091Bet ya your mod list has at least 50 entries despite that.
Actually I play with 100, i'm trans and circumcised not sure if that matters
I'm a straight white Aryan male (my boyfriend acts like a girl so it doesn't count as gay) and I only have one mod installed, RS.
>>2364099Wouldn't be surprised. And I think you meant to reply to >>2364098You're welcome.
>>2364103Oops sorry >_< I'm new to 4chan, thanks a lot!
>>2364091starsector is particularly bad tho
>>2364106Gaygoyle left his datapad unlocked again, huh? You should be more careful Noah.>>2363985You bringing any salvage rigs? Plus >>2364095 helps.
>>2363985>how do you manage that?by not getting 12 houndsor even 1 houndyou're falling for bait
>>2364122so I took that advice above of just adding fodder and disposable ships to my fleetmanaged to bag myself a 148,000 bounty with a 73% xp bonusthen I bought 2 hammerheads and outfitted them with the meta ballistic weapons (assault chainguns)now I'm struggling to do the same, feels like destroyers are weak to small ships or something, I get killed way too easily
>>2364145>feels like destroyers are weak to small ships Destroyers are actually really good at punching down and killing frigates. In fact it's one of their only real roles in midgame-endgame fleets because they are are the most mediocre ship category in the game and can't do anything else well. But you're putting close-range weapons on a slow ship that is easily going to get kited by frigates so of course they will get picked apart. Assault chainguns are for fast ships like the LP Brawler that can get in and out quickly, or tanky brawl ships that can get in and stay in.It's silly to call them meta, basically every ballistic weapon is meta and it's more about knowing which ones are better at what (range, flux efficiency, op cost efficiency, raw dps, etc) and what your ship needs.Frigates are actually pretty good, especially with wolfpack tactics. But you can do a lot better than hounds.
>>2364145Should've used that money to buy a cruiser instead. hammerheads are overrated and assault chainguns are only okay if you can reliably get through the shield. on a 2 mount like a hammerhead that's gonna be difficult. If I run a hammerhead it's usually with 2 heavy needlers and reaper>hammer>atropos missiles. you could use the missile slot for anti-shields but that's a waste of a missile in my opinion 2 heavy needlers can easily overwhelm most early game ships shields without being ammo limited and even if you fuck up the coup de grace with the missile the needlers can still eventually get through to the hull.
>>2364122He is. But learning to sift thru some of the garbage posted here for what's actually useful information is basically a rite of passage by now.
>>2364145chainguns are shit unless you're using safety overrides
>>2364163I am but the flux is killing me
>>2364122>>2364155Get a load of these landlubbers. Hounds are excellent ships for their cost. But I guess the pirate gigachad life is not for everyone.
>>2364145>then I bought 2 hammerheads and outfitted them with the meta ballistic weapons (assault chainguns)did someone dethaw a post from 2017
>>2364168>>2364170There's pirates and then there's somali machete on rowboat pirates, mate.
>>2364173this queer is walking around with a paddle up his ass shouting GROOMING STANDARDS at freebooters lmao
>>2364176Bet your ass I do. You want green-purple spiky neon hair and gender neutral pronouns you can sign up with Kanta.
>>2364170>for their costthe most useless metric to excel at in starsectori promise you, you can afford 8k more credits for an omen
>>2364173You will never be a real pirate ship. You have no rugged construction, you have no shielded cargo holds.All the “validation” you get is two-faced and half-hearted. Behind your back people mock you. Your star port is disgusted and ashamed of you, your “friends” laugh at your ghoulish appearance behind closed doors.Pirates are utterly repulsed by you. Thousands of years of pillaging have allowed pirates to sniff out frauds with incredible efficiency. Even battleships who “pass” look uncanny and unnatural to a real pirate. Your hull structure is a dead giveaway. And even if you manage to get a drunk captain to take you home, he’ll turn tail and bolt the second he gets a whiff of your fuel and supply costs.
>>2364154>needlers on a ship with AAF
>>2364186Idk how people get hammerhead builds so wrong. It's not rocket science.
>>2364185>>friendsI got three social categories; raped, about to be raped and looking for way to use that planet buster on galatea academy. And that's already two categories too many.
>>2363664Why should we help you if you won't even help yourself?
>>2364214look I'm a gacha playerI only have 1500h in rimworld and 1200 in project zomboid in terms of autism gamesreading is not my forte
>>2364214oh and 250h in elin but that doesnt count since it's a weeb game
>>2364222Sounds like a you problem.>>2364180>the most useless metric to excel at in starsectorAnd then some.
>>2364173>Devs make game with numerous factions, each with very distinct ships thus making the factions unique in both their aesthetics and how you fight themDumbfuck transsexual modders:>durrrrr wat if I take this faction's ship, recolour it, and give it to every faction, that way all factions fly the same ships
and that's why I only download mods with custom ship skins that look like out of place monstrosities with no design consistency!
