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Decivilization sweeping the core.
Oh crap, oh fuck, oh no.
>>starsector virgin
>>be vagrant
>>no colonies
>>stockpile of over 50 salvaged ships crammed into an abandoned station
>>piles of weapons and commodities
>>every time I leave the core I stop at a pirate base or two and raid them for supplies and fuel for my survey and salvage runs
>>finally drop my first colony
>> news keeps popping up about pirate bases in the core losing their shit
>> get back to core
>> pirate bases all grey and empty
Did I do this anons?
Can it be undone?
Am I going to have to start paying for fuel and suppplies like a bitch?
>>
>>843441
Can you take control of a faction/can you have other fleets?
>>
>>843450
No and no.
You can create your own faction and colonize/raid/capture/bomb/genocide planets, but that's it.
>>
>>843589
*you can also become merc of any faction if your rep is high enough, but it comes with downsides.
For now at least.
>>
>Play as the go-fetchme for all factions
>Friend to everyone, Fiend to pirates and Ludds
>Save enough credits to start my own colony
>Find a beautiful tundra world with +2 farmland, now this is home.
>keep fetching for all the factions to make money as i babysit my colony
>start dominating the market with Farming and Heavy/Light industries
>welcome to Eden, the valley of plenty
>on my way to the ocassional pirate base raid
>strange beep notification, never heard it before
>Excursion to Eden to disrupt my production
>The motherfucking Sindrian Diktat
>palms sweaty, knees weak, vomit on my sweater already, mom's lobster spaghetti
>why they do this to me? We've been friends for a while
>anyway, it's fuck or be fucked, and only my wife is allowed to peg me
>spend all my credits, buy 2 onslaught from the Hegemony and a shitton of Marines
>travel to askonia, toy around with the buoy/comm/sensor to catch the attention of the surrounding fleets
>an opening is created to Sindria, take my chances and dive in
>peace was never and option
>go full ottoman and raid them over and over again, disrupting each of their industries and sacking every resource for a few "days".
>take their nanoforge on my way out
>Expedition Averted
>escape using the conveniently placed jump-point near Sindria, and head
>That will do, no one will mess with me now... Right?
>WRONG, now Tri-Tach and the League wants to take theor chances on me too, Hegemony wont fuck with me bc i'm still comissioned by them
>no one stays good in this sector
>repeat the process time after time
>Kazeron, Culann, Sindria, Volturn, all decivilized by now, and at the same time my colonies prosper
>Sindrian Diktat no longer exists
>the ludds starts messing with my colonies, decide to take the fight to their homes
>nuke them to oblivion
>now im the big bad
>hated by every faction, even the independants want me dead now
>become Magnus Alexander from space, colonizing my previously razed planets
>this is the life of the conquerors
>>
Op here.
Seriously though is there anyway to fix these stations I accidentally caused to go grey?
I don’t think I’m done with the main quest line, is it possible to fuck up the story by depopulating places that it is going to end up sending you to?
Like, there are very few pirate places left in the core, and I think some church and path places may be on their way out as well.
>>
>>843783
>I don’t think I’m done with the main quest line, is it possible to fuck up the story by depopulating
No, story locations are protected until their relevant quests are completed.
>>
>>843783
There is no way to reestablish decivilized stations.
Next time pay attention to the stability of places you raid so you can avoid this problem. Planets/stations start ticking towards decivilizing at 0 stability so if you want that place to remain civilized then don't go too far into the negatives.
>>
>>843654
>Friend to everyone, Fiend to pirates and Ludds
How do you manage that?
>>
>>843441
now you know why successful parasites don't kill their host
>>
>>843982
just don't take a commission
>>
>>843441

I'm thinking the update will go through in December/January.
>>
>>843979
So yeah it was totally my fault.
Whenever there was a system bounty I would raid any pirate station pretty much every time the option refreshed. I’m guessing I left those stations in a pretty deep stability pit.
>>
Got a Dominator but I need ship loadout tips. I don't understand large ballistics: they seem designed for long range support with their shit DPS/flux efficiency, which completely sucks to aim on the hardpoints of a ship with the turn speed of a snail.

So far I've only seen some success with the Dominator on a SO build with double Devastator Cannons and Sabot spam. But I hate playing with SO because it kills your staying power: I know they had to balance it somehow but reducing the peak performance to a third for 45 OP is too much. At least its armor gets some use like this.
>>
>buy out 5 warships and all their weapons before resigning commission
>take the pile of guns out of their storage
>take the XIVlegion and another recovered derelict cruiser out of storage
>part ways with faction
>go to new faction
>buy out their entire weapon stock
>spent last 2.5 hours in refit screen
im still not done with 5 of them. its painful to have so many choices
>>
Do any ballistic weapons actually have charges?
Expanded magazines feels like it should be a ballistic oriented mod, but all the weapons it benefits are energy.
Where are all the ballistic weapons that have magazines that can be boosted for longer bursts?
>>
>>844333
I spend far too much time in the refit-simulate-evaluate cycle as well.
Are you standardizing your capital ship load outs or building each one for it’s specific officer?
I wish there was a station enemy in the simulator to test bombers against.
>>
>>844320
just give it two mk9s and a couple of LAGs so it can force the enemies to fuck off if they try to push it. the dominator is just there to hold the line anyway.

don't skimp on pd or it gets raped by claws and annihilator pods.
>>
>>844346
in very early versions ballistics all had ammo limits. it wasn't fun, so it was changed.

also you can't swing a dead cat without hitting some mod that has mag reloading guns.
>>
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Why is this not on steam?
>>
>>844361
usually once i get to the point where i can order my own weapons with heavy industry yeah, id minmax around officers.
but now im in a merc/hunter-killer playthrough where 5 cycles in im still doing commissions for plenty different factions and bounty hunting, so the builds are each around whatever weapons in my pile'o'guns to get as close a range matchup as possible (thankfully having several mods adding several weapons makes it easy to avoid range-mismatch) and then assign whoever of my officers fits best

by the way, in the 50 mins since my last post i got 2 down, 3 to go, one of them being the legion xiv so...
>>
>>844376
because its an open source java game without any license server validation system in place, and with how much of an autistic waterhead the snownigger dev is itll be a while
>>
anybody got the "not-on-forums" mods archive?
>>
>>844412
Does that include the memetastic portrait pack someone had a pic of a few threads ago? The one with the happy merchant?
>>
>>844425
Was it updated? Because I only have the old version
>>
>>843594
>downsides
The only "downside" is worsening relations with the other factions which is completely avoidable by simply not participating in any wars and avoiding enemy systems for their duration.
The mechanic is valid if you don't want to run at a negative every month since without it combat is always a net negative outside of a bounty scenario. It's just not valid enough for an experienced player to bother with outside of getting access to battleships without blueprints.
>>
Can anyone explain to me how to remove resource clutter from mods without breaking them? It's so annoying...
>>
>>843589
I like the idea of setting up smuggler fleets and commanding multiple fleets from my outer world planet
>>
>>844320
I don't know how you got that impression when out of the nine Large Ballistics, only the long-ranged Gauss Cannon and jack-of-all-trades Mjolnir Cannon have a flux/damage ratio above 1.
>>
>>843589
this game developer have this bullshit thing of refusing to put features that would make total sence for no reason.
yeah I KNOW I CAN MOD the damn thing, but jesus nothing annoys me more than a game the FORCES you to use mods to FIX IT when the developer could just do it.
>>
I'm still playing on 0.9.1a because I hate what they did to the skills. Is there a mod yet that brings back how they used to work?
Also what am I missing?
>>
>>844931
No, not really. Worry not though. Alex is gonna change the skill tree yet again soon(tm).
>>
>>844829
inability to understand what is important to him may not be important to others
diagnosis: crippling autism
>>
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>>844931
you can mod skill tree to be more bearable
>>
>>844111
Pirates are space cockroaches anyways. The big issues is you have to pickup the slack yourself.
>>
>>845191
Huh, never knew there was a turkish faction.
Do they have space janissaries?
>>
>>845220
No, they just send assholes to raid you until their magical space stations way out in deep space turns into massive fortresses.
>>
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>>845236
God I hate system raids so much.
First cunt faced pirates being cunt faced pirates.
Now the hedgemony thinks it has the right to "inspect" MY colony because they think I'm using AI (which I 1000% am).
And then every one else wants a piece of the pie because fuck you for not giving it to me.
This is why I nuke your planets to dust you subhuman shits. Don't stick your dick in my business then act surprised that I fucked your wife.
>>
>>844404
it's not open source. a public api is a very different thing.
>>
>it's not on steam
Not interested. Sorry
>>
>>845290
Steam Workshop is not worth the bullshit of being part of Steam.
>>
shitty mod-em-up that will never be genuinly good and will always leave you with this blue ball feeling that it was so close to greatness but the dev shat it up horribly
>>
So I read that because of residual armor mechanics and officers flat armor bonuses, high DPS kinetic and frag weapons are still ineffective against hull and the best damage type to finish exposed ships is just more HE. Is this accurate?
>>
>>845624
large strokes, though alex did nerf the everloving shit out of the officer skill.

