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Griz
May 21, 2001


I only saw colony mods pop up on the historian twice, they cost 8 SP and were things I already had.

so far I've found
4 fusion lamps
5 corrupted nanoforge
4 mining things
5 refinery things
1 soil nanites
1 synchrotron
2 gas giant volatiles things
4 holosuites
1 cryoarithmetic engine
3 ground defense things
2 fullerene spool

Griz fucked around with this message at 14:17 on May 3, 2021

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Bold Robot
Jan 6, 2009

Be brave.



I feel like I have gotten fewer of the colony items things in games where I have added more mod factions. Super anecdotal and low sample size of course, so it would not surprise me at all if this was just a coincidence for me. But maybe the colony items are competing for space in the loot table with blueprints, etc., so adding more of the latter makes the former a little less likely to appear? :shrug:

The colony items feel to me like they're about the right level of rarity for how powerful they are.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
I have had all items in a single vanilla run, but two of them came from the historian for 8sp.

RuckusRouser
Sep 28, 2015

Theres a lot of close ups of landing gear

John_A_Tallon posted:

Seal the Hegemony's pristine nanoforge and keep their orbital industry crippled. That will force them to use ships with loads of d-mods.

This is a great idea.

In Nex, is crippling their production buildings (Heavy Industry/Orbital Works) the only way to reduce their fleet strength? In an extreme hypothetical, if I went to every system of a faction and destroyed all their economic industries but didn't touch their Orbital Works, would they still be able to field just as many fleets of the same power?

From a quick glance at the code it seems the spawned fleets only check to see if the HI/OW exist. Can factions go bankrupt and then start tearing down their industries due to upkeep issues?

Vengarr
Jun 17, 2010

Smashed before noon
I don't think you can disrupt them by attacking the supply chain. You can use agents to disrupt their production facilities in Nex, it doesn't have to be raids.

You can also use agents to Raise Relations between factions. Getting the Mayasurans into an alliance with one of the major players might help them survive.

And of course, destroying invasion fleets. If you have a commission or are allied with someone, you can get their fleets to follow you and engage the enemy on relatively-equal footing. Using the "Request Fleet" feature to spawn adequately-sized defense fleets if necessary.

RuckusRouser
Sep 28, 2015

Theres a lot of close ups of landing gear

Vengarr posted:

I don't think you can disrupt them by attacking the supply chain. You can use agents to disrupt their production facilities in Nex, it doesn't have to be raids.

You can also use agents to Raise Relations between factions. Getting the Mayasurans into an alliance with one of the major players might help them survive.

And of course, destroying invasion fleets. If you have a commission or are allied with someone, you can get their fleets to follow you and engage the enemy on relatively-equal footing. Using the "Request Fleet" feature to spawn adequately-sized defense fleets if necessary.

Thanks. On a similar subject, how am I able to create/join alliances? I can't seem to find the option to do so in the UI

Tabletops
Jan 27, 2014

anime

Atopian posted:

So I tried something just to see what happened, and a legit fun way to play the game is with all ship speeds and manoeuvrability increased by ~20-50.

Not the same game, but entertaining for a while.
Fights happen faster, enemies and allies are more slippery, facing is less important.

I did this for a laugh and the ORA battleship was flopping all over the place. It blew up two of my frigates just by hitting them like a fish on land. I mean they already do that poo poo but good lord it was hilarious sped up

OwlFancier
Aug 22, 2013

RuckusRouser posted:

Thanks. On a similar subject, how am I able to create/join alliances? I can't seem to find the option to do so in the UI

Last I bothered you would need to speak to an actual person on a planet of the faction. Or possibly through the "special actions" button when docked.

Vengarr
Jun 17, 2010

Smashed before noon

RuckusRouser posted:

Thanks. On a similar subject, how am I able to create/join alliances? I can't seem to find the option to do so in the UI

It's in "Special Actions" when docked at a foreign port, BUT you can't have an active commission. You also need a good relationship with that faction, of course.

Brainbread
Apr 7, 2008

Is there a mod to just let you scan the gates / use them after scanning? I've done the main quest enough times that I want to just kinda. Get going.

