Starsector

Maximum Comfy Morning Edition

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Redpill me on blackrock ships

Is Underworld good? Description says it wants another mod that is not updated for 0.9.

They're """Balanced""", in other words, mostly boring, even compared to vanilla which doesn't care about """balance""", but hey they're at least AESTHETIC.

As a minor mod it works pretty well with the base game. The error log is sufficiently verbose & with the help of the modding guide enough to fix most crashes that come up. If the update spam is an issue of annoyance, remove a given mods \data\config\version folder

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>Male a couple colonies in one corner of the sector because Cryosleeper and I can skip Hegemonkey AI raids
>thinking I'm going to make it my shipyard colony so that I am never short of having one built
>[REDACTED] raid incoming
By Ludd, pray for me boys, they'll just have their patrol HQs made. Plus, I have Approlight, I can take 'em... Maybe, wish me luck

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How do I view the global market?

It is but I'd go into the settings for it and disable the cabal. The purple tri-kike ships are fucking hideous.

That's the point, plus their theme is baller
cdn.discordapp.com/attachments/580560787396100106/609389996864176135/cabal_hostile.ogg

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>the way it flawlessly loops
ok I'll give you that

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>that blasts as some pompous fuck threatens to wedgie you for your lunch money of 100,000 credits
Starlight Cabal are bullies

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woah no one told me this game would let me take out the trash

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>x edition
Fucking kill yourself, you subhuman autist trash

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Trash that Tranny fleet

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>trsuting the AI with Herons
ruh-roh
But on the other hand
>8 Apogees
Not like it will be a super hard battle anyway lol

>trsuting the AI with Herons
they've literally never been in danger once and without me using waypoints for them, the AI is fine

You mean pressing F1 while scrolling over an item?

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I want to increase level cap in settings, will it fuck with any scaling in the game? Some shit like REDACTED fleets in red systems are scary enough as it is on 50.

They tend to be F S A T
Also they vent faster so two ships ganging up on a guy in rotation is even stronger.

I swear this sounds slower than how it sounds in-game
Music sure is nice though

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>Imperial Elite Package
L U X

F
I
N
I
X

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that's fine, it's possible to max out combat without it so the game isn't going to get easier, just gives you more options

My AI carriers seem to love sending their fighters to escort me instead of attacking the enemy, is there a way to easily stop this without having to micro manage attack orders? I end up with about 20 wanzers dancing around my ship instead of doing something useful.

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What determines how many ships you can deploy per battle? By default it splits 300 points between you and the whoever you are fighting right? How does it decide how many points each side of the fight gets?

Yeah but the amount of XP you need for levels after 50 or so become quite ludicrous
There's already a mod that increases level cap and smooths out the XP needed curve, its SkilledUp

From my experience fighters only attack easy pickings, so anything thats near a whole lot of other enemy ships wont get targeted
Your best bet is just to get some other long range ships to pressure the enemy fleet or more bombers

are the officers timid?

>How does it decide how many points each side of the fight gets?
The side with the stronger fleet gets 180, their enemies get 120.

no, I only use steady and a few aggressive

>vent
>The screams of a thousand torpedos being launched fills my ears
no

so boys if I grab a mission to analyse a research station do I get to keep it's goodies? Or do I have to hand them over, if the latter I'll not accept any contract and instead just head over to the system they mentioned and take it for myself.

You get to keep everything

Alright thanks, fucking love these idiots hedgehogs paying me to nab a research station so I salvage AI cores for my colonies.

How hard is it to mod this game? I've noticed a startling lack of ayy lmao faction mods and modded games such as rimworld/stellaris previously. Considering doing a covenant themed mod.

>Tri-Tachyon: raid against your colony failed
>relationship with Tri-Tachyon: -5
So this what Palestinians feel every time jews artack them and blame it on Palestine.

Anyways, to make my own ships I need upgraded heavy industry? I also have some corrupted nanoforges and one 1 pristine, can I remove nanoforge if I, say, find a better starsystem?

