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Vayra update when
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Which mod has mcHammer and a very long spinning atlas?
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i love the premise and watching this game but whenever there is
>combat
i get filtered hard
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>>761826
I can't beat the tutorial battle and I've tried six times
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>>761866
In settings, reverse the controls for your ship - making its nose point at the cursor. The default control setting is more useful for capital ships.
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>>761866
It takes a little while for the combat to click. I also had trouble the first time (on normal, tutorial) but what helped me was watching someone play, managing flux, turning off shields when firing or letting armor take the damage instead when the enemy is firing something you can handle so you can spam offensively. Also escorting ships to your main forces. Being surrounded is bad because they'll eat away your flux so early on it's good to stick with your fleet. Engage, not the force attack option on the deployment menu so they wont go sudoku
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>>761826
never
he is close to joining 41%
who could guess that chopping his dick and drill a hole would affect the quality of life and ability?
>>
>>761957
Guy went tranny?
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>>761957
What is this, is this an edit or a mod?
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>>761957
ew. bigot
>>761826
Be Patient And Let Her Work In Peace, Please.
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>>762029
yep
full with no breaks dive into darkness
kind of shame but his choice
>>
>>762057
>his choice
Self-mutilation is a sin, anon.
>>
>>762081
The catholic church is rife with sin.
>>
>>762084
And the synagogue of satan?
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>>762032
yes
>>
>>761957
>giant eye
Where's the rest of the body?
>>
>>762187
>Where's the rest of the body?
He transitioned and yet here you are being a bigoted sammich.
>>
>>761957
turns out that your sexual fetish is less fun after you castrate yourself

they should really warn them about that
>>
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>>761957
TMW you realize this is not an eye, it is his neo-vagina
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astral needs an update so it can be the sleek and cool ship from the concept art instead of a deck balloon blob
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Trannies are mentally ill
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>>762084
Good thing vayra is an atheistic commie then
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>>762250
>tfw the first time I ran into the commie faction I thought the mod author was taking the piss and mocking commietards.
Still can't believe anything else to be the case.
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>>762254
the self-loathing are also usually self-mocking
>>
>>761826
don't like the fucking combat system, I don't know how to control the ship so I put it on auto pilot and do tactics instead.
>>
>>762272
for some astoundingly stupid reason strafe to cursor is off by default, make sure to change that if you haven't already
>>
>>762238
I want the astral in full 3d in more games.
>>
>>762272
Damn, that sucks. The combat system is the best part of the game for me. I only hate the retarded fleet AI.
>>
honestly the RG ships getting buffs but not debuffs from "stripping out complicated and uneccessary machinery" + the bullshit hyperspace station just completely kills the faction and the mod for me
>>
Does anyone here got a leak copy of Iron Shell mod from trannycord?
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>>762371
This isn't funny. He was never funny.
>>
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>>762371
This one? It looks great though.
>>
Any ship pack that's balanced?
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>>762371
here you go nigger
https://www.mediafire.com/file/mmebft9lkfvylzc/Iron_Shell.zip/file
>>
>>762254
Guy has a burning hate for "le nazis" and "fascists", the kind that usually only commies have because they're ideological extremists
Normies would usually just go "yeah, nazis are bad" and forget about it, Vayra has an eternal SEETHE at DA FASH to the point of putting crash code and shitty loading screen tips in xir mods
>>
>an obscure space game
>modding scene is riddled by trannoids
But why?
>>
>>762632
I've played Brigador, and its community has the same exact problem. There they actually looked at the clear piss-take of a commie faction (the Corvids) and identified with them. No, trannies, the crazy, junkie addicts with zero disregard for human life that call themselves freedom fighters but who are trying to open the entire planet's asshole to megacorps aren't the good guys. As you can tell from them being the only faction to employ suicide bombers.
I dunno what it is with Starsector. Is it because Tri-Tach represent corporate greed, the Hegemony represents authoritarianism, and the Luddics represent religion they think the entire thing is agitprop instead of just a fun setting to commit space war crimes in?
>>
Gas all tranny modders and their enablers
>>
Anyone know a good fleet line up for high danger system remnants on 300 battle size
>>
>>762649
>No, trannies, the crazy, junkie addicts with zero disregard for human life that call themselves freedom fighters but who are trying to open the entire planet's asshole to megacorps aren't the good guys

but they are, without a doubt, /theirzheys/
>>
The pozzed take over all spaces because telling them to fuck off is illegal (or otherwise suppressed). So anyone who wants to have space for their own work has to be Havel's greengrocer and at least pretend they can stand the degenerates.
>>
I know the commie filth lurk here, so consider the following: how many of the people you interact with each day are merely putting on a happy face while they try to keep from gagging at your very existence?
>>
In other news I've been using an Aurora and the thing is incredible. Vanilla is, as always, the most overpowered mod.
>>
>>762719
As much kinetics as your ships can fit, and lots of finisher missiles (Hurricane, Typhoon, Harpoon).
>>
>Show 2 ships 3 months ago.
>Silence since.
Bros, it hurts.
>>
>>762781
the frigate looked kinda dumb desu
>>
>>762632
>>modding scene is riddled by trannoids
every game have this problem
its like fucking plague
with more popular games they kind of disappear from view but they are more visible in one with smaller public
>>
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>>762783
>>
>>762613
Can the mega anon add this to the archives?
>>
lmao you all so mad
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>>762829
Shut the fuck up Vayra
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>>761826
Vagine's sector.
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>>762829
suck my shit vayra
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>>761826
>Vayra's Sector Unofficial 0.95 Update, Extra Bugless Edition
Bros?
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>>763082
forgot pic
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>>762632
>>762803
It's really not that surprising.

