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Kestral
Nov 24, 2000

Forum Veteran
Is there a tutorial or instruction set for the AI Battles fleet-testing mod anywhere? It looks incredibly useful, but is not super well documented.

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Trapick
Apr 17, 2006

Awwww yeah, thank you!

Bold Robot
Jan 6, 2009

Be brave.



Spoilers I guess for the Tahlan mod Rosenritter stuff: I completed the Abandoned Carrier quest and the final piece of intel is pointing me to a constellation, it says an object of interest might be hidden there. I went to the constellation and searched the whole thing - flew around every system and surveyed every planet - but didn't find anything. The constellation in question happens to be the one with the Red Planet in it. Am I just having really bad luck at finding whatever's supposed to be here? Is the mission just pointing me to the Red Planet for some weird reason? Is there actually anything to find? Do I have to have the Rosenritter carrier with me to find whatever I'm supposed to find?

OwlFancier
Aug 22, 2013

From my limited experience with that stuff the things I've found out in the wild can be literally anywhere in the system, though they seem to favour close orbits around stars but I've found them all over the place.

I haven't found the quest for it yet but if it's pointing you to existing stuff it can be very hard to find, like break out the neutrino detector type stuff.

Bold Robot
Jan 6, 2009

Be brave.



I tried the neutrino detector in each system, and even used the console to give myself infinite sensor range. :shrug: I'll have to live without whatever this thing is.

smooth jazz
May 13, 2010

ime Rosenritter stuff is found close to/inside (blue?) star coronas.

socialsecurity
Aug 30, 2003

I've been trying to get more into colony stuff and I don't fully see the point, I can't take the resources it produces because it costs me money, the profit from the thing is barely a scratch compared to a mission or two. Producing ships there seems semi useful but I think buying ships at other bases is just about the same amount of money.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
Colonies are a long-term investment. With time and care they'll get you raking in easily 200k+ per month.

George Sex - REAL
Dec 1, 2005

Bisssssssexual

Xand_Man posted:

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.

Early report:

Shadowyards: super incongruous with the rest of Starsector. Feels like the ships belong in a different game.

Tahlan: Ships look like they could be in base Starsector.

No idea if either of these wildly alter the balance of the game.

FrickenMoron
May 6, 2009

Good game!
Mods I like to use myself:

- Starship legends: Gives all ships in your fleet randomly rolled positive / negative perks over time as the ship stays in your fleet longer. The changes aren't huge, so its mostly extra flavor

- Adjusted sector: Lets you adjust the sector generation file. I made the galaxy about 20% bigger with a lot more star systems to explore overall. The generation is a bit wacky at times though, for my current game I have several yellow beacon systems in the core worlds.

- Unknown Skies: Mostly graphical mod, adds pretty backgrounds to systems and new planet types.

- DIY Planets: Lets you Terraform planets. This is very powerful of course, but it's limited by several factors: The facilities generally are very expensive to build, and you need to find the correct items for each facility by exploring first. For example the facility to remove extreme tectonic activity wont work until you find a tectonic engine to install. They also take several hundred days to finish their work.

- Industrial Evolution: Adds more sidegrade / utility buildings to colonies. Examples include Military relays which synchronize fleet size across planets in a system, embassies which you can bring ambassadors to for relationship gains or automated production facilities which either generate a small amount of resources every month for your storage from template items you can find or a one time large amount.

toasterwarrior
Nov 11, 2011
I've been finding out the past few days that the game would probably be better off without Sabot missiles. Talk about OP bullshit.

Mister Bates
Aug 4, 2010
the latest Scy Nation update almost completely removes the absurdly fun Singularity Torpedo from the game (it's only available as rare salvage now), with discussion of 'probably' removing it from the mod entirely, which makes me sad.

Back Hack
Jan 17, 2010


FrickenMoron posted:

Mods I like to use myself:

- DIY Planets: Lets you Terraform planets. This is very powerful of course, but it's limited by several factors: The facilities generally are very expensive to build, and you need to find the correct items for each facility by exploring first. For example the facility to remove extreme tectonic activity wont work until you find a tectonic engine to install. They also take several hundred days to finish their work.