Yeah, just rip 'em out and carry them in your ship.

i don't think you need to upgrade the heavy industry, just a nanoforge

>edition
nb4 jannies

You need just heavy industry to make ships. Nanoforges and orbital works merely increase production and improve quality (less D-mods). Don't forget that you can adjust production quality in your doctrine settings, once you have too many quality boosters you might want to lower it there to get bigger fleets in exchange.

So they don't allow "fascist" mods, right? So if I were to make a Gundam mod, would they ban it for having Zeon?

i've gotten sick of playing with nex and faction mods and having to be the errand boy for your faction, give me something to revitalize my passion for this game

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How do i unlock new ships to manufacture?

It's Java, so quite easy. The modding community is super active too so you always have someone to ask questions

Brawler>wolf
Discuss

>How do i unlock new ships to manufacture?
You find blueprints and/or blueprint packages. Look for research stations, planets with ruins, mining stations, orbital habitats, equipment and weaponry caches. You can also raid planets with ship factories to steal their blueprints, but that's a lot harder and much more expensive.

steaming shit > wolf
Imaging using a frigate that does zero fucking damage and whose only strength is allowing you to get away with positioning mistakes.

Brawlers are just myths, they barely appear anymore

>Start nex
>End commission
Here you go

Changing colors is a time-consuming bitchwhore.
Don't even wanna imagine how it is creating ships from scratch.

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Everything Eagle does, Blackrock cruiser does better.

Why would anybody even consider the Conquest when the Pandemonium exists?

>hegemony confiscated my cores
What the fuck
Who let them in

Redpill me on the following mod factions:
>Diable
>Dassault
>Junk Pirates
>Imperium
>Kadur Remnant
>Blackrock
>Neutrino
>Shadowyards
>Hazard Mining
>Starlight Cabal

>why would anyone choose to not use a mod that doesn't even attempt to emulate the vanilla art style and makes the game look inconsistent

Not the case here at all

it is

It really isn't, are you mixing up your mods

If you think Diable ships look like they belong in vanilla you are blind and/or retarded.

WARHAMMER 40K MOD WHEN AAAAAAA

You lost me.
Eh, if you have different races you will have inconsistent enough artstyle.
The only inconsistent thing I can point out as glaring in this Diable Avionics is the lack of blurry/dimmed/washed-out textures, it's too sharp.

You did not give the order to resist. That or your fleet got stomped.

I don't think Approlight fits in at all. I tried it and it's just immersion breaking.

>Diable
>Blackcock
>Neutrino
>Shadowyards
weeb/10, hard pass

>Junk Pirates
>Starlight
Could use some visual touch-up for sure, balance and overall style are alright.

>Imperium
>Kadur
>DME
Pretty good factions, with systems and stories and ship designs. DM is said to be OP, but only a few ships and weapons are, which is way less than there's OP shit in Diable/Imperium/Blackrock.

>Hazard Mining
As long as you like kitbash/junk and don't look at TT Hammerhead, you'll love it.

It defaults to letting them in and doesn't save your previous choice for some fucking reason

Just make it urself. brah.

Yeah just can't take it for large battles. Recommending trying the Targeting Package on a Dictator for maximum dakka.

Diable is underpowered though

With nexerelin is it possible to colonize worlds for the faction you are commissioned with?

They stole 12 cores. I might just keep them as enemies if they walk in and steal my stuff anyways. Fuck em.

On tactical screen you can pick an enemy ship to send fighters after if that helps.

Pirate, Blade Breakers or Cabal start. Raid every system you can. Watch 10+ factions send vengeance fleets at you. Sell all looted blueprints to pirates.

Is there any reason not to have a commission when you have a colony? besides being dragged into wars I cant see any reason not to

>Eh, if you have different races you will have inconsistent enough artstyle
According to the game's lore, all the different factions are remnants of the same interstellar empire, using the same ancient half-forgotten technology. Even discounting that, Diable has some stark stylistic differences, like sharper edges, different dithering patterns on textures, etc. It doesn't look like the fourth art style added to the vanilla low-mid-high tech, it looks like it's from a different game altogether.

