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SHAOLIN FUCKFIEND posted:Next BRDY patch is becoming quite big. I would play the poo poo out of all your ships if you made them more symmetrical, right now I only play the nevermore and the karkinos
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# ? Nov 10, 2013 18:23 |
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# ? Jun 2, 2024 13:03 |
Zudgemud posted:I would play the poo poo out of all your ships if you made them more symmetrical, right now I only play the nevermore and the karkinos Death to symmetry! More Gonodactylus!
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# ? Nov 10, 2013 18:47 |
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Open your heart to the lumpy, misshapen future
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# ? Nov 10, 2013 18:52 |
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Symmetry is for the weak.
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# ? Nov 10, 2013 19:02 |
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SHAOLIN FUCKFIEND posted:Next BRDY patch is becoming quite big. That is amazing. I am not a huge fan of piloting asymmetrical ships, but they are certainly more aesthetically pleasing than the symmetrical ones.
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# ? Nov 10, 2013 21:02 |
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I enjoy the asymmetry look. What I don't enjoy is this inability to load a game someone fix this.
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# ? Nov 10, 2013 21:25 |
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What mods are you guys running? I'm using Uomoz's Sector, Lazylib and Console Commands. I've never had a single problem, no crashes, no save bloat, no corruptions. Just 64bit Java and increased it to use 1gig but that's pretty standard, nothing fancy.
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# ? Nov 10, 2013 22:22 |
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Network Pesci posted:Depending on whether you're focusing on the technology tree in the early game and leveling up your Navigation skill, you can use a few Hounds to increase your cargo capacity while keeping the speed of small ships, or you can get a Mule or a Gemini and trade speed for more cargo and fuel capacity. If you never deploy them into combat, you can get away with a Taurus instead of either of those, but I prefer the Mule for more armament and durability. The Gemini is just straight up better than the Condor as first carriers go, despite having slightly weaker armor it has much better defense and a more efficient shield as well as twice the cargo capacity. Picking up a Gemini + fighter wing to add to my fleet of 2 frigates was the best move I ever made early game. Gemini is a workhorse with the cargo capacity of a mule, great defenses (omnishield, ballistic PD, and PD Drones) plus a hangar module. Adding the hullmod that increases Burn rate keeps the fleet nimble enough to chase down those pirate supply fleets that are your bread and butter. From there I was able to add frigates and Mules as needed. I did have trouble against carrier fleets with 3 or more fighter wings however so try to avoid those.
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# ? Nov 11, 2013 18:52 |
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What's the Pandora Array thing on the Shadowyards Cruiser? Edit: Am I wrong in thinking that the main power of the Shadowyards ships are the fighters? They don't have a lot of flux capacity or flux dissipation capabilities, and having one or two heavier ships in fights is enough if they have fighter escorts keeping up the pressure, whereas other factions might want three or four heavier ships, forgoing some of the fighters? Artificer fucked around with this message at 20:36 on Nov 11, 2013 |
# ? Nov 11, 2013 19:43 |
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Am I missing something? I tried adding the mods to my game, and it seems like I'm just getting an error. Specifically this:quote:Fatal: Error loading [data/missions/nomads_vs_hegemony/descriptor.json] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\LazyLib; C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Uomoz's Sector DEV Staableish,../starfarer.res/res,CLASSPATH] I copy/pasted both Uumoz and LazyLib to the mods folder. They both showed up in the launcher, but that's the message I get when I start them. Any ideas?
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# ? Nov 12, 2013 01:34 |
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Restock mod isn't working for me and Shadowyards.
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# ? Nov 12, 2013 01:52 |
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Any ideas for the problem I posted above?
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# ? Nov 12, 2013 20:20 |
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Beer4TheBeerGod posted:Any ideas for the problem I posted above? Some of these crashes are due to updating errors and can be fixed by completely deleting each mod folder and replace them with new ones, dont know if that will work for you though. Also, be sure you downloaded and installed the latest version of the game and activate the mods by ticking them both in the mods folder.
