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Kris xK
Apr 23, 2010

Bold Robot posted:

Nex is great but "absolutely required"? :jerkbag:

The Starsector modding scene is fantastic but there is not a single required mod. The vanilla experience is great and I would personally recommend that people start there. This is not one of those games where you need to figure out a whole mod list before you play.

I don't know how you can spread lies like this when Starship Legends exists.

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OwlFancier
Aug 22, 2013

There have been some new hull additions in each patch.

The economy, so far as i understand it, works on supply and demand. If a colony produces an item, it will generally have a good supply of it and sell it fairly cheaply. If it demands that commodity, it will generally not have as much of it or will charge higher prices. Market size means more or less stuff overall, big population centers have bigger markets, bigger productions, bigger demands, and bigget stockpiles of goods.

If a colony produces a good but cannot export it for whatever reason, it will develop a surplus and sell it for very cheap. If it demands it but cannot import it, it will develop a deficit and the price will go way up, this is usually caused by a trade convoy "going missing" en route which will cause temporary disruptions, but can also be caused by damage to port infrastructure, industry production, general accessibility issues stemming from high pirate activity or hostility with other factions, and probably a couple of other things too.

AtomikKrab
Jul 17, 2010

Keep on GOP rolling rolling rolling rolling.

Shield Shunt Onslaught is the new ship for shrugging reapers

OwlFancier
Aug 22, 2013

AtomikKrab posted:

Shield Shunt Onslaught is the new ship for shrugging reapers

I haven't got one yet but lmao yes I was wanting to try that.

Honestly I feel like this patch has really cemented the differentiation between energy and ballistic, ballistic really feels like the long range option while energy gets bonuses up close, which by extension means that the slow, gun heavy lowtech ships are also very long ranged.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface
I have to be honest, sector map traveling is still extremely painful and I really hope/need to check if that hyperjump mod is updated because good lord did it make exploring way more bearable.

OwlFancier
Aug 22, 2013

Stick solar shields on everything and go in a straight line.

Excelzior
Jun 24, 2013

Telsa Cola posted:

I have to be honest, sector map traveling is still extremely painful and I really hope/need to check if that hyperjump mod is updated because good lord did it make exploring way more bearable.

the SpeedUp mod is all I need imo

especially once I realized you can use it to speed up said sector map travel too

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
Re: d-mods, there are some distinct phases to the game (assuming combat not exploration):

1: you don't have enough ships to max your deployment points.
Take almost any non-capital non-capital civilian ship and throw it at the enemy, as long as it doesn't decrease your burn or counter the basic purpose of the ship (bad fighters on a carrier, bad armour on a brick). If you have problems with supplies/fuel, get more salvage gantries or find bigger enemies.

2: you have enough ships to max your deployment points, but not much more.
Drop the worst d-modded ships, try to balance your fleet so that you have high-speed interceptors, tough cruisers, a little fighter support, then whatever else.

3: you have a solid source of income
*Now* is when you can stop using d-mod ships.

Taerkar
Dec 7, 2002

kind of into it, really

OwlFancier posted:

There have been some new hull additions in each patch.

The economy, so far as i understand it, works on supply and demand. If a colony produces an item, it will generally have a good supply of it and sell it fairly cheaply. If it demands that commodity, it will generally not have as much of it or will charge higher prices. Market size means more or less stuff overall, big population centers have bigger markets, bigger productions, bigger demands, and bigget stockpiles of goods.

If a colony produces a good but cannot export it for whatever reason, it will develop a surplus and sell it for very cheap. If it demands it but cannot import it, it will develop a deficit and the price will go way up, this is usually caused by a trade convoy "going missing" en route which will cause temporary disruptions, but can also be caused by damage to port infrastructure, industry production, general accessibility issues stemming from high pirate activity or hostility with other factions, and probably a couple of other things too.

To go with this make sure to use the F1 key to check on the prices for the resource in question for the top markets and bottom markets in the region. Sometimes you'll get a fantastic situation where one market in a system is at a deficit but the others are fine, often because of raiding, so you can buy the resources at one station and trade them at another and make a profit (though this may require those terrible awful horrible and profitable black market deals)

The Chad Jihad
Feb 24, 2007


BTW there was another release today, bugfixes and some adjustments

Brandfarlig
Nov 5, 2009

These colours don't run.

Telsa Cola posted:

I have to be honest, sector map traveling is still extremely painful and I really hope/need to check if that hyperjump mod is updated because good lord did it make exploring way more bearable.

The hyperjump mod was never outdated. This update didn't break many mods at all.