Does Kadur mod let you use their superdreadnaught mentioned in the mod intro? It only kind of hints that one still exists but the ship in the mod name screenshot looks like one.

For playing Nex I need something that dumpsters proper cruisers and capitals like they're prate converted freighters and isn't Astral or Paragon because I got bored of those. Which mods have such ships?

>and doesn't save your previous choice for some fucking reason
Not true. If you resist once, Hegemony becomes hostile and resisting becomes the only option anyway.

>luddic path cells

Is there a trick to finding their base or is it pure luck?

Cool idea for a modded faction: Pirates/Bandits who make their ships by hollowing out large asteroids and slapping guns and engines on them, y/n?

Yes, you just colonise the world and then turn it over to your faction via the planet's admin. You can also make your own colonys autonomous so you don't have to worry about them anymore, but they still stay as your factions world and can be controlled again anytime in future, it's fucking awesome for setting up waystation colonies without it affecting your limit or budget.

no shit retard

Check the bar in the colony that's affected by the path cell. If you're using Nex mod you can hire an agent and use them to infiltrate the cell, if successful it's far more effective way to disrupt them than hunting down the base.

Go to the bar, meet pather, pay dosh, find system

According to the game's lore, there were some alien races who were wiped the fuck out.
Meanwhile the time spent in the dark ages is enough for isolated Human collectives to mutate into different directions depending on solar and planetary circumstances and to forget and re-develop multitudes of times over, not including that we don't know of any Human colonies and collectives being forgotten and isolated during the golden age itself as well.
Basically the game leaves enough free space in terms of lore for easy content introduction and a more open-minded freedom in terms of design.

Which brings me back that the design isn't the problem, the texture of the fleet design is. Too high quality and sharp, and also needs some more field depth.

Did you actually use tactical command to send fighters instead of attack, you cheeky fat cunt.

lel, star wars fleet

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what mod are these from?

Diable Avionics.

I prefer these kind of ship mods. They follow a consistent style and, most importantly, they're actually the same fucking colours and shades.

Artefact ships look pretty alien

according to DA's lore they JUST SHOWED UP in the sector and are being funded by Israel, they literally have a burger flag

>dude I'm gonna make star wars ships...
>COOL!
>and I'm gonna use the worst color possible
Why?

Sweet to to go on a conquest of the sector

I NEED TACHYON LANCES

Ah, in my experience I've been bribing them every time I remembered. Not quite ready to go to war with the biggest faction in the sector yet

Troll around a red danger system while playing this
youtube.com/watch?v=89F5fpvwPr0

Yes, my point as I said in my post is that I'm trying to find a method that won't make me have to open the map every 2 seconds to select a new target as I rip through the 5000000 ships in a pirate fleet.

>play ships/weapons pack
>small ships are amazing, but capitals are eye cancer
>play Vayra's
>cruisers and the capital are top-tier, but frigates are cancer and he messed up the weapon balance horribly
WHY CAN'T THERE BE A PERFECT VANILLA+ MDOD AAAAAAAAAAAHHHHHHHHH

Does techmining yield depend on planet size/stability/whatever?

Just set those carriers onto search and destroy mode, their fighters should never been screening you unless you've set them to escort duty.

nope, depends on how mined they are
keep an eye on the description

If you mean all ships blend in together then I strongly disagree. Blackrock's ship design is the absolute gold standard. They all follow the same color patterns, all look from the same faction but each of their ships look unique, are distinctive and doesn't look kitbashed to oblivion. Look at any of those "ships" in that image and the details of it will be gone from your mind within 5 minutes because they all have the same structure.

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>basically beat vanilla game with some QoL mods, only thing left to do is hunt bounties endlessly and watch my colonies tick up to size 10
What now? I curse the day I picked a small sector, as I've looted every single derelict/station by now.

