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Starsector is an open-world single-player space-combat hyphenated-description game

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    HappylilElfHappylilElf Registered User regular
    -Loki- wrote: »
    Are there mods that make the UI semi transparent or less bright?

    I'd love to try this but watching a stream of it and I'm concerned about the UI on my OLED.

    How old is your OLED that you're worried about burn in?

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    GokerzGokerz Registered User regular
    Started doing a new playthrough a while ago, and for a change did a bit of a custom start. I love the Conquest and the idea was to play as a Rogue Trader style free agent with just a Conquest and a few hangers on, commissioned by the Persean League.
    The Conquest has always been great, but this game it's really doing work.
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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    -Loki- wrote: »
    Are there mods that make the UI semi transparent or less bright?

    I'd love to try this but watching a stream of it and I'm concerned about the UI on my OLED.

    How old is your OLED that you're worried about burn in?

    New - the new Alienware QD OLED ultra wide.

    Not necessarily concerned, more just I want to avoid the usual suspects that more easily cause burn in like overly bright white static UIs.

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    NoughtNought Registered User regular
    Is there anywhere I can read up on how to outfit my ships?
    Because I have to admit that I ususally just use the autofit option.

    Also, if you only get one mod, get the Autosave one.
    Just being reminded to do something that saves is great.

    On fire
    .
    Island. Being on fire.
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    m!ttensm!ttens he/himRegistered User regular
    Nought wrote: »
    Is there anywhere I can read up on how to outfit my ships?
    Because I have to admit that I ususally just use the autofit option.

    Also, if you only get one mod, get the Autosave one.
    Just being reminded to do something that saves is great.

    Couple of resources I've found helpful in the past:
    A Guide to (AI-Friendly) Ship Loadouts - this is a very long Google doc link that goes into extraordinary detail but super helpful resource
    Quick Ship, Weapon and Fighter guide (Link to forum post with links to Google Docs, each one is only a page or three, much more of a cheat sheet, but also some very good information there

    I find you need to play to the strengths of a ship (if it has weak shield efficiency, equip mods that help armor or hull, don't try to bolster a crappy shield), consider its role on a battlefield (harasser, PD, wolfpack, knife-fight dps, finisher, standoff/pressure, fleet anchor, these roles generally are sized from smallest to biggest), and then finally the hardpoints it can fit. The AI typically does best with weapons that are generally around the same range, because a steady or timid pilot may only engage with the longest range and you're left with 4 or 5 weapons just sitting there not being used because they are out of range. I try to aim to get the weapons on my personal ship to have kinetics my longest range to first engage with shields, then explosive/energy to be a little shorter range than that.

    One last tip, don't be afraid to leave hardpoints empty or downsize to small PD weapons if you don't have the flux capacity or dissipation to keep them firing frequently enough to keep the pressure on the enemy. If you can win the flux battle then you've greatly increased your chance to kill.

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    GoumindongGoumindong Registered User regular
    Nought wrote: »
    Is there anywhere I can read up on how to outfit my ships?
    Because I have to admit that I ususally just use the autofit option.

    Also, if you only get one mod, get the Autosave one.
    Just being reminded to do something that saves is great.

    Not sure there are any up-to date guides buuut.

    In general you have two methods to building general ship

    1) Punch Down

    2) Kinetic Damage Overflux + Finishing.

    Punch down tends to work best on destroyer or larger energy based ships(works with some frigates) which are faster than ships one size smaller. The idea here is that you have a whole bunch of damage in a few guns (like Heavy Blasters) and you use your speed to get close to some ship that has worse flux stats than you. Then you flatten them. Then you leave and recharge your flux. If you try this on a ship that isn't faster than target ships then they leave. If you try this on a ship that isn't stronger than the target ship by a decent amount in terms of flux stats then you die.

    Kinetic Damage Overflux relies on the fact that if you're shooting kinetic damage then its almost always worthwhile to shoot your flux and stop them from firing (especially if they're shooting kinetic) than it is to eat that damage on your shield. After you get any enemy to high flux levels you still need some amount of HE or energy damage(preferably with high armor pen) in order to kill the target. HE missiles tend to be very good for this since they require no flux.

