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/stsg/ - Starsector General

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Thread replies: 795
Thread images: 122

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when

Previous thread: >>175978793

>What?
Starsector is a 2D single-player open-world RPG space combat exploration economic game thing, basically Mount & Blade but in space.
Outdated but still relevant introduction video:
https://www.youtube.com/watch?v=UTCpVY80Bpc

>Where?
Official site:
http://fractalsoftworks.com
Official forums:
http://fractalsoftworks.com/forum/index.php#1

>Current version
0.8aRC19

>List of popular mods
http://fractalsoftworks.com/forum/index.php?topic=177.0

>My game keeps crashing help
Make sure you have Java 7 installed (not Java 8)
??? suggestions

>The performance is really bad what do I do?
Other than allocating more memory for the game to use, there isn't much you can do.
http://fractalsoftworks.com/forum/index.php?topic=8726
>>
>still no guides in the OP
F O R S H A M E
>>
>>176128876
thank you
>>
>>176128945
there should be a pastebin because linking images is shit
>>
Is there supposed to be something special about the Misery weapon from Neutrino or does it just do 1 EMP damage for shit and giggles?
>>
>two new threads
goddamn it guys
>>
>>176129168

>Neutrino

Could be for shits and giggles considering the mod is unbalanced as fuck. Thankfully they only have one station.
>>
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how fast do distress beacons work?
asking for a friend
>>
>>176129473
be careful what you wish for
>>
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>>176129534
>no fuel
>like 2 ships in your fleet
>all those remnants
nice knowing ya
>>
>>176129534
now you fucked up
>>
>>176129973
just trying to do survey missions man, why did i have to run out of fuel in the designated rape zone
>>
>>176129534
F
>>
>>176129476
Most of the modded weapons I've found are stupidly useless like Diable. The numbers look good, but all of the weapons are utterly useless in comparison to vanilla
>>
How do I know the game is using my GPU? Framerate is godawful.
>>
>>176130797
It doesn't.
Its run on virtual 98 machine.
>>
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>>176132231
God please teach a newbie how to properly fight off Astral Phase Fleets when they outnumber you 3 to 1. Literally can't even pull the fleet apart here
>>
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>>176132396
>that kinetic weapon icon near broadswords that I forgot to delete
Why didn't any of you tell me...
>>
>>176132671
Now we know the Broadswords themselves can be used as kinetic weapons.
>>
>>176132671
I think there should be a very short tl;dr for each fighter. Like "Good against shields." for Broadsword.
>>
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>>176132396
BTW.
Can you make it that they are more ordered?
Like top row low tech fighters to bombers
Talon/Broad/Glad/War/Kho/Pira
Middle low high/mid tech:
Claw/Thunder/Xyphos/Longbow/Dagger/Trident
Bottom tier drones
Wasp/Spark/Lux/Flash/Mining/Bore(+Term)
So its easily readable
From fighter to bombers
From Low tech to drones
>>
>>176132565
This really needs a lot of work still just saying.
>>
>>176133358
more or less right tho. except harpoon missiles. shit, they kill everything en masse
>>
>>176133716
half of them dont even give any guidance
>>
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>>176132565
now make one with every single modded weapon
>>
>>176133876
all I see is someone squatting
>>
black market stuff is too easy to get right now. you can literally buy cruisers and shit off the BM lol
>>
>>176133716
my nigga
>quad harpoon drovers
>Thunder fighters everywhere
>harpoons on the frigates
>shit put em on the condors too
>>
>>176133958
everything on the market is too easy to get
>>
>>176133958
I agree.
Either you could be able only (D) ships or the military grade ships should be really, really costly plus repercussion from illegal buying military grade ships should be severe.
>>
>>176134019
i mean, faction is stuff is faction stuff, sure its easy to get but at least you need to grind it out a bit
>>
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GIANT
FUCKING
DILDO
>>
How do you properly use Enforcers. Even with unstable injectors they're slow as fuck. Is it just a matter of lurking back and going in for snipes with the burn drive?
>>
>>176134517
I use them as long-range weapon platforms and sometimes as close support. The former with HVDs and maulers, the latter with 2 dual flaks, 2 heavy autocannons, and 1 mauler/mortar. Alternatively, 2 mortars/maulers and 1 autocannon. I don't remember which is more effective.
>>
>>176134517
3 arbalest
2 flak
4 anni
>>
>>176134643
But arbalest is hot garbage
>>
Mining when? Base building when?
>>
>>176134757
lol no it isn't
>>
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>>176134989
>Mining when
I sure hope they make it interesting.
>>
>>176137145
Did they make salvaging interesting? It's literally push one button/lose some machinery/take the loot.
>>
That's strange. The variants for the Diable ships all still come with fighters, but the actual ships that you buy don't have them. Testing my Calm against the AI Calm gives the AI Calm two Wanzers as well.
>>
>>176137430
Well, it's better than most systems (eg aim at wreck, use Salvager II, then do it for the rest of 50 wrecks), but yeah, it could use a lot of work.
I hope Alex happens to play Duskers, because that atmosphere was godly.
>>
>>176134989
2019
>>
>>176137145

Considering the way there is collision damage when ships hit ships it would be remiss of mining not to allow you to position your ship in some dangerous as fuck asteroid belt with chunks of rock potentially slamming into and wrecking your shit.
>>
>>176137492
Diable variants install the Converted Hangar hullmod to give themselves wanzers, if you want more wanzers on your ship, equip that on your Calm.
>>
>>176137647
Don't mention EVE Online mechanics in polite society ever again.
>>
>starsector +

>Main Features
>- Balance changes
>- Overhauled bounty system
>- Vengeance fleets
>- Campaign improvements

But no new ships? What a waste
>>
>>176138041
SS+ was split into a few modular mods a while back. the mod author will probably update the other mods (which add new ships) once we get 0.8.1a
>>
how to increase deployment points?
>>
>>176138639
increase battle size in settings
minimum amount of deployment points is 40% of battle size
>>
>>176138639
Settings, the second tab has a scale up bar. I think you use to be able to change the upper limit of that scale up through modifying a line in the campaign xml but I dunno what line that is
>>
>>176134757
The arbalest isn't very good considering a railgun does what it does but for better and less.
But since they are quite prevalent and do break shields decently fast it's a good poor mans anti shield weapon.
I personally run 2 arbalests, 1 heavy mortar, 2 flaks, and 4 annihilators on my enforcers.
It's cheap and gives them some staying power.
>>
>>176138041
ss+ used to contain ship weapon pack, underworld and dynasector
>>
>>176138837
That's why you change the Arbalest damage from 150 to 200.
>>
>>176138297
>>176139371

so it's basically nothing but no-fun-allowed changes
>>
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>Diable Avionics has great looking ships
>Every single weapon they have is shit
>All of the ships are also shit
>>
>>176139513
once you know how to play the game, even starting from scratch becomes trivial. SS+ helps to extend the early game a bit, and make the mid / late game interesting with vengeance fleets.
>>176139549
both the Diable ships and weapons are good, they just have to be used properly.
>>
Guys om salvage only run is player allowed to restore D ships?
>>
>>176139806
Who cares? Game is too easy either way.
>>
>>176134352
that's not a dildo its a stielhandgranate
>>
>Recover a fat ass eagle cruiser
>Oh boy I can't wait to pew pew
>Enemy ships just lol 360 and fly away
>Entire encounters go on without it firing a shot
>Repeat 10 times
>Finally get into an encounter where something doesn't run away
>Enemy ship just turns around and instantly deletes me
>Goes back to business like nothing happened
Oh man, I thought flying a huge ship might be cool. Turns out everything treats you like a giant roadblock and just avoid and ignore you.
>>
I'm enemies with Diktat so where do I buy fuel?
>>
8.1 WHEN

I don't wanna play again until Nex is out.
>>
>>176132231
i need to use 0.7.2 right? what about version .8?
>>
>>176140659
this
>>
>>176139675
Most of the Diable ships lack extreme mobility except for the Hayle (Flicker Core). The way the variants are designed you'd think they're all meant for a Wanzer carrier fleet.

I've found ok success with the magic missile and the artassault revolvers but no other weapon really stands out. Not sure how the IBIS fares against the flak cannons though flak cannons is probably better. I tried the state beam and honestly had no clue how to use it properly when graviton beam worked better for shield flux buildup.
>>
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why
>>
>>176140759
the state beam is one of the few diable weapons I don't find useful. recson cannons (come in small and medium variants) are very usefull for long range shield busting, and most of their missile systems are very good. also, a lot of the larger diable combat vessels come with flight decks, so make sure you're taking advantage of that as well and fit some wanzers.

>>176140659
>>176140746
soon(tm)
>>
>>176140759
A lot of their weapons stand as intermediaries between two vanilla ones, but synergize well with the "Advanced Avionics" hullmod that raises their range and precision over time. So they have to rely on Wanzers early on for cover and distraction, and when they expended the rapid replacements they have the built-in hullmod starts to kick in.
>>
whats the memest faction to join and why?
>>
>>176140759
I'm a fan of the draft.
Stick a kinetic gun on the front and a bunch of point defense missiles then set it to guard a priority target and it does wonders.
>>
>>176140724
You don't need to use 0.7.2, but that's the version where all the mods work right now, could be a month or more until 8.1 is released and the major mods start to be updated.
>>
>>176141317
What do you mean memest?
>Trijews for high tech and lot of shekels
>Path for Jihad and snackbars
>Church for crusade
>Diktat for lobsters
Choose your poison
>>
>>176141453
nex doesnt seem to work with 8.0 though
>>
>>176141509
Yeah, Nex, Dyna, BRDY, and a couple of other mods will require 8.1.
>>
>>176141476
Lobsters from space North Korea.
>>
>Decreased amount of money gained by turning in AI cores to Tri-Tachyon, Independents, and Sindrian Diktat (2-3x base to 1.25-1.5x base)

starsector +

more like starsector + unfun
>>
>>176141476
well, does it make a difference? after all theres no real faction features in the game other than meme ships
>>
>>176140759
In my experience, the ibis sucks but the diable laser point defense thing is really good - better than the burst PD laser for killing missiles and almost as good as the burst PD when hitting an enemy's armor/hull.

The best PD I've seen so far though is probably some flak cannon thing that fires slowly but can take out an entire tightly knit pack of missiles with one shot. idk what it was, since it was the AI using it, but it was pretty effective.

Also make sure you set your PD lasers to alternate fire so they don't all shoot the same missiles
>>
>>176141424
Diable ships being pretty much completely commission locked or war salvage is a pain in the ass especially with outer terminal and 99es out in the middle of nowhere. The basic merchant for Diable is also crazy stingy, I've never seen him sell anything higher than a frigate, not even a Calm or a Derecho
>>
>>176141797
desu I never turned them into those groups anyways - always whatever faction I was trying to get more ships and stuff from (usually shadowyards, diable, ora, etc)

speaking of which, does better relations with a faction actually unlock and make available more of their ships/equipment without needing a commission or have I just been memeing myself
>>
Anyone have a map seed where the core worlds have no nebulas in/around them at all?

A sort of civilization in the heart of wilderness thing?
>>
>>176143085
I'm not sure if there's still bounty fleets around that use Diable ships, capturing them to repurpose would be a lot more preferable than a commission with them
>>
>>176143414
You've been memeing yourself.

Military equipment needs reputation + commision, however, the real low-tier military stuff can be acquired with just reputation.
>>
>>176143951
That is a SS+ feature I believe. Vanilla only does pirates and rarely faction's deserters if you are friendly with them.
>>
>>176144156
>Military equipment needs reputation + commision
Can't you just mod this away in the savefiles?
>>
>>176144178
Yeah I thought so. I've seen Deserters but they just end up using Hegemony shit anyways I think
>>
>>176144330
Yes, an anon explained how to do it last thread, search that if you're interested.
>>
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daily reminder to NOT fall for the industry meme
>streamlines gameplay so you're not setting waypoints to empty rocks a gazillion times
>no more easy money/rep from wAIfu cores because you're blowing everything up instead, even 25% difficulty salvages
>you're blowing up precious wAIfu cores and rare hullmods which is FUN
>extra d-mods on your wrecks for extra difficulty
>no longer are you annoyed that you have more money than rep and can't buy top tier ships because of wAIfu core trade because you have NEITHER money and rep now
>>
>>176144439
>Just mod the faction files to remove commissions.
That's not really explaining it.
>>
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what the fuck is going on, I just discovered this game.

and Im being... what is this... what is this feeling? could it be... hope was called? HOPE!?

should I get into this game? it is worth it? what can I xpect from it?
>>
>>175883130

My bad, it was last LAST thread.
>>
>>176145059
You have been rused.
Game is in closed beta and you can not get it without invite.
>>
>>176144616
>lvl 43
wut
>>
>>176144616
>extra d-mods for difficulty
>t. 5 skills in combat and above max level
animeshitters everyone
>>
is it possible to join the luddic path?
>>
>>176145059
7 years in development so far and the only gameplay involves making your fleet into the bigger fleet
>>
>>176145304
And the only gameplay in every FPS is just pointing your cursor at things, right?
>>
>>176145284
Yeah, either xml edit or just use a lot of cores. They occassionally put up bounties or something
>>
>>176145118
Thanks a lot.

Time for surveys EVERYWHERE (without worrying over enemies).
>>
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>>176145059
You can expect fun and addicting combat plus lots of mods for some reason
>>
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>>176129973
>kissanime
>not at least removing the watermark so other anons can't call you out on it
>>
>>176145059
try it out. the endless hope while waiting for updates and mods and BRDY is FUN

>>176145187
piloting your anime tier flagship is FUN
>>
>>176146186
I didnt notice it when I saved it

I could easily go into PS and content aware fill it out, but I cant be fucked
>>
>>176143185
It's a good thing then that I only like the diable frigates and their easy enough to salvage when I raid their patrol fleets.
>>
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>>176146507
>>
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>>176147150
why does a little watermark bother you so?
>>
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>>176147273
Its not bother me.
Just excuse to post some LOGH.
>>
>>176147476
Mod when?
>>
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>>176147476
here, have my favorite LOGH reaction image.
>>
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where are the anime portraits?
>>
>>176145480
>Yeah, either xml edit
What do I need to Ctrl-F for to find those faction standings? It's a bunch of gibberish to me.
>>
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>>176147593
Never.
>>176147627
But its not image its a gif!
>>
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>>176147593
I think theres an /stsg/ anon working on a LOGH portrait pack
>>
How is Starsector +?

Did it make the game actually challenging?
>>
>>176148040
Now that's some image I haven't seen in a long time!
>>
>>176146817
So I was wrong. 370k Deserter Bounty. Maelstrom Battlegroup, 1 Haze, 1 Storm, 1 Maelstrom, a couple of Versants, 1 Derecho, and bunch of other lower tier ships.

