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I've done a few by accident...
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# ? Jun 10, 2024 14:18 |
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McGiggins posted:Funny, I only ever do scan jobs because bounties never breach 70k rewards. Because of the lack of turn capability, really. Any AI I try to catch up to via sustained burn when they are actively fleeing me just pulls a sick 90 degree turn and laughs at my 20 speed in the wrong loving direction. Which happens even without them wanting to zip back to the nearest planet to erase themselves from existence. I loving love sustained burn, mostly I just use emergency burn for when I need to immediately go from zero to fast or try to jump on something from go dark. I also wish somebody had told me sooner that the fancy warp jump power "But it uses fuel" just uses the same amount of fuel it would have taken to use a wormhole anyways. Even when I got the thing I was still taking the trip to normal exits under the assumption it would cost less... But nope, exact same fuel as just smashing the space button. Section Z fucked around with this message at 06:12 on May 6, 2017 |
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You can get some pretty sweet fights out of the 300k + bounties, too, at least until you're throwing multiple capitals at them. I've been running around random tracts of space on my endgame save and still haven't found a red beacon to throw myself at.
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Section Z posted:I also wish somebody had told me sooner that the fancy warp jump power "But it uses fuel" just uses the same amount of fuel it would have taken to use a wormhole anyways. Even when I got the thing I was still taking the trip to normal exits under the assumption it would cost less... But nope, exact same fuel as just smashing the space button.
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ErKeL posted:You're making GBS threads me. What the gently caress have I been wasting all my time for then? It just takes some extra supplies, but usually you'd spend that much on the way to the jump point anyway
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Kenshin posted:It just takes some extra supplies, but usually you'd spend that much on the way to the jump point anyway I'll take a closer look at my supplies when I use it to warp out next time, but the tooltip doesn't give any mention about supply usage and of my CR drops it's been blink and you miss it fast Is it supposed to eat CR like Emergency burn does before you get the skill to negate that, or something? ErKeL posted:You're making GBS threads me. What the gently caress have I been wasting all my time for then? I know right? I put it off for quite a while because 17-18 max burn was more than good enough for me. But once I started actually buying stuff on the black market more often, I wanted it much more. One thing I would like in hyperspace at least, is for some form of tiny visual (like, just a tiny dot) indicator of planets that don't rate gravity wells to show up when you unlock that skill. "It was to the left wasn't it?... Oh yeah, rotation, I'm on the wrong loving side" I mean I could come to a complete stop and check my system map first, but it takes away some of the charm to brag about how much faster you enter systems when you're the idiot looking at his map for that "shortcut" EDIT: Unrelated Newbie Protips. I'm glad I realized to stop doing it fairly soon, but I'm embarrassed by how many times in the super early game I just let the auto pilot to systems warp in on top of the sun, instead of stopping to manually readjust to a proper nearby warp point (can't pick an in system object if it's unexplored). But at least that didn't suck up nearly as many supplies to always go sunbathing with a starter Wolf+Shepherd and some D lashers, as it would have when I finally started buying more ships. It's a hard thing to nail in a game, but the fact relying 100% on lazy auto travel only has soft penalties you can easily ignore if you are well off is really great. A lot of devs or playerbases would just go overboard to gently caress you over and then smugly say "Well auto pilot is for casuals, therefore Risk Vs Reward (even though there is no reward)". But here you can stop to maneuver around nebula storms, or make one whole extra click early on an entry point (Or simply cancel out of the warp confirmation at the sun). But it also generally will never be painful enough to screw you over unless you keep plowing through storms and solar flares willy nilly, unless you are already making trips short on cash and stretching your supplies (which I've done more than I should have). With so many more overt design features, stuff like this is easy to overlook. But it's so loving important, and so rarely done well in anything that wants to claim it has "resource management" Section Z fucked around with this message at 06:54 on May 6, 2017 |
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You can break out of the tutorial early with transwarp, although depending on when you do so you may be left without some important commands. At the very least, if you don't finish you won't get "distress call." It's also good for escaping event horizons, unexpected enemies in systems, patrols that want to inspect your fleet for illegal items, and for saving time by dropping in directly on the planet you want to visit. It is the best skill in the game.
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I keep pulling stupids and have had to restart a good number of times. First ship i try to salvage and recover is an atlas vlass super freighter..
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SS+ updated gogogogogogo
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I finally found a full operational [REDACTED] not just a damaged one... That sure was a beating, first time I've had to retreat since I was going round with a pair of frigates.
