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Oh, of course, the predatory frig pack can be so goddamn fun to play, and I can totally get the desire to play that. I occasionally stash all my heavies and go on a :2fast2furious: rampage and it is great. But it can be so rewarding (both fun-per-minute and financially) when you learn to do the most minimal micro management (escorts, priority targets, supression, etc) and you go from small pickings to 3v1 odds and still kicking rear end as a result. You can have your pew and command it too. E: And I shall post no more on the subject, for I feel like I'm telling people how to have fun, and feel bad as a result. McGiggins fucked around with this message at 00:57 on Nov 27, 2015 |
# ? Nov 27, 2015 00:50 |
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# ? Jun 10, 2024 11:02 |
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I think his problem is having to do it every fight. It's probably not a huge issue but it would be pretty convenient if you could set starting tactics outside fights and ships would automatically follow those commands when a fight starts.
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# ? Nov 27, 2015 01:08 |
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Hey, I'm still kinda waiting for mods before I get back into this game, but is Conquest still the secret best captital ship in the game? TIA
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# ? Nov 27, 2015 01:12 |
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Shyrka posted:Please tell me that shell casing counts as a projectile in its own right. Yes it does.
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# ? Nov 27, 2015 01:13 |
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An SO eagle or falcon is faster than most destroyers. If you want a fast cruiser just make one.
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# ? Nov 27, 2015 01:15 |
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Alternatively, for the Falcon and Eagle, push F.
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# ? Nov 27, 2015 01:28 |
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Oh, yeah, I can get that Twist Fist. I too wish you could preset "Standing Orders" re battle formations and assigned tasks. I want the same thing for M&B: Warband as well. Modders: How are the initial tasks assigned to ships when a battle commences? For example, they all start on Search & Destroy. Would it be possible to have the computer auto-assign tasks initially based on dynamic conditions? The AI enemy already seems to do this. IE, battle field contains Sensor Buoy element, assign fighter group "Capture" instead of "Search & Destroy" at start of battle.
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# ? Nov 27, 2015 01:28 |
TWIST FIST posted:I think his problem is having to do it every fight. It's probably not a huge issue but it would be pretty convenient if you could set starting tactics outside fights and ships would automatically follow those commands when a fight starts. Yeah honestly being able to configure standing orders that get enacted at the start of each battle would be p dope. Cruiser is set to take the middle beacon with a heavy escort order, carrier posts up with an escort, fighters dive in for the father points, it'd be great. Tricky to get right, I'd imagine. All kinds of cases to handle like "which orders do/don't get made if x ships are in and y aren't while all are requisitioned with standing orders" and so on. Efb dammit, oh well!
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# ? Nov 27, 2015 02:10 |
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WTF determines how much I can deploy? Sometimes I can deploy 120 supplies worth, now I'm limited to 90.
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# ? Nov 27, 2015 02:37 |
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Beer4TheBeerGod posted:WTF determines how much I can deploy? Sometimes I can deploy 120 supplies worth, now I'm limited to 90. There's a maximum total battle size, which can be adjusted from the main menu. I believe this is there because overcrowded battle lead to poor gameplay and poor performance. When a battle hits the cap, deployment is allocated in some proportion to the sizes of the opposed fleets. I don't know the math for this one, but the simple version is that if the enemy fleet is larger than yours, they will get more of the deployment pool for that battle, with how much so being determined by how badly you are outnumbered.
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# ? Nov 27, 2015 02:44 |
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The Nevermore is probably my favorite ship because it can gently caress up any class of ship and it's super mobile for a cruiser.
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# ? Nov 27, 2015 03:22 |
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I wish insulated engines reduced sensor signature, not least because it would cancel out the effects of augmented engines.
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# ? Nov 27, 2015 04:13 |
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Rep gain feels slow in this newest incarnation, I think probably because it's harder to find the big bounty fleets and get stuff. I was rolling in money, but mostly unable to find ships bigger than a destroyer that I had the rep to buy without screwing myself and losing MORE rep on the black market. It was bad news when I started running into phase cruisers and pirate fleets that started reinforcing themselves. Corollary: it would be cool if nearby friendly AI fleets could reinforce you in fights. Unfortunate that it seems to be not doable in his current setup.
