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I often produce my first capital ship from a blueprint at one of my colonies. But otherwise yeah, derelict Legion XIV.
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# ? Jun 25, 2020 14:14 |
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# ? Apr 26, 2024 06:08 |
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Derelict Pandemonium
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# ? Jun 25, 2020 14:33 |
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Got that Starsector itch again after 6 months of playing other game, and since 9.2 is https://docs.google.com/document/d/19G68aL4Rx4-8J2E8IeK4AhIynq8ggQkzjK5oV_nsUiE/edit?usp=sharing E: fixed for accuracy. Back Hack fucked around with this message at 01:27 on Jul 1, 2020 |
# ? Jun 30, 2020 23:28 |
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"around the corner"
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# ? Jul 1, 2020 00:55 |
Back Hack posted:Got that Starsector itch again after 6 months of playing other game, and since 9.2 is I'd also recommend Transfer All Items, Logistics Notifications, Neutrino corp, Shadowyards, Sylphon, Shadowy Broker, Fringe Defense Syndicate (If you can tolerate well sprited star wars styled ships) Grytpype Moriarty, Logistics Notifications, Transponder Reminder, Speed Up, and Captains Log. You might have to check the discord for some of these (def Captain's log).
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# ? Jul 1, 2020 03:19 |
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El Spamo posted:"around the corner" guy on the forums in May posted:
That post was made about 6 weeks ago, so we're 40+ days further in than when he said it. If what he said is true, we're looking at 5-8 months still. It would be a drat shame if there was no update at all this year (though it would be par for the course for 2020). Since Alex isn't sharing a lot, the patch doesn't feel like it has the same scope as the last two (which drastically changed the game), yet it could actually be bigger and we just don't know.
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# ? Jul 2, 2020 00:40 |
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He's got a day job too, yeah? I don't think starsector pays all his bills (yet).
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# ? Jul 2, 2020 02:02 |
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FooF posted:That post was made about 6 weeks ago, so we're 40+ days further in than when he said it. If what he said is true, we're looking at 5-8 months still. It would be a drat shame if there was no update at all this year (though it would be par for the course for 2020). Since Alex isn't sharing a lot, the patch doesn't feel like it has the same scope as the last two (which drastically changed the game), yet it could actually be bigger and we just don't know. drat, the wait from version .9.9 to 1.0.0 will be like a decade then
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# ? Jul 2, 2020 03:14 |
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El Spamo posted:He's got a day job too, yeah? I don't think starsector pays all his bills (yet). One of Alex's earliest blog posts was him talking about how he had quit his job to work on what was then Starfarer full time. Of course that was like 10 years ago so I dunno if that's still the case.
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# ? Jul 2, 2020 10:54 |
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To be fair, the stuff that he has implemented over the past 2-3 years is waaaaay more complicated than the earlier stuff. He's revamped the economy and skills like 4 times and the proc gen system was probably a bear. I imagine he's doing a lot of scripting of missions and end game content currently, in addition to creating all those visual effects and ships for an end game faction. Like I said, this update may be huge but we we won't know it due to spoiler-y stuff.
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# ? Jul 2, 2020 14:00 |
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The bigger a project grows, the bigger the complexity and the time needed to debug and balance the different systems. It's something almost exponential. This means: A game with a 30K line codebase doesn't need 'just' twice the time of a 15K line codebase, but several times more. I suspect that's why each update needs longer and longer to be released. That said, i suspect it should be close already, Alex stopped posting in his Twitter, not even teasing anything, I think he is just focused on finishing the current upgrade.
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# ? Jul 2, 2020 14:37 |
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Turin Turambar posted:That said, i suspect it should be close already, Alex stopped posting in his Twitter, not even teasing anything, I think he is just focused on finishing the current upgrade. Or he caught the rona
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# ? Jul 2, 2020 15:50 |
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it's up to alpha core to finish the game for us...
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# ? Jul 2, 2020 15:55 |
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Zudgemud posted:Or he caught the rona Oh, he's fine. Also FWIW I'm working on wrapping up my other 3-4 freelance contracts this month to be able to focus on Starsector.
