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Important information I can think of for newcomers and people who haven't played .6 yet First, this post from the old thread: Voyager I posted:You will be drowning in rivers of money if you play the new supplies system right. As soon as the game starts, sell some of your early supplies. Coupled with the 6000 credits you start with, the hilarious value of supplies means you can easily afford to buy and fully equip a Lasher right from the get-go and will be much better equipped to deal with early game threats (you can skip the entire '10 minute 1v1 strafe wars with a Hound' phase of the game). Also, Unstable Injectors make killing Hounds infinitely easier and speed is an amazing stat in general so put them on your frigates if at all possible. If you really want money you can also consider selling your starting Marines since you have like 1500 credits worth of them. When you buy new ships, they aren't outfitted with anything. If you can just barely afford a ship, you can't afford that ship, the weapons to get it working, and the supplies to get it into shape. Marines cost .1 supply per marine per day, so keeping even a small contingent can double your upkeep. Sell them. Boarding actions are rarely successful, and even if they are, the inflation caused by expensive supplies has made ships and weapons not terribly valuable. High tech, energy weapon laden ships now require a lot of supplies to deploy, so they may not be the best to use every fight, as opposed to the wolf pack swarm tactics of previous patches. A good alternative freighter to the Mule is the Gemini, though it's a fair bit more fragile. It works more as a backup carrier than a brawler, if you have a fighter contingent. Speaking of fighters, another Voyager I quote: Voyager I posted:Fighter logistics values are a bit messed up. They're 1/day per ship across the board regardless of actual individual ship strength, so a flight of Talons or mining Pods costs twice as much as a Xyphos Wing. The only exceptions are Trident bombers at 2/day and Wasps at 1.5/day. The Tridents are overpriced, but the Wasps are just straight because it means one wing of them has the logistics cost of a cruiser and each one of them has the logistics cost of a Lasher. They're reenacting the bad old days when you were picking between a flight of Warthogs and a Medusa.
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# ¿ Sep 16, 2013 00:53 |
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# ¿ Mar 28, 2024 09:35 |
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Section Z posted:True, I guess I should have double checked the CR rating I had when I started the game fresh for the first time, and then went after the first enemy I saw who I thought I could take on. I'm still picking this up as I go so I didn't realize you start with a gimped combat rating or something then, if I have to double check my CR before my first fight. Thanks for the heads up. They are definitely afraid of the unarmed frigate; they don't notice armaments on ships except for avoiding them in combat. Also, early game fighters are no longer as useful as they used to be. Wait, Sphinx? Like, a war cruiser, two classes larger than you? That's not what you should be fighting in a solo frigate. Look for Buffaloes. Sounds like you are playing like earlier versions. Frigates in this are supposed to get in and deal with it; they are explicitly not supposed to kite larger ships indefinitely any more. Unreal_One fucked around with this message at 03:42 on Sep 16, 2013 |
# ¿ Sep 16, 2013 03:31 |
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Section Z posted:Vanilla, just a fresh install for the first time on this computer. Maybe I read the wrong word on the enemy ship while in a hurry. Is there a sphinx gun? Other people have posted saying the Sphinx is a War Cruiser, so I'm more amazed that it just ended in a pathetic stalemate considering I was trying (poorly) to shoot it with my Graviton beam as much as possible. The size in the picture can be pretty grossly misleading. Luckily, starting out, there is only one ship you need to know on sight: the Buffalo Mk II http://starsector.wikia.com/wiki/Buffalo_Mk_II This is the easiest pirate ship to deal with, if you can prevent it from slamming salamander missiles (orange tip, fly straight at you then circle around) up your tailpipe. If you can find a single one of these, or one with a light escort, that is the key to getting on your feet. E: Also, the missions from the main menu are pretty useful for learning how to control different ships. Unreal_One fucked around with this message at 06:38 on Sep 16, 2013 |
# ¿ Sep 16, 2013 06:35 |
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Fewd posted:I haven't gotten around to try the new patch yet, but these kind of timer things are exactly the kind of hideous bullshit mechanics that I hate. I hope there's a mod to increase or completely eliminate the timer. Or get rid of CR entirely, I liked the game just fine before it. The timer only applies to frigates and mod ships, and is a pretty important part of the balance of this patch. Sure it's not nearly finished yet, but the CR mechanic does lead to much more intense fights than previous kite-a-thons or massively outnumbering the enemy. Also, the time limit is literally just a column in an excel sheet. If you delete the column except for the title, no ships will have any sort of timer.