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# ? Nov 27, 2015 11:08 |
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You can mitigate some of the chances of having your big illegal purchases linked to you if you go into port with your transponder off (do this only when the patrols are not around, otherwlse they'll notice your transponder is off and will come yell at you) and by buying a lot of other things on the market when you do your purchases. You can hover your cursor over the "Blackmarket" button and see your current suspicion level. You want it at none, if possible. I end up buying a lot of crap, some of which I sell back at a loss later if I can't find anyone who wants it, just to keep the chance of getting investigated in the first place low.
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# ? Nov 27, 2015 12:06 |
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Not all ports will trade with you if your transponder is off. Also friendly fleets (i.e. those belonging to factions you have positive reputation with) will assist but you need to have your transponder turned on, and be relatively close (1/3 of my screen size playing on 1440x, give or take). Finally a big warning - I've discovered that bounty size for a pirate fleet isn't directly proportional to their actual strength. I cleaned up a 120k fleet with cruisers but encountered a 50k or 70k fleet running with a Paragon with a ton of frigates. Basically ALWAYS approach the area of bounty fleets going dark, or risk getting chased down by something you have no hope of destroying. P.S. Fortress shield ability is total bullshit and makes any ship using nigh invincible (c.f. Monitor frigate).
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# ? Nov 27, 2015 12:11 |
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Jinx posted:
It's only bullshit on the Monitor because of the hull mod it has that vents hard flux while shielded, negating the main drawback of the fortress shield. The other fortress shield ship would be bullshit even if it had no system at all Of course, the Monitor is also really slow and poorly armed. dis astranagant fucked around with this message at 12:57 on Nov 27, 2015 |
# ? Nov 27, 2015 12:47 |
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dis astranagant posted:It's only bullshit on the Monitor because of the hull mod it has that vents hard flux while shielded, Wait what, is that a new thing?
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# ? Nov 27, 2015 14:35 |
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OwlFancier posted:Wait what, is that a new thing? No, it's just the Monitor's special sauce. It vents hard flux at half the rate it vents soft flux without having to drop the shield. Stacks with Power Grid Modulation 10.
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# ? Nov 27, 2015 15:23 |
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feedtheid posted:Corollary: it would be cool if nearby friendly AI fleets could reinforce you in fights. Unfortunate that it seems to be not doable in his current setup. They do, except for Merchant Fleets because they're coward and they have to worry about the bottom line.
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# ? Nov 27, 2015 17:43 |
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Jinx posted:Not all ports will trade with you if your transponder is off. Also friendly fleets (i.e. those belonging to factions you have positive reputation with) will assist but you need to have your transponder turned on, and be relatively close (1/3 of my screen size playing on 1440x, give or take). It sounds like that later fleet might have been a deserter fleet rather than a pirate one. If you look at the bounty details it will say that the target is either a "notorious pirate" or a deserter. If it's a deserter then it will be equipped with the ships and gear of its former faction and is usually far more dangerous than pirates.
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# ? Nov 27, 2015 21:15 |
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So I'm coming back to this game after over 3 years of not touching it, and it looks like it's a hell of a good time to get back into it, andMesoTroniK posted:I love making ships with oversized spinal weapons.
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# ? Nov 27, 2015 23:34 |
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MesoTroniK posted:I love making ships with oversized spinal weapons. Naval cannons usually don't have cartidges. Looks a bit dorky in an adorable kind of way. Maybe instead of a cartidge being booted out the side door you could make the side panels expand with an explosion to make it a kind of sequential cannon.
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# ? Nov 28, 2015 00:28 |
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need a space revolver
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# ? Nov 28, 2015 02:09 |
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Faction mods that are now 0.7 playable: Interstellar Imperium: (lots of content too) http://fractalsoftworks.com/forum/index.php?topic=8007.0 Templars: http://fractalsoftworks.com/forum/index.php?topic=8095.0 Citadel (Dev): http://fractalsoftworks.com/forum/index.php?topic=6442.msg170372#msg170372 Shadowyards (Dev): http://fractalsoftworks.com/forum/index.php?topic=3491.msg169714#msg169714
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# ? Nov 28, 2015 04:38 |
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Nice. I was getting bored. I've been slowly grinding my rep with tri-tach up but it's such an insanely slow slog and their antimatter guns are at cooperative
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# ? Nov 28, 2015 04:40 |
Sheeeit it I was getting ahead of myself and thought for a half second that the Interstellar Federation was back. E: not that I'm not going to immediately bodge those 4 mods into a new game, though. Mods, hoooo! Thanks for the links. Arrath fucked around with this message at 04:49 on Nov 28, 2015 |
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# ? Nov 28, 2015 04:41 |
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SHAOLIN FUCKFIEND posted:Faction mods that are now 0.7 playable: Just note that you might want to edit Citadel's burn speeds because they're still stuck in .65 mode.