Saturation bomb all core worlds.

You're done, time to load up on mods

Install OP faction mods like Approlight and play again, you'll now actually have endgame content to beat.

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Oh wow, I shouldn't have put off salvaging them probes. Looks like they're all fucking empty now. I dun goof'd didn't I.

do you guys use reverse shift?

What is the best Doom configuration?

What`s the problem with Vayra? Was going to install it next.

But that's a war crime

Some frigates seem quite imbalanced, and they are given to pirates by default despite being classified as high-tech. Smaller ships tend to look unlike anything vanilla, while the larger ones are the good old tasteful kitbash (unironically good). He also, for some reason, took out a lot of vanilla energy weapons to replace them with 100 different mining lasers that are utter shit in combat. The mod also seems to have poorly implemented intergation with other mods. I keep seeing some antediluvian empire content like blueprints and weapons despite never even downloading that mod.

You know, I'm going to half change my mind and agree with you. BRDY ships look absolutely gorgeous and you're right about them.

Not if there's nobody to prosecute you for it.

Fugg.

And it seems that disassemble-reassemble and stop gap measure mods are not much better.
They have awesome ships i want.
They have ugly shit i want to kill with fire.
Especially fighters. Vanilla roster already have a wide selection, so mod authors usually go for "oc dunut steel" approach with super interceptors dual wielding tachyon lances.

Literally every officer is level 20

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what you want from stop gap?
its easy to just prune ships from it and keep the one you want.
or prune weapons and fighters.
tell me what you want and (maybe) i will deliver.

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I just removed limit from number of my own officers and ships in the fleet.
To ge honest I would like having some Champions(with max 20 levels) and plenty of lower ranking with only few levels max.

>starting system has a Luddic Church colony w/ Beholder Station
>Space Pilgrim industry okay
>migrate north to settle after stomping some Hege hyperspace pickets and looting my very own Onslaught-chan
>slowly building cross faction rep with system bounties before getting the call from main factions to raid some systems
>flip a couple of Hege colonies for the faction
>establish my own waystation at the tippy top of the core and start digging in
>raiding and flipping juicy single colonies to clear out the northend of non-Alliance factions and establish market foothold
>Ninth Battlegroup next door just laffin at the takeover as they do their thing
>big boy High Command Cryosanctum Ludd colony in system with a farm planet colony I flipped earlier
>get the call from the faction the Church is going on a crusade and is open season
>I MUST OBTAIN THE CADAVERS
>send agent in to sabotage Heavy Batteries and kick down the Star Fortress door
>still pulling down the Ludd posters from my new High Command when the day after the Church pleas for a ceasefire
>back to colonizing the north and tangling with the Hegemony, slapping Ludd vengeance fleets whenever they try to reclaim their corpsicles
>the faction has had enough humoring bumbling Luddite pilgrims smudging their Wanzers while on holy pilgrimage
>itty bitty Ludd colony supporting Beholder Station gets called out
>dislodge the chewed up LC Legion's from my fleet's grill and get ready to tread on some holy soil
>dump into starting system just as faction attack fleets are engaging the station
>shove my newly acquired Pandemonium waaaay the fuck up the deployment and blow siege laser all over their pilgrim platform
>send in the stormtroopers colony side after the battle and seize the planet before my faction can
>starter system representation with a holy site seems like a nice feather in my faction's cap so considering dropping my commission and claiming independence
>Intel TriPad starts blowing up

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Thanks for the offer. I did not test enough to determine which i actually want in game, though.

Why there is not a mod that uncaps the officers?
Random skills + no respec + level cap combo is hurting my autism.

>stop gap measure
I will never understand how one person can produce something as good as the left pic, something as terrible as the right one, put them into the same one mod and take zero issue with any of it.
Is there a way to easily blacklist mod ships? Every day I want more and more to bash together the perfect personal combination of SWP, Varyas, disassemble and stop gap.