So it's definitely possible, just rare as shit. The Diable 370k was a lot easier compared to the Astral warp fleet at 250k though
>>
What are the good portrait packs? I'm tired of looking at people in their mid 40s.
>>
>>176148224
Well, search for it in the previous thread and savor the sweet sweet tears of anons complaining how it nerf most money exploits.
>>
>>176140417

I'm convinced the eagle cruiser is just pure shit.
>>
>>176148412
>money exploits

yeah, like wasting 2000 fuels to scan a shitty planet only to waste 500 supplies to refill your CR because of small fights with barely any loot is an exploit.
>>
>>176148584
Well if you can't handle the heightened difficulty, don't use that mod. There is no shame in that. You can even use easy mode if needed.
>>
>>176148340
I fielded two Dominators, a Gryphon, two Calms, one Gust, a Hayle, an Enforcer, and a Grinder class, so nothing all too special. Lost a Medusa at the very end because of a sloppy retreat order and the Maelstrom got a quick beam connect with its main gun.

Draft and 2 Vapors escaped. Recovery was Medusa, Versant, Three Gusts, a Haze, a Calm and a Storm. Pity no Maelstrom but that thing was a tank beast especially with its quintuple jump drive. Thankfully the AI is happy to just let it sit in the back instead of offensively jumping in
>>
>>176140417
try a falcon instead with heavy blasters on it
I found a 14th battlegroup one for sale and nabbed it, christ it DESTROYS pirate ships like a chainsaw through melting butter.
Its also a solid ship against any other ships, although managing flux is a little hard, the great thing is the speed and thrusters that let you catch up to smaller ships and stop flanks.

On another note, If you want to fly a big ship just go for ships with amazing range as then hostiles cant fight you without taking damage. but you need smaller ships to stop them running away or forcing them to engage the bigger ships.
>>
>>176148979
>tedium = difficulty

because refueling your car is so fun
>>
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>>176148380
Power Dolls
>>
>>176149405
a hellish expanse of uncanny valley horseshit
>>
>>176149405
>>176149903
Maybe it's meant to be an Alien portrait pack?
>>
>>176150137
I, for one, would welcome our new alien overlords
>>
>>176149405
give
>>
>>176148584
this what I like about it though. Sometimes you just come back empy handed having lost a lot of money, other times you make crazy profits.
>waste 500 supplies to refill your CR because of small fights
only deploy as many ships as you need
>>
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>>176150536
>>176150646
http://www.fast-files.com/getfile.aspx?file=137190
Have it. No need for thanks.
Just kidding. Praise me.
Also tossed separate LOGH portrait mod.
>>
Is it possible to make it so specific portraits appear for specific factions only?
>>
>>176152091
Yes.
LoGH alliance show only for Indy and Perseans, Imperial for Diktat and Hegemony
Power Dolls show for all excluding pirates.
>>
Sooo, is there a crack for this game?
>>
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>>176153135
Im a newfag anon just trying to figure how to make this shit work too.

right now just reading the igg comments...
sad!
;_;
>>
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>>176153135
>>
>>176153282
Thank you
>>176153251
>igg comments
Igg what?
>>
UPDATE BLACKROCK RIGHT NOW NOW NOW
>>
So, extra ECM% apparently caps out at -10% enemy range if the screenpop up is indicating properly. I'm at +42% versus 0 and it's the same as 30% versus 0
>>
>>176153473
igg games

but I will try what tis anon said >>176153282
I dont even know what JBE was, but doesnt look that hard
>>
>>176153884
Skills can raise it to -25%.

Don't you even read the skill descriptions?
>>
>>176153884
I believe theres a skill that extends the bonus to ECM and coordinated maneuvers. Leadership feels like a late bloomer, besides the -50 maintenance the rest isn't really good until you get the extend and get a disgustingly good bonus to speed and huge malus to enemy range since they almost never have ECM and when they do it's a negligible amount..
>>
>>176153884
Yes, unless you specifically get the skills that increase the maximum range reduction. It still caps at 20% though, so 42% is vastly excessive given the AI never has ECM beyond capturing nodes.
>>
>>176153282
do you reckon he killed himself?
>>
game feels like it should have multiplayer

>custom your spess ship
>play vs others
>>
>>176154675
Just let them finish the fucking game the way it's supposed to be. THEN you can start whining for multiplayer.
>>
>>176155306
>finish the fucking game
hahahhaaaaaaaaaaa
>>
>>176151696
Can someone upload this shit to a site that doesn't make my browser wig the fuck out? God damn, what's wrong with mega or mediafire
>>
How the fuck do you get back on your feet after being knocked down early-game?
>>
>>176155482
It's been steady development for 7 years, why would it stop now?
>>
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I got another derelict aurora afterwards

thanks tri-tac bounty!
>>
>>176155770
http://www24.zippyshare.com/v/tpT3B68r/file.html
>>
>>176155770
http://www.mediafire.com/file/rwc2zz3el11m9io/Beware_the_Rusian_hackers.7z
>>
Should I just have like 2 huge tankers in my fleet? Because I can not, for the life of me, make it out to survey bounties and back with just 2 little tankers. I feel like I need a ton of support and my fleet isn't even that big.
>>
>>176155783
Deep space sensor package missions. Seriously, anon, it's easier than ever, now.
>>
>>176156206

I haven't seen a single mission that could be do with the base fuel start of 55
>>
>>176155996
>>176156119

Norton says it's a virus.

I have download shadier shit and Norton never reacts like this.

Fuck you.
>>
>>176156436

>norton

Good riddance retard.
>>
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>>176156436
>Norton
>>
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>>176156436
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I spent the full 100 days on a "analyze this wreck" mission looking for the goddamn wreck.

I flew out to the star, warped in, started looking around blindly.

Found remnants. Blew them up. Found debris fields. Nothing. Flew around every planet. Blasted all of my scan abilities. Nothing.

Is there some obvious way to figure out where the wreck you're supposed to scan is located that I am missing? I made money from the trip, just from salvaging and shooting shit, but... How do mission?
>>
>>176158806
read missions before accepting them

if it reads: somewhere in the outer reaches

then DO NOT TAKE IT.
>>
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>>176158806
>>
>>176158806
be wary of the "target is in the outer reaches" missions. sometimes you can find them, other times they'll be in the ass end of a huge system that you cant find
>>
>>176159005
I did this yesterday for a mission where the target was supposed to be in the heart of the system and I didn't find shit. There were a half dozen other derelicts there, but apparently none of them were what I needed.
>>
>>176159338
use neutrino scanner
>>
>>176132565

One thing I would change is mentioning that Expanded Magazines makes Autopulse Laser borderline OP.
>>
>play SS+
>its endless 250 movement speed luddite path ships rushing you: the game
>>
>>176132396
>>176132565

These are good summaries, but not very good guides.

I tried making guides but my formatting is shit and everyone made fun of me.
>>
>>176154675

Gratuitus Space Battles is a little like that. You don't really control the ships in the battle though.
>>
How the fuck do you load out Diable ships? I'm fine with every single vanilla ship, I can always kit them out to be useful and powerful. But I just can't do the same with Diable. The ships are too slow, the shields too weak, the armour too flimsy, the weapons too weak and too slow-firing with too short a range.
They just suck. The only good thing is how they look.
>>
What if we just buff diable ships?
>>
>>176145146
kys

>>176145059
one developer. Been in development for 5+ years now. I still come back to it every few months and sink another 50 hours into it, 5 years later.
>>
>>176160658
If you use them exclusively as a fleet and not to complement a fleet then you need to double down on wanzers and basically overwhelm the enemy, relying on fighters regening over time. there's nothing you can really do about the speed, because they'll collapse if things get too close
>>
>>176161607
Diable ships work decently well if you have something to draw attention so they can strike from the rear.
I find monitors do a splendid job for this and if you can't find them just outfit a couple of enforcers with hardened shields and kinetic weaponry.
They don't need to hit hard just tank and overload enemies so they can't light up your other forces.
>>
>>176160658
Why don't you share some of your fits so maybe you could get some actual help?
>>
>>176162241
Another point to this is that it says in the diable factions description that their main combat method is to saturate the area in missiles and fighters before closing in on the confused ships.
Most of the diable missiles reload too which makes saturation pretty easy for them.
>>
Would removing CR ruin the game?
>>
>>176162561
Frigates would start soloing fleets again
>>
What happens if i disable commissions?
>>
>>176162402
Maybe that's the problem I'm having. Diable are very missile focused and I always shied away from using missiles. The incredibly low ammo count never seemed worth it and I would often save the ordnance for shipmods or vents.
I always found missiles to be an all-or-nothing sort of weapon. If you run out and the enemy aren't dead, then you've already lost.
>>
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>>176153282
this doesnt work.

I did it manually, just like the pic and its not working.

also, got the game from igg games, they had the starfare_obj.jar file already modify with the ifeq 61 and its not working either, so its not me doing it wrong.

anyone else know how to run this fucking game?
>le pay for a never finished already 7 years game
>>
>>176162939
Yeah, I get where you're coming from.
For the most part I almost never give missiles to my ships with the exception of annihilators and swarmers.
They just waste harpoons and it feels like a waste of OP.
Thankfully it's not the case with diable missiles and if you give those ships an officer kitted out for missile combat they really shine.
>>
>>176162402
Unfortunately the Thrush isn't that great at the end tier. Magic Missile or w/e the earliest recharge missile pod is ok, but if you're using end tier ships you're going to use them because it's a hard set weapon on the Storm.

Diable runs into an odd problem halfway down, because up until the Gust they're almost all jack of all trades (Haze is the attacker, Gust is the pseudo carrier, Calm and Hayle run flex roles almost but excel at nothing) then suddenly you hit the Storm, Maelstrom and Pandemonium and it almost feels like you're pidgeon holed into going full carrier team. The Maelstrom is sort of tanky but it isn't the same kind of tank as the Onslaught, and learning how to use its jump drive is finicky.

I still can't figure out which one of the end Diable weapons are actually useful. Glowtusks don't really have much of a punch, Recsons are ok. Hexablasters are iffy. Thrushes seem to work on and off. Then on the Wanzer end the Wanzers themselves are rare and costly, and it's hard to tell just how much effect they're really having.

They've definitely got fun ships like the Vesant and the Maelstrom but it's hard to really say that they've got the niche like the Astral
>>
>>176163040
>download starsector_install-0.8a-RC19
>download starfarer_obj

>install starsector with installer
>double click on starsector
>put random bullshit into the activation code
>click activate, wont work but you need to do it
>replace starfarer_obf in starsector directory with crack starfarer_obf

there, done, should work, no problems, try before mods of course

>adding mods crashes me

allocate RAM
>how
download java jre79 NOT jre80
drag and drop the java jre7 folder into the directory, delete original jre and rename jre7 to jre

you may have to go to settings.json and change allowflashversionany whatever it is to TRUE

now change vmparams whatever
>>
CARRIERS DID NOTHING WRONG.
>tfw no faction based purely on carriers and flight bays
>>
>>176163318
I have trouble with the wanzers, too. I think they're simply too slow. Fighters need to be fast enough that the enemy can't use their main weapons against them. But wanzers drift, almost lazily, right into the enemies kill zone and get themselves shredded.
>>
>>176163574
I wish Diable went ahead and committed to Wanzer carriers and gave every ship a slot instead of making it an add on. But with the end tier carriers you're not left with much room anyways if you end up using Wanzers instead of broadswords
>>
>>176163318
I agree that the thrushes are kind of underwhelming and the hexablasters just seem to burn flux without doing much but the glowtusks do seem to be good as the only weapon for single weapon ships.
Their range leaves much to be desired but they punch the armour pretty well despite being a kinetic weapon.
As for wanzers I really just use the frost or the strife.
The others seem to pricey for me and those ones work out well as escorts, though the strife is very vulnerable being a solo wanzer.
>>
How tough are bounty fleets, usually?
>>
can i start the game with a certain faction?
>>
>>176163909
At the start of the game they are push overs.
The 50k fleets usually consists of a buffalo, a cerberus, a wolf, and a kite.
It's like that for the first 3 bounties.
>>
>find thingy "in the heart of the system"
>perform lengthy search pattern
>still can't find it anywhere
When will I fucking learn to only take the mission if it says it's orbiting a planet.
>>
>>176163739
I think the Frost is better than the Strife by far. I've tried the Warlust and Blizzaia, but with the numbers that come out it's hard to tell whether it's really that much better. The Warlust definitely seems stronger but the cost is amazingly high. I'd rather just run a swarm fighter like the Spark to make up numbers.

>>176163698
Running pure Wanzers is an amazing pain in the ass because they never come in enough numbers to really matter, especially when Moras show up early and the Redacted have Sparks. They're cool like the Vesant is cool, but then like the Vesant you realize that the High speed mode literally is just a massive speed boost with barely any control, and it turns out to not be as useful as you'd hope
>>
>>176163909
0 to 90k is doable for most fleets without any problem. Beyond that you usually start to see troublesome shit like Moras and Dominators. Around the 200k mark you'll start to see Onslaughts and other capitals. Some mods seem to come with their own faction bounties in traitors, the difficulty varies for those. A 370k Diable was easier for me than a 200k Tri-Tachyon
>>
>>176163447
thx anon, already working.

I will try without mods for a while, lets see how it works
>>
>>176164241
Well it's not really fair to compare anything to sparks.
They are bullshit incarnate with 2 burst PDs on each fighter craft and they have like 5 or 6 drones plus a shield generator all for the low OP cost of 5.
I do think that wanzers need a reduction in OP cost though.
They're nice but holy shit if I give my carriers wanzers they have nothing.
>>
>>176164575
I think that perfectly illustrates how poor Diable ships are.
Better to stick with vanilla hi-tech or BLACKROCK WHEN?
>>
I want a large ballistic mount destroyer with a wide angle of fire. To compensate you'd have less mounts than an Enforcer for PD.
>>
>>176164758
Astral/Doom/Medusa fleets are a nightmare to fight against for a Diable fleet though. The Astral's fighters lock up the Wanzers, Doom and Medusa laugh at missile spam. Concentrated Wanzer attack on individual Dooms will kill the Doom for sure, but then the Doom is never alone on those bounties, and the Astral catches up sooner or later. At least with an Onslaught you can use a Medusa or something to run decoy and draw the Onslaught's attention away. The Astral just laughs at you as more fighters come out.

Diable AI fleets like to hang back which is nice, gives you time to weed out the support Gusts, Hayles, and Calms so it's just a grind down on the capitals.

