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

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    I love watching the AI move frigates in front of cruisers and capital ships when they're close to max flux. Granted they get obliterated by my 5 hypervelocity drivers and 4 drone wings (3 of which are specifically to harass and destroy frigates) but hey the attempt is still noble.

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    Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    can you start a colony in a system with a hostile station? There's a really good terran world but there's a remnant station in the sector. My fleet is not nearly big enough to kill the station but I have the resources to start a colony - can you even start a colony in a system with a hostile station? It's not doing anything

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    Moridin889Moridin889 Registered User regular
    can you start a colony in a system with a hostile station? There's a really good terran world but there's a remnant station in the sector. My fleet is not nearly big enough to kill the station but I have the resources to start a colony - can you even start a colony in a system with a hostile station? It's not doing anything

    For remnants, yes. Just dont build a protective station or else they will wreck it constantly.

    For human npc factions they will bomb it into oblivion.

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    Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    rad thanks, it's a remanant station

    there's still some fleets I have to clear out but I was able to handle one of them pretty well

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    GoumindongGoumindong Registered User regular
    The station will disrupt shipping until you destroy it or have a good defense force because it will respawn remnant fleets.

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    swphreakswphreak Registered User regular
    Came across this planet while hunting bounties.

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    GoumindongGoumindong Registered User regular
    Part of a mod (valyas sector or nexelerin, not sure which)

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    Casual EddyCasual Eddy The Astral PlaneRegistered User regular
    Looks like I’m going to have settle somewhere else anyway, I knocked out one fleet but another one easily destroyed me

    I found a mega ultra carrier chassis also but it was too damaged to use and restoring it would have bankrupted me T-T

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    GoumindongGoumindong Registered User regular
    Probably not actually too damaged to use. Plus, one of the big advantages of d-mod ships is that there is a deployment cost reduction for each mod. So that XIV legion would have been cheap to deploy.

    Its also worth keeping it around because XIV legions are drop only and also awesome.

    Kinda spoiler but not really since you can't find out in game (yet)
    The XIV legions are the wreckage of a domain fleet that was cut off from the core worlds when the gates went down. They scuttled and abandoned ships along the way making the trip to the core

    That is why you can find some more of them in the same direction from the core as you found the first. Its a different direction each game though

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    SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    So, phase ships are super dumb. Is there a way to mod them out, or is there some in-game way I'm missing to deal with them?

    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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    Moridin889Moridin889 Registered User regular
    So, phase ships are super dumb. Is there a way to mod them out, or is there some in-game way I'm missing to deal with them?

    Beams/Fighters

    Constant damage where they are will chip them when they re-enter real space and they don't get to have shields.

    If you have a small ship that can chase them down, they will normally run themselves to overload trying to not take damage from it. The only one the AI can easily kill you with is the Doom

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    GoumindongGoumindong Registered User regular
    edited September 2019
    Phase ships have no shields and are generally weaker straight up than equivalent sized ships(while being more expensive deployment points wise)

    As a result you need to consistently pressure them as to prevent them from unphasing where youre vulnerable. Or punish them when they do so.


    Beams. Tactical lasers, Ion Beams, HIL in particular, are quite strong. Tactical lasers will be weak against bigger ships but do do a good job of forcing them to phase. Ion beams and HIL are really really good.

    Fighters. Particularly sparks, thunders, claw, and gladius. Any of these can kill phase ships with the exception of dooms. Dooms will mine strike your fighters.

    Any rear facing weapons ought to be high explosive and consistent firing if you can fit them. Rear beams are fine too.

    Piliums are... surprisingly good. Phase ships dont often have PD but can wait out/dodge most other missiles and piliums just kinda... stay in the area and prevent them from uncloaking/fluxing them up.

    Fast frigates with HE or other anti-armor damage (particualrly SO frigates) are very strong. Have them escort you until a phase ship gets behind you then give the eliminate order(so that it retreats away from the enemy fleet).

    And then last of all phase ships have low peak time which is exacerbated by phasing. When they phase time runs normal for them so their peak time will run out 3x faster than normal. You can probably clean em up after the fight.

