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Vengarr posted:600 is really great. Absolutely massive battles. I'll have to see what I did wrong when I get home. Just set max battle size to 600? No other settings?
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# ? Apr 28, 2021 15:24 |
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# ? Apr 28, 2024 14:05 |
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Putting it to 600 just changes the max slider value. You have to then go into settings in-game and set it to your desired amount.
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# ? Apr 28, 2021 15:31 |
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Travic posted:I'll have to see what I did wrong when I get home. Just set max battle size to 600? No other settings? You have to change the allowed max battle size in starsector-core/data/config/settings.json and then head into the options menu and adjust it up.
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# ? Apr 28, 2021 16:50 |
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Vengarr posted:600 is really great. Absolutely massive battles. I had a tri tach vengeance fleet yesterday that had ships with 3 built in mods! Was wild.
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# ? Apr 28, 2021 18:46 |
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Gotcha. I was avoiding going into that menu because I was afraid it'd bug out from a higher than standard amount.
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# ? Apr 28, 2021 19:20 |
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Travic posted:Gotcha. I was avoiding going into that menu because I was afraid it'd bug out from a higher than standard amount. You don't need to worry about the game crashing from having too many things going on, it just slows down. It's very well programmed that way. Judging by how low the VRAM count is on the comparatively small number of mods I'm running right now I'm pretty sure I ran myself right out and then some in previous versions; still perfectly stable. In-person station fights don't go so great because the AI defending fleet by preference clusters behind the station instead of fighting, but that's about the start and end of problems with massive battles.
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# ? Apr 28, 2021 19:28 |
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Has anyone seen bounties where there's *no* information on where to find them? As far as I'm concerned, this dude is a ghost. https://imgur.com/a/Uktp7W7 e:for some reason image linking isn't working but here's the url
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# ? Apr 28, 2021 19:35 |
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feedtheid posted:Has anyone seen bounties where there's *no* information on where to find them? As far as I'm concerned, this dude is a ghost. That's an underworld bounty from the bar, isn't it? That dude is a defense fleet somewhere in the system so nominally by ain inhabited planet of the faction, stable point with improvement like a nav buoy, or a jump point. Somewhere also helpfully includes being off the system grid on the map tab chasing a pirate fleet or whatever so have fun lol
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# ? Apr 28, 2021 19:46 |
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Complications posted:That's an underworld bounty from the bar, isn't it? That dude is a defense fleet somewhere in the system so nominally by ain inhabited planet of the faction, stable point with improvement like a nav buoy, or a jump point. Somewhere also helpfully includes being off the system grid on the map tab chasing a pirate fleet or whatever so have fun lol System uninhabited; no remnant; excited to go pixel hunting. I've run myself out of thousands of supplies twice already doing it, but y'know. Completionism.
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# ? Apr 28, 2021 19:53 |
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Use the Neutrino Detector. It picks up fleets along with salvageables.
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# ? Apr 28, 2021 19:57 |
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Vengarr posted:Use the Neutrino Detector. It picks up fleets along with salvageables. Late to that party. I’ve been using the detector - my best guess is they somehow annihilated themselves and I just haven’t found out yet?
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# ? Apr 28, 2021 20:07 |
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feedtheid posted:Late to that party. I’ve been using the detector - my best guess is they somehow annihilated themselves and I just haven’t found out yet? If the mission is still active, they're somewhere, but yeah those can be an amazing pain in the rear end. In settings.json, you can change the base sensor power to 50000 and the max detection culling range to same if you want to cheat.
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# ? Apr 28, 2021 20:17 |
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feedtheid posted:System uninhabited; no remnant; excited to go pixel hunting. I've run myself out of thousands of supplies twice already doing it, but y'know. Completionism. Download the mod neutrino detector mk2. Also bounty fleets tend to do annoying things sometimes like chasing a remnant fleet far off the map. https://fractalsoftworks.com/forum/index.php?topic=20066 One such example.