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When you all say you don't like Vayra's he recently split the mod into 3 parts, so which part do you not like specifically?

Kadur Remnants
Vayra's ship pack
Vayra's sector

I like the Kadur Remnant faction personally, but I could do without the other two.

Everything I said in was about the ship pack.

i am using dark green only(light green as acceptable too) no extra weapons or fighters but its use extra star systems(that are nice addition if you don't use extra faction mods)

what is wrong with right one exactly?

I use Varya sector with default bounties and with tips removed

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>Luddites are shitting Hammers
>largest LC system in the core is putting together FIFTEEN (15) Holy Armadas to crusade the fuck out of the starter system and a former Tri-Tac colony I plucked
>head back north and refit before redeploying just outside the LC home system
>picketing 8 Capital LC Holy Armada's as they jump out of the system
>Maelstrom and Wanzer carriers slugging through entire armada's while being anchored by a repurposed Hege Onslaught Retribution Dominator battle line
>knock out 3 or 4 fleets heading south to the starter system before another 4 fleets break east to my lone colony (not like those Persean fucks are going to lift a finger against the Church )
>7 Holy Armada's still headed to starting system and my newly acquired, station down holy site just hoping the overwhelming faction presence will tangle up the crusade long enough
>hit the Emergency Burn and down a Holy Armada en route east
>two fleets make it into system with one promptly getting fucked at the jump point
>currently hunting down the third fleet in system wondering where the fuck the fourth straggler is
>still have an entire Holy Crusade to deal with down south once I clean up

This has been a wild 5 cycles...

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>what is wrong with right one exactly?
Colors are too saturated compared to vanilla, shading is done differently and makes the surfaces look plastic and too clean, the ratio between clean surfaces and small details is really off, making it look unfinished.
It's pretty obvious that the left one is a skillfully edited vanilla sprite (mostly shrike), while the right one is a not-so-skillfully done original sprite. They don't look like they belong together.

Is it true that mod factions adding pre-generated systems far from Core worlds (like Sylphon or Diable) deny random constellations generation in their area and result in fewer constellations in sector in total?

ye
use grand sector mod

my guide to success:

build a fleet of 8 onslaughts.
you now have won the game

>use grand sector AND faction mods
Make sure you have 12 gb RAM as well. Grand sector alone makes my 4 gb potato choke, and yes, I did allocate additional memory in the config.

Ludd, is not real!

>its easy to just prune ships from it and keep the one you want
How? Does it work for other ship packs?

The smooth ones would probably look better if they were scaled down to frigate size, or smaller.

i have like 7 years old rig and it works but i don't use many mods(most factions suck balls anyway)
>Does it work for other ship packs?
yes if you know how to do it
you need edit ship data, faction files and probably remove hull and variant files(just to be sure) and clean simulator/mission files
with weapons/fighters you need to be sure to clear rest of variants from it
I am working on getting all vanilla friendly conversions/paintjobs from various mods and make factions use only their designated style/painted ships, if I can grab few extra core systems its even better

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you go to colony info (clicking top left or "M") then click in a commodity.

Luddic path, nay almost all of the factions in game, are actually controlled by and maintained by AI's made to a very specific function that figured out that in the end their goals were incompatible with other AI's(for instance, luddic path's terraforming and greenery maintaining AI could not coexist with the persean leagues industry or tri-trachions economic maintaining AI's). Gates are closed by them to control their "organic systems".

That's a really pretty ship.

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>saturation bomb some luddic path planets
>explore the ruins
>find gamma AI cores
what the fuck

Is just removing them from faction files not enough to make them never spawn?

Ludd was a OMEGAAI and Church gather cores to brainwash them into religious zealots

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Well, they accept cores from the player. You can pretend the cores you've found were waiting to be destroyed as a part of some ritual / public holiday.
In reality, the rare item finds are just the same for everywhere.

robot torture

Uh lads I don't think they like me

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they could still spawn in the wild and some have common tags
also i prefer safe way and purge everything(and remove them from codex)

They brought you free ships to salvage. That's so kind of them.