a thumper will still do a number on most stripped ships though
>>
>>845282
anything written in an interpreted language like java is open-source you clown
>>
>>845453
Sad but true. Starsector is carried by it's setting and, to a lesser extent, art direction. The actual gameplay just leaves you wishing for it to actually be the Mount and Blade plus Sid Miers Pirates! in Spess it seems to be from the outside.
>>
>>845624
the armor hp and armor damage reduction is based on the ratio of the DAMAGE and armor+DAMAGE (then multiplied by the type multiplier depending on damage type). note that the type multiplier is outside of the fraction dependant on damage, and that it says DAMAGE and not DPS. totally different things, even if reddit may tell you otherwise. single shot damage is the most important value in the game, no exceptions. not just against armor, against shields too. most players dont know this but the overload duration is actually based on the damage of the last shot that hit the shield. so LMG will be like 3s while gauss cannon will be over 10, and as you can see from the [armor] damage reduction multipliers formula, higher [per-shot] damage reduces the influence of armor.
since these high-shot-damage guns are objectively straight up superior in all regards, they have severely debuffed DPS, and generally high op costs compared to other weapons in their class, among other effects like ultra-slow turn rates. but mainly take note of the fact that hellbore, heavy mauler, HVD, and gauss have the lowest DPS values in their size class while having the highest shot damage.

now if you understand these armor mechanics, i can explain your 2 mistakes:
1. high DPS guns are the opposite of what you want. minimum armor was introduced into the game literally just only because of them, solely to nerf their performance. before minimum armor LMGs and vulcans and HMGs would just melt hull at nearly no flux cost for you, so the armor damage reduction was brought in, just without the type multiplier. if you graph x*(x/(100+x)) you can see that the minimum armor completely cripplies those highly efficient high dps weapons, while barely affecting higher per-shot damage values, you want high shot damages for getting through hull, which is why the cryoblaster is so crazy this update and why a conquest with 2 gauss cannons can solo ordos. high DPS is for efficiently grinding up flux
>>
>>845624
>>845833
2. minimum armor doesnt take the type multiplier in account, just the armor damage reduction part. the 2x or 0.5x or 0.25x only applies against the actual, non-stripped armor while its present, when its down to minimum armor, this is what counts as "hull" for the damage type multipliers, therefore vulcans are at full damage, and used to ruin hulls instantly, which is why to counter those high DPS weapons the armor reduction was added. so no, it is irrelevant what damage type you use when its MINIMUM armor, as it doesnt get the armor type factor.
high DPS HE is generally not useful. ACGs and devastators are only good against fighter to high-tech destroyer tier armor and hull, high DPS weapons with low shot damage should be sold to pirates as soon as you get them, with the exception of kinetics or highly efficient frag that can be used to destroy shields (like that one 0.1 fpd frag-type SO weapon from blackrock that kills capital shields in seconds and does nothing else, forgot the name)
use stuff like hellbores or maulers or even HVDs or mk9s against hull, especially useful is obviously high-per shot frag, although without mods in vanilla the only one is the cryoblaster. you should download the missile mod an anon here made featuring unguided 1500 frag damage torps, they ravage hulls just fine because again, minimum armor only takes up the per-shot reduction of armor, not its damage type multiplier
>>
>>844376
Normalfags would reviewbomb it over slow updates.
>>
>>845099
How does it work? It doesn't let you take the strongest skills at the start, right
>>
>>845812
>The actual gameplay just leaves you wishing for it to actually be the Mount and Blade plus Sid Miers Pirates! in Spess
What would you change, exactly?
>>
>>845833
>>845852
So, high damage per shot is best, then?
>>
>>845942
generally "yes" but it really depends on the target if you really want to minmax it, plot x*(x/(min.armor+x)) and youll see that for each residual armor value there is a point from which upwards its basically linear while below it is nearly reduced to 0. high damage per shot guns are always highly flux inefficient, and if youre hunting light armored targets, generally stuff in the 200 range of the mk9 is best for its flux costs
>>
>>845909
rightfully so, the dev is more interested in giving handjobs to the community than finishing the fucking thing
>>
>>845973
Isn't he constantly working on the game, tho?
>>
>>845911
it rebalances most of the skills as well
https://fractalsoftworks.com/forum/index.php?topic=21038.0
>>
>>846050
noice
>>
>>845852
I have to disagree a bit after doing some testing against the armor of a Legion, high base damage is important but so is damage type, and while raw DPS was nerfed it shouldn't be underestimated.

High damage kinetic ballistics like the Gauss still struggle to dig through capital/cruiser tier armor without some HE/energy support. Assault Chainguns perform better than Heavy Maulers for armor, and DPS is still the most important factor to finish exposed hull.

Also dual Devastators are insane: two salvos of 24 slugs at 150 base damage each not only melts through armor but through hull too, though the way the weapon works it's only useful for close range burst and SO shenanigans.

>>845942
High base damage to punch through heavy armor at long range, specially important for fighting large targets like capitals and some heavy cruisers.
High DPS for winning the flux war when brawling ships you can fight up close and for finishing ships quickly if you're not relying on missiles.
>>
>>845099
Why does Alex hate fun?
>>
>>846072
Because he is an autistic dumbass who's hand is guided by forumfags.
>>
>>845911
it do
https://fractalsoftworks.com/forum/index.php?topic=20495.msg315873#msg315873
>>
So, current version there is a nice dynamic for running a salvage heavy play through.
You take field repairs to clean up the d-mods.
You take a skill on each officer that makes the ship they are piloting have the increased chance to be salvageable if lost.
For any unofficered ships, you toss reinforced bulkheads on them to give the increased chance of getting it back.
If I understand the dev note correctly, with the next pitch, they combining the d-mod removal ability into a skil alongside with a guarantee of always getting every lost skip returned in the salvage screen.
So a single player skill replaces what used to be a player skill, a skill slot on each officer, and a mod on all ships after #9 in your fleet.
Seems pretty cheesy to have such a major gameplay path be totally accessible with a single player skill point and no other decisions or trade offs.
Right now I have to actually decide if I’m putting bulkheads on my kites or just treating them as disposable. Next patch it will be very binary, a single skill point will be the difference between salvaging being nigh useless, or you having the full function of that play style available.
>>
>>845833
>>845852
Alex already changed that too, there is no hull damage multiplier anymore only armor and shields so it isn't just residual armor as a mechanic.
>>
>>846236
Both hull and armor is taken into account simultaneously in the formula now. So it is always armor and hull.
>>
>>846179
>losing ships in the first place
>>
>>846179
yeah
wtf Alex is thinking
>>
I want to put Converted Hangars on some civvie destroyers and I'm wondering what fighters/bombers are tough enough to make up for the penalty or are good in general.
I'm thinking Broadswords, Longbows, Daggers and Khopesh.