I've tried using console commands to give myself the janus device but it doesn't appear to be enough.

toasterwarrior
Nov 11, 2011
Turns out running escort destroyers for an SO build is still critical and smart come late game. Tachyon Lances being what they are, they seem to be the best option for my ARS Osmond escorts since anything that gets hit is going to be hurting bad.

That said, the AI being annoyingly persistent about making GBS threads the ship system EMP mines everywhere is legitimately annoying. Love to try and flank or pressure a fleeing ship and then flying right into the EMP bombs my own drat ships are summoning. I've tried using Victorias as escorts since they don't have that issue (and their ship system is quite literally a +50% damage boost against a specific target, which would be great for SO work), but they just don't seem to have the turret coverage, mounts, and flux stats to compete with Osmonds. Oh well.

Brandfarlig
Nov 5, 2009

These colours don't run.

Brainbread posted:

Is there a mod to just let you scan the gates / use them after scanning? I've done the main quest enough times that I want to just kinda. Get going.

I've tried using console commands to give myself the janus device but it doesn't appear to be enough.

You need to turn on being able to scan gates. Type devmode and then you can go to any gate and turn on scans from there.

matryx
Jul 22, 2005

I think I just had an evilgasm...
Been a veeeery long time since I looked at this ( maybe Jan 2019 ) - great to see it's still ticking along.
Anyone have any primers on:

Ship combat - controlling yourself / fleet control
Sensible ship builds etc

The tutorial was 'ok' but kinda vanishes when you're actually in the combat screen without guiding you through the process. Easy enough fight to point and click but it took me till the last few seconds to try to raise my shields as there was no suggestion that even needed to be done.

feedtheid
Oct 17, 2006

we get it, you're too busy fellating Gabe to put yourself into someone else's shoes

matryx posted:

Been a veeeery long time since I looked at this ( maybe Jan 2019 ) - great to see it's still ticking along.
Anyone have any primers on:

Ship combat - controlling yourself / fleet control
Sensible ship builds etc

The tutorial was 'ok' but kinda vanishes when you're actually in the combat screen without guiding you through the process. Easy enough fight to point and click but it took me till the last few seconds to try to raise my shields as there was no suggestion that even needed to be done.

You can do the missions (not the campaign) to get a feel for combat.

In settings, there’s a toggle for inverting shift functionality. Do that - it’ll make your ship orient to the cursor and your AD will strafe instead of turn the ship.

Ctrl + numbers will turn auto fire on and off. Tilde will open and close your weapon range indicators. V is vent your flux.

Atopian
Sep 23, 2014

I need a security perimeter with Venetian blinds.
So I'm way behind in RCs, it could someone test something for me:

New character, console command in enough skillpoints for automated ships, add 20-30 redacted frigates, add an alpha core to each, then get into fights with that plus a normal fleet.

Obviously the automated ships will have like 5% readiness and can't be used, but I'm curious whether all those unusable-but-present-in-fleet officer cores will give you an automatic 60% of the battle points no matter what.

If so, probably more worth it than even a radiant.

Soks
Apr 1, 2006
lol internet

matryx posted:

Anyone have any primers on:

Ship combat - controlling yourself / fleet control
Sensible ship builds etc

Not fully what you asked for but Tuxedo Catfish has a couple really nice newbie explanation/guide posts.

Fleet Comp/Builds
General Progression

Check their 3rd/4th page of posts within this thread to get a bunch of good tidbits etc. Now if only Tuxedo Catfish would hold my hand through choosing optimized officer skills...! Alas, that would never happen, my unrequited desire shall remain so for all of time. :smith: I'm probably using Quality Captains next campaign anyway so it probably wouldn't be applicable, but someone else might like it!

Brainbread posted:

Is there a mod to just let you scan the gates / use them after scanning? I've done the main quest enough times that I want to just kinda. Get going.