The people willing to do something time consuming for free like modding tend to be lonely autismal types, and lonely autismal types are always susceptible to being weaboos/furries/trannies/ and/or be part of some cooky fringe ideology.
>>
>>763084
Post the download link here instead of screenshot you drooling troglodyte
>>
>>763151
>>762632
>>762803
it's the same for games like rimworld, battletech, stellaris desu. great modding scenes, discord is full of weebs
>>
>>763151
It's so sad. All they need is a gf. But women just don't seem to like hearing about unpacking files, modifying variables or what new features are essential QoL.
>>
>>763226
The only women you need is your mom and the one inside your head.
>>
>>763232
The spoilered one is the one that takes them over, anon. With no gf, and low self-confidence, the one within gets ambitious and exerts control. It shouldn't be possible.
>>
>>762649
Yeah, that's so wild about the Brigador fanbase. What little I've seen of it, anyway, because Twitter fanbases are objectively the worst part of any game. But I saw a lot of these people crawl out the woodwork when they cancelled one of the devs for saying mildly edgy shit on Something Awful. The world of Brigador is an overt crapsack without good guys, as one can surmise from the fact that you're playing a war criminal and traitor who gets paid $50 for every civvie you nail in the crossfire. The fact that these idiots can look at that, and go "no, this faction are actually the good guys, and I'm one of them" tells you all you need to know about them.

I think your assessment of their love for Starsector is correct. These are not complicated opinions they hold. The game's setting is the aftermath of the fall of an empire, and it's none too positive about it. The factions present are all comically evil send-ups of the very things these people hate, as long as they keep their mental gymnastics going that the Luddics represent Christianity and not... something else. If an overtly evil commie faction existed, they'd latch onto it. It doesn't, so they don't even need to dip that deep into cognitive dissonance.

That's another thing: These people seem to love dark representations of the future. If you want to keep them out, just make something hopeful. For how much people like this like to claim Star Trek as communist, they all seem to hate old Trek to the point of reshaping it into yet another dark and edgy interpretation of the future.
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>>763310
>If an overtly evil commie faction existed, they'd latch onto it.
I was under the impression that the pirates on Umbra were meant to be Starsector's evil commie/antifa faction.
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>>763310
>These people seem to love dark representations of the future.
Because they're dark in the soul. They fantasize about mass murdering "chuds" and "porkies".
>>
>>763311
I wouldn't consider the pirates a full faction with a unified ideology. I do recall reading some flavor texts that hint at a more commie-like society, but that doesn't have the oomph of an entire multi-system faction of corporatists like Tri-Tachyon. That's another thing: Tri-Tachyon is responsible for reducing the sector's livable area to the center regions by seeding the rest with drones. I suspect such a display of reckless corporate greed also convinces a lot of smoothbrains that the game is actually agitprop.
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>>763292
Only if you let them, never let any women completely dominate you, even your mom.
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>>763319
I mean Umbra specifically. The description of the planet basically makes it out to be a planet of half communist revolutionaries, half pirates.

I always make sure to bomb and raid it when passing by.
>>
Is there anyway to get that +farming from that mirror thing similar to eochu bes?
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>>763330
Find a planet with solar mirrors.
>>
>>762760
You do you friend. Stop obsessing over others.
>>
what's the point of hyperspace storms other than to make long distance travel even more slow and boring?

do you ever become immune to them with some ship mod or ability?
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>>763421
You use solar shielding and ride the storm
>>
>>761864
>>761866
Yeah, early combat is difficult and takes a bit to master. Frigate fights are pretty cancer and AI will kite you relentlessly and if you are outnumbered you will die. At this point it's pretty important to secure kills, all damage into shields is just wasted if you let the enemy get away to vent.
>>
>>761866
Its probably the weapons you have equipped
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>>763421
the idea is to make hyperspace travel more varied, fun and interesting

the reality is that it makes hyperspace travel more tedious, annoying and frustrating
>>
>>763421
>>763564
They allow for much faster travel if you just use the Emergency Maneuver skill and ride them. Doing so cost only cost a little more supplies in the end, you just trade monthly maintenance for repairs. And with the repair skills it's even cheaper than flying around storms.
>>
>>763606
i just use the hyperdrive mod desu
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>>763421
I download Adjusted Sector and turn off hyperstorms in config
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>>763421
Like this anon >>763606 I just ride them, fuel cost is per distance anyway and you can eat the repair cost. It's not even that bad since you end up paying less upkeep going faster.
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>>763421
Use the gates
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>>763644
the repair cost is way more than the maintenance reduction, and going off-course costs a lot of fuel.

if you're trying to be economical the correct choice is blatantly in favor of avoiding storms.

(before factoring in time value, anyway, but that varies between negative and very high)
>>
>>763705
You don't go off course if you use Emergency Maneuver, and you go faster because you ignore Deep Hyperspace speed penalty.
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>>763706
i never bother with that unless i'm out of burn drive for some fucked up reason
>>
the long and short of it is that there is no good way of dealing with storms. all methods suck in different ways.

it's one of the reasons why storms are just an unfun design.
>>
From a discord post:

"So, in an attempt to get a definite answer on what it the best way to navigate hyperspace I took a massive fleet across the sector:

"if there wasn't any storm" values (no skill): 31 days, 136 supplies, 3250 fuel
"if there wasn't any storm" values (all skills): 27 days, 232 supplies, 2400 fuel

Sustained Burn + Straight line, no skill: 36 days, 660 supplies, 3640 fuel
Sustained Burn + Straight line, all skills: 28 days, 311 supplies, 2390 fuel

Sustained Burn + avoid storms, no skills: 41 days, 475 supplies, 3782 fuel
Sustained Burn + avoid storms, all skills: 34 days, 250 supplies, 2722 fuel

Storm riding w/ Emergency Maneuver, no skills: 34 days, 674 supplies, 3445 fuel
Storm riding w/ Emergency Maneuver, all skills: 26 days, 265 supplies, 2607 fuel

So without skills, the most efficient supplies wise is to avoid storms altogether (-30%), the most fuel efficient is to E-Burn through storms(-7%) and it is also the quickest.

