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/stsg/ - Starsector General

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Thread replies: 764
Thread images: 169

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shorted out edition

>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Outdated but still relevant introduction video: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
0.8.1aRC8

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

>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
>>
>>179948435
what happened to the last thread?
>>
>>179948765

dunno, dropped of page 10? fatfingered by a janitor?
>>
I wish there were more ship paint jobs.
>>
dead game
dead thread
dead bounty system
>>
>>179950068

they're actually not that hard to make. check out the guide in the forum.
>>
Messy Portrait Pack: http://www.mediafire.com/file/i5fv2c6a68po3va/Messy+Portrait+Pack.zip
LoGH/Power Dolls: http://fractalsoftworks.com/forum/index.php?topic=12292.0
Infinite Space: https://mega.nz/#!gzInCKRb!BFh9mq4eYxcZPNE0AHTtpiFvtTpTd3XWy9_lF8w9WFM
Portrait Pack: http://fractalsoftworks.com/forum/index.php?topic=10836.0
Degenerate: http://fractalsoftworks.com/forum/index.php?topic=12493.0
>>
Thanks to the dead thread, I want ships with tiddies now...
>>
>>179952160
I want to squeeze Odyssey's lumps
>>
>>179950089
Single player games can never really be "dead", when its technically not alive to begin with.
The experience doesn't degrade over time like it does with multiplayer games.
>>
>>179941981
Conquest is sort of bad because it's broadside. Broadsides as a concept is outdated with multi-directional movement in space. Flanked by a conquest? just reverse or strafe away on a dime and now your no longer flanked.
>>
>>179953507
The ORA have alright broadsides since their turn rates can be so high.
>>
it's a shame that D-M is gonna stay broken. but i'm not gonna run a mod that obsoletes the entire vanilla arsenal.
>>
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>Joined alliance early on the game, the one created by sindria/persean by default.
>Sindria left later, just me and Persean.
>Every single time I try to make a new ally since Persean declare war on them.
>Shadowyards and Tritach used to love me, not now though, cause Persean decided they weren't good enough or some shit.
>Even at max rep with shadowyards. Nope, Persean thought they cheated so its war time.
>Just now, coming back from bounty.
>Persean declare war on Sindria.
Give me one reason why I shouldn't just fly to Kazeron right now and invade.
>>
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>>179956328
rate
>>
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Would any of you consider this valid testing?
Cause I honestly don't know what to think of this.
>>
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i don't 'get' the drover

maybe it's because it looks like a slow piece of shit but 75 really isn't too bad for a destroyer carrier
>>
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>>179957204
just realized i messed up the graphs, redid them
>>179957347
the problem is that he tested a carrier vs a non-carrier, and carriers absolutely rape due to fighters.
>>
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Praise Ludd, there's not a damn thing in the sector that I can't ram with this bad boy.
>>
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>>179957578
He also had this to say on monobloc construction.
>>
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>>179957583

bring it, buddy
>>
>>179957730
that's not the mod author though
>>
>>179957730
>and for the next round on "sophistry-or-actually-that-retarded"

>>179957879

no but it is who the mod author is gonna choose to listen to
>>
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>>179957819
All my weapon mounts are PD. It's over, Legion, I have the high ground.
>>
>>179957819

i really ought to nerf those broadswords btw, they're completely nuts. fucking hammers, man
>>
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>>179958043
Really any torpedo bomber stands to be damn good when deployed en masse.
The tier-2 BRD bombers each carry one of these nasty fuckers and let me tell you they do unspeakable things to anything they hit, shields or no.
The bombers themselves come in pairs and cost 16 OP. You can see I have three of them on this Kurma here.
>>
>>179957578
Thank you! The previous curves were bothering me to no end.
>>
>>179958690

yikes. at 1500 damage i find the hammer to a bit too strong already.

i suppose those are only two per wing but 2,5k per hit is a shitload
>>
>>179958690
Those things seem to miss half like their shots though.
>>
>>179958854
They're basically EMP reapers and its glorious to watch ships instantly overload from a single bombardment.
>>
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>>179958924
You just have to find the right-sized targets.
This was what two full volleys from four squads did.
>>
whats the best salvage ship?
>>
space bump
>>
Has anyone tried Flu-X?
>>
>Diable breaks alliance with the ORA faction that I'm in
>Well, nothing for it, time to wipe them all out
>destroy Diable to the point where they have no systems left
>1 cycle later
>Diable votes for peace with Eternal Order

...are they just going to magically pop back into the system eventually?
>>
>>179963474
No, but I kinda want to.
The concept of infected ships is always an interesting one and I'm surprised that nobody's done it until now.
Plus hey, for a kitbash, the hulls don't do half bad a job at the theme.
I just wish the red lines, or nerve endings, or whatever were a bit better designed, like more concentrated around weapon slots and engines.
>>
>>179963653
Factions used to respawn so yeah they might take a system back at some point.
>>
>>179959475
Basic salvage gantry.
Cheap, easy to stack, and isn't spending time doing anything else.
>>
>>179965620
thats a hull mod do you mean the salvage rig?
>>
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is this the end of /stsg/?
>>
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What a mess
>>
mfw combat is terrible now
>>
>>179968739
Don't worry, the rest of the trees will probably get nerfed to be on the same level.
>>
>>179970940
I can't wait. When the 30% upkeep reduction gets nerfed, bounties will be strictly unprofitable regardless of distance or fleet size and make surveying the sole way to earn any money at all.
>>
Invasion mechanics are amazingly wonky sometimes.

I've been sitting on top of the Luddic church's last planet just watching what happens after I destroyed 3 of their response fleets, capturing a cathedral was nice.

A Scy Fleet showed up, tried to invade, provoked a triple Onslaught response fleet out. Ok, That wasn't bad, so I destroyed that as well. The Scy Fleet started the invasion and gave up halfway.

Then Blackrock showed up with another invasion fleet within the same month. This time a small response fleet of five vigilances appeared.

Five vigilances against a Blackrock invasion force of approximately 250 supply. The vigilances won and blackrock retreated.
>>
How am I supposed to pilot the Karkinos? Do I just jump in like a retard and hope for the best?
>>
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Any word on TUP and Tiandong being updated for 0.8.1a?
>>
>>179966924
don't worry anon, it will be back in a decade when 0.9 arrives
>>
>>179973502
Disregard that, I suck cocks. TUP has been updated already.
>>
Gotta get back... Back to the /v/...
>>
Wierd, I can't seem to get my relationship with any of the factions above 55 without a commission. All of them just say ''raltion is well-established'', even when I bring food during shortages. I've tried bounties, missions (both scanning and shipping), joining fights, nothing seems to help. Just use the AI cores to get to 100%?
>>
>>179974287
Bounties have levels and low-level bounties can raise your relations only so high. High-end bounties do raise rep to the 100.
>>
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That's nasty
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>Knight's Templar have taken Verge in Gneiss
>Blackrock and Knights are brawling each other relentlessly.
>Be inhospitible with Knights and Nuetral with Blackrock, so neither attack.
>Just scavange my shit up dog.

Best day of my life. Picking up templar weapons and blackrock ships left, right, front and centre.

Shame the pirates were friendly with Blackrock and ended up kicking my shit in so far up my arsehole I could taste it.

(Picture unrelated)
>>
>>179977703
that's a nice ship
>>
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>>179973502
Soon... ish
>>
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Post relations.
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>>179976680
What the fuck, is that an Onslaught strapped to the front of a Paragon?
>>
>>179981473
It's also got a Conquest's broadsides glued on. Personally, I'd like it better if it were more haphazardly put together. Something like an Onslaught burn drive'd halfway into the side of a Paragon and THEN glued together.
>>
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>>179981615
Jesus fucking Christ
>>
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>>179981675
I forgot to mention that it's from the Flu-X mod, which is essentially zombie sphesships
>>
>>179945586
Sheperds have combat utility and can survey
Salvage rigs should be a bit better at slavaging
>>
>>179957578
The DME curve should be an exponential
>>
>>179957921
At this point it would be better to make a unofficial 4chan exclusive balance patch for dme
>>
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Anyone heard from those chink bastards about bringing mai waifu into the modern age?
I wonder how DME would fare against them.
>>
>Tri-Tac take Mairaath
>Hegemony takes whatevertheufckit'snameis Habitat.
>Persean League only now allies with Sindrians.

I managed to invade the size 3 market seized by Hegemony, but it became my own faction instead.

Is there anyway to invade stations for another faction outside of getting the specific mission to do so?
>>
>>179964018
>The concept of infected ships is always an interesting one and I'm surprised that nobody's done it until now.
SPAZ
>>
>>179973502
TUP?
>>
>>179982120
Would probably just die. Approlight doesn't hold back about being a boss mod.
>>
>>179982696
Yeah, I just wanted to make a cheap dig at Soren. I still wish they'd update/translate the mod for 0.8, I liked having them as a super boss faction to KT's normal boss faction.
>>
>>179983185
>cheap dig

actually digs at soren cost 4 OP extra but are twice as effective
>>
>>179982696


approlight update WHEN?
>>
>>179982052
Lockheed-BAE Astronautic Systems mod when?
>>
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This guy slaps your girlfriends Sunder

What do you do?
>>
>>179984914

he should get that wart on his nose cheched out, it might be cancer
>>
>>179984914
i want to see this thing in a really dense fast moving asteroid field
>>
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>>179984914
1v1 fite me
>>
>>179982396
Join that faction
>>
>>179985224
>bonkbonkbonkbonkbonkbonkbonkbonkbonkbonkbonkbonkbonkbonkbonkbonkbonkBONKbonkbonkbonkbonkbonk
>>
why can't i generate a new sector with nexerelin?
>>
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>>179988015
there used to be sliders here if i'm not mistaken
>>
>>179982576
More like Homeworld: Cataclysm
>>
>>179988015
Disable Corvus mode?
>>
>>179989652
thanks anon, didn't realize it was on, i'm retarded
>>
>>179989842
not ur fault you are retarded, blame you're mother
>>
>>179990445

you don't know that. maybe he smacked his head as an adult.
>>
>>179956328
I can nerf it.
Like making all weapons just re-skin vanilla ones.
Taking out THAT ship mod.
Slashing OP.
>>
>>179957436
it looks dumpy as all fuck
>>
To the people who said last thread 'just turn of your transponder, and get your stuff from the knight templars world'. That doesn't work. Im simply fucked.
>>
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heh nice clouds
>>
>>179992227

as the person who said "owned scrub", lol
>>
>>179992227
ANTIOCH'D
>>
>>179993695

looks fun
>>
I wonder, are we enough to petition Alex to implement "currents" in the hyperspace?
You go against them you get slowed down and consume more fuel, you go along with them and you go faster (or if you are already at burn 20, consume less fuel), you go through them they list you left or right depending on where they flow.
>>
>>179993695
the fact that you are at 70% CR means it isn't working as intended. Expect next patch to completely remove deep hyperspace with hyperstorms and hypertornados which not only reduce CR but kills crew, loses cargo, and damages ship hulls
>>
>>179993998

i'd happily trade crew lives and hull damage against the slowdown effect
>>
You know what I think would really improve this game? Making "transfer command" instant. Would give you so much more control without turning it into an RTS, because you'd still only be able to pilot one ship at a time. I appreciate what he's trying to do with the AI and the captains, but as it is I don't think it'd ever be as good as being able to switch on the fly.
>>
>>179993720
Yep. :D also the templars picked that one planet randomly out of all planets. They now have two planets in their control...
>>
>>179985526
>Join
How
>>
>>179994683
Take a commission. Or use the faction directory, not certain.
>>
>>179995114
I got the Commission, but I invaded the planet and woOOPs own faction
>>
>>179995189
talk to one of the base commanders/station commanders/officer at a station, you should have an option to join the faction then.
>>
>>179978441
NOICE.
>>
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>Decide to start 0.8.1 with my own faction
>Planet spawns next to a Pirate planet

I never knew starting my own faction meant the Pirates send a notDeathstar at you from the start.
>>
>when u crakc open a beer and start a new cmapaign
>>
>Advanced Avionics hullmod:
> No longer affects weapon ranges.
>Now raises the ships' acceleration over time.
>Ships base accelerations adjusted accordingly
wtf Diable sucks now
>>
>that DME thread
do these people live in a different dimension where built-in 1.3x flux venting and strictly superior weapon stat is considered balanced?
>>
>>179999982
got a link?
>>
>>179999982

they enjoy playing with overpowered stuff while under the pretense that it's an even playing field

so when they see that there's something in the plus column and something in the minus, it then becomes very easy for them to say "hey it balances out"
>>
it'd be much more honest to just say "hey i have more fun when my ships and guns are overpowered".