>>2364228>diluting the perfection that is alex's vision or david's writingHorrible, I know. Anyway.
>>2364232Still better than "I turned pirates into threat, but red".
>>2364239Son, those are remnants. Threat is in abyss. But I like your idea.
>>2364186Yes.Needlers still benefit from the refire and flux cost reduction. The hammerheads mount layout heavily favors anti-shield ballistic weapons with alpha missiles and heavy needlers are the best available.
>>2364248Akshully you're mathematically superior in using arbalests or drivers with AAF and hammerhead slots. I tested it.
hmmmmmmm should I...?
>>2364180The virgin Omen:>750 hull, 125 armor>missile and fighter zapping gimmick>hides behind a shield>x2 small energy and a small missilevs the gigachad Hound:>2000 hull, 400 armor>doesn't need a shield, is built like an absolute unit>shrugs off d-mods>costs half as much in deployment points and maintenance>66% cheaper deployment recovery>holds 150% more cargo, 100% more crew, 50% more fuel>medium ballistic up front, because real men use big ballistic weapons>small ballistic to deal with any flanking cowards>top speed of 180, vs 155 for the omen (more like slowmen lmao)
>>2364256you can never go wrong with a good Aurora
>>2364266sure but what is a good aurora?
After playing 1,000+ hours, I seen everything in this game with mods and vanilla. I am done playing it and don't feel any satisfaction after winning big battles.
>>2364270the opposite of bad aurora
>>2364262the virgin hound:dies instantly after doing 100 damage because it has no shield and frigate armor
I find it odd that there is no fourth industry you can build for a luddic majority colony.
>>2364283It's a devtrap to get you to make another building and lose your bonus because fuck you
>>2364276Fourth highest armor in the frigate class (slowmen has the worst armor in the game btw)
>>2364290>Fourth highest armor in the frigate classaka none
alright so I paid the pirats 1 million credits for protectionand also kicked out all the muslims and built the wallwill this provide me with some breathing room to progress my fleet until I have enough to fend off attacks from the next niggers (tritachyon, hegemony, persean league?or is it too late now?
>>2364298>paid 1 million creditsProbably the first starfarer to have done so.
>>2364312I could've given her the holosuite dealmaker but I just didn't feel like doing so
>>2364312Yeah.
>>2364313I could have given her one of the best colony itemsanon you can give her 1000 lobsters
>>2364320yeah but I don't have 1000 lobsters
>>2364298>"No".
Any mods that add cool creepy horror shit to the game?
>>2364405"Lost Sector" adds a bunch of creepy shithttps://fractalsoftworks.com/forum/index.php?topic=27556.0
>>2364321You require more lobsters
huh why are station bounty payouts so low?I tried assaulting a station with 2 cruisers and I got completely obliberated
was gryphon nerfed againwhy the fuck does the dev hate this ship
>>2364440I'm pretty sure he just nerfs every missile and every missile ship every time someone posts a missile spam fleet on the forums.
>>2363487>only falls off against late game special enemiesOr when you meet a destroyer, or even a frigate that lucked into max capacitors, at which point damage is effectively zero since its all soft flux, unless you outnumber them, but then it's moot point. It's amazing up to that point though.
>>2364459that's also a moot pointyou fight destroyers since march 1st of 206and you are always outnumbered from the very beginning (if you are good at the game)
newbie hereis this a good aurora build?
>>2364469Almost all of the builds in that thread are fine. I'd probably not use an ion pulser since I think they're generally wasteful
>>2364469Yeah looks fine. Only thing I would say is having only 1 heavy blaster makes it pretty dependant on missiles but thats not a deal breaker at all.
>>2364471>>2364472ok so I'm trying to understand what makes this build goodit has flux dissipation higher than weapons+shield buildup which I understandit has safety overrides which is overpoweredit doesnt have s-mods since it's supposed to be doable without story points (?)but it has literally no protection against cca flameout and this thing becomes a sitting duckno pd so fighters can swarm itis this supposed to be a component to a bigger build?
>>2364474Shield conversion front gives it a 360 degree shield so as long as you have the shield fully up you don't have to worry about things hitting your engine. Lack of PD really sucks for AI and makes the AI really scared, I would not give it to the AI without PD to make it braver. However as a player you can just brave the fighters to get your kill and get out, and safety override makes it fast enough you don't have to super worry about being able to run away from fighters.