>>176164624
20 OP for a bloody Warlust makes me cry. I run one Wanzer per ship just for the theme of it, but OP cost wise there's just no beating out Sparks. If it was more than 2 units for 20 OP I could maybe accept it but Wanzers never go past two units. The increased health realistically doesn't matter that much because of how messy large scale carrier fleet fights get. The Wanzers end up taking flak from everywhere.
>>
>>176163739
Do the Grave HMCs actually do anything useful at all. I've never really seen the use for them especially since all the capitals end up being decked for missile/fighter spam
>>
>>176165547
Honestly, I've never used them.
When it comes right down to it my preference is almost always to disable or cripple enemy vessels and let the bombers kill them.
So I run heavy with kinetic and ion weaponry.
>>
so whats the deal with the shadowyards flagship

why is it garbage and why does its built-in weapon straight up not work

the modded burn drive is fun at least
>>
>>176166108
>why is it garbage and why does its built-in weapon straight up not work
I haven't used it in 0.8 yet, but in the version of shadowyards I had on my 0.7.2a build it was a great ship
>>
>>176166108
The built in weapon does loads of damage but takes some time to charge before firing.
It also generates a sizeable amount of flux for your vessel.
Other than that it seems to support more than outright kill.
It can easily overload ships up to destroyer but it has trouble from cruiser up.
I generally just use it to snipe down bigger ships from a distance with it's main gun then close the distance on the overloaded ship with it's lock drive.
>>
I wonder if the Save Transfer mod is gonna get a 0.8 update. Though really I guess I'm just waiting for Blackrock now.
>>
>>176166485
maybe it's because i loaded with with a bunch of the CEPC beams but i've literally not once seen the built-in fire and it's bothering me because it looks like it has a ridiculous range
>>
>Your combined sensor profile is 13
i am become pssh, the destroyer of mercantiles
>>
Can salvager fleets actually salvage derelict ships? Because that's the only thing I can think has happened to the ship I have to find. It is not in the system.
>>
>>176167440
Debris fields and derelicts from battles disappear after time.
Also it can drift somewhere.
>>
>>176167440
It's in some corner somewhere

when the game says 'fringes' or 'heart of the system' what it really means is that it's literally fucking anywhere in the system map and good fucking luck finding it
>>
>>176167440
Actually, scrap that. Found it. Found it on the very outermost outskirts of the system, even though it was supposed to be in the heart.

Would post screenshot but phoneposting because stupid wi-fi.

The derelict was actually further from the star than anything else in the system.
>>
Is there anyway to become friendly with the Pirates? I wanna be a scallywag. I figure its the usual kill everything that isn't a pirate.
I am at -100 relations however, hope that won't be too much of a problem.
>>
Anyone notice how stocking up for a trade mission then going to hyperspace occasionally spawns a pirate fleet right on top of you?
Its funny how all you need is one good ship and the pirate fleets becomes target practice because their ships are all shit d-class rust buckets.
>>
What kind of carrier should I be going for?
I don't have access to any of the fuckhuge ones, but out of something like a Heron or Mora or Drover what should I get?
>>
>>176168221
Probably a bit late, at that point. You've got to get in with the pirates early on. Early enough that missions still available.
>>
>>176168736
Moras are ugly, boring, easy mode.

Herons are for the real cool kids.
>>
>install ss+
>frigates are now godlike
this is bullshit
>>
>>176168897
but Moros is a dreadnaught not a carrier, and herons are a xploration ship!

(a-anyone getting the reference r-right?)
>>
Honestly surprised there's no cowboy bebop mod
>>
>>176169083
>eve mod will probably never get updated
feels bad man
>>
>>176168736
Herons are fast and have bonus dmg to wings, also they look rather cool.
Moras are flying bring, can face tank anything.
Dovers are best cost/efficiency thanks to rabid deployment and 4 missile slots
Condors are shit but easy to get and chep
>>
What are some good, efficient freighters i can use to support my fleet? Having trouble carrying shit around, and the Atlas is way overkill.
>>
So should I just be salvaging every single piece in a salvage zone? Is there any reason not to?
>>
Would it be a mistake to put an Aggressive officer on my AI Eagle? I'm tired of it pussy footing around at max beam range, but I'm afraid that it'll just aloha snackbar into the middle of the enemy fleet if I do give it one.
>>
>>176169416


>>176162997
>>
>>176169669
aggressive is what you want on most ships, even carriers. anything less than aggressive is too passive, but reckless is too aggressive and should be reserved only for ships that can get away easily like frigates.
>>
>>176169060
Is there a detailed list of what ss+ changes? I hate when there's only a vague "balanced x" in the description.
>>
>>176169669
Even the most suicidal AI pussyfoots around at the edge of a fight never committing and always backing off the moment it has an advantage, like the enemy ship venting.

>>176169660
The first salvage usually costs nothing. Each salvage attempt after the first has increasing odds of breaking machinery/losing crewmen and decreasing odds of good loot.

I never salvage more than three times, and usually only once.
>>
>>176169794
It'd be nice if the steady/cautious AI would at least do something like missile spam or go after ships it's faster/outranges.

Instead it just seems to latch onto an enemy ship and do nothing except putter around
>>
>>176169416
Colossus are great as cargo haulers.
Mules can fight and have plenty Op for solar shields and surveying equipment.
Shepards in big number also can help with salvage.
>>
>>176169962
Alright thanks
>>
>>176170075
Makes sense. Mules do seem solid all around for their size in that regard.
>>
>>176169669
You do not want reckless on carriers as they are mostly fragile with light weapons and with reckless they tend to facetank and even mora can not survive reckless one.
Aggressive are most wanted, then steady.
>>
>>176169060
To be fair, that's probably how it'll really be, in the future. Big ships are just massive targets. Their size and mass will hobble them. We'll definitely have almost exclusively frigates. Big ships would be reserved for logistics roles: carrying troops, fuel, supplies, etc. the stuff that would weigh down a frigate.
>>
I found a big ass prometheus tanker, damaged but it costs 230k credits to repair. Should I do it and replace my little tankers? Do you guys usually have just one big one or is a bunch of little ones better?
>>
>>176170298
why would you bother repairing it? it doesn't need the d-mods removed to perform its role.
>>
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>>176128876
>Beagle video
I approve this choice.
>>
>>176170343
I'm still very new I thought repairing it would make a huge difference
>>
>>176170429
most of the d-mods only affect the ship in combat. I think degraded engines affects burn speed but thats not a big deal now that sustained burn is in the game. bottom line is that your tankers and freighters shouldn't be seeing combat ever. also, how big is your fleet right now? I'm rocking a decent sized fleet and I don't need anything near a prometheus
>>
>>176170793
I've been just surveying and scanning shit so my fleet is pretty small right now, I was saving up a lot so I could buy a bunch of shit to make a nice bounty hunting fleet so the extra fuel would help with that for right now anyways.
>>
>>176170429
Nah it will not. When you run from enemy ships than the d-mods on tanker may factor in. But tanker is to slow anyway to run from enemy ship. You need a lot of escorts to cover it's retreat.
>>
>>176169083
and the vanquisher is dead
>>
>>176170987
from memory I think the prometheus has 3000 fuel capacity, right? it's probably a waste for you to be hauling that huge thing around with a tiny fleet. you'll never need that much fuel if its just a small fleet.
>>
>>176170992
I put unstable injectors on my fuel ships for those emergency escape scenarios.
Maybe unstable injectors aren't the best thing to have on a volatile fuel tanker but hey ho.
>>
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Are commissions actually worth it? I want some tritech stuff but making every other faction hate me seems like a pain in the ass.
>>
>>176171203
Yeah I realized that after talking it out, thanks for your help. I'll stick with a mid sized guy for now.
>>
>>176171217
They are good on tanker imo. The faster it is out of combat the better.
>>
>>176171273
just disable commissions
>>
>>176171273
>Are commissions actually worth it?
only if you've got a beefy enough fleet to tangle with major factions.
>>
>>176171273
Every other faction will always spiral into hating every other faction except for the Independents. If you want to commission you should commission early
>>
How bad of an idea would it be to load all those small energy slots on my Conquest with antimatter?
>>
>>176170262
How does mass and size hobble something when there's no gravitational pull in space? Bigger ships should be even better than they already are on Earth.
>>
>>176172593
but theres literally a gravitational pull everywhere in space anon
>>
>>176172593
>How does mass and size hobble something when there's no gravitational pull in space? Bigger ships should be even better than they alre
The spaceship still has mass, which requires energy to move. More mass requires more energy.
>>
>>176171852
>>176171893
>>176172350
So no. Should I just rely on pirates and independents and salvage to get the sexier stuff?
>>
>>176172771
Sure, however it'll require considerably less than when you're under gravity. Gravity disproportionately affects things of greater mass, and heavy vehicles continue to be key to warfare even on earth despite that.
>>
Is it even worth it to survey planets with 150%+ hazard rating?
>>
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turned graphicslib off and i keep getting this

guess i'll die
>>
>>176140659
2 weeks
>>
>>176143552
I don't think base core worlds have nebula.
>>
>>176174317
will it include blackrock
>>
>>176174531
2 more weeks after that
>>
>>176140659
Play the new 2hu until it comes out.
>>
>>176173451
Oh I'm not trying to discount the notion that large ships would be used. At the very least they would serve logistical roles, as mentioned before.
Stations bristling with armament could be useful, I suppose. The next step would just be to cover it with engines.
I can agree that being a larger target might be a problem, but if your ship is big, I would also imagine that you could have room for sensors with detection ranges longer than that of smaller vessels.
>>
>>176156126
2 will carry you through the late game. One will suffice for now. I salvaged a Prometheus early game and it was godly at that stage.
>>
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>high tech ships use beams and such which are designed for long lasting combat
>but high tech ships have very limited CR

>low tech ships use metal slugs and such which are designed for quick blast combat
>but low tech ships have very high CR

Seems like a very small contradiction in the games philosophy. I much prefer CR existing than ammunition existing though.
>>
>>176156126
If you're just going to survey stuff literally all you need is a tanker and a freighter/civ ship if you're going to salvage and survey planets.
>>
>>176174628
can't you finish it faster
>>
>>176174872
Mostly doing probe missions for the ez money. My fleet is bigger than it needs to be for sure, but I make tons more than I spend on fuel and supplies.

Trying to figure out what ships and whatnot i want to build up to.
>>
So I just started playing SS with .8, and I really really like it. "Finished" an ironman run. What's the gist of SS+? Does it make the game harder? Is it balanced well? I really like that I have to pay crew/officers can die ect
>>
Wait a second, so you mean to tell me Diable wanzers arent broken with the new fighter buffs?
>>
>>176175487
too slow. they like to sit and tank instead of circle strafe
>>
>>176169060
wat
>>
>>176175209
it doesn't make the game harder, it makes some easy to use weapons weaker so combat lasts longer (they used to have much more stuff but that's about it now)

the rest is frankly le hardcore gamur gameplay nerfing anything that gives you too much money.
>>
>>176175690
I'm ok with making less money, some of those early bounties are insane (like 50k for 3 frigates). They said look at the changelog to get an idea of what it changes, but it's like 5 pages of single spaced bullet points. Is there an overview somewhere?
>>
>>176174840
There are plenty of energy weapons that arent beams
>>
Obligatory reminder that Frigate AI is ABSOLUTELY FUCKING WORHTLESS and if you want something to slay enemy frigates then a carrier or a Safety Overrides Sunder/Hammerhead will do it better than twice their cost in frigates because bigger ships are naturally aggressive against smaller ships while even a vastly superior frigate will be in bitch mode against other frigates.
>>
>>176171273
JOIN HEGEMONY TODAY
WE STAND TOGETHER
WE STAND TALL
>>
>575k bounty
>its a neutrino fleet
>6 battleships plus assorted bullshit
>versus my ragtime fleet of a two eagles, 2 moras, 1 onslaught and some other shit
>expect a tough fight
>instead completely demolish the neutrino fleet and only lose a cheap (d) destroyer

????????
>>
>>176175984
not really, it does hwat you read on those 7 lines in the forum thread

bounties are more balanced (scale), revenge fleets come at you one per nation as long as you are on vengenful reputation, crew has experience levels and has salary (iirc exp may be a nexerelin thing), some guns are nerfed together with the damper field (retarded idea desu) and some other minor things

honestly, get it when nexerelin comes out. otherwise it's really just a pointless mod that makes the game 1.2 harder and 1.5 more tedious. With nexerelin it has some nice synergy going that makes you feel like part of a faction that gets squashed as soon as you get noticed by someone in high command and not a super fleet that can tank the entirety of corvus without brekaing a sweat.

Dynasector is a semi integrated mod that adds some factions

>>176176412
put frigates on engage, now they are much needed distracting fire that rarely is defeated one on one

>>176171273
the problem with commission is that save for Sindria every other faction lacks the resources to sustian end game fleets. Since by endgame the whole sector is universally at war save for indies, you will run out resources very fast.

Sindria and some planets int he Persean League may allow you to indefinitely survive a commission, otherwise, you can get a different commission and see how long you can make it

>>176176590
reinforcements generally make a beeline if you destroy the first wave fast enough
>>
What factions/ship mods work with diable?
>>
>>176176737
Planes are generally better distractions than frigates.
>>
>>176177281
all the 0.8 faction mods are compatible with each other
>>
>>176177281
All of them that are updated? What do you mean by works with Diable?
>>
>>176177296
planes don't last more than 2 seconds under fire.
>>
>>176177503
My guess is what other ships work well in diable fleets
>>
I would pay somebody to make an Einhander mod with all the ships and weapons in it
>>
>>176177568
Neither do frigates. They just don't take as much fire because they're more concerned with running away than doing their goddamn job.

Planes you can rely on actually putting on pressure and replace themselves even if they die.
>>
>>176177710
you don't know how to use frigates then
>>
What's the best Independent military market?
>>
>>176177961
The one in Sindria
>>
>>176178089
Or Askonia, same thing
>>
>>176177961
Man don't try independent just sign up with the diktat, they are the only ones that can support you in the late game.
>>
so does starsector+ enable bounties in the core star systems? it seems like I'm getting bounties in here, which is very nice
>>
Any good youtube videos besides this outdated beagle one?

Might want to buy, sphess mount and blade sounds amazing to me, but I wanna see some up to date gameplay
>>
Sindria
>Condors
>Eagles
>Conquests
>loads of fuel
>supplies too
>FUCKING LOBSTERS

wtf I love the Diktat now, other factions need to step up.
>>
>>176178247
Yes, especially with earlier bounties.
>>
>>176178442
pirate it first then buy and I guarantee you'll feel satisfied with buying it after playing it if you think it deserves cash
>>
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>falcon and two moras
>only have 2 sunders and drovers, rest frigates

>lost a sunder
>lost 2 lashers
>moras still up

this is ironman mode too in starsector+ :^)
>>
>>176177603
Diable needs heavyweight anchors like Hegemony ships to soak up damage. Onslaughts and friends work well, and the Mora is basically tank and extra carrier in one.