Context: Pirate run(with ship availability decrease mod), mostly rustbuckets you can buy from pirates and whatever is good enough to recover, so far it's a small fleet of few Hounds, couple Cerberi and a Lasher.
>>
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Non-bomber carriers behave horribly on AI hands.
Take Xyphos or interceptors: if I'm piloting the carrier myself I can easily make the fighters escort another ship by targetting an ally and engaging the little fuckers.
Meanwhile the AI will keep its fighters in "regroup" mode at all times until there's an enemy on range, which means if you tell the carrier to escort another ship, it will just follow that ship into the front lines instead of sending its fighters. The fighters will then be made to engage the closest enemy in their range regardless of the situation of the ship being escorted, which usually wastes interceptors where they're not needed.

It's just such a simple and stupid oversight on the way carriers behave when told to escort. Is there a way to fix this somehow? Do I have to waste a few officers in the backlines so I can put timid/cautious personalities on the carriers or something?
>>
>>843441
It's really unplayable on old computers, pity.
Are there any similar games to it?
>>
>>846609
There's this personality override mod. Working as intended otherwise.
>>
>>846613
I recently heard of Drox Operative 2, but it seems more of single ship sort of game.
For more fleet-based game there is Endless Sky. It's simplified in all aspects, tho, but should run on a potato.
>>
>>846609
xyphos cannot move. you pay 15 op for point defence and EMP
>>
>>846768
EMP is love, EMP is life
>>
>>846768
At 15 op it's a steal.
>>
>>846768
Its pretty ok on destroyers
>>
>>845812
my biggest problems are with the combat and with performance. this is a game where the core gameplay is ship goes boom but the campaign world overlay does not feed into this as well as it should

>>846543
boardsword is never a bad choice, the game will make you pay through the nose for converted hangar bombers so its not worth the trouble when finding a condor isnt that hard

>>846774
>>847147
>>847150
i didnt say it was bad. if anything id like there to be another support fighter not from a mod
>>
>>846543
I tried to do this in 0.9.1. Tarsus with converted hangars sounded great in theory, but the civilian AI was awful, never attacking until something got close. Nothing seemed to work well. A bunch of Colossus MK III with Longbows and Daggers do work well though, although they're utterly defenseless against anything that gets close.

>>846609
Alex will never add to carrier capabilities unless he thinks they're underpowered. Even then he'll rather just adjust stats instead of giving the option for more intelligent carrier tactics.

>>847150
Doable but very bare-bones.
>>
>>844580
>Can anyone explain to me how to remove resource clutter from mods without breaking them? It's so annoying...

I hate it too
>>
I haven't play this game in forever I remember when I tried to just be a merchant fleet that travel between factions (pirates) included trading, but there was some kind of mechanic I don't remember for selling stuff on the black market, which you are forced to do, because of taxes. since the game wants to to fly around and fight
>>
>>845915
The combat layer is mostly okay save for wonky balancing (basically someone needs to hit Alex with a stick until he goes back and reworks Lowtech and Hightech to be more than just 'good new ships that look bad' and 'old bad ships that look cool', and maybe makes ways to shut down Phase bullshit more common so Phase Ships aren't just 'player annoyance device' for NPCs or 'I win button' for players), and for Alex to stop being afraid of micro and let me actually order my damn fleet around so they don't brainlessly blunder around like chickens with their heads cut off.

The real thing that needs work though is absolutely the Strategic layer, which is basically a bunch of smoke and mirrors as it is right now and is frustratingly bereft of interactivity outside of scripted quest chains.

A big part of it is that Alex, like the gullible fool of an early 2010s game developer that he is, shackled his dumb ass to Java and doomed his game to eternal bad performance because of it.

That said, having the game actually remember stuff like significant NPC fleets (which could probably be made manageable with a couple techniques- I.e. tracking NPC fleets as effectively just a series of generation seeds and only actually creating the fleet once it becomes relevant again, and regularly culling the list of fleets under a certain level of power), or just adding more ways to interact with stuff like Decivilized planets or pirate bases, or making the factions actually do stuff more often- not everyone likes Nex but the fact that it is as popular as it is should say something about how people feel about the factions as they are-, or even just making NPC fleets follow actual routes through hyperspace instead of just flying in straight lines, would go miles towards making bumming around the Sector looking for trouble feel like more of an actual campaign instead of wandering around an RPG world map waiting for random encounters.
>>
java performs fine, alex just insists on sticking to an absolutely ancient JVM and uses coding techniques that prioritize extensibility over performance - which you have to, when you're doing a solo project that is also accessible to (quite valuable) modders.

it also doesn't help that some people insist on setting battle size to 1k. out-of-spec m8.
>>
>>847379
> java performs fine,
Lol no
>it also doesn't help that some people insist on setting battle size to 1k. out-of-spec m8.
I've never seen Starsector lag in the combat layer at 1k battle size. I have, however, seen the smoke-and-mirrors strategic layer bring it crumbling to its' knees due to Nex forcing it to have more than five fleets on screen at a given time.

Honestly like 70% of the game's issues come back to 'campaign layer is bad' in some way or another.
>>
How do I reduce the lag
>>
>>847399
What fucking lag?
It's a single-player game.
>>
>>847379
You forgot the absolutely obsolete open-gl
>>847399
You can't
>>
>>847412
Toasters cannot handle the big battles, and the game will eventually lag after enough time passes requiring a restart. In addition some modders fuckup their optimization and wind up with lag too.
>>
>>847425
>You forgot the absolutely obsolete open-gl
not relevant since the performance issues are all cpu-side
>>
>>847412
When I have alot of faction mods it starts to lag midgame and it doesnt stop even when I restart the game. I have to make a new game that has no lag and it will lag again after several hours.
>>
>>847434
>>847483
That's not what lag means, monkebois.
>>
>>847488
Fuck off then if you wont be helpful. Pretentious cunt
>>
>>847492
And an ooh ooh aah aah to you too, little simian.
>>
>>847493
You want attention that much?
>>
>>847488
The game runs closer to a singleplayer MMO server then you think. The only time it gets suspended is when you are in dialogue mode or sim mode which is why the simulator is inexplicably faster and doesn't have the same slowdown.
>>
>>847497
my god no it has nothing to do with MMO architecture what the fuck are you even talking about
>>
it's a perfectly normal logic and render loop
>>
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>>847497
Could you repeat your point again?
>>
>>847445
Guess what component has to make the draw calls and send all the obsolete instructions to the GPU
>>
>>847503
Whatever I want, you cannot stop me.
>>
>>847488
That's exactly what lag means, cunt.
>>
>>847367
Thanks for elaboration, it's good.
>>
>>847483
I think that has something to do with the number of massive patrol fleets. There’s a console command that can clean that up that you might need to run every now and then.
>>
>>847367
>shackled his dumb ass to Java and doomed his game to eternal bad performance because of it
That's why I doubt it's ever going to Steam.
Imagine the amount of negative reviews because the game runs like ass whenever you have a few mods active or when you're sitting in a populated system with ongoing action
>>
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>>846543
>>
>>847931
Yeah, I was thinking about using Bufallos, but good god not the Talons on converted hangar.
>>
>>847399
reduce amount of mods
stop using nex
turn off ui
>>
>>847934
You value gois life too much.
>>
>>847934
use mining drones then
>>
>>847946
It costs money to replace them and not always I get onto market with cheap crew.

>>847949
>glorified weak pd
I would use Broadswords and ditch Expanded Missile Racks, AI rarely uses them well, it would be a better idea to just put Salamanders there.
>>
>>847511
there is no significant difference in cpu load between the different apis.

if you want to optimize starsector, the GPU interface is literally the last thing you look at.
>>
>>847393
Strategic layer lag can often be solved by swapping the game's java 7 with java 8. But it can also cause issues with some configs hence why it hasn't been added to the base game.
>>
>>847975
>if you want to optimize starsector, the GPU interface is literally the last thing you look at.
This!

>>847940
>reduce amount of mods
>stop using nex
In particular THIS!

Nex will cause your game to crawl with the sheer volume of oversized fleets it produces.