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# ¿ Sep 16, 2013 06:52 |
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Klyith posted:Not a major criticism since the game's not nearly finished. But if the campaign sticks with the small 1 or 2 ship start, I hope there's some better early-game content than hunting for the one or two weak targets that you can pick off while running from everything else. One thing I thought about is escort missions, while a pain in most games, this game would handle them pretty well. Between the good AI that can take care of itself in battles, and the battle setup of deployment & reinforcement, it would be really cool to have "mercenary" missions. Hire on as extra muscle in a Hegemony fleet that's attacking some pirates, protect a mining group, or escort a Buffalo that's running a trade route.
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# ¿ Sep 16, 2013 21:23 |
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Gilgameshback posted:It strikes me that this game might benefit from a choice between a simulation-style campaign and an arcade-style one. Or just options to choose not to worry about combat readiness, fleet size, etc. I kind of miss the days of running around collecting half a dozen capital ships and laying waste to everything. I definitely think a free skirmish mode to supplement the missions would be a positive addition, at the least. Especially if you could set up everything for both sides, so that one side could have an ace pilot commander with maxed combat aptitude and the other could have a leadership style commander.
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# ¿ Sep 16, 2013 22:00 |
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Internet Explorer posted:Someone throw me a bone here, how do you set the flagship with this new UI? Why is it not a button on the fleet menu? The big ol' picture at the bottom left of every ship shows the current captain of the ship. At the moment, you're the only possible captain. Click one of the empty silhouettes, and that will be your new flagship.
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# ¿ Sep 17, 2013 00:05 |
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Protagorean posted:The AI is really loving good with phase shields. Every run, I have to pick up Shades, because the little buggers just popping up everywhere nigh-invincible and making GBS threads lightning is just hilarious, even mesmerizing. That, and they tear poo poo up in the early game with pirates (though I have three or four extra factions running around to fill things out, holy poo poo are those dudes with the drones pains in the rear end). Only way to raise logistics is to put aptitude into leadership, and buying the leadership logistics skill.
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# ¿ Sep 19, 2013 02:14 |
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In development patch notes were updated, I didn't see anything big that wasn't covered explicitly or implicitly in the blog posts. http://fractalsoftworks.com/forum/index.php?topic=7885.0
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# ¿ Jun 11, 2014 22:27 |
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New blog post about how fleets will be generated! Four new star systems, and sounds like a release could be on the way (which could mean anywhere from weeks to months) Fleet composition will no longer be pre-determined, but rather procedurally generated using ship roles, which are based on both ship hull and variant. Merchant fleets will be spawned by trade routes, and float around their destination for a few days. Looks really cool, from the descriptions. Unreal_One fucked around with this message at 05:23 on Jul 26, 2014 |
# ¿ Jul 26, 2014 05:17 |
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McGiggins posted:So I bought this game last night, and after some key issues, it seems to be all sorted, and I'll get to try it out tonight. Logistics are a little bit less messed up, and... that's about it. The first major patch since this thread was made is currently close to finished, though that could still mean we don't see it til the end of this year.
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# ¿ Oct 17, 2014 02:05 |
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Kenshin posted:Basically all of this. With tariffs and drop rates where they are, I found that bounty hunting was the only profitable activity for me.
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# ¿ Oct 21, 2014 05:10 |
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Cathair posted:I meant the balance between smuggling and open-market trade. Especially when you're first starting out, tariffs are so high that legitimate trade isn't profitable at all. You can still make some pretty good money when responding to severe shortages, but it kinda hurts ~*my immersion*~ that a milk run is not really a thing that exists in Starsector right now. Due to tariffs, trading between the highest and lowest of non-shortage prices will break even at best. If you read the blog posts, this was exactly what they were going for. The big traders have special dispensations that let them be profitable, but a nobody like you can only make money doing risky trade runs, because a consistent, boring trade run between two or three locations is, well, boring. That's not to say I really agree with them. I definitely think it needs a couple balancing patches, like the boom-or-bust loot-splosions of early v.6. Unreal_One fucked around with this message at 17:18 on Oct 21, 2014 |
# ¿ Oct 21, 2014 17:10 |
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What I really want is some way to order frigates. Like, place an order, pay 120% of the price, and the next time that frigate shows up for sale on that planet in a market you have access to, buy it and announce that it's bought. Obviously this could extend to the other ship sizes, but I just want to be able to replace my goddamn non-D Wolf. I've seen one for sale, and snapped that up, but haven't seen another since. Maybe even make combat frigates available on the open market. For the factions, there definitely need to be factions of just one planet, and non-factional raiders/highwaymen that will always be aggressive to you, like the roving bandits in Mount and Blade. e: It's to the point that I will shield my Wolf with my Sunder, even if it means I lose the Sunder, since Destroyers are so much easier to come by. Unreal_One fucked around with this message at 23:28 on Oct 23, 2014 |
# ¿ Oct 23, 2014 17:20 |
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Brainbread posted:Grab a crappy shuttle, and hard dock and fight ship to ship. Sending in Marines + their crew in your own crew will give you quite a few ships. Out of ~~boarding maneuvers, they've gotten away once or twice, had one that was too wrecked to salvage, and another that exploded itself. So its at least a 50% or more chance to capture new ships. Its definitely worth it. I use the Mercury shuttle, hard dock with 29 marines, and I have like a 50% too wrecked, 30% captured, 20% self destructed taking out the marines and shuttle. But the problem I have is that getting large ships in reasonable numbers is easy, but frigates that aren't either D type or non-combat are nowhere to be found.