soren got very close to saying as much, so it's probably best to just drop the matter and accept that DME won't be balanced
>>
>>179993927
Spam in the thread on forums, maybe it will work
>>
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i wonder what the GET was

>>180000000
>>
>>180000753
Just a persona shitpost, meh
>>
>>180000841

pretty good roast imo
>>
>>180000241
>"they cost more OP so it balances out :^)"
>t. someone who looks at weapon size tiers as a dumb limitation rather than a conscious balance decision and thinks 20 OP worth of burst damage in a medium slot is acceptable

I mean, using their logic why even have hardpoint sizes at all? Sticking devastators on a frigate should be allowed as long as I pay the OP, right?
>>
>>180001664

even vanilla pushes it sometimes with guns like the AM blaster and heavy needler

stick to < 7/13/25 imo
>>
>>180002232

=< even
>>
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Can anyone appreciate how well drawn the icons are?
>>
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>>180002495

this girl can
>>
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>>180002659
"Minimalism"
>>
>>180002232
Heavy Needler has glaring issues like terrible sustained accuracy and being next to worthless against armor, and yet it's still a very powerful gun because of its abnormally high damage budget. That alone should be blatant enough to the DME guy on why high-budget guns can't be balanced on OP alone.
>>
>kill remnants mothership

>get 1 gamma core

>can sell it for 12000 credits

>spent 50000 credits on supplies/fuel


the ai core nerf was unnecessary
>>
>>180003096
park your cruisers and pick up a combat freighter, buddy. running sensor missions is the only way to make money now.
>>
>>180003096
Is that current patch? Seems a bit extreme given that they pump out tons of detachments when you kill them.
>>
Long trips to get to bounties are bigger threats to my fleet than the bounties themselves.
>>
>>180003447
game is still too easy :^)
t.hardcore forum shitter
>>
I actually really hope approlight gets updated soon, I'm at a point in my campaign where most battles are easy
>>
>>180003486

goto best command
>>
>>180003486
The massive hyperstorm fields make random Nexelerin a pain in the ass since invasion fleets will stop every five seconds to consider how to move past a hyperstorm wall.
>>
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>just got done fighting a DME deserter fleet with 3 zelenograds in it

and they call it a """research platform"""
>>
>>180008215

weapons research, clearly
>>
>>180008215
researching the meaning of death to your enemies
hands on research
>>
>>180007029
They wouldn't be such a fucking problem if you could automap them, and if they added a queue-move features. Hell, it'd even make them interesting, having to plot out the most efficient course and all that, risking potential storms by going straight through or wasting time/fuel by going around clouds. Fuck, Alex, just hire me already.
>>
>>179957583
Doing Ludd's own work there anon.
Although....
>not naming the 'Good Ship' Lollipop

>>179989162
I wanted to make a Beast mod for SS, where you start with a tiny shitbox ship and have to 'eat' whatever you can manage in order to grow yourself etc etc.
But I realised I can't be arsed becasue that would take significantly more skill and effort than I have available.
>>
Is this thread going to die too?
>>
>>180016554
just like all of us
>>
>>180016554

i'm the op so i can't bump it. it's in you guys's hands
>>
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kinda funny to start with ITU and heavy armor on an enforcer in nex and then just straight up loot 2 HVDs right away
>>
>>180017142

you desperately need a heavy mauler
>>
>>180016554
Migrate to /v/ or make another shitstorm about mod balancing
Or let's talk about arcade, how far you've gone and loadouts
>>
>Nexelerin
>(mostly) Shadowyards run
>somewhat painstakingly made my way up to a Mimir
>SOMEHOW managed to wipe out an entire Outer Rim Alliance sector by conquering planet after planet
>decide 3 cruisers with Invocations and a Mimir with one might be enough to go fight remnants (red beacon)
Jesus fucking Christ they won't stop coming. Even with Automated Repair Unit the immense deployment cost of the Mimir is crippling

Is it time to go back to Onslaught GRD?
>>
>>180008215
Reminder that a zelenograd can solo a Templar paladin with little to no damage to itself.
I'm probably going to remove DME cause they're just not fun to fight against and they don't have enough that makes them unique to intrigue my interest in playing them.
>>
>>180023656
No, you must use your invocations to pray to the god-emperor.
>>
So after having had stable games for over a weak, I've started getting crashes now. When I checked the files I noticed that the game hasn't created a log files in almost 10 days. Someone know what might be the reason for this?
>>
>You'll join them soon.

sure thing DA let me just gather a huge fleet and wipe you from the sector instead
>>
>>180025337
the mod author has said he's nerfing the ships across the board (the built in hullmod) so I'll see what the mod looks like when that patch is out.
>>
>>180025756
What if we were to put four Invocations on a Diable dreadnought...
>>
>>180026267
>DME balance patch
>flux venting and capacity reduced by 1 across the board
>weapon damage decreased by 1 across the board
>now it's balanced ;)
>>
>>180026267

he's also said that he has no problem with DME outperforming vanilla across the board

he in no way intends to actually balance DME.
>>
>>180026650
>exploration and science ships outperforming dedicated combat ships designed and engineered in the days of yore when humanity could build quality warships
it doesn't fit the lore, it doesn't fit the overall game balance, it's shit. fuck dme.
>>
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i dunno. it's better but i'm not loving it.

maybe i should make it tan instead of blue. all vanilla ballistics are.
>>
Vanilla has some strong ships and lots of garbage ships
Nothing wrong with that

Good luck finding enough tempests to fill a fleet, for instance
>>
>>180027053
I'm glad I'm not the only one who's peeved at that.
Seriously they're multitaskers, if anything they should perform worse than the dedicated combat ships.
>>
>>180027373

imo it's much more impressive when a modder (or professional designer, for that matter) makes something that has mediocre performance but is still fun to use than something that's absolutely top tier and is fun to use
>>
>>180026510
he's going to cut the hullmod bonuses in half, and some specific nerfs for the zelenograd which is good too
>>180026650
see above. although I think it's going to take more than that, I think he's at least trying to balance it.
but
>>180027053
is right on saying that many of the DME ships are meant to be militarized logistics ships yet are on par (and in many cases above) their purely military counterparts. the zelenograd has no business being called a "research platform" when it has battlecruiser tier armament with a few fighter bays to boot.
>>
So, let me get this staight, the modder makes white ships, makes them OP. Even when they are not dedicated combat ships?

Found the racist. explains why he doesn't listen to /vg/ he is from /pol/
>>
>>180027830
>he's going to cut the hullmod bonuses in half

lol. ""only"" *1,15 vent rate

he's doing exactly what i would do if i only wanted to shut up complainers - light but not trivial nerfs to the most blatant stuff, leave the rest alone.
>>
>>180028012
Hey, it is better than nothing. Mods always seem to have power creep. Sadly enough.
>>
So what about balance /stsg/ patch?
>remove monobloc shipmod
>slash 10% of Op on research/support ships
>change weapons to be mere skins of vanilla weapons with the same stats as vanilla weapons
Anything else?
>>
>>180028012
where did he say that? I saw, word for word "hacked the hullmod bonuses in half" for his dev version
>>
>>180027980
You are not incorrect, he said he was a 4channer 10 years ago.
Thought he also complained about the site being overrun with nazis and at the same time complained about 4chan going soft.
Fuck me if i know. I deleted the messages. If you want to shoot him a PM do it, i can't be fucked to deal with him again.
>>
>>180028947
Fuck, now I feel sad. It was intended as a joke. Real white supremacists are meh imho.
>>
>>180028947
>>180028947
Well he is correct in both counts.
>>
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>>180028947
>Thought he also complained about the site being overrun with nazis and at the same time complained about 4chan going soft.

both of those are true. that's pretty funny actually.
>>
>>180028198
Ok here's how monobloc can be balanced, give them those nice bonuses, but add the drawback of MAJORLY reduced peak deployment time and high CR degradation and also give them increased DP costs.
They're chiefly scientist themed right? So their stuff being good at everything isn't entirely out of the question, but them being so efficient is. Make them semi-godly but only for like two minutes or so versus five.
In lieu of that, up the OP costs of the weapons by 3-4 to reflect that.

Their stuff can multitask and it can be good, but it shouldn't be good AND cheap, that's just dumb.
>>
>>180029251
kys cuck
>>
>>180029560

the weapons are already too heavy on OP for their mounts
>>
>>180028198
I was thinking about dividing it in two.
Monobloc Construction: less CR loss from map events (coronas, etc), less powerful than solar shielding and doesn't protect against beam weapons, standard for all DME ships

Pressurized Flux Vents: very fast active venting, no passive venting, (uncertain) generates hard flux continuously, makes the ship more visible to sensors due to the very periodic venting even outside combat (only for combat-rated ships)

Also for the PD, i'd say to have a slow turning, heavy hitting, very slow firing one made for taking out fighters (lorewise it's used to destroy meteoroids that would otherwise cause damage to the hull) and a very weak, very fast turning and very fast firing one that is used against missiles (though it fares poorly against fighters) that is lorewise a converted science equipment for spectrum analysis (ie: it fires, heats up whatever it hits, sensors pick up the light emitted)

Also i'd make the ships consume a lot of CR when deploying and make the CR recovery cost fairly large (though the maintenance cost is very low), plus a very low PPT.
This means that they can fight extremely fiercely, with fairly powerful weapons and a fantastic vent rate, but they run out of CR extremely fast and multiple engagements will do unspeakable things to their combat readiness
>>
>>180029757
this. what needs to happen is most of the weapons get toned down but also lowered in OP cost. it's fine to have a few really powerful but OP heavy weapons (vanilla itself does this) but it doesn't make sense for almost every weapon in a given mod fitting this description.
>>
>>180029929

i'd be careful with that, extreme upsides + extreme downsides goes sideways pretty easily.
>>
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>>180027362

well they certainly blend in better on the hammerhead now
>>
>>180030127
How badly? Because what i was envisioning was "Single pirate fleet? Mopped up in a flash, not even Templars can beat this time. Prolonged/multiple engagements? We're fucked"
>>
>>180030420
yeah, the tan looks really good man.
>>
>>180025904
Checked if your mods are up to date? What kind of errors are you getting.
>>
>>180027362
What mod is this?
>>
>>180033261

gonna be in the next update of prv, together with a less busy version of the ljus and some other stuff
>>
>>180027830
Let's not forget those 0.6 dmg/flux shields
>>
>>180029992
People are going to end up arguing that the OP cost shouldn't change or it should increase along with a general nerf to all stats
>>
>>180030624

well if i make my fleet like 1/3rd supercharged ships like that and load them up with missiles, aren't i gonna end up snowballing the enemy pretty damn hard?

now, giving them just a tendency towards low peak times and recovery rates i'm all aboard with.

just keep in mind how damn good SO are, and that hullmod has some ridiculous downsides
>>
>>180036242
That is true of any missile equipped ship though.
Even the Archer is a outright nightmare with it's large amount of missiles and free reload
>>
>tfw trying to mod hyperstorms for two hours
>tfw brainlet
>>
>>180036242
>>180036713
Also forgot.
The version i proposed here>>180029929
Is the exact opposite of SO, no passive venting, fast active venting and, most likely, the ship produces hard flux at all times.
For obvious reasons SO is incompatible with such ship (the ship can't vent normally+SO disable passive venting=???)
>>
So is this game free or what? I can't actually tell. I mean I downloaded what I think is the game from the main site, but it might just be a demo or something.
>>
>>180036865
>tfw working four hours on shading a destroyer only to realize that i need to make it ten pixels wider
>>
>>180036936
got to buy a key.
>>
>>180037061
Ah, I see.
>>
>>180036936
The game is the full game but it requires a activation key.
Unless you have winrar and jbe, then you can edit one line of java bytecode and yarr harr fiddle de dee
>>
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>>180036936

all vidya is free

you'll need a key or a crack though
>>
>>180037295
what's JBE and how do I edit the code?
>>
>>180037501
java bytecode editor presumably
>>
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>>180037501
>>
>>180037501
Previous thread, or the one before it, the one with the big DME bitching
>>
>>180037819

wut
>>
>>180036898
>the ship produces hard flux at all times
That seems pretty harsh, all ships with it will lose the chance for 0-flux boost
>>
>>180038372
That's why they should have a decent speed by default (NOTE: still high but lower than what it is now).
Quick, nimble, punch hard, but if the fight gets prolonged or something can catch up to them then it's over for them.
>>
>>179972138
certain ships are unkillable through sheer speed

they don't win, they keep interrupting the assault and confusing the script AI
>>
>>180038613
Hard flux death-counter will be tough to balance against varying fight sizes. If it's not taking damage, it shouldn't be generating hard flux, period.

