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SugarAddict
Oct 11, 2012


I love this community and the mods and the memes they make.
Edit: you may have to open the original image to get the full legible size.

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Crimson Harvest
Jul 14, 2004

I'm a GENERAL, not some opera floozy!
I'm already on team Okayu its fine

RBA Starblade
Apr 28, 2008

Going Home.

Games Idiot Court Jester

SugarAddict posted:



I love this community and the mods and the memes they make.
Edit: you may have to open the original image to get the full legible size.

What?

Inexplicable Humblebrag
Sep 20, 2003

the joke seems to be "catgirls"

pun pundit
Nov 11, 2008

I feel the same way about the company bearing the same name.

Crimson Harvest posted:

I'm already on team Okayu its fine

This goon knows what's up

Fat Samurai
Feb 16, 2011

To go quickly is foolish. To go slowly is prudent. Not to go; that is wisdom.
After being overwhelmed a couple of times I decided to have another go at the game during Christmas, and it seems to be going better. Thanks to Taerkar in the Before I Play for the newbie advice, by the way.

I'm playing with Nexerelin because I'm bad at making my own fun and I've played too much Paradox games, but have no other mods. So far I've done some bounties and some surveying, and that seems to be paying the bills. My fleet is composed of a Mule, a couple of Wolfs, 2 Shepherds, 2 Drams and some civilian freighters because I'm paranoid about dying supplieless and alone in space. That seems enough to beat Domain defensive ships for now, despite me being incapable of aiming with the Wolf.

Now, questions:

- How do I know what's actually good? I'm using Autofit, because there are way too many options.Same with ships. Is there somewhere that has a little blurb of info on every ship, or is it just a matter of experience and trying stuff?
- What are the consequences of buying/selling in the Black Market? I'm yet to have any problem doing so.
- What do I do with all these Gamma Cores and Foundries I'm carrying around? I guess they are used for colony purposes, but they are cluttering my inventory for now.

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Fat Samurai posted:

- How do I know what's actually good? I'm using Autofit, because there are way too many options.Same with ships. Is there somewhere that has a little blurb of info on every ship, or is it just a matter of experience and trying stuff?
- What are the consequences of buying/selling in the Black Market? I'm yet to have any problem doing so.
- What do I do with all these Gamma Cores and Foundries I'm carrying around? I guess they are used for colony purposes, but they are cluttering my inventory for now.

1. Mainly experience, but when doing builds try to make an AI ship's weapons all roughly match in terms of range and they'll generally do okay. You have more wiggle room on a boat you fly yourself, of course. The information on guns and ships is super dense so don't be afraid to just try poo poo out to learn, there are very few useless hulls or guns, especially vanilla.
2. System authorities might catch you and get mad if you're dumb enough to do it with your transponder on, but the only real consequence is if you sell them blueprints of ships and weapons, pirates will start using those ships and weapons. Yes this means you can equip pirates with more firepower than the Hegemony or Tri-Tach if you were so inclined.
3. Take gamma cores to planet and station commanders of a faction you want to get in good with for a big money and rep reward. You get more for the bigger core types but those are also more useful for colony stuff so be careful parting with those. Nanoforges are also extremely lucrative to sell but will make you hugely more money using for colonies. If space is a concern, there's an abandoned terraforming station in Jangala you can safely stash everything including ships at. Use it.

Taerkar
Dec 7, 2002

kind of into it, really

You're welcome on the advice. As for the cores and forges beyond what Psycho Landlord said you only really need one or two nanoforges for your colonies until the late-late game and maybe only one cyclotron. Otherwise they're marketplace fodder (black market at that.)

The only real exception is that if you sell one to a market with a viable facility but no such modifier the colony will slot it for a bonus (Heavy Industry/Orbital Works for the nanoforges, fuel production for the cyclotron). If you're working for a faction in Nex you might want to do this to boost it up more (and thus your own supply sources)

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
Now, I know that this game is already basically Expanse: the game. But are there mods that make it... even more Expanse-y?

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Well the weird loving alien goo that takes over ships mod is deprecated so that avenue of the expanse is cut off. Mainly depends on what you mean by "more expansey" past that.

Archonex
May 2, 2012

MY OPINION IS SEERS OF THE THRONE PROPAGANDA IGNORE MY GNOSIS-IMPAIRED RAMBLINGS

Psycho Landlord posted:

Well the weird loving alien goo that takes over ships mod is deprecated so that avenue of the expanse is cut off. Mainly depends on what you mean by "more expansey" past that.

Is this Horizon Mining Whatever? Because it has something like this in it.

