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It's not a terrible idea, but having enemies in the system lowers accessibility. You can eventually kill them or your patrols and random mercenary spawns will attrit them down
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# ? Jan 15, 2022 07:25 |
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# ? Jun 10, 2024 10:39 |
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Bruc posted:Is it a bad idea to build a colony in a low risk beacon system?. They don't attack me flying around normally but I have no clue waht will happen if i build stuff. The NPCs will trigger then and they'll pretty much all die off eventually. I highly suggest everyone get the object analysis mod because it will loving save you so much time. So many times i've either jumped into a system then left or wasted time trying to do a search pattern but now i know whats in a system so i can just safely ignore it or begin to search knowing there's something worth searching for.
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# ? Jan 15, 2022 07:29 |
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Low risk systems are fine. Usually whatever remnants are present will be so weak that they can't even threaten small trade fleets.
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# ? Jan 15, 2022 07:30 |
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Surely someone's making an Expanse mod?
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# ? Jan 15, 2022 07:50 |
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Bruc posted:Is it a bad idea to build a colony in a low risk beacon system?. They don't attack me flying around normally but I have no clue waht will happen if i build stuff. it's only a problem if there is a remnant station. they will spawn endlessly from there. otherwise you're good
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# ? Jan 15, 2022 08:22 |
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smooth jazz posted:Surely someone's making an Expanse mod? Seriously i'd love a long range armor only set of ships, they'd pretty much sit at 1000m lobbing really fast missiles that packed a wallop or use rail guns. All small mounts would be for PDC's which would be 500m with amazing coverage but the balance would be the flux. You could wear them down with long range weapons if you survived the torpedo and rail gun barrage but the optimal would be to rush them. Give each ship built in shield shunt + expanded missile racks to ensure they don't get cheesed. You'd only need 3 weapon types and you could add variety with the missile warhead types and maybe some rail gun sizes. Plasma missiles for anti armor, nuke for clearing, and flechette for overloading. Give even the smallest ship at least 15 missiles and belter ships could specialize in shooting a ton of them at once before diving in with PDC's. Give em the burn ability to encourage them flying all around the battle field and doing sick flips to decelerate. A donnager class with 20+ small mounts, 2 large rail mounts, and like 60 missiles would be able to stand toe to toe with shielded capitals.
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# ? Jan 15, 2022 08:27 |
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TTS Ideas Guy is in danger of suffering critical malfunctions
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# ? Jan 15, 2022 11:04 |
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Raine posted:it's only a problem if there is a remnant station. they will spawn endlessly from there. otherwise you're good That is orange and red only, Green beacons are safe.
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# ? Jan 15, 2022 13:17 |
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This game's combat is pretty fluid but it does not play the way the expanse TV show looked which seems to be what the nerds who keep bringing it up want. Go look at nebulous for expanse stuff, it too looks very good. Play starsector for starsector, because starsector owns.
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# ? Jan 15, 2022 15:19 |
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i don't think the way starsector does combat is in almost any way applicable. also, the average destroyer is the size of a expanse battleship
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# ? Jan 15, 2022 15:21 |
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Arghy posted:Seriously i'd love a long range armor only set of ships, they'd pretty much sit at 1000m lobbing really fast missiles that packed a wallop or use rail guns. All small mounts would be for PDC's which would be 500m with amazing coverage but the balance would be the flux. You could wear them down with long range weapons if you survived the torpedo and rail gun barrage but the optimal would be to rush them. Give each ship built in shield shunt + expanded missile racks to ensure they don't get cheesed. You'd only need 3 weapon types and you could add variety with the missile warhead types and maybe some rail gun sizes. Plasma missiles for anti armor, nuke for clearing, and flechette for overloading. Give even the smallest ship at least 15 missiles and belter ships could specialize in shooting a ton of them at once before diving in with PDC's. Honestly given how specific your desires are I feel like you're better off just trying to make a mod yourself by this point.
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# ? Jan 15, 2022 15:43 |
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Galaga Galaxian posted:I know very little compares to an angry Legion unleashing hell, but how is the Mora as a Cruiser sized combat carrier? You definitely want Diable Avionics, Dassault-Mikoyan, ScalarTech and Interstellar Imperium. They will give you all the Carrier™ you could ever need. Also yes, if you want burn 20, it's time to embrace that tugboat life. Diable even has pre-militarized tugs with salvage gantries and you can fit insulation + overhaul on them with no problem.