The fundamental mechanics of the game shouldn't be violated by ship systems unless there's a really really good reason to do it, and do it very sparingly (e.g. fortress shields and damper fields). Hell, damper field appears in grand total of three (3) hulls in the entirety of vanilla's ship roster, but even that is a point of contention and balance debates.
>>
>>180039130
>death-counter
Is not a, strictly speaking, death counter because they still have the active vent bonus.
It is a upper limit on how much time they have before venting though.
>>
is there any more deadly combination than sabots and reapers?
>>
>>180039428
Sabots, reapers and ion torpedoes
>>
>>180039428

nope

sabots are pretty nuts
>>
>>180039531
>ioning a man before kicking him out of a spaceship
>>
>>180039925
I don't know if you saw the 2nd tournament but Ion Torps can easily rape armor and hull, on top of the EMP causing damage due to multiple malfunctions
>>
>>180040054

so you're saying that it would be very painful
>>
How do the bounties work?

Do you have to destroy the entire fleet or only the captain guy?

Can't really tell if I'm failing or earning these bounties when say a lone frigate escapes the battle and disappears into the planet they were hiding, since you know whenever you go near a comm relay it spams your console and you can't see what the heck is going on or not.
>>
>>180040343
The enemy flagship is all that matters.
>>
>>180028197
Some modders try to avoid power creep.
>>
>>180040217
I'm naming my Dominator BANE? now.
>>
>>180042220
You're a big ship
>>
>>180040445
Thanks senpai
>>
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>>180037864
I got my hands on a Zelenograd outfitted mostly to autofit presets with just a couple D-mods when an anon offered to compile complaints.
Along with another anon who was going through weapons, I decided to pitch in myself.
So I did some testing and, in a pilot's hands, the thing can pretty convincingly defeat most capitals one on one (including a fucking Paladin, seriously templars should be considered a very high balance ceiling by this point), and with pilot abilities it can, taking a load of damage in the progress, fight two onslaughts and an Astral and come out on top.
In autopilot you get similar results, with the less convincing battles becoming full defeats. It should be noted however that against the Templar's capital (you know the big fucking wall of a ship) the Zelenograd was able to take out a huge chunk.
It should be noted however that this thing defeated every Imperium capital with barely so much as a scratch, including the Matriarch.
Mind you, the entire time I did the testing this thing had over 100 less armor than it should have had.
Here's the album link if you're interested in the results:
>>
>>180045438
>Go to copy paste link.
>Press tab before I press enter.
>Already entered captcha so it just went ahead and posted.
mah bad
http://imgur.com/a/6vx9j
>>
>>180045438

yeah but what's that got to do with JBE?
>>
>>180045821
Nothing, I was explaining why the thread was about DME bitching.
>>
>>180045821
The image (on how to pirate) was posted there too
>>
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Considering this was from just a random pirate raider squad with nothing but frigates, this is pretty damn good.
>>
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What are some decent builds for this thing? Seems like all the default ones involve running in and dying because of tiny flux capacity and short range weapons.
>>
metelson just got updated
>>
>>180053014
When in doubt slap tactical lasors, graviton beams, high intensity lasers and slap some sabot spam on it and become a laser boat, can't really go wrong with that. That or stick anti-flux long ranged shield dps support kind of stuff. I have no idea what that ship is but usually support like that work out alright across anything.
>>
>>180053386

BIG
>>
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>>180053386
Wonder how the Obex and Rastrum perform now. Fighter wing with Hammers and a Mining Blaster (?) felt strong last time I used them.
>>
>>180053386
fuck i dont want to restart yet again
>>
>>180053386
>metelson just got updated
WUT I THOUGHT THAT WAS DEAD
>>
>>180033256
classic Fatal:Null.
I believe it has something to do with me buying on the black market and then a patrol trying to pursue me. I feel like as soon as the patrol notices me it crashes
>>
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What is it about simulator mode that makes the AI so retarded? That Enforcer had been at that hull level for about 45 seconds at this point. But every time the enemy's flux capacity fills to near half, my destroyer backs off until not even its own missiles are in range anymore.
>>
Whats the best, most stylish frigate and why is it the Omen?
>>
>>180059908
Why does everybody has to have their version of Odyssey?
>>
>>180065860
How many modded Odysseys do we have? The only one I'm okay with is the IBB.
>>
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>>180066891
Underworld has the Dragon.
>>
>>180066891 >>180067036
I mean, is there a ship that has more versions? Vanilla, Pirate, IBB, Metelson... They are all different.
>>
>>180064643
I think the simulator autopilot is set on timid or cautious personality

Alex should add an option to select personality when starting sim battle
>>
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>>180067704
The Sunder has more versions I believe
>>
>>180069191
tsunderer
>>
>>180069446
:^)
>>
>>180069191
Sunder, USunder, GKSunder, Rumbler Sunder. I remember enough to make a tie. Any more Sunders? If there's IBB Sunder, then yeah. Otherwise it's a tie.
>>
>>180069961
Sunder D, Sunder XIV, THI Sunder, IBB Sunder
>>
>>180070463
>Sunder D, XIV
skins
>THI, IBB
Fair game. Sunder won! Though have you noticed the less "standard" a ship is, the more versions it has? Dominator, for example, has only normal version with skins and IBB
>>
>>180069961
Sunder (XIV), Sunder Pirate, Sunder IBB, Sunder (WRD)
might be even more
>>
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>>180067704
>>
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This frigate is insane
>>
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>>180074867
I always have at least 2 sunders in my fleet
>>
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Moras
>>
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post meatballs
>>
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>>180082035
>>
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well that could have gone better
>>
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these things, with a level 20 officer, are fucking scary when you're in a destroyer
>>
>these wall-class drones
DR did a good job with them, really feels like you're fighting a mini boss or something. really menacing if you're fighting it with an early game fleet
>>
>>180085208
>DR did a good job
Ground breaking news right there, stop the presses.
>>
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i guess there are some downsides to putting SO on a carrier. whoda thunk it.
>>
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>accept IBB mission
>'...has a modified medusa and falcon.'
>"mmh, so probably a few cruisers and destroyers as escorts"
>attack fleet
>2 cruisers, a few destroyers and frigates... and 2 battleships
>half my fleet chases a frigate around without ever attacking it
such fun!
>>
>>180088685
those carriers love hitting ships with their swords
>>
>>180074867
>every faction and shipbuilder blows wads of cash on trying to make Sunder better
>every variant is plagued weak shields and only introduces new flaws with each modifications
>the underlying power grid problem remains unfixed
good god, it's F-35 of Starsector
>>
>>180089756

they're tagged as COMBAT, so that's entirely intentional

the legion is pretty good at it too
>>
>>180089740

you could always toss up a defend rallypoint or engage command
>>
>>180089740
order your fleet to defend one of the buoys. it exacerbates the problem of AI doing the square dance and refusing to deliver killing blows, but it beats the hell out of trying to babysit individual captains that refuse to listen to direct orders.
>>
>>180091028

incidentally if you order your ships to Assault a bouy it turns into a Defend order once they've taken it
>>
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>>180088685
>Ramming enemy Mora's into your battle line to achieve the same thing.

No better feeling
>>
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I can always use more enforcers
>>
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V3
mediafire com/file/b4xcaril9slzm5r/prv+Starworks+v3.rar

highlights:
new light destroyer + fighter
redone sprites for ljus, ljus d, akers, heavyakers
akers fire now creates pretty emp arcs

full patchnotes:
https://pastebin.com/raw/qvmVJNYs

i'll put up a forums post after i grab some new screenshots
>>
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>>
>>180092649
>nine LP meatballs
>and a fucking Hyperion

frowningludd.jpg
>>
anime faction with phase 'porters and black-and-red paintjob when
>>
>>180093758
approlight
>>
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Trusting luddic path ship for logistics feels wrong but these look pretty good on paper.
>>
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>>180089772
Spilled my coffee

From the other news, I caused chain reaction in arcade so severe that I couldn't even take a screenshot, but eventually approximately 200 of ships were destroyed, along with Crystallium and frigate trio.
>>
>>180069961
You know what irks me?
There's no ISunder for II.
Even though the sunder's role fits in with II perfectly.

>>180089740
The fleet AI is retarded but you've got entirely yourself to blame for not using enough commands.
>>
>>180094930

free SO with no real downside since it's not like you want them to stick around in combat
>>
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>just got a broadside cruiser with only forward facing missile hardpoints
Any advice on what to put in the small missile mounts? Right now I was just thinking Swarmers to fuck over fighters, but I can just put flak on this fucker and use it as dedicated missile boat.

>>180092387
Tystnad (and fighters) looks very nice, but Ballebo's armor plating could use some additional detail, compared to the busy, gray hull.
Don't do the outline glow thing, it just makes it more difficult to judge how the ship actually looks. A simple gray backdrop will do the trick also.
>>
>>180095324
>Even though the sunder's role fits in with II perfectly.

one of the sunders main defining features is that it has fuck-all for armor

another defining feature is that it uses a lot of big energy mounts

doesn't found all that ii to me. it does prefer to stay at range though, i'll give it that.
>>
>>180095371

and yeah i didn't touch the ballebo for this update. there's some work to be done there.

also you can't go wrong with sabots.
>>
How did you protect Ludd-chan's smile today?
>>
>>180095371
what mooooooood?
>>
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>>180095937
Ship & Weapon pack, International Bounty Board boss bounty, something around 1+ million, this fucker also had a boss Onslaught and a boss Paragon.
The boss Paragon's system makes it literally invulnerable, but it generates obscene amounts of flux so it's actually worse than stock Paragon with extremely high shield absorption, unless you're facing stupid amounts of kinetic damage.
>>
>>180096109
oh wow, 1m bounties, I thought i was close to endgame with 400k bounties

also: how to increase battlesize past 500?
>>
>>180096380
Game folder/starsector-core/data/config/settings.json
Ctrl+F "maxBattleSize": and punch in your desired number (don't forget to move your slider after you do it)
>>
>>180096487
And there was also a mod that changed this right? if it was 600 already then a mod had changed it.
>>
>>180096585
I dunno. Mine is at 500 (max) and I never touched my settings file beyond increasing burn speed.
>>
>>180096109
>1m+ bounty with three unique capitals.
Holy fuck, that's scary even for IBB powerlevels.
>>
>>180097492
The capitals were surprisingly unspectacular. The paragon's 5 large mounts made it chew through flux faster than it could even put up its shields, the Onslaught never so much as touched my fleet because it was too busy getting outranged, and the Conquest was distracted with my Mimir.
Turns out that 2 Tartarus with 0.38 shields and siege mode make for incredibly effective fleet anchors.
Shadowyards is 10/10 fun.
>>
>>180094930
Yes. Good all round.
The only annoying thing about them is they count as combat ships when you 'deploy all'.
Same for the LP Dram as well.
>>
>>180098237

oh well fuck that then. that sounds real annoying
>>
>>180097797
Oh, the SRA heavy cruisers? Yeah those things are awesome.
Need really damn heavy ordinance to chew through those shields.
>>
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>living hull
>>
>>180100605
Yup, the default load out is a pain in the ass to fight. Missile swarms harder than DA ships
>>
>>180100605
You think those red veins are just for show?
>>
>>180100605
Imagine if a phase ship had that hull mod.
>>
Startin' a new game, should I grab Tyrador? I'm fine with something a bit better than vanilla, but don't want super over the top stuff. Sprites don't look so bad either.
>>
>>180102303
it's pretty well balanced, and the sprites look good. I think its worth using
>>
>>180102303
Definitely. I don't get the impression that the ships are much better than vanilla, they just tend to be more specialized.
The biggest difference to vanilla ships I've noticed is that their combat-freighters are a lot more optimized, but that's honestly a good thing considering how awful they otherwise would be.

Modular cargo bays are super comfy.
>>
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mixing mod content is always such a joy
>>
>>180102303
Tyrador is fine. They have some quirk weapons like drones but nothing all that game changing
>>
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I am become death, destroyer of ships
>>
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>>180102504
rip ship
>>
>>180102784
How come those frigates are stacking on top of each other
>>
>>180102784
>using red
why? it's like you want the rest of vanilla and mod content to be invalid
>>
>>180103159
they're not frigates, they're fighters
>>
>>180103159
>implying those aren't frigate sized fighters because that mod is broken
>>
>>180103164
I like a boss faction
>>
>>180103201
>"""""heavy""""" """""""""fighter""""""""" meme
that mod belongs in the trash
>>
>>180103361
so do I, but that mod is super OP. more so than templars.