>>2364474>it has flux dissipation higher than weapons+shield buildup which I understand>it has safety overrides which is overpoweredSO isn't overpowered by default. It works very well with the aurora because it has great flux stats, a very long peak performance time and once it starts to decay it will still be above 40% CR for a long time. >it doesnt have s-mods since it's supposed to be doable without story points (?)Well, yeah. What were you expecting? You can smod expanded missile racks and hardened subsystems and then put all the points in capacitors or other universally good hull mods such as hardened shields>but it has literally no protection against cc>a flameout and this thing becomes a sitting duckIt isn't particularly good against carrier heavy enemies. However, it'd destroy any non-astral carrier in a 1v1 before the fighters could even do anything to it. The proximity launcher works well passably against fighters and theaurora has excellent armor for a high tech ship. Frontal shield conversion means they can be directed at any direction instantly. Whatever can plink away at it won't be doing much and a flameout is basically impossible from fighters alone. On top of that, aurora can just plasma jet away.The strengths of the build are that sabots can easily overload any ship of it's own class and then the rest can follow up The weaknesses of the build are that it doesn't have longterm staying power because it has several limited use weapons. However, that sort of weakness is pretty easy to overcome if the enemy is dead or already in a death spiral
>>2364232Well that doesn't fit into starsector at all but I like those style of ships, what mod?
>>2364474>it doesnt have s-mods since it's supposed to be doable without story points (?)Number one mistake I see people make is not using story points. They're limited sure, but the fact that you gain them from combat means increasing your combat capabilities makes those story points pay for themselves. If you end up not being a fan of the hullmods you chose, you can scuttle the ship for a full refund.
>>2364474you dont need pd if you can shield tank with 360 arc and ridiculous shield efficiencythat said it would become massively better by smodding hardened shields and the expanded racks so you can get 20 extra caps
>>2364479>Frontal shield conversion means they can be directed at any direction instantlyanon frontal shield conversion turns your omni shield into frontal shield with double arc to achieve the 360 coverage
>um akshuallywho gives a shit
rape the guy above this post
I would follow this banter but this board is moderated like reddit/neogaf and the jannies would delete it
Stabilized shields is an interesting hullmod because depending on the ship it is simply better than adding vents and in other case it is not.Obviously there's some nuance since you can have max vents plus stabilized shields and vents are more flexible. In this formula if the savings from stabilized shields would be equal to using that OP to buy more vents, it tells you to not use stabilized shields. It only says TRUE if stabilized shields yields decreases the cost of keeping your shield by an amount larger than the extra dissipation you'd get from vents.
>>2364471>I'd probably not use an ion pulser since I think they're generally wastefulIon pulsers are cracked mate. They can easily turn an okay ship into the most oppressive disgusting piece of shit you've ever seen when combined with expanded mags and energy weapon mastery.
>>2364469Meh / 10You're too dependant on sabbots to deal with shields, they are alright but they do run out. Try ditching the proximity launcher and moving pulsar there and a second heavy blaster in it's place. Shield conversion front can hurt you if you want to move away from someone. Stabilized shields will probably do more for you.
>>2363985Fight. System bountries is very close, and usually comes with friendly supply and protection. While in system, it costs no fuel and getting comm for missions.The sooner you expend 12 trash frigates hounds and kites for better base line frigates and destroyers(lasher, wolf, shrike, enforcer etc with (p)(d) ) the better and you will be able to scuttle the rest of the hounds and buy tankers to go far if you pick and highlight a few(3+) missions and bounties on the same side of the hyperspace map. By the time you come back, you will be better established in the game with all the salvage, xp and discovered stuff.Springboarding like this is repeated everytime until the end with capitals.>>2364145Congratz on the first fight money purchase.>Destroyers getting killed by frigatesNot likely as the usual outcome is frigates get destroyed or ran away, unless the match up is fodder destroyer like shieldless buffalo mk2 vs high tech frigates or your destroyer got out moved and swammed, which can be a sign you have been lacking in cohesion either from insufficient ship count or command(a basic defend command will get every ship not doing higher priority command to fall in line and cover each other)Experimenting your build and weapon a bit. Destroyers starts to really differentiate the scale of range and speed and it will get further apart when crusiers and capitals are introduced.
>>2364437It was too high(was it 200k?) and got nerfed to the lowest 10 frigate fleet tier bountry reward.Now its better to keep them as gas station outside. Trade stuff and crew, use their comm satellite wifi, then raid them for fun, kill their fleet for supply, just like a real gas station.
rapesector github link?
does anybody remeber the name of the mod that adds a bunch of ai genereated lanscape pics to markets according to planetary features?
>>2364557its on gitgud (dot) iosearch for "rsdev"
>>2363251once you have >2M credits colonize anything with <175% hazard
>>2364588>not for .98Well shitShame.
>>2364591>he doesn't knowWe are getting a lot of new people lately
>>2364586It's one of Shartly's mods.
