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FrickenMoron posted:I kind of avoid all faction mods because I don't trust any mod makers being able to withhold from making their space mary sue faction. Most popular faction mods are only mary sue in quite specific ways and quite balanced towards vanilla. Which is why faction mods are mostly for trying out gimmicks and have more fancy looking stuff to boat around in.
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| # ? Apr 24, 2021 11:46 |
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I though the blade breakers were confined to a single constellation a while ago.
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They were, BBs got their little special constellation very early in the 9.0 lifetime but there's a ton of mods that randomize the sector that people run and then complain the BBs exist.
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OwlFancier posted:I though the blade breakers were confined to a single constellation a while ago. Yeah my bad. Last time I tried DME was before they were confined to a single constellation and I asked the mod author if they could be turned off. He said yes by uninstalling the mod, so I did lol
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Soren do be a character.
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DME was banned from recent tournaments so the balance of the entire mod is a bit out there. with that said i think the blade breakers are getting significantly changed in the projected update for 0.95.
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OwlFancier posted:I though the blade breakers were confined to a single constellation a while ago. They are, but unlike a lot of mods that introduce optional factions there's no way to toggle out the BB entirely: I think you can disable their spawns, but their systems still generate so you always have 3-4 stars in the south of the core with the sameish layout. It also doesn't help that a lot of BB stuff is in limbo where the mod author hasn't implemented/doesn't know what he wants to do with them, so you get a chunk of the sector with Remnant-level enemies that don't offer any reward or incentive to engage with beyond fighting them for its own sake, which then comes down to whether you think they're fun to fight or: quote:The problem with Blade Breakers isn't that they're hard, it's that they're tedious. Everything about them is designed to make battles last way too long; they have a combination of speed and CR that means you can't catch them and waiting them out takes 10 minutes.
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Didn’t blade breakers have unique weapons and even autonomous ships you could get?
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Tabletops posted:Didn’t blade breakers have unique weapons and even autonomous ships you could get? You can find their BPs in one of their systems, but the fleets themselves basically don't drop anything, so the optimal route is to hit up what you can salvage and avoid fighting them as much as possible.
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Their weapons are very good but their drop rates are very low, I think. Which is fair because they're sort of like mini templars in that respect. Easier but with just very good weapons rather than broken ones.
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Yeah I definitely remember getting some small bb weapon drops before idk
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Their AC line in particular is great because it's a really solid kinetic weapon with effects on armour impacts so you always want as many as you can get.
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Dueling Bandsaws posted:You can find their BPs in one of their systems, but the fleets themselves basically don't drop anything, so the optimal route is to hit up what you can salvage and avoid fighting them as much as possible. I mean I guess I don't remember that keenly but this doesn't match up with my experience, I was hunting their fleets whenever I could for their drops and I wasn't even using that many of them, I just like collecting neat things. I miss theeem aaaaa. Soks fucked around with this message at 18:52 on Apr 20, 2021 |
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BB aren't nearly as bad as they were at release years ago. Now they're just a remnant++ that require you to have ships that aren't slow as dirt and stay in their own little cluster.
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They sucked because their fleets were super fast, on the starscape and battlemap, so if you accidentally got near them early game you were just screwed and when you could handle them they'd just outrun you.
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Dueling Bandsaws posted:You can find their BPs in one of their systems, but the fleets themselves basically don't drop anything, so the optimal route is to hit up what you can salvage and avoid fighting them as much as possible. Defeating one of their super dreadnaughts and finding ~100 supplies and little else was definitely an experience
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I tried out the underworld mod because somebody linked it earlier, I'm kind of struggling to see the point of the cabal faction. They seem to spawn in invincible fleets full of high tech ships but still apparently think it's worth their time to shake down my lovely little privateer fleet and demand I turn over my crappy freighters. Maybe I'm missing what they add but it's moderately miserable to play.
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The cabal are a really poo poo addition yeah.