Full skills though, Storm riding is vastly faster and about as supplies and fuel efficient as avoiding storms."
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>>763720
>no storm, no skills, 136 supplies
>no storm, all skills, 232 supplies

alrighty. i'm gonna assume the rest of the data is about as reliable.
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>>763735
Understandable, have a nice day slogging your way around storms and complaining.
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>>763742
that you post garbage to "support" your point does not reinforce it - in your trannycord post, why does the skilled no storm trip use almost twice as many supplies?
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>>763714
I like the idea of storms better than the implementation. Space being divided in parts that are easy to navigate and parts that are hard to navigate is something that can add a nice feeling of identity to otherwise random placement, or used purposefully in hand-placed design. Like all obstacles they should reward the player who learns how to handle them. At present the problem is that there's no real point to them. One thing I would expect from a mechanic like this is for it to define clear corridors from one established place to another, so they can function as a landscape. In the Core worlds this would be where most of the traffic takes place, which makes the traffic predictable for the player so they can take it into account in their plans. Maybe you would choose to travel through a storm zone if you're smuggling illegal goods, for instance. Something that would help in this regard would also be if there were more "real" traffic in the outer systems. One thing I'd like from vanilla Starsector is to involve the outer systems in gameplay other than exploration, and for the fleets encountered there to actually have a function. After all, the storms need to affect fleet movement and behavior to be fun.

In short, they're just kind of a generic obstacle for now. Traveling through storm regions really needs to be more of a player choice with clear pros and cons to it, and the presence of storms should impact the world around the player more.
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>>763746
I don't know, probably a typo. 336 instead of 136 would be consistent with all the other lines.
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>>763750
which makes every other data point equally suspicious
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>>763749
yeah space needs terrain but storms and only storms ain't it
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>>762807
Pretty much impossible for the player to micromanage so many things quickly and at the same time.
Ships need a few more features to make them easier to fight, like being able to delegate Omni Shields movement to the AI or not and have a button to override enabling it and disabling it, similar to how the player can set certain weapons to be AI controlled.
>>
>>763761
It needs to be diversified and made a little more fun than a random chance to get yeeted. Maybe something like slipstreams or currents from one place to another, dangerous areas that have a higher likelihood of spawning good loot/events, etc. The function of terrain like this is breaking up an otherwise uniform map, and the current system doesn't really go all the way.
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>>762807
Why did that frigate shit out fragmentation bombs? is this anti fighter frigate?
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>>763771
Given the fact that it's equipped exclusively with anti-fighter weaponry, I'm going to say yes.
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is this the dev, sounds like a retard
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>>763805
Um why 0.1?
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>>763821
Computers do not work on base 10 and rounded number operations are approximations because of that and some other reasons. So if you add a thousand 0.1s together, they won't add up exactly to 100

A common knowledge for anyone worked on games, I was a bit surprised to see that on dev's twitter
>>
>>763824
So he wanted to loop 10 times but why did he use float?
>>
What are the best tutorials for this game? Even for an experienced gaymer like me it seems intimidating.
>>
>>763805
That is the developer, and you made yourself look like a retard. Do you not know how floating point numbers work?
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>>763847
he's warning beginner modders, who don't sleep with a bound hardprint copy of IEEE 754 under their pillow.
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>>763762
>like being able to delegate Omni Shields movement to the AI
very good idea, mail it to alex
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>>763854
Yes anon, I am aware. But the dev seems to be surprised by the behavior.

>>763854
The tweet sounds more like TIL, I am surprised the dev was able to make such a game.

>LWJGL
ah, that explains many things
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>>763805
Someone explain this in normie terms
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>>763933
floats are not natural numbers, they are a shorthand that can't represent all values exactly.
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>>763933
Floats do not translate neatly into base10 and introduce rounding errors because they have limited precision. This is why in programming you should never check if floats are equal because what you thought 1 might actually internally be 1.000001 and not equal.

I don't even know why he's using floats and why would he even need to iterate over floats. If you really have to it would probably be better. for(int i = 1, i<=10; i++) a = i*0.1f or whatever you need to do.
Even then I would avoid using floats for any game calculations as much as possible. It's asking for desyncs or weird behaviour. If it's vector stuff than okay but it's probably not.
>>
>>763982
Depends on the game. A multiplayer fps? Why not, every client is an approximation to server anyway and they are expected to work with latencies, dropped packages etc and they correct themselves.

But if it is a game that has a synced game state that is expected to be same, then you are right.
>>
>>763982
> I would avoid using floats for any game calculations

dude, shut the fuck up
>>
>>763992
>But if it is a game that has a synced game state that is expected to be same, then you are right.

no he's not, he's a fucking retard
>>
>>763933
>Someone explain this in normie terms
Computers use big numbers and people are lazy.

Imagine you have a piece of string you want to measure:
>If you measure it in m it comes to 1m
>If you measure it in cm it comes to 103cm
>If you measure it in mm it comes to 1028mm
Eventually you're going to reach a point where the level of precision is pointless. At some point "that'll do"


Computers work the same way, only the numbers are much bigger. Take a number like:
31415926,53589793 and multiply it by 2.

Rather than working it out exactly computers like to round them off by ignoring the last x amount of digits. But there's no standard way of rounding off different computers will use different values:
>31415926,00000000 x2
>31415920,00000000 x2
Which can give different results once you apply the mathematical operations:
>62831852,00000000
>62831840,00000000
And eventually these small differences add up to big differences.