    Goumindong on
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    HappylilElfHappylilElf Registered User regular
    Found a System with 4 planets at less than 150% hazard and a couple other planets as well.

    Colonizing all four of them at once when I only had about 3 million might have been a mistake but I think I'll be able to run black market items enough to keep me going until they're developed at which point I should be making bank just flying around. Only downside is the system is a decent jaunt from the core but I think it'll still work out.

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    Eh, 3 million should be plenty. With that much you can afford to build orbital stations to keep the pesky pirates away and basic industry to help offset some of the cost. Then it's just a matter of waiting for them to grow.

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    GoumindongGoumindong Registered User regular
    edited September 2019
    Kamiro wrote: »
    Is there a preferred mix of frigates/destroyers/cruisers?

    Just picked up my first real cruiser and am around max fleet size and not sure what I should be getting rid of

    My go to is 2 cruisers, 2 destroyers and 2 frigates for every capital. With spare as frigates or carriers.

    Edit: for real though my fleet is usually like a handful of falcons and an SO ship

    Goumindong on
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    stopgapstopgap Registered User regular
    I'm real close to pulling the trigger on this game how much is it now?

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    Moridin889Moridin889 Registered User regular
    stopgap wrote: »
    I'm real close to pulling the trigger on this game how much is it now?

    Fifteen dollars. It's 100% worth more

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    NebulousQNebulousQ Registered User regular
    edited September 2019
    So, phase ships are super dumb. Is there a way to mod them out, or is there some in-game way I'm missing to deal with them?

    What is your struggle specifically with phase ships? Is it trying to chase down and kill smaller phase ships 1v1? Or dealing with them during a fleet battle line situation?

    NebulousQ on
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    SummaryJudgmentSummaryJudgment Grab the hottest iron you can find, stride in the Tower’s front door Registered User regular
    NebulousQ wrote: »
    So, phase ships are super dumb. Is there a way to mod them out, or is there some in-game way I'm missing to deal with them?

    What is your struggle specifically with phase ships? Is it trying to chase down and kill smaller phase ships 1v1? Or dealing with them during a fleet battle line situation?

    Both. The AI pilots them perfectly, so you're reduced to waiting out their readiness or largely ignoring them

    Some days Blue wonders why anyone ever bothered making numbers so small; other days she supposes even infinity needs to start somewhere.
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    HeirHeir Ausitn, TXRegistered User regular
    Finally playing this. I went through some of the tutorial and watched a few getting started videos. Couple questions:

    1. Early on, where do I find missions? I check the intel screen (which mostly shows bounties that are too hard for me at the get go, or exploration quests that are super far away). I've tried doing the "take a shuttle down to the bar" option at ports but almost never find anything interesting. What should I do to make money early on?

    2. I'm terrible at building / equipping ships. I get the general gist (kinetic to take down shields, explosive to take down armor, keep your flux in check). But I feel like I'm just terrible at picking good weapons to put on my frigate. Any good guides or videos that help de-mystify it all?

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    FiatilFiatil Registered User regular
    edited September 2019
    Heir wrote: »
    Finally playing this. I went through some of the tutorial and watched a few getting started videos. Couple questions:

    1. Early on, where do I find missions? I check the intel screen (which mostly shows bounties that are too hard for me at the get go, or exploration quests that are super far away). I've tried doing the "take a shuttle down to the bar" option at ports but almost never find anything interesting. What should I do to make money early on?

    2. I'm terrible at building / equipping ships. I get the general gist (kinetic to take down shields, explosive to take down armor, keep your flux in check). But I feel like I'm just terrible at picking good weapons to put on my frigate. Any good guides or videos that help de-mystify it all?

    You've pretty much got the gist of missions. If you're super poor early on, try to find systems with a pirate station that have a bounty quest to kill hostiles in system -- it's decent money to get you started, and weak pirate fleets are common. You will have enough ships to take out weak pirate fleets if you did the starter tutorial mission thing and salvaged a few of the ships -- if you just have the one ship, it's going to be rough going either way.