>>2364586nevermind i found ithttps://fractalsoftworks.com/forum/index.php?topic=25649.0
>>2364591get TriOS v1.3.4 and choose "Force it" on the "mods" tab, it will quicly rewrite the header internally to be compatible. you can do it manually , but since you asked for help in this topic i think you're gonna use waste some minutes to learn how to use thatheh, force iton a on a rape modhehfunni
>>2364612i just saw you post after my post updated the page, thanks anyway
many, many years ago when I started playing kenshi, I was given some real retarded dogshir advice on how to get started in the gamewhat are some of the worst advice you've seen given to newfags on the subreddit/official forums/discord?
>>2364626honestly the game is pretty simple so it's hard to give people advice even if you tried to. the most you can do is trolling ship builds and fleet compositions.
>>2364628bad advice*
>>2364626>bro go on exploration missions!Good way to get new people to get bored to death by the extremely low pace of growth and the lack of combat
>>2364635I really wish there was more to actually discover when you explore instead of just random caches of the same resources over and over. More random events and mysteries and things out there.
Just to be 100% sure, theres really no way to farm omega rift weapons in the game given how rare they are right? Are abyssal glares the strongest beam weapon you can reliably farm?I tried a mass beam fleet with executors/champions and a few monitors to act as a screen and it was just too weak against good hightech fleets compared to common lowtech cores and even good midline/conquest fleets due to the soft flux. I tested mainly against remnant. The idea is to forward as many beam DPS as possible in a balanced fleet at decent range.
>>2364640*as much beam DPS
>>2364635planetary survey missions during the early game are also bad advicethey aren't really "fucking yourself over" tier, but they're ass compared to smuggling and low level bounty hunting>dude just waste supplies and months of time for 40k credits bro just trust me bro you'll be rich
>>2364657I mean yeah but if you hit a research station or mining station you might get an item worth 300k
>>2364626They told you to hit rocks, didn't they?Retards always tell new players that. The starsector equivalent would probably be saying to go grab the mk1 instantly and have it solo the threat fight. Yeah it's an early game meta speedrun strategy just like hitting rocks, but it's equally terrible advice for new players that can and will ruin the experience for them.
>>2364660yepliterally wageslaving for months mining copper
>>2364626>subreddit/official forums/discord?why would i go to those shitholes
>>2364665because it's not that different than this placemthis board is moderated like the official forums
>>2364674>i keep getting b& anywhere i gosounds like a you issue
>>2364469this works pretty well for me
>take the missiles out of the eradicator>invest flux in making the guns better>ship becomes much more effectiveAlex you son of a bitch
>>2364681im a newfag and I cant identify weapons by their visuals aloneany way to see a full build with weapon names?
>>2364707NTA but it should be annihilator rocket pod on the front small missiles(I don't use these often could be wrong on them), typhoon reaper launcher on the front medium missile, antimatter blaster on the front small energy, ion cannon on the two side small energies, heavy blaster on the two side medium energies and sabot pod on the back missile.
>>2364698Wish autoloader didn't suck ass
>>2364707Heard you the first 50 times. Try playing more and attentionwhoring less and you'll figure it out.
>>2364718I would be playing all day long if I couldI'm just bored at work so I browse the thread
>>2364715It's great on a small number of ships, mostly cruisers with 2 small mounts like Eagles.
>>2364722Rough but not uncommon. Just for the love of Ludd tone down on this fucking cringe will you. You're already getting more handholding than you deserve with this crap act.
>>2364681Like this for the AI to use. The front missiles are hammers and the guns IR Pulse Lasers. Sabots linked and the rest default.If its player controlled just subtract vents and replace the hammers with reapers (the red ones).S-Mods would be the expanded missile racks, hardened shields and stabilized shields.
>>2364635>>2364657Are you people retarded? You're supposed to take them and hit them up when they're clustered together. They're ridiculously easy money early game if you're not the kind of retard to go for a single explo mission on the edge of the sector. Plus what the fuck kind of bounty hunting are you going to do with a frigate start?
>>2364738EMR is overkill if you already have missile spec, and you don't want the firerate reduction from s-modding it with how important missiles are for player piloted Auroras. You are not even gonna get close to getting through all those missiles unless you're playing some modslop 2000 size battles.
>>2364740>what the fuck kind of bounty hunting are you going to do with a frigate start?nta but planetary bounties maybe? Scrap enough creds for a shitty cargo ship or two. If you know what you're doing you can do one of those 40-60k actual bounties with your starting wolf before they scale up as well.
>>2364744I think its worth it. You retain alpha damage for longer and since they are kinda low RoF/high burst damage missiles the s-mod penalty is not significant.
>>2364738Not how I would do it but not half bad. What do you think about swapping harps for sabbots? Or front one for kinetic blaster? Just for those deep flux targets. And expanded ammo seems like a reasonable addition.
>>2364752The aurora kinda shines at overfluxing enemy cruisers. I would always try to find high damage missiles like the ones I mentioned. One thing I never tried is going full rockets at the front, all linked (medium slot included) with the sabot behind. Could be interesting. I dont think the rest are as good though and I would keep that weapon loadout.