Mods should be used sparingly, a few are fine but the cumulative effects will take its toll. Destroyers with pixel perfect bounding notes, scripts being called every frame, every weapon being remade with a custom graphic and having special effects, the "top" mods are swamped with these retardations.
>>
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>>845915
>>847683
Here's another perspective. I don't mind the "smoke and mirrors" because games like this, bb, m&b, total war, xcom, etc, aren't about the world map. The main meat of the experience and where the real fun is, is the outfitting and ship to ship combat. Dev seems to share this view based on some of the older blogs. The purpose of the world map is not to really be complex or provide most of the fun, but to feed well into this aforementioned form of gameplay. Complexity and interesting mechanics on the overworld are welcome, but are secondary to this, that's just a bonus to its main job.
However, Starsector fails spectacularly here. The best way to get money and progress is not to fight, but to get a few logistics ships and start scouring the unexplored systems looking for derelicts, ai cores and other loot. Sometimes these ruins are guarded, but mostly they're not. Hell, even trading (which consists mostly of just ferrying certain goods to Epiphany) feels more profitable than space combat. A lot of people in these threads reminiscine about how the most fun they have is in the early game, but this portion of the experience lasts very briefly unless you specifically go out of your way and only do bounties. That is not good game design.
In addition, the overwhelming majority of the fighting you do is not interesting. Pirate ships are so scrappy and their selection of larger vessels so terrible that they're very easy to beat in addition to the autofitter in general producing such gems like heavy mortars or arbelests in large ballistics on an Atlas mk II or Conquest. I know that this is something that will allegedly be fixed in the next patch, but problem still stands that the progression is strange. You are supposed to fight derelicts as an early enemy but that is not guaranteed at all since the game doesn't really discourage you from trying to go scrapping into the more well stocked parts of the galaxy
Cont.
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>>848032
Imagine you were playing early game Warband and then just stumbling upon 30 Swadian knights, who'd join you for free but still demand wages. That's essentialy what happens in Starsector when you run into a big derelict warship in some empty system. Im not saying that the game should force you to fight drones/some sort of guards or that the progression should be locked to bounties every time, but it would sure make more sense if lost treasure that Tri-Tach will pay me 3 million credits for wasn't so trivial to procure. After we get past the early game all there is to do is make a colony or two and now we're battling off infinite expeditionary fleets and pirates who we've fought, unchanged, during the full course of the campaign... The only real escalation of a late game is whacking Remnants or saturation bombardment because why not, even though you don't really need what you'll get from them since you most likely have everything by this point already from all the science bases you've scoured.
Addition of an actual story is also somewhat of a waste. People will play through it once or twice, maybe three times depending on how much branching it has, but then it'll be ignored on subsequent playthroughs since you'll learn everything. Alex has essentially caused another problem for himself since now he has to balance between adding repeatable content and static story one. Wish there was no real story and that all you'd have was some sort of endgame crisis system similar to Battle Brothers, but not half assed like it is there, even though i still think that BB's comparatively barebones map is leagues ahead of starsector's current one in doing its job as a loading screen for fights because it is utterly essential for progress. The people who like this game tend to really like and blow 100s of hours into it over the span of numerous playthroughs, so trying to focus on replay value instead of satisfying the vrpg crowd with X lines of written text is what id do.
cont
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>>848049
The developer has seemingly been like a donkey standing between two bales of hay for a while now. Some people tell him to go for one bale (the rpg/worldsim) whilst he sort of wants to go for the other (spaceship battles) but doesnt want to disappoint them. So he doesn't necessarily starve but eats a bit from one bunch and then from another, which takes forever to get him fed (1.0) and everyone is sort of unsatisfied.
I also dont understand what is up with some of these new hullmods. The one that removes fighter bays but adds cargo is only applicable to INBUILT fighter bays, making it so there is a grand total of two ships in the entire game and one where it actually makes any sense at all to install this hullmod. Same with the auxiliary packadges, it seems like a nice idea but other than...what, the Prometheus Mk II i cant think of a single ship where id want to bother since the buff still isnt going to make it worth deploying.
Speaking of deployment im not so sure that decrease of DP from dmodded hulls is going to make lowtech more attractive. If anything I think this will be more powerful on high tech since its a percentage decrease, they are balanced around high DP and live off shields. Get a Paragon with structural issues, damaged armor and something else, get the perk, deploy it for like 43 points. It doesnt care about those dmods since unlike an Onslaught it just tanks 99% of the damage coming its way through the ship system.
If I was Alex i dont know what id handle first other than id try to somewhat lock myself off from the modding community since they're just going to make him waste more nerves and time every couple of months due to some inane drama and release Steam workshop support to break them up when game hits 1.0.
>>
is colonizing actually fun yet
>>
>>848032
>>848049
>>848068
The key issue is the soft level scaling by having fleets always match yours. I'd be down for more fleet battles if I didn't have to deal with death balls that takes me ALL my ships to deploy to fight.
>>
>>848109
Pirates seemingly scaling infinitely upwards in their numbers and there being 0 reason why you would really bother to go through the grind of killing the +40 pieces of random junk they've brought if there is no bounty or they just caught you somehow does get tiresome. Warband's equivalents do scale up to pretty big numbers but generally wont try to suicide charge into your army. BB brigands likewise do scale upwards, but fights against them will usually end quick when you surpass them, plus later their groups can spawn tough elites with very good gear making them more attractive to battle because you get something out of it besides easy money and experience
Enemy variance is ass. Using the same two similar examples from before, M&B has numerous types of bandit, and lower tiers of troop from any army can spawn as deserters. BB brigands don't have too many different troop types (Thug, Raider, Poacher, Marksman, Leader), but the massive diversity in equipment and thus what they can do and how you'll handle them keeps the fights fresh, different and rewarding up until you've surpassed them in power where its a crubstomp. SS autofitter could try to do something similar, but just sort of doesnt beyond the LP SO (not inbuilt, but like in their hammerheads, sunders, etc) and the LC converted hangars that most people dont even seem to know is supposed to be a thing
As a matter of fact, wish there were enemy fleets that were more coherent in general. How many times have you seen the pirates use more than 1 odd Gremlin, Shade or Afflictor? Having some of their fleets spawn with deviances from their normal fleet doctrine since they aren't supposed to be a unified military in the first place would go a long way. Why wouldn't there be some guy who isnt a scripted fight have lots of phase ships or just a bunch of Enforcers+whatever the name was of the new low tech cruiser that'll get added next patch instead of everyone just spamming fucking Colossus Mk IIIs and Ventures
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Why can't I commission pirates to target a system so I can raid the base?
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>>847367
>>848032
>>848049
>>848068
>>848146
gonna post it on forum and see people throw heavy objects at me
>>
You know it's bad when the game takes over 2 minutes to startup from an SSD.
I don't know what some mods are doing when you launch the game, but goddamn do they make the whole process slow
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>>848068
>The developer has seemingly been like a donkey standing between two bales of hay for a while now. Some people tell him to go for one bale (the rpg/worldsim) whilst he sort of wants to go for the other (spaceship battles) but doesnt want to disappoint them. So he doesn't necessarily starve but eats a bit from one bunch and then from another
It's not only the dev they do it to, they do it to each other. Look at the Luddic Enhancement mod, the forum users loved it but the discorders screamed at him to over haul it. So now he's getting torn in two:
>After getting everyone's feedback, I'm still unsure as to what people like - some people here don't like the experimental change, while others on the discord love it. For the time being I'm going to release an update to both versions.
>>
>>848274
>Luddic Enhancement mod
was nice but now its going into bloat phase
>>
This game any good?
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>>848274
Oh right, it used to be just ludd skins for some more ships but now he reworked it to have right click damper field instead of shields. Not a fan honestly.
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Hammerhead best ship
High-tech babies no need to apply