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# ¿ Oct 24, 2014 05:18 |
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Cirofren posted:I have the stock standard starter, which I use mainly as ranged support to distract ships from range for the AI to take out. My most effective AI wolf has a grav beam, a single antimatter blaster, two harpoon racks, and a bunch of cap and vents. All the back slots are empty. It routinely takes out (obv. green) cruisers solo while I'm on another part of the map. Throwing mining lasers into the back slots I find is pretty useful. They take only like 3 OP each, and are decent PD, as long as you give them time to do their thing. Unreal_One fucked around with this message at 02:16 on Oct 27, 2014 |
# ¿ Oct 27, 2014 02:13 |
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Taerkar posted:Also I don't think I've seen a Pirate ship that didn't have a green crew. All AI fleets have a green crew, at the moment. Known bug.
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# ¿ Oct 27, 2014 20:03 |
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Minor patch released! Mostly some bug fixes, but now the fleet crews default to normal, not green, and you can simulate fleet vs fleet engagements, not just one vs fleet.
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# ¿ Nov 3, 2014 21:36 |
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Could you update the OP? All you really need to change is the siren thing to say something like .65.1 is out, most mods are broken as gently caress. Maybe something about working economy. Flesh Forge posted:That Starsector Plus mod is really interesting, among other things they broke up the burn rate perks into several different skills rather than putting them all in one skill you can start dumping points into at level 1. Now you have to reach at least level 11 before you can improve burn rate at all, it makes the out of combat phase of the game a lot more difficult and tense because you can't just trivially catch or outrun everything. All the variations on start options are really nice as well, it's a superb and well-balanced mod that doesn't just pile free DPS on everything. I just hope it doesn't have that same savegame crash problem I've been having with other mods I much prefer the SS+ skill tree, though I'm not so sure about some of the other changes they're making. And you can get some improved burns by level 6 or 7 if you focus on only one tree, especially leadership. Unreal_One fucked around with this message at 21:35 on Nov 10, 2014 |
# ¿ Nov 10, 2014 21:21 |
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If you have the +1 missile upgrade from Combat, putting torpedos in the bomb slots and an antimatter in the front small makes a great big game hunter.
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# ¿ Nov 23, 2014 01:12 |
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FooF posted:This has probably been answered before but is there a reason why every time I try to hit "load game" it crashes to desktop? I can't save anything. Do you have old saves in there? Anything before .65.2 uses a different save system.
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# ¿ Mar 2, 2015 03:09 |
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So, unless you do a lot of interstellar travel, is there any good reason to use a Heron instead of two Geminis? The only places the Heron has significantly better stats are the fuel usage (3 vs 2x2), armor rating (750 vs 250), and in combat speed (90 vs 50), and the Geminis have way better weapon slots, cost less to deploy, less than half the skeleton crew requirement, and each one has the same cargo capacity as the Heron.
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# ¿ Mar 13, 2015 04:35 |
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I think it means that you basically get a free "bug" on their comm satellite; you get all of the information you would from a comm sniffer, but none of the associated risks.
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# ¿ Mar 21, 2015 18:41 |
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McGiggins posted:I added everything from the Starsector + compat list (save for Nexerelin), and it all worked well for awhile, but it now seems my save has corrupted... Did you change it over to 64 bit and increase the memory limit? If you don't, the save will always corrupt pretty quickly. edit: but only if you have a ton of mods like that. Unreal_One fucked around with this message at 06:17 on Mar 22, 2015 |
# ¿ Mar 22, 2015 04:49 |
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Hey y'all, a major rework to the Omnifactory just dropped: http://fractalsoftworks.com/forum/index.php?topic=5199.msg158142#msg158142
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# ¿ Apr 1, 2015 23:26 |
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http://fractalsoftworks.com/2015/04/21/abilities/ Yet another new blog post, this time about adding abilities to use on the world map. He's really spoiling us, isn't he?