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# ? Nov 12, 2013 20:58 |
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Zudgemud posted:Some of these crashes are due to updating errors and can be fixed by completely deleting each mod folder and replace them with new ones, dont know if that will work for you though. In this case it was a fresh install and the first mods I ever installed. And both were ticked in the mods option, so I have no clue. I installed Exerelin without a problem, it's specific to Uumoz.
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# ? Nov 12, 2013 21:23 |
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Sorry if I missed it, but has anyone put together a spreadsheet comparing vanilla weapons? I have been going through the Starsector wiki and it is sorely lacking any sort of compiled list of weapon stats. I am still early game and have fallen prey to completely configuring ships with a horrid weapons loadout. I have a hard time knowing what other weapons I should look for while in game.
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# ? Nov 12, 2013 21:31 |
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lunatikfringe posted:Sorry if I missed it, but has anyone put together a spreadsheet comparing vanilla weapons? I have been going through the Starsector wiki and it is sorely lacking any sort of compiled list of weapon stats. Well, it's not so much a matter of stats. Just mess around in the simulator and missions until you get the hang of it. But basically you want kinetic weapons to wear down shields (the light needler is supreme here, but even a lasher loaded with machineguns and autocannons can be useful), and explosive weapons to punish them when the shields are down. Also point-defense weapons and fighters to defend from fighters and missile spam. Also, range and flanking are very important. If you're hitting a ship for hours and you can't get through its shields, add a lovely hound to harass them and suddenly your force is multiplied. Range and kiting will keep you from getting killed by stuff larger than you - in some cases, you'll want to turn your shield off. Some interesting weapons: needler (shield killers), light railgun (good against shields and armor), heavy mauler (awesome all-rounder for brawlers and hammerheads), pulse laser (good energy all-rounder), burst lasers (the small ones are great PD, the big ones are excellent filling up a Medusa to harass everything under the sun while decimating fighters), pilum (great long range missile) Other people will likely vouch for other weapons. It's pretty much a personal choice, depending on what works best for you.
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# ? Nov 12, 2013 21:49 |
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My favorite build is a Medusa with 5x Burst PD Lasers, 2x Graviton Beam Turrets, and 2x Antimatter Cannons up front.
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# ? Nov 12, 2013 21:55 |
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Pochoclo posted:
That is a huge help just knowing a handful to watch for. Thanks! Anyone else feel free to post up their loadout for their favorite ships. Aspiring sector captains want to know!
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# ? Nov 12, 2013 22:04 |
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The guy's talking about vanilla, but antimatter blasters, yeah, they're perfect to make that last hit when the enemy is at like 95% flux and overload and blow plenty armor apart, but you gotta be careful about your own flux because they eat it like popcorn. Also I never really found graviton beams useful.
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# ? Nov 12, 2013 22:04 |
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Pochoclo posted:The guy's talking about vanilla, but antimatter blasters, yeah, they're perfect to make that last hit when the enemy is at like 95% flux and overload and blow plenty armor apart, but you gotta be careful about your own flux because they eat it like popcorn. It's definitely the part of the loadout I'm least confident about. The nice thing about the graviton beams is that they use up almost no flux, so you can practically leave them on at full blast and then switch over to the antimatter blasters when the target vents or loses shields.
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# ? Nov 12, 2013 22:09 |
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Artificer posted:What's the Pandora Array thing on the Shadowyards Cruiser? It's come up a couple times, but the short version is that it fires a shot that's supposed to poop out a bunch of little "sub-munitions" which wander around for a bit and then deal a reasonably whopping AoE hit when taken in aggregate. It's currently busted, and I should probably consider doing something else with it. SHI do have good fighters, or at least, I hope so. They're intended to actually be pretty good point for point and the fighter revisions make them a lot better than in previous versions. They also have a built in system to reduce crew losses for when they inevitably get shot down, which is intended to make commanding an SHI carrier force a more attractive choice; the biggest issue is that their bombers aren't terribly good, and I could probably stand to give the Neriads a different main gun, as the assault cannon isn't too effective on them. Their smaller capital ships though, are pretty frail and explodey.