If it's an early game fleet you might get to the Calm/Hayle or the Gust if you're lucky. By the time you hit the Gust, you'll basically realize that every Diable ship from there on is slow as fuck. The jump drive doesn't show up again until the capital ships, and you either need to get really lucky with Diable bounties or commission in order to get to there and by then you'll pretty much know what kind of fleet you want.

You could alternatively run fast ships as a distraction. Diable complements other fleets well in very specific fleet compositions like carrier runs. But even then carrier runs are rather specific. It's actually kind of odd that it's the Gust which has the built in weapon whereas the Pandemonium and Maelstrom only have the flicker cores and micro missiles also for the Maelstrom
>>
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haha fug we did it :D
>>
>Entire fleet is composed of level 3-4 (D) mod ships
>Upkeep is dirt-cheap
>But struggle against similar size enemy fleets
>Fully repair my flagship
>Become death destroying of worlds
Holy shit I'm retarded, why didn't I do this earlier. Sure I just doubled my upkeep from upgrading that single vessel but it makes such a difference moving on from junker ships. I guess being too cautious with balancing your budget in the early game becomes deceptively self damaging later on.
>>
>>176178510
Lobsters are kill. Since updating to 0.8 I've never seen more than about 100 of them in any market. Hell, one time I saw a mission at Sindria looking for someone to find 1,800 lobsters and ship them back to Volturn.
>>
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>got 2 moras with intact fighter bays

aw yiss nigga
>>
How do I actually get modded ships ingame? Do I have to wait for markets to refresh or something?
>>
>>176178784
two moras on their own?

do you have a single anti armour weapon?
>>
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>>176171273
>>
>>176179191
I've seen XIV series show up in Hegemony Military but outside of that I haven't seen other modded outside of Path.
>>
>>176179268
will that actually make faction ships obtainable with rep alone
>>
>>176174235
did you turn it off in its settings or in the launcher loadorder?
>>
>>176179387
That would be nice.
>>
>>176179432
the settings, although i only touched the shader option since it very clearly said disabling that would disable the entire mod

i guess i've got disable all the other options as well? i'm not too sure what's causing this bug because i've given starsector 2gb ram to start with and up to 4gb to use as needed which really ought to be more than enough
>>
>>176179562
That's not crashing in shaderlib. Paste the end of starsector.log.
>>
>>176179387
>>176179492

yes, they behave like the independets with that off
>>
starsector+ isn't bad
this pirate fleet spawned a 100k bounty in the luddic church star system and the enemy is like 14 ships, all frigates though, interesting fights
>>
>>176179751
damn i got hollered at about needing to turn shaderlib off last thread about it

708369 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: data.scripts.plugins.SpriteRenderManager.objectspaceRender(Lcom/fs/starfarer/api/graphics/SpriteAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFZLjava/awt/Color;ZFFF)V
java.lang.NoSuchMethodError: data.scripts.plugins.SpriteRenderManager.objectspaceRender(Lcom/fs/starfarer/api/graphics/SpriteAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;Lorg/lwjgl/util/vector/Vector2f;FFZLjava/awt/Color;ZFFF)V
at data.scripts.weapons.Diableavionics_derechoEffect.advance(Diableavionics_derechoEffect.java:81)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
>>
>>176180037
it says something about diable but that makes no sense because none of these crashes happened in fights with diable/using diable weaponry
>>
>>176179562
try truning it back on, if it works, disable it piece by piece, see what it gets its panties in a bunch for
IF that fails maybe try reinstalling the mod.
Do you have lazylib too (a requirement)? Or maybe shaderlib (which is its obsolete version and may be conflicting)

Other than these im out of ideas other than retarded ones like the starsector is installed too "deep" so the filepaths and shit are longer than what java can handle.
>>
>>176180037
delet diable and download it again
>>
>>176179268
Seems like a shitty way to play the game. Now you'll barely have any revenge fleets.
>>
how do I add a planet?

how do I give said planet a merket?

the faction tutorial doens't cover that sadly
>>
>>176177891
I know enough that I didn't fall for the misinformation that the eliminate command makes the combat AI more aggressive. Nice shitty grammar and non-argument though.
>>
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Conquest is breddy gud.
>>
>>176180586
mind linking this tutorial you speak of
>>
Do I have to start a new game in order to use mods that I just put in?
>>
imagine a total conversion that uses utterly

>>176180951
you stupid nigger

try attacking a battlestation with both commands.

with eliminate ships get in range of their own weapons, which means frigates instantly remove themselves from the game, while engage means they try and stay out of range of weapons, but still try to attack, meaning they will stay in range of the longest reach weapons. the "backs off / goes al out" descriptions are flavour text and that depends on AI officer and the ships stats.

it doesn't change the AI, it merely changes where they will position themselves in relation to weapons. Whether or not the ship will barge in and get overwhelmed and die, or never ever get closer than it's minimum ordered range, depends on officer AI. Non officer ships iirc maintain themselves on steady.

>>176181134
http://fractalsoftworks.com/forum/index.php?topic=633.0

most of these are necessary for a basic faction and ships mod. more detailed stuff in the rest of the subforum. I just want to make factions, but I haven't found the planet making guide yet.

I'm planning on splitting the independents into a faction per planet.
>>
Does AI even benefit from the autofire bonus on Gunnery Implants or do they cheat and aim every weapon at once?
>>
Is Starsector + AI better somehow? Enemies seem far more intelligent in general.
>>
>>176181481
do the mods modify game map (planets and systems), game assets (ships and guns)?

as long as it's HUD, aesthetic / graphics changes it won't be a problem.
>>
>>176181545
>frigates against a battlestation
lmao

Try putting a safety overrides frigate with good equipment against a baseline frigate like an assault lasher or wolf, use the eliminate command, and count how many times the piece of shit doesn't even finish off the overloaded enemy. Nothing you posted has anything to do with why frigate AI is garbage.
>>
>>176170793
It's stupid that I'm actually better off flying a junk fleet around for more efficient maintenance and campaign-level bonuses than I am top of the line high tech stuff.

Higher tech should mean more automation, more efficiency, less breakdowns, lower maintenance costs.

There needs to be better tiering / division:

Irreplaceable Tech
Shit that's so high-tech the tech to fix it doesn't exist anymore. It's expensive as fuck to maintain and fix. Only special ports can do it, and you have to pay out the ass for the parts that only come from Domain-era salvage.
Purchase: lol
Maintenance: $$$$$
Fuel: $

Elite Tech
Shit that's high tech but not irreplaceable - just limited production and specialized vendors.
Purchase: $$$$$
Maintenance: $$$
Fuel: $$

Mid Tech
Shit that's moderately high-tech and replaceable, with well established mass production.
Purchase: $$$
Maintenance: $
Fuel: $$

Low Tech
Shit that's low tech old beater style - mass produced once, but not anymore so the parts can be hard to find.
Purchase: $
Maintenance: $$
Fuel: $$$

Flying Junkyards
Shit that's literally a flying scrapheap. Everything sucks, shit falls apart. Constant breakdowns that have to be repaired all the time. Nothing is ever in perfect working order. You need tons of crew just to keep the scrap together. Breakdowns happen in flight, maintenance costs are high, and it's not even that great in combat. This is what d-mod ships are.
Purchase: People literally throw it away
Maintenance: $$$$
Fuel: $$$$
>>
>>176181685
People shit it on it but it seems to be worth using.
>more fleets out in the open
>better bounties
>bounty targets in the core star systems
>bigger fleets and more variation
>>
>>176181115
What kind of fit do you use?
>>
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>>176181952
Dedicated garbage slayer. I'll probably give it one Hephaestus just so it has something to poke with though. The AI doesn't use the devastators very intelligently.
>>
>Salamander MRM pod
I didn't even know these existed.
>>
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>>176182685
the HE damage potential tho
>>
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I installed some ship and weapon mods and have no idea how to actually use them, can I use my vanilla save somehow? I have like 20 hours on it
>>
>>176181773
never saw that happen. getting overloaded one on one is generally a death sentence for any ship of the same size, even yours depending on the enemy weapons.

if your ship arne't killing downed enemies depite being faster then:

a. your ships are not fitted for one on one combat and are meant for longer or bigger fights, where they stay in formation and wait fo the chance to use their guns. If they are one on one and outflux the enemy, the way they are kitted means they won't manage to kill the enemy in one overload sitting and may take some time to beat them, but they will.

b. you at kitting weapons and your ship should mop the floor with the enemy

c. the ship simply isn't designed for the role. friages are the most diverse ship class.

>>176181834
that doens't agree with the lore.

flying junkyards cobbled together post collapse with spare parts and pirate hopes. they are not a mess, they simply have disabled features they no longer maintain or created outright from non military parts.

The "so shitty it needs more men to maintain" is applied via the other type of d-mod that reduced overall ordinance points, and can't be removed

hegemony remmants of previous military doctrines: I don't recall what alex said but it was something along the name of "no new ships were assembled but there's enough of them to still require mass production of parts" because the domain is fucking ancient and always expanding, and because autofactories uses template so manufacturing old shit is easy af. you can assume the latest designs like the heron and eagle still get assembled, but onslaughts and dominators probably don't

post energy fortress shield designs: used by tri tachyon, info is not clear on them but it seems tri tachyon but it seems there imply weren't enough of them in the domain armies to have any stationed in the sector during the collapse. So tri tachyon, being the one who designed / holds the licenses, is the only one capable of manufacturing them.
>>
>>176182685
dude that's a broaside ship, why would you double kit it?
>>
Weird how I crash more on java79 and doesn't crash on java80.

Why do you fags keep telling me to use java79?
>>
>>176183509
depends on the mod, if it adds ships to existing factions you should be able to use it in your current save and just wait for markets to update with the new ships. If the mod adds a new faction you'll have to restart
>>
>>176183509
lolno

and mods pretty much add factions/ships if you're talking about those, you have to click MODS when you open starsector before you launch it, then tick the boxes, also install it properly you dumb appleposter
>>
>>176183964
because the modded game has massive ram consumption and java never released jr8 which would allow you to go above 2 gb ram
>>
>>176183658
>flying junkyards cobbled together post collapse with spare parts and pirate hopes. they are not a mess, they simply have disabled features they no longer maintain or created outright from non military parts.

That means they're expensive to maintain.
If something isn't supported anymore, it isn't produced, there's no pajeet tech support, nobody has the instruction manuels - it's expensive as fuck to fix it and maintain it.

Shit doesn't get cheap just because it's old. Old shit might work, but it's expensive as all hell to keep it working. Look at legacy systems running on fortran who require old-ass experienced guys who get paid $200k/year to maintain that kind of shit because they're the only ones who know how the fuck it works anymore.

You seriously need to get hit upside the head with a cluebat
>>
>>176183753
I always fight outnumbered. Building Conquest lopsided makes it more vulnerable to getting flanked/surrounded, and the AI always tries to flank/surround then you have fewer numbers than it.

I'm also not that worried about big ships because Claws completely sterilize them.
>>
so which ship/weapon mods are the most balanced compared to vanilla? Some stuff looks cool except the mecha diable stuff, to much for my autism to handle , but I don't really wanna play with every modders super hyper 1000 year old demon son shipfu if I can help it
>>
>>176184425
Your system would require the complex rework of entire game mechanical wise, also lore would need to be reworked.
>>
>>176184612
approlight is the anime mod so it's out of the quesiton

green knights seem to be OP for the moment, and the templars are out of the quesiton since they are a mod faction

in fact, most faction mods depend on quirk strategies or particular fleet designs to be good so individually vanilla ships outperform most mod ships

generally, the idea is to stay away from "first time mod" dudes, which you will generally notice by their basic af sprites
>>
>>176184640
There's nothing wrong with refactoring features; that's how you get better features.
>>
It's actually pretty comical how quickly double MIRV kills things. I'm pretty sure every frigate in the game just dies instantly to it.
>>
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This might be trouble. I haven't found Diable yet.
>>
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>finally get DS to the point that it loads up and generates variants without crashing
>see this

It's something.
>>
>>176184853
That seem like a bad feature to me. But whatever.
>>
>>176185741
dynasector on 0.8?
>>
>>176185741
U P D A T E W H E N
>>
>independent desertion bounty
What
>>
>>176185862
Sure, if you don't count the lack of derelict/remnants definition tables, fighter wings, station modules, and various other odds and ends. Nor the ridiculous OP underspending.
>>
>>176186072
are you the mod author, or just some guy tinkering with it?
>>
>>176186238
Both, technically. It's not like this is professional work.
>>
>>176186561
Ship/Weapon Pack for 0.8 when...
>>
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>2 onslaughts
>200k bounty

uuhh okay
>>
>>176186561
can we expect DS and the rest of the SS+ modules to be updated to 0.8, or will they have to wait until 0.8.1a?
>>
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>Start Starsector +
>Leave Corvus
>Immediately ambushed by an 8 ship pirate fleet with two Moras

YES, THIS IS WHAT I'VE BEEN LOOKING FOR
>>
FUG
I thought you got to pilot those cool new little mechs in the diable mod, didn't realize they were for carriers
>>
>>176185754
A bad feature is having crappy blown-to-shit ships offering better performance than fully functional and working ships.

Who the fuck comes up with a retarded idea like that?
>>
>>176187005
That's what you get for playing the pirated version
>>
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>>176187243

You're in luck pal.

Diable Avionics Custom Ships 002

https://www.dropbox.com/s/ywy98v0ivng200l/DIABLEAVIONICS%20CUSTOM%20SHIPS.rar?dl=0
>>
>>176187840
Can it go toe to toe with destroyer & above?
>>
>>176187942

No.
>>
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>>176187840
neat.

do they show up in Diable markets?
>>
>>176188027

Yeah. They should.
>>
>>176188090
nice, thanks.
>>
>>176187942
You need a Versant for that.
>>
>>176163318
>>176163698
>>176164241
>>176164624
Thanks for the feedback. This has been a common theme thus changes will be made.