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# ? Nov 28, 2015 06:34 |
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So how long is it going to be before Interstellar Imperium has more ship hulls than vanilla?
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# ? Nov 28, 2015 10:04 |
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So after having found Tri-Tach's home system (thanks dis astranagant for that btw) and finally getting access to their store, im hit with an investigation about my ties to the Hegemony. Went from being friendly to hostile in one fell swoop. Ive decided to reroll and this time ive disabled those stupid investigations, i think i'll pick my own friends and enemies, thank you very much game! (also i love the hell out of the fact that modding things in on your own is simple and even fun!)
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# ? Nov 28, 2015 10:15 |
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Tossed in all the updated mods and found a couple Rhon Lasers on the Jangala black market right at the start. Made for an interesting SO Wolf, albeit one that's totally hosed if anyone shoots back.
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# ? Nov 28, 2015 10:37 |
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SHAOLIN FUCKFIEND posted:Faction mods that are now 0.7 playable: Thank you good sir.
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# ? Nov 28, 2015 10:46 |
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Don't forget ORI: http://fractalsoftworks.com/forum/index.php?topic=7243.0 Seems weird and overpowered but I haven't run into them much.
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# ? Nov 28, 2015 10:48 |
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Thors Bitch! posted:So after having found Tri-Tach's home system (thanks dis astranagant for that btw) and finally getting access to their store, im hit with an investigation about my ties to the Hegemony. I got hit with an investigation for smuggling that took me from welcoming with independents to like -60. Those hits are insane.
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# ? Nov 28, 2015 11:20 |
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feedtheid posted:I got hit with an investigation for smuggling that took me from welcoming with independents to like -60. Those hits are insane. Agreed, that is a massive hit, though atleast i can understand factions being pissed about smuggling. Compare that to being pissed off at the player because you worked with what basically amounts to the "starter" faction, that positive rep i had with the Hegemony was because thats where you start and you can't really leave right away!
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# ? Nov 28, 2015 11:36 |
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dis astranagant posted:Just note that you might want to edit Citadel's burn speeds because they're still stuck in .65 mode. I don't have anything to do with Citadel, but I'll let the guy know.
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# ? Nov 28, 2015 13:14 |
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I'm pretty sure he knows. It's only been posted in his thread half a dozen times. I was just stating that for people in the thread so they'd know what they were getting themselves into. I wound up tossing 11/10/9/8/7 for all the fighters/frigates/destroyers/cruisers/capitals to make it playable without agonizing over what's supposed to be fast or slow or whatever. And there's another working faction mod I forgot about, Fleaden New Regime. Brickish yellow pirate ships, apparently Chinese in origin. http://fractalsoftworks.com/forum/index.php?topic=9579.0 dis astranagant fucked around with this message at 13:28 on Nov 28, 2015 |
# ? Nov 28, 2015 13:20 |
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The name of that mod makes me picture a hole in the ground filled with scraggly badgers or some poo poo.
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# ? Nov 28, 2015 13:36 |
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Thors Bitch! posted:So after having found Tri-Tach's home system (thanks dis astranagant for that btw) and finally getting access to their store, im hit with an investigation about my ties to the Hegemony. How do you do that? Investigations are the thing I hate the most.
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# ? Nov 28, 2015 13:51 |
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I am having immense trouble getting into this game - every time I try to play I get attacked by pirates and my ship destroyed within 20 mins and think "well gently caress this game". Is there a lets play somewhere worth watching that will give me the basics? I looked at the tutorial but it pretty much only tells me how to shoot guns rather than how to do things like trading or getting a fleet or whatever.
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# ? Nov 28, 2015 13:52 |
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# ? Jun 10, 2024 11:02 |
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Beer4TheBeerGod posted:How do you do that? Investigations are the thing I hate the most. Friend Beer, its actually quite simple, all you have to do is go into the starsector folder, then go starsector-core>data>world>factions Once in that folder, the faction files can be open by notepad. The game dev (Alex?) has made it really easy by having theese lines saying (you'll have to scroll down a little): "investigatesPlayerForGoodRepWithOtherFactions":true, "worthInvestigatingPlayerForGoodRepWith":true, Just change theese to false and there you go! (To be fair it took me some time to find them as well, but i knew it existed somewhere!)
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# ? Nov 28, 2015 14:05 |