>careful, user! Saturation bombing this pirate planet is considered an atrocity and everyone will hate you!
>oh what's that? You created a colony on an uninhabited planet in a system that plays host to multiple factions? lol can't allow that! time to saturation bomb the shit out of you with no hits to our own faction standing

Real fucking tired of this hypocrisy.

It's like an entire bounty hunting organisation gathering all their private contractors together for the one special contract.
Should they actually win, it wouldn't be that bad. Won't have to share it between many survivors.

>AI tries to raid you without even declaring war, sometimes even at 90/100 relations.
>Defending your planet and defeating that fleet gets you negative faction standing

Of course, how DARE I defend my planet against your raids, you shits. Fuck off.

It doesn't really matter if speed 14 burnlets like you or not.

Luddic Church invaded Volturn and they've discontinued the production of lobsters, my money making scheme has been RUINED

Reputation isn't good boy points you get for being morally superior. If a faction wants to cut you down and you resist, of course they will like you less - they can't control you and you cut into their profits.

Welcome to real life bitch. Empires hate sniveling little independents daring to claim your colonizing fleet is evil or unjust, lie down and die, cockroach.

Pay your taxes, bitch.

jesus, Lanescape has tough motherfucking ships. I want their blueprints so bad, but I don't have the points most of the time they show up in prism freeport

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Does Sindria get some kind of hidden bonus to fuel production? They've been harassing my colonies for many in-game years now and I'm thinking of just curb stomping their system and stealing their capital and lobsters.

>get the mod that allows you to recover and use remnant ships
>suddenly realize they aren't actually good
>Lumen is just an all around worse Wolf, etc
I don't get it. What makes remnant sub-ordos so damn deadly compared to the regular trash pickets then? AI officers?

>Does Sindria get some kind of hidden bonus to fuel production?
Sindria and Nachiteka have synchrotron cores. You can steal them to permanently cripple them.

They have level 20 officers

Answer me you space jews

>spend 6 hours today just destroying pirate bases
>My colony's are still being raided by pirates despite me destroying every pirate base I can find, having a war platform (high tech) and a patrol fleet
Fucking hell.

Their capitals are the best ships in the game. There is one that has a fucking phase teleporter (not phase skimmer, phase teleporter) and like 6 tachyon lances

Only the radiant and the Brilliant are any good to use. The rest are really mediocre, but it's their drones that are their best feature. Radiant is 40dp for one hell for a tanky ship though.

What is player even supposed to do with this? Single paragon with some fighter support or astral with cruiser support can kill them until combat readiness runs out, but there will probably be more of them, then what? Carry second capital ship with you all the time just in case?

That's a big fleet

You are supposed to talk to a grizzled spacer in your colony's bar to find out the location of the pirate base that harasses that system. Destroying that specific base stops raids and removes the pirate activity debuff. Then a new base will just spawn a week later. Just keep rolling until you get the weakest pirate activity (-1 stability, -10% accessibility) and accept it as permanent. Colonies were just added in this update, remember.

>What is player even supposed to do with this?
Walk away. It's speed 7.

>when the RNG hits you just right

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>Weld 2 Maelstroms together
>Same flux dissipation as single one has
This ship will do until you have something better but overall it feels very suboptimal and hardly even worth removing D-mods.

New player, how do I stop myself getting ganked by bigass pirate fleets when going between systems that I can't outrun

>Colonies were just added in this update, remember.
Weren't colonies in like a year ago, at least that's when I last replayed it I remember them being in,

It had no D-mods, lul.