The latest Nexerelin beta from the discord has that feature: https://www.dropbox.com/s/q8ly17aq2bsaci6/Nexerelin_dev_20210504.zip?dl=1

quote:

Add skip story option to new game (marks all Academy quests as completed and grants gate travel)

But Nex is a big mod, so. I think the latest not-beta Nex has the feature too, but probably doesn't auto-complete the quests.

Soks fucked around with this message at 16:14 on May 4, 2021

Tabletops
Jan 27, 2014

anime
I want dme updat pls

I want to be ruined by blade breakers

Tabletops fucked around with this message at 17:04 on May 4, 2021

Infidelicious
Apr 9, 2013

Soks posted:

Now if only Tuxedo Catfish would hold my hand through choosing optimized officer skills...! Alas, that would never happen, my unrequited desire shall remain so for all of time. :smith: I'm probably using Quality Captains next campaign anyway so it probably wouldn't be applicable, but someone else might like it!

'optimal' Officer skills are weird because they're kind of binary and completely based on the ship you've put them in.

IE: Energy Spec isn't worth a poo poo if you aren't boating energy weapons, or specifically beams in Quality Captains; and Projectile Speed increases and Recoil / Leading improvements aren't worth a poo poo if you're boating beams.

Leveling officers is so easy that it's often better to wait until you have a ship properly fit before leveling an officer for it and it's always worth the story point to mentor them to get 6 options per level instead of 4.



Generally useful skills:

Helmsmanship
Shield Spec (unless the ship has no shields)
Target Analysis
Reliability
Systems (unless the ship has a bad system like flares)


The nerf to base armor level for Impact mitigation in vanilla makes it pretty worthless now, though. I'd take just about anything over it.

Bell_
Sep 3, 2006

Tiny Baltimore
A billion light years away
A goon's posting the same thing
But he's already turned to dust
And the shitpost we read
Is a billion light-years old
A ghost just like the rest of us

Tabletops posted:

I want dme updat pls

I want to be ruined by blade breakers
I've wanted Interstellar Federation forever to mount Banes and shoot the LHC, still one of the most satisfying weapons in my memory to fire.

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.
My generic officer loadout for someone I want to be able to flex a little is:

Gunnery Implants (Elite)
Reliability Engineering
Helmsmanship
Shield Modulation
Target Analysis

roughly in descending order of importance. if you get a sixth skill Systems Mastery is good, or you can take Impact Mitigation because I don't think the nerf is really as bad as people say -- the old IM made damage from small mount weapons almost completely irrelevant against armor, it was insanely strong and now it's just okay.

having specialized officers for phase ships is worth it, and a simple change -- swap out Shield Modulation for Phase Mastery and make Phase Mastery your elite skill, and optionally swap Gunnery Implants for Energy Weapon Mastery

Carriers... basically just take the carrier skills and not the gunnery skills, but I've never found carrier officers to be worth it in mixed-doctrine fleets. they're probably good when massed but I got my fill of mass carrier gameplay in older patches and haven't tested it.

Missile Specialization is also extremely strong if you know you're going to be using ships where it's relevant, and can fit into any other officer archetype, it just narrows the kinds of ships you want them flying

Damage Control over Reliability Engineering might be worth it on large, tanky ships, especially low-tech ones -- definitely consider it on, say, a Dominator or Onslaught pilot. CR is good but 15% translates to +5% bonus to damage dealt, -5% damage taken, and +5% maneuverability -- it's a very good stat but the amount of damage reduction you get from DC is competitive with the spread of bonuses you get from more CR, as long as that's your priority.

Infidelicious
Apr 9, 2013

Impact Mitigation was definitely broken: kinetic reduction and armor level stacking completely devalued high damage low dps kinetics.



I just don't think it needed to have that functionality completely removed in addition to the armor levels getting reduced by 2/3... 50 armor is like only a meaningful reduction against high dps or low damage per shot weapons like vulcans or PD beam weapons.

Brainbread
Apr 7, 2008

Devmode and clicking on a gate let me activate it! Thank you all.

Now the only thing I wish for was a mod that gave me the Parrot back from starsector plus. Just as a blueprint even.

I miss it so bad.

