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An Odyssey or a Tyrant (from varyas ship mod) with xyphos is just so good. Ever noticed how they will fly up front and shield the ship when it vents?
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# ? May 11, 2021 10:44 |
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# ? Apr 27, 2024 15:59 |
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Sandweed posted:An Odyssey or a Tyrant (from varyas ship mod) with xyphos is just so good. Ever noticed how they will fly up front and shield the ship when it vents? That, along with PD that persists through venting, is the main thing that has me cheering about them, yeah.
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# ? May 11, 2021 11:10 |
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IMO the Odyssey is just straight up the most fun capital to fly in the base game. You have enough firepower and flux reserve to fight anything and with the ship system you are roughly the same speed as a slowish destroyer with the added bonus of being able to juke incoming fire. The built in ECCM makes missiles into true terrors, especially the MIRV which basically doubles in effectiveness. Oh and you get two fighter squadrons to escort you or bombers to deliver the knock out punch.
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# ? May 11, 2021 21:05 |
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I can’t handle asymmetry
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# ? May 11, 2021 21:07 |
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AtillatheBum posted:IMO the Odyssey is just straight up the most fun capital to fly in the base game. You have enough firepower and flux reserve to fight anything and with the ship system you are roughly the same speed as a slowish destroyer with the added bonus of being able to juke incoming fire. The built in ECCM makes missiles into true terrors, especially the MIRV which basically doubles in effectiveness. Oh and you get two fighter squadrons to escort you or bombers to deliver the knock out punch. Also you can ram poo poo!
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# ? May 11, 2021 21:18 |
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John_A_Tallon posted:Also you can ram poo poo! Also true, I don't usually ram enemy ships since that's a good way to break your engines but I love flinging wrecks into enemy ships, they go flying! Doesn't do a ton of damage but it looks so drat cool.
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# ? May 11, 2021 21:34 |
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The Odyssey is amazing in the hands of a reckless officer with xyphos supports. You have enough OP to field a hurricane mirv and 2 autopulse lasers or even a plasma cannon if you want. Add Medium Sabots to the mix and you have a powerful and fast capital that can zoom in, kill some poo poo and back out at will with great flux capability for soaking hits.
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# ? May 11, 2021 21:44 |
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AtillatheBum posted:Also true, I don't usually ram enemy ships since that's a good way to break your engines but I love flinging wrecks into enemy ships, they go flying! Doesn't do a ton of damage but it looks so drat cool. You can straight up roadkill frigates and many destroyers just by ramming them with plasma burn. And many larger ships will instantly overload from ramming their shields, launching them out of the fight at 600 speed.
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# ? May 11, 2021 21:45 |
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Tarezax posted:They're rare salvage like nanoforges etc. You'll have to go hunt for them, or spawn one with console commands. man I have literally never seen one, even with expanded sector. I wonder if they're disabled. I'll have to go digging through configs
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# ? May 11, 2021 22:52 |
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LegoMan posted:man I have literally never seen one, even with expanded sector. I wonder if they're disabled. I'll have to go digging through configs They're just rare. In my current game I've not found any, but in a previous save I found like 4 super quickly.
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# ? May 12, 2021 01:09 |
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Tarezax posted:They're just rare. In my current game I've not found any, but in a previous save I found like 4 super quickly. Care really needs to be taken when tweaking rare loot lists. Before, when there were 3 items to care about, you could reasonably rely on statistics to give the necessary items in each random sector. Now, not so much. Maybe spawn at least one instance of each *before* the fully random generation process?
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# ? May 12, 2021 01:32 |
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There’s always Beyond the Sector, if you’re not afraid of running into weird pointy ships.
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# ? May 12, 2021 03:15 |
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If you don't want a bag of doritos in Beyond the Sector, just hit tab when you enter a generated system; if all the planets are irradiated, then this will not be a place of honor for you.
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# ? May 12, 2021 03:22 |
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Is there a way to start with the Janus Device and relevant interactions unlocked? I thought that was an option in Nex, but can't find it.
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# ? May 12, 2021 03:51 |
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Nex starts you like that if you do a random core worlds because there is no plot.
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# ? May 12, 2021 04:03 |
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Anticheese posted:Is there a way to start with the Janus Device and relevant interactions unlocked? I thought that was an option in Nex, but can't find it. You can do it by selecting either random core sector generation (which disables the entire storyline) or choosing skip storyline in the options when setting up your Nex sector which does the same thing without randomizing the core.
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# ? May 12, 2021 04:04 |
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If you have console commands mod you can also just fly to a gate and activate them or something,
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# ? May 12, 2021 09:27 |
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Sandweed posted:If you have console commands mod you can also just fly to a gate and activate them or something, With console commands, you can turn on Devmode and then fly to a gate and activate all of the options for yourself and BAM. GATES.