A floating number basically means "we'll ignore the last few digits". Which would be great if everyone was on the same page but it's rather arbitrary how many digits are ignored.
>>
>>764016
To summarise; Alex wrote some code and it doesn’t work on some platforms because of floating point shenanigans.
>>
>>764006
He is correct for games like hoi4 (or any paradox game really). The part of the that is synced between players shouldnt have any floats. In hoi4 everyone runs the same code to update the map and they are expected to produce same results bit you wont get that if you use floats. That is why they use fixed numbers (paradox games still desync all the time though, because they are shit)

You can still use floats, not just for the data you want that to be exactly sync in between players
>>
>>764004
>>764006
While a binary on the same platform is not as issue as long as compiler doesn't change, it's not cross platform and for something like java that doesn't compile to native code can be an issue still. The material I have found online says it can be done but requires some additional effort and still recommends avoiding floats for strategy games that can't just sync the whole game state and mentions games being written that way so I don't think I'm wrong here. It's not discussed much and some of it is old so maybe something has changed or people were always wrong to worry about it too much.

I may be wrong about games but I wrote accounting software before so I'm a bit autistic about rounding since getting that wrong gets you buttfucked by IRS.
>>
>>764071
I am like 90% sure it can be an issue even on even on same pc. Same calculations can produce different results because fp registers' least significant bits are essentially garbage
>>
>>763982
>>764016 l
okay, but if i were hypothetically need to use a numerical variable that is not an int (3.4567) but shouldn't use float for precision reason what exactly do i use?
>>
>>764087
You can use floats, but you cant expect it to be exactly 3.4567. That number is base 10 and may not be representable in binary (base 2). It will be stored in binary that is perhaps 2.34567002023
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>>764087
You use an int type to store it and remember how many decimal places your type has.
So in this case you just store 34567. 3 would be 30000
You can add and subtract numbers with the same number of decimal places and you can multiply and divide by whole numbers like normal. Only when you want to multiply or divide two numbers of your fixed point type you need to worry about moving the point so you'd need to write some code to handle it.
A lot of stuff is handled that way in games. Your one gold coin is actually 1000 internally, so it can handle fractions, they just display it as 1 for you.
>>
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>>763644
going above 20 speed saves that extra portion of fuel. If just in range usually result in extra fuel range after not bad surfing. Solar shield is not a bad logi hull mod either, some energy defense is good against high tech and useful when fucking around near 3 red giants or black hole system for digging.
Its always a good idea to turn into the storm's direction to reduced the horizontal forces and launch you on course instead of evade half ass and launch you off course.
>>
Low tech is cucked out of cruisers, they only get a slow moving piece of shit
>>
>>764118
Lew tech is cucked in general. Lasher is better than Vigilance but that's not a big accomplishment.
Whole design is whack.
>>
>>764118
every single low tech is a slow moving piece of shit, the difference is burn drive or loader.
>>
>>764128
>>764129
Alex should buff shit tech make it at least as usable as midline
>>
>>764131
You can't because immaculate design and shit.
Wrokingu no intendeto.
>>
>>764129
Yeah, burn drive is kinda supposed to compensate for shit speed. Enforces and dominator are kina okay though.
Midline is even more cucked though. It doesn't really have a good identity of what midline design is supposed ot be good at.
The game doesn't really say it outright but it's pretty obvious high-tech is just better in most cases. The only balancing factor is that energy weapons are sometimes more awkward and less efficient. Vanilla ship selection is honestly not that good, there are some ships that stand out but most is just AI fodder and not efficient to use in player fleets. You have only one fleet and control one flagship so it makes sense to have the best you can get and move on from low tech doctrine. Getting your ships damaged a lot or destroyed eats into your finances and makes the ships worse.
>>
>>764139
At least the ai can use the midline ship's system while you hardly see the ai use burndrive
>>
>>764139
High tech gets speed and good flux. I think the fact that ballistic weapons are simply kind of better is supposed to compensate for it, but high tech ships take control of the battle line. Speed and high flux means you can dictate when and where to engage, which is also what I want as a player. Some of the fastest high tech ships also get Plasma Burn, so they can even outperform midline and low tech in that area.

I also think it's kind of annoying how low tech is basically just Hegemony, and high tech Tri-Tachyon. Even the lore mentions how high tech ships were built for the original imperial navy, but we don't see Hegemony fleets rocking with Astrals or Paragons. They're all painted in the colors of the factions that use them the most. Despite being tech levels most of them conform to doctrinal requirements. So there are no fast low tech ships with overlapping turret arcs, though the big daddy of high tech battleships is basically a low tech style floating fortress.

It's just another thing of the game that's a relic of past times and is in need of an overhaul. Take a good look at fodder ships and polish them a little. Go back to the original brief and go over the existing ship roster according to how they fit into the original setting idea.
>>
>>764139
loader is always superior to meme drive even for the case of atlas mk2 using 2 large missile and gun fire power and efficiency to offset bad flux, mobility armor and shield stat.
The other 2 mobility skill are far superior than meme drive, midline one is a flat mobility and agility upgrade without negative consequence while plasma burn of high tech are fast and quick, turnable, and segmented with charges so still somewhat flexible with ai and make it suicidal on command.
For meme drive, other 2 tech just strafe to the side now you are in the thick of enemy, for the bigger ship that can't evade make your engine gonna be offline now you spin. It should hurl some giant ass barrel mines with momentum to clear out everything or temporary loader status that guns force fire, shoot faster with lower flux but shell speed are slower yet inherit your velocity to create a directional stacked bullet hail.
>>
>>764118
Low tech is only good at early game, the only midgame/late game ship low tech have is the onslaught
>>
>>764160
Yeah, speed, good flux pools and good shield efficiency mens you are just not taking much damage and picking your fights which is important for playership since you are going to be outnumbered and you want to limit the damage you take. The only thing is you are not doing kinetic damage because that would be OP. Beams are bad unless you have a critical mass and all your weapons are kinda inefficient, but you have the flux to make it work.