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# ? Jul 4, 2020 15:23 |
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dbaumgart posted:Oh, he's fine. Hey you're an awesome developer and I like your blog posts a lot
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# ? Jul 4, 2020 15:32 |
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dbaumgart posted:Oh, he's fine. thank you
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# ? Jul 4, 2020 15:33 |
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Does anyone have a good Adjusted Sector config? or configs in general?
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# ? Jul 15, 2020 06:42 |
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grimcreaper posted:Does anyone have a good Adjusted Sector config? or configs in general? No such thing. It just makes the game run like poo poo while increasing the cost of exploration in the name of adding more nowhere systems for you to not get around to looking at.
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# ? Jul 15, 2020 07:07 |
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grimcreaper posted:Does anyone have a good Adjusted Sector config? or configs in general? code:
dis astranagant posted:No such thing. It just makes the game run like poo poo while increasing the cost of exploration in the name of adding more nowhere systems for you to not get around to looking at.
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# ? Jul 15, 2020 07:21 |
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I like using Adjusted Sector. I guess if you set it to a ton of systems it could tank performance but since you can tweak pretty much every setting, it's easy to keep things manageable while having interesting stuff to explore.
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# ? Jul 15, 2020 14:23 |
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Looks neat, going to give it a try. I'm disabling hyperspace storms this time around. I haven't found them fun, ever, so let's see how life is without them.
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# ? Jul 15, 2020 15:43 |
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Complications posted:Here's mine. You'll have a ton of ruins, plenty of motherships to track down and cryoships to stumble into, some remnants scattered around, I pooped on SAD and Blade Breakers on account of not liking them but you can change that. This set runs pretty well on my admittedly aging system, and isn't too dense on the map. Don't forget to increase the amount of goodies if you want more stars. Glad you posted this as the one i set up probably would have been awful. Giving it a start now!
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# ? Jul 15, 2020 20:11 |
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Decided to do a salvage-only game. Within four months Blackrock launched an assault on one of the SCY stations with 7 fleets. I now have a number of BRDY and SCY ships, including a completely intact Imaginos.
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# ? Jul 20, 2020 04:09 |
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Pollution from glassing a planet is perm right? Ive read some things that say that player-induced pollution is on a timer. Edit: is there a way and or a mod that just makes the core sector empty. Id like to see what a completely fresh start would look like. Gaj fucked around with this message at 00:17 on Jul 23, 2020 |
# ? Jul 22, 2020 23:27 |
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Gaj posted:Pollution from glassing a planet is perm right? Ive read some things that say that player-induced pollution is on a timer. The vanilla core sector? Not really, no. You can mess around with Nexerelin's random sector generation algorithm to only spawn one planet of one faction to get close though.
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# ? Jul 23, 2020 01:03 |
It's Discord-exclusive at the moment, but the Templars are back and updated for 0.9.1a. They showed up in the final round of the recent fleet building tournament.
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# ? Jul 23, 2020 01:49 |
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They're also overpowered as gently caress. e: Tahl new mod ScalarTech Solution Back Hack fucked around with this message at 02:44 on Jul 23, 2020 |
# ? Jul 23, 2020 02:37 |
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Bloody Pom posted:It's Discord-exclusive at the moment, but the Templars are back and updated for 0.9.1a. They showed up in the final round of the recent fleet building tournament. What's their custom star fortress look like?
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# ? Jul 23, 2020 02:50 |
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They don't have one yet; the mods prior campaign integration has to be rebuilt significantly, so they basically only exist in missions and random Nex right now.
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# ? Jul 23, 2020 03:31 |
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Gaj posted:Pollution from glassing a planet is perm right? Ive read some things that say that player-induced pollution is on a timer. If you satbomb then the pollution is permenant. If you want a planet without the satbombing penalty, raid the starport a few times so it's disabled for more than a year AND they have -10 stability, come back in a year and 6 months and the colony will have decivilized, then to get rid of the decivilization, just colonise it, abandon colony, then colonize it again. This won't work in the next version. There are mods that let you remove decivilized and pollution.