    Exploration missions are only "too far away" in the super early going if you don't have a tanker. If you want to do them, grab a cheap tanker and you should have plenty of range to go across the map and back. You don't really need anything special to go long distances; fuel is only expensive if you have a big combat ship without the financial base to support it. If you have the early starter ships, one small tanker should be all you really need.

    The missions are randomized at the end of the day though. You'll eventually see some exploration missions closer to the core worlds, but an early game cheap nimble fleet with a tanker is perfectly suited to going into deep space and evading enemy fleets with speed.

    For fitting, I honestly found the autofit system to be fine until I learned the weapons a bit more. Just autofit the ship and pick the archetype that sounds most up your alley -- the game will use whatever weapons you have available to make the closest thing it can to the archetype ships, and does a decent enough job if you don't mess with the additional settings.

    Fiatil on
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    BasilBasil Registered User regular
    Yeah, autofit does some work. Eventually, you'll notice which weapons are your favourites in whichever roles and slot em in as you go.

    I tend to prefer having a particularly flux heavy weapon under my direct control that I just sit on until I find something worth zapping.

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    HeirHeir Ausitn, TXRegistered User regular
    Will Autofit buy weapons that are available on the market (black market or the legit market)?

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    Sir CarcassSir Carcass I have been shown the end of my world Round Rock, TXRegistered User regular
    Heir wrote: »
    Will Autofit buy weapons that are available on the market (black market or the legit market)?

    There are check boxes in the autofit screen for use weapons from storage, buy weapons from the local market, and buy weapons from the black market. You can pick and choose what you prefer.

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    GoumindongGoumindong Registered User regular
    Heir wrote: »
    2. I'm terrible at building / equipping ships. I get the general gist (kinetic to take down shields, explosive to take down armor, keep your flux in check). But I feel like I'm just terrible at picking good weapons to put on my frigate. Any good guides or videos that help de-mystify it all?

    @Heir

    OK so lets start by constructing the central construction of the game. The side that is able to puts its flux dissipation into the enemies hull most efficiently wins. Your flux capacity is like regenerative tank. Flux dissipation is your DPS. Armor and hull are non-regenerative tank. When your flux capacity is full you cannot fire your weapons without exposing your your non-regenerative tank. If you fire your weapons faster than your dissipation then you get soft flux. This should be review more or less.

    As a result of that last one there three axioms in the game:

    The first axiom is that you should never fire your weapons at an enemy unless the percentage increase of soft flux on your capacitor that you generate is less than the percentage increase in hard flux on their capacitor you deal. This seems complicated but usually its pretty simple. If it costs you 5% flux to do 2.5% damage and you keep firing that weapon you will be at 100% flux and they will be at 50% flux and you will be dead.

    The second axiom flows from the first. The more vents you have the more you can fire without raising your soft flux. More vents are always better

    The third flows from the first. The more capacity you have the more damage you can absorb and the more of your own flux you can absorb before your soft flux increases faster than their hard flux.

    A general dumb algorithm would be "if an enemy has shields up fire your weapons in order of flux efficiency versus shields up to either your maximum dissipation minus shield upkeep or 1.0 shield damage efficiency whichever comes first".

    Fitting ships flows from these understandings and also how you pilot ships and how the AI pilots ships.

    Which is; the AI fires all of its guns all the time unless its flux is high. Then it stops firing guns it cannot shoot due to being forced to flux out if it fired them. As a result it fires the lowest cost weapons(that have targets in range) and not the highest efficiency weapons. If it has weapons available to fire it will never fire under its flux dissipation for any reason.

    The AI has a few different routines for missiles. Strike, Superiority, and panic. Strike missiles fire when the target has high flux or its overloaded. Superiority fire at more or less everything all the time. Panic missiles fire when the ship is losing combat or about to die. All missiles panic when the ship is about to die. Large damage HE missiles are almost always on strike. High quantity missiles and kinetic missiles are usually on superiority.

    The next thing you need to know about the AI is how it controls shields. In general when flux is low shields are up, when flux is very high shields are down unless hull is low. If the enemy does not have any high threat weapons vs armor the AI may keep its shields down and just eat damage on armor.