I do agree that the base game is slow as balls without some mods. If you add adjusted sector speed up and hyperjump are vital. It gets stale staring at the same background where most of your interaction is hoping the storms don't gently caress you over.

OctaMurk
Jun 21, 2013
Alex could probably increase the price of the game at this point imo. The game was announced 10 years ago and he should consider upping 'full price' from $20 to $30 to keep up with inflation. Odd to think about really, that this game has been in development so long that inflation matters, but it's definitely been a good trip

Arghy
Nov 15, 2012

How do you update? Do you just uninstall then reinstall using the old save?

Complications
Jun 19, 2014

Arghy posted:

How do you update? Do you just uninstall then reinstall using the old save?

Unlike with unzipping mods you can just install the new game version on top of the old one, the installer automatically deletes everything it needs to prior to copying files over.

Telsa Cola
Aug 19, 2011

No... this is all wrong... this whole operation has just gone completely sidewaysface

Arghy posted:

How do you update? Do you just uninstall then reinstall using the old save?

The reinstall will delete/replace files as necessary. At least thats what It did for me like a week ago.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

OctaMurk posted:

Alex could probably increase the price of the game at this point imo. The game was announced 10 years ago and he should consider upping 'full price' from $20 to $30 to keep up with inflation. Odd to think about really, that this game has been in development so long that inflation matters, but it's definitely been a good trip

It got me to figure out how to pay for it despite being in a country that has no easy access to appropriate payment processors, which took enough time to be worth about 4x the price of the game. It really is that good.

Arghy
Nov 15, 2012

Holy poo poo i made this games install folder in 2013 haha i bought it back then too, good on this guy for keeping up with his game for this long.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


I bought this game then recommended it to a friend a while later. Turns out he has owned it a couple years earlier under a different title name and had recommended it to me at the time but I forgot to look it up. He learned that when when he bought the game again under the new title, and realized he had bought the game twice.

He still didn't regret it.

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

Benagain posted:

Also because I just forgot this, if you're new to the game and are doing the Wolf start make sure you screw with its weapon groups, the default loadout has the ion cannon paired with the PD lasers.

The game will never be truly finished until Alex addresses this imo
A friend of mine recently grabbed the game on my advice, and seems to be enjoying it so far (He adores logistics in our tabletop games so no wonder he is thriving fast).

So I started eying it again myself, and guess what are in the latest hotfix notes.

quote:

Starting Wolf variant: separated Ion Cannon and PD Lasers into separate weapon groups

stopgap1
Jul 27, 2013

Section Z posted:

A friend of mine recently grabbed the game on my advice, and seems to be enjoying it so far (He adores logistics in our tabletop games so no wonder he is thriving fast).

So I started eying it again myself, and guess what are in the latest hotfix notes.

I saw that and it made me chuckle remembering the conversation.

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.

Sandweed posted:

If you feel like nex is shaking things up to much you can just jack the invasion timers way up, in my game the factions get one/two invasion every cycle or so. I did the same with colonizing new planets

Story planets are not valid invasion targets until they have played their part in the story btw.

There's a story?? How do I start it?

OGS-Remix
Sep 4, 2007

Totally surviving on my own. On LAND!

Jinnigan posted:

There's a story?? How do I start it?

Do the Galatia Academy quests.

Dueling Bandsaws
Mar 3, 2016

Kris xK posted:

I don't know how you can spread lies like this when Starship Legends exists.

I'm probably the outlier here but I don't like Starship Legends all that much, because 1)it's mostly a "rich-get-richer" system where the strongest ships get boosts they didn't really need, whereas weaker ships eat poo poo and bad debuffs and 2)it isn't able to account for enemy fleet quality, so if you want to farm traits you're better off fighting endless waves of pirate trash rather than actual difficult fights (e.g. Redacted) which will arbitrarily hurt your ship's reputation because you fought an opponent that didn't immediately roll over and die for you.

A Wizard of Goatse
Dec 14, 2014

did they massively buff the traits Starship Legends gives recently or something, because I definitely recall them amounting to like 4% faster turn speed on a veteran ship with hundreds of kills, they were so lame they made my fleet feel less special than when one Heron was exactly like any other

Larry Parrish
Jul 9, 2012

by Jeffrey of YOSPOS
They're all decent bonuses but they're random so sometimes you get hull strength on a frigate which is whatever. It's not a terribly well balanced mod for the reasons stated above but I like it because it helps keep your frigates viable. Plus it feels epic when you land flux dissipation or something on a Tempest.