The "tech levels" are actually supposed to represent change in doctrine from what I understand rather than strictly the complexity of tech involved. As a general rule low tech is older but I think some description mention them being newer designs for older doctrine. It's probably supposed to be a parallel to move from battleships to carriers in naval warfare from the descriptions, but I have no idea how Paragon fits into it. At some point in between there was also cruiser doctrine and that's midline I guess.

Fodder ships have to be there, it's obvious not every armed freighter is supposed to be balanced against proper high end military ships, especially since they can have logistical reason to have them, but they could use a pass to make them fit in more and worth using at some stage of the game.
>>
>>764178
Is there a lore reason why the major factions are still manufacturing domain ship tech for over 2 centuries and the haven't manufactured new ship line (redacted don't count)
>>
>>764160
Oh and Hegemony is specifically XIV battlegroup and they were just some dogshit garrison with old ships. TT is evil and can build the good shit and are keeping the domain tech to themselves because they are probably not so secretly ran by AI or something.
>>
>>764181
>probably not so secretly ran by AI or something
Proof?
>>
>>764180
It's the standard grimdark future where nobody has the knowhow to design new ships or properly reverse engineer existing ones so they keep printing out old designs.
>>
>>764178
>>764181
I remember reading the very early blog posts, and it was the plan from the outset that tech level reflects complexity. This makes its way into gameplay with high tech ships having high deployment costs. That's why I think it would benefit the feel of the game much more if the divide between tech levels wasn't so much one of doctrine, but power relative to cost. I wouldn't be at all opposed to high tech ships needing an extra resource for repairs, for example. Maybe make some leeway possible for player ships, so someone who prefers his low tech design can "up-tech" it with modifications.

The Paragon mentions how it came about in its flavor text. It's apparently just a project launched by and accepted because of corrupt military-industrial complex type shenanigans. It's just weird that it fits into the low tech line in terms of doctrine, being a slow tank with a mean frontal weapons arc. Part of me believes it's because of the insane advantage a real high tech battleship would possess over anything else, which might also be why the Odyssey is a rare sight indeed.

The problem I have with a lot of fodder ships is that they become obsolete after the first tutorial combat. The Hound just doesn't carry its weight in any engagement, and you're better off with a Kite in your fleet. It only exists to get shot, and that'd be fine if its use were restricted to small time traders on the shittier Core worlds, but way too many suicidal pirates drive that thing.

And pirates are another thing...

>>764180
It's one of those iffy things about the setting. Originally it was all going to be WH40K style STC production, with everyone fighting over the last nanoforges that they can't repair if they ever break, and the production chips which they can't reproduce. But now they can reproduce the chips, and production facilities don't seem to be much of a problem. Standard designs are regularly modified by even the pirates and Pathers.
>>
>>764128
>low tech is cucked in general
I would balance low tech by giving it more ordnance points and greater customisation options.
High tech is good, but hard to understand and modify. Low tech is easier for these leftover retards to tinker with.
>>
>>762371
>>762581
>>762613
Neat ships, shame the creator had to add out of place anime portraits
>>
>>764204
>Standard designs are regularly modified by even the pirates and Pathers.

in this case the modifications generally consist of ripping out safety equipment and replacing energy turrets with bolted-on missile pods
>>
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>>764208
Seriously what the fuck.
Is there a way to delete them without the game crashing?
>>
>>764214
why? it looks based desu
>>
>>764217
Looks goofy when you don't have any other anime portraits
>>
>>763853
the fastest would be watching someone play the early game on a vid or two
>>
>>764214
What is balalaika doing in space and why is she called rebecca. Have they fused into one person.
>>
>>764212
Or aggressively restructuring large transport vessels into functional battleships and hot-rodding a midline military vessel into peak performance. And then downloading that information onto production chips so any nanoforge can spit them out.

The whole STC deal is something that can fit the setting, and to a degree it works with some of the encounters you can have. Those are highly threatening encounters. You can have it as a result of the nature of the setting, with it being cut off from all the infrastructure needed to build and operate fleet carriers intended to police and defend a galactic empire. But it doesn't work if you're going to half-ass it and fail to take your own lore into account.

In 40K it's also a massive cultural trauma, enforcement by a draconian authority, and the fact that innovation can quite literally lead to possession by demonic entities. The Imperium in 40K is also the opposite of the factions in Starsector in that they can draw from a near endless pool of resources in the form of its empire. Factions in the Persian sector have every reason to innovate and streamline their production processes away from old dogma, and they have shown to actually understand the technology they're working with. Not to mention it's canon that much of that technology is, quite literally, low tech and extremely robust.

And it'd certainly be less awkward for modders, who have to mold their own lore around this silly concept.
>>
>>764227
>And then downloading that information onto production chips so any nanoforge can spit them out.

pirates don't have any nanoforges, it's all manual labor. presumably mostly conversions of scrap hulks, with dmods to match.

removing the containers from an atlas and bolting on some gun turrets doesn't seem that advanced to me.
>>
>>764230
Yeah, but that's the thing. If some pirates somewhere can weld together some new ships, then actual industrial societies certainly can. And after prototyping they could just put it on a chip and have their factories spit out shiny, new models that their enemies don't know every weakness of.