    A key thing to note is that damage to armor is equal to dmg*dmg/armor+dmg.(with a minimum) So if a target has 1000 armor and your weapon does 200 energy damage then you will do 200 * 200/1200 = 33.33 dmg. If that weapon is kinetic it will do 100*100/1100 = 9.09 (or 15 depending on minimum armor damage) damage. And if that weapon is HE it will do 400 * 400 / 1400 =114.28 dmg. Against HULL which is also important there is a minimum armor of 5% of the enemy ships maximum armor. So The kinetic weapon would do 200*100/150 = 133 dmg. The HE does 200*400/450 = 177 and the energy does 200*200/250 = 160.

    So low base damage kinetics can have a hard time killing hull. While high base damage kinetics will have a difficult time with armor but be fine for hull.

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    -Loki--Loki- Don't pee in my mouth and tell me it's raining. Registered User regular
    I did it.

    I bought the Starsector.

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    m!ttensm!ttens he/himRegistered User regular
    Alex posted (in development) patch notes for v0.96a, which means that a new patch is likely dropping Very Soon™. Lots of stuff added, several new ships, weapons (missiles that deploy laser turrets!), changes to built-in hull mods, and lots lots more.

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    NoughtNought Registered User regular
    Of cause. A week after I finally get back into the game. :)

    Though about the UAF mod, but as much as a weeb as I am I do have limits.

    Just my usual Diable, Dassault-Mikoyan, and tried Scalartech.

    The big Scalartech transport feel like cheating. Even more than Diable's Rime transports.

    On fire
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    Island. Being on fire.
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    m!ttensm!ttens he/himRegistered User regular
    Yeah, that's why I usually just do Vanilla or Vanilla-adjacent mods, things like improved visuals, explosions, combat chatter, detailed combat results, etc.

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    SiliconStewSiliconStew Registered User regular
    I haven't had a chance to look myself, but what is the status of mods with this new update? Generally working fine or generally broke until they can be updated for the new version?

    Just remember that half the people you meet are below average intelligence.
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    IanatorIanator Gaze upon my works, ye mighty and facepalm.Registered User regular
    I haven't had a chance to look myself, but what is the status of mods with this new update? Generally working fine or generally broke until they can be updated for the new version?

    Update's not actually out yet I think? But expect currently-maintained mods to be behind for a week or three.

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    m!ttensm!ttens he/himRegistered User regular
    More patch notes for the upcoming 0.96a release. Alex says this is the last update before the patch so I'm guessing we'll see it by the end of the month but that's pure speculation on my part.



    Tweet is by the developer.

    Tweet text:
    Updated the Starsector in-dev patch notes! This should be the last update of the patch notes before the 0.96a release. Up next: some dedicated playtesting time!

    (Pictured: an Aurora armed with [COMSEC REDACTED] weaponry going on a bit of a tear.)

    https://fractalsoftworks.com/forum/index.php?topic=26020.0

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    DonnictonDonnicton Registered User regular
    Bought the game recently and have been putting a lot of time into it. Found a handful of lost technologies including this weird computer that gets colder the more it processes instead of hotter, so it works best on extreme heat planets. Fortunately I recently established a colony on a planet with Extreme Heat, and installing it there will apparently double the fleet size of my system patrols? Insane.

    I also found a device that gives a colony +2 food production, but it can't be installed on any planet with transplutonic or volatile deposits, and I haven't found any decent planets without those yet. I have an Alpha AI core hidden away in the abandoned Corvus station(I've been told it's a safe spot for players to dump items they don't want found) until I'm ready to install it. I'm not at a point where I feel like I want to be harassed by the self-proclaimed space cops yet. (have plenty of Beta and Gamma cores installed in the smaller facilities though)

    I also stole an Apogee class ship from some asshole pirate and equipped it with a Tachyon Lance I found somewhere else, and it's now my new flagship. I got the module that makes beams generate hard flux and I'm just tearing into anything short of the largest ships. 0.6 shield damage modifier means I just run up to them and force them to overheat before my flux bar even starts moving, and as soon as they have to drop their shields it's time to feast on their sweet sweet innards.

    The Persean League doesn't appear to like when I dodge their taxes for some reason, so much for Space Libertarianism.

    Greatly enjoying the game so far, it's scratching a specific gameplay itch I haven't been able to satisfy since Star Control 2.