    The last thing you need to know about the AI is its range control. Aggressive AI will attempt to use all of its non-PD weapons. Reckless will attempt to use all of its non-PD weapons AND ignore the threat from other ships. Cautious AI will never try to use anything but its longest range weapons. Steady AI will try to use its longest range weapons unless it has a huge advantage then it will try to use all of its weapons.

    As a result there are two different valuable builds for the AI:

    1) Flux dissipation >= Weapon Flux Usage + Shield Upkeep
    2) Slammed full of ONLY kinetic weapons and then any HE damage is zero flux to fire(I.E. strike missiles).

    The upsides of the first build is that it won't kill itself trying to fire its HE guns into an opponents shields. The downside is that it may lose the flux war against something that is just slammed with kinetics and strike missiles. The upside of the second one is that its best equipped to win the flux war against any particular ship. The downside of the second one is that its very easy to get and then not have a place except in a team as once its out of strike weapons it can lose its ability to overflux an enemy since they can just eat minor armor damage rather than flux themselves out.

    Anyway. The most key numbers on each weapons are

    1) Damage types
    2) Flux Efficiency/Damage (not DPS. Damage per SHOT)
    3) Range

    Damage type is self explanatory. Fragmentation damage is... its EH. Its like energy damage but worse. Kinetic damage is double value vs shields. HE damage is squared value versus armor. (penetration doubles AND DPS doubles). HE damage is slightly better vs hull (penetration value doubles vs minimum hull).

    Flux efficiency matters most for kinetic weapons and energy weapons when you're not firing over your flux. Since you want to get as much damage out of your limited flux as possible. Because energy weapons tend to be below enemy shield efficiency flux efficiency always matter for energy damage typed weapons.

    Damage per shot is most important for HE and Energy weapons. Since these are good at penetrating armor. It also matters for efficiency against hull.

    Range is the unique one and has some interesting applications. Obviously you would want every ship to have the same range on its weapons, but this is not always the case. Say you try and fit an AI ship according to fitting type 1 such that it only fires its maximum flux dissipation. But say you fail because the constraints on the ship either mean you're shooting 100 over or 100 under (both of which are bad) and because you really need some HE damage on the ship. If the HE weapons have a decently lower range than the Kinetic Weapons then the a steady AI will not fire the HE weapons until the enemy is overfluxed, as it will not get in range of those weapons until that point.

    The other thing you can do with range is to construct weapons with different engagement types. The eagle is a good example. If you have 3 long range kinetics in the front and 3 phase lances(short range strike beams) in the medium energy slots and a steady AI the eagle, against a cruiser at close range would fire beams inefficiently into that cruisers shields. But because the beams are recessed in the hull and lower range the eagle will tend to only fire the kinetics at that cruiser as it keeps that ideal range. It will use the phase lances on frigates and fighters that get close, which, while it does flux over dissipation with <1 efficiency weapons, is generally OK because it can kill/disable the frigates and prevent itself from getting swarmed.

    That is to say that ideal range for weapons is in order of shield efficiency. Any shield efficiency under 1 should be ordered with shorter range.

    OK so now that you know how to fit an AI ship your own ship has a third option in addition to the previous two which are quite good.

    3) Slammed with kinetic damage PLUS HE up to your flux dissipation minus shield upkeep. Then you can turn on all your kinetics to flux something out. And still fire maximum armor penetration into an enemy. Though this requires you to toggle your weapons efficiently.

    If you have questions on specific ships i would be happy to provide examples.

    Heir wrote: »
    Will Autofit buy weapons that are available on the market (black market or the legit market)?


    Both. There is also a tick box on the autofit confirmation to change preferences.



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    NyysjanNyysjan FinlandRegistered User regular
    Well, this sounds fun, but before i consider buying (especially as i have am spending all my time in Final Fantasy XIV), i have some questions.