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
Just spitballing: an Expanse-like mod would do some combination of:

- strip out energy weapons and shields
- reduce the number of factions, but greatly raise the importance of diplomacy, subterfuge, and related actions+events
- or, if set later in the series, focus on that 4x space colonization gold rush

Psycho Landlord
Oct 10, 2012

What are you gonna do, dance with me?

Jinnigan posted:

Just spitballing: an Expanse-like mod would do some combination of:

- strip out energy weapons and shields
- reduce the number of factions, but greatly raise the importance of diplomacy, subterfuge, and related actions+events
- or, if set later in the series, focus on that 4x space colonization gold rush

The first two pretty much don't exist and the latter is Nex with the settings hosed with

Archonex posted:

Is this Horizon Mining Whatever? Because it has something like this in it.

Nah I meant the old Uomoz era stuff. The Hazard Mining weirdness you're talking about is kinda close though, true.

Jinnigan
Feb 12, 2007

We shall pay him a visit. There will be a picnic. Tea shall be served.
did anyone make a 1440p UI mod for this game yet?

Lowen
Mar 16, 2007

Adorable.

Jinnigan posted:

did anyone make a 1440p UI mod for this game yet?

Don't think so. I think the game simply isn't open to being modded on that level right now. The good news is the game is planned to have UI scaling in the next version, release date - ?? ?? ????.

Soks
Apr 1, 2006
lol internet
So um, any Nexerelin tips for managing the diplomatic game after founding a colony etc? My last attempt 1.5 years ago ended with Shadowyards pretty quickly declaring war (for ??? reasons, I was on the fringe of space pmuch) and sending some insanely huge carrier fleet that I couldn't fight even with a second upgrade space station and several defensive ally fleets. My colony had just barely become profitable, so I don't think I was stepping on anyone's toes with a cyclotron or anything, idk. I'd handily fended off Hegemony a couple times, but there was literally nothing I could do vs Shadowyards.

About to make a fresh attempt with Nexerelin and hoping to avoid curb stomping this time. I guess my question is: How do I quickly handle sudden, out of nowhere war declarations by some of the more powerful mod-added factions before they annihilate me? My fleet was largely cruisers, should I pretty much not found a colony till I'm fielding all capitals or what? That'd be kind of lame.

OwlFancier
Aug 22, 2013

Nexerelin trends towards lots of people declaring war on you unless you actively invest a lot of money and effort into keeping them happy.

So basically you need a lot of startup money to boost yourself up to a big station and industrial base right off the bat. More recent versions are less absurd with their fleet sizes though.

Taerkar
Dec 7, 2002

kind of into it, really

Also use agents in Nex once you can afford to run them. Boost your relationship with the factions you want to support, promote war between the factions you don't want to support. If they're too busy fighting each other they won't fight you.

*whistles innocently as the Sindra Diktat finds itself at war with EVERYONE*

The Chad Jihad
Feb 24, 2007


Jinnigan posted:

Just spitballing: an Expanse-like mod would do some combination of:

- strip out energy weapons and shields
- reduce the number of factions, but greatly raise the importance of diplomacy, subterfuge, and related actions+events
- or, if set later in the series, focus on that 4x space colonization gold rush


The long-dead mod Obsidian Void is I think the closest, it had like 5 factions in a single system, and while energy weapons did exist they were a bit rarer, and only one faction has shields. It's also super-duper dead and needs an old rear end version of the game to work

Lowen
Mar 16, 2007

Adorable.

Soks posted:

So um, any Nexerelin tips for managing the diplomatic game after founding a colony etc? My last attempt 1.5 years ago ended with Shadowyards pretty quickly declaring war (for ??? reasons, I was on the fringe of space pmuch) and sending some insanely huge carrier fleet that I couldn't fight even with a second upgrade space station and several defensive ally fleets. My colony had just barely become profitable, so I don't think I was stepping on anyone's toes with a cyclotron or anything, idk. I'd handily fended off Hegemony a couple times, but there was literally nothing I could do vs Shadowyards.

About to make a fresh attempt with Nexerelin and hoping to avoid curb stomping this time. I guess my question is: How do I quickly handle sudden, out of nowhere war declarations by some of the more powerful mod-added factions before they annihilate me? My fleet was largely cruisers, should I pretty much not found a colony till I'm fielding all capitals or what? That'd be kind of lame.

I mean you're playing a 4x game, so if you can't defend your colony you might have to give it up. Depending on what defenses you built up and how long the invasion disrupted them for, you might be able to wait for the invading fleet to go away and then launch a counter invasion. There are also rebel movements you can support, and agents can sabotage defenses. You can also order fleets from your other colonies and allied factions with the Z key - it'll cost you some credits and points and has to be timed right, but can help.