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    ApogeeApogee Lancks In Every Game Ever Registered User regular
    Donnicton wrote: »
    I also found a device that gives a colony +2 food production, but it can't be installed on any planet with transplutonic or volatile deposits, and I haven't found any decent planets without those yet. I have an Alpha AI core hidden away in the abandoned Corvus station(I've been told it's a safe spot for players to dump items they don't want found) until I'm ready to install it. I'm not at a point where I feel like I want to be harassed by the self-proclaimed space cops yet. (have plenty of Beta and Gamma cores installed in the smaller facilities though)

    I hope you and the Alpha core get along... they can be a little controlling sometimes.

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    GoumindongGoumindong Registered User regular
    Alphas only have events at the moment if you remove them from administering. If you leave them alone they won’t go rogue.

    For the moment

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    HappylilElfHappylilElf Registered User regular
    Alpha Cores never go rogue

    They only try to keep doing the correct thing

    Why are you questioning the Alpha Core

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    DonnictonDonnicton Registered User regular
    edited April 2023
    Fun new pasttime, bullying hostile factions by raiding them for resources, waiting until the deficit demand kicks in and then selling it back to them on the black market. The Luddic Path deserves everything I'm doing to them. Unfortunately you can only do it a little bit before you get locked out of the colony for several months, but still easy money.

    Donnicton on
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    DonnictonDonnicton Registered User regular
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    Thank you friend pirate for your generous donation, I will put this to very good use.

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    GokerzGokerz Registered User regular
    Did you sell blueprints on the black market?

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    m!ttensm!ttens he/himRegistered User regular
    I'm itching for another playthrough but with the new patch so imminent I'm trying to hold off until then. Last run through was dubbed "hammer and anvil," I did almost exclusively low tech with some Dominators and Enforcers specialized in defense and Manticores and Eradicators bringing in the damage. Worked out really well and a pretty fun and different style from my standard play style. A full wolfpack fleet also is a ton of fun but struggles mightily against stations and certain [redacted] fleets.

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    DonnictonDonnicton Registered User regular
    Captured a Radiant but man trying to make it work is too much of a pain. I need an Alpha core, I need a point in Crew Training and Automated Ships, and I need to keep within 240 combat ship deployment cost so Crew Training doesn't start dropping. This doesn't feel worth it at all, even as fun as training five Tachyon Lances on a single target is. I think for now I'll just stuff it on colony storage as a trophy piece and use an Astral carrier I built from blueprints I found.

    Speaking of which I was yesterday years old when I learned there is ship storage in colonies, and there is also a ship market on planets where you can buy and sell ships. It's not very obvious that it's there, I only noticed it because I had to look up online where my custom ship order was delivered.

    I also learned that colonies that can equip items will do so on their own if you sell them the item. Apparently you can sell say a fusion lamp(which is otherwise difficult to maintain for yourself) to a cold pirate colony and they will equip it and end up with a near-permanent demand for volatiles, which you can then capitalize on with exports. I think I know what my next plan will be, since I needed to set up a colony for volatile and fuel production anyway as that's the only thing I'm still really dependent on from outside sources.

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    m!ttensm!ttens he/himRegistered User regular
    Running a Radiant (or two if you are okay with the reduced combat effectiveness) can be incredibly powerful. You can also run a bunch of the smaller vessels without penalty instead. One thing to keep in mind is that remnant ships with AI cores count towards the calculation for ECM advantage but do not count towards your maximum officers. It's definitely a thing you need to build your entire fleet and build around to take advantage but it is pretty powerful if you do.

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    DonnictonDonnicton Registered User regular
    Sure but having to keep the elephant fed wasn't super fun so far. I've found a Paragon blueprint though and got a good setup with that, still has four Tachyon Lance slots but also fits plenty of other things without breaking a sweat. Absolutely stacked flux dissipation with a 0.4 shield modifier even manages to solo tank one of the hypershunt friends for a while too. Instead I went for having a few Brilliants in my fleet after seeing how fucking annoying they are to fight. They kite incessantly unless you flank them and it turns out they're just as annoying for the enemy fleets too, great harassers in big fights and only 25 DP/0 crew cost.