>>2364756*by medium I mean the actual annihilator rocket pod, not the small launcher
>>2364756Tried it with like 6 AMBs? Funny when you flank from the side and take out his carriers or eyes without slowing down.
>only 195,000 credits for thisI thought fleet with capitals started at 250k+
>>2364791Looks like an extremely top heavy fleet. Even paragons suck when they're getting gaped on all sides
>>2364823>paragons suck when they're getting gaped on all sides
damn I found a big boy
>check suggested builds for low tech destroyers>expanded missile racks>cruisers>expanded missile racks>capitals>expanded missile racks>midline>expanded missile racks>high tech>EXPANDE-are missiles just overpowered or something?
>>2364873Be careful talking about missiles, every time somone posts about missiles they get nerfed again.
>>2364873Damage for no flux cost is good
>>2364873This >>2364874You're reading old info
>1 credit is roughly equivalent to 1 dollar (domestic goods cost 30 dollars each)>level 5 officers only get paid 2500 dollars a monthgrim
>>2364873Every time I try them I get filtered by the limit + them getting destroyed on their way to target. Bullets that can die are just not my thing.
>>2364469triple blaster or fuck off
>>2364825>no ring
>>2364873EMR is only weak because missile spec alone gives you more than enough to kill anything killable
>>2364887There's no way an appartment-sized, FTL-capable spaceship in the economy of the Post-Collapse Persean Sector is worth only 15,000 dollars.
>>2364887>>2364921add on 000 and you're closer to the value of a credit (oh, you can't afford food and basic goods on a crewman's wage? sucks to be you)
>>2364923I thought "supplies" and "food" commodity was like a shipping container sized worth of goods.
>>2364946actual quantities and scales of practically anything are intentionally undefined
How do I stop myself from losing interest once I have a fleet that can steamroll everything
>>2364964you don't
>>2364964Stop building fleets that can steamroll everything.
>>2364964I rotate my ships out when I consider them "perfected". Slap them in the special fleet from nex? so they still get use patrolling my colonies from non existent threats because once whatever the plural of crisis is is over there's really no reason to have a military but it's larping okay
>>2364063sounds like something a usc/corvus troon will say.
>>2363933>cerberushere's a guide on those
>>2363933Don't listen to this guy, he doesn't know what he's talking about. Let me tell you how it is. In this sector, you gotta make the money first. Then when you get the money, you get the power. Then when you get the power, then you get the women.
>>2365023I already got the women I have a harem of female officers who all use various anime portraits from the various mods I have installed
>>2364964this happened to me in kenshi too, and rimworldonce I started getting "too many guys" to the point that I lost control of the micromanagement I got boredI solved this by doing a solo playthrough in kenshi and doing naked brutality runs in rimworldit's a shame this game doesn't let you "build tall", having a gigantic fleet is a necessity and at one point 90% of battles are resolved by ai and at that point you're not even playing the game
>>2365027>it's a shame this game doesn't let you "build tall"Get the bionics mod.Get exotica technologies.Get about a dozen different hullmod mods + any one of the mods that lets you go over the limit of story S mods.
>>2365029I should try thatcuz 240dp fleets with 3 capitals that just mow down everything on sight as you watch from the cuck chair is not fun
>>2364873no but they are fun and fun is not allowed
Is there a recommended mod list, a pastebin etc.?
>use wide horizons for 200% sector size>use vanilla system generation>half the star systems I check have 0 planetsIs there some setting I missed that's doing this shit or what?
I downloaded this portrait mod, but it refuses to be run due to version differences.Can I just take the files from the mod and shove them into the StarSector game files manually, would the game recognise them?https://www.nexusmods.com/starsector/mods/51?tab=posts
>>2365194just change the version number in the cfg bro
>>2365195Much obliged
>>2365115No just download the entire mod index from the forums and turn off whatever's full of gay shit
w-what does the portrait pack contain...?
>>2365216gay sex with hats on
>>2365218good lord there's penice in there
>>2365215Which mods are full of gay shit, anon?
what's the difference between current 3 neutrino corp forks? which one should i get? haven't played with it since 0.91 because i thought it's dead
>>2363689>>2363807Its literally just a diable aurora?Why? All diable ships are midline not hightechthats why all their shields suck and rely mostly on fighters and missiles
who the fuck said holosuite was the best colony item like nigga how are you struggling to make money in this game
>>2365237Why not? I enjoy editing sprites and that's about it.
>>2365248wait those are from chinese mods
>>2365255Would've saved me some time if they were. That's ~30% pegasus and even split between heron, apex and eagle on conq. Paragon is ~60% pegasus and don't remember where the rest of bits and bobs came from.