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a lot of factions mods like to put in factions that exist to pose a threat to late game player fleets but then don't do anything to prevent those factions from smiting players who just started out and are flying a fleet that has like, shepherds as combat ships blade breakers at least confines them to stars out in the rear end end of nowhere so you aren't likely to run into them until you're past the trash barge stage but they unfortunately fell into the artificial difficulty trap and created something that isn't actually more difficult for a late-game fleet to fight, just a thousand times more annoying
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i've been cautious for years and years of faction mods for all the reasons being discussed - but I've been pleasantly surprised with mod faction balance in 0.95. When I play a faction I generally play them pretty hard, i.e. sticking to a ship lineup almost wholly of that faction and using almost entirely that factions weapons or their tech-level equivalents. So far I've done Roiders Union, Diable, and ScalarTech and they have all felt pretty good against the vanilla game. If anything some of them struggled with underpowered ships. If modders actually try, I think Starsector is relatively easy to make balanced content for. There's a pretty straightforward baseline of how much base flux stats + OP you put on a ship (I.E. 80-85 points worth for a frigate) and it's easy to scrimmage your balance in the simulator against baseline fleets. TheDeadlyShoe fucked around with this message at 21:48 on Apr 20, 2021 |
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andrew smash posted:I tried out the underworld mod because somebody linked it earlier, I'm kind of struggling to see the point of the cabal faction. They seem to spawn in invincible fleets full of high tech ships but still apparently think it's worth their time to shake down my lovely little privateer fleet and demand I turn over my crappy freighters. Maybe I'm missing what they add but it's moderately miserable to play.
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Underworld is one of my favorite mods but yeah I always turn off the Cabal
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Played with SWP, TADA, Diable, Shadowyards, SCY and Kadur pretty extensively. Most mod stuff that isn't explicitly overtuned rare things (Stuff like the Great Houses rare ships or antediluvian equipment) are about equal with a top tier vanilla ship like the lasher, tempest, hammerhead, pirate falcon at worst. weapons are occasionally a bit off.
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TheDeadlyShoe posted:If modders actually try, I think Starsector is relatively easy to make balanced content for. There's a pretty straightforward baseline of how much base flux stats + OP you put on a ship (I.E. 80-85 points worth for a frigate) and it's easy to scrimmage your balance in the simulator against baseline fleets. Well, OP budget, if you wanna do it methodically, is decided by weapon slot count, size and type, and then a base amount for the hull size, and then an extra lunch money chunk which tends to decide how premium the ship is, or how powerful it is supposed to be, because as you say this is where you decide how many extra cap/vent/hullmods you can pile on after already filling the hull with weapons.
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I've just had a "friendly" fleet of independent salvagers try and lay claim to every piece of salvage after a massive 3 invasion fleet defense of my colonies. I love the idea that they watched me give atomic wedgies to 10 Nemean Lion battleships in 3 back to back fights and think their rickety asses are going to threaten me away from the salvage.
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Blade Breaker weapons and fighters are cool - I love their plasma bombers which are like khopeshes but cooler looking, it's just fighting them is a pain in the rear end. smh at this Cabal hate though. It's fun to have a high tech pirate faction to fight and their music slaps.
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Carcer posted:I've just had a "friendly" fleet of independent salvagers try and lay claim to every piece of salvage after a massive 3 invasion fleet defense of my colonies. I love the idea that they watched me give atomic wedgies to 10 Nemean Lion battleships in 3 back to back fights and think their rickety asses are going to threaten me away from the salvage. Do you still get -rep with the independents if you turn em into space dust after threatening you?
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dang thats an expensive frigate
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The Pharrek is absurdly strong, but I really only use it for lazy post-battle clean up of retreated enemies etc. It's so strong that it feels kind of lame to use in the first conflict. Has some neat lore text...! Somewhere. The codex? I thought it was on that ship screen, huh.
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Shyrka posted:smh at this Cabal hate though. It's fun to have a high tech pirate faction to fight and their music slaps. That music is so out of sync with the rest of the soundtrack, it's super jarring. Almost the worst part of the whole thing.
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Nalesh posted:Do you still get -rep with the independents if you turn em into space dust after threatening you? A reduced amount. I'm not sure how much I would normally have lost but the fight cost 3 rep with indeps, and that was a fleet with a few capital ships.
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andrew smash posted:That music is so out of sync with the rest of the soundtrack, it's super jarring. Almost the worst part of the whole thing. this is the funniest meme i've ever seen on SA
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andrew smash posted:I tried out the underworld mod because somebody linked it earlier, I'm kind of struggling to see the point of the cabal faction. They seem to spawn in invincible fleets full of high tech ships but still apparently think it's worth their time to shake down my lovely little privateer fleet and demand I turn over my crappy freighters. Maybe I'm missing what they add but it's moderately miserable to play. Late game they're the most reliable way to obtain Odysseys, which make great flagships. You can also avoid them almost entirely by staying away from systems with Tri Tachyon markets.