The fact that innovation barely happens makes absolutely zero sense in the setting, and the setting is bumping its head on it by introducing examples of innovation.
>>
>>764214
just replace them with portraits of your choice and give them the same filename
>>
>>764225
Fry-Face...
>>
>>764214
Super based mod desu
>>
>>764208
>>764214
>>764217
>>764225
what iron shell nex start is recommended? supership?
>>
>tfw rescued an officer
>early game
>she asks for a painful salary
fuck you
>>
>>764295
You know what to do
>>
>doing mission for academy
>have to extract this hacker after stealing some shit
>hegemony fleet suddenly pops up and demands to search my ship
>request for a warrant
>hegenig officer goes wide-eyed over the thought of actually needing a warrant and ask if I'm resisting
why is the hegemony like this?
>>
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>>764101
>Your one gold coin is actually 1000 internally

> UI reads 0 HP
> Character lives
> Floating point math
Not even once.
just use a fucking int.
>>
>>764362
guess what m8, ss cargo amounts are plain floats

works fine
>>
ss uses just about zero integers. processors are rated in gigaflops for a reason.
>>
post your fun maybe balanced modlist pls
>>
>>764321
because you are a criminal. give it back, jamal.
>>
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>>763805
>>763891
The dev is known to be a faggot too.
>The rightmost portrait in the 5th row down is troubling, and heavily associated with bigotry. This isn't something that's *at all* acceptable on the forum. I've removed the download link and preview image; locking the thread for the time being. Please send me a PM if you'd like to re-post a version of the pack without that portrait.
>>
>>764473
The funny thing is that the obvious laughing Jew wasn't who he was complaining about, it was Zuckerberg.
>>
>>764473
Where's the bigotry? I can't see it.
>>
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>>764473
>>764475
>>764477
woops, this was the image
>>
>>764477
The original image was smaller than that, only about 6 rows.
>>
>>764478
Now I am even more confused. I get the laughing jew (its pretty damn mild) but Zuck being a bigot? Instead of being a moral police, the dev should spent more time working on his game. 2 years and the update seems like something that took less than 6 months to work on.
>>
>>764485
I know Anon, Zuck is joked about because he is so robotic with his "hello fellow humans" speech and mannerisms so his portrait is pretty light hearted. Then you have the Jew right above him.
>>
Did they fix the combat yet? Last time i played was right after 95.a
Im talking about your npc ships retreating instead of pushing an attack. Shit like taking down enemy ship shields then running away or venting instead of finishing them off.
>>
>>764504
The retreating was dealt with by reducing the EMC rating's effects back to before the update. They still do it because of officers but you should be leveraging having as many officers as possible anyways.
>>
Is the officer balancing still fucked? Where any enemy had a fuckload of officers.
>>
the meme pack is actually decently made. shame the indexed one is reduced
>>
Permanent hullmod should be paid with credits that scales with hullsize, at least that way you have a way to spend money late game
>>
>>764473
Tempted purely by ricardo.
>>
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What is the point of these? Should i just sell them or is it stuff my colonies could use?
>>
>>764634
>anon can't read
>>
>>764638
Whole sector full of fucking niggers and he's a nigger too.
>>
>>764638
Its not that i can't read is that i don't know how the game fucking works, i assume heavy industries is something you can build but i haven't reached that point yet.
>>
>>764634
just sell them if you have some surplus or if you badly need some money asap. it's your game and a sandbox do what you want & experiment
>>761826
anyone got the blackrock bootleg? cant find the link
>>
>>764634
Just sell it to the pirates for maximum profits.
>>
>>764230
And yet they have standardized designs that you can loot bps for and print in your colonies like any core faction's production models.
>>
>>764681
would be kino if each pirate modification you come across is procedually generated and thus unique,
>>
>>764475
Yeah, I was assuming you mistyped and he actually meant the Jewish stereotype. Did the dev mistype? I have some real trouble believing someone would look past that only to go "depicting this billionaire as a robot is insensitive".
>>
>>764744
Because Zucc is also Jewish I presume
>>
>>762818
Can someone share the mega link ?
>>
>>764473
I don't blame Alex at all. Why should he expose himself to be #Cancelled by retards on his own Forum/Twitter/The Internet, when he can just tell the guy uploading the mod to do it somewhere else.

I've asked guys with similar issues for advise on modding and their own mods and they've been kind enough to link me to their mods directly themelves.
>>
>>764755
Can't throw a rock at a gaggle of billionaires without hitting a Jew. But depicting Jews as robots is an antisemitic meme exactly nowhere, let alone depicting one particular Jew as a robot. Given that the dev is most likely on the spectrum, is that maybe what triggered him? The whole mocking the Zucc for his weird social behavior?
>>
>>764756
what? it's perfectly downloadable.
>>
>>763318
Dafuq is a porky? Westfags are already fatasses so it can't mean that
>>
>>764810
Not the link for this mod in particular, but the archives.
>>
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I have a modded version of the game with many unofficially updated mods from the mega folder. Everything works until i try to start the game with HullmodExpansion added. i get the following error message: "Weapon spec [swp_boss_canistercannon] not found!" How can I fix this? I looked at the forums and googled around and found only vague stuff that did not solve my problem. I use the game version 0.95a-RC10. That was right before building in SO was made illegal. Screw those "balance" loving anti-fun morons. Please assist.

>mfw owning a bounty fleet with tons of wolves with inbuilt SO
>>
>>764512
cap was reduced, maxed-out fights are reasonable again
>>
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>>764822
Literally just Soviet propaganda and their version of the Merchant meme
>>
>>764473
Where to cop this portrait pack
>>
>>764870
https://drive.google.com/file/d/1M1k0O5NI9J66Eig7ZLekSJOG-83Jp5Ca/view
>>
>>764295
if she has good talents and multiple upgraded ones it's still worth keeping her I think
>>
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bros, how do i git gud at combat? at this rate, i'm relying on numbers to overwhelm an enemy
>>
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>>761957
i call bullshit, the official twiter still uses a male name, those people cannot go one second whiout showing everyone that they cut their dicks off
>>
>>765317
Get a ship that are good and use the best weapons, there should be a tier list somewhere online
>>
>>765320
i'm only on the tutorial and i'm getting rekt
>>
>>765319
vayra, not alex. you illiterate.
>>
>>765319
is alex the vayra?
>>
>>765322
Did you chose the bounty hunter start?
>>
>>765325
>>765326