>>180103404
I mean corvettes are one thing, but those things are a bit too big even for that
>>
>>180103501
>bosses are hard
>>
>>180103714
who are you quoting?
>>
>>180103501
Makes no difference in the end except killing things quick and killing things effortlessly quick. Some people like having extreme OP factions.
>>
>>180100605

it should convert crew into faster repairs
>>
Word of advise: Make sure the minimum battle size for nex is at least 200 for lategame nex+dyna.

Otherwise, you will end up losing the battle because you'll get vastly outCR'd

>>180096585
dyna changes max battlesize. you have to edit their settings too
>>
>>180100605
just add monoblock construction onto it and you have a really balanced vanilla ship :^)
>>
Who will save us from page 10?
>>
>>180108406

quick, everyone pick a vanilla ship and make a skin for it
>>
>survey mission
>"outer reaches of system xyz"
>spend all 120 days looking for the fucking probe
what a fucking waste of fuel and supplies
>>
>>180110025

never take an "outer reaches", because they ain't kidding
>>
>muh space storms

i hate this dev i hate him so bad
>>
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>it's been 61 minutes since your last save
>Backing up save file
>Saving
>then suddenly backing up again
>Java has stopped responding
>>
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I am gun
>>
>>180111586
Don't use quicksave anon.
>>
>>180112414
It was from the Menu.
>>
>>180111685
>mudskipper mk.II plague edition.
>>
>>180111685
>>180112835

the mudskipper is what happens when you mount a gun as large as your ship

that on the other hand is what you get when you add engines to a gun
>>
>>180111586
The bad news: You lost your progress since your last save.

The good news: You can load up again without messing with your save file.
>>
>>180074867
>Sunder
>ITU hull mod
>High intensity laser + 2 graviton beams

Sometimes this thing seams really OP
>>
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>>180113054
>fire gun

>happy floaty rock happens to float by blocking the 10k damage shot


damn you space rock
>>
welp distress beacon is useless mid game

yes please i would love that 80 fuel surely that will get me home
>>
>>180113153

eh, it's a bit of a one-trick pony

tends to get sideswiped and just die once there are some cruisers or capitals around too. 250 armor doesn't go very far and it handles like a cow.
>>
>>180113275
Welcome to every time I use lightspear on an adamas, Sunfire PDE's on a Karkinos, or tachyon lances.
There's always a space rock, and if not then the game will find a random destroyed ship to throw in your way instead.
>>
>>180112414
whats wrong with quicksave?
>>
>>180114180

add in a thumper, they really do a number on rocks/fighter wrecks/etc
>>
'Starpoint gemini warlords' 'it is like mount and blade in space'

Well, I heard that before. Anybody played it and how does it hold up vs starsector?
>>
>>180113153
Sunder is good at what it does under one condition: the given ship its firing on isn't able to fire BACK at it. If the sunder gets focused by a ship and can't win the flux war its toast.

Speaking of sunder variants, I find it ironic that one of the factions that doesn't have a Sunder subtype is the Imperium.
You know, the faction who's entire gimmick is heavy artillery and firepower?
>>
>>180114508
I didn't like starpoint gemini, but I like this game. unlike starpoint, starsector has fun combat. it's kind of like M&B in that its a sandbox game where you start from the bottom and then build your fleet up, and there's a ton of mods for it that add replayability and features not in vanilla.
>>
>>180115148
I have Startsector, and starpoint gemini warlords is the new game.
>>
>>180115148
True.
Starsectors biggest flaw at this point is the fact that its not well optimized.
Well that AND its lack of game features outside of combat.
Industry and Base building WHEN
>>
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Are there any mods that add a bunch of shit (ships, weapons, LPCs, mission types?) without fucking up the balance?
>>
Is Blackrock not on the Version Checker masterlist anymore? It's the one thing that keeps giving an error when checking it.

Also I missed it the first time I've seen them but what are the guns that are like actual flak? One big Scy ship had one that made explosive clouds and another gun I saw shot out cluster shells that split into a bunch when at a certain proximity to impact.

>>179963474
Flu-X is kinda neat. With Nexerelin factions will eventually become neutral or peaceful to them but by default they are hostile to all like pirates. They're also pretty strong sometimes and can overwhelm others so you may have them expanding pretty fast, which is what happened in the previous game version where they took over two systems completely. It's also cool how their mothership lets out a roar when activating the special.
>>
>>180040343
If you see the captain guy dead in the post-action screen, you've done your job
>>
>>180115408
oh, my bad. I thought you were asking for someone to sell you on this game.
>>
>>180113275
I have that problem with the Keto's Astrapios all the time
>>
>>180115929
>Nah that's my fault, dropbox's update to public folders *** it up and I haven't bothered finding a replacement yet.

can't say i blame him, fuck keeping a .version up
>>
>>180115871
>missions
HAHAHAHA
Well, actually SWP adds custom bounties
And Underworld lets you be a pirate in a better way then the vanilla
I think SWP, UW, II, TSC are breddy gud.
>>
>>180115871
Arsenal expansion sounds like your best bet, but if you're looking for faction mods Shadowyards and SCY are pretty good about balance although SCY missiles are a pain in the goddamn ASS.
As much as I love BRDY they're really not terribly vanilla friendly (not as bad as some but their torpedo bombers are REALLY damn good), but they get an honorable mention for how awesome their ships and weapons look.
Avoid DME and GKS like the plague.
>>
>revert some nerfs
>my changes were added to the originals
>fleet logistics is now 30+50%
Shit. While I'm trying to do this, anyone have simple stat buff suggestions?
>>
>>180116938

context fgt
>>
So what exactly IS the style of old Domain ships? Hegemony sounds like they're the closest to them but they're all old heavy guns and armor. Wasn't there a good few of really high tech Domain stuff going around?
>>
>>180117370
Mastery ships all had heavy armour and heavy guns, former because of the fact they didn't had any shields, latter because former.
Later was Core and then Expansion epoch and that's where you'd find that "high tech Domain stuff".
>>
>>180117370

almost all ships in the sector are originally domain designs.

the main three doctrines are the low-tech Enforcer -> Dominator -> Onslaught, midline Hammerhead -> Eagle -> Conquest and high-tech Medusa -> Aurora -> Paragon
>>
Anyone know how to remove the level cap? 40 doesn't feel high enough.
>>
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Remind me again why this thing has over 1000 armor?
>>
>>180119615
russian engineering worship
>>
>>180116938
Well if you look at it the changes are pretty much the following
>Higher fleet costs due to reduced efficiency of related skills
>Higher ship count demand due to enemy groups being tweaked out slightly.
>Higher ship count demand due to bounties and other things being placed farther away, necessitating a larger supply fleet for fuel range.
>Reduced effectiveness of combat traits since most of the combat traits affect just one ship
>Reduced effectiveness of the OP skills since it went from 2 skills down to one.
>Increased travel costs due to increased hyperstorm density and effect

Just pick one and change it if you feel it's that bad. Otherwise you'll still adapt to it over time. I think so far a 200 deploy cost fleet still breaks even in 200k bounties, most of the 200k bounties I've seen range from 150 supply to 330 supply. I've had a tougher time getting higher tier bounties to show up though. Some 300s, but not that many.
>>
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>>180119615
Wrong pic.
>>
>>180119535
Starsector\starsector-core\config\settings.json
maxplayerlevel or maxcharacterlevel or something
>>180119615
Soren
>>
>>180119615
>compromised armor
>>
>>180119985
Thanks friend!
>>
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And the shitty parenting of the century award goes to whoever named this guy.
>>
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>Put assault order on point.
>My two cruisers sit around like fucking pansies.
>The captain even has fucking aggressive AI.
What gives?
>>
>>180124039
they're within weapons range (missiles)

:^)
>>
>>180124385
Its strange to me because usually they're not that passive and are more than happy to get into the front lines.
And yet my actual missile platform, a Lynx, refuses to be anywhere but right in front of the enemy flagship whenever I deploy it, even when it has nothing but missiles for offense.
>>
someone has that picture that shows the outer reaches of a system?
>>
>>180124640

look man, if it says "outer reaches", just give up. it ain't worth it.
>>
>>180111586
Make sure you have enough ram allocated in vmparams and also that your minimum and maximum ram size are the same. After changing both my min and max to 6g i have had no problems saving while playing with Nexerelin and a ton of faction mods.
>>
>>180085208
Change the csv values so you can board them, that plus a shielded rampart drone are quite spicy
>>
>>180089740
It's your fault for not have safety overrides on some destroyers/frigates to deal with these buggers

Or a tempest, a tempest is pretty good at it
>>
fuck is with every ludd base having supply costs in the 150s; do you really have to fly around to the specific production worlds just to get your supply / fuel for non stupid prices?
>>
>>180129352
head to a size 7 military world
>>
>>180129352

pretty much yeah
>>
>>180129352
>do you really have to fly around to the specific production worlds just to get your supply / fuel for non stupid prices?
Yes. It`s why the whole "why are bounties 30ly away" complaint exists, because you're literally going to be stuck in Askonia
>>
Small mod that buffs some skills: https://mega.nz/#!03o0AbiL!OuS3W5O6pHP3Sn36RVAEZ86iDV8hHiH72k9qpYxXwh4

Fleet Logistics: -50% supply use
Navigation: -35% fuel consumption (may be a bad change)
Loadout Design: 30% OP

Dunno if it breaks anything, seemed to work fine.
>>
>>180131045
>Loadout Design: 30% OP
this is honestly unnecessary, 10% is strong enough
>>
there is a shipyard or something to left ur ships in?
>>
>>180131235
Not with late-game ECM. 30% is probably high, but there needs to be a way to counter the mandatory ECM module cost for late-game fleets.
>>
>>180131367
???
or maybe just accept that lategame fights are supposed to be difficult?
What should REALLY happen is reduced deployment cost of capitals
>>
>>180131291
Every planet or station has unlimited storage you can access with a one time payment of 5000 credits.
You can find abandoned stations in a few systems as well for free storage.
>>
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>Try GraphicsLib
>fps tanks from 60 to 10 in the main menu
>It's needed for other mods
>>
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I didn't know that Nords were implemented in the game yet.
>>
>>180131816
"enableShaders":false,
>>
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>180k deserter fleet bounty.
>Last seen using a Dominus as their flagship.
>Oshitnigga
>Get to where he's located.
>See this.
No wonder he deserted.
>>
>>180131235
>>180131367
How about 20%? Gives enough for an extra mod + some vents/capacitors.
>>
>>180131045

30% LD would leave us with significantly more OP than we had in 7.2
>>
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Hi guys would any of you be a filthy deserter general by any chance?
>>
>>180132589
>>180132748

18% would be breakeven with 7.2.

go with 15% imo. 20 if you have to.
>>
Anyone want some minor skill changes while I'm doing this?
>>
>>180132942

make all the aptitudes to something. i fucking hate dead levels.

that's probably more than "minor" though since you'd want to use 5% max CR/level for combat and 5% OP for tech

dunno what to go with for industry or command.
>>
>>180133106
I barely know what I'm doing.
>>
>>180133106
>that's probably more than "minor" though since you'd want to use 5% max CR/level for combat and 5% OP for tech

*which means that you'd have to restructure the skills that give those things because double-dipping here would be bad
>>
>>180133106
Command & Control's rank 1 and 2 could use a boost. Officer Management's bonus needs to be upped quite a bit as well.
>>
>>180133435
Isn't more officers already really good?
>>
>>180133810

extremely. every single officer is worth almost as much as the entire combat tree
>>
>>180133810

yeah

what actually needs buffs is the combat tree

or better yet rejig the entire system so the best options aren't blindingly obvious
>>
>>180133435
Would 100% CP recovery and +10 CP be too much? Personally, even this isn't worth the skill points.
>>
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you know what. i'll take a stab at rebalancing the skills tomorrow. let a thousand flowers bloom
>>
>>180133810
It depends? Honestly the game is so easy that 10 officers can be more than enough. You don't even need officers in the first place.
>>
>>180135747

you don't "need" any skills at all
>>
>>180135829
I dunno -30% supply is pretty important when you're running into hyperstorm walls, and the -50% fuel is pretty important too. I mean we both know the game2easyplsnerf crowd is going to ask for those to be reduced down to -10% each, but they're still probably the only mandatory skills to get.
>>
>>180136341

they're not mandatory at all. just takes a lil' longer to cap out without them
>>
>>180136543
Speaking of capping out has anyone actually succeeded in doing a solo wolf build up to 200k bounties?
>>
>>180138321
how do you solo stuff that has many times your flux rate
>>
>>180138451
Missiles.
>>
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So the jupiter is fucking hilarious.
>>
>>180132093
how?
>>
>>180141592
is it good? I noticed its armament is very light besides its integrated weapon.
>>
>>180141806
GRAPHICS_OPTIONS.ini
>>
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>>180142017
The gravity cannon has a REALLY high recoil on enemies, and you can actually use it to fling asteroids at your enemies.
Doesn't work on charging enemies though, for some reason.
Although it still does really good damage.
Pic related.
>>
>>180142213
To add to this, say this was a fleet battle.
If I was piloting the jupiter and disabled/destroyed a ship, I could throw its debri into the enemy lines to make space for allies.
>>
>>180142496
>space pool
pls post the webm
>>
>>180142536
What webm?
I can make one in a bit if that's what you mean.
>>
Has someone tried replacing the .8 skill system with the .7 skills yet? I had a great rebalance mod that was a hell of a lot more fun than the useless new skill format.
>>
>>180142213
It does work on charging enemies to some extent actually, but if you're up against a direct burn driver like an Onslaught, you need two Jupiters to hold it back. Otherwise, because of how the Gravity Cannon works and shield mechanics, sometimes you can just use the thing to snipe.