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# ? Apr 28, 2021 20:35 |
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feedtheid posted:Late to that party. I’ve been using the detector - my best guess is they somehow annihilated themselves and I just haven’t found out yet? Even if they got wrecked neutrino detector should still pick up the debris
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# ? Apr 28, 2021 20:47 |
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Is there a way to get the neutrino detector and ziggurat if you’re using the randomised core setting from nex? It gives you a Janus device but no neutrino detector and I haven’t seen any random gravity wells around for the zig
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# ? Apr 28, 2021 21:34 |
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Wafflecopper posted:Is there a way to get the neutrino detector and ziggurat if you’re using the randomised core setting from nex? It gives you a Janus device but no neutrino detector and I haven’t seen any random gravity wells around for the zig I’m pretty sure there’s a skill that gives you the neutrino detector. No idea about the zig.
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# ? Apr 28, 2021 21:37 |
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Wafflecopper posted:Is there a way to get the neutrino detector and ziggurat if you’re using the randomised core setting from nex? It gives you a Janus device but no neutrino detector and I haven’t seen any random gravity wells around for the zig I actually came here to ask this exact question. I've also not seen it around anywhere.
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# ? Apr 28, 2021 21:41 |
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I'm still really new to this and busy exploring the vanilla game. But I slowly want to start adding mods and am especially interested in more ships. Which ship mods would you recommend to a newbie and where can I get the American Eagle one from the first post?
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# ? Apr 28, 2021 23:20 |
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The 'Murica ship is a special bounty target included in Tiandong, which hasn't been updated yet, I'm afraid. As far as ship mods, you might wanna start off with more vanilla-adjacent mods instead of ones which add whole factions. Off the top of my head, the most major currently updated "vanilla extensions" are Vayras Ship Pack and Torchships and Deadly Armaments. There's also SWP, but that's still in the process of updating and will probably be a while.
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# ? Apr 29, 2021 00:05 |
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I think I've made my point to the Hegemony, the League, the Church, the Path, the pirates and the independents. Tri-Tach and Sindria get to stay because they didn't object to my AIs or the total murder of the rest of the sector. Pity there's no market for my goods anymore, but that seems like a decent cap to the campaign. Also there seems to be one independent station in Magec that can't be destroyed by any means. A bug, or some way of making sure that you can't completely depopulate the sector and make the game unwinnable for yourself? Daktar fucked around with this message at 02:11 on Apr 29, 2021 |
# ? Apr 29, 2021 02:09 |
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Hammerstein posted:I'm still really new to this and busy exploring the vanilla game. But I slowly want to start adding mods and am especially interested in more ships. Which ship mods would you recommend to a newbie and where can I get the American Eagle one from the first post? Anything from Nia Tahl, Vayra or Tartiflette on the mod index page is a safe choice. Also Shadowyards. Outer Rim Alliance is very fun, but you have to be careful with their loadouts or the AI won’t realize that they are meant for broadsides.
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# ? Apr 29, 2021 02:20 |
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Daktar posted:Also there seems to be one independent station in Magec that can't be destroyed by any means. A bug, or some way of making sure that you can't completely depopulate the sector and make the game unwinnable for yourself? A few story-vital locations can't be destroyed until their role in the story is done. It's very likely that the flag saying "okay we're done with this place, you can blow it up now" doesn't get removed properly, there was a very similar bug with gates that were permanently unscannable due to ships in the way that weren't actually there any more that got fixed a patch or two ago.
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# ? Apr 29, 2021 02:53 |
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So I finally got to the point where I could take on the Motherships this game. Halfway through the battle I realized I was missing a bunch of Ramparts. There were supposed to be about 10 of them, but I'd only blown up two or three. Then I hit Tab. https://i.imgur.com/ub5Yppc.png Godspeed little Eagle. Godspeed. :edit: Spoilered just to be safe. Travic fucked around with this message at 15:52 on Apr 29, 2021 |
# ? Apr 29, 2021 03:29 |
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Oh no. https://imgur.com/a/YrXjSrj
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# ? Apr 29, 2021 10:37 |
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oh no
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# ? Apr 29, 2021 10:50 |
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I don't know what that means.
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# ? Apr 29, 2021 10:53 |
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Tarquinn posted:I don't know what that means. Be Thankful.
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# ? Apr 29, 2021 10:57 |
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Omega Onslaught?
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# ? Apr 29, 2021 10:57 |
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I wonder if a steam release could being new modding tools too. I wonder if it's possible to design an enemy weapon that works like the beast in Homeworks Cataclysm.