>>176163708
That was the plan at some point, but given the changes required we decided to start with a more straightforward update first and see how it turns out.
>>
>>176187243
>>176187840
Funnily, I had proposed to add a system to a carrier that would give you control of one of the resident wings for fun. Given the limited benefits we kinda abandoned the idea though. Might be worth resurrecting for an IBB or something
>>
>>176188784
>we

wat
>>
>>176188970
Yes, there are two of us working on that mod: one artist/designer and one code-monkey/animator.
>>
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>>
does ss+ spread the mods ships/weapons around amkets and fleets,

I got shadowyard, daible and nautrino (on top of ss+), and i meet shadowyard stuff in markets and pirates, but not the other two.
I can understand neutrino, but diable should be compatile with it too, no?
>>
>>176187005
don't take goo(girl)'s image in vain you fuko
>>
>>176190424
also MGG portraits when
>>
>>176190348
That's Dynasector now (not updated). SS+ has been split after too many people complained about not wanting this or that feature, and SS+ now only handle the non-flashy stuff.
>>
What are the pros and cons of commissioning with each faction?
>>
whats your shipfu /stsg/?
>>
>>176189253
cycerin pls
>>
>>176189253
>28 fps.webm
>>
>>176192754
Venture. I wish we had more muh frontier type ships. It's also annoyingly effective as PD, drones and dual flaks can make bombers completely useless in a wide area.

Is there any way to make breakable parts in ships, like those tips of remnant stations? Will it tank performance? How do I shot web?
>>
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>>176189253
Now all we need are escape pods.
>>
>>176193414
.7 had a faction called Scy that had an entire library for it dedicated to letting shit do that, like having the barrel of a spinal mounted gun bust off, or actual ablative armor panels that would separate and give the ship a boost to speed and maneuverability once they were ejected.

Can't wait to see it updated for .8
>>
>>176193673
That will have to wait for 0.8.1 since there are issues with modules currently, but it will come.
>>
Why does Squall MLRS say it has excellent tracking when the missiles don't seem to track very much at all?
>>
>>176173451
>superheavy tanks
DED
>battleships
DED
>fuckass huge bombers
MOTHBALLDED
>huge airliners/transports
747 DED An-225 DED

Bruv, superheavy shit loses to mobility, flexibility and economy even on Earth. In space, where there is no air preventing a ship from maneuvering like a crazy Quake veteran, smaller mass and thus greater delta-v potential wins over any amount of guns that can be dodged while projectiles make their way over thousands of kilometers.

Play CoaDE to get a somewhat accurate representation of space warfare.
>>
>>176193926
Any word on Tore Up Plenty? Is it slated for 0.8.1 as well?
>>
>>176194010
>>superheavy tanks
>DED
Never existed in the first place

>>battleships
>DED
Getting fitted with missiles and railguns doubling, tripling, or quadrupling their gun range, and still the most heavily armored and survivable surface vessels

>>fuckass huge bombers
>MOTHBALLDED
While in reality have been used to massive effect in every single major and minor conflict that any country with fuckass huge bombers has been involved in.

>>huge airliners/transports
>747 DED An-225 DED
Not only wrong, but also irrelevant - these are not the only two large transport aircraft in existence and even bigger are on the drawing board and budget proposals.

How can one guy be so wrong about literally everything?
>>
>>176173451
Actually the opposite is true. Delta V is everything in space, and it grows to the square of the mass. Unlike earthbound vehicles, spaceships will need to dedicate 90+% of their mass to fuel.

Check atomic rockets which is pretty much the best source of real space warfare studies.
http://www.projectrho.com/public_html/rocket/index.php
>>
>>176194342
>shrink, not grows
Dammit!
>>
play some ksp to educate yourselves
>>
So what determines when bigger pirate bounties and fleets spawn? Is it literally just a matter of killing them and they respawn in bigger shit? Or is it a time or fleet strength thing?
>>
>>176194563
>Is it literally just a matter of killing them and they respawn in bigger shit?
Yes
>>
>tfw you'll never be the engineer that designs the relativistic trashgun. A space shotgun mounted on garbage scows and space stations that accelerates literal garbage to near relativistic speeds.
>>
>>176194563
Agree to a trade mission and watch how a 30 ship pirate fleet magically appears right at the exit into hyperspace to fuck you
>>
>>176194536
Try Children Of A Dead Earth if you want quite realistic space warfare. Way more in-depth than ksp
>>
>>176194342
>spaceships will need to dedicate 90+% of their mass to fuel
Yes, because warships are and will be designed to fill their own logistical requirements.

Oh wait, that's not how warfare works at all.
>>
>>176194805
Realism for sake of realism is boring
>>
>>176194805
I wish more games would do what Nexus did for the first couple missions.
There's so much promise in a semi realistic near future space game but no one seems to want to take the risk.
https://www.youtube.com/watch?v=qU_xS7yyUR0
>>
>>176195068
You have no idea how this work do you? When a ship has to expend more than 50% of it's own mass to just leave Earth's orbit there isn't that many shortcuts. Unless we are talking about magical Torchships like the majority of SF movies.

>>176195081
Agreed, it's not a game. But it does give an interesting perspective on what space warfare using foreseeable technology would be like.

>>176195193
Best space RTS ever.
>>
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These conquests are nice. Maybe I should get a third.

I really need to find something to replace this versant though. Even if rapes frigates it's too slow killing anything else to be a good player ship in battles this big.
>>
>>176195349
What if.. And this may be a stretch... When people need to wage war in space... They build their space warships... Already in space?
>>
>>176195509
Please, I said Earth's ORBIT.
>>
We need more THICC ships
>>
>>176195562
Space is a pretty big place. There's a lot of stuff that isn't in Earth's orbit. Asteroid belts, moons, space... What exactly makes Earth's orbit so special that ships built specifically for combat have to be built there?

Speaking of orbiting earth, how do space stations stay up there so long? They must have launched with an awful lot of supplies. Oh wait, they get resupplied periodically as well. From external sources. Through some kind of supply chain. You know, like warships on earth are. And warships in space would.
>>
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>>
>>176196036
So no (D) templars? :<
>>
>>176195917
I suppose there is no point arguing with someone that lack even the most basic knowledge of orbital mechanic, delta V calculations, engine's specific impulse, or everything that goes beyond "If you spin fast enough around the earth you are not falling on the ground."

You sir have a nice day in that fantasy world you live in.
>>
>>176196180
>declaring the conversation over with a strawman

Stay classy.
>>
>>176194082
God I hope so, so much cool shit in it.
>>
>>176196334
I'm not writing a 20 pages essay to explain how this stuff really work, so there is no point continuing this conversation. Unless you want to learn why Newton is such a bastard in space I would only waste my time.

I'll just mention this fun fact: It takes more fuel to go from one major asteroid of the main belt to any other in a reasonable time frame (a few years) than it takes to go from that same asteroid to Earth.

If you change your mind, you can consult these:
https://en.wikipedia.org/wiki/Delta-v_budget
http://www.projectrho.com/public_html/rocket/enginelist.php
https://childrenofadeadearth.wordpress.com/2016/04/29/misconceptions-about-space-warfare/
>>
>>176194312
>superheavy tanks
>never existed
I can write you a long list of soviet superheavy tank projects, many of which resulted in barely working prototypes inferior to contemporary MBTs that ended the entire heavy tank design philosophy. I could tell you how railfun battleships are inefficient WIP projects that will not bear fruit in the next 15-30 years, and probably never if we consider advances in avionics and missile design.

But I won't, because you are a literal /b/tard.
>>
>>176194704
>magically
the whole point is the faction you accepted the offer from is just scamming you and cahoots with the pirates bro :^)
>>
>>176185741
Dynasector is cool, but Underworld is better for all the great pirate frigates it adds. What's the point of an Afflictor (D) with pirate colours if you've got the scythe, though? Or is that actually vanilla?
>>
>>176197115
Lucky for you, Dynasector will be updated last, and Underworld first (followed by SWP, Templars, and then II).
>>
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>>176197115
Speaking of Pirates....
>>
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>>176195917
lolwut
The only reasonable superproject regarding extraplanetary building is Titan fuel depot, which amounts to basically a small-ish landing site and automatic methane refinery/refueling plant.

Building something like an orbital shipyard in orbit of any body other than Earth, Moon and Sun is incredibly expensive, dozens or hundreds more expensive than the same project in orbit of Earth.

You must underage to not understand that.
>>
>>176196606
You don't need to write a 20 page essay, and I'd prefer you spare us both the wasted time that further exclamations about voyaging-related fuel expenditure for vessels that are not designed with voyaging in mind would cause. You just need to give one (1) specific, good reason why a vessel built in space explicitly for the purpose of combat in space wouldn't be equipped explicitly with combat in mind while offloading the vast majority of logistical and practical needs onto other, dedicated vessels.
>>
>>176197348
Yes in a scenario where space is inhabited widely enough for warfare itself to be taking place in space, all warfare-related shipbuilding will take place in Earth's orbit because anywhere else is too expensive. What exactly was going through your head when you came up with this post?
>>
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>>176197253
It's beautiful.

Also re: the Rime, is it really supposed to be so far up in the military only chart? I mean, sure, it's a cruiser sized freighter but it's a freighter. Harder to get than most destroyers.
>>
>>176197350
Because one burn to travel from any location to any other can last days and require several times over the mass of the usable payload in fuel. A ship requiring refueling every hour and barely able to stray a few tens of thousands of kilometers away from that very vulnerable refueling point would be, hum, inefficient is the most polite way to put it.

Plus those dedicated vessels would either outnumber the combat ones 10 to 1, or be properly gigantic in comparison. Oh and they would be the single most important targets in a fleet, as destroying them would leave the whole group months away from any help.
>>
Israel was a mistake
>>
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>>176197231
Fantastic. Can hardly wait, between the Tiger, Predator and Venom-X... now restorable (though I much preferred it when it had it's old cooler evasion system ala the vapor). Any chance of moving that to the Predator-X maybe, if you want the Venom-X to have slowdown? The old Venom-X was my favourite thing ever. Burn Drive is pretty good for a space superiority fighter with four missile slots, but it's not as fun or interesting, even if it is useful... the Predator regular actually has a better system, and I mostly use the Predator X over it for 4x missile slots.

Re: Dynasector + Underworld, can you fix the starting option where you go with one frigate? I spend minutes of my life rolling to get a predator (beloved solo frigate) and I feel like the game is laughing at me when I start off drawing a mudskipper Mk II. Random fleets are fine for when you have a fleet start, but getting to pick a higher tier frigate off the bat (not Venom-X, but just Predator/Tiger) in exchange for solo ship would be nice.

Great mods though, keep up the good work.
>>
>>176197896
>war is expensive and logistics is a bitch: the post

No shit? I guess that's why wars ceased to exist entirely because projecting a substantial force over a long distance is just so darn hard and expensive to do and light and cheap forces weren't tough enough to crack open defensive fortifications that largely didn't need to worry any of the issues you brought up.

Oh wait, that didn't happen at all.

But hey, have fun trying to invade that readily-supplied, armed and armored to the teeth battlestation with your tiny boats built for efficient refueling. At least you'll get good mileage on on the return trip.
>>
>>176198441
>dodge the argument
Who is using strawmen already?

Anyway, I won't reply until you educate yourself with actual literature about space warfare. Good day sir.
>>
Picked up the game only yesterday and got hooked way too hard.

Still learning, losing the entire excuse of a fleet while trying to take bounties and savescumming 24/7.

What I have no idea how to deal with for now:

How do you properly chase down small/cargo ships that escape after the initial battle and get to their sweet loot? Every time I engage those who are escaping I barely get to shoot down at least two ships. I'm starting to feel these chases are simply wearing down my supplies and nothing else.

What's the effective and efficient way to not let this happen? Are fighters made for this? Should I use some specific weaponry?
>>
>>176199351
If you have a number of frigates you can deploy them from the side of the screen by clicking on them multiple times during the deployment phase. That ans some carriers with fighters are your best bet for chasing them down.
>>
>>176190921
then why does shadowyard still behaves like if dyna is installed?
>>
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>>176189102
Did you do lewd things together?
>>
>>176199509
Shadowyard add its pirate ships to the pirate faction file and other vanilla factions. The loadouts are not randomized and they won't appear in other modded faction fleets.

>>176199556
Everything you can imagine!
>>
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>>176199723
Things like holding hands and walking under Moon together?
You sick perverts!
>>
>>176199723
darn, then the only way to fight modded faction ships is to get hostile wiht the faction? (locking on out of the thier markets)
>>
>>176199556
>>176199994
Why are you posting pictures of an elven witch in a spaceship thread?
>>
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>>176200204
>>
>>176199994
Like every anime mech ever, Wanzers run on the Power of Love and Friendship!
>>
>>176200238
Someone should make an edit of Kabru.
>>
>7 year old game is choppy as fuck on a brand new modern computer
>finally freezes during a save
>have to reboot
>save file corrupted

sure am glad this game is written in java rather than an efficient and optimized programming language
>>
>>176200724
no java no 50000 mods
>>
>>176200764
>can't mod a game in any language except java

Guess all these mods I'm using in every other game in existence are just fake news
>>
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>>176200362
As you wish.
>>176200724
What version?
>>
>>176200724
top kek even the logfile is so big I can't even open it to see what went wrong
>>
>>176198647
Do you mean it this time? It would be disappointing if you had so little shame as to come back *again* after declaring the conversation over a *second* time to spout *more* inane garbage.

>Because one burn to travel from any location to any other can last days and require several times over the mass of the usable payload in fuel
>from any location to any other
>can last days and require several times
>can
Complete non-statement. Remember when I said to say something specific? You responded with the least specific answer humanly possible. I guess this vagueness illustrates the depth of your knowledge on the subject quite well, despite all your posturing.

>A ship requiring refueling every hour and barely able to stray a few tens of thousands of kilometers away from that very vulnerable refueling point would be inefficient
Weapons of war that require frequent resupplying at a place relatively close to (or even within) battle are not particularly unusual. This is a strawman, by the way, as I never specified ships that require refueling every hour.

>Plus those dedicated vessels would either outnumber the combat ones 10 to 1
Sure, in the hypothetical situation where a warship needs to move an unspecified distance with an unspecified efficiency with the sole defining variable being that it takes 10 to 1 in logistics vessels to supply them for that distance, you would need supply vessels 10 to 1 in order to supply them for that hypothetical trip. What relevance does this have to anything? Absolutely zero.

>they would be the single most important targets in a fleet
Supply chains are a prime attack target? Well that changes everything. Oh wait, that changes nothing, considering they've literally always been that way. I would have been sarcastic here but I'm so used to talking to this obtuse idiot that he'd probably take it literally.