Smiling Demon
Jun 16, 2013

Infidelicious posted:

Impact Mitigation was definitely broken: kinetic reduction and armor level stacking completely devalued high damage low dps kinetics.



I just don't think it needed to have that functionality completely removed in addition to the armor levels getting reduced by 2/3... 50 armor is like only a meaningful reduction against high dps or low damage per shot weapons like vulcans or PD beam weapons.

The old impact mitigation actually made every kinetic weapon other than the gauss cannon always hit the minimum damage from armour reduction, not just low damage per shot weapons. The real problem with it was that it still applied so much benefit even after armour was stripped away.

Infidelicious
Apr 9, 2013

Smiling Demon posted:

The old impact mitigation actually made every kinetic weapon other than the gauss cannon always hit the minimum damage from armour reduction, not just low damage per shot weapons.

I agree, and that's basically what I said.

Smiling Demon
Jun 16, 2013

Infidelicious posted:

I agree, and that's basically what I said.

Yeah, I think I misread your post, caught that I did but replied anyways in a :justpost: moment.

How are people finding carriers this patch? My own experience has been that a far smaller list of fighters are actually viable, particularly late game. I suspect this has to do with the new point defense skill with its immense +100% damage bonus to fighters, as later on any fighter than needs more than minimal exposure to the enemy seem to just disintegrate. Early on broadswords work great on pirates though.

ErKeL
Jun 18, 2013
Used to carrier spam a lot but they seem pretty useless in large battles. The fighters are at least. Longbows, daggers or tridents can still wreck unwary fools(like myself greedily venting mid-battle).
I'm debating whether I just drop out all my fighters for 100% bombers since if you use battle carriers in the thick your PD can pretty much mince anything coming at you now.

Sandweed
Sep 7, 2006

All your friends are me.

My Astral with 3x Longbow and 3x Tridents and 2x Squall with built in expanded missile rack and a officer with the missile skill does a lot of work. It can't solo capitals but it will absolutely destroy anything it targets as long as the rest of my fleet keeps it away from harm and it's targets distracted.

Tarezax
Sep 12, 2009

MORT cancels dance: interrupted by MORT
I like using swarms of the shadowyards neriad fighters, they wreck small targets quite handily and clear out enemy fighters and bombers real well.

Zane
Nov 14, 2007
fighters and bombers in combination with a capital push can really help with localized concentration of force. difficult to manually coordinate--easier if you're in a big carrier yourself--but happens readily enough with proper composition and loadouts.

Zane fucked around with this message at 10:13 on May 5, 2021

Demiurge4
Aug 10, 2011

Fighters are just one of those things that only work once you have a certain amount (moreso in large battles) because the fighter AI tends to be quite timid in certain situations. I've found that when I bring bombers to a battle and the enemy has fighters or interceptors my bombers stay near the carrier instead of doing strikes. So it seems important to have a mix.

OwlFancier
Aug 22, 2013

It's also that like, fighters kind of operate on a different combat level whereby the big threats to them are particular kinds of weapons that are not generally competing against the rest of your fleet. So you need a critical mass of them for them to not just be wiped out easily.

You can mitigate this by making use of the fighter strike command to direct your fighters towards targets they are strong against (frigates, support craft, isolated craft) and you can also use a lot of things like LRMs to flood the field with things to tie up enemy PD. Also things like dedicated bomber carriers can remain effective in small numbers because they can function basically just like reloadable torpedo ships.

I really would recommend using the fighter strike command though, it's extremely effective in my experience and a little bit of direction to pick targets at the start of a fight and draw your fighters away from large concentrations of enemy ships with overlapping PD fields can be very helpful for keeping them effective. As they will often just blunder into the middle of the enemy if you aren't careful. If you thin out the enemy flanks with fighters this also allows them to close in on the core of the enemy formation a lot better, or it can allow them to swing around and attack the enemy back line.