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# ? Nov 12, 2013 22:33 |
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Anyone have some good character builds? I keep focusing in either tech or combat but tech seems to have larger overall bonuses. Any benefits to going command at all?
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# ? Nov 12, 2013 22:34 |
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Pseudophile posted:Anyone have some good character builds? I keep focusing in either tech or combat but tech seems to have larger overall bonuses. Command seems pretty essential if you want bigger fleets. I find combat being the least useful since it's focused on one ship.
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# ? Nov 12, 2013 22:39 |
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Pochoclo posted:The guy's talking about vanilla, but antimatter blasters, yeah, they're perfect to make that last hit when the enemy is at like 95% flux and overload and blow plenty armor apart, but you gotta be careful about your own flux because they eat it like popcorn. Graviton beams, along with most beam weapons, are amazing at killing fighters and fast frigates as well as putting pressure on shielded enemies to make them swing their shields towards you and away from your AM blaster-toting strike frigates sneaking up on their engines. Beam weapons are horrible at hurting armor though, and Graviton beams are absolutely useless against things that aren't shields/fighters. On the energy weapon front in vanilla, don't forget about the Heavy Blaster - it's mathematically the best armor cracker aside from the Antimatter Blaster, and has longer range and no ammo limitation. Flux is the main limitation, but it's great on ships with deep flux pools like the Aurora and the Paragon.
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# ? Nov 12, 2013 22:42 |
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Beer4TheBeerGod posted:My favorite build is a Medusa with 5x Burst PD Lasers, 2x Graviton Beam Turrets, and 2x Antimatter Cannons up front. Same on the Medusa, but I rely on LR PD lasers simply for missile defence/fighter screening, 2 x Heavy Blaster turrets, and 2 x Railguns/Light Needlers for shield cracking. It's a bit more focused on one-on-one ship combat this, because after like three or four blaster salvos I'm at full flux.
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# ? Nov 12, 2013 22:45 |
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Penguingo posted:Same on the Medusa, but I rely on LR PD lasers simply for missile defence/fighter screening, 2 x Heavy Blaster turrets, and 2 x Railguns/Light Needlers for shield cracking. It's a bit more focused on one-on-one ship combat this, because after like three or four blaster salvos I'm at full flux. Do the LR PD lasers actually do anything? It seems like they don't put out enough damage to actually pop a missile. I had the same flux problems with the heavy blaster turrets, which is why I went with graviton beams and antimatter blasters.
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# ? Nov 12, 2013 23:05 |
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Beer4TheBeerGod posted:Any ideas for the problem I posted above? Have to check the starsector log file it mentioned to find the exact cause of it. It'll be somewhere around the end of the log, if you've just crashed the game trying to load it with those two addons.
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# ? Nov 12, 2013 23:17 |
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Beer4TheBeerGod posted:Do the LR PD lasers actually do anything? It seems like they don't put out enough damage to actually pop a missile. I had the same flux problems with the heavy blaster turrets, which is why I went with graviton beams and antimatter blasters. Five of them do. I sort of end up using them as an early-warning system to show me the missile and let me decide what to do, as the medusa's speedy enough to dodge them, hard enough to tank smaller ones, and it can just bring shields up and let the missile impact harmlessly on them. Probably not the best option tactically, but it's fun.
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# ? Nov 12, 2013 23:28 |
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Penguingo posted:Five of them do. I sort of end up using them as an early-warning system to show me the missile and let me decide what to do, as the medusa's speedy enough to dodge them, hard enough to tank smaller ones, and it can just bring shields up and let the missile impact harmlessly on them. Probably not the best option tactically, but it's fun. Consider using the tactical lasers plus that integrated point defense upgrade. They usually do enough damage to pop the missiles plus they absolutely tear up fighters. I'm debating whether tactical lasers would be better than the burst PD ones.