https://www.youtube.com/watch?v=DRU3jQY4Fws
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>>848032
Alex seems to have an issue with pacing progression and not making black market trade easy money. I used to like bounty hunting as a primary source of income but now I see it as ship salvage if I handicap myself from using colony/contact production.
>>848049
Story isn't as much of a waste in vanilla if you value rewards like using the gates but otherwise I agree.
>>848068
I would say avoid reading the forums, social media messages and Discord if he uses that in general but he might need some limited feedback.
>>848146
The variation is a nice idea but considering what happened to AI ship loadouts I'm concerned about how many revisions he would need to get unique NPC/faction fleet variation to turn out just right. I look back at skills, markets/economy, armor, carriers/fighters, and even the Sabot missile.
>>848254
GLHF I think its alright feedback, I feel a lot of the issues are known but will be defended anyway.
>>
>>848281
>>848300
Classic case of too many fingers, modder kept listening to the discorders and adding content. Was desperate to please everyone and now nobody is happy.
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>>848254
Taidan ships are so sexy
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Anyone got their hands on BB+ 1.1?
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>>848306
>Laughs in pulse laser
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>>848474
But on a non-shitposting note, some of the best fun I've had piloting a ship was with my twin chaingun hammerhead with all speed mods and safety overrides.
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>>846386
so how in the hell does it work now? theres no way that this can be true, when you consider the cryoblaster:
it is THE MOST EXPENSIVE med weapon to mount, at a whole SIXTEEN (16) op, the even beating the heavy needler. it does 400 dps to shields for 500 flux, so 1.25 efficiency. even the pulse laser beats it at 300/300/1, for 10 op at that, and it just BARELY beats said pulse laser at armor-cracking. its entire strong point is the 1600 damage per shot against hull, which already is literally less than 1% of combat compared to the majority being shield, armor, and EMP warfare, as the way starsector works hull values are too low compared to typical dps so exposed hull ships go down in single digit amounts of seconds.
this cryoblaster is also a one-off weapon which you can only get a severely limited amount of times, not more, and is basically limited to at best 4 pieces or so per save if you savescum every hypershunt, the remnant bounty, and get a lucky omega cache seed, AND ITS GETTING NERFED to 1250 damage with the next update, while still costing 500 flux to fire and 16 op to mount
surely our developer cannot possibly be this fucking retarded, r-right?
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>>848574
>cannot possibly be this fucking retarded, r-right
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>>848647
>pic
Really captures the starsector experience.
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>>848647
kek the chatter mod
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>>848829
It successfully influenced me to fill half my roster with Pathers every playthrough.
>>
Are there any mods that have frigate-size carriers? I know it sounds stupid but I'd like something small for a meme armaa run
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>AI starts using lag as a weapon
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>>848647
Fucking saved
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I need fleet composition and combat command advice.
Pic related is my last fight against a fleet that I probably shouldn't have taken with the state of my forces: took several tries but managed to pull it off with minor loses. Problem is, apart from not knowing what kinds of ships/roles I need into my fleet, I also feel I'm playing the combat part wrong.

What I do normally is get the smaller ships to escort the bigger ones in "strike groups" of 3, and tell the leader ships to "search&destroy". The end result are long ass battles where both sides go into "stare down mode" for the first 5 minutes while the CR of my frigates sinks to hell, and then the enemies forces start dying one by one until there's enough numerical advantage in my favor that I can just tell my strongest ships to bully the enemy's cruisers one at a time. It has worked so far, but this seems extremelly inefficient to me, as my entire fleet's CR always comes out in the reds.

Also, I don't understand what to do with carriers. I tend to lose them even when I give them escorts. 2 bays seem too weak for bombing, so I tried to give the new Condor a fighter setup to support my flagship, but even if I tell him to escort me its fighters just end up doing whatever the hell they want and going off to fight targets deep behind the enemy lines. My carriers never look like they make any impact at all.
>>
Any way to get Java to stop locking up half the time when I tab out?
I’m playing my first fun through, Ironman, and I cannot tell you how much progress I’ve wasted by having to tab out to look at something for work, tab back in and boom, back to whenever I hit f5 last.
>>
>>848994
First, you need more officers. Their personalities change how ships act which can solve your fragile carrier problems and get your bigger ships to actually attack.
On the note of ship personalities, the default ship personality for ships with no officers is whatever you made it on the fleet doctrine menu. Or steady if you didn't touch it yet.
Go for aggressive personalities for combat ships and cautious personalities on artillery and carriers.

Second, it's best to personally pilot an aggressive ship yourself, like that Harbinger in your fleet, or the secret ship you get from the main quest. This is because the AI doesn't use them as well as they could and a human will tend to use such ships better than the AI can. The AI can use the dominator just fine though so don't worry too much about not piloting it yourself.
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>>848994
don't use escort commands
>>
when you set a ship to escort a carrier you take it off the line, which means the carrier ends up there instead. also, it's a condor. killing it is doing you a favor.
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>>849080
Don't bully the condor, it's better than the nerfed Drover.
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>>849076
I agree the way the AI handless escorting tends to put most ships in a really bad position, but there's a few classes that work well in the role, like Monitors and Brawlers.
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>>849163
Yeah, escorting makes the escorter protect the flank of the escortee. Luckily in the next patch, a defend option will come up which will be closer to what people want escort to be.
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update when bros holy shit
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>>848314
What i had in mind with variants was just something like 25% chance for a pirate fleet to spawn with a shifted doctrine, just more focus on phase-quality-officers or carriers (colossus mk ii isnt understood as a carrier by the game iirc, but as a warship) for example. Maybe some of these "shifted doctrines" could have a slightly expanded weapon/wing list but nothing too drastic and its not really necessary. They'd still be the same faction, but on occasion fights would be different. The Gremlin apperently exists so it teaches new players about fighting phase ships, but since you only see pirate phase when their armada sizes become so obscene that a few hulls are bound to roll out to be an Afflictor or Shade this doesnt really work and the Gremlin is just a meme.
Also the implementation of story points on enemies is bad. You get NOTHING out of the ordinary out of fighting them despite the fact that the only times you encounter them theyre all premade custom fleets which makes them far more difficult than the garbled autofitter garbage you're familiar with up to that point. Ive thought their Smods would still remain burned into thd hull after salvage, but they're all gone. So why should i bother to engage, especially when you can pick your fights fairly easily as long as you pay minimum effort to keep your burn drive high?
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>>849000
idk but that's not a normal problem
>>
give me ideas for my playthrough, i just get bored usually with no goals
hardmode: no colonies
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>There are people out there who actually play using mods that break vanilla's AESTHETIC.
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Is there a mod that shows me what the fuck a E-XXVI 'Sconce' is?
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>>849354
It's from low tech armada. Tiny frigate with a single small slot and ammo based not-mjolnir.
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>>849354
>Ship Catalogue/Variant Editor
Lets you browse all vanilla and mod-added ships from the Campaign Mission list on the main menu/
https://fractalsoftworks.com/forum/index.php?topic=21591

>Stellar Networks
Adds Features to your Intel menu that let you browse ships, weapons and commodities available for purchase on the sector.
https://fractalsoftworks.com/forum/index.php?topic=20836

>Display Event Info
Discord-Exclusive. Adds quest faction/Location info to dialogue for the some events where the info is missing. Probably what you want, but I'm not sure if it does add info on ships available in events.
https://bitbucket.org/SirHartley/misc/downloads/DisplayEventInfo1.0.b.zip
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>>849317
Nex: conquer the sector in the name of the Church (optional: using only Church ships you bought)
Non-nex: only civilian and converted-civilian ships, take a commission and do bounties for someone until you get to 100 relations. If you have Bounties Expanded, then do the special fleets from relation 75 to 100
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>>849248
I haven't checked in on the CN community but I remember something about him helping with localization there. Maybe he's waiting for the next update to not be that guy who updates a mod a week before Alex releases a patch. Hopefully it'll be soon after 0.95.1a because both FoB and AL are enjoyable to pilot.
>>
Any suggestions for a build for the pirate converted battleship made out of the giant freighter that the AI can be useful in?
The flux pretty much castrates it.
I’ve had a bit of fun with two gauss, a bit of point defense, ITU and leaving the medium and missile slots open to spend all the op on flux stats. Player piloted and supported by other ships it’s fun to snipe with but the AI is useless in that kind of build and even when I’m piloting it, it’s totally not worth the deployment points.
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nononono
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>>849517
As you noted, it's poor flux castrates it. At best you use 2 hellbores and use it as an artillery piece. The 2 missile slots could carry a squall each for suppression and the emp. The locust or hurricane are alternative options but hellbores can pierce armor better than the hurricane ever could.