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>bigass pirate fleets when going between systems that I can't outrun
Venture and Colossus are both burn 7. You should be able to outrun that. Install military subsystems on your civilian ships to make them go faster, look to buy augmented drive field, put skill points into navigation. Anything that doesn't have them isn't a bigass fleet and can be beaten with 2-3 frigates.

hi i might make a mod based on this post earlier here's some ideas, criticism is good
>faction is called the Roiders/Rockstars
>if it's the latter make icons with a corny rockstar aesthetic
>ships made out of large asteroids, fitted with weapons systems and engines
>potential gimmick of taking less damage/dealing more damage when ramming into enemies, can have a range of frigates/destroyers that use plasma burn to make the best use out of it
>range of missile weapons that fire slow-moving asteroids that can tank a lot of PD
>range of energy weapons made from special crystals found in asteroids
>maybe a crusier/captial ship made mainly out of said crystal, with built in massive energy weapon
>line of ships named after cool asteroids/comets
>faction's lore is that they're hyper conservationists who recognise the instability of resource supplies in the persean sector, and because of this & unable to get ship copyrights they make what they can out of asteroids

pic related is a proof of concept hastily made with my mouse when i has this idea please rate

That was the last update dude

>pic

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FUCK here's the picture

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>making a new faction of pirates instead of expanding vanilla pirates
>adding new weapons for no good reason just to make your faction more special
You are everything wrong with starsector modding, head over to the official forums.

This is fucking retarded. I'm in.

The only thing cool about base pirates is the converted Atlus.

>he hired the timid officers
lol

>let the AI pilot my odyssey
>it decides to ram straight into a fucking starbase
>surprisingly, the starbase starts spinning
i swear the AI is turbo retarded against bases

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I once rammed a medium star base. It started hyper spinning and pretty quickly destoryed my whole fleet.

it was a shitty pirate one that had only one section left so it didn't do much but annoy me.

What's the fastest ship/loadout you can get ?

>Persean League stepped up and piled in to help suicidal Fast Picket engaging a Holy Armada over their station
>final Holy Armada stuck on the far side of a red giant and ez cleanup
>TriPad chimes in that the crusade on the starting system was a success
>deeply regret poor tactical decision
>refit from defending my colony, drop off captured LC capitals and gather the stormtrooper detachement and dropships
>blaze back down south to the starting system while TriPad is pinging like crazy for material support to the faction planet that had to take in the fallen planets refugees
>arrive in system to a handful of absolutely decimated """"""Holy Armadas"""""" consisting of fuel ships and the odd frigate trying to limp to the jump point while being run down by fast pickets
>invade the decimated hard fought LC colony they tried to establish and absolutely smear them before returning it to faction control
>faction is already running a retribution raid on one of their shipyard colonies

Tell me your stories of conquest and expansion in the core systems. Nex was a good idea.

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If I have a campaign started and want to add mods, will I have to start a new campaign or do I have to start a new campaign for the modded stuff to be there.

It's the combination of their ships being though, and the supper aggressive AI they have, they will try to bumper your ships to death overwhelming you with the pretty decent figthers/bombers they have and massing all of their weapons on your closest ship

other than that, their ships seem to be pretty low cost considering how many they can deploy and their BS is a beast, it's like a tankier paragon with phase teleport

Auto-fit at your nearest port.

Some of them work, but you my as well just start over. Can start allied to one of the new ones you add and have a boosted start if you want also.

1 paragon and 2 astrals armed with 12 remmant bombers, and some herons with remmant interceptors, that will chew up through all of those capitals in no time and the interceptors will shit on whatever those carriers deploy

>fastest ship
Tempest is 180 base speed. Slap safety overrides and unstable injector for another 75.

If I get rid of my AI cores, will Lud go away?

Any industry but farming will attract them. So only thing you should get rd of is p*ther scum.

>Any industry but farming will attract them
They also don't mind light industry.

Attached: check those equipment caches.png (1296x1043, 578K)

There can be no peace until all core worlds burn.

Sell those on the black market, it's good money.

FOR THE GRACE FOR THE MIGHT OF OUR LUDD

>it's another ship I destroyed in combat without dmods

Is this normal? I feel like this happens to me every other major battle.