If a colony gets conquered and you can't take it back, no big deal. Just try again elsewhere. You'll get established eventually.

John_A_Tallon
Nov 22, 2000

Oh my! Check out that mitre!

Soks posted:

I guess my question is: How do I quickly handle sudden, out of nowhere war declarations by some of the more powerful mod-added factions before they annihilate me? My fleet was largely cruisers, should I pretty much not found a colony till I'm fielding all capitals or what? That'd be kind of lame.

Attack their invading fleets en-route and pick them apart by using reaper-loaded phase ships or some other option that excels at precision strikes against the most troublesome enemy ships.

Taerkar
Dec 7, 2002

kind of into it, really

Typically the invasion fleets will have separate combat fleets and actual invasion fleets. If you can cripple the troop fleet they won't be successful in the invasion

OwlFancier
Aug 22, 2013

Taerkar posted:

Also use agents in Nex once you can afford to run them. Boost your relationship with the factions you want to support, promote war between the factions you don't want to support. If they're too busy fighting each other they won't fight you.

*whistles innocently as the Sindra Diktat finds itself at war with EVERYONE*

Also definitely use them to make friends with the pirates it's great, they stop raiding you and everything.

Also I haven't played in a while and I am extremely enjoying the changes to SCY while I've been out, the new nemean lion is great although it has some slightly odd ideas about what counts as a PD weapon sometimes, and I am also astonished to find that the orion cannon is now an extremely good weapon.

Soks
Apr 1, 2006
lol internet
New question! With faction mods, I often dabble in their frigates for a bit, try to kit them out in their default variants, then run them vs Lashers in sims and often find them... inadequate. Then I end up just making the usual hammerhead and lasher gang with a wolf to pilot for myself. That's where I am right now with my new play through but um, that'sprettyboring, and then at mid game the previously-under-performing factions absolutely trounce me.

Are there any factions that have a particularly strong early game with ships and weapons semi-easy to acquire? So many seem to be pretty glass cannon-y early on and hard to trust AI with etc. Bonus points if they have utility ships to replace my shepherds and pirate mules too. BRDY Weevils seemed kind of neat for that.

Ship packs:
Arsenal Expansion
Luddic Enhancement
Seeker
S&W Pack
Tahlan
Torchships
Vayra

Factions:
Blackrock
COPS
Dassault-Miko
Diable
Interstellar Imperium
Kadur Remnant
Mayasuran
Mayorate
Mayonnaise
Neutrino
Roider
Sanguinary
Shadowyards
Tiandong
Underworld
VIC
Xhan

Not against restarting to swap to some different factions. A-Also maybe that's a few too many factions aha, should trim a bit, but each had one or two really neat looking ships and and....! Gotta collect em all.

I imagine the answer here is Imperium or THI, but I liked treating Imperium like an end game threat in previous runs, flying their ships is a bit eh. Will look closer at THI.

Fake Edit: Oh yeah another question um, I used Adjusted Sector default settings and a bunch of the bounties are now on the very fringe of this very large chunk of space, it's pretty annoying! How did they even get their full-d-mod frigates out there anyway!? I don't see an option to confine bounties to being closer to the core, so is there instead some way to increase the amount of bounties available, then by luck some might be closer to core? Using Nex and Vayra.

OwlFancier
Aug 22, 2013

SCY have some of my favourite logistical ships because they're fast and non-civilian by default, their general ship line is a bit fragile and hard to use, being focused on hit and run attacks, but their logistics ships are set up for exactly the same tactics and as such they are just generally very good at their jobs, they also are not really much smaler than other freighters either so it's not like you lose out on much.

This trait also makes their carriers quite good too, and the nemean lion is excellent as a capital, huge flux banks so you can overpower anything before you have to vent, usually.

Valcione
Sep 12, 2007
For All Brave Silpheed Pilots


Gentlemen and ladies, I think you all should give this a close read:

http://fractalsoftworks.com/forum/index.php?topic=19739.0

Drone_Fragger
May 9, 2007


Katsuma posted:

Gentlemen and ladies, I think you all should give this a close read:

http://fractalsoftworks.com/forum/index.php?topic=19739.0

Oof, well that explains a lot. That’s a real poo poo situation, Jesus.

I’m getting some real hankering for starsector again.

stopgap1
Jul 27, 2013
I started this game last week for the first time and MAN is it cool. I keep having some problems with my carriers (condors) getting destroyed I assume its because condors are poo poo?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

stopgap1 posted:

I started this game last week for the first time and MAN is it cool. I keep having some problems with my carriers (condors) getting destroyed I assume its because condors are poo poo?

Carriers are amazing and Condors, while not spectacular, are fine; the problem is it takes some extremely unintuitive fiddling with loadouts (and ideally officer personalities) to get them to behave the way you want.