I'm going to put this out there, but I find Terraforming and Station Construction to be better, as it's a little more balanced, has a few more interesting additions.

toasterwarrior posted:

I've been finding out the past few days that the game would probably be better off without Sabot missiles. Talk about OP bullshit.

They're hard counter to shield builds, but they got plenty of short comings in the form only really working inside knife fighting range, extremely vulnerable to PD weapons, and can be completely negated by turning off your shields. They're like the fireball spell of Starsector, its great at what it does but it's not without its flaws.

Mister Bates posted:

the latest Scy Nation update almost completely removes the absurdly fun Singularity Torpedo from the game (it's only available as rare salvage now), with discussion of 'probably' removing it from the mod entirely, which makes me sad.

:smith:

Back Hack fucked around with this message at 06:25 on Apr 30, 2021

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
DIY planets gave me a crash so I'm using that terraforming+station construction mod instead

Edit: Sabot-heavy missile boat builds are popular in the AI tournaments for a reason

Sandweed
Sep 7, 2006

All your friends are me.

socialsecurity posted:

I've been trying to get more into colony stuff and I don't fully see the point, I can't take the resources it produces because it costs me money, the profit from the thing is barely a scratch compared to a mission or two. Producing ships there seems semi useful but I think buying ships at other bases is just about the same amount of money.

My 5 planet system is earning me 1 million every month.

Refried Noodle
Feb 23, 2012

Man I’m glad I pushed over the learning curve for this game. At least far enough to find out about Tempests. Pew pew

Nalesh
Jun 9, 2010

What did the grandma say to the frog?

Something racist, probably.
Getting Dadao withdrawal pretty hard, other bombers just don't do it for me.

Sandweed
Sep 7, 2006

All your friends are me.

I'm turning around on the Industrial Evolution mod, it has some nice features like the military relays that let's you increase fleet size from a high command across the sector ect and the Ship Production Templates that gives you a free built inns on ships, but on the other side the entire "industrial ruins" is a terrible system and I feel like the loot table is filled up with the useless trash that makes that system work.

Kestral
Nov 24, 2000

Forum Veteran

FrickenMoron posted:

- Unknown Skies: Mostly graphical mod, adds pretty backgrounds to systems and new planet types.

This mod is great except for one thing (IMO): habitable worlds have a very good chance of being contaminated with Parasitic Spores or Psychoactive Fungus, which have some... fairly extreme modifiers, in addition to being conceptually really unsettling. Given how uncommon those worlds are in the first place, I found it pretty frustrating to experience the whiplash of "hurray, finally a world where my people can settle and live like humans were meant to - oh god anyone who lives here gets infested with xenofungus and now all our ships are bad."

The rest of Unknown Skies is quite nice though. I'm going to strip those modifiers out on my next playthrough, but if the fate of fake people on your space colony doesn't bother you, it's probably fine to leave as-is.

Brandfarlig
Nov 5, 2009

These colours don't run.

Sandweed posted:

I'm turning around on the Industrial Evolution mod, it has some nice features like the military relays that let's you increase fleet size from a high command across the sector ect and the Ship Production Templates that gives you a free built inns on ships, but on the other side the entire "industrial ruins" is a terrible system and I feel like the loot table is filled up with the useless trash that makes that system work.

Yeah the more I play with it the more I realized I don't use it. The only two buildings I build is super computer and centralization bureau and both of those are only good when you have a well built colony at which point you don't really need more money.
Introducing a new commodity required to build ships just seems unnecessary and intrusive and the new loot is basically all pointless. You're not going to build the thing that converts vpcs to stuff when you can just build a heavy industry if you want supplies etc.

Kestral posted:

This mod is great except for one thing (IMO): habitable worlds have a very good chance of being contaminated with Parasitic Spores or Psychoactive Fungus, which have some... fairly extreme modifiers, in addition to being conceptually really unsettling. Given how uncommon those worlds are in the first place, I found it pretty frustrating to experience the whiplash of "hurray, finally a world where my people can settle and live like humans were meant to - oh god anyone who lives here gets infested with xenofungus and now all our ships are bad."