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# ? May 12, 2021 13:46 |
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What's the best way to explore systems? Do you make dedicated exploration fleets for that and stack sensor power? I'm always worried that I miss something.
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# ? May 12, 2021 14:58 |
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I generally kit the fleet for exploration but not with a particular emphasis on sensors, though Omens do make very good exploration ships because they are extremely effective against derelicts and cheap to boot. Generally for exploration I would go with an emphasis on fuel and cargo capacity, some surveying mods to let me just scan everything on the cheap, and some token combat craft for drone breaking (usually with a specialist fit emphasising HE weapons and other anti-derelict things like EMP, things like Sunders are quite good for this as are the aforementioned Omens, you can add heavier ships as your threat level with the derelicts goes up) as well as trying to keep the burn speed as high as possible to avoid trouble and get around quickly. After that you can get by with just sensor pings for the most part, you can usually get a feel for how inhabited a system was and what you can expect to find, and things like stations tend to be around things you will aready be surveying and will be easily detectable at long range with a sensor ping. You can use the neutrino scanner if you want but I rarely do.
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# ? May 12, 2021 15:15 |
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Hammerstein posted:What's the best way to explore systems? Do you make dedicated exploration fleets for that and stack sensor power? I'm always worried that I miss something. Early game, an apogee or two. Late game, build sensor hullmods into your Prometheus and Atlas. Send out a sensor pulse whenever you arrive in a system, and whenever you are about to arrive at a planet or a point of interest. Always check for something orbiting close to a star, because that's the most likely site for research stations.
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# ? May 12, 2021 16:12 |
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Yeah I never use the neutrino thing. I mean, I've tried using it but I've never found anything with it. Stacking surveying mods onto your support ships like salvage rigs and fuel tankers is a good idea, although high res sensors aren't much use on civvy ships unless you militarise them too and that's both dockyard mod slots filled right there. An apogee or some other cruiser with high res sensors is definitely worth having though. But yeah I usually just dip into the system, survey all the planets (except gas giants unless I'm actually planning on colonising the system), do sensor pings at all the planets and close to the star, if there's a gate or asteroid field off away from the planets I'll go close enough to see if there's any derelicts floating around it. That usually does the job for me. If it's a 'special' system like the ones added by HMI or DME I might do a circuit around asteroid belts/ring systems since they often stick stuff in those, but it's too time consuming for random systems. edit: Also if it's a big nebula system I'll build a makeshift nav buoy at the nearest stable point because gently caress they take forever to fly around. I don't bother building makeshift sensor arrays but if there's one near enough the route I'm taking between planets it's worth claiming it. Shyrka fucked around with this message at 17:02 on May 12, 2021 |
# ? May 12, 2021 16:58 |
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I mean, since the only way i ever used the standard neutrino detector was 'save > follow blip > reload if it's fake', i consider the guaranteed detector mod to be more fair than my magical time wizard powers. At least it actually costs something besides minutes of my actual life. In other questions, is one of my mods messing with the Shadowyards system spawn locations, or are they just huddled in real close with the League worlds now? I'm having the fringe JPs of some of theirs float through the middle of Thule and Maiirath and it's a bit odd.
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# ? May 12, 2021 17:42 |
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My usual method for the neutrino detector is to turn it on briefly, move perpendicular to the blips and then turn the detector back on to see if they’ve moved. If not it’s either a false read or too far away for me to give a poo poo.
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# ? May 12, 2021 17:51 |
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Research stations only spawn in black hole, neutron star, or nebula systems, so you don't have to worry about missing them if you're not in one of those places. Mining stations only spawn in systems with asteroid belts. Orbital habitats only spawn in systems with planets that have ruins.
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# ? May 12, 2021 18:10 |
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Research stations can totally spawn in systems with stars other than black hole/neutron stars, they're just vastly more likely to spawn in those 3 system types mentioned. They'll either be at the star itself or hanging out around a gas giant, and I've never found more than one in a system.
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# ? May 12, 2021 18:59 |
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LegoMan posted:man I have literally never seen one, even with expanded sector. I wonder if they're disabled. I'll have to go digging through configs I don’t have the mod for whatever item your talking about but if they’re as rare as pristine nanoforges are now then I’d probably never see one. I’ve played like 100 hours or more since the update and have found exactly one pristine forge lol
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# ? May 12, 2021 19:13 |
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Mm. Two extended campaigns and I haven’t found one either. I don’t think they’re any rarer than before, there’s just so much more stuff crowding the loot table. Whatever, the Hegemony are better off without theirs anyway.
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# ? May 12, 2021 19:18 |
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Tarezax posted:Research stations can totally spawn in systems with stars other than black hole/neutron stars, they're just vastly more likely to spawn in those 3 system types mentioned. They'll either be at the star itself or hanging out around a gas giant, and I've never found more than one in a system. That's not what the code says, and I've read, modified, and compiled it. There is no 'vastly more likely' code. code:
edit: oh there is separate code for generating them in warning beacon'd systems so maybe that's it. Garfu fucked around with this message at 19:45 on May 12, 2021 |
# ? May 12, 2021 19:37 |
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That's probably it then, all those non-black-hole-etc research stations had warning beacons
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# ? May 12, 2021 19:47 |
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That’s part of what makes warning beacons so nice.