My main issue with it was the ridiculous speed. It's one of the few ships where the 5% max speed bonus is practically mandatory (or an officer with helmsmanship 3) because otherwise you end up in really stupid situations where you're over 5k distance away from everyone else. That doesn't stop the AI from being a sad sack of shit at using the Jupiter though.
>>
>>180142213
If you're running the Jupiter in a fleet ops role it actually can benefit from converted hangars, because generally if you're overwhelmed those PD slots won't help THAT much.
>>
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>>179948435
Amy trading advice for someone who wants to go for mercantilism?
>>
>>180144267
You need the sustained burn boost perk ASAP, the good thing is that this aligns with the fuel reduction perk..
If you haven't modded mission frequency it might be good to do so because default mission frequency can be fairly depressing for a trade run.
Learn what commodities always have a high base selling price. Stock up on them whenever you find a system that they're cheap in.
Even if you go trade, survey missions are still probably how you'll start off because you need "quick" money to really get any cargo ships.
>>
https://mega.nz/#!52ow3IJa!iWxNWU9TJDZ9gvDwy-_20Pt_AVYPyYXJ38tmkUFIyFc

Fleet Logistics: -50% supply use (up from -30%)
Command & Control: +15 CP (up from 3), +100% CP recovery (up from 3)
Navigation: -30% fuel usage (up from -25%)
Loadout Design: +20% OP (up from +10%)

What's up with the heavy restrictions on Command Points anyway?
>>
>>180145260
Probably the same argument as to why OP should be further reduced, people arguing that it makes the game too easy.
>>
>>180145260
>Loadout Design: +20% OP (up from +10%)
wewww, now it's ridiculously good
>>
>>180145445
Lets you fit an ECM module onto every ship and add a couple more vents.
>>
>>180145260
Whoops, up from +50% CP recovery.
>>
>>180145356
its dumb how its not worth telling destroyers to not kill themselves trying to 1v1 with an onslaught
>>
>>180145625
You just need one avoid order to do that though. Enemy AI fleet comps generally divide themselves up over time, so it's not like avoiding the Onslaught will mean your ships all start running mindlessly. I normally have no problems with using default CP and default configuration.
>>
>>180144860
Thanks anon
>>
>>180145260
Now I just need to figure out how to change hyperstorms. Probably too retarded to do it though.
>>
>>180146000
Somebody already tried I think, you need a JBE if I remember correctly because it's not a config setting but requires modifying some values in java.
>>
>>180146123
Alex said it could be modded, is that what he meant?
>>
>>180146000 nice numbers
Why do people act like hyper storms are such a big deal? Industry 2 - Safety Procedures exists for a reason if you REALLY want to muscle through storms.
But why would you?
Piloting around hyper storms isn't that big of a deal, and I personally find it pretty comfy to just bathe in them with solar shielding on everything.
>>
>>180146680
No clue. All I know is that people have not liked hyperstorms since the .81 changes and the people that wanted the changes never bothered showing up to argue why hyperstorms improved the game like they said it would. That led to somebody getting fed up and trying to find a way to mod it.
>>
>>180146758
It's because fuel and supply costs are so damn high.
>>
>>180146758
I just don't find the minigame very fun.
>>
>>180146758
They're not a big deal, and honestly plowing through hyperstorms is still better than going around in many cases (also unavoidable depending on generation). I've run into three games so far where going around the storm would use up twice as much fuel/supplies than going through the storm. I think that's not that bad.
>>
>>180146861
Are you sure we're playing the same game? Yes, fuel prices are high if you do extremely cash-inefficient missions like bringing a fuel-hungry fleet for a surveying mission, but why would you even do that in the first place? Reminder that you can use the storage feature at most ports to stash any large ships (and their cargo) you don't need for the current mission.

I've never run into the issue of not having enough fuel because I couldn't AFFORD it.

>>180146879
Fair

>>180146992
From what I've experienced, you can generally snake a route through the storm that minimizes exposure, even in MASSIVE clouds of the stuff.
But yes, tanking it is usually superior. I put Solar Shielding on all my logistics ships for a reason.
>>
>>180146801
Yeah, I used the mod too. He never updated it to the latest hotfix. I was hoping to find a way to do it without needing to replace starfarer.api.jar.
>>
he quick patched it to greatly reduce the amount of hyperstorms
Its not that big of a deal anymore

Dont run out to the far side of the map just for a fucking 200k bounty
>>
>>180147078
>you can generally snake a route through the storm that minimizes exposure
The problem is that snaking is only effective if you're using a burn mode like e-burn or normal burn, but there's honestly still no reason not to just s-burn and push through even with the increased storm frequency.

The effect of the storm extends beyond the storm's visible region anyways, so even trying to snake doesn't always work. Overall I'm still not sure what benefit hyperstorms are supposed to bring to the game, even though people played it up as being this world changing element that would define the hyperspace game and make wandering in hyperspace fun and worthwhile.
>>
>>180147078
It's not a matter of being able to afford the fuel. It's a matter of cost-versus-profit thing.

A few tens of thousands bucks worth of fuel by itself is an insignificant amount, but if you take into account the REASON why you're out in hyperspace to begin with (survey missions, bounties, trade runs), it's yet another niggling factor that's eating into your already-slim profit margin for any given run.
>>
Does Industry synergize with Nexerelin's features in any particular way? IE does surveying get you planet mining targets?
>>
>>180147713
Iirc you might be able to mine even without surveying? I don't remember. Nothing else really synergizes though
>>
>>180147595
And this is why bounties are worthless. Depending on how the storms spawn during your trip, you run a real risk of incurring net loss for the trip. Survey missions pay less per run but are far more profitable.
>>
>>180147896
Nope, you need to survey first before mining.
>>
>>180147920
Well they're not worthless, just not efficient.
>>
>>180147595
Single objective expeditions suck, but if you can package together a combination of bounties and/or quests together then you get a much better profit margin.
>>
>>180147920
?
just do million dollar bounties every run whats the issue
>>
>>180149785
this

I seriously hope you guys are playing with a modified settings.json that allows for more bounties / missions to spawn.
>>
>>180144267
Keep an eye for recently invaded markets, especially if there are >5 pop, lower stability for dirt cheap goods
>>
>>180148049
You can mine from planets in the core world since they are all pre-surveyed
>>
>>180152018
>wanting used goods
>>
>>180153286
Or you could mine some good ol asteroids
>>
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>ship on a giant flak cannon

it eats fighters and other frigates
>>
>>180156190
How good is that weapon anyways, I've been meaning to try it but I have no large slots left on really any ships except my flagship, and that's been running permanent Twin Devas for rule of cool.

Dunno if it's worth it to get another ship to play around with that weapon, especially since I'm at 15 ships already and that's basically already too large. (sadly)
>>
>>180156363
That weapon is incredibly good against fighters/frigates/anything
>>
If I did this right, it should remove the burn penalty and most of the fuel/CR loss. Replace starfarer.api.jar with this one:
https://mega.nz/#!kzRC1b6C!YIUk1dU9FIWYF5wl1oOUKssTnJcExKcd0QjO-JLdbhg

Back that shit up first cause I probably fucked up. I'll still try to find a better way.
>>
I've been testing out a few different settings for ram allocation and get a far smoother experience with either 3g or 4.5g over a flat 4.

Has anyone else run into this?
>>
>>180158408
is this for 0.8.1a RC8 version?
>>
>>180159761
It should be. Just not compatible with saves made using the original starfarer.api.jar. Dunno why, maybe I fucked up something.
>>
Is there a way to have random battle but with mod ships? i remember there was a mod that introduced various versions of the random battle
>>
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So I'm not sure what the mod author intended this ship's role to be, but I've found that with its ramming drive, it excels at straight up plowing into a mass of enemies and staying there thanks to its obscenely good shield ... making it the perfect Fleet Server support for any carrier.

My Matriarch with seven Javelin wings greatly appreciates it and can raze multiple ships in a single bombing run, BUT
>it still can't tank through 8 remnant cruisers long enough
How do we alleviate this problem? Ethics need not apply.
My officer has Power Grid and Defensive Systems 3 already.
>>
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Talk about down to the wire, these were the last ships up on the battlefield
>>
>>180160647
Trade defense for firepower so that you don't have to tank as long. There's no other way. The defender never wins if they have to rely on other ships to take the enemies out, especially if the AI is the defender and not you, because they have odd ways of managing flux and shielding.
>>
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>>180161178
Never go for an astral bounty without fighters kids
>>
>>180161398
>double Astrals
Yeah that's, not going to work. Astrals are ridiculously good with Recall. Unless you have a strong anti fighter anchor to drain them you're SoL most of the time.
>>
>>180161398

lol you're fleet sucks dick

Just bring some anti-fighter & anti-missile
Astral ain't a big deal
>>
>>180161359
I've already tried that.
That much immediate firepower would only be possible with missiles, which, with only 4 small and 2 medium mounts, isn't going to do much on this thing.

The whole point is trying to jam this thing into technically unwinnable flux wars and tank through it while another ship's bombers clean house. Giving it more firepower implies trying to win a flux war, which just isn't going to happen. When surrounded, it'll be too difficult to focus anything down, not to mention that this ship has slightly difficult turret positioning.

Maybe I should try mass EMP weapons?
>>
>>180161685
put Heavy Armor on?
>>
>>180161865
I GUESS
>>
>>180160647
>it excels at straight up plowing into a mass of enemies and staying there

>puts advanced optics hullmod

no anon, no.

You need heavy armor on that thing, see it's base 1500 armor? Use heavy armor and it becomes really tanky, then you won't need shield mods and can put more and more weapons on the ship
>>
>>180162582
Pretty sure that shield tanking with 0.32 flux per damage taken is perfectly fine
>>
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>>180162582
>>180162648
How about both?
>>
>>180162774
Armored Weapon mounts gives a little more armor, dnno if its worth
>>
>>180162940
I've considered it. Might drop Targeting Unit for that.


In case anyone was wondering what I'm trying to do with this thing, see file
>>
vulcan or light dual machine guns?
>>
>>180163129
light duals
>>
>>180156363
If you don't care about range then it's the best HE weapon in the game. Just pair it with Light Machine Guns and you'll rape pretty much anything provided you're fast enough to get into range.
>>
>tfw you edit yourself 12 extra starting skill points
Aptitiudes costing skills is fucking stupid.
>>
>>180162774
That's such a sexy ship, wish it came with ballistic variant
>>
Flu-X isn't as bad as I thought it would be, might keep it in my games.
>>
>1.2 million deserter bounty for GKS

Nice fucking ships and long range weapons and missile spam jesus christ
Didn't bring anywhere near enough PD to that

Literally firing volleys of like 1000 missiles
>>
Mod idea: improve economic game by being able to see prices from all markets

Come on now, future humanity doesn't have something resembling internet? Even the relays say something about ftl communication
>>
Maybe it was because I was massively outnumbered too since they had an all destroyer fleet or something

Shield bypass strategy doesn't work against the GKS "launch 50 missiles at once at 3000 range" weapons.
>>
>>180164437
GKS' strongest point is in their missiles, it was why people screamed for a missile nerf when GKS went through balance checks.