oh
i might be retarded, i swear i didnt saw the vayra on the op
>>
>>765327
idk, but it's the first option whatever it was
>>
>>764846
share the mega folder
>>
>>765329
Choose the one that says mercenary, you'll get good ships
>>
>>764846
swp_* files are from ship weapon pack mod, did you have it enabled?
>>
>>765329
So which pirate fight are you actually having troubles with? I am having a hard time imagining you losing to the very first fight with a wolf frigate. Is it the portals? Yeah the prologue/tutorial system had a change in difficulty at the jump point. Now those two pirate fleets will merge to gang up on you together, so it requires you to go and grab the nearby derelicts and make up a fleet.
>>
has anyone tried the bootleg? is it stable
>>
>>765468
What bootleg?
>>
>>765481
vayra. planning to start a new one with it + nex + ships/weapons pack
>>
>>765490
Even the versions by Vayra himself are buggy pieces of crap.
>>
>>765491
>himself
>>
>>764828
this one? https://mega.nz/folder/sUR1maaY#eFF9pPRxMndKYthhG_-_Vw
>>
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>>765319
>>
>>763933
You know how if you divide certain numbers you end up with infinitely repeating digits after the decimal? It's basically that, but with binary. By default, don't support infinitely repeating digits, so you end up with rounding errors whenever you have simplified fractions that don't have a denominator that's a power of two.
>>
>>765493
Exactly
>>
>>764776
>he
>himself
kek
The game is self-hosted, self-published and advertised by the word of mouth. His employees (one man team) would strike him or something? Nothing to lose at all. Pretty much what this poster said:
>>764473
>The dev is known to be a faggot
Why are you even defending him?
>>
>>765319
He is talking about the vayra dev you moron
>>
>>765468
>>765490
>>765491

Bootleg link? I need a reason to actually answer distress calls.
>>
It's been a while since I played starsector. Can I play a single science ship/tiny science fleet who just drifts around from system to system, scanning anomalies and performing planetary survey? Is that viable and filled with enough content?
>>
>>765741
you can do it but for what purpose?
>>
>>765741
yes but ultimately the goal of exploring is to fund your fleets and colonies. there's no other gameplay mechanic that would make exploring fun by itself. not sure about mods
>>
>>765790
Same as trading or bounty hunting, I guess? It's a game.
>>
>>765741
Yes, you are kinda expected to do it but there isn't much unique content to see, most systems are pretty much interchangeable. There isn't really much fun in the discovery itself. It's mostly just the same ruins and weapons caches and fighting REDACTED.
Exploration contracts or bounties will also send you out of the core, so does the academy storyline.
Exploration is mostly a means to get blueprints, cash, cores, recover ships with the ultimate goal of finding a good system to build a colony in and spending the resources you gained on that.
Other option of getting high end stuff is getting a commission and going combat heavy in faction wars to just buy ships and weapons from military markets.
>>
>>765810
Unlikely to get that star trek feeling, then?
>>
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I'll fucking do it.
I'm going to bloat my game with as much ship and faction mods as possible.
>>
>>765423
https://mega.nz/folder/sUR1maaY#eFF9pPRxMndKYthhG_-_Vw

>>765423
Not yet, I will download the unofficial version from the mega and try again with it enabled.

>luddic path members on tritach-owned internet 2.0
>>
>>765638
Thanks a lot
>>
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>>765331
>>765938

I mistakenly did not include your post. Here is the link to the mega for you.

https://mega.nz/folder/sUR1maaY#eFF9pPRxMndKYthhG_-_Vw

>mfw getting ambushed by a starlight cabal fleet with multiple Tempests, two dooms and several other enhanced and s-modded assfuck energy ships
>>
What puts me off from starsector is all the different weapons and stuff i can put on a ship, i know that sounds dumb but i really just can't process so much stuff to read and having to make builds and stuff on my own, any help bros?
>>
>>765954
There are a few default loadouts and an autofitter for people like you.
>>
>>765954
that's normal. i can spend one play session of an hour just experimenting on simulation on what to outfit my toys
>>
>>765970
I saw in multiple places that those default loadouts and the autofitter are very bad
>>765971
Damn
>>
>>765954
Take a look at how the AI handles ships. Use large numbers of flux capcitors and sinks. That way you can have more defense. It will help you learn and make mistakes less punishing.

My priority list for ballistic direct combat ships: 1 Flux vents and capacitors. 2 Automatic low-flux point defense weapons. Vulcan and flak are great. 3 Kinetic weapons. Roughly two times as many as high explosive 4 Helpful extras like hardened shields, heavy armor. 5 Missiles

Do some of the simulator missions. Most of them are tutorials for various game elements. Look at some of the ship designs and how they are fitted out. Observe how the AI handles ships, then try to learn from this.

Some ships are more difficult to use properly. Turrets are good for easy aiming and forwarfacing hardpoints with small firing cones are hard to use in the beginning.

Some low tech designs are good starters for experiments: Lasher: 1 Dual autocannon, 1 light assault gun, 3 vulcans, no missiles. Max flux stats, shields and armor. Enforcer: Two flak in the sides, two Arbalest or heavy autocannon aside, one heavy mortar in the middle. Upgrade to 2 flak, 2 HVD and 1 heavy mauler later. Max flux, no missiles.

At the start, ask yourself: What do i need this ship to be good at? Direct combat? See my first priority list. Don't follow it religiously, it is just a loose guide. Long range support? Carrier?

Also consider: Almost every ship will be forced into a close range, direct fight in a fight at some point. Combat Ships need to be strong enough on their own. Civilian and support ships usually need to be able to run away. Exceptions exist. Building your tankers and freighters without any combat power is very risky. You WILL be forced into fights by ambushes or small fleets ganging up on you.

Specialize your ships and try to make them defensible in the beginning. 2 to 1 kinetic damage to high ex damage. Missiles are nice but very situational.