Funny how one can ask for a one (1) single specific reason, and get a whole lot of non-specific non-reasons instead.
>>
blackrock
>>
>>176200876
Thanks man.
>>
>>176200876
>kabron
>>
I think zero flux needs a higher speed boost
>>
>>176201690
As in higher than the 50 it gives or that it kicks in at a higher number than 1 percent?
>>
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>>176201540
>>176201557
You welcome.
>>
>>176201963
Higher than 50

I'd actually like to make it a multiplier and flat out double everything's speed
>>
>>176202116
That'd nerf the shit out of most capitals and some cruisers.
It'd also make fleeing frigates near impossible to catch in pursuit runs.
>>
>>176202189
Yeah so?
>>
>>176202242
Hey man some of us like cruising around in 30 speed capitals.
I'd be more alright with an ability that generates flux in exchange for a speed boost.
>>
>the target is located IN THE HEART of the Jigoku star system
Never trust a mission board.
>>
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>>176203074
Its right where it should be anon.
You doing something wrong.
>>
>>176203074
With a name like Jigoku you should have known you were in for trouble.
>>
>>176197458
What part of
>Unless we are talking about magical Torchships like the majority of SF movies.
did you fail to understand?
>>
>>176203074
ONLY go after missions that say "orbiting a barren world" or some such
Fuck those vague descriptions
>>
>>176204009
Are able to go one post without strawmanning? By all means explain to the thread why a planet colony 50 lightyears away should specifically go to earth to build their warships.
>>
>>176204974
>>176204009
fags
>>
Even though you can't do anything with it yet (and probably won't be able to for months) I really love the planets. The modifiers clearly exist for a reason. All the numbers make sense for a variety of contexts. They contain the same info as colonized worlds. The UI is there. I feel pumped. Mods will probably be able to add cool shit before the next official patch.
>>
>>176205549
that mod that adds more planet types is very nice, i like all the variety there is
>>
>>176205549
That whole industry tab should be about building mining stations and shit. They're going big on it.

I just hope it works out. It seems like it would be hard to balance. You'll want to set your industry on ultrarich worlds. But, unless it's balanced right, those are just going to print infinite money.
I would expect them to be frequently raided by pirates, forcing you spend a lot of cash on beefing up station defenses and running a second fleet to protect the planet. Then your trade convoys, unless you do all the trading yourself, will need lots spent on defense.
But this is unless you use all of those minerals to build your own ships, if that becomes an option.

Finding the right system could be a real game in itself. Trying to get a system with a world bearing rich farmland and other worlds with rich ore deposits/volatiles so you can make your own supplies, your own fuel and build your own ships.
Then you can finally go to war with all the factions.
>>
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>>176205549
>(and probably won't be able to for months)
More like years
>>
>>176205950
Since there's such a robust system already in place for merchant convoys, resource supply/demand, etc, I imagine a base you build just becomes a station that you own. The tariffs become your profits. So anything you do to increase the resources that come there, or decrease piracy in the area, would dynamically increase your profit. And presumably the factions around you will want you to just assimilate.

But this is just mostly hypothetical based on what i've read in the dev diaries and seen of the game's systems.
>>
>>176206075
>tariffs become your profits
Oh that's evil, anon. That's brutally evil. You won't bother with defending trade convoys, you'll just let independent traders carry all the risk and just tax them for the privilege. That way you get money regardless of whether or not the cargo reaches its destination.
You cold motherfucker.
>>
>>176206171
I mean, that's what all these factions are doing to us!
>>
>>176206171
>>176206440
Such is life in the sector
>>
>try to claim bounty
>they're all frigates
>they disengage
>can't catch any of them at all because SHITTY SLOW DIABLE SHIPS
>>
>>176207457
If a bounty runs away, that's your sign it's too easy for you. Find harder bounties.
>>
>>176207734
Yeah but there are no harder bounties, yet. Got to catch a few before the good ones start being offered.
>>
>>176205549
>>176205950
>>176206075
>>176206171
>tfw this probably won't be in for another 3 years
Why development so slow anyway?
>>
>>176207918
There's already a mod that does player faction and conquering planets and mining so I doubt it will be too long.
>>
>>176207918
It's because you don't buy 20 copies of their game.
>>
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>>176201318
Not him, but this shitflinging gets us nowhere.
Lets define the the rules and boundaries:

-Does the tech in question supposed to be for spacewars in a single solar system, or a pan-system war?
If its the latter, then its way off into sci-fi era to argue about irl feasibility, becasue if you have the capacity to fling even a 1man ship into an another star system in traditional travel times (say less than a month/year), then you can apply that tech "close-range" (anywhere from, or near the system) to obliterate entire planets, due to the riddiculous energies involved. Hell, you can do that form the other system too.
To specify: In space, if you speed something up relative to your target, you also have to slow it down, so inter-stellar travel would most likely be a "launch" station in one end and a "break/net" station in the other powered by the host stars. If you were to aim for your targets instead of the break stations, you get a projectile with INSANE ammount of kinetic energy (converted form the host-stars energy output, and again, assuming the traveltimes are "short").
IF the crafts can carry the source to break down themselfs (so to power whatever warpdrive or whathaveyou its using for travel), that means that they basicaly have the above INSANE energy stored up, which would make wars quite short if planet-destroying energies can be routinely contained in spaceship-sized packages (which you can fling at your neighbours from a safe distance anyway, without even a need for spaceships).

-If its spacewar contained in a single solar system, then orbital mechanics will still be the predominant forces affecting space-travel, since defying them and going from planets to planets in straight lines in a matter of days would require, again sci-fi ammounts of energy/mode of travel, so the point above can be repeated here only not with planet destroying, just moon-destroying forces (not to scale ofc, just an illustration)
cont
>>
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Is it a sign?
>>
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>>176210232
So if we are left with space-travel ruled by orbital mechanics, it means that its extremely predictable and limited to a finite number of corridors, which would be heavily defended by stationary defenses, so its easier to fling atombombs at each other than sending in basiacally a planet/moons worth of armaments (to be able to challenge the built-out defenses) strapped to a hunk of metal, which must carry at least the ammount of fuel/energy needed to slow it down (which would ammount to quite a lot of a-bombs, and i would NOT ride that baby into battle) if we assume the speeding up part is handled by the launching isntallation. But, if you have device to lunch spaceship-sized hunk of metals towards your enemy, you are much better off firing stuffs you dont expect to come back.
>>
>>176210810
lol that image just proves the entire "space" industry is a sham. c'mon nasa make up your mind, which one's the real trajectory of mars?
>>
>>176206171
>they tell you to fuck off
>without supplies the outpost rebels of dies
>next one you build will have negative modifiers, or factions just straight up who up to confiscate it (might happen with the first one too) so you either give them special privliges, give up the station, or war them
>bonus point if the the offending fleet have to travel back home with the news, during which "accidents" can happen to it

So much potential
>>
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>destroy a big redacted fleet, full of cruisers, destroyers and billions upon billions of sparks
>get one gamma AI core
>>
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>>176211804
It'd be !FUN! if some of the (D) variants had disabled mounts
>>
>>176211804
!!!!!!!!!!!!
>>
>>176211804
I could probably wank to some BRDY ships and the possibility of a Soonâ„¢ update. I won't, but I bet I could.
>>
>>176211804
never ever
>>
Blackrock ships are OP
>>
Diable update, get your faster Wanzers now!

http://fractalsoftworks.com/forum/index.php?topic=10046.msg208805#msg208805
>>
>hiding in asteroid field
>six patrol fleets in orbit around Sindria
>two more incoming
It's like they don't trust me with their markets.
>>
>>176212417
And have ridiculous deployment cost, esp. Nevermore and Karkinos. Scarab is truly OP though for its cost

>>176212471
mwah
>>
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>>176212471
sweet
>>
>>176212471
Bet they'll be overpowered, now.
>>
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>When the one trick pony works just right
>>
>>176213021
yeah, I think the speed was the only thing holding them back. that's why I only used the valiant (the one that could transform from combat mode into speed mode) any frigates or destroyers they caught up to would get eaten alive.
>>
>>176213021
>>176213171
Well, the Valiant is the only one that didn't get faster and actually was slightly nerfed. The others got a 10-30% speed boost so it's not like they all zip around like crazy now.
>>
>>176213320
that's good, because the others have really cool designs but I could really only use them as close support because of how slow they were.
>>
I added a shitton of mods in .7.2 and I'm trying to remember which one adds a specific set of ships.

Basically there was a Red, Purple, and White alien vessel and each one had (only?) built in weapons and could teleport. Extremely overpowered, but costed a ridiculous fuckton to even supply.

Anyone know which mod added these?
>>
>>176214085
Approlight?
>>
>>176214209
Actually know, they were pretty small, like frigate size, yet had capital ship levels of supply and deploy costs.

I actually completely forgot about approlight, anyone know when that may be updated?
>>
>>176214447
No*
>>
>>176214447
no idea, I think the guy who made approlight kind of disappeared.
>>
>>176214610
how dare you forget the name of TRUTH ORIGINEM
>>
>no search option on the sector map to quickly find systems with a certain name
Remind me to take a screenshot of the entire sector and then just scribble location notes on that.
My list of sectors containing certain ships or with a warning beacon isn't that useful.
>>
>>176214610
Yeah, just noticed that too after a quick search, shame because his Boss ships actually had some great design.
>>
>>176214831
you know you can click the square that shows a preview of its location and it will show you exactly where it is
>>
>>176215291
I know. I mean individual locations that I'm trying to keep a record of.
I keep forgetting which stars had warning beacons so I made a list. Now I can't fucking find them even with my list.
>>
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>>176187840
>piloting the Raven
too fucking fun. eats frigates for breakfast.
>>
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>>176213042
Lol, Trans-warped outta there and back home with my prize
>>
>>176215805
wanna hear a really funny pro tip
in the sector map, press 1
now you can see beacons
>>
>>176216301
Anon, I love you and I want to marry you.
>>
>>176186703
What's the point of having three Prometheuses? You can fly around the sector twice over with two.
>>
There is literally a videogame out there about realistically modelled space warfare where you can mix-and-match efficient designs, go play it, and leave this general be.

Children of a Dead Earth.
>>
>>176207918
like five guys are making it

and I'll be honest, it shows that they've been working for five years, there's a remarkable amount of depth in the systems
>>
>>176218031
children of a dead game more like it
>>
>>176218246
it updated literally last week and it's feature complete
>>
>>176218336
dont ruin my top tier comedy
>>
>>176218031
but does it have waifus
>>
Is it just me or is the luddic churches port music lacking something?
It starts off great but I keep waiting for the music to escelate.

It doesn't
>>
>>176218246
>burn level: 20
>>
>>176218972
music changes depending on your standing with the faction
>>
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starting my first game ever on starsector. no mods.

just this pic >>176132565 as orientation.

time to guess how my adventure will go anons
>>
>>176218031
>Children of a Dead Earth
Anon we're not THAT autistic.
>>
>>176219232
You'll be stranded on some far out system because you thought fuel and supplies wouldn't be that hard to find.
>>
>>176197896
>>176197350
>>176196606
what i'm getting from this is that military fleets would have to be carried entirely by massive super carriers in order to minimise logistics cost, then liberated upon contact with enemy fleets

>>176196606
this isn't wrong, but you are not taking into account that spaceships may operate entirely within space, never touching an athmosphere save for entering docking stations, which would be of course, spacial.

there's not way you can safely put an onslaught on land. there's quite possibly, no way the superstructure of an onslaught would not collapse due to a planets gravity.
>>
>>176219232
Is that babby okay?
>>
>Phase cloak
>Unlimited mobility and invulnerability
>Harbringer just teleports behind my units and one shots them
>Fucker just solo's my entire fleet
Woah, what the hell is this bullshit. That doesn't seem fair at all.
>>
>>176219327
>all those stats and options
Beautiful. But looks like Aurora-tier. You need a powerful level of autism for that.
I envy the lad who is capable of it.
>>
>>176133072
Where can I get those LOTGH portraits?
>>
>>176219721
>psshh nothin personel
>>
>>176218031
>Children of a Dead Earth.
by god

what if

we merge this game

and aurora 4x
>>
>>176219806
http://fractalsoftworks.com/forum/index.php?topic=12292.0
>>
man, writing a weapon guide is hard work
>>
>>176219971
Excellent shit, thanks
>>
>>176219721
They're glass cannons. That phase cloak builds constant flux so you can fuck them if you surround them.
>>
>>176219721
Phase ships have no shields and they lose CR extremely fast so there's that.
>>
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>>176220080
Like and subscribe.
>>
>>176219079
Whaaaaat
>>
>>176219952
space-dwarf frotress, thats what.
With just as shit of a performance modern computers too.
>>
>>176220165
>it uses the last of its avaliable flux to get out of range, neighbourhood, postal code and galaxy of your fleet, to vent in safety
>proceeds to come back with an even larger dildo for your holes

I wish i could disable phase shit form the game
>>
>>176216149
I found one in a derelict system and got it back on fumes.
But i think the battlecarrier is better than the astral
>>
>>176221571
dorf fort has 0 nation managing elements
>>
>>176221571
No, dorf fort is far, far beneath Aurora on the autism charts.
>>
>>176214831
>non search option
Yea what a pain in the ass. Sick of finding a system by alphabetical order all the time
>>
>>176221865
>But i think the battlecarrier is better than the astral
no
>>
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>enemy ship has 57 hull left
>one of my ships easily overloads it
>all guns and missiles stand at the ready
>well within weapons range
>just flies off and allows the enemy to recover, vent and raise its shields
>>
>>176221941
This. I feel like I could actually learn df if I took the time. Aurora give a headache just by looking at it.
>>
>>176222297
DF is actually pretty easy, it just looks daunting due to the bad UI
>>
>>176222063
More missiles and guns tho, you dont sit back
>>
>>176222197
Transfer command is a hell of an ability
>>
if i bought/salvaged every Doom ship i could have 4 dooms by now

would an entirely doom fleet even be viable
>>
>>176129973
cya noob
>>
>>176220165
Everything dies when surrounded
But the problem with phase ships is that the ai will keep trying to attack it when its phased
>>
Is everything outside core worlds random? The sector is big but mostly full of nothing
>>
>>176159338
Fuck those things. No neutrino scanner, target is in the heart of the system... which is a giant fucking accretion disk. I'm only taking ones where it at least hints at what the target is orbiting.
>>
>>176223367
yeah, everything outside the core systems gets randomly generated every time you start a new game
>>
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"The RNG may know you are playing a pirated copy of this game, let the paranoia begin!"
>>
>>176223571
"Heart" isnt right, its somewhere in the system, but not at the centre.
Good luck finsing it tho
>>
>>176218806
literary, yeah
>>
How does armor even work and how do all these combat perks affect it? Are any of them worth it?
>>
>>176225065
http://fractalsoftworks.com/forum/index.php?topic=12268.0
>>
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Now if only I could get a Neutrino Banshee-Norn kitted out in Shi'a colors I'd be fully ready for the Nexe update.
>>
>>176225740
Thank anon. This satisfies my autism.
>>
noob anon >>176219232 here

1st report: my fleet is a little wolf and a somehow cargo ship called shepherd. I savaged some debris, to get fuel x60 and supplies x62 and heavy machinery x20. I was going near a planet controled by Hegemony (neutral 0/100), cause I saw a station there, so I thougth "there I will sell/buy some stuff, and maybe get some missions or whatever". I got intercepted by a medium? size Hegemony police? fleet, telling me something about a transponder? being off, agree to scan my cargo, then they again engage me, this time they are pissed, no coms, so battle mode and I just panic retreat. so Im already running away with no plan, no hope. in this cold lonely galaxy.

ok guys, wtf is this trasponder shit, like license plates on/off? I just wanted to go legit into that station to start my adventure. some advice for a decent start?
>>
>>176226220
you doing tutorial?
quick save when game tell you so f5
>>
>>176194082
Yeah I (current TUP guy) decided to hold off for 0.8.1. Depending on how long the wait is I might update before then, no promises. Current plan is to add a couple new systems "south" of the core worlds and move the Scavengers' base out of Corvus. There will still be a smaller market where the scrapyard is now. Maybe the bigger factions put too much pressure on them so they decided to move towards the frontier.