If you are going to use the Atlas mk 2, you better have a good front line to soak up attention away from it because it is super fragile otherwise.
>>
>put 1 longbow and 2 trident wings on a Heron
>it deletes a Hammerhead
Hm, I think I'm starting to understand why bombers are important.
>>
>>849585
Bombers also don't suffer from the same AI deficiency as non-bombers do. If thunders and warthogs had better AI they'd be almost as good as a bomber.
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>>849517
it's actually two large missile mounts with some other shit tacked on as an afterthought. fit and deploy accordingly.
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double ECCM hurricanes are very, very good.
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two SP make a huge difference
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>>849603
Why bother with HVDs? They won't be pointing the right way 50% of the time and removing them means more room for flux boosters.
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>>849611
what? the ship has a 2 large + 2 med broadside, and can't turn so you want to fill both sides
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>>849612
The turning rate isn't that terrible, and the Atlas is really OP starved. Stripping weapons from one side of a broadside is a quick way to save OP. It also means you can add back the vulcans you took from the rear which can be important when dealing with mines.
>>
I want some "broadside" ship recommendations, ships like the Conquest
>>
Not sure how to consistently finish targets when my ship is "a class above", meaning stronger but also slower.
Even with ITU for range, most ships manage to get away once I build their flux and proceed to kite me.
So far I've come to spam Salamanders for this issue, but it feels really shitty. Also holding fire to bait them to get closer works sometimes.
>>
>>849659
Ion beams can come in handy here. They're shield piercing too at high flux so shields won't help here.
The other option is fighters, since they can outrun any ship in theory.
>>
I pretty much always keep a couple kites with in my fleets with two salamanders each.
I don’t bring them into fights with me.
If I get into a situation where I can’t catch up to something I call them in as reinforcements and they stop it so I can kill it.
When the enemy flees and I have to pursue I set one on the left, the other in the right, and they come in and stop the highest value target(s) during the pursuit.
If I have to flee and the enemy pursues, they escort the slower ships that I actually care about escaping. Things that chase those ships lose engines.
Never underestimate a fast salamander delivery system held in reserve
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>>849659
Missiles, torps, salvo firing, elimination order given to faster ships, EMP damage, certain large BEAMS, bomber strikes, dedicated harpoon boat escorting you. Or choose faster ship.
>>849648
Odyssey
>>
why the fuck is my fleet constantly consuming 24 or over that in supplies, makes it impossible to get anywhere
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>>849760
Check Supply consumption per ship. Tugs have massive supply consumption despite their small size.
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In terms of lore, how does colonizing gas giants even work? I can only imagine it being an orbital station.
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>>849847
Floating continents? Technically the universe has some form of anti-gravity and cheap propulsion systems.
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>>849517
I recommend two Hurricane MIRV and 2 Mark IX Autocannons with ECCM and Integrated Targeting Unit. You really don't need anything else.

>>849659
That's only a concern when you're playing with duels in simulator. In reality, the chaotic situation of large fleet combat means small ships tend not to escape as successfully. But if you're really that concerned, a Tempest with two pulse lasers will have frigates coming in close and then kill them so quickly they won't even have a chance to escape.
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>>849517
I haven't found one in my current playthrough this patch but I found a great combination for an AI controlled one.
It was two Hephaestus cannons and two Squalls, with the small ballistic hardpoints as Vulcan cannons and the 4 mediums left empty or as PD (if it's not PD it messes with the AI)
Since the ship has an accelerated ammo feeder it complements the Hephaestus Cannons excellently for both firepower and flux. It will never overload itself from sustained fire even though it says the dissipation is lower than it's consumption
Though the ship is slow the Squalls will always help from a distance. In combat it will overload the shields and allow the Hephaestus to strip the armor, disable enemy weapons, and eventually start dealing ever increasing damage.
Use integrated targeting unit for range on the ballistics and either expanded missile racks or ECCM package for the missiles. Building in any of those hull mods can be good and will allow you to add a burn drive and militarized subsystems for a bit more flux and practicality. Otherwise you can mount flak cannons on the 4 medium ballistic hardpoints.

This ship is the best if you want something to hold the line why you play in a smaller ship for fun.
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>>849873
In my testing on the older version of the game this would always beat a conquest in a 1v1 and compete with all the others respectfully enough
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>>849847
not orbital so much as floating. once you get deep enough the station is bouyant.
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>>849629
go ahead and try it. it's not better. the atlas2 is not a conquest.

the turn rate is literally the worst on any combat ship in the game.
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>>849873
dreadful, will keep enemy ships away until the squalls run out - which is very quickly since no emr - and then accomplish nothing.

straight up worse than the atlas2_Standard fit.

>>849875
>simulator
>>
>>849912
Really now? So something like bioshock 3 maybe
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>>849915
Present a configuration and I'll 1v1 it with that build then
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>>849918
>simulator
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>>849920
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>>849648
download the osiris alliance mod, best broadsides ive ever used
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>>849847
in terms of lore the real high energy propulsion in universe is the AM fuel needed to blast through hyperspace at ftl, and it is so highly energetic that 1) many weapons use said antimatter fuel to shred heavily armored ships, while being so little that it doesnt put a dent into your campaign layer fuel reserves, and 2) travelling at sub ftl is only using generic supplies, and overcoming gravity wells to go touch down planetside is free.
before 0.95 in my head it was floating continents in a high orbit where the gravity would be around 1g or less, but the plasma dynamos texture change means it's most likely floating in the atmosphere and the people there have to wear insane exoskeletons 24/7 to not spontaneously fracture every bone in their body, which sounds grueling
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>>849913
I have tried it, it works fine and can solo a dominator.
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>>849983
Mane, everything can solo a dominator. Dominator is a popo ship.
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>>849847
gas giants are not real
>>
I don't like the main quest. I wish I could just rat these academy faggots out to the Hegemony and end it there. From an RP perspective only a completely retarded psychopath would follow through on all the bullshit from this group of manipulative shady cunts. You basically run around making enemies of every major faction doing highly illegal shit all for trash pay from some shady bitch who seems to be one of the least trust worthy people in the game.
>>
>>850038
It made Hegemonkey and Pathers the only reasonable people in the sector.
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>>850038
>muh money
>muh manipulation
>muh legality
nothing matters if gates don't get reconnected. You're stuck in downward spiral and it will only get worse. Hegs are too rigid, tritachs too self absorbed. League is a joke, indies are who's, and ludds deserve antimatter rain falling down on them.
No one forces you to do this quest line.
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>>848647
>someone reposted my mspaint shitpost
kek cool
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>>850076
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>>849517
Given how cheap and frail they are, I consider them to be more like a very specialized type of cruiser.
You can't leave it alone or it will get overwhelmed with that shield and those flux stats, so it works better as artillery support for your shipline, to where smaller ships can retreat when they need to be safe.
I think the standard combat autofit with ITU works fine for this, but give it two Locust SRMs to create a supression bubble where fighters can't do shit to you. Imo Squalls work better in ships that can actually take offensive action and take advantage of the shield pressure they create.
>>
>make a pirate Shrike build
>can fairly easily overload short-ranged Hammerhead in simulator
>backs off instead because muh flux
>even with aggressive officer
damn it
>>
How can I befriend the luddic path?
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>>850066
>No one forces you to do this quest line.

Yeah, and I'm, glad for that. Not in a cynical fuck you way, I'm just legitimately glad they're keeping it a sandbox first and making everything option. Just wish there were more way's it could play out than having to be an unquestioning loyal pawn to the academy. Besides for and you know they might just fuck up and wipe out all the hyper space jump points in the sector this time. What actually happens at the end? I couldn't force myself through it.