>>180164626
honestly I'd like to be able to have a way to build up planets so that a size 3 market can work its way up to a size 5 or something.
>>
>>180164768
I'd say the strongest point is that all their ships are skinny so half your weapons fire at them misses
>>
>>180164894
I never had that problem since I generally fire in a wide spread and attack from the side anyways.
>>
emperor or xiv dominator?
>>
>>180165335
XIV Dom
>>
>>180165647
xiv is beter then the bountie mod dom?
>>
>>180165738
The Emperor has really quirky weapon slots last I remember. I could be wrong? I remember not wanting to use it for some reason.

Then again I had the same problem with most IBB ships that cost like 150% of their normal variants and I had absolutely no reason to upgrade.
>>
How come Dyna doesn't change bounty distance?
>>
>>180166435
Just because they *can* spawn in the core worlds doesn't mean they always do.
>>
Is there anyway to change the reduce the risk of accidents when mining in Nexerelin? Do I just need more ships or something?
>>
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>hard fight
>forgotten to save prior
>fighting is intense
>piloting medusa
>most of my ships have been ordered to withdraw due to damage, critically low CR or have been destroyed
>last hostile ship is a enemy hammerhead
>I have taken serious damage at this point
>manage to take it down, but AM blaster build makes me have to move in close
>blink away as the ship blows up
>accidentally skim right into a asteroid
>die
>ship not recoverable

Thanks Obama
>>
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>>180168847
>Pull back behind your other ships to vent
>Enemy lasher makes a fucking bee line THROUGH your ships
>Launches its salvo of harpoons right before it dies to 6 ships blasting it
>Die to 6 harpoons

fucking harpoons man
>>
Question, how hard would it be to completely overhaul a mod if one has only the .zip folder from the DL link? Harder than making it from scratch?
Because i'm thinking about this: if you have a faction of scientists, follows that they should have a lot of exotic and exoteric technology in their archives, and so, why not make a fleet based around such stuff?
Teleportation shells, flux siphons, intentionally overload the power grid to fire a ball of flux at the enemy (causing a spike of soft flux), cause a enemy ship to enter phase space for some time (thus effectively removing it from the fight but allowing it to reposition), weak frag phase mines that can only strike phase ships, shells that slow down the enemy, shells that accelerate allies, etc etc.
Stuff like that. Weak ships but with lots and lots and lots and lots and lots of tricks (mostly in the form of built-in weaponry or abilities) to make up for it.
>>
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>>180165335
Noticed there's a LP boss dominator in the ship list as well, does that show up for the IBB at some point?
>>
>>180169781

dude, if you have to ask...
>>
>>180170413
Yea there is some IBB full of LP ships, they are all fucking terrible.
An Onslaught with Safety Override lol
>>
>>180171389
...?
>>
>>180173003
point is if you have no idea how to mod anything, then you will need to spend dozens of hours learning how shit works
>>
What's the point of doing your own faction in Nexerelin? I tried it for a bit and it became a shittier Independents. Can you customize the ships available at your ports at all?
>>
>>180173792
Don't you get to decide who to go to war to and shit?

Is there any diplomancy?
>>
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>>180172886
Yeah I tested the Onslaught as well and the range hit from SO cripples it pretty hard.

Anyone want some meatballs?
>>
i'm looking at the Combat skill tree right now and i'm thinking that the main problem with it isn't that the total bonuses are bad, but that the value per point is so low
>>
>>180175525
I think the main issue is that you can have up to 10 dudes with close to maxed skills piloting ships.
>>
>>180161398
Oh you think that's bad, try fighting a matriarch bounty without fighters.
Every attempt I made at least one cruiser died due to the massive quantity of inferna bombers.
The worst part is I didn't even get the matriarch when it "disabled" and FUCK doing that fight another time to try and get it right.

>>180162774
A thing to consider is that boosting the armor can actually make your shields more effective in the long run, since it will let you drain flux for a bit.

>>180169672
I'm glad I'm not the only one that experiences this pain.
>>
>>180176135

that doesn't help yeah
>>
>>180176135
>>180176170

you know, i could cap officers at level 10 and go hog wild with the combat tree...
>>
>>180175304

admiral santos has taste
>>
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>>180176249
Yeah, something along the lines of halve the officer skills or double the player ones.

That makes it a real choice between player combat skills and campaign skills.

And fuck moras
>>
>>180176917
lmao4mora
>>
>>180176917
Heck, having a dedicated slot for a fleet officer that can learn fleet wide skills (but at half capacity and non stackable with those learned by the player) would be good.
Do i specialize the captain in fleet skills but leave it bad in combat or specialize the captain in combat and have the fleet skills at half power on a officer?
>>
Friendly reminder that the Gryphon is actually the most OP cruiser
>>
>>180173792
Yeah, mod the .faction file. It'll be on the bottom of the file and list them out as ship roles.
>>
>>180178114

i enjoyed the thread on the forum that was two retards arguing with each other about if the gryph needs infinite reloads, or infiniter reloads
>>
>>180178114
>skips XIV Gryphon
No...
>>
>>180178121
Is there a way to update it dynamically?
>>
>>180178284
With console commands, I believe you can refresh markets manually, but I don't use cc so who knows
>>
>>180178284

it should apply immediately, but already spawned fleets and market inventories won't change.

run forcemarketupdate in the console to fix the inventories
>>
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>>180178180
I know, thats why I posted that. I just needed to vent after seeing so much dumb shit.
Do they even know what a sabot is? MIRVS with 3 points in Missile Specialization?
>>
>>180178439
What's up with gryphons being op, loadouts?
>>
>>180178114
>>180178180
I've modded in a Gryphon with infinite reloads, a 30 second wait period between each, and a 90% flux spike.

OP AS FUCK.

Only thing I can't seem to figure out is a good loadout. If you put Sabot puts on the sides, they have very little effective range - although three small Sabots + Hammer Barrage usually destroys anything you ever really need.
>>
>>180178361
>>180178396
Meant update the ship selection.
You conquer Blackrock stuff, your fleets start to use Blackrock stuff, Tri-Tach conquers Jangala? Is that a Mora next to that Paragon? Etc etc
>>
>>180178572
Ship system and expanded missile racks effectively give 4x normal ammo.

With right loadout this lets you crush a whole lot of ships, probably faster than anything else at that hull size.
>>
>>180178671
I believe that isn't how it works, it's all in the .faction file. If you want a pseudo-brdy faction, then copy-paste the variant id if the ship you want to the appropriate section in the .faction file. Afterwords, the ships you entered will spawn in the market s of your faction.
>>
>>180178889
Yeah, but i wanted it updated as the game went on.
>>
>>180178572
The one I used during my Hegemony run was 2 Sabot pods, a MIRV launcher and an HVD to make destroyers fuck off.
The sabots would overload up to an Odyssey if it didnt drop its shields, and the MIRV would take down destroyers and frigates at 0-flux all by itself. And considering its all missiles, you dont build up flux by attacking so your flux is entirely dedicated to tanking making the shield actually pretty strong.
>>
>>180178439
I like how the guy who was giving the Gryphon that was admitting he barely used missiles because they ran out during fights, completely missing that it's a key aspect of missiles and at many points a balancing factor.
>>
>>180178958

i feel that it should be pretty obvious that the answer is "no" then
>>
>>180178958
I have no idea, you can brute force it by copy-pasting their ships to your faction's ships, but your call anon
>>
Anyone got the last version of metelson they could upload? The current one has bust it with dyna sector
>>
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>>180178439
>a single railgun on auto to get the AI to raise shields
>one click with two sabot pods
>one click with a mirv
>one click with a reaper

no this ship definitely needs more reloads, i could only do this 11 more times before running out of sabots
>>
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lol conquests
>>
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lol onslaughts, etc

i'm down to only 8 sabots left though! plus autoforge. so i'm at like 70% after killing a cruiser and two battleships
>>
>>180181470
I bet you could kill a paladin with that.
>>
>>180181470
Why the MIRV? For frigates?
If you're going after capitals wouldn't it be better to replace it with one of those big Double Reaper Launchers?
The Small slots can be substituted for Harpoons if you don't want to waste damage
>>
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so i heard you didn't like running out of missiles

>>180181669

cyclones take years to reload.

i considered a hammer barrage though, but the MIRV is just more reliable.
>>
>>180179516
I don't have the old version, but an interim fix has been posted in the thread.
http://fractalsoftworks.com/forum/index.php?topic=8100.msg215400#new

mod author is working on a patch to fix it.
>>
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i had to use a hammer as a can-opener but hey what do you know, locusts work too
>>
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PRAISE LUDD
>>
>>180182227
You know what makes it OP?
>Hammer Barrage
>Two front-facing Sabot pods
>One front-facing Reaper Launcher
>Small Harpoon sidepods
>All Vulcans + Dual flak for PD

It. Wrecks. EVERYTHING. Could be a capital ship just by itself.
>>
What's the best fighter and why is it the warthog?
>>
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apparently there's no fit so stupid it won't work with for gryphon with a good officer
>>
>>180182574
If its stupid and it works, its not stupid.
>>
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>>180182613

if loading a ship up with five atropos racks ain't stupid then i don't know what is
>>
>>180182385
>>180182227
Question: how bad would the Gryphon be...

If it only had missiles?
>>
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>>180182969

that settles it. there is literally no fit for the gryph that doesn't work.

i didn't even set up my weapon groups right.

and they say broadside ships don't work
>>
>>180183082
Still really good at dealing ridiculous amounts of burst damage.
>>
>>180182969
Loading up a shit with SIX atropos racks.
>>
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That's a hell of a discount for 2 d-mods I don't care about
>>
>>180183645

sadly, you can't mount small weapons in large mounts
>>
>>180183662
Yeah that's pretty good.
You even get one of the squall's and if there ever was a weapon that makes every ship AI in the entire game run away screaming its a squall.
>>
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>It appears that there aren't even any changes to the ship stats necessary to make unlimited Missile Autoforge on a cooldown balanced. It has its cons and pros, but it's nowhere near overpowered.

don't mind me just soloing three dominators at once without using half my ammo
>>
>>180181818
>kraka
>korp
DME BS?
>>
>>180184343
>It has its cons and pros,
>It has its cons
What did he mean by this?
>>
>>180184614

prv

i think they're pretty reasonable but i'd listen to arguments otherwise
>>
>>180184702
If your captain is a retard that blows the entire fucking load on the first Buffalo Mk II (D) that comes into view that's behind the mother of all PD screens...
>>
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>>180184343

i mean an SO aurora can do the same thing without using any ammo but it takes three times as long and peep the peak time remaining
>>
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>DME
>The days of slav bias I left with war thunder come back to haunt me
>>
>>180185181

i think it's french bias actually
>>
>>180185037
But can it take on an onslaught?
>>
>>180185037
People are weird as hell about missiles, and freak the fuck out when you even mention softening let alone removing the ammo limitation.
Like the only difference it made when ammo was removed from ballistics was that people started actually using the damn things instead of building everything around high-tech and energy guns.

But what the fuck do I know?
>>
>>180185673

it's elixir-syndrome, "i might need them later"

thing is that the sooner you can get the snowball rolling the better, so alpha-strike is extremely powerful

there's also the fact that peak time is also a very valuable resource. sure you might run out of missiles in two minutes, but you'll also run out of shields and engines in three so is the difference really that important?
>>
>>180186237
The AI also likes shooting missiles at zero-flux shields, from what I've seen. Early game lashers just love shooting missiles first and saving their infinite ammo ballistics for when they run out.
>>
>>180185481

trivially, an onslaught can't do shit against something this fast

hell you could probably do it in a lasher if you fit hardened subsystems

what you CAN'T do though is kill an onslaught in 20 seconds.
>>
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>>180186427

forgot mah pic
>>
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I hope Askonia survives
>>
>>180182560
Spark drone fag here, armor and those flares

>>180183662
>purposely breaking capitals to get good d mods
>>
>>180186882

they'll be fine. the sindrians usually have two fleets like that just hanging around.
>>
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>>180186893
Recovered that one my friend

>>180186945
Fuck sake, I need to drop off ships and resupply
>>
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>>180186893
>>
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>110 supplies
>>
>>180187851
You can still access it, they are neutral
>>
>>180189025
No, it's under siege. Can't do anything.
>>
>>180187851

kill them
>>
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Punishers are pretty great, anyone got good loadouts?
>>
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Cheap as fuck, D-mod fleets are great
>>
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>Got bored of old BRDY save.
>Start new Imperium save in non-corvus mode with all gen settings on max.
>1 1/2 cycles in, finally have something trophy worthy to bring back.
IT BEGINS
>>
>>180190247
I actually prefer undamaged ships for survey runs. Gotta have dat sensor strength pumped up as much as possible without having to bring more ships. Derelicts are $$$$$.
>>
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>>180190872
I'm in full bounty hunter mode, having cheap deployment ships is great. If you use fuel efficient ships at the same time running a big fleet becomes pretty easy.