>>2365240whoever said that lied because the best colony item in the game is the lamp
>>2365269>the best colony item
um that is haram according to the teachins of ludd
>>2364740Everything else is more fun and makes money faster than exploration. Vanilla exploration missions don't come in enough numbers to "cluster" and they're all far away from the core worlds. New players would do the tutorial and get a fleet that allows them to complete bounty missions.
>>2365280Freeroam scavenge is a thing.
this shit looks AI generated and is one of the most popular portrait modsis the starsector community controlled by tri tachyon?
>>2364873Lots of people like to use missiles on their low tech ships, because then you can use kinetics for shield breaking and missiles to finish them off, the perfect synergy.I don't agree though, because a late game player will be outnumbered and eventually run out of missiles, and a lot of this advice was presumably from back when missiles were better. For a new player though, taking missiles is fine advice. They won't be as outnumbered and missiles will let them punch well above their weight right up until they run out of missiles.
>>2365284don't redacted enemies have 360 degree PD that clears out all missiles instantly because the devs got so asshurt at people abusing missiles they just made their little pet factions immune to them?
>>2365282Just about all portrait mods for this game are either AI generated or crops from gacha shit. It's not like there's an alternative.
>>2365284>because a late game player will be outnumberedwdym?
Anyone have any idea how I'd go about diagnosing wtf this is? Nothing related to it seems to be popping up in my triOS log and it started appearing on every planet I survey. Google is giving nothing.
>>2365336play meme modsget memed on
>>2365336Have you tried turning it off and on?
>>2365336>this dose not exsistThis should clue you into the fact that 90% of mods aren't worth installing, see >>2365339
>>2365347I'm well aware of this, I wanted to have a starsectorsoup run where I just install every mod and just take note of which are good for reference in the future, but I can't find out which one is doing this so I can eliminate it from my list, or even know what it's trying to do. From the looks of it it's only doing it on planets with scattered ruins.
>homoewdisregardGGGGGG
>>2365282It is AI generated, it was an attempt to try to unify the style of all the portraits from a whole slew of popular mods. Made them all too AI-gen samefaced but it was made with early tools. Objective achieved I guess?
Sindria means watermelon in my language....
>>2365289Yes. Paladin is so busted that even after getting buffed and introducing new enemies designed around having PD you're still better off putting gigacannons on anubis.>>2365391To be fair every other word in ebonics can be interpreted as watermelon related.
>>2364887>1 credit is roughly equivalent to 1 dollar (domestic goods cost 30 dollars each)When you dock with Kanta's Den during a story mission, you have the option to bribe traffic control by buying him lunch. The game explicitly says it cost "a fraction of a credit", and does not even track the expense. This implies>that basic goods for a single person are far, far cheaper>that the quantities you buy when you get even a single unit of cargo are far more substantial>that a single credit is way, way more valuable, and that >>2364923 is probably right
>>2365401OK but what's the going price for a lunch at kantas?
>>2365406about tree fiddy
started a new saveassault chainguns on hammerhead seems to work pretty well at least in the early game
>>2365430You should use sabots if you're doing that, when you're that close range they will instantly stage 2 and detonate before pd can shoot them down
>>2364906That's why you use the based Salamander and Pilum which have infinite ammo>Venture class>2 salamanders and 2 pilums>fast missile racks lets you spam 4 volleys at a time>mfw
>>2365289This isn't reddit you know, you can say what faction they actually are without getting banned for spoilers.
>>2364887>>2364921to be fair domain is post scarcity as it can get. so even after collapse things are so readily available that inflation never happens
>>2365336Learn to grep
It's been a year and I still can't fight THREAT for shit
>>2365567good thing you can just deploy 3 capitals and let them run into the enemy and obliberate them and you just let the ai play the game for you like 99% of players do
wish there were gigantic/colossal ships that had multiple sections like the orbital stations and that would take up half the screen in a battle and could barely move or maneuverlike the mon calamari cruiser in star wars
>>2365571There's a few mods with thoseThere be Juggernauts and Scrapyard Armories add a couple
>>2365571>>2365575oh wait forget about that i missed the "take up half the screen" part
How do I know when I'm ready to start a colony?
>>2365567I guess you're not using their weapons against them?
Also why does my idiot navigator like to fly the fleet through coronas and solar flares and sometimes directly into stars
>>2365621If you have enough money to set up the colony + a star fortress, you're good to go.
>>2365430Adding onto >>2365440, any ship that allows you to shoot sabots under the cover of your own shields has a great advantage. It's one more reason to love Auroras.>>2365571Locomotive from HMI.>>2365621The usual metric is having at least 1.5 million in the bank and a fleet capable of dealing with a serious enemy (pirate hordes don't count).
>>2365625the autopilot is literally a straight line it will not try to avoid anything
I get my ass eaten by Remnant Ordos, I only have cruisers/destroyers and frigates with me. Do I need at least a capital to stand a fighting chance?