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Kinda wondering what to do about this late game Arkgneisis fleet I'm building: turns out that the Lyons cruiser (real chunky boi) also comes with 2 fighter decks on top of having a lot of armor and an armor-boosting ship system. I was going to use it as an anchor for 2 King cruisers (shooty bois) and 2 of the actual destroyer-class carriers (forget the name but they also come with 2 flight decks) the ARS has, but with 2 flight decks baked in, I kinda feel like I should drop the dedicated carriers entirely and just field Lyons en masse as a battlecarrier frontline with Kings sprinkled in between for stronger firepower. On that note, I'm glad I went with this playthrough and found out that the ARS has this whole combined arms fleet style that's really my poo poo. I wonder if I could have them work well with Tiandong once that mod gets updated.
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Get yourself one of their battleships. I'm also doing an ARS game (Though my fleet is now 90% other stuff through attrition) and the battleship that's got 15 or so medium mounts and a medium mount discount is a beast that can throw down with the best of them.
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dis astranagant posted:Late game they're the most reliable way to obtain Odysseys, which make great flagships. You can also avoid them almost entirely by staying away from systems with Tri Tachyon markets. I remember one time I was out in the middle of nowhere farming remenants on the edge of the map and I pop out of the system with my ragged fleet and they attempted to gank me with 2 fleets of combined 20 oddesies and various other ships but I had sustained burn 20 so I just out ran them. Thanks Ed's shipyard for the old +4 burn bernards.
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Oh that's the endgame, in the meantime I'm in my SO Macnamara being a complete monster. Going over my test fits for this theoretical Lyon ship of the line: a) 2 HVDs, 2 Bulldog Autocannons, 2 Jack Drones. Against 2 Enforcers and 2 Hammerheads, the AI tends to throw the drones towards pointless deaths, but the enemy AI is extremely hesistant to rush it due to the HVDs. Sim battles usually end up hitting the end of peak performance time. b) 2 Heavy Autocannons, 1 Ace Interceptor and 1 Earl Strike Fighter, and 2 Bulldog Autocannons. The combined fighter squadrons actually do serious work, and the enemy AI is a lot more willing to brawl. Fights finish much faster, at around 160 seconds of PPT left. Very encouraging, considering I want these to be ships of the line, possibly even replacing all my carriers entirely. c) Same fit as B, but with Arbalests. Takes longer than A, caught off-guard plenty of times. Real bad results. I'll keep testing B and see if it works out, these are good results. Might consider raising a new roster of officers with Strike Commander, though I'm honestly at a loss which skill to replace.
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Is there a known bug with tech mining on multiple colonies? I dropped a colony on a vast ruin, mined it until all the good stuff was long gone, and replaced the tech mine with a normal mine. I then dropped another colony on another vast ruin and built tech mining there too, dropping in an alpha core and 2 story points to improve the finds. When the first month ticked over, my findings were delivered to the first colony, and the payout was similar to the last months of the original, no-longer-existing ruin - a meagre amount of supplies, fuel, and metal, and a couple of LPCs. No nice things at all. I then abandoned the original colony altogether, hoping this would fix it, but two more months have passed, both with extremely poor finds. Now the ruins are no longer "untapped" on the tech mine description so looks like I'm not getting poo poo. Mods I'm running are Nex and Beyond the Sector, plus the required libs
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Tech mining output is moved to whatever system you have designated as your production gathering point, the same as custom production. Also tech mining is just generally worthless apart from maybe the very first month on Vast ruins.
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| # ? Apr 24, 2021 11:46 |
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Tuxedo Catfish posted:Tech mining output is moved to whatever system you have designated as your production gathering point, the same as custom production. Yeah but the point is I had a fresh mine on a vast ruin with every buff possible and got the output of a near-exhausted ruin on a fresh one. On the first month. I don't care where the loot ends up, but I wanted some dope alpha cores or colony items, that's why I dropped story points on it, for a chance at extra shinies. But I got zero shinies, which shouldn't happen on a brand new mine on untapped vast ruins.
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