>>850486
Can you join them when they fight pirates? If so you can probably grind out rep that way.
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>>850486
Make a fast fleet with a small signature.
Sneak into their ports with your transponder off.
Take quests from their operatives in their bars
Complete those quests for them while dodging all their patrols to avoid taking rep hits from having to evade/kill their guards.
>>
Try and convince me not to install every single Content mod adding any kitbashed ship slightly resembling vanilla content.

Please.
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>>850051
>Hedge and Pathers are the only reasonable people in the Sector
Don't forget the Pirates, they just want money and don't care how they get it.

But still, Based. Fuck PL niggers.
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can someone please share the Ahegao Portraits mod?
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>>850835
Can’t, sorry anon.
I’m considering doing the same thing.
Install nex
Install all mod factions
Install new beginnings
Go full salvage mode
Build giant fleets of salvaged junk ships
Suicide them doing stupid crap
Respawn with fleet roughly half the value, but from random faction
Have fun playing weird ships while building up another salvage stockpile
Store the ships I want to keep, suicide the rest alongside the salvage bulk
Respawn with a midsized fleet from a different faction
Repeat.
>>
>>850623
If you pay attention to what you and others say in this quest line, you start questioning if you can trust cold bitch around the comsec datahack point. No one trusts anyone. Just read carefully. After all, even hegs higher up dude agrees to help you (by not interfering) because everyone knows that it's turning gates on or fate worse than death. Finish the quest.
>>
How does one even reliably mine Volatiles? I colonized a +2 gas giant and it brings in very little compared to Eventide which is -1 Volatiles but with 7 population.
Maybe I'll just abandon it and console command one or two -1 Volatiles on my habitable planets
>>
>>851155
higher population = more resources
plasma dynamo = more resources
story points + industry = more resources
iirc every +1 in population is +1 to produced units
>>
>>851162
if you decide to cheat just 'setmarketsize [number]' to instantly increase population. Don't forget to remove player colony size restriction in starsector core files if you want to grow above 6.
>>
>>851162
>plasma dynamo = more resources
Interesting. I've never seen one before. I will hold tight
>>
>>851167
Finding one is not guaranteed tho. Game has bunch of industry augmenting items now, but it feels like drop rate for rare stuff is very, very low now.
>>
it's best to find a few colony items first and colonize planets that can use them, rather than settling first and hoping for the best
>>
>>851193
objectively wrong
>>
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>>851193
I SurveyAll and choose my seed before starting a campaign
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Why yes I colonized the mythical 50% Mild Climate, Habitable world only 10 light years from the core worlds. How could you tell?
>>
>>851027
So that's how pirates operate, eh?
>>
>>851207
>default random character name
>default random faction name
>default random planet name
shouldn't you be playing 5v5 fps games with cheats with a cognitive capacity this limited?
>>
>>851338
It's sovlful
>>
>>848267
I believe that is a Java thing, its basically preloading the assets.
>>
>>848574
Both the armor damage multiplier and the hull damage multiplier are used in the damage formula when damaging the hull. So yes, the Cryoblaster was actually doing gimped damage the whole time and its raw sheer damage per shot is why it raeps everything.
>>
>>851393
not a java thing, it's just parsing a shitload of json to build the game data. it's one of those tradeoffs done to make it easily moddable.
>>
>>848574
m8 the weapon is still gonna be busted after the nerfs

big hit frag is nuts
>>
Why bother with gates and shiet when there's at least a dozen of uncolonized Earth like words.
>>
>>851500
Core worlds called core because of logistics. You can colonize anything, but defending it will be a nightmare cuz sector is in cold war state.
Make no mistake, (you) can only do this because you're under the radar of big players (and unhinged), and as soon as you start matter something economically other faggots start harassing you. Remember what happened to Mayasura? That's what happens when you're not under the radar.
>>
>>851517
Mayasura succeeded too much in the shittiest location possible, what you can do is basically avoid doing perfect (even though Alex expects you to do that) and basically join a side which has its best interests in being pals with you because you can give them something they need. Also conveniently is right beside you so nobody else can ram your ass on all sides.
>>
>>851500
Those didn't just happen to be habitable by humans, those are terraforming projects in various states from unfinished to regressed technologically.
>>
>>851552
>joining
If you join them, they make you part of themselves. You should know what that means. If you pay attention, independents are worthless worlds or de-facto proxy ruled by someone.
>>
>>849532
Any luck fixing this? Or at least tracking it to exact ship or fighter that causes this?
>>
>>848938
you probably already figured it out but they dont work with frigate carriers

anyway arma updatae when, shit fuck
>>
>>851709
When Alex updates probably, at a guess that's what every modder is waiting for.
His twitter makes me think 95.1 is coming really soon.
>>
Hey anons, that guy who did the Neutrino Uncucked mod here. Sorry that the mod has been abandoned for a while, reason is I lost interest in Starsector for a while but I've got some renewed interest in the game. So for that, I quickly replaced the ship systems that were causing crashes since the system didn't even work. Note I haven't touched anything else here so mileage may vary.

https://www.mediafire.com/file/q7tou3jxm79qlz3/Neutrino_Uncucked.7z/file
>>
>>851640
it literally states the error right there dude
>>
>>851575
Lore wise the Persean League is exactly what you want though - a mutual defense pact of independent polities that have no interest in controlling you and only asks that you do the same. Of course in-game all factions behave the same way. But the Persean League very explicitly isn't going to try to absorb you, unlike all the other factions would lore-wise.

>>851500
It used to be that the gates would had been essential to the long term survival of the sector, due to the inevitable attrition of the impossible-to-replicate autofactories or their blueprints. But nowadays the sector seems perfectly capable of making their own shit, even if it's shoddy or inefficient. A nanoforge will increase the output of your colony by a magnitude, but it is not essential in itself. In any case, opening the gates is a gamble that could (possibly) stop the cycle of endless war that is slowly driving humanity extinct in the sector and possibly within the entirety of the Domain. Actually colonizing all those worlds actually does make a lot more sense though.

>>851338
lol, did not seeing someone be a special snowflake in a game make you rage or something? What even is this reaction?
>>
I don't understand how a few seconds of combat starts degrading your combat readiness.
>>
>>851894
>that have no interest in controlling you and only asks that you do the same
this message brought to you by the kazeronian diplomat corps
>>
>>851930
The battle takes longer than a few minutes if battles between other factions are anything to go by.
From the looks of it, even short battles go on for 2 days straight.
>>
>>851762
thanks
>>
What's the best way for finding trader fleets to attack? Currently it's more like chasing around in the fog hoping to bump into something worth attacking.
Intel rarely helps because my fleet isn't that big yet to take on most of these.
>>
>>851709
Well, I found another funny by putting roiders' fighter clamps on garegga and slapping valkens on it, works surprisingly good despite the debuffs
>>
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How should I set up my Industries in this system?
>>
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>>852545
I don't really understand how in faction exports work. Could Savron + Soil Nanites be able to supply the whole system with food? Could I drop farming on Moskva?
>>
>>852549
Yeah, only the highest output matters. Farming on Moskva should still make some shekels but it won't be worth the industry slot.
>>
>>852568
>Yeah, only the highest output matters
Interesting. How should I set up all the other planets?
>>
>>852574
They way you like. Dumb nigger. After a while only things that matter are the heavy industry and military bases.
>>
>>852585
In terms of min/max, you rude fool.
>>
>>852574
Build industry that you have items for. otherwise go with refinery, it has the highest market share value 2nd only to farming
>>
Convince me of the benefits of befriending pirates and becoming one myself.