Sooo... What rig is needed to run large battles at 60FPS?
>>2365645either processing power or ramcertainly not gpu
>>2363795Which file in the game contains those values, and where in starsector-core can I find it? I want to make those same edits.
>>2365647>the processor on my new(used) laptop loves to hear up to 100C at moment's noticePretty good argument to send it the fuck back to the seller.
>>2365650no idea i use this with version edithttps://fractalsoftworks.com/forum/index.php?topic=20265
>>2363795consider the following
>>2365650>>2365485
redpill me on the hyper velocity driveris it viable to build late game ships using those as main weapons and ballistic weapons only?everyone loves high tech ships and it seems like midline and low tech are just missile platforms, which become useless against paladins
>>2365705Just about anything can work if you make it work. Whether you can make it work that's on you.
>>2365705hvd are greatballistics are greatballistics are better performing and more consistent than most energy weapons, aside from a couple standouts in large energy slots
>>2365689already did and the game became shit because my skill level is too high
>>2365705hvd is my favourite weapon in the entire gamethe enemies cant fight back if you flux cap them so it does not matter if you deal very little damage to armor
>>2365715consider the following >>2365689
>>2365705>which become useless against paladinsWhat enemy is using paladins? They're extremely rare on npc fits and vanilla fleets aren't running massed anubi.>it seems like midline and low tech are just missile platformsNo.
>>2359147I hope you'll eventually release it! I adore that crazy murderboat.
>>2358409Does this hull exist as part of a publicly-available mod? I've seen your spriting in previous threads and I do enjoy your work.
>>2365722>What enemy is using paladins?If I had to guess his torp spam either got filtered by a couple of brilliants or is shitstirring in general. As one does.
>>2365621You can start a colony whenever, just don't instantly free port + hazard pay. Even better, run a mod that lets you reduce/limit growth. Size 3 colonies only have to deal with pirates. You'd need about 500-800k for a comfy little basic colony that will make you small amounts of money and allow you to easily store things
Me and the boys off to smuggle hard drugs to pay for our volturnian lobster.
>>2365621When you realize you don't need one.
>>2365742Nah, sorry. If it is someone else lifted it from here and put it there, and I'm perfectly fine with that. I just fuck around with sprites for fun. If I remember correctly >>2358391 was a couple of months back when someone called me out on some iteration of related for being too symmetric. Which is fair. Mainly why I post anything anyway, sometimes I get a good idea what to do next from you lot.
anyone else think the stipend you get from commissioning for a faction is too high?I started a save with the spacer start and instantly I commissioned for hegemony and solved all early game money problems
>>2365841I never take any commission because I'm the God Emperor of Mankind.
>>2365849based but I'm just a worm in this place full of birds
>>2365851>game>can be anything you choose to be>i-i'm a wormStop self inserting?
>>2365705>>2365717>>2365851>I am a worm
>>2365900kek Can't wait for muh ordos are unfair for not keeping at range and letting me shoot them
>>2365225you'll be able to tell very easily
>>2365927like this one?
this thing fucks and sucks
>>2365939nigga...
>>2365939Too bad you can get a better version of that for 20 base DP.
>>2365939this build is completely retarded>expanded missile racks>shield conversion front (lmao)>that many vents>double sabotsplease scrap this garbage and your entire save file and try again
>>2365943As far as his ragebait shitbuilds go this one is pretty tame.
>>2365944every single one of the hull mods in this build are detrimental to the shipit's the biggest piece of crap I've seen posted in here and you guys post some real stinkers
>>2365939cute portrait, added to the rape list
>>2365945Yeah, it is... less than ideal to be polite but at least he put some proper weapons there. For believability, presumably. Again, as far as ragebait shitbuilds go it's pretty tame.
>>2365943>>2365945>>2365949How about this?
>>2365964there aren't really that many VERY good smod options unless you wanna go for HSA, so anything is okayhell, even EMR is good since fire rate of missiles is not all that important and 20 points is a lot to save
>>2365964Using safety overrides without heavy blasters and using something like phase lances instead is just why, all that extra flux not being used. Kind of weapon sit up I would expect a nonsafety override aurora to have.
>>2365964Weird mix of competent elements and pure grade A refined ass. You trying to put a spin on some build you found online or something? Fyi I wager most are heavily outdated and intended for prenerf aurora or pre abyss patch.
>>2365939
>>2365567Just flank them and destroy their fabricator unit. and also target the small frigates because they can charge up other ships with buffs
>>2365645My core i5 11 gen with 16gigs runs fine on big battles
isn't the executor an energy weapons platform?why does it have so many useless ballistic mounts in the front
>>2366058Medium ballistics are so much better than medium energy that even with high energy focus they are still better.