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# ? Jan 15, 2022 17:31 |
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Goddamnit.
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# ? Jan 15, 2022 18:14 |
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Inexplicable Humblebrag posted:TTS Ideas Guy is in danger of suffering critical malfunctions
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# ? Jan 15, 2022 18:51 |
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Arghy posted:The NPCs will trigger then and they'll pretty much all die off eventually. what's it called? search for object analysis on the mods forum pops up nothing
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# ? Jan 15, 2022 19:23 |
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https://fractalsoftworks.com/forum/index.php?topic=20331.0 this it?
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# ? Jan 15, 2022 19:40 |
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So question, what does the Polarized Armour skill do? I just don't quite understand it.
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# ? Jan 15, 2022 20:08 |
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looks like plurals, a plague upon searches
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# ? Jan 15, 2022 20:10 |
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stopgap1 posted:So question, what does the Polarized Armour skill do? I just don't quite understand it. do you have the description to hand? if it's "increases your armour for the purposes of damage calc" then it can be summed up as You Take Less Damage From Small Hits, but i haven't actually played the latest release yet so dunno if it's changed or new or something
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# ? Jan 15, 2022 20:18 |
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i don't remember the specifics either but isn't it more damage reduction from armor and EMP protection + vent speed if elite
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# ? Jan 15, 2022 20:23 |
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stopgap1 posted:So question, what does the Polarized Armour skill do? I just don't quite understand it. So a skill in parts: Maximum damage reduction by armor increased from 85% to 90% The beefiest part of the skill. So under the damage formula - Damage multiplier = weapon damage/(armor + weapon damage) - if a weapon will do under Armor*0.15 final damage to the ship it'll be increased to that minimum. This changes that formula to Armor*0.1 minimum damage. It makes small, frequent hits hurt far less. Up to +50% armor for damage reduction calculation only, based on current hard flux level Damage multiplier = weapon damage/(armor + weapon damage) - This skill specifically affects the bolded part - 0% bonus at 0% flux, 50% bonus at 100% flux, 25% at 50, etc. This doesn't affect the overall armor of the ship which is used for the cell that control how much armor the ship has left in spots after hits. It's still a big buff. EMP damage taken reduced by up to 50%, based on current hard flux level The easiest part to calculate as it's simply 0% damage reduction at 0% flux and 50% damage reduction at 100% flux. 25% DR at 50% flux, etc.
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# ? Jan 15, 2022 20:24 |
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Polarized Armor does three things: 1) Increases max damage reduction of armor from 85% to 90% This means that a 100 damage hit against armor that's tough enough will be reduced down to 10 damage instead of 15. This significantly helps armor brick ships as after a certain point that extra armor loses some of its usefulness against lighter hits (outside of just being more armor to chew through). Hits that didn't hit that 85% cap in the first place will be unaffected... UNTIL 2) Increases the effective armor by up to 50% for calculations, depending on ship flux. More flux = more bonus armor for damage reductions. This means that that 90% cap could potentially include heavier hits as well, which can be quite significant. 3) Increases EMP resistance by up to 50% depending on ship flux (EMP stuff is arcane and I don't fully understand it, but EMP is also the bane of armor tanking, so this helps reduce that) Against lighter hits #1 applies more. Won't matter too terribly much against a 10 damage hit (I think the game does do decimals?), but against a 50 point hit that's only 5 damage instead of 7.5 getting through. 500 point energy hit? Your armor would only take 50 instead of 75. This *also* applies to the residual 5% armor protection even after the armor is stripped, which really helps with those small but rapid hits. Against heavier hits #2 applies more, especially at high flux. This really helps when it comes to 'finishers' as that's probably when the ship's flux is pushing that 80% or more. If you've got over 2k armor that means you can actually eat a Reaper and not be utterly crippled, though it's still going to hurt like hell.
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# ? Jan 15, 2022 20:26 |
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It's complicated but basically "if your ship has, and uses, lots of armour, take the skill and it will help a lot"
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# ? Jan 15, 2022 20:29 |
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It works pretty nicely with the other skill that has the elite ability of reducing the severity of a big hit every few seconds.