Arghy
Nov 15, 2012

How is the AI both so good and so bad? I'm fighting a pirate destroyer that can overwhelm my faster destroyer but i ordered a tight formation so our superior fire power would pick off his fleet until we could overwhelm him. Every loving time now the AI will go for my lagging carrier so i assign people to defend it but instead of defending it my ships take wide trips behind it while it gets pounded. I ordered my FAST destroyer to defend it and hes like nah i'm gonna gently caress off to vent this 30% flux while the carrier gets owned.

I definitely need to get a beefier carrier that will be my flagship because those condors get owned way too fast even with support. I'm surprised there's not a ton more light carriers with missile weapons and PD. The hulls i've seen so far have been really few and far between.

my dad
Oct 17, 2012

this shall be humorous
The order you want is "escort". Defend is just "engage targets in the general vicinity of this point on the map or ship". Alternatively, order your whole fleet to defend the carrier at the start, so it doesn't run ahead of it.

OwlFancier
Aug 22, 2013

Generally for protecting carriers you want escort rather than defence, escort will make them more inclined to hug and screen the ship whereas defence makes them just sort of generally fight around it.

Also I would suggest that tight formations are generally bad, because they encourage you to get surrounded, the better way to fight is usually to spread out, and try to envelope the enemy, the ideal is that your frigates peel off more than their weight in enemy ships and then you manage to surround and overwhelm the enemy in detail to cut their numbers before your frigates collapse due to lack of CR or just being blown up.

Your ships need space to fight effectively because they can't, as a rule, shoot over each other. And they need to be able to draw back behind their friends if they get overloaded. There is a fine balance between having a line solid enough to stop the enemy and having one wide enough to flank them and give your ships room to maneuver.

Generally I find giving instructions to ships reduces their combat effectiveness on the whole, a fully free fleet will usually be better at exploiting openings and fighting dynamically with the enemy, whereas giving them any sort of order usually leads them to make suboptimal decisions. I would normally limit my orders to eliminating specific targets, painting targets for fighter strikes to encourage them to either focus on the enemy light craft and knock them out, or key larger craft as needed, and sometimes using the "avoid" command to tell them to get the gently caress out of the way of big doomships.

OwlFancier fucked around with this message at 23:48 on Dec 21, 2021

Arghy
Nov 15, 2012

Every time i don't give orders and let my ships do what they please they get picked off 1 by 1. I give my thrasher an escort of 2 hunters while my destroyer gets the carrier with my carrier getting the combat freighter and 2 drone carriers. I've had to reload a ton because of stupid poo poo like my forces over committing then losing a ship on the other side of the map. Even with attack orders they still get way too close and get destroyed or take a huge amount of damage. My goal now is to get a beefier light carrier and make that my flagship while getting rid of the condor--i might give my drone ships some auto cannons too since any PD i put on them usually gets overwhelmed.

Z the IVth
Jan 28, 2009

The trouble with your "expendable machines"
Fun Shoe

Arghy posted:

How is the AI both so good and so bad? I'm fighting a pirate destroyer that can overwhelm my faster destroyer but i ordered a tight formation so our superior fire power would pick off his fleet until we could overwhelm him. Every loving time now the AI will go for my lagging carrier so i assign people to defend it but instead of defending it my ships take wide trips behind it while it gets pounded. I ordered my FAST destroyer to defend it and hes like nah i'm gonna gently caress off to vent this 30% flux while the carrier gets owned.

I definitely need to get a beefier carrier that will be my flagship because those condors get owned way too fast even with support. I'm surprised there's not a ton more light carriers with missile weapons and PD. The hulls i've seen so far have been really few and far between.

You need to stop micromanaging your ships. This is not a RTS and playing it like one with MAXAPM is just going to get your entire fleet sunk. You're giving general guidelines to your ships and then trusting the AI to do its thing (which it will, very well)

Assign your carrier to a waypoint about 30-40% up the battlefield.
Set an Assault order for a waypoint just in front of that.

If you're messing about at the start with destroyers and frigates you do not need to use escort orders, they're just going to get frigates hanging around destroyers instead of evading and getting squashed and killed.

When you progress on to bigger battles you can selectively use Engage, Avoid and Eliminate orders to dictate the flow of battle - Engage to get your ships to tie up certain enemies, Eliminate to focus fire weak ones down and Avoid to stop your ships feeding themselves into a woodchipper until they have proper support.

Arghy posted:

Every time i don't give orders and let my ships do what they please they get picked off 1 by 1. I give my thrasher an escort of 2 hunters while my destroyer gets the carrier with my carrier getting the combat freighter and 2 drone carriers. I've had to reload a ton because of stupid poo poo like my forces over committing then losing a ship on the other side of the map. Even with attack orders they still get way too close and get destroyed or take a huge amount of damage. My goal now is to get a beefier light carrier and make that my flagship while getting rid of the condor--i might give my drone ships some auto cannons too since any PD i put on them usually gets overwhelmed.