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# ? Apr 29, 2021 11:07 |
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Mod updating would have to be way less save corrupty for steam workshop to be useful though.
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# ? Apr 29, 2021 11:26 |
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No, seriously, what am I looking at?
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# ? Apr 29, 2021 13:25 |
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Tarquinn posted:No, seriously, what am I looking at? Have you finished the main plot yet? If no it's spoilers. If yes There is a joke in the modding community that every faction gets their own reskin of the Onslaught. Reskinned Onslaughts are like a baby's first mod ship tradition or something. Someone made a Tesseract Onslaught, which is terrifying for obvious reasons if you know what Tesseracts are.
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# ? Apr 29, 2021 13:51 |
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Psycho Landlord posted:Have you finished the main plot yet? Ah, I see. Thanks!
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# ? Apr 29, 2021 13:57 |
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Can anyone recommend me a list of mods that don't veer wildly from the design ethos of base Starsector and that wont effect game balance? The one I've heard most about is Nex, but what else should I get? Been playing the game for years without mods and I think it's time I change that EDIT: While I'm asking questions: has anyone noticed that the game becomes a bit unstable around late game this patch? Been experiencing my first few crashes George Sex - REAL fucked around with this message at 22:25 on Apr 29, 2021 |
# ? Apr 29, 2021 22:19 |
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I would probably say that most of the mods don't diverge too far from the game's art style but a lot of them do it in wildly different directions from each other. So while most mod content will fit with the game, it won't necessarily fit with all the other mods? Also it depends on what you think is the biggest divergence, shadowyards probably isn't that far diverged from high tech but everything is painted extremely green so it's probably one of the weirdest looking factions in that respect. But I don't think "paint" is domain restricted technology in the sector it's just most of the factions don't use it and a lot of mods do to give their ships a stronger theme. I would say most faction mods have a distinct theme and will lack the comparatively shared technology of the vanilla factions, but that's just part of them being faction mods. There's stuff like the ship and weapon pack that adds generic ships that aren't faction aligned, and there's stuff like tiandong and the roiders which are based around refitting/kitbashing existing designs. And there's stuff like Mayasura that stick very closely to a pre-established theme (midline) but honestly I would just install stuff and try a few quick start games with everything and see what you like? OwlFancier fucked around with this message at 22:30 on Apr 29, 2021 |
# ? Apr 29, 2021 22:26 |
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Dorkopotamis posted:Can anyone recommend me a list of mods that don't veer wildly from the design ethos of base Starsector and that wont effect game balance? The one I've heard most about is Nex, but what else should I get? Been playing the game for years without mods and I think it's time I change that Vayra's Ship Pack Torch ships (TADA) Ship & Weapons Pack are all basically Vanilla ship expansion packs. Seeker - Unknown Contact and Tahlan shipworks are good and don't add new factions but have some nutso stuff in them.
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# ? Apr 29, 2021 22:29 |
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Are there any QoL mods that improve inventory management? I'd like some way of selling/moving a bunch of stuff at once, like when I have a bunch of weapons in cargo and want to unload them. Or am I missing some obvious way to do this? Otherwise goddamn I love this game, such satisfying combat.
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# ? Apr 29, 2021 22:56 |
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Trapick posted:Are there any QoL mods that improve inventory management? I'd like some way of selling/moving a bunch of stuff at once, like when I have a bunch of weapons in cargo and want to unload them. Or am I missing some obvious way to do this? Transfer All Items
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# ? Apr 29, 2021 23:00 |
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This does have problems on some installs. Apparently UI scaling screws it up badly because it’s pretty much an AutoHotKey script, so if you’re on a 4K monitor it may not work for you - it certainly has never worked on mine.
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# ? Apr 29, 2021 23:54 |
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# ? Apr 28, 2024 14:05 |
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Still going through the newbie mistakes. Had my first colony, on a nice earth-like planet not far from the inner systems. Overextended myself and did not have enough resources for proper colony development, then took crummy jobs to finance all the stuff and ended up broke at the corner of the sector, with the return trip costing me most of my fleet. Time for a new campaign. Gotta respect the vast distances and hazards of space more, this time. This game is great. Hammerstein fucked around with this message at 00:31 on Apr 30, 2021 |
# ? Apr 30, 2021 00:25 |