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VodeAndreas posted:I finally found a full operational [REDACTED] not just a damaged one... I've got nothing so fancy yet, but at least where I left off assisting a merchant getting double teamed by pirate fleets got me a recovered Medusa (which... SEEMS to have no more penalties after refurbishing it) for baby's first Medusa. Then realizing despite how on paper I know this is a loving amazing and efficient vehicle... It just doesn't click with me personally so far with my grab bag of equipment. I do actually own a pair of phase lances, and a couple Ion pulsers, several spare grav beams, (if only one heavy blaster. And two Antimatter blasters that came with the medusa), for the fancy stuff. But while I know I can get good support mileage out of it, right now what I've been playing around with lacks the satisfying vibe slumming it with a brawler in shooting stuff. If only by virtue of more notable hard flux infliction on ballistics. It really does fit the "Ramped up Wolf" reputation. But seems I just don't like actually flying wolves either ![]() Also feels like I'll need to switch back to default "Turn with WASD" method, if I want the angled shots abuse the AI loves when piloting these things by tilting away from the enemy but still aiming it's main guns at them. Section Z fucked around with this message at 10:07 on May 6, 2017 |
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Is the AI uniquely bad at flying Dominators? Mine like to wade into packs of destroyers. Maybe I need to give it escorts and/or a cautious officer.
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Section Z posted:I've got nothing so fancy yet, but at least where I left off assisting a merchant getting double teamed by pirate fleets got me a recovered Medusa (which... SEEMS to have no more penalties after refurbishing it) for baby's first Medusa. How to kill Wolves (or most any other frigates) dead: 2 grav beams, as many tac lasers as possible, a bit of patience. Bonus points if you have Advanced Optics or Integrated Targeting Unit. Very few frigates have the vents to keep shields up against that. Fewer still can do so and fight at the same time. How to kill Wolves dead without dedicating a really loving fun to fly Destroyer to the job: Lasher with Safety Overrides, Unstable Injectors, 5 light machine guns, 2 harpoons or annihilators. You're faster than the Wolf and will devour his shield when you get in range. Finish him off with HE missiles. Go find some other rear end to dump your remaining missiles into then switch to your Medusa with some fun loadout like 8 zillion antimatter blasters or 2 heavy blasters + IR pulse lasers.
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Platystemon posted:Is the AI uniquely bad at flying Dominators? Give your Dominator an escort.
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Is there any way to reset all of your skill points? I can't find the relevant lines in the save XML, even.
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dis astranagant posted:How to kill Wolves (or most any other frigates) dead: 2 grav beams, as many tac lasers as possible, a bit of patience. Bonus points if you have Advanced Optics or Integrated Targeting Unit. Very few frigates have the vents to keep shields up against that. Fewer still can do so and fight at the same time. So, bank on the fact you will tickle their nose for a second every time they warp out of harms way like I've already been doing to a technically successful, yet unsatisfying result ![]() Is the AI any good at handling that Lasher setup? In the sense they will actually close in for the kill. I'm so used to any specific orders falling prey to the paradoxal fact they are too smart to obey my dumb orders. Like, "Go get that nav point!... Have you got that nave point yet? Oh you're distracted by a pair of kites for five minutes." and "Go chase down that wolf!... Oh you don't want to let the trash Hounds alongside it getting free shots at your rear, I guess I can't get mad at you then" etc. I do like the idea of dual heavy blasters full pew pew, but iIve seen one heavy blaster all game (bought that up ASAP, thanks black market!) But it definitely sounds more like what I'm looking for flying my Medusa like it's a badass space ace, as opposed to board room executives all nodding to themselves about how efficient it's beamspam is while still tanking hits from a hammerhead.
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Section Z posted:So, bank on the fact you will tickle their nose for a second every time they warp out of harms way like I've already been doing to a technically successful, yet unsatisfying result The beam spam Medusa is something you let the ai do while you fly something fun. Also, a Wolf that's trying to run from your 1000+ range beams is a Wolf that's voluntarily removing itself from the fight. That lasher would probably need an eliminate order to work properly in ai hands, but it's a fun little murder engine to fly yourself. If you don't want to dick around playing rts all day just give the ai a bunch of long range stand off guns and plenty of caps/vents while you kill problem targets with your favorite SO setups. dis astranagant fucked around with this message at 11:10 on May 6, 2017 |
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Section Z posted:Given the lack of actual pirates loving with me, and letting me dock with my transpoders on. It felt more like it would have been a bug the other way around. At least it's apparently a known bug. The open market of an inherently criminal underground probably raises your smuggling suspicion, yes. The hegs don't get less arsey about you skipping tariffs just because you advertise openly that you do it at the place where all the other tariff skippers go.