The rest of Unknown Skies is quite nice though. I'm going to strip those modifiers out on my next playthrough, but if the fate of fake people on your space colony doesn't bother you, it's probably fine to leave as-is.

Another reason to install console commands. After surveying like 200 planets to find a decent system I feel pretty ok with some light editing of a system to remove spores or add some organics to a mining planet. That's the one downside of the new colony items - you want a gas giant so you can boost volatile production, your farming planet shouldn't have transplutonics on it etc. It makes the requirements for a colony system very specific and running a less than ideal setup is now not slightly worse but instead bars you from using your toys.

Brandfarlig fucked around with this message at 10:05 on Apr 30, 2021

Alchenar
Apr 9, 2008

The actual amount of money you get from your colony isn't actually that important (it takes a really long time to get back the investment if you tally it all up best case).

What colonies provide is an income stream that means you don't have to do missions to keep all the lights on, which frees your time up to move onto the next phase, which is exploring and clearing all those red danger beacon systems. Also waystations mean never having to hunt from planet to planet to fill up your vast supply-fuel needs.

e: oh and production. Production is great.

Sandweed
Sep 7, 2006

All your friends are me.

Industrial Evolution also kills one of the pirate planets in the core worlds immediately because it gives it a -5 stab malus for going over the industry cap, Adjusted Sector on the other hand is incredible, I'm just using the large default and I will never explore all of these systems.

Falcorum
Oct 21, 2010
I've got mixed feelings on Indevo.

VPCs are always useful:
- Early game you can slot in a fuel/supplies (or fuel+supplies) and get a free restock whenever you return to your colony
- Early-Mid game you can use one of the money making commodities instead (heavy armaments, drugs, etc)
- Late game you can set either marines or heavy armaments for invasions.

I also find the exploration bits nice to break it up every so often, and military relays/courier ports are great, but I rarely touch the rest of it. The production templates can be amazing if you're lucky and get a useful one while exploring early on, but odds are by the time you can use them, they'll have already lost their value. Overall the ruins system is pretty powerful in theory, but in practice it's difficult to take advantage of it prior to the "you've won the game" stage. Also I don't think I've ever build a commodity forge (the VPC assembler that eventually consumes the VPC you put in after some months) or heard of anyone doing so.

Mister Bates posted:

the latest Scy Nation update almost completely removes the absurdly fun Singularity Torpedo from the game (it's only available as rare salvage now), with discussion of 'probably' removing it from the mod entirely, which makes me sad.

It sounded like it'd be moved to Seeker instead, and on the other hand Scy still has the Siren (yoink :v:).

Falcorum fucked around with this message at 10:47 on Apr 30, 2021

OwlFancier
Aug 22, 2013

The VPCs are great IMO, especially fuel/supplies ones cos it's free upkeep for early colonies and they also used to be able to produce a lot of drugs though the light industry item has sort of superceded that. Can still put them on habitable worlds though and the baseline structure also doesn't take an industry slot so you can slap one on each colony.

The forge templates are neat because you can put them in space stations sometimes and you get a ship with 1 extra built in hullmod.

dis astranagant
Dec 14, 2006

Kestral posted:

This mod is great except for one thing (IMO): habitable worlds have a very good chance of being contaminated with Parasitic Spores or Psychoactive Fungus, which have some... fairly extreme modifiers, in addition to being conceptually really unsettling. Given how uncommon those worlds are in the first place, I found it pretty frustrating to experience the whiplash of "hurray, finally a world where my people can settle and live like humans were meant to - oh god anyone who lives here gets infested with xenofungus and now all our ships are bad."

The rest of Unknown Skies is quite nice though. I'm going to strip those modifiers out on my next playthrough, but if the fate of fake people on your space colony doesn't bother you, it's probably fine to leave as-is.

Last time I ran unknown skies the spore and fungus worlds were basically additional habitable worlds on top of the normal amount

FrickenMoron
May 6, 2009

Good game!
How do these forge templates work anyways? I have empty ones but don't know how to use them. I have a planet with industrial ruins on them and built the lab there. But inserting them does nothing.

DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."

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

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

There is only a single mod I can think of that doesn't affect game balance and fits the design ethos of base Starsector. Disassemble Reassemble (DaRa). And that's only the case because DaRa adds very little, nothing with overlap, and most things it's add are on the lower end of the power curve.

Everything else adds tons of "vanilla but better" gear and ships, especially in combination with each other. Nex signifanctly alters the balance and gameplay of the game too, so don't expect a Nex run to play anything vanilla-like.

Hammerstein
May 6, 2005

YOU DON'T KNOW A DAMN THING ABOUT RACING !
Trying to figure out escort formations. Does it have the same effect to select a ship and right-click the ship it's supposed to guard, or is that different from the escort hotkeys? Also cruisers escorting cruisers does not seem to work that well. Like an Eagle escorting a Devastator, the Eagle always seems to run off.

Sandweed
Sep 7, 2006

All your friends are me.

FrickenMoron posted:

How do these forge templates work anyways? I have empty ones but don't know how to use them. I have a planet with industrial ruins on them and built the lab there. But inserting them does nothing.

You need to colonize at least 2-3 planets.

One ruin restores the degraded templates so you can use it in the deconstructor for imprinting.
There is one that deconstructs ships and then you can imprint the ship on an empty Template giving you to 2 charges. This let's you clone a ship you don't have the BP for.
One lets you slot a template and build ships.
There is also the rift lab but that one is not related to the templates.

IMO just keep the templates with ships already imprinted in your inventory and use them when you find a orbital lab to print a ship with, this ship will get a free built in mod that does not count against the max. I got a Doom and an Astral with expanded missile racks for free and it's honestly pretty great.

EDIT: Also if you restore the industry and then shut it down it's gone forever i think.

Sandweed fucked around with this message at 12:20 on Apr 30, 2021

toasterwarrior
Nov 11, 2011
I'm calling horseshit on Sabots being knife-fighting weapons when the loving thing can pop into spikes at a comfortable mid-range distance. These things are loving obnoxious, I'm kinda amazed the Doom got a nerf mod before them considering their ubiquity.

Brandfarlig
Nov 5, 2009

These colours don't run.

I still think vpcs are pointless since they're replaced by a waypoint and a military base. At best they save you some money on fuel and supplies.

And the limited use blueprints for ships are largely pointless too since unless you hit a specific super rare ship they might as well just give you a blueprint. In my current game I've found 1 ( after 200 surveyed planets) and it's for an odyssey which I could very easily buy. I'd happily trade all the vpcs for 1 pristine nanoforge which they've likely cost me by being on the loot table.

I run like 45 mods so I very seldom remove any but industrial evolution doesn't add anything meaningful and honestly makes things a bit worse. A shame since there's a lot of effort put into it but none of the ideas work for me.

Carcer
Aug 7, 2010
It is incredibly distressing to get into a fight with pirates and see they have Diable Avionics wanzers. I don't know where or when I screwed up and sold them to them but oh boy its going to make things interesting.

Also, If you find a Hive ship of whatever type keep it. If you have a certain amount of organic in your inventory they'll print autonomous frigates that are excellent as ablative shields to the rest of your fleet, and since they're more or less free it doesn't matter at all if they blow up a lot.

Carcer fucked around with this message at 13:12 on Apr 30, 2021

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.

toasterwarrior posted:

I'm calling horseshit on Sabots being knife-fighting weapons when the loving thing can pop into spikes at a comfortable mid-range distance. These things are loving obnoxious, I'm kinda amazed the Doom got a nerf mod before them considering their ubiquity.

All of the missile weapons are impressively powerful, giving game-changing, battle-turning effects when used... but you don't get many of them.

Sabots can be used to add ~25% hard flux to any comparable ship, and several can be used at a time if you have the weapon mounts... but not many times per fight. So they're not there as an opener or a standard thing, they're there to either punish the enemy for overextending or to intimidate them into not extending as much as they should.