This is probably information overload but if you want to learn how to wrangle AI allies into behaving in predictable and advantageous ways this a great guide: https://fractalsoftworks.com/forum/index.php?topic=19611.0

Taerkar
Dec 7, 2002

kind of into it, really

Condors are absolutely not front line units so they should only be carrying PD and longer ranged missiles (2000+ range) less they decide they can mix it up.

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."
If your condors are dying, you don't have enough of a frontline for your carriers. Get more non-carriers until your carriers stop dying.

Kitfox88
Aug 21, 2007

Anybody lose their glasses?
No it means you just need even more carriers. If your battle isn’t running at less than 20fps you ain’t got enough fighter squads

Raine
Apr 30, 2013

ACCELERATIONIST SUPERDOOMER



max fleet size drovers only

why blot out the sun when you can blot out the stars

Jel Shaker
Apr 19, 2003

is there a reliable way to get ship blueprints? mainly larger ships?

Tuxedo Catfish
Mar 17, 2007

You've got guts! Come to my village, I'll buy you lunch.

Jel Shaker posted:

is there a reliable way to get ship blueprints? mainly larger ships?

The primary way to get them is tracking down research stations and other high-value salvage targets. The backup is raiding the existing major factions in their production centers (look for the nanoforge) until they drop.

Adding more ways to get blueprints is also a common feature of overhaul mods.

Kitfox88
Aug 21, 2007

Anybody lose their glasses?
It took me an embarassingly long time to realize that hitting the debris field left behind after the initial salvage of a research station has a solid chance of turning up further blueprints as well. :sweatdrop: I generally hit the field at least twice as well to make sure.

Taerkar
Dec 7, 2002

kind of into it, really

I usually hit debris fields until they're below .25

Vengarr
Jun 17, 2010

Smashed before noon

stopgap1 posted:

I started this game last week for the first time and MAN is it cool. I keep having some problems with my carriers (condors) getting destroyed I assume its because condors are poo poo?

Condors are converted cargo ships, so their survivability is not so hot. Assigning a frigate to escort them is a good choice. But they're also dirt-cheap, so losing them isn't a big deal.

If you keep them far away from the action like people suggest, they make for poor attack carriers because bombers are slow as hell. So use them like escort carriers--give them interceptors or fighters and assign them to guard important ships. They'll stay away from the fighting if you give them Pilums, and the fighter uptime will be much higher.

Save bombers for your dedicated carriers. They tend to either be armored enough to survive being closer to the action, or have mods that allow quick turnaround for attack runs.

Vengarr fucked around with this message at 20:42 on Feb 28, 2021

Slung Blade
Jul 11, 2002

IN STEEL WE TRUST

This game hooked me hard in December/ January. I really enjoyed setting up my own faction. The fuckin sindarians sent a raid after me with over a dozen conquests, that was hairy but we won.

Is there any way to completely wipe out the luddic path? Raining hot laser and plasma death upon their primitive beliefs is fun, but it would be nice to leave my systems alone for a few months while I keep exploring and not have to babysit them. My defenses are as good as they can be without using AIs everywhere so I'm not too worried about direct raids/pirate disruption unless a major faction sends a massive fleet after me.

I should say that luddic path disruption isn't a big deal, I keep the technology/production numbers at the right level to prevent massive interference, but they still come after me.

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FooF
Mar 26, 2010

Slung Blade posted:

This game hooked me hard in December/ January. I really enjoyed setting up my own faction. The fuckin sindarians sent a raid after me with over a dozen conquests, that was hairy but we won.

Is there any way to completely wipe out the luddic path? Raining hot laser and plasma death upon their primitive beliefs is fun, but it would be nice to leave my systems alone for a few months while I keep exploring and not have to babysit them. My defenses are as good as they can be without using AIs everywhere so I'm not too worried about direct raids/pirate disruption unless a major faction sends a massive fleet after me.

I should say that luddic path disruption isn't a big deal, I keep the technology/production numbers at the right level to prevent massive interference, but they still come after me.

At present, infinite Pather interference and Pirate Raids on the core worlds that eventually wipe out all the major factions is the ultimate fate of the Sector. You can't stop them from happening, only delay them for a few months. There just isn't an endgame in the current build of the game.

Next patch is teasing the *start* of endgame content (i.e. some kind of magi-tech enemy that is extremely powerful) but Alex has been tight-lipped about actual details. Still, he has said that the endgame still isn't fully in view yet and whatever we get next patch is still placeholder or just the beginning. So in the mean time, we have to deal with the infinitely-spawning Pirate/Pather Zombie Horde.

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