Also how I wish the game let you take control of an orbital station as an alternative to planet colonization.
>>
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i keep cheating
and restarting
and cheating again
and then restarting
with no goal
>>
>>851575
If you paid attention, you'd realize the factions are stuck because nobody can logistically handle multiple system spanning worlds without complete domination. Even the PC being some badass Han Solo archetype can only handle a few planets by himself.
>>
>>852666
Pirates are the only faction to use the blueprints you sell them
>>
>>852691
Do they make the ships available on their markets? Please tell me they do.
>>
>>852699
Yes, though at low quality. You also need to give them a nanoforge to have them make anything of decent quality.
>>
>>852676
There's no Permadeath or really any significant lasting side effect from losing your armada other than losing your ships, but you still get to keep part of your money and all your levels., so I'm not sure why you feel like cheating.
>>
>>852699
if you sell blueprints and nanoforges on the market theyll start selling high quality ships
plus befriending pirates lets you use their space bases that they build to raid other factions and you can make tons of cash selling supplies to them there
>>
>>843441
is there a way to automate the battles in this game? i suck at combat and don't like how frustrating the allied ai is to boss around.
>>
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>>852755
>is there a way to automate the battles in this game?
No.
>>
>>852755
Git gud
If you really suck at piloting that badly, use the autopilot.
>>
>>851640
search the archives for neutrino rotte or something like that
i'm thinking about removing neutrino actually their ships seem way too op
>>
>>852666
your colonies wont get attack by pirates
>>
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10 seconds in mspaint
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>>852755
>is there a way to automate the battles in this game? i suck at combat and don't like how frustrating the allied ai is to boss around.

Go to starsector/starsector-core/data/config, open the file "settings.json" and search for "combatSpeedMult". Change the value here from "1" to some value less than one, i.e. 0.X. 0.5, for instance, will make the combat move at only 50% of normal speed, which gives you a lot more time to think about what's happening and learn how2combat.

I played at 50% for a while until I got good and internalized shit like shield micro, then I was able to take the training wheels off. Once you're comfortable you can set it wherever you want; I still play at 80% of normal speed because shit moves so fast at normal speed (esp. with early game frigate fights) that it actually gives me motion sickness trying to keep up.
>>
>>852755
Yea, literally just don't do anything except issue fleet commands. Autopilot will fly your ship for you.
Pro-tip: Wolf frigates are cheap, hard to hit and rape things packs.
>>
Got me thinking.
If we had some sort of apocalypse on Earth, then how commonly would smaller region declare independence?
With Askonia it seems like Andrada got lucky he didn't get his ass kicked.
>>
>>852993
>If we had some sort of apocalypse on Earth, then how commonly would smaller region declare independence?
it would be pretty common
>>
>>852997
I see. Considering you just need one influential dipshit to complicate the post-apoc recovery it wouldn't be hard to end up with multum of city-states, even.
Thanks.
>>
>>852998
look at fall of Rome, Byzantium etc
>>
>>852999
Nice.
>>
>tfw current ship cap is at 30
Is it okay to increase it?I got a junker pirate fleet.
>>
>>853005
yes
increase it for AI too
they will field fleets bigger in size but with less capital spam
>>
is mass carriers still broken?
>>
>>853009
No, carrier skills were nerfed and carriers themselves were also directly nerfed.
>>
How do I make falcon (P) missile cruisers work on this game version? They were very fun when they actually busted their missile load instead of passively hanging about. Now they only shoot 1 or 2 sabots at once and only ever fire their Harpoon missiles when their target is overloaded.
Is their a trick with Linked/Alternating? Or other placement?
>>
>>853032
-when they have Reckless officer they just suicide themselves into the enemy fleets without doing anything differently in terms of missile behavior
>>
>>853008
nice
>>
>>853032
Try shield shunt.
If it doesn't work, use the ship as player ship at alpha strike dangerous enemy and then swap your ship.
>>
>>853032
Post your loadout
>>
>>853009
nerfed so hard it's hard to justify using any at all
>>
>>853032
>hey guys how do i make the most overpowered ship in the game work?
>>
>>853032
>How do I make falcon (P) missile cruisers work on this game version? They were very fun when they actually busted their missile load instead of passively hanging about. Now they only shoot 1 or 2 sabots at once and only ever fire their Harpoon missiles when their target is overloaded.

Patch notes for upcoming patch indicate a TON of AI reworks to address cowardly AI issues among other things, so worst come to worst we'll have a fix in a few months time
>>
>>852993

have you heard of the Balkans
>>
Anything interesting happened in the 3 months period when I unistalled the game?
>>
>>853134
Discord drama, nothing much otherwise.
Tldr: mod author throws a shit fit because pl*years criticised her
>>
>>853185
>her
>>
>>853188
Considering how sensitive they were to criticism, the possibility that it's a she is higher than normal
>>
>>853199
no
>>
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>>852837
this post has been brought to you by the mobility afficionados
>>
>>853199
nah
it may not have dick anymore but its not a woman
>>
>>853185
Nia is not a girl
>>
>>853236
>>853209
It's not Nia I'm talking about, especially considering Nia is a confirmed male
They are about as oversensitive to criticism as a woman though, easy mistake to make
>>
ApproLight update when
>>
>>853344
Probably as soon as someone translates the new stuff.
>>
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>>852755
>is there a way to automate the whole point of the game
>>
>>853185
>>853199
Is there an ETA until he contributes to the statistic? There's at least a couple guys in that community that should.
>>
>>853091
Never used carriers much, so I see no difference.
Bombers are still pretty decent, tho. I like Drover because I can get extra rocket/sabot bombers for a moment, nice if you just need more alpha strike.

>>853122
Different ethnicities and it's not like they had an apocalypse that would force them to stick together, they just made things worse by themselves.
>>
>>852891
>Pro-tip: Wolf frigates are cheap, hard to hit and rape things packs.
Ship sure lives up to it's name.
>>
>>853540
Luv me Wolf frigates. Perfect for ganging up on larger vessels and harassing carriers.
>>
https://youtu.be/DzOhm2n6SDU?t=1265
How can he tell which faction and composition the fleet has from that far away?
>>
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>>853090
This is it. It's very ineffective in this starsector version
>>
>>853574
No idea, but I want to thank you for bringing me this series to my attention, I like that sort of thing.
>>
>>852755
lmao literally me I played this game like a strategy because colony building is very comfy
>>
>>853574
its voice over in post retard
>>
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I just build this from the orbital nanoforges
The Longbow wings are constantly slinging out sabot missiles even when they're on regroup close to the carrier and they reload very fast. They can even be sent to engage which has a high survival rate for them since they can drop their payload from a long distance
The plasma cannons are set to alternating so it's a constant stream of fire at the target
>>
>>854033
hurricane + sabots is considerably stronger than squall + harpoons
>>
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does anyone else have an error where the keyboard stops responding?
>>
>>853840
retard
>>
>>854104
what mod is that ship from
>>
>>854126
none, just a skin for diable
>>
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>>852676
>tfw sometimes forget to get fuel/supplies/repairs
>just console command it because lazy
>>
>>853652
Have harpoon and sabots linked to maximize burst
>>
>>854098
Really now? I suppose the longbow's sabbots are enough already so I could try that. Or maybe leave 1 Harpoon missile pod at the rear
>>854152
I'll try this out.
>>
y r the space luddites with objectively inferior ships and economy allowed to keep the best world?
>>
>>854204
No one wants to be blown up
>>
might start a campaign with the infernal machine from underworld
>>
>>854130

I must use [storage] every five minutes, for real
>>
>>851962

I can believe it if seconds are hours and the ranges are hundred kilometers instead of meters.
>>
>>854369
If you go by the shuttle then you can get a relative grasp on how big these ships are. Even something like the Hammerhead is quite large
>>
>>854370
Just look at the concept art of the Hound for an example.
https://fractalsoftworks.com/2013/02/05/painting-the-hound-and-the-hangar/

If the Hound is this big compared to a human, then imagine how big an Onslaught would be.
>>
I wonder if picking up that Champion is bad idea.
It doesn't have a mobility ship system like Dominator has(that I managed to use to bully the shit out of Doom with help of bunch of frigates, I'm shocked myself) and in simulator it keeps flicking his HIL instead of going all out on sim hammerhead the moment it gets in range.

Maybe the reason I have a good run is because I got quite a bunch of frigates, it helps other NPC ships get aggressive.
>>
>>851027
I’d like to start a run like this. What are some fun faction mods that would work well?
>>
Do scavenger fleets coming back from expedition contain some good stuff? Never checked I can't be arsed to fight the whole fleet just to check.
>>
>>854401
Scavengers kind of just exist.





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