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# ? Jul 23, 2020 03:50 |
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SugarAddict posted:If you satbomb then the pollution is permenant. If you want a planet without the satbombing penalty, raid the starport a few times so it's disabled for more than a year AND they have -10 stability, come back in a year and 6 months and the colony will have decivilized, then to get rid of the decivilization, just colonise it, abandon colony, then colonize it again. This won't work in the next version. Im looking at those terraforming mods. But I want to start alone without anyone else. I also have the console command mond, is there a "kill planet" command I missed? Gaj fucked around with this message at 04:59 on Jul 23, 2020 |
# ? Jul 23, 2020 04:56 |
Back Hack posted:They're also overpowered as gently caress. By design. They're very much supposed to be a boogeyman/endgame challenge for the player. The most recent dev build did buff the flux stats of some their weapons to make fitting them on other hulls more viable, though.
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# ? Jul 23, 2020 05:43 |
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Gaj posted:Im looking at those terraforming mods. But I want to start alone without anyone else. I also have the console command mond, is there a "kill planet" command I missed? Boggled's set of terraforming and station building mods is pretty good and customizable to your tastes. Requires quite a bit of investment and I believe it no longer allows you to turn the Nex outposts into actual stations.
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# ? Jul 23, 2020 14:06 |
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Taerkar posted:Boggled's set of terraforming and station building mods is pretty good and customizable to your tastes. Requires quite a bit of investment and I believe it no longer allows you to turn the Nex outposts into actual stations. I have the game updated and it works with 2 other mods, but when I drop the terraforming mod in nothing seems to be different. No new building changes.
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# ? Jul 23, 2020 19:13 |
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It should have added some station building and a terraforming button to your hotbar. I can't remember if they are actually on the bar yet, but if you right-click on it there should be a list of options to swap in. e: You can only build certain buildings on certain worlds, so there's a chance your planet is really weird.
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# ? Jul 23, 2020 19:18 |
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There should also be a number of new facilities you can build on colonies, though some will only be available if you turn them on in the config file. The spice must flow!
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# ? Jul 23, 2020 19:19 |
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So I found a new fun build. Great Houses of Kassadar Onslaught, no shields, forced overdrive, damped mounts, extended mags, ITU and all the medium mounts full of fusion torches. Small mounts full of Fission CIWS from Kadur, large mounts any flux efficient short range high volume guns you can find, mix of kinetic and HE. It basically boosts into the middle of fleets and instantly deletes any nearby frigates and destroyers, constantly redlining flux and also shooting down all the missiles and fighters because it just fills the entire local volume with plasma fire. It'd probably also work with the plasma flamer too, but fusion torches do like 2000 frag damage and with expanded mags + the fire rate reduction from damped mounts they can basically shoot forever. They also have a special effect where they do between 2 and 10 HE damage on hits to hull so they can strip the armour off anything smaller than a heavy cruiser very effectively. It is so much goddamn fun to use, an incredibly good brawler, and you're always on the lookout too because anything with big HE guns that gets them pointed at you will kill you good, so you gotta constantly be moving and turning and using your cavalry drive to reposition behind or away from large targets. I swapped out the heavy loadouts to dong superheavy MGs on the side mounts and a hellbore in the middle, just to crack capital armour, but your main challenge is trying to fill all the slots without redlining it.
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# ? Jul 23, 2020 19:44 |
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Plek posted:It should have added some station building and a terraforming button to your hotbar. I can't remember if they are actually on the bar yet, but if you right-click on it there should be a list of options to swap in. This may have been patched in latter versions but, Boggled Terraforming checks against a list of planets that doesn't include every single mod added planet type. Which is fine as those are usually special planets but, once I colonized a "Rocky Ice" planet that seemed normal until I tried to terraform it, noticed that it had no such options, checked in the save and found out it was the same (and unsupported) planet type as Junk Pirate's Glory, which for some reason is added to procgen systems.
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# ? Jul 23, 2020 20:34 |
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Back Hack posted:They're also overpowered as gently caress. Really like these designs, anyone try the mod or that guy's previous one? How do they stack up?
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# ? Jul 23, 2020 21:12 |
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# ? Apr 26, 2024 06:08 |
Nia's mods are at least on par with Tartiflette's offerings IMO, his stuff is all really high-quality. Sylphon R&D was his first crack at things and is mostly in upkeep mode at the moment, but still has some really strong additions such as the Valestri heavy cruiser, which can facetank capitals without breaking a sweat. Also, shock cannons straight out of Space Battleship Yamato. Fun fact about ScalarTech: Their carriers don't have traditional hangar bays, instead they maintain stable wormholes to a dedicated planetside hangar complex
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# ? Jul 23, 2020 21:19 |