>pic related is this game
>>
My game crashes when iron shell is turned on with quality captains does anyone know why this is happening?
>>
>>765971
>tfw hauled a bunch of loots after exploring / bounty hunting
>end up simulating new loadouts on the shop the whole day
>>
Haven't played since the skill tree rework. I remember lots of people saying friendly AI became extra retarded. Is that still the case?
>>
>>765937
carful there, sometimes new systems add for factions will block and reduce the number systems to explore
>>
>>766047
I have adjusted sector, the whole sector is shitted with systems
>>
>>766012
update your QC mod
>>
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>>765937
i mean, nobody's gonna stop ya
>>
>>766039
they do a decent job
>>
How good are the pressure from a pilum equipped falcon p?
>>
>>766321
>pressure
>pilum
You fell for the critical mass maymay. Pilums are fucking useless.
>>
Is there a way to sync bombing runs from the carrier?
>>
>>766336
Best you can do is manually set the strike command for all carriers
>>
>>764068
You can usually count on floating point determinism as long as you're using IEEE floats (ie, you don't turn on -ffast-math). There'll always be weird rounding quirks, but they'll always be deterministic and produce the same results on different platforms.

Supreme Commander / Forged Alliance uses floating point math for its simulations, and has no problem retaining a synced game state; every time I've ever run into a desync issue in SupCom has been when somebody was timed out and half the players ejected them but the other half didn't, or someone killed their process directly, ie not really related to the game state but more a matter of some players having left the game or been disconnected without it being done cleanly.

I have literally never run into a SupCom desync that was the result of players having an actually different game state without any network fuckery, and I don't think I've heard of it happening either.
>>
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Coming Soon:
>>
>>766347
New weapons in action:
>>
>>762649

I wasted beaucoup Corvids as a Spacer brigador waifu.
>>
anime
>>
what's the point of equipping weapons on cargo/fuel ships?
>>
>>766370
None. If I get caught with my pants down I just reload :)
>>
>>766370
A noob trap, if you need you equip them instead of installing mili subsystem and aug drive, you're doing it wrong.
>>
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>>766371
that's dirty anon
>>
>>766347
for some reason your hybrid mining weapons count as universal in refitting, blueprint construction and doctrine.
>>
>>766370
saving space if you're super short on cargo and want to hoard weps
>>
>>766399
I'm guessing you have another mod messing with the weapon types; the Laser and Blaster are vanilla weapons.
>>
>>766349

Is that just a super mining laser?
>>
>>766512
does it show it in the missle tab for you? i do not have any vanilla altering mods
>>
>>766550
>Is that just a super mining laser?
Basically 5 mining lasers with the flux of 6, +200 range and the ability to swat fighters and missiles around like a graviton beam.
Uninspired maybe but I figured low tech ships would have access to basic mining equipment and pirates the mentality to bolt 4 of them together for offensive purposes.
>>
>>766624
Will have to check tonight, post screen shot so I can see what you're talking about.
>>
>>766370
None, just put what logistics mods you can/need on them. Combat freighters are bad. They are inefficient in maintenance,fuel/cargo space and their combat capabilities are still subpar. Not worth the cost to deploy unless you have literally nothing else. They are AI fodder ships.
Deploying shepherds might be worth it in early game frigate slapfights because the drones are enough of a distraction without putting the ship itself in much danger. They will become outdated soon though.
>>
>>766370
None in vanilla, there's a few rather good combat logistics ship in mods, the Circe s one of the better examples.
>>
how do you edit the default stance for the Ai from steady to agressive?
>>
>>766835
Fleet doctrine in the colony menu stuff, there's a mod that allows per ship override too iirc.
>>
my setup:
get ss 0.9.1
get nexerelin, yuri expedition and aria mods
start with scorched lily (BFG ship)
go to an aria system
buy small capital (Wenck afair)
setup that capital defensively
let AI fly that capital anvil
fly BFG hammer yourself
PROFIT

you'll thank me later
>>
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>
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>>766370
if you're playing with some kind of fun-based scenario (frigates only, pirates only, etc) stick PD weapons in them and load them up with speed mods. make sure they retreat as fast as possible if you get chased down while visiting somewhere hostile.
>>
>>764214
these are actually realy good except for that celeste one (unless she's an AI)
>>
>>766370
It's really only to help protect them from fighters and missiles during retreat, but if they're too slow to outrun the enemy's heavy hitters, they're dead anyway. Early game, hounds with safety overrides, unstable injector and +fuel/cargo mods make passable logistics ships while also having a high chance of surviving a retreat.
>>
>>764473
I've been out of the loop for a while. Is this for real? Did Alex really did actually mean Mark Zuckerberg and not the jew? Did Alex ever explain himself? I kinda doubt he thinks Facebook is bigotry.
>>
I hope alex reworks hyperspace, its so god awfully boring that I just watch some other shit on my 2nd monitor
>>
>>767287
he didn't elaborate though. just censored the mod
>>
>>766982
Why would want to fuck an AI?
>>
>>764214
Would fuck.
>>
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>>765942
>>765938
It worked. I was missing the ship and weapon pack. Thank you for the advice.

>mfw all that money i got after destroying a few MESS fleets in Cactorum of hmi mod
>>
>>766349
>Hammers on the side on a non-broadside ship.
Why would anyone do this to themselves?
>>
>>764214
booba...
>>
>>767482
It's not a problem for frigates and destroyers. You've never put a hammer on an Omen? It's great fun.
>>
>>767482
Maybe the Hammers ARE the broadside.
>>
>>766370
If you're using Nexelerin you can give them Mining Blasters, Mining Lasers, and Hammers to increase your fleet's mining capabilities.
>>
>>766876
but does that affect the ships on my fleet too?
>>
>>767903
It should. At least that's what everyone say. I use the personality override mod myself just to be sure. Anything below aggressive is just pointless.
>>
>>764214
>hegemommy
I will support Hegemony now
>>
>>768019
i didnt notice that





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