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# ¿ Apr 21, 2015 23:05 |
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So far, in the base game, I think it's literally the Sunder's small mounts and maybe some of the new ones. It's more of a modder's request situation.
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# ¿ Nov 18, 2015 03:53 |
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AirborneNinja posted:Probably should dig deep into combat before splitting off science/leadership. I'd recommend the opposite, actually. One of the fun things I'm hoping isn't a bug is that if you transfer during combat to a ship which already has a captain, you get the benefits of their combat skills, and they get experience as if they did all the face-wrecking you did. So at level 12 you can have someone with maxed missiles, maneuverability, and combat aptitude piloting your actual flagship, and you fly a mudskipper you never actually deploy to combat. I'm not 100% sure you get all the benefits, I'd need to do some more testing, but you definitely get things like the extra missile in the rack and reduced deployment cost.
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# ¿ Nov 29, 2015 00:51 |
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feedtheid posted:With even a reasonable size fleet I've found it impossible to try to slip in and bribe an investigator. But for 5000 creds, you can stash all but your fastest, quietest ship at literally any semi-friendly planet.
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# ¿ Nov 30, 2015 05:52 |
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I definitely prefer the new ones, but I still find that most of the ships have way too similar an outline for me to love it. Course, if he changed the shape of half of the ships, that would be a huge hassle and long time fans would complain, so maybe it's for the better. Plus, one of the factions visual gimmicks is the "same" engine on every ship, so it would lose some of its identity.
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# ¿ Aug 11, 2016 07:16 |
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One thing the fighters-as-weapons does, that I hadn't seen discussed here, is make the 25 ship limit less crippling for carrier groups.
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# ¿ Aug 26, 2016 20:34 |
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Via his twitter, we're at RC4. What RC did he release on last time? Double digits, right?
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# ¿ Apr 20, 2017 01:43 |
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Release Candidate 4; means mechanics are set, known major bugs are gone, etc. The number is how many times he's replaced it.
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# ¿ Apr 20, 2017 02:27 |
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http://fractalsoftworks.com/2017/04/20/starsector-0-8a-release/ Slightly more important than what mayo goes with (fries yes, tacos no). Unreal_One fucked around with this message at 19:42 on Apr 20, 2017 |
# ¿ Apr 20, 2017 19:40 |
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It's only there for pursuit battles. Least, as far as I've seen.
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# ¿ Apr 22, 2017 19:17 |
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Wind Tempest posted:Man, I am sitting on 5 survey datas and I have no idea who to sell it to. I haven't found anyone that screams, "I DO COLONIZATION!" yet. I do hope that I can start up and run colonies in the future. Tri-tach is the most reliably profitable buyer, I've found. Sell price is reportedly based purely on stability, and their ports in Hybrasil are usually 9-10, since no one smuggles where everything is legal.
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# ¿ Apr 23, 2017 18:06 |
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Falcon2001 posted:Is there a way to see the range of your active sensor burst or other stuff? (in a visualization, not just a number) The reason there isn't is because sensors work by the sum of the sensor strength and the detectee's signal size, so a ring of one size wouldn't really work. Plus I think there's some sort of signal noise thing, but don't quote me on that. fake edit: originally, this read "don't quote moe on that."
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# ¿ Apr 24, 2017 01:38 |
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metasynthetic posted:edit: also protip for any modding newbies like me that get crashes on saving, copy your 64 bit java into the /jre/ folder inside the Starsector directory (or get the path to work right, I didn't because I'm dumb / stupid) and edit your vmparams parameters to say -Xms2g -Xmx4g instead of the defaults. No more saving problems! Actually, as of 8.1, it comes with 64-bit Java, so all you have to do is edit vmparams!
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# ¿ Jun 6, 2017 05:40 |
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DangerousDan posted:EV (override for life) was like THE defining game of my childhood. I dug all the cheesy plots you could partake in. Does Starsector have any of that, or is it more of a sandbox? So far, there is absolutely zero story you don't make, and story definitely won't come in in the next update, either. This is much more Mount and Blade with EV-y combat than it is an EV game, at the moment.
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# ¿ Feb 13, 2018 02:21 |
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# ¿ Mar 28, 2024 09:35 |
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Not for first playthroughs, no. Unmodded is definitely the best way to start playing the game.
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# ¿ Mar 10, 2018 08:01 |