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man, if leaving stuff on the ground gives you feelbads, don't hit a red beacon/remnant station system until you've got a big freighter and 2x big tankers. I've picked up at least 2000 fuel and 1000+ cargo space of stuff just from the fleets flying around, without even having the chance to try the station yet
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OwlFancier posted:The open market of an inherently criminal underground probably raises your smuggling suspicion, yes. Why even have a distinction between "Open Market" and "Black market" if it's apparently deliberate you're hosed either way? Particularly when the area traits don't cause black market sales to destabilize it? I mean, talking up the lore reasons I can see the in universe logic. But it clashes quite a bit when you're in a store and it's still telling you "Buy from this screen to lower your wanted level" in the tooltips. While still paying tariffs anyways ![]() Then again, if I fly over to the Hedge station nearby in the same system? Still zero suspicion on their black market. So I guess they don't give a poo poo I'm shopping on a criminal station, while the criminals are super mad I'm paying them tariffs on fuel. So it's all wrapped back around to being so rear end backwards that I can't be mad at this bug ![]() Section Z fucked around with this message at 12:53 on May 6, 2017 |
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Section Z posted:Why even have a distinction between "Open Market" and "Black market" on a pirate base, particularly when the area traits don't cause black market sales to destabilize it? Suspicion is market and faction specific. The pirates might think you're a shitter but who gives a gently caress what pirates think? Doing a lot of trade with in system enemies can make factions mad but it takes trade on the order of buying and outfitting a sizeable war party.
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dis astranagant posted:Suspicion is market and faction specific. The pirates might think you're a shitter but who gives a gently caress what pirates think? Doing a lot of trade with in system enemies can make factions mad but it takes trade on the order of buying and outfitting a sizeable war party. Well I just now realized they were also explaining why an apparently bugged station (Independent on the map and faction, but has a pirate labeled open market) is working as intended(?). Plus even with the lessened suspicion rates of transponders off, I can buy out a straight up Pirate base surrounded by pirates open market and open shipyard without going past None anyways, and I've shot up to high suspicions with transponders off for far less. So the whole "Open market = Suspicion" deal remains a clear bug in general. Actual official pirates who are in the middle of attacking traders in sector at that very moment. The pirates and other factions don't give a poo poo if I buy a bunch of ships on their open market (if with transponders off so I can actually dock). Wacky independent mining station with pirate labeled open market. Even if I turn my transponders off, buying fuel and supplies on the open market (and paying tariff) too much ramps up suspicion as if I were buying from the Black market anyways. As much as anything, I'm glad for this little tangent because it encouraged me to take a closer look at how (non buggy) pirate bases actually work. My assumptions from the buggy station and people saying "People being mad is working as intended because the cops still know" scared me off from wanting to sneak in and shop at pirate bases entirely. Section Z fucked around with this message at 13:05 on May 6, 2017 |
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I miss the old "investigation" into smuggling and manipulating events. Actually gave a reason to buddy up with commanders in fleets since they'd invariably be the ones running the investigation and if they were friends with you they'd be more likely to blame a bounty target or a pirate for the smuggling investigation rather than you. Also made smuggling and abusing events much more dangerous since the penalty from a investigation was like -70. one game I lost reputation with Sindrian diktat enough to lose access to sindria, which was bad because all my backup fleet and equipment was there. Had to murder pirates in their home system while avoiding their patrols for ages to get back to a point I could dock there.
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The independent faction makes no sense anyway. Having smuggler and privateer fleets which are somehow not pirates is weird.