    On that note I shoved three shock repeaters and two rift lances onto a phase frigate and it's enormously effective. It can completely lock down any enemy in the game as long as it gets access behind its shields, which means anything without a higher end 360 degree or omni shield is just removed from the battle. Even soloed an Onslaught battleship with it in the simulation since it only has frontal shields - get behind it and the entire ship is shut down permanently. Only thing I really have to worry about is the death explosions, because it's still fragile enough to just comically die to a large ship exploding too close to it. Personality type does seem to have a big impact on how well it plays though, no officer at all and it plays pretty smart but it barely gets any screen time before CR falls off a cliff, but I put a reckless officer in it and it runs off to die to the first thing it sees. I'll have to see if a more cautious personality type can make it shine, or if I have to just make it my own personal shuttle for fast fights.

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    GoumindongGoumindong Registered User regular
    Steady or aggressive probably the officer type you want for a phase frigate like that. Cautious will probably be too skittish and never fire it’s guns.

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    m!ttensm!ttens he/himRegistered User regular
    Yeah, Cautious will only fire at their longest weapon range or if their target is shut down from over-flux. No officer present is the same as a Steady officer, so if you need them to attack more before losing their CR then Aggressive is probably the behavior you want. I've also had some success with forcing smaller ships to "escort" a heavier cruiser; you do give up a bunch of mobility and speed but for early battles at least before the main line of engagement has been formed you can keep them close enough to a heavily armored friend who can also help keep pressure on the enemy while your DPS ships can hit flanks and have a short travel distance to vent or recharge. Then once you've cracked the line or want to overwhelm a flank you can pull the smaller ships off their anchor.

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    m!ttensm!ttens he/himRegistered User regular
    Starsector version 0.96a has released and it's a big one!
    Starsector version 0.96a is now out!

    Take on new missions exploring the story of the Luddic Church and the Sindrian Diktat
    Cut deals Warlord Kanta pirates or Luddic Path fanatics to stop their attacks… though peace may come at a high price
    Fly new ships, including 5 new capital-class hulls and numerous smaller vessels
    Acquire new weapons, including a lineup of missiles that shoot lasers (“Directed Energy Munitions”)
    Face faction fleets with distinct identities driven by the new ships and weapons
    Deal with hostile activity at your colonies and master hyperspace navigation using the new “Event” system
    Build hullmods into ships to gain unique bonuses
    Additional illustrations, portraits, descriptions and encounters help bring the Sector to life
    In addition to these, there are a slew of smaller changes and addition, including balance adjustments, bugfixes, modability improvements – along with a new exploration music track, and faction music for the Persean League!

    The full patch notes, and the comment thread, are here.

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    stopgapstopgap Registered User regular
    Holy shit. This is very exciting! It's been to long since I last visited the persean sector

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    FiatilFiatil Registered User regular
    I'm going to try to stay strong and wait for at least Nexerelin to update. Hopefully sooon!

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    ApogeeApogee Lancks In Every Game Ever Registered User regular
    Same, can't live without mah mods! I'll check back in a week...

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    DonnictonDonnicton Registered User regular
    Old saves don't work on .96 so I guess I'm done for now, which is just as well as I've done pretty much everything else I could do at this point. I'll check back in a few more releases and see what's up at that point.

    I did find "Ziggy" the other day though and man that's a fun ship to pilot. Weaving in and out of enemy fire while my lil fellas disable them for me to alpha strike them and then go back into cloak - great stuff. Gonna have to go get that again asap next time I play.

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    SiliconStewSiliconStew Registered User regular
    Donnicton wrote: »
    I'll check back in a few more releases and see what's up at that point.

    Then you may be waiting a while as this is a single dev passion project. The previous update to this was released in 2021 and the major version before that was in 2019.

    Honestly, with as fully playable and bug free as earlier versions have been in my experience I'm surprised he still hasn't pulled the trigger on an actual release yet and still considers it in beta after all these years.

    Just remember that half the people you meet are below average intelligence.
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    FiatilFiatil Registered User regular
    edited May 2023
    Yeah it definitely hasn't felt like it's "missing" anything for a really long time.

    But if you've played a ton of the last version I get wanting to wait for more changes! The pros are that there will eventually be another big update despite it not feeling like it needs one.

    It's pretty crazy to look back and see the dev blogs stretching back to 2010. If I recall correctly, when I first played this it was just the combat layer. That alone was super hot, but obviously the campaign layer makes it really shine.