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# ? Nov 12, 2013 23:30 |
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A couple more questions if you all don't mind:chami posted:
Is there anything special about energy weapons with charges? Or are they simply energy weapons with limited ammo? Beer4TheBeerGod posted:Consider using the tactical lasers plus that integrated point defense upgrade. They usually do enough damage to pop the missiles plus they absolutely tear up fighters. I'm debating whether tactical lasers would be better than the burst PD ones. How does the point defense hullmod work exactly? I was under the impression setting PD weapon groups to autofire did the same thing? Clearly I am missing something here.
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# ? Nov 13, 2013 00:07 |
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The PD hullmod lets you fire off all weapons in small slots as PD. That way you can use heavier weapons like Tactical Lasers as PD.
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# ? Nov 13, 2013 00:10 |
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lunatikfringe posted:Is there anything special about energy weapons with charges? Or are they simply energy weapons with limited ammo? Charges and ammo are different things. Antimatter blasters have ammo (limited ammo). Burst lasers and such, have charges, which are basically capacitors which regenerate and the weapon fires x times in a row, then the x charges have to regenerate until you can fire again.
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# ? Nov 13, 2013 00:29 |
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Artificer posted:The PD hullmod lets you fire off all weapons in small slots as PD. That way you can use heavier weapons like Tactical Lasers as PD. This absolutely owns on the Medusa and Odyssey.
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# ? Nov 13, 2013 00:39 |
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lunatikfringe posted:Is there anything special about energy weapons with charges? Or are they simply energy weapons with limited ammo? there's two sorts of 'energy' weapons with charges - things like the Antimatter Blaster do have limited ammo per battle. However, most energy weapons with charges are burst weapons, rapidly depleting a steadily refilling pool. By default, only weapons with the 'Point Defence' tag will fire on incoming missiles. However, missiles are objects - running into manually fired bullets will still destroy them. The Integrated PD hullmod serves to effectively grant all small weapons the PD tag, enabling them to attack missiles when on autofire without your guidance Beer4TheBeerGod posted:Medusachat I also really like the graviton beam / AM Blaster fit - yeah, the grav beams are useless against armor, but they produce so little flux i actually just set them to autofire most of the time. After all, the function of everything else on the ship is just to gain the ability to put antimatter into an unshielded section of hull, so higher DPS beams are of marginal utility! Also, i actually prefer normal PD beams on the strike Medusa, it keeps them from wasting flux and time-on-missile firing on ships that drift into LRPD's extended range.
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# ? Nov 13, 2013 00:40 |
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Any suggestions on the Mimir class Battlecruiser from the Shadowyards? I've been using Wave Cannons backing up the Nidhoggr lance but flak cannons and such intercept Wave Cannon projectiles, which is supremely frustrating.
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# ? Nov 13, 2013 06:55 |
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The Asura phase monitor has a pretty inefficient phase cloak, but it speeds up the ship while submerged.
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# ? Nov 13, 2013 18:19 |
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SHAOLIN FUCKFIEND posted:
All your work is incredible, BRDY ships are the only ones I wouldn't question included in the actual game. Other modders put out great stuff but yours is on another level. So when are you going to make your own spaceship game? e: Strumpie fucked around with this message at 19:34 on Nov 13, 2013 |
# ? Nov 13, 2013 18:24 |
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Thanks a lot Heh, who knows. Starsector is basically everything I want from a space game. I don't see any reason to try to make a doomed-to-fail project on my own, when I could support one of the most promising 2D space games ever made.
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# ? Nov 13, 2013 19:27 |
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EDIT: Fixed it.
Beer4TheBeerGod fucked around with this message at 02:09 on Nov 14, 2013 |
# ? Nov 14, 2013 02:06 |
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# ? Jun 2, 2024 13:03 |
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So now that I'm playing Uumoz's Sector, I have a question. What exactly am I supposed to be doing? It seems like if I start as part of a faction everyone else hates me, but if I go independent I guess there's no way to get access to the faction shipyards? Is there a way to make people like you?
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# ? Nov 14, 2013 14:52 |