Stop giving Escort Orders. They're not useful unless you have capitals.
Give Assault/Attack/Defend waypoint orders instead. You want your ships to group up in particular locations (and not to wander too far) but Escort orders will cause your ships to lock together in formation and get them killed. Light ships need freedom to move and Destroyers don't need escorts.
Don't give your Drone Carriers autocannons, it's incredibly stupid as it'll make the AI think they're combat ships and they'll try to close to engage. Put some PD on it or leave them ungunned.

I will typically maybe issue 5-6 commands over the course of an entire fight, less if it's an early game engagement, maybe 9-10 if it's a massive fleet or station battle.

Z the IVth fucked around with this message at 00:06 on Dec 22, 2021

Sandweed
Sep 7, 2006

All your friends are me.

Losing a ship now and then is perfectly fine. You are supposed to lose a few now and then. There is even skills built around losing and recovering ships.

Arghy
Nov 15, 2012

You say this but i've literally had to reload over 20 times because i don't micro manage my ships. I've learned through multiple experiences of losing ships i didn't have too that if you let everyone run wild you'll lose multiple ships. Leaving the carrier behind isn't an option either, if it stays in the back line it dies alone unless i scramble to intercept the enemy ships heading for it. If we're playing the same game i'm having drastically different results with multiple reloads required per battle unless my destroyer can easily overwhelm their destroyer.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


Z the IVth posted:

Stop giving Escort Orders. They're not useful unless you have capitals.

Caveat. If using a Medusa as a flagship as I often do I will order an Omen or two to escort or defend me then bait missiles which get obliterated by my cover Omens. They also smoke anything that can flank me. Other than that, you are absolutely right.

The only time lack of orders causes me issues consistently is with captains that are overly aggressive assigned to them. That will get ships dead over and over. Re speccing the Captains to steady or even aggressive from a higher aggression level does wonders.

Gobblecoque
Sep 6, 2011
If you feel like you need to reload all the time then maybe you're fighting stuff that's a bit out of your league.

my dad
Oct 17, 2012

this shall be humorous

Arghy posted:

You say this but i've literally had to reload over 20 times because i don't micro manage my ships. I've learned through multiple experiences of losing ships i didn't have too that if you let everyone run wild you'll lose multiple ships. Leaving the carrier behind isn't an option either, if it stays in the back line it dies alone unless i scramble to intercept the enemy ships heading for it. If we're playing the same game i'm having drastically different results with multiple reloads required per battle unless my destroyer can easily overwhelm their destroyer.

Post a screenshot of the deployment screen. It's easier to help you if we know exactly what your problem is.

BitBasher
Jun 6, 2004

You've got to know the rules before you can break 'em. Otherwise, it's no fun.


my dad posted:

Post a screenshot of the deployment screen. It's easier to help you if we know exactly what your problem is.

Yeah, it sounds like he is way outnumbered so the enemy fleet can flow around him and have at his carriers. That's just my guess.

Sandweed
Sep 7, 2006

All your friends are me.

Post some of your builds as well. I have a feeling that you are running terrible fits.

Kris xK
Apr 23, 2010

Dueling Bandsaws posted:

I'm probably the outlier here but I don't like Starship Legends all that much, because 1)it's mostly a "rich-get-richer" system where the strongest ships get boosts they didn't really need, whereas weaker ships eat poo poo and bad debuffs and 2)it isn't able to account for enemy fleet quality, so if you want to farm traits you're better off fighting endless waves of pirate trash rather than actual difficult fights (e.g. Redacted) which will arbitrarily hurt your ship's reputation because you fought an opponent that didn't immediately roll over and die for you.

Honestly, you're not wrong. I mostly love it for RP flavor. I kinda want the officer/crew system from Star Traders Frontiers, but thats just me.

Sandweed
Sep 7, 2006

All your friends are me.

The way starship legends punish you are very random and boring, so I turned of negative traits and it feels great. You can also tune difficulty by nerfing/buffing the enemy fleet bonuses.

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qnqnx
Nov 14, 2010

Sandweed posted:

The way starship legends punish you are very random and boring, so I turned of negative traits and it feels great. You can also tune difficulty by nerfing/buffing the enemy fleet bonuses.

I always use Starship Legends but it has some seriously dumb quirks by default. Penalizing ships that don't do much but don't get hit either is dumb. Teaching to rely on shields over armor no matter what is dumb
At least logistic ships don't get penalized for existing anymore!

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