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# ? May 12, 2021 19:54 |
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I can confirm. When I went back and did my sweep of high beacon systems I found 2-3 research stations around normal stars. No mods except Lightshow.
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# ? May 12, 2021 21:17 |
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I just found a research station in orbit around a red dwarf star, with no warning beacon or black hole.
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# ? May 13, 2021 00:43 |
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Not sure how well-known the AI Battles fleet testing mod is in this thread, but since it seems like this update brought in new players and this tool wasn’t super straightforward for me to find documentation for, I’ll post about it here, because this thing is incredible. The unofficial Starsector Discord has a community that runs PvP battles of player-created fleets, using a mod called AI Battles and a third-party app. You can watch their tournaments here, which is cool, but you can also use it to enormously expand your own ability to test ship loadouts and fleet compositions, and do so against fleets that are realistic to what you’d see in the campaign – or, if you prefer, wildly unrealistic. You can test out a weird fleet composition before you throw all your ships into a Hegemony woodchipper, test-drive a mod ship (or fleet of them) in actual combat conditions instead of results-distorting 1v1s, see how long you’ll last against sixteen Radiants, etc. As a new player myself, messing around with this thing has taught me so much. The short version for how it works is that you use special Missions to build ship variants, which Starsector automatically exports to a .variant file. You can then transfer whatever .variant files you want to use – ones you’ve created, or stock variants from the starsector-core\data\variants\ folders – to an AI Battles directory, and use a little java app to build fleets out of them. These fleets can then be pitted against each other in a custom Mission with greatly expanded camera tools that make it much easier to take in the flow of a large battle. AI Battles is the spiritual successor to not-yet-up-dated (and possibly never-to-be-updated) Fleet Tester, but unlike that tool, AI Battles is hosted exclusively on the Starsector Discord for reasons I don’t fully understand. If you want to get started with it, you’ll need the following: 1. The AI Battles mod file, hosted in the #tournament_news channel on the Starsector Discord 2. How To Make a Fleet, a guide meant to help you build a fleet for the PvP tournaments, but which is also – to the best of my knowledge – the only documentation for how to actually use AI Battles fleet-building for any purpose 3. Optionally, Ship Catalogue/Variant Editor, a mod that adds missions containing every ship from every vanilla faction and most modded ones, for easy variant creation The google doc guide can walk you through the setup from there! The process for getting this set up is, frankly, non-trivial. It definitely takes some work and is rather finicky, but the results are really informative, and it’s fun to play around with fleet concepts that you might never get around to devoting the resources to in a normal game.
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# ? May 13, 2021 03:17 |
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Nexerelin question: Is there any mod or config to change security codes to increase raid power, instead of casualties for any operation? I bought codes thinking I could go steal a nanoforge, but I can't even launch the operation without several thousand marines. With defenses as just a multiplier to a number, it's easier for me to eliminate a battlestation, bomb ground defenses, and take over the entire planet than to dock inside the defenses and use the codes to pull off a heist for one item. Of course, that's because doing all that takes no campaign-layer time at all and important facilities don't have defense fleets. Anyway, yeah, raid power?
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# ? May 13, 2021 23:33 |
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Security codes double your raid power already. Those locations are just insanely well-protected. You can’t fly up in a Buffalo, load a gigantic piece of critical and irreplaceable military-industrial technology into the back, and fly out before anyone notices.
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# ? May 14, 2021 01:02 |
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Vengarr posted:Security codes double your raid power already. Those locations are just insanely well-protected. You can’t fly up in a Buffalo, load a gigantic piece of critical and irreplaceable military-industrial technology into the back, and fly out before anyone notices. BRB writing new lore
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# ? May 14, 2021 01:22 |
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Vengarr posted:Security codes double your raid power already. Those locations are just insanely well-protected. You can’t fly up in a Buffalo, load a gigantic piece of critical and irreplaceable military-industrial technology into the back, and fly out before anyone notices. This only works if you fly in on an buffalo, not a Buffalo
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# ? May 14, 2021 01:40 |
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Vengarr posted:You can’t fly up in a Buffalo, load a gigantic piece of critical and irreplaceable military-industrial technology into the back, and fly out before anyone notices. Buffalo? Please. My company has class; the marines travel in their very own Starliner. It is named Space Clown Car.
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# ? May 14, 2021 08:06 |
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# ? Apr 27, 2024 15:59 |
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How feasible is it to bomb a faction completely out of the game? The Diktat starts with only a couple of planets, right?
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# ? May 14, 2021 08:14 |