Sabots are against shields, but otherwise they're like any other missile. Consider them a chance to practice shield blinking. If it looks kinda like a salamander but it's heading straight towards you, ready on the shields.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Bold Robot posted:

Spoilers I guess for the Tahlan mod Rosenritter stuff: I completed the Abandoned Carrier quest and the final piece of intel is pointing me to a constellation, it says an object of interest might be hidden there. I went to the constellation and searched the whole thing - flew around every system and surveyed every planet - but didn't find anything. The constellation in question happens to be the one with the Red Planet in it. Am I just having really bad luck at finding whatever's supposed to be here? Is the mission just pointing me to the Red Planet for some weird reason? Is there actually anything to find? Do I have to have the Rosenritter carrier with me to find whatever I'm supposed to find?

Since no one actually got back to you looks like You don't need any rosenritter ships to find what you're looking for, which is also a ship - which is why it's so hard to find, it's literally a derelict battlecruiser (and an extremely good one at that) just floating around a system in that area. I seem to recall that you would get a system hint rather than just a general constellation one so it shouldn't be THAT broad a search area, but yes the ship is a pain to find because it can spawn free floating in any part of the system, though it will orbit so it doesn't just float away. You probably want it if you're going all in on RR tech though - on top of being a pretty monstrous combatant on its own (one of my favorite player ships actually) it also make RR mecha in a very large radius around it perform better by a noticeable amount. Really fuckin strong ship.

Bold Robot
Jan 6, 2009

Be brave.



Psycho Landlord posted:

Since no one actually got back to you looks like You don't need any rosenritter ships to find what you're looking for, which is also a ship - which is why it's so hard to find, it's literally a derelict battlecruiser (and an extremely good one at that) just floating around a system in that area. I seem to recall that you would get a system hint rather than just a general constellation one so it shouldn't be THAT broad a search area, but yes the ship is a pain to find because it can spawn free floating in any part of the system, though it will orbit so it doesn't just float away. You probably want it if you're going all in on RR tech though - on top of being a pretty monstrous combatant on its own (one of my favorite player ships actually) it also make RR mecha in a very large radius around it perform better by a noticeable amount. Really fuckin strong ship.

Thanks. Is there a way to just console the ship in? I spent a lot of time looking for it (including a while with infinite sensor range turned on) and I feel like at this point I’ve earned it and it sounds like a fun ship. I’m not convinced the spawn is working correctly for me.

my dad
Oct 17, 2012

this shall be humorous
Sabots also shred hull. Once you dig through someone's armor, and if you have sabots to spare, they're good for a coup de grace.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Bold Robot posted:

Thanks. Is there a way to just console the ship in? I spent a lot of time looking for it (including a while with infinite sensor range turned on) and I feel like at this point I’ve earned it and it sounds like a fun ship. I’m not convinced the spawn is working correctly for me.

I forget the exact code but The ship hull name is Traumtanzer and is a variant of the standard Rosenritter battlecruiser, the Nachtgesang I think it's called? Anyway it shouldn't be too hard to find for console spawning. Do note spawning it won't complete the quest but there's no further reward past getting that ship so you're not missing out on anything.

Brandfarlig
Nov 5, 2009

These colours don't run.

You can also use console commands for devmode and then press ctrl+z to turn off sensors and instantly find everything in the system. Devmode also turns on instant build for colonies though.

Carcer
Aug 7, 2010
Sabots also do heavy EMP damage if they hit directly, so even taking them on the chin means you're probably hosed.

For what is meant to be the counterpart to harpoons (same OP cost, same ammo count, same mounting points) I always felt sabots are overtuned. Swap kinetic to energy and keep the strong emp or keep kinetic but reduce emp.

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DatonKallandor
Aug 21, 2009

"I can no longer sit back and allow nationalist shitposting, nationalist indoctrination, nationalist subversion, and the German nationalist conspiracy to sap and impurify all of our precious game balance."
Sabots are absolutely too good, and a lot of that has to do with the shotgun style second stage. I've tried fixing the Harpoon/Sabot issue by flipping the damage types. Harpoons being kinetic helps, but HE Sabots need their per-projectile damage cranked up pretty high to defeat armor and there's a big risk that'll make them too good against large targets. It's hard to balance.

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