    1. How's the character creation? What kind of options are there, do those matter in the long run, skills, traits, talents, things...
    Just tell my about character creation.
    2. How much room for roleplay is there? Is there any? Can i have my character show any, well, character? Will i create a personal story over the game?
    3. How good is the ally AI? So i have a fleet, do i need to babysit every ship or can i give general orders and focus on flying my flagship?
    Can i just let the ai fight on its own?
    4. How picky is the game about quirky builds/fleet composition? Can i just create silly or theme based fleets, or do i need to keep to fairly specific built archetypes to be able to keep advancing?
    5. How much character does my fleet have? Do i have specific officers to fly those ship? If yes, do those officers have any personality, however shallow or basic?

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    Knight_Knight_ Dead Dead Dead Registered User regular
    the ally ai makes me feel bad about controlling my good ships since i'm just wasting them compared to them lol.

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    FiatilFiatil Registered User regular
    edited September 2019
    Nyysjan wrote: »
    Well, this sounds fun, but before i consider buying (especially as i have am spending all my time in Final Fantasy XIV), i have some questions.

    1. How's the character creation? What kind of options are there, do those matter in the long run, skills, traits, talents, things...
    Just tell my about character creation.
    2. How much room for roleplay is there? Is there any? Can i have my character show any, well, character? Will i create a personal story over the game?
    3. How good is the ally AI? So i have a fleet, do i need to babysit every ship or can i give general orders and focus on flying my flagship?
    Can i just let the ai fight on its own?
    4. How picky is the game about quirky builds/fleet composition? Can i just create silly or theme based fleets, or do i need to keep to fairly specific built archetypes to be able to keep advancing?
    5. How much character does my fleet have? Do i have specific officers to fly those ship? If yes, do those officers have any personality, however shallow or basic?

    1. There are a ton of portraits to choose from! It's 2D and not a full face creator, but there's a great amount of variety. You pick skills from a skill tree to start, unlock more over time, and they're very impactful. You can choose from a variety of starts (lone mercenary, trade fleet, some others and mods add more), but there aren't any background traits.
    2. Roleplaying is purely in the sandbox vein. There is some kind of vague story thing, but it's a sandbox game. Within that there's a ton of room for variety -- a lot of different factions and different ways to play the game, from bounty hunting to exploration to colony and empire management or piracy, but basically no character building dialogue choices.
    3. The ship AI is incredibly good. I like piloting my flagship, but your allies do a great job. Yes you can just let the AI fight on its own without you piloting at all.
    4. You can go crazy with ship loadouts. There's nothing you particularly need, but of course wacky one dimensional fleets will wind up with a weakness that can be exploited. There's a ton of ship variety and build variety and there is no class (like a radar ship or crowd control or buffing or something) that you need. Small ships, big ships, carriers, phase ships, fatty ships, nimble huge ships, lasers, projectiles, missiles, there's pretty much some of everything and you can get crazy.
    5. You can get officers, who have portraits and skill trees like you, but they have no real personality.

    Fiatil on
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    GoumindongGoumindong Registered User regular
    edited September 2019
    Knight_ wrote: »
    the ally ai makes me feel bad about controlling my good ships since i'm just wasting them compared to them lol.

    The ally AI is OK at not dying (sometimes) but isn't that good at being able to kill things. Once you have some experience you will be a LOT better than the AI. This is especially noticeable when you install safety overrides. Your SO ships aren't nearly as aggressive as they ought to be even if you give them reckless officers.
    3. How good is the ally AI? So i have a fleet, do i need to babysit every ship or can i give general orders and focus on flying my flagship?
    Can i just let the ai fight on its own?

    You cannot babysit your fleet. There are a limited amount of orders and while they recharge with time and each one allows you to set a relatively unlimited complexity. In general the more vague your commands(especially as fights get larger) the better you will do.

    Goumindong on
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    NyysjanNyysjan FinlandRegistered User regular
    Sounds good.
    Need to take a closer look at the games website then and really think if i want, or have time for, a new timesink right now.

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    StrikorStrikor Calibrations? Calibrations! Registered User regular
    New late game hobby: carrying 200 Gamma Cores through Hegemony space and waiting to get pulled over.

    "Excuse me, insanely armed battle fleet, I'm gonna need you to hand over those cores..."
    "No, fuck off."
    "OK bye!"