Other than changing the carriers and fighters I also want to remove some ships, mostly the Mk2 versions and buff the Mk1 versions to compensate. I was going to remove the Zephyr colony ship but it's actually really handy to have a crew hauler in this version. Until TUP is out I recommend keeping a Starliner or at least a Nebula on hand, two ships I never even used before 0.8.
>>
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guess what ship i wasn't able to salvage
>>
>>176226220
>advice for a decent start
First thing you do after the tutorial is to sell all your D-shit ships and buy a small tanker. Load up on fuel and supplies and then grab a few missions where you have to run a sensor package on a derelict. Avoid absolutely every fight on the way there and just do the missions.

There you go you just made 200k in 15 minutes and can now start building a proper fleet.
>>
>>176226220
Yes, the transponder is the main way to keep fleets honest so most factions get mad if you run around their systems with your transponder off. Just follow along with the tutorial, including hitting F5 when it tells you to. There is one point where the station commander says you can turn off your transponder and the security fleet won't bother you about it but other than that you should have it on whenever you're anywhere near the Hegemony station.
>>
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Cruiser School is code for Cool
>>
>>176227017
>I Will Break You
>>
>>176227052
It Solo'd the Astral that is now part of my fleet

11 Sabot SRM's can overload everything in the game and the Reapers finish it off.
>>
>>176227017
what the fuck is up with the aztec names anyway?
>>
>>176227176
>11 Sabot SRM's
Jesus christ how horrifying.

Can you imagine if you could reload missiles in combat? Shields may as well not exist.
>>
>>176227017
railgun heavy mortar best hammer
>>
>>176227320
First Sunder I bought came with one, second is a LOTGH reference
>>
>>176227408

My dual photon torpedo racks do reload. Shields may as well NOT exist on my enemies
>>
>>176153282
The fuck is JBE?
>>
>>176227408
>if you could reload missiles in combat
Anon... Why do you think I use a Gryphon?
>>
>finally get a couple of capital ships
>can only field one of them and a few cruisers in a fight
Fucking deployment points.
>>
>>176227818
Settings, anon. increase the battle size from settings
>>
>finally get a capital ship
>have fun stomping some shit
>get annoyed with the snail speed
>get bored and fly frigates again
every time
>>
>>176227818
Change the max battle size in settings.json
>>
>>176227408
>Can you imagine if you could reload missiles in combat? Shields may as well not exist.
It doesn't quite work out that way.
The AI is fairly conservative with missiles as it expects them to deplete. It's just not set up to take advantage of it the same way a player can.
It is definitely more of a threat when you can't meta-game it out of some of it's weapons tho.
>>
>>176218221
>there's a remarkable amount of depth in the systems
No there isn't. There's absolutely nothing remarkable about it, especially for 7 years worth of development, this game is barebones as fuck. What's actually remarkable is that it took them 7 years to get it to this point and not 1.

>>176207918
I can only guess - but I'd wager the glacially slow development comes out of the dev team not actively working on the game and just doing a few hours here and there every week. This development pace screams "hobby, not job, I don't need this to survive I just do it for fun sometimes", which usually breaks down when it stops being fun and starts being a massive chore and more like an actual job to deal with.

I'll be honest I don't have very high hopes for this game; you guys would be better off reverse engineering and decompiling the source code and continuing development without the devs.
>>
>>176224086
No surprise, I never did find it. Mission had a 120 day time limit, took maybe 20-30 to get out there and the timer expired while I was flying around in circles popping active scans. Never again
>>
>>176228236
>just doing a few hours here and there every week.
Pretty much.

And they still shat out a better game than most releases these days.
>>
>>176219845
Yeah he even had an edgy officer portrait.

>>176220165
>Try encounter again
>Rally entire force to a buoy immediately
>Haven't seen an enemy ship yet
>Harbringer darts into the middle of my fleet with all alone, crazy sob
>Completely surround him
>"This time things will be different"
>Teleports beyond a fat destroyer and disappears across the map instantly
>God-damnit.jpg
>Rest of his fleet appears, move in to engage
>He's still gone and never shows up again
>Half a minute later "Harbinger destroyed"
>"Wut"
>Look at map
>A kite hunted him down in the middle of no where and wrecked his shit on his own
This game is weird sometimes
>>
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>>176227854
>>176227898
My battle size was set to 200.

I feel really, really stupid now.
>>
>>176224086
In most cases, it's near the sun. I did tons of these kinds of missions and had no issues.

Until in one instance it was absolutely in bumfuck nowhere near the edge of the map.
>>
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>this XIV Eagle is nice, bit slow though
>wish I had a XIV Falcon
>none in trade, guess I'll do a bounty
>oh my
>>
>>176227017
Tlauhizcalpantecuhltiasdfenbasdlfkea34ajw4was

Oh man, say that five times fast.
>>
>>176228640
You'll split her in half and ruin her forever. But you'll definitely get that bounty.
>>
how do I remove the retarded portraits from shadowyards? Ships look very polished but pink haired brown space elves with fucking jap police man hats don't really mesh with the atmosphere imo. deleting them from the portrait folder just causes a crash, is there no flag I can set? reee ect ect
>>
Are their any good music mods or is there an easy way to import music in the game.

I need some /m/ tunes for my fights
>>
>>176228426
>massed 20 shuttles, 2 carriers and 2 destroyers
>ordinary ones with Hammers, LP with torps
>try to find a Remnant battlestation to pwn
>no luck
>about to give up
>distress call
>why the fuck not, what ambushers have capitals?
>SUDDENLY a salvage fleet!
>Mora, HHs, Sunders, Mules, 15 DOMINATORS, plenty of frigs
>IT'S HOSTILE WHAT THE FU--
>lose both Condors, 17 shuttles, 1 destroyer
>Prometheus destroys their last remaining HH that was a flagship for the hobo-in-charge
>blows up
>debris wipe out their last half-dead Brawler
>take a screenshot of all these debris
>it's just a fucking black screen
>>
>>176229425
go into the shadowyards mod folder and replace the portraits with new ones using the exact same names

that's the easiest way

Personally, I want to change their audio, it's grating as fuck.
>>
>>176228640
>tfw you find a XIV Onslaught wreck and don't get to recover it
>>
>>176230038
Does salvage rigs or the salvage skill increase the chance of recovering derelict ships intact?

Or recovering ships destroyed in combat for that matter.
>>
>>176229241
Had to fire two reapers at her to take her down, and she's got 4 D mods, but I got to recover her
>>
>>176230162
Yes.
>>
>start playing this game
>remember people saying that missiles are shit
>sure enough those stupid dumbfire missiles don't do shit
>get hit by a blue missile once
>lose all my armor and 70% of my hull
Everything I know is a lie
>>
>>176230671
Missiles are great when they hit and you still have ammo.

They're a massive gamble. Sometimes they pay off, sometimes they're just wasted ordnance.
>>
>>176230162
There's some skill that increases your chances to recover, plus ships can have the hull mod that also boosts recovery chance, can't remember the name.
>>
>>176230891
Reinforced bulkheads.

Probably worth installing on any cruiser above type ship.
>>
>>176227668
>cant even google
JBE - Java Bytecode Editor

>>176153282
this one is inaccurate, follow this:

>>176163040

and if you want it even more easy, just get the game from the official page, install, open it, put whatever number on activation code. after you put it (and you need to put it 1 time at least), get the game from igg games, get the starfarer_obf and just put it on your installed folder. (because the file from igg games had already the fix, but you need to do first the legit install + failed activation code to make it work)
>>
>>176230671
My ship almost always have torpedoes for when that shield inevitably goes down
>>
>>176231425
missquoted >>176163040
follow this one:
>>176163447
>>
>>176230671
dumbfire missiles (besides torpedoes) are not that good

guided missiles like harpoons are great.
>>
Trying to run the Game, and it's giving me a Fatal: null error.

Got no mods, modified only what's been said up top.

What do?
>>
>>176231730
They're all pretty situational.
A couple annihilators on frigates are good against big things, while a only a couple harpoons are going to get shot down easily, unless massed.
>>
>>176231425
It's not inaccurate at all. Works perfectly. No need to launch the game for an activation screen or anything either.
>>
where the fuck do i find that sexy missile cruiser in vanilla

ive maxed independent rep and all they've sold me is hegemony shit
>>
>>176231917
Is your OS 64 bit?
>>
>>176232330
Markets reset every month, check in every now and then looking for it
>>
>>176232379
Yes

This is the exception in the log file

8364 [Thread-4] INFO com.fs.starfarer.StarfarerLauncher - Running vanilla game with no mods.
8364 [Thread-4] INFO com.fs.starfarer.settings.StarfarerSettings - Loading settings
8365 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
9617 [Thread-4] INFO com.fs.graphics.L - Using refresh rate:60
10004 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particleline32ln.png (using cast)
10007 [Thread-4] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particleline32sq.png (using cast)
10065 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.accidents.A.super(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
>>
>>176232571
i dunno lol
>>
>>176232117
Good thing Salamanders are infinite, so you can spam fast missile racks to push any cruiser's PD. If you launch Sabot SRMs or Harpoons together with Salamanders, the target will either overload or lose engines.
>>
>>176232705
damn.

Even the Iggames doesn't work.
>>
Is there a mod that adds random paintjobs to add some variety to existing hulls?
>>
>>176231730
>start venting
>entire enemy fleet unloads their harpoons at me
>die
Fuckin hell
>>
>bounty probe is in "the heart of the system"
>right next to a huege sun with a corona strong enough you can only get to the probe with sustained burn on
>all that supply lost
God damnit
>>
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>>176233057
>venting while in weapons range
Anon, pls, stop.
>>
>>176233057
This. It's like the AI saves them up for until the player is very high on flux.

Doesn't matter if one of your other ships is already overloaded, they will still gun for you.
>>
>>176232782
where are salamander racks. please tell me they exist. i need this
>>
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>>176229425
here's an alternative elf (male) you can use
>>
>>176233247
>harpoons
>weapons range
So you should always be two screens away before venting?
>>
>>176233057
gotta make sure you're fully disengaged before you vent, unless you know your venting is gonna be finished before you can get punished.

on a side note: just nicked this beauty
>>
>>176233465
Yes.

Venting is when you are at your weakest, completely exposed and at maximum risk. Don't take that risk unless there's another ship nearby who can shield you or you are lightyears away from the enemy.
>>
>>176233569
noice
>>
>>176232571
I'm having the same problem.
>>
>>176233569
>faulty power grid
TRASH
>>
I think missles are very good, you just need to be willing to use them. Don't be afraid to unload all your missiles at once to try to overwhelm PD/shields for a kill, but at the same time don't waste missiles.
>>
>>176233691
you mean irrelevant
>>
What do you niggers listen to while flying through the sector?
>>
>>176233691
>not fixing it up at the nearest spacedock
It's not hard, anon. It'll be a little pricey for him but still worth it.
>>
>>176233691
im gonna fix it up when I have the dosh
>>
>>176233786
FTL
>>
>>176233057
How did that happen? There are very, very few situations where venting in missiles range range is a good idea.

>>176233764
10% less flux capacity and dissipation is pretty noticeable
>>
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>>176233057
>venting
>>
>>176232253
but thats not true. I try it yesterday, and didnt work.

the fix/crack is doing the ifeq 64 into ifeq 61 modification code. and thats all. and if you do just that, doesnt work. I did it wrong? no. why Im right? cause if you get the game from igg games, they have the 0.8a version with that ifeq 61 fix already, and yet still doesnt work.

you need to do the activation screen AND THEN do the fix.
>>
>>176233569
where do u find these ships

all i find is junk
>>
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>>176231730
>annihilators
>not good

heres a pic of my annihilator SO lasher fighting a falcon
>>
>>176234676
I have a Diable commission and I play with SS+, so I'm getting Hegemony vengeance fleets sent after me. the latest vengeance fleet had that ship as its flagship
>>
>>176234234
>10% less flux capacity and dissipation is pretty noticeable
lol no
>>
>>176197830
I've seen the Rime in Black Market actually (starsector, not starsector+ but I don'r think that + changed the markets up much.). That was actually where I got my first mini Carrier before I managed to buy a Fractus again on Black Market.

Ships that I've never seen with no viable source at all are the Falken and the Gulf. Versants you can capture in bounty battles, presumably the capitals you might be able to capture in a bounty if you're really fucking lucky too. I'll be really happy if the pirates manage to steal and repurpose some Diable tech so at least there's another source for the ships where we don't have to always commission for them.

Probably going to start another run with Shadowyards, ORA tacked on as well. I'm liking a Neutrino/Diable mixed fleet with a Hegemony anchor in the Onslaught and Dominators.
>>
>>176234573
Then explain why the method works perfectly fine for everyone else who has done it?
>>
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daddy loves a pretty baby
>>
>>176233786
I've got into synthwave recently. Fits the hyperspace vibe, I reckon, with all that pink and purple.
>>
what's the point of the Dedicated Targeting Core when the Integrated Targeting Unit costs the same and outperforms it in every single case, not to mention being applicable to nearly every ship?
>>
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>>176234469
>not venting
>>
>>176235279
If you want to use ORA you should wait just an hour or two before starting that run...
>>
>>176207457
Never use pure Diable ships if you don't have specific hunter ships built in. Within Diable itself the Haze, the Hayle, and the lower frigates serve this purpose.