Also, how long before Sindria gets a good amount of fuel? They have around 2800 across all 3 markets.
>>
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Oh sweet jesus.
>>
>>180173057
I'm more of a C/C++ guy and the game is in java.
Not much i can do but hope that someone here is more knowledgeable of the subject (and bored enough to go and hack together a mod with stuff stolen from another mod)
>>
>press F5
>backing up savefile
>program not responding

such is the life in starsector
>>
>>180193296
ez. even easier if it's a T class.
>>
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>>180194043
>I'm more of a C/C++ guy and the game is in java.

lmao
>>
>>180194274
>Last save is hours ago
>>
>>180114583
They also have shitty shield radius and tend to not have energy mounts.
>>
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Everyone's getting in on the ganbang
>>
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>>180194043
>I'm more of a C/C++ guy
I think you're just too ashamed to say that you don't know dick about programming.
>>
>>180195243

and shitloads of armor, something you certainly don't find on a (real) sunder
>>
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suicidal pirates
>>
>>180194692
>>180195360
Is this a meme? Java is literally a corporate code monkey tier language. It's OK for games and stuff, but beyond that if you need speed you go for C and if you need usability/speed of development you go Python (and stuff like R/Python/Matlab/FORTRAN for math/science')
>>
>>180195710

lmao
>>
>>180194043
I learned Java to mod Starsector. I'm a C+Python guy, professionally.

This guy
>>180195710
knows what's up.
>>
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>>180195710
you've never written a line of code in your life, have you?
>>
>>180196286
>I'm a C+Python guy, professionally
>implying anyone who slings C or any language at all for real life money doesn't know Java by default

don't lie about your day job, this is literally like saying "i am a professional movie script writer but don't know how to write essays"

if you actually earn money being a "C+Python guy" fyi writing unit tests and generating doxygen for minimum wage doesn't count as "professional" employment
>>
>>180196336
>println("hello world");
>>
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Who was saying the Gryphon XIV was rare?
>>
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>>180195245
>2 gungnirs on the vindicator
where did you find that?
all I can find is ships with only one gun
>>
if I want my nexerelin followers faction to have unique market music, what would I have to do?
>>
>>180172886
I don't get why they don't just let you put SO on capitals. The range loss is an enormous downside and I'm pretty sure it also fucks with the ship AI as well.
>>
>>180197135

start up foobar
>>
As long as you can make sprites, it shouldn't be too hard to make a simple faction mod with no java experience. Just use another mod as a base to learn from.
>>
>>180196891
that was me.
After 30+ hours played since the update I have yet to see one ingame.
>>
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>made a shit-ton bounty hunting, fly back to Ragnar
>find a fresh destroyer I could replace my old derelict with
>have to buy it off the black market
>slightly cheaper than restoring, do it
>heygimmemonies fleet starts chasing me demanding scan
>run away to corvus
>tiny pirate fleet runs away as soon as I jump in
>chase it around for a minute
>fucking massive flotilla of 20 ships out of nowhere
>got rekt

Welp that was fun while it lasted
>>
>>180197015
Vindicator (S) is the old model with two Gungnir Cannons. You can find them in the same places as the regular Vindy.
Personally, I like the missile slot better though.
>>
>>180197015
its another, rarer version of the vindicator.
>>
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>>180197015
Some special U variant, I'll post once I'm done with this battle.
>>
>>180172886
Is it attached to a certain mod? I have Dynasector but the LP ships aren't in the codex.
>>
>>180197417
Bait them towards a Hegemoney fleet, duh.
Or is the cabal neutral to everyone?
>>
Version 1.3.2 (June 19, 2017)
- Removed unnecessary textures
- Fixed eternal war bug (from vanilla)
- Adjustments to person bounties, again

Sweet.
>>
>>180197732
I thought it was a nearby Hegemony fleet catching up as I saw the rats running from them first, instead it was a massive number of pirates hitting me head on. I tried to disengage and they pushed on it, leaving me surrounded on all sides.
>>
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>>180197637
Ships and weapons pack

>>180197573
Salvaged fleet best fleet
>>
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>>180197917
And this is the Gryphon I got. I haven't run a missile boat as a flagship before, guess now's the time to try it.
>>
>>180197761
What is this, Nex?
>>
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I fucked up stsg, I fucked up bad.
>>
>>180198432
Dyna
>>
>>180198553

that's a big fleet
>>
>>180198553
>Onslaught with triple Maelstrom support.
>That Pandemonium
you're dead son. DEAD
>>
>>180198217

nice dmods for a missile ship
>>
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>>180198783
>>180199073
OUR FRAMES MAY BE LOW BUT OUR SPIRITS ARE HIGH
LONG LIVE THE IMPERIUM
>>
>>180199258
Jesus did your Barrus literally just run head first into a Maelstrom battlegroup. Why is your Adamas at the BACK of the fleet.
>>
>>180199354
Because fleet AI anon.
Same reason my lynx thinks its a hammerhead but my dictator thinks its a carrier.
>>
>>180199258
MAY OUR ANCESTORS SMILE UPON US
>>
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>>180199448
>>
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>>180199608
At least this makes for some really good screenshots.
>>
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>>180199691
Really glad I got this Caesar so it could spectate.
I'm having Kurma flashbacks now.
>>
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Don't you hate it when your PD forgets what side it's on.
>>
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Seriously what the fuck is my Caesar doing.
>>
>>180200460
Standard Caesar things. When the AI handles the Caesar it always stays back until the rest of the fleet is dead. The Dominus is the one that pushes forward.
>>
>>180200613
This is like trying to get a neet outside.
>Go into the fray Caesar! Cmon!
>No!
>If you come we can have a good chance at winning in spite of the odds!
>Nononono!
>>
>>180186237
I never experienced this

With just two medium slots and the expanded missile racks mod I run out of CR before I run out of missiles. Then agian I'm running 120 size limit cap

I switched to a full energy apogee and it feels weird not one shotting enemies ofter their shields are down
>>
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yamato charging
>>
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>>180201189
yamato firing
>>
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I feel like we actually had a chance if my caesar had a lick of courage.
Note to self: Get aggressive pilot on him.
Ah well, take 2 incoming, with much less to deal with this time.
>>
What exactly does conquering a planet do, anyway?
>>
>>180169781
If you want to add ships, systems, etc, etc it's standard procedure to copypaste from other mods.

If you want to add actual mod features you will need to learn Java (only dark.revenant and the nex dude do this with ship/weapons pack, underworld, dyna and nexerelin)
>>
Do NOT bully Conquestchan!
>>
>>180201442
Your faction controls it if you conquer it.
Which means yours has 1 more market in the sector and your opponent has 1 less.
>>
>>180200460
Capital AI is so bad, I'd fly them myself but then I couldn't trust the AI to use a Dominator properly.
>>
>>180102504
>prioritizing capacitors over vents
>7k flux generation and only 1650 dissipation
>symmetrical broadsides
Anon please.
>>
>>180201442
it gives the planet AIDS because you've fucked it, anon
>>
>>180202408
Depends on the Capital. Carrier capitals are generally fine because they're meant to stay back anyways and they're generally slow enough that they do end up staying back. I've had the AI handle Maelstroms and Ketos pretty well.
>>
>>180201407
>take 2
>Sabotage fleet.
>Invade
>This time the fleet has half a million wanzers.
I grossly underestimated those things when I used them, but then again four battlecarriers can do a lot for any fleet.
>>
>>180178628
A bit late but, if you're using SWP mod, Tornado Hornet in the medium slots, regular Hornet missiles in the small slots. Regular old Squall in the large one. You're going to rip everything to shreds.

>>180201370
You forgot the part where the beam travels forward extremely slowly and thus deals next to no damage unless you're point blank.
>>
>>180200991
>Then agian I'm running 120 size limit cap

damn you're basically tapped out if you bring a gryph and an eagle

yeah that would probably skew things a bit
>>
>>180201463
Well, there is SCY that has a ship with teleportation shells (can't remember which one)
>>
>>180196720
I learned Java for Starsector... after learning C then C++ then C#. And this was nearly 4 fucking years ago, when I was still in college.

PS I make 88k as a software engineer in aerospace.
>>
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>>180203336
the cannon does some damage when it hits, it's mainly a capital destroyer weapon
>>
>>180203750
I'm trying to find the dyna or nex file that changes size limit but I can't find it, I have the settings one ser at 250. I really want to sic 100 hegemony ships on nova capitalis all at once
>>
>>180204473
It's Dynasector's settings.json in data/config.
>>
>>180197917
are you playing an older version of the game? Because I'm not getting reduced maintenance on ships with d-mods.
>>
>>180204398
The Yamato is fine when it isn't the fleet anchor, but unfortuantely with it's stupidly high OP, you pretty much can't afford to deploy it alongside another capital who should be the anchor. If it's stuck as the anchor it does a terrible job at using its weapons effectively.
>>
>>180204621
I seem to be at max battle size 600 and min 150, but I've never seet it go beyond 120

How can I force it to be always 200?
>>
>>180204829
Fuck I meant to say stupidly high deployment cost not OP. It's OP isn't that high at all.
>>
>>180204951
What's your in game battle size setting at, and how many ships do you have in your fleet?
>>
>>180205354
21 ships, not capitals

in game it's 250
>>
Where can you change starting skill points?
>>
>>180204802

field repairs 3
>>
>>180206078
shit I never noticed that skill and my fleet is like 70% d-ships.
>>
>>180205485
I'd bump up the in game setting some more. Mine is at 350 and I get around 180-210 max deployment cost when I do invasions.
>>
How do I edit max level?
>>
>>180206831
Game Directory\starsector-core\data\config\settings.json
Employ Ctrl+F, there are a number of good settings to change.
>>
Is Metelson OP?
>>
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>>180206928
>[Red Sun begins to play in the distance]
It has a maybe slightly overpowered hard flux beam and really disgusting bomber fighters, but that doesn't detract from how FUN the mod is otherwise.
>>
>>180207575
>>180206928
Oh wait that's Tyrador haha

Metelson is that mining mod, never mind. It's not overpowered at all from what I can tell.
>>
>>180207575
durr i cant create designed weaknesses because i'm fucking retarded
>>
>>180207575
>shield arc: 540°
>>
>>180207828
is that supposed to double shield strength where it overlaps or something
>>
Do the Templars conquer shit in Nex? Or do they fuck off after fucking up everything?
>>
>>180207976

no it just looks dumb. might affect raising rate? i dunno what that's derived from

i think you can get that by doing a frontal conversion on a few vanilla ships as well though
>>
>>180207828
Front Shield Conversion. Deploys twice as fast, increases arc, decreases upkeep.
>>180207976 >>180208118
You only get 360° coverage with no other special benefit, I only installed it for the faster 360° coverage deployment
>>180207783
To be fair, this thing only has large weapons mounted and shit for range. Tanky is all it is, it can't really do much on its own. With all the hull mods I have on this thing, you could do it on any other ship with 0.6 shields and high armor; I'm only doing this on the Halberd because it's the tankiest ship that can use Fleet Server to support my bombers.
>>
>>180208262
>you could do it on any other ship with 0.6 shields and high armor

pretty short list, that
>>
>>180207828
heh kid... nice 360 shield.. let me see you what a truly sikk shield looks like..
>>
Is Flu-X as powerful as it looks? That Mother ship looks ridiculous.
>>
>>180208348
Paragon with the Heavy Armor hullmod. That's all, I think.
>>
>>180208348
Or similar ships. I've used Shadowyards' Tartarus to fill a similar role before, and it did the job well. That thing's shields are slightly weaker, but it has siege mode to make up for that.