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    BasilBasil Registered User regular
    edited September 2019
    I have a tendency to do regular trading with my transponder off when I have a bunch of capitals ready to go.

    Sally System Defense Force never quite seems to know what to do about that.

    Basil on
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    GoumindongGoumindong Registered User regular
    Better than the last version where they would suicde into you at least :p. Just make sure not to do your trading at a battlestation.

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    HappylilElfHappylilElf Registered User regular
    Goumindong wrote: »
    Better than the last version where they would suicde into you at least :p. Just make sure not to do your trading at a battlestation.

    I actually have a question about that. I'm holding on to a ton of Class 3+ survey data and a boatload of blueprints because I don't want other factions to get the good planets or kit themselves out with the great equipment.

    Am I being paranoid an accidentally hoarding a few hundred thousand credits for no reason?

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    GoumindongGoumindong Registered User regular
    As of current selling suveys does nothing. Selling blueprints only matters if you sell on the black market. Every faction but pirates have a defined doctrine and will not update. Pirates will eventually get antthing sold on the black market and update to use it

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    NyysjanNyysjan FinlandRegistered User regular
    Well, bought and tried it.
    Seems interesting, though the UI is not the best i have seen.

    Am i meant to die in the tutorial? Because those automated defenses kicked my scavenger ass so hard i travelled backwards in time.

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    GoumindongGoumindong Registered User regular
    Automated defenses in the tutorial?

    Some of the pirate combats are intended to be a bit difficult to newcomers. But should be easily do-able if you only hit one fleet at a time even with the starting wolf

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    HeirHeir Ausitn, TXRegistered User regular
    Man, surveying and randomly popping into unknown star systems is really paying off.

    However, my intel screen for Surveying/Exploration is getting out of hand. I have all of these intels I've found that say something like "debris fields in star system xyz" or "this planet around this sun has high quality metals".

    So I go and survey them, get the survey data, but that intel item still shows on the list. It's very quickly getting cluttered. There a way to remove them when I'm done surveying? Or at least hide for the time being until I decide whether or not to colonize at some point?

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    NyysjanNyysjan FinlandRegistered User regular
    Goumindong wrote: »
    Automated defenses in the tutorial?

    Some of the pirate combats are intended to be a bit difficult to newcomers. But should be easily do-able if you only hit one fleet at a time even with the starting wolf
    I started the game and picked the option with a tutorial that gives you the abilities as it goes.
    One mission was needing to go pick an ai core from a satellite thingy with automated defenses to stabilize a jump point.
    The defenses slaughtered me. Then i had to reload my save as the tutorial mandated, and then the next time the same fight was actually quite easy.

    Then i was sent to grab some derelicts to make a bigger fleet so i could fight pirates.

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    GoumindongGoumindong Registered User regular
    Nyysjan wrote: »
    Goumindong wrote: »
    Automated defenses in the tutorial?

    Some of the pirate combats are intended to be a bit difficult to newcomers. But should be easily do-able if you only hit one fleet at a time even with the starting wolf
    I started the game and picked the option with a tutorial that gives you the abilities as it goes.
    One mission was needing to go pick an ai core from a satellite thingy with automated defenses to stabilize a jump point.
    The defenses slaughtered me. Then i had to reload my save as the tutorial mandated, and then the next time the same fight was actually quite easy.

    Then i was sent to grab some derelicts to make a bigger fleet so i could fight pirates.
    Ahh yes. forgot about that fight. Probably just experience/luck. That fight is not supposed to be hard.

    Heir wrote: »
    Man, surveying and randomly popping into unknown star systems is really paying off.

    However, my intel screen for Surveying/Exploration is getting out of hand. I have all of these intels I've found that say something like "debris fields in star system xyz" or "this planet around this sun has high quality metals".

    So I go and survey them, get the survey data, but that intel item still shows on the list. It's very quickly getting cluttered. There a way to remove them when I'm done surveying? Or at least hide for the time being until I decide whether or not to colonize at some point?

    You can switch away from the exploration tab on intel to not see them. But there is no way to hide them or get rid of them at the moment. I think the next build will have something to that effect but I am not sure what.

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