Also bear in mind that fighter munitions (for the most part) operate on a different layer and will pass over your regular ships, this means fighters can provide great support if your ships are already engaged in close while normal ships cannot shoot past each other.

my dad
Oct 17, 2012

this shall be humorous

Demiurge4 posted:

Fighters are just one of those things that only work once you have a certain amount (moreso in large battles) because the fighter AI tends to be quite timid in certain situations. I've found that when I bring bombers to a battle and the enemy has fighters or interceptors my bombers stay near the carrier instead of doing strikes. So it seems important to have a mix.

It's OK to have a relatively small number of fighters if your fleet is the main killer and the fighter's job is to keep enemy bombers and frigates from having free reign. Hell, in early battles against stations, just deploying 3-4 shepherds in front of your fleet before the main fight is enough to disrupt the initial combined wave of missiles and fighter craft enough for the rest of your fleet to close in and fight on your own terms.

But yeah, for fighters/bombers to be the actual killing power, you need a lot of them.

e: Generally, I don't find solo bomber carriers to be worth it before you hit combat width saturation. Once the fights are such that your ships can't engage because other ships are in the way, THEN bombers will start to shine.

my dad fucked around with this message at 11:14 on May 5, 2021

OwlFancier
Aug 22, 2013

Something like a heron loaded with torpedo bombers (or longbows) I think is quite useful, or at least is hard to replicate for the cost. If you want something that can just dump a large amount of specialized damage at once and do that repeatedly, then a bomber carrier is hard to beat. It's basically like a strike missile boat but with staying power. And if you get one with a fighter boost ability like the targeting relay they can hit remarkably hard.

toasterwarrior
Nov 11, 2011
I looked around the files of Legacy of Arkgneisis, trying to figure out why Hawkes keep charging into the fray despite being ostensibly a carrier, and turns out that they don't even have the CARRIER tag on them. Meanwhile, the Caswell carrier is a "combat carrier" despite extremely not being kitted out from staying on the frontline.

Funnily enough, the Jameson freighter is coded as a carrier, and now I'm thinking of ways to include what's basically combat freighters into my fleet composition and hoping to high heaven it works out.

Anticheese
Feb 13, 2008

$60,000,000 sexbot
:rodimus:

I faced one fleet with a frankly absurd amount of Perdition bombers. It was scary.

I need to get me a fleet like that.

Zudgemud
Mar 1, 2009
Grimey Drawer

Anticheese posted:

I faced one fleet with a frankly absurd amount of Perdition bombers. It was scary.

I need to get me a fleet like that.

Go mass piranhas, way more fun to send a wall of bomblets in the face of someone.

Carcer
Aug 7, 2010
I can't remember when it happened but the change that allowed the AI to use non-pd weapons to shoot at fighters made them a lot more vulnerable. In my current game I've been using the rosenritter regalia that has a railgun/anti-armor beam combo and the AI would regularly destroy half a wing of attacking fighters and bombers with the railgun on their approach.

toasterwarrior
Nov 11, 2011
Honestly that's kinda why I've kinda been 50/50 on fighters. I've seen bombing runs do decent work, but my main issue is my captains sending their combat drones to suicide on enemy ships instead of doing what I had hoped they would do and keep them by the ship as PD. I guess I do need wings that are specifically coded to be escort fighters as opposed to general purpose.

feedtheid
Oct 17, 2006

we get it, you're too busy fellating Gabe to put yourself into someone else's shoes

toasterwarrior posted:

Honestly that's kinda why I've kinda been 50/50 on fighters. I've seen bombing runs do decent work, but my main issue is my captains sending their combat drones to suicide on enemy ships instead of doing what I had hoped they would do and keep them by the ship as PD. I guess I do need wings that are specifically coded to be escort fighters as opposed to general purpose.

Isn’t the Xyphos specifically that fighter? I’ve forgotten whether there are other support fighters.

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my dad
Oct 17, 2012

this shall be humorous
Xyphos are excellent battlecarrier escorts, especially if you arm your ship with kinetic weaponry and have a flux/capacity ratio that encourages the AI to vent your ship frequently (Xyphos fighters set up in front of your ship while it's venting and protect it from most harm). I've used a Legion with double Gauss and a full Xyphos complement to very good effect.

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