You get the idea. It's actually not that hard to make a naturally tanky ship REALLY fucking durable.
>>
What brdy ship has least shit shields?
>>
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I DON'T UNDERSTAND
HOW IS THEIR FLEET ABLE TO BE SO COORDINATED AND YET MINE ARE JUST A BUNCH OF RETARDS RUNNING AROUND HALF THE MAP EVEN WHEN THEY HAVE A FUCKING DEFEND ORDER
WHY ARE MY MISSILE CRUISERS AND CARRIERS IN THE FRONT LINES WHILE MY ACTUAL TANKS ARE IN THE BACK CHILLING
WHY IS MY SEBASTOS CHARGING INTO THE ENEMY WHILE HE'S AT 90% FLUX
IS THE AI DELIBERATELY SET TO BE RETARDED WHENEVER YOU'RE ALLIED?
WHAT THE FUCK
>>
>>180209965

because you give them terrible fits with even worse weapon groups
>>
>>180208006
They'll conquer whenever they want to. They took Jangala early on in one of my runs, and have periodically taken markets from everyone else ever since. I'm waiting for them to for Sindria.
>>
What's the lore reason behind Cabal being left alone by the Templars?
>>
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>>180207781
Metelson has some absolute beasts, Just look at this baby! unless you have a monster of a shield generator this will tear you apart from outside your weapon range.
>>
>>180210550
Cabal is made of such hedonistic bastards that even the Templars experience stomach pains when dealing with them, as such they leave them alone until the Final Crusade where they will get their strongest soldiers that shown their worth during the previous crusade, hook them up on Maalox and unleash them on the Cabal
>>
>>180210609
Kinetic EMP weapons were a mistake
>>
>>180210609
>integrated point defense AI
>on a shit without small mounts
Warum?
>>
>>180209965
The AI in this game just sucks in general. It's just harder on the player since they can't afford to run massive fleets, so every time the AI fucks up it's probably your cruiser gone instead of a tiny frigate.
>>
>>180210609
>220% as efficient as a gauss cannon

>>180210865
80 emp won't do shit
>>
>>180210823
What if it turns out they fell for the scam too?
>>
>>180210967
That is the only question you have? Not even how he crammed 62 OP on a 50 max ship?
>>
>>180211003
Poor accuracy though.
Still a improvement on the Gauss Mudskipper MkII through and through
>>
>>180211216
>Poor accuracy though.

and it's, like, five OP extra.

should paint it white and add it to DME
>>
>>180210967
Its got 3 small mounts its just hard too see.
It was a free hull mod when I started so I wanted to keep it and it actually turned out to be pretty useful.

>>180211173
You sure it is that many?
>>
>>180211319
Aha, had not noticed the 'build in' thing.
>>
>>180211301
The accuracy is dreadful combined with the recoil from the shot your have a spread of about 3 ships length when shooting at max range.
>>
Anyone try the Nomads mod?
>>
>>180211425
The vigil class ship on my fleet legitimately has more OP than it can load due to nex cramming it full at the start. I don't dare change it lol.
>>
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>>180210978
I'll say.
I don't know if I just got that unlucky or if two maelstroms are actually just that stupid.
Sure felt like it when they were zipping in and out like a wolf whenever they pleased.
I don't even know how my Heron even saw engagement let alone died to it.
Whatever, I can rebuild after I conquer, I know that much.
Man though, fuck Maelstroms.
>>
>>180212097
>Sure felt like it when they were zipping in and out like a wolf whenever they pleased.

oh yeah they do do that
>>
Thinking of doing a tri-tachyon high tech run on Nexerelin
How much cancer should I expect
>>
>>180212251
Its both greatly amusing and greatly terrifying to see massive capitals able to move around that quickly.
Considering most of my force is based around artillery it makes it REALLY damn hard to actually fight them.
>>
>>180212320
All of it.
If you can manage to start with a sunder/sunder U with high intensity laser you will be off to an easy start though.
>>
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>AI can't kill a single shitty tanker with 2 frigates with 200+ speed on SO and UI in autoresolve
>>
>>180212769
I never trust them to finish the job so always transfer command for that shit
>>
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I was hoping to go mostly Imperial puritan but given my new 5 mil from conquering a size 7 military world I'm now debating becoming the wolf-class battleship cancer.
There's also a Pandemonium available in the military market that I'm debating getting.
What's your opinion anons?
>>
>>180212769
is that what "order your second in command to handle it" is?
>>
>>180213167
Yes
>>
>>180213148
Pandemonium is pretty monstrous but keep in mind that it has 6 gorillion weapon mounts and chews through flux faster than you can press your vent button, so manage your weapon groups well and don't let the AI pilot one unless you don't mount much.
>>
>Bring a full hegemony assault fleet to conquer a size 6 military indie planet with like 300 size limit

>curbstomp the massive scavenger fleet fucking around the around the plnate
>curbstomp the capital level patrol fleet
>curbstomp the response fleet with the remmants of the previous fleets added in and invade
>some random scavenger fleet zooms on us form nowhere
>as soon as I win an invade, another capital tier patrol spawns from the planet

After literally drowning in indies the hegemony fleet is worn down so hard we would have lost if we didn't have carrier support

The system ended up covered in debris and derelicts to the point you have visible lag

I love this
>>
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post bad ships
>>
>>180212769

from what i understand autoresolve doesn't really look at much more than the officers and amounts of deployment points involved
>>
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actually you know what?

this is the best ship ever
>>
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F
>>
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>>180213559
Rampart-chan tries hard, no bully.
If you don't notice it burn driving its way in it can really fuck your shit up.

Bullying will also alert its big sister.
>>
>>180213294
So embrace avionics theory and become a multicultural fleet for the greater good of the Imperium. Got it.
Kinda boring anyway if you can't eventually use the ships you fight.

>>180213559
I don't have a picture of my lynx anon, it blew up in the last engagement.
Good fucking riddance too, I got that thing for missile spam not to play a game of "cockblock the jupiter"
>>
>>180214181
>lynx
I swear the demilitarised version is actually more useful.
>>
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>>180213294
I took what you were saying too lightly.
Sweet jesus that's a lot of mounts.
>>
>>180214469
I just realized that a Pandemonium might actually be able to get away with running Shield Bypass and a bunch of armor mods...

Maybe I should try using one again.
>>
>>180214469
Enforcer syndrome strikes again!
>>
>>180214469

haha!

time for extended range HMGs!
>>
>>180214586
Imagine if you could stick ISA armor on that thing.
>>
>clear all mods
>game starts crashing
I really fucked up something.
>>
>>180215128
You game is having withdrawal symptoms
>>
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>>180214586
Shield bypass doesn't work half bad if you're piloting the thing.
>>
What does shield bypass do again?
I'm waiting till mods stop throwing errors and Lazywizard makes a standalone version of Version Checker, i can't be arsed to wait however many minutes to load the whole mod list only to see that there is an update
>>
>>180215991
No shield but +50% flux dissipation
>>
>>180216142
>>180215991
+50% base flux dissipation. It does not multiply additional vents.
>>
>>180215514
Kills templar ships pretty good too.
Although thats probably because 90% of their difficulty revolves around winning flux wars and overloading shields.
Since a lot of their shit is energy based they really don't have too much against just an assload of armor.
>>
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>>180216493
One of these days I'm gonna stop fucking up picture posting.
>>
>>180215364
Yeah, even when I reverted it all back to vanilla, it kept crashing on start. Reinstalling fixed it and I tested it with the mods/settings I assumed caused the issues. Fucking started with no issues. What the fuck happened?
>>
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>>180216639
You know I was thinking this ship was kinda dumb at first since I just slapped together whatever looked DA but this actually works pretty well.
Scatter cannons are amazing for capital killing.
>>
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early draft bump
>>
>>180219226
So what's your plan for your mod?
Are you just doing cool ships and weapons or are you intending to make an entire faction out of something eventually?
>>
>>180221476

if it gets big enough i'll turn it into a faction yeah. until then it'll just be a bunch of extra stuff spread out among the vanilla factions.

drawing ships takes ages though so it might be a while.
>>
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Hey.
Hey guys.
What if we gave a capital phase shift?
And let it have 4 charges?
That'd be fine right?

>>180221704
Imperium wasn't built in a day. Best of luck anon.
I only wish I had your drawing talent or any drawing talent whatsoever.
>>
>>180221704
If i can butt in i'd say to not make it a faction, rather make vanilla-like ships and spread them among vanilla factions to cover some holes in their lineups.
The frigate already makes for a "midtech ship with advanced sensors" for example.
>>
>>180221984
>I only wish I had your drawing talent or any drawing talent whatsoever.

dude i have zero previous artistic skills or experience. this is all "learn by doing".

>>180222024

if i do make it a faction, i'm gonna make sure to still leave in ships among the factions where they fit. as you say, the Ljus makes perfect sense as a mass-market support ship.

the basic concept is a not-that-mighty megacorp (prv, mainly midline tech) with two subsidiaries (Ryak HEL for energy stuff and Kratul Spacewharfs for large or modern hulls). happy to do business and out to make a buck, not conquer the world.
>>
Imperium's Caesar are fucking tedious

They don't hit harder than an onslaguth, but they've got so much armor in them that they take eons to die when hip by 10 ships from all sides
>>
>>180222935
>happy to do business and out to make a buck, not conquer the world
You know that Nexerelin turns that on it's head
>>
>>180221984
Good one on one, not good in large scale fights. You'll realize it soon enough when you phase shift and the game warps you randomly because there's "debris" that you can't see. Even when the AI uses it sometimes they end up jumping in place and dying. I've watched as Maelstroms leap forward into fire and self destruct for no good reason
>>
>>180223040

imperialism is the highest stage of capitalism after all
>>
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>>180222964
>tfw just put reactive armor on my Caesar
>>
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>>180223181
I feel a strong urge to talk about how impersonal my feelings are towards this thing at this given moment and call it a juvenile shortly after.
>>
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It begins. The Imperium is taking markets at ridiculous rates, if Bizantium doesn't fall, all is lost.
>>
Are there any tips on setting up weapon groups so the AI is less retarded with weapons?
>>
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>>180223996
>Believing that the Militarist dogs offer any better alternatives than the glorious imperium.
Truly you are short sighted.
>>
>>180223996

godspeed. restore the domain, anon.

>>180224018

don't mix ranges in your main weapon groups. sticking all (pure) PD in one group usually works fine otoh
>>
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>>180223996
Ludd Almighty.
>>
>>180224018
wait the AI uses weapons groups?

jesus fuck, what have I done
>>
>Autonomous Ships is being updated
Sweet, no more wasting CP on ordering frigates to GTFO.
>>
>>180226372

sweet, that's my favorite utility mod
>>
>>180226372
Oh fuck really?
Source? Citation? ETA?
>>
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>>180226870
>>
>>180226995
Thanks anon
>>
>>180142209
where?
>>
>>180227952
in the graphicslib mod folder

you open that in notepad or something, and change
"enableShaders":true
to
"enableShaders":false
>>
>Last enemy ship is some autistic fucking teleporting frigate worse than a wolf that outspeeds everything I have
>He doesn't want to retreat
>Gonna be stuck playing glorified tag all over the map for the next hour
>Esc
>Exit game
>>
>>180228740
Get some fighters you bitch.
>>
>>180228740
this is why you get interceptor craft of your own
>>
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Why are these things such a goddamn pain.
I think its that really damn skinny model.
>>
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>>180224217
It is done. Bizantium has been secured. The destruction of the MIRV superweapon was sucessful despite the late arrival of the famed Victory class dreadnaught, whose firepower crushed our carrier backed offensive of several moras and herons. We were forced to relay on the prize ship, the Apogee fast cruiser, to try and flank it before it decimated the rest of the fleet.

But we were succesful. The great siege fleet was routed and their escorts dispersed. The remainer hegemony forces are now on way to secure Hadrian and a small detachment was sent to work on pacifying the nearby pirates.
>>
>>180230884

yeah having a thin frontage is very valuable

it does have a downside though in that the armor gets eaten through more easily.
>>
>>180223294
Ironically the Victory class is the opposite: It hits ten times harder than an onslaught but it's also very flimsy and easy to overwhelm. It WILL take several ships with it while it's dying,that frontal firepower is just ridiculous.

>>180228740
retreat, you win either way
>>
>>180228740

just put it on auto and tab out. he'll run out of cr before you do. retreat anything vulnerable.
>>
>>180231106
Maelstroms are bloody easy to kill with how their shields leave most of their armour exposed. If it wasn't for the phase drive they'd be easy fodder.
>>
Do I need to use Save Transfer when applying the latest Nex update?
>>
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HAHAHAHAHA
COME AT ME YOU HEG FUCKS
I'LL SHOW YOU FUCKING FIREPOWER
>>
>>180234357
Are you shield override anon?
>if so
How much armor does your Pandemonium have, and how well does it perform without shields?
>>
>>180234357
Aludd akbar
>>
>>180234793
I was shield override, and honestly I think I'll put it back on, the flux was really nice and thanks to this thing's amazing PD array I don't have to worry about missiles too much.
>>
new thread where
>>
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>Get 250k bounty
>Go to system
>Red warning beacon
>Find the fleet I'm supposed to defeat
>Out of nowhere remnant fleet appears and kills it in less than a second
>YoureInTheClubAndThisFleetSlapsYourBountysAss.wmv
>>
>>180235796
here:
>>180237164
>>
>>180231052
mods?
Thread posts: 764
Thread images: 169


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