    Fiatil on
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    DonnictonDonnicton Registered User regular
    I completely binged 0.95 the last two weeks, so there's nothing for me to do except wait at this point. I've got plenty else to play in the meantime at least.

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    GoumindongGoumindong Registered User regular
    The main thing being added now is new quests and polish is my understanding. New ships and weapons are largely making under-colored factions more interesting.

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    m!ttensm!ttens he/himRegistered User regular
    I think most of the mods I've been playing with are updated or have workarounds so I dipped my toe in last night to get back into the swing of things. GraphicsLib has one module that would cause CTD but runs everything else if that one is turned off, a couple of the other graphics tweaks (upgraded rotary weapons, lightshow) are still questionable on update so I have them turned off for now, and I play vanilla or vanilla-adjacent enough that Nexerelin isn't going to be missed too much.

    I think this run I'm going to try to focus on midline tech since my last two runs have been high and low tech respectively. That way I can play with the new Pegasus ship, all the fun new missiles, and some other ships that I haven't focused on in a while. But who knows what the Persean sector brings me? My last playthrough was going to be "just a roving bounty hunting fleet" and the 2nd planetary ruins I surveyed had a pristine nanoforge :lol:

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    taliosfalcontaliosfalcon Registered User regular
    edited May 2023
    I just started playing this again and tried to do the tutorial and uh..that was interesting. In the latest version it insisted on sending me in a battle where my 4 ships were vs 12 ships guarding a jump point; all of whom were signficantly higher tiered and better outfitted then mine; after trying it multiple times all my ships would just be almost instantly vaporized upon initial contact with the enemy with nothing i could do ... and this was a tutorial encounter...?!?

    So i restarted a non tutorial game and am now several hours in rocking everything and life is good. But yikes that's a bad tutorial as far as i can tell... Now i'm acquainted with all the controls, have done a bunch of battles and i still have no idea how it would be possible to win that encounter.

    taliosfalcon on
    steam xbox - adeptpenguin
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    m!ttensm!ttens he/himRegistered User regular
    I just started playing this again and tried to do the tutorial and uh..that was interesting. In the latest version it insisted on sending me in a battle where my 4 ships were vs 12 ships guarding a jump point; all of whom were signficantly higher tiered and better outfitted then mine; after trying it multiple times all my ships would just be almost instantly vaporized upon initial contact with the enemy with nothing i could do ... and this was a tutorial encounter...?!?

    So i restarted a non tutorial game and am now several hours in rocking everything and life is good. But yikes that's a bad tutorial as far as i can tell... Now i'm acquainted with all the controls, have done a bunch of battles and i still have no idea how it would be possible to win that encounter.

    I think you should have been sent to the ship graveyard first, where you end up getting a handful of small ships, including a decently Hammerhead and a Condor (the Condor salvage even mentions "you should probably spend a story point on this ship" in the prompt), both of which are immensely useful for that jump point battle.

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    taliosfalcontaliosfalcon Registered User regular
    edited May 2023
    m!ttens wrote: »
    I just started playing this again and tried to do the tutorial and uh..that was interesting. In the latest version it insisted on sending me in a battle where my 4 ships were vs 12 ships guarding a jump point; all of whom were signficantly higher tiered and better outfitted then mine; after trying it multiple times all my ships would just be almost instantly vaporized upon initial contact with the enemy with nothing i could do ... and this was a tutorial encounter...?!?

    So i restarted a non tutorial game and am now several hours in rocking everything and life is good. But yikes that's a bad tutorial as far as i can tell... Now i'm acquainted with all the controls, have done a bunch of battles and i still have no idea how it would be possible to win that encounter.

    I think you should have been sent to the ship graveyard first, where you end up getting a handful of small ships, including a decently Hammerhead and a Condor (the Condor salvage even mentions "you should probably spend a story point on this ship" in the prompt), both of which are immensely useful for that jump point battle.

    I did but i didn't have the supplies or crew to get them combat operational; nor near the cash i'd need to buy enough to do so.

    taliosfalcon on
    steam xbox - adeptpenguin
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    ElvenshaeElvenshae Registered User regular
    You should have salvaged them and gone back to base like your contact said to. :D

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