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# ? Jan 15, 2022 20:38 |
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In general the way to make a ship good is to stack some sort of attribute, something it's already good at. So if you have a good armour ship you should put the armour/survivability skills on it and also the hullmods
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# ? Jan 15, 2022 21:41 |
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OwlFancier posted:In general the way to make a ship good is to stack some sort of attribute, something it's already good at. So if you have a good armour ship you should put the armour/survivability skills on it and also the hullmods Basically. Gryphons you just stack missile ammo and reload speed and just watch them poo poo out hundreds of missiles.
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# ? Jan 15, 2022 21:53 |
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I understand why the map size is the same for every system but it just makes me mad seeing this giant seemingly empty map and now knowing that they will hide poo poo in the emptiness. I jumped into a no planet system like i've done now 10s of times and did a pulse around the star didn't see anything. I remembered i had that mod so i took a look and sure enough 2 derelict ships in the system probably near unspawned stable points but you'd never loving know unless you tried to use the lovely neutrino scanner in every system. I used the neutrino scanner to find the ships but otherwise you'd never know and just waste time and volatiles.
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# ? Jan 15, 2022 22:16 |
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Yeah I wish it was a little less annoying to use.
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# ? Jan 15, 2022 22:20 |
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Console commands Reveal. Enjoy 2 million sensor range. Don't interdiction pulse, it lags like a motherfucker.
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# ? Jan 15, 2022 22:55 |
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Note that reveal is still limited by a line in the settings file that limits how far you can actually detect things.
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# ? Jan 15, 2022 23:32 |
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Neutrino detector is basically never worth the hassle yeah note to Alex if he's reading: that doesn't mean it'd be better to move more poo poo to the middle of nowhere a billion miles off the map
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# ? Jan 16, 2022 01:12 |
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Brandfarlig posted:Console commands this is what I do when I buy blueprint locations and can't find it etc
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# ? Jan 16, 2022 01:18 |
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I think I would use the neutrino detector if 1. it didn't require the skill and 2. if I could just get the game to keep a stockpile of volatiles. Or frankly I don't know that the volatiles are necessary? You already spend supplies trying to use the thing, seems weird to have a second resource just for that.
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# ? Jan 16, 2022 01:24 |
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Would anyone be able to post a mod guide for Nexelrin to slow down invasions and diplomatic events by, like, half? Once you have a bunch of faction mods the information is overwhelming hmm fresh install, fresh mods. getrting a crash on loading in: "org.json.JSONException: JSONObject["enableAutosaves"] is not a Boolean." any ideas how to fix it? Jinnigan fucked around with this message at 02:13 on Jan 16, 2022 |
# ? Jan 16, 2022 01:44 |
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There is a mod for the neutrino that removes the false positives.
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# ? Jan 16, 2022 02:24 |
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It's actually pretty easy, go to your starsector mods folder, nexelerin, then excelerin_config. Crank "pointsRequiredForInvasionFleet" up. I usually just double it on a fresh install, or leave it be but turn "invasionGracePeriod" up to a much higher number. If the pace itself is fine for you setting "diplomacyEventFilterLevel" to 1 will get rid of pop-ups for all factions that aren't you or your commissioner
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# ? Jan 16, 2022 02:33 |
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There is also a setting that controls invasion fleet size you can reduce to make them a bit less likely to succeed. I tweaked both and it prevented the Hegemony from snowballing badly. Worlds still change hands occasionally, but its not too bad.
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# ? Jan 16, 2022 02:41 |
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i will have to check that file, presumably I can tweak Vengeance fleets there too? Got a Great House Legion and really liking it btw
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# ? Jan 16, 2022 05:19 |
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Sandweed posted:There is a mod for the neutrino that removes the false positives. The false positives aren't really a big deal, if you move around a bit and the signal doesn't change direction it's a fake. It's that there's almost never actually anything to pick up that you wouldn't find faster just going to every destination on the map and doing a sensor burst, with a single hardcoded exception since the campaign updates. unless the thought of leaving even one ship un-scavenged tortures you you're better off pretending the detector doesn't exist A Wizard of Goatse fucked around with this message at 05:43 on Jan 16, 2022 |
# ? Jan 16, 2022 05:33 |
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# ? Jun 10, 2024 10:39 |
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Yeah I like the mechanics of the detector, it's just that what it shows you isn't worth the faff of keeping volatiles and picking the skill. I would use it if i had it and the volatiles on hand but I almost never do.
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# ? Jan 16, 2022 06:00 |