>>2366060I seeso hvds to match the range of large energy weapons it isflux up my butthole each time I fire the guns
>>2366062I was more thinking of pulse laser vs heavy auto cannon when I did the comparison, but hvd is still more efficient then non hef pulse laser, though gets beaten while hef is on.
>>2366062Hardest part of executor is dealing with the flux, hope you have ordinance expertise. Sacrificing some mounts to put some really low flux cost weapons like gravitons, ir autolances or arbalest cannons helps a lot.
>>2366058Andrada autism. mount those kinetic threat weapons on it plus plus laser or giga-cannon if you want a sniper
>>2365939behold a masterpieceits missing some vents because i did not bother giving myself the +5 caps vents skill
reading on the loreseems like tri tachyon were always the ones instigating and starting wars and using underhanded tactics to try to winare they worse than pirates?
>>2366099the Hegemony were the ones that started the first AI War and were also responsible for Mayasura though
>>2366099They wouldn't be going to war if Hegmonkies minded their own business and wasn't teaming up with luddic to halt progress on AI research
>>2366112luddniggers latched onto the hegemony because of shared interestsmake no mistake they will be eliminated once tritachyon is destroyed
>>2366114kek and how are you going to do that when 30% of your new officers believe in the luddic faith
>>2366116we do a little bit of spartan rape sessions to reprogram their beliefs
>>2366116dardan kato will defect to the Hegemony and personally rape every luddie to death inshadaud
What is the 3-day SMO of Starsector
>>2366121persean league colony crisis event
You know what would prevent players from attacking any faction and vice versa? nukes. Alex should add a quest that basically prevents you from getting harassed by other factions if you have a planetkiller. >>2366121The Askonia crisis>send their top admiral and generals to a basically space ME to quickly resolve the issue>Admiral decided that he should become the god emperor of mankind after ruling a planet for like a few days>years passed and somehow an entire planet got nuked
>>2366126or you know a realistic global economyif hostilities between factions become war, then the economy of every faction in the sector becomes compromised and at risk of collapseand if one faction's economy collapses, it causes a chain reaction where every other economy collapsesso you will see retarded shit like the US I mean tritachyon sending in billions of dollars I mean credits in aid to russia I mean the sindrian diktat just to keep it afloat so the entire sector economy doesn't fucking collapse, dragging themselves with it
>rape sector has unique interactions with UAFnice
>>2366058die retard
hm nyo
>>2366197wake me up when the uaf girls can kidnap and rape you with that mod
>>2366260>>2366260
I have not found a single system that seems worth to colonise.What kind of planets would be a minimum requirement for it to be profitable?
>>2366099woah cool it with those anticorporatic remarks
>>2358557Being a spacer also isn't exactly a glamorous or safe profession. So most likely the crew you pick up are indeed the misfits and outcasts. Especially if you're hiring on a CGR world.
>>2358603No, not really. Eradicator has AAF. And to get the most out of that, you want to focus on guns. At most, I would add some Hammers for torpedo-ings of opportunity.
>>2359372AN Admin will also put him over the Pather Interest threshold, so they will also eventually rape.
>>2360521Staying power, maybe? If one side gets too beat up, flip the boat around and you have fresh armor.
>>2364871go stash it on abandoned station and forget about it until you want to go fight faction fleets
>>2366400Depends on the ship but ammo management is also there. It's a memebuild for sure but you can sway and unload full salvos with one side while letting the other fill up.
>>2361359Partake in Canadian healthcare.
>>2361378>Spare team of capital shipThis nigger's buying Sindria's entire fuel output to move his bloated replacement for skill he calls a fleet.
>>2361383Well, the AI choosing to not follow through on it's hostage threat could also be because it doesn't think like a human.Hostages are a desperation move used as a last resort. If it doesn't work, the hostage taker is fucked anyway. A human hostage taker in this scenario, is likely to get angry and follow through with his threat out of spite, because he's fucked anyway.The Beta Core doesn't get angry. It calculates that there is a marginal chance to escape being decommissioned if it displays an unexpected sign of positive behavior. So, it doesn't harm the hostages.
>>2361440Has anyone used the Astral? How is it? I've been leery of trying it out, because I don't like the idea of splurging 50DP on a bigass ship that can't really hold the battle line.
>>2366481Skill issue.
>>2365625>why does my idiot navigator like to fly the fleet through coronas and solar flares and sometimes directly into stars>>2365635>the autopilot is literally a straight line it will not try to avoid anythingAI cores can administrate entire planets and plot the downfall of mankind.Combat AI, navigates ships while maintaining weapons ranges, dodging incoming fire, rotating to present undamaged sections and avoiding other ships in large fleet engagements.Fleet Navigation AI, zoom-zooms into the sun!C'mon Alex, get your ships together.
>>2366481It's been nerfed over the years, but still good at pummeling enemy ships into dust if you load it up with bombers.
>>2366260
>>2366532Still a bit early for a new thread to be made