If you're trying to catch them on the map sustained burn makes catching anyone pretty easy now. I've never had problems catching a fleet and I'm mostly Diable, my non Diable ships run even slower with the exception of the super Medusa.
>>
>>176235523
You need to find Integrated Targeting Unit first.
>>
>>176233786
[video]https://www.youtube.com/watch?v=8EImjv0u6Es[/video]

on loop. forever
>>
Either I'm really awful at the combat in this or my ships have fucking horrible load outs
What kind of load out should I have on like wolf's and lashers?
>>
>>176235395
fake blackrock pls go
>>
>>176212471
>http://fractalsoftworks.com/forum/index.php?topic=10046.msg208805#msg208805
>Dat OP Reduction
>Dat Thunderbolt friendly fire.
>Dat Derecho
nice.
>>
>>176235670
what have i done
i just wanted to post yamato
>>
>>176235615
I think the changes in skills and to a lesser extent acquiring hull mods was a huge mistake. Industry just feels really good right now while the other 3 trees just feel crappy especially compared to .72
>>
>>176235845
fucking newfags
>>
>>176235845
I just see an embed link, what's wrong with it?
>>
>>176235759
>not using ATX
>not having a ship that explodes into pieces at the slightest touch but can za warudo
>>
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>>176235845
>being this new to 4chan

This website is almost legal buddy, you should know how she works by now
>>
>>176235991
i typed html tags because im an actual retard even though i know links have the embed

im tired
>>
how shit are the autofit loadouts
>>
>>176225925
God if there was a way to change your own ship colors like applying a tint on them to personalize them that'd be amazing.
>>
>>176235326
Then explain why you get the game from igg games (0.8a with the ifeq 61 fix, you can check it yourself) and it doesnt work. and its not just me, like 5-10 more people on the comment section saying the same.

then, I did what this anon said >>176163447 , the run the game/activation code once, after that replace the file, and it worked perfectly, both with my manually modifiy starfarer_obj.jar and with the igg games file.
>>
>>176236167
You can tint your ship by slamming it into rockets and HE fire repeatedly.
>>
>>176235915
It's probably deliberate to incentivize the use of the new feature and get a lot of feedback (and bug reports) I'm confident the industry tree will get nerfed either in 0.8.1 or with the next major update.
>>
>>176236145
it works with what you have and whats on the market so if you don't have access to a military market and fitting on like a size 3 market it will probably be bad. The loadouts that the AI are usually pretty decent, but could be better.
>>
>>176230671

Harpoon MRM pod(s) and some missile skills is literally all you need early-game, it's insanely good.
>>
>>176235586
Thanks for the heads up. I might try to update my current save file with the new Diable specs and see how extensive the changes become. Maybe convert the rest of the fleet into carrier ships too.
>>
>>176236273
>Then explain why you get the game from igg games (0.8a with the ifeq 61 fix, you can check it yourself) and it doesnt work.
How would I know. I don't download games from "igg games" whatever that is. I downloaded the game from the official site, applied the crack like the image describes and it worked perfectly.
>>
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>>176236283
>>
>>176235915
It's crappy because before at least some of the combat options had ways it could affect the fleet by opening up mods and not just your ship. Now all of the combat options pretty much only affect your ship exclusively. I guess it works fine if you're only going to run one ship forever but hell that's pretty fucking niche.
>>
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>just watched a lone wanzer take down a remnant frigate
the little mecha that could
>>
>other factions will attack remnant battlestations
thats neat, nice of them to soften it up for me.
>>
>>176232571
Nobody?
I tried everything
>>
>>176235915
The planet survey system is a placeholder. Selling survey data isn't going to be a thing once we get outposts.
>>
>>176238085
>Selling survey data isn't going to be a thing once we get outposts.
Of course it's going to be a thing. That's valuable information.
>>
How am I supposed to make money in the start if I don't want to scan shit?
>>
Is there any version of save transfer that works for .8? I want to add some enew factions and the planet variety mod but don't want to burn muh fleet.
>>
>>176238085
Why wouldn't it be a thing? You're not going to build an outpost around every single fucking planet in the sector.
>>
>>176238213
it breaks my immersion how every other non core system is unsurveyed. it's like no else is capable of surveying.
>>
>>176238330

Low level bounties.

Doing a single scan can bootstart you into being able to do it super well even if you die on the return journey.
>>
>>176238408
What makes you think they aren't surveyed? You just don't have the survey information.
>>
>>176238408
Yeah there should be marking system and factions or independent should send expeditions to survey and explore.
>>
>>176238330
Trade missions, especially the ones that give you extra shekels for early deliveries. If you can take on a couple missions that all go to the same place, it's good money.
Buy as much shit from the black market as you can. The Transverse Jump skill from the Technology tree is good for evading the man when they try to scan you.
>>
>>176238490
surveyed by the domain, yeah. but no one else knows about them, else they can just buy the data off the market.

>>176238563
there are indepedent fleets that "investigate" things, but it has no effect in game
>>
>>176238490

From what I can see, the core worlds are almost completely encircled by an endless realm of ancient AI constructs that make pushing the frontier pretty hard.
>>
So whats happening with mods for this?

Someone told me that most of them are now broken until the dev gets a new ver out.
>>
>>176239320
0.8 has some issue that prevents certain mods from being compatible with it. 0.8.1a will fix this and should be out soonish
>>
>>176239532
Soonish? Actual soon or Valve soon?
>>
>>176236525
and when you did that? cause I did it yesterday, and didnt work, and it was perfectly done.

>source 1: me, doing the fix manually
didnt work.
>source 2: external source, with the fix already done (the game from igg games)
didnt work.
>source 3: torrent file from random tracker with the 0.8a and the fix already done too
didnt work.

3 different sources, the same result: just doing the fix do not work. I did the run the game + activation code, exit the game. apply the fix then. and from the 3 different sources, all 3 worked.
>>
>>176239320
The game isn't allowing custom scripts or something like that

>>176239602
valve soon
Although the actual fix for the issue probably literally took 5 minutes to do
should've been a hotfix instead of a patch

expect new patch a month from now at the earliest
>>
>>176239952
Yeah i can see how that would fuck over alot of mods.

Also i have to admit that doesn't sound like a hugely complex issue to fix so i guess we'll just have to hope for it to come sooner rather than later.
>>
>>176238021
That fleet won't even scratch the battle station if it's a fully operational one. The AI is too stupid to use the melee option and will just sit in the battle station's swarm range.
>>
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>>176236509
http://fractalsoftworks.com/forum/index.php?topic=11646.msg208914#msg208914

There you go, ORA updated. With more ships, and an overall balance revised slightly upward, notably on their speed and maneuverability.
>>
>>176240773
I'll take that.
>>
>>176240773
noice
>>
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Sheeeeeeeiiiiiit
>>
>>176240736
>melee option
huh?
>>
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>>176240915
FUCK
>>
>>176240773
Any ETA on the Scy Nation or are they down and out due to the custom scripts issue?
>>
>>176240773
Pretty boxy ships, those.
>>
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>>176235528
>he doesn't stuff safety overrides on shadowyard ships for insane passive vent
>>
>>176240736
the fleet didn't kill it, but they got the combat readiness way down. I jumped in after the fleet ran off and over half off the station's weapon systems are failing
>>
>>176240773
Is it save compatible?
>>
>>176239834
Clearly it wasn't perfectly done because it didn't work.
>>
>>176240773

Did you look into that combat freighter in Diable that is afraid to attack even after told to do it?
>>
>>176241148
Actually it's not the script issue that holds me back but several ones with modules. They only work on Stations, and those can't move so that's inconvenient. Plus some other problem related to markets and variants. In short it's a brand new system with a few teething issues that didn't needed an immediate fix for vanilla but should be working in 0.8.1

>>176241797
Actually I'm not sure. It should work but you won't get the new content without a new save.
>>
>>176241292
i'm too much about hitting that V button friendo
>>
>>176242156
I took a cursory look and while the AI was a bit skittish since it is not a dedicated combat ship, I didn't noticed any problems following orders. If the enemy out-ranged it a lot that could explain the weird behavior you saw, but I don't see a bug per se.
>>
>>176242570

Ah, I see. I'll have to see about learning to utilize 'em more effectively.
>>
>>176241085
https://www.youtube.com/watch?v=nnHg9CZP1QU
>>
>>176242717
As a combat freighter you really shouldn't count on them for more than support fire. They'll get blown up real fast if sent against real combat ships.
>>
>>176242869
That reminds me has anyone considered doing the opposite of a combat freighter? Having a warship with bigger cargo/longer endurance instead of a civilian ship with more guns/tougher defense?

Dreams of space galleons and privateer'n ho.
>>
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NEVER EVER
>>
>>176242092
clearly it was cause from another 2 independant from myself sources got the same result, concluding it was not the my metodology, but the process itself.

my proofs, from 3 different sources including myself: me and +15 people who said it didnt work

your proofs: just you
>>
>>176243675
apogee
>>
>>176243675
Like the Apogee? Well the new Elevation in ORA is just that.
>>
>>176243856
just wow
>>
>>176244298
just arguments vs "I said so!"
wow
>>
>>176244654
>just arguments
It's a proper response when faced with someone as dense and delusional as you.
>>
>>176244859
>bringing arguments is being dense and delusional so

back to school kid, there maybe you can get away with the "I said so!" "just because!"
>>
>>176244859
https://youtu.be/h3M14b_WQk4?t=1m51s
>>
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This arguing is dumb.

What's the best faction and why is it the Independents?
>>
>>176245438
because you don't need a commision
>>
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>>176243804
>>
>>176245438
Because no commission and mixed tech. Independent, Persean League and Sindrian Diktat are my top 3.
>>
>>176243675
That's what all cruisers are supposed to be. It's where the name comes from. They cruise around everywhere.

Most of the cruisers in this game are more like battlecruisers designed only for combat and not patrol/travel.
>>
hi /stsg/
Started this game around a week ago
After a failed game I instantly bought a enforcer and it was smooth sailing from there.
Recently I got a damaged battleship out of fucking no where but now I run out of supply every 5 seconds. Should I scrap it or what do you fags recommend?
>>
>>176246182
Mothball it and store it somewhere until you have better funds
>>
>>176246182
>what do you fags recommend?
That you fuck off or ask politely.
>>
>>176246503
>That you fuck off or ask politely.
Holy shit, you need to go back to tumblr.
>>
>>176246182
If you can't afford it put it in storage, costs about 5000 to be able to put items or ships on a planet
>>176246503
fuck off retard
>>
>>176246313
I cannot for the life of me get enough fund
Probably because I don't have mods installed yet
>>176246503
>Getting triggered from the word fag
>On the videogame general of the 4fag site
>>
>>176246182
you can find abandoned stations that you can store ships and weapons in. you're going to want to mothball and store the battleship until you have the proper support ships to maintain it
>>
>>176246848
Actually a large part of the mods raise the difficulty...
>>
>>176246683
>>176246726
>>176246848
>sjws invading my safe space abloo

>>/pol/
>>
>>176246980
fuck off retard
>>
>>176246980
Go back to tumblr, you insufferable faggot.
>>
Thoughts on the neutrino detector? It feels pretty much useless, it found me maybe two things so far
>>
>>176247306
learn the pattern of false readings for each system, and you got yourself an everything detector
>>
>>176247306
I've never bothered with it. just get sensor ships to increase your normal ping ranges
>>
>>176247306
Sensors don't work for finding derelicts or, well, anything. You might as well be blind.

Reasonable solution: Flesh out sensors so they work appropriately
Alex solution: Add an entirely new sensor system independent from the first one and give it false positives so it's still useless
>>
>>176247306
Too many false readings.
>>
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>>176247653
>i'm too lazy to look up how to change a few numbers and make a mod that increases sensor ranges to whatever i want

>>176247040
>>176247056
>abloo bloo bloo
>>
Alright i just sold all my Waifu cores to the tri tach for max monies and now i have 8 billion credits.
I guess thats it for now, end game has been reached until nex is updated
>>
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>>176247871
>>abloo bloo bloo
>coming from a faggot crying about the word "fags" on 4chan
>>
ok, I found the string to create a planet. still have virtually no idea how I add a market to them, or determine a size and those frilly stats they have
>>
>>176248292
End game is not reached until every slot in your fleet is filled by a Paragon.
>>
>>176248438
You will most likely need to compile new code
>>
>>176248421
You fags are annoying.
>>
>>176249117
>abloo bloo bloo
>>
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>>176248654
>compile new code

I found the info for each campaign system, it seems markets are made by selecting a planet and determining it's factors on a market file for all systems

so, I need a way to pull this jsons and modify them with the mod files.

If this is possible (I have no idea), I can simply create factions, pull the system jsons and modify them, amking the planets i want part of the new factions.

I'd have to do the same with spawn points, fleet types and faction relations. Or perhaps I can just disable the base game ones and copypaste them onto the faction files
>>
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>>176249185
No seriously fags and Indians are the most annoying people(?) I ever meet.They only start acting humble when their ass are kicked.
In the end violence solve everything.
>>
>>176247871
>>176248421
>>176249117
>>176249185
>>176249378
Never post again.
>>
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>>176249476
>>
>>176249476
Or what are you going to do, fag?
>>
>>176249370
maybe you could look into whats the ora mod doing in the campaign folder
>>
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>>176249541
>>176249546
>>
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what the fuck is this i want an entire fleet of em
>>
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>>176250227
>>
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raining pirates this time of year
>>
>>176249838
yeah, that's a nice way to learn how to create my own faction, tahnks

my current problem is that I want, on top of that, to modify the base factions.
>>
>>176250682
>catch a big pirate fleet
>no bounties being given near me
Why even bother
>>
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>>176250682
o-okay
>>
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>>176250931
>multiple pirate enforcer fleets coming after me with SS+ installed
>they all come at me deep in the reaches instead of in the core systems
>tfw can't salvage all their shit because cargo gets full
>>
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>when you land a reaper torp
>>
>tfw found an alpha core in a mining station
>>
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>>176251476
>when you land a barrage of reaper torps
>>
What are some of the sexier fighters for dealing with faster ships?

My ship can eat larger, slower ships alive, but I need fighters that will eat frigates.
>>
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>>176251642
When you miss and it hits something else.
>>
>>176251718
sparks my man
>>
>>176250316
The stats suggest it would be easily smashed to pieces.
>>
>>176251718
Talons.
Vulcan all the way.
>>
>>176251718
Spark of course
>>
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>>176251743
When you miss and hit allied ship.
>>
bls help how do I modify an existing faction
>>
>hunting bounty
>bounty target is on the fastest ship in their fleet
>dodges around and then retreats early on
>win the battle but lose the bounty
>>
>>176251718
Claw's are nice since their EMP will wreck frigates
>>
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Attention citizens
>>176252317
>>176252317
>>176252317
NEW BREAD
>>
>>176252274

You need a compiler. It is how you make mods.jar in the jars folder for stuff and things.

I use Eclipse Neon Java.
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