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eXXon posted:The independent faction makes no sense anyway. Having smuggler and privateer fleets which are somehow not pirates is weird. I would feel they have more of a place beyond "They don't get mad if they catch you smuggling" (Only Indi cops to ever pull me over, were ones saying they got a hot tip from another faction... and zero rep loss).... IF they actually sold anything worth a drat on the open market more than once every million years. "Oh boy, I can get a Mule freighter or Phaeton fuel tanker on the open market without a military commission! And the same garbage weaponry on the open market I see in every other faction's shops." Like, occasionally I've seen an open market Venture or hammerhead, or one of the civilian transports. But generally if I want to buy even the most basic of destroyers (See above: Fuel tanker) I still need to use the black market even on Independent stations. But their selection is also often generally much worse beyond the odds you'll see a shielded cargo holds Mule or Buffalo. "Okay, what have we got on the black market? An Enforcer, D hammerhead, Condor everyone says sucks, a D Tarus, a Lasher... and a D Hermes? Wow watch out cops, I'm buying me a black market degraded engines Mercury shuttle!" Semi related. The best part about the Transwarp skill, is how liberating it is to say "gently caress it, I'm buying a black market Mora, Gemini, and Colossus from a military installation, then it's ![]() Section Z fucked around with this message at 13:21 on May 6, 2017 |
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Pirates and independents should probably be thrown into their own factions. They can all act as their own independent groups based on their planet/station and get procedurally generated names. It'd be cool if you can hunt down the leader of a pirate cartel and have it change name and standing because of that.
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Section Z posted:I would feel they have more of a place beyond "They don't get as mad if they catch you smuggling", if they actually sold anything worth a drat on the open market. The thing about indies is that you can make use of their 2 military markets without declaring war on the rest of the game and those markets tend to have a rather wide selection. You can also do this with pirates but their idea of high end military hardware is a falcon with 4 d mods.
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dis astranagant posted:The thing about indies is that you can make use of their 2 military markets without declaring war on the rest of the game and those markets tend to have a rather wide selection. You can also do this with pirates but their idea of high end military hardware is a falcon with 4 d mods. Though for payback... I doubt I will ever again see a Paragon for sale on Norita station. "Req: Independent -Cooperative" while they give you next to nothing in rep gains for chips, and rescuing their traders from pirates still tells you that 55 reputation is too high for them to care anymore. Meanwhile, I've hit 74 Rep with the Hedge because they still appreciate it when I save them, even if they think a fuel tanker needs a sworn oath to their military. Also, apparently they rate marines as important as a Paragon. Those also need cooperative. I'm now imagining Star Control 2 style Marine launchers.
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Do bounties and missions for independents and you'll go right up. Or hand in AI cores.
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![]() exploration is a thing, so I made a combat tanker!
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Section Z posted:Is the AI any good at handling that Lasher setup? In the sense they will actually close in for the kill. I'm so used to any specific orders falling prey to the paradoxal fact they are too smart to obey my dumb orders. The AI is pretty good at handling Lashers, if you are having trouble with your AI Lashers killing things consider getting more Lashers.
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SHAOLIN FUCKFIEND posted:
Sick, does it make a big boom when it blows?
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nothing different from other tankers, no
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Alright, Shadowyards 0.6.1 is released for those of you interested: =download= This release adds three new ships, a weapon and a bunch of pirate skins, shifts the old Civilian skins to being hardier League variants, and gets NPC factions aside from the Yardies spawning them in campaign. You can check the changelog here. Also, for those of you who might prefer the original look I have a classic style pack available for you here. MShadowy fucked around with this message at 15:50 on May 6, 2017 |
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I order my second in command to clean up a bunch of phaetons - 49 speed tankers - with much faster ships and the catch none of them. What the gently caress were they doing?
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eXXon posted:Is there any way to reset all of your skill points? I can't find the relevant lines in the save XML, even. quote:f="John" l="Doe" MShadowy posted:Alright, Shadowyards 0.6.1 is released for those of you interested: ![]()
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MShadowy posted:Alright, Shadowyards 0.6.1 is released for those of you interested: Trying to start Starsector after the update causes it to crash with this error code:
Dodoman fucked around with this message at 16:37 on May 6, 2017 |
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Dodoman posted:e; Nevermind, fixed it. Deleted the Shadowyards folder and copied it from the zip file again. Yeah, a lot of the file structure got changed with this release as a result of shoving in all these skins; a fresh install would be very recommended.
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Yeah I figured that would be the case after reading the patch notes. Also fair warning to anyone using the SS+ mod, it currently reduces fuel costs by an absurd level (less than a 3rd of vanilla costs) so I've been able to rack up 200k doing two survey missions with just a single dram and the starter fleet. e; unless I somehow picked easy at the start Dodoman fucked around with this message at 19:00 on May 6, 2017 |
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# ? Jun 10, 2024 14:18 |
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Double spark fitted drovers are actually brokenly overpowered. With reserve deployment they launch 16 spark fighters which have 32 burst lasers on them. It is unironically enough to alpha strike a Medusa to death. Also they trash domain defences easily.
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