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Are you complaining about good fortune?

get that shit and stick a railgun and all the phase lances you can on it
have fun

Maybe. I start feeling nervous when the good fortune becomes common.

>getting to salvage a pristine 20k frigate
Luck beyond luck. There's also a skill that reduces the amount of d-mods in salvage, you might have it.

Pandemorium is totally worth it if you go for a vent build, just keep it well escorted or you will die

I can't see any Ludd from here. Will update when the faction decides it's time to move on the LC home system.

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Very wise, user.

How do you lads fit out the battlestar? I can't really make it work, slapped remnant fighters on it and kitted it out with lux repeaters and those super long range imperium ballistics.

Started a run with these guys because fucking Star Destroyers, yes please. But man do I have mixed feelings about them. I can't tell if they're fine, and I just haven't figured out how to kit out their ships yet, or if the weapon layout is a dealbreaker. What I know for sure though is that their weapons are fucking garbage.

Big dick gauss cannons for the win

Also fuck pirates

Just got the planetary shield and its finally getting to me guys, i don't feel like playing much more, not going to shit on the game i just think this is best played in bursts every so often, are there any other low requirements game that you people can recomend me to play next?

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Yeah, he really buffed up [REDACTED] in that latest update. Even the little fleets without capitals are tough now.

But that one's quite possible. You'll need two capitals (doable with one if brave) and every officer you stack in there is going to have to be level 20, but keep your fleet close with escort commands and you're sitting pretty.

Leave the battleship for last, use a Conquest or something to up its flux and make it retreat so it doesn't snipe your cruisers, and start whittling down the smaller ships.

any tips to deal with them?

There is literally no game out there that has what Starsector does for me. It ruined Transcendence for me completely.

I liked Star Traders: Frontiers, but that game obviously is incomplete despite its firm command of mechanics.

Have a great fleet.

It's tough when even one of the frigates can actually fuck up your capital ships if you don't pay attention, but just keep the pressure up, make DAMN sure you don't get swarmed because even one overload will kill you, and take them out one by one.

If you're lucky the Radiant will have a shit spec and then it becomes a skeetshoot.

>spent an hour comfy salvaging
>salvage a research station
>ERROR com.fs.starfarer.combat.CombatMain - java.util.UnknownFormatConversionException: Conversion = ')'
>game crashes
fuck me i didnt save

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time to delete save then

It still lacks any real content, its a good thing the combat and ship building is excellent.
Try FTL if you haven't yet

So what do my Yea Forumsros fly into battle and why?

For me its a shadowyard Scylla, Better than a doom in player hands.

Double tach lances attached to a phase cruiser with 150-160 speed and most importantly a special which vastly increases both energy weapon fire rate AND damage.
Within one set of tach lance burst you can insta gib pretty much all destroyers through their shield and a fair few cruisers if caught right, and if not youll be maxin the flux out on them.

On top of that the inbuilt 900 range anti shield laser and the 4 medium energy points that can face forwards are enough to comfortably sit back and build flux on pretty much all cruisers and a fair few capitals. All while it has enough dispersion to stop flux buildup.You also get 3-4 tach lance bursts before you gotta vent.

Not only that the special decreases cooldown of the tach lances so if you phase just after a burst they are back up ready to fire before your target has a chance to reduce flux by any meaningful amount.

This is some Coldsteel the Hedgehog shit

I went for max vent with 4 tachyon lances, and I absolutely rip apart everything that gets thrown at me with some armor hull mods. That thing is way tankier than it looks and you barely need to put your shields up. My only complaint is how finicky the phase flicker is, it can sometimes put you in some fucking awkward angles.

Jets n Guns.
FREELANCER.

I have a full fleet and choose to fly a sunder, the sunder is the best

I have to use paragon even though I'm bored of it because no other ship in game can handle amount of shit nex throws at you. Not even modded ones, because if there was a modder who made something as bullshit as paragon he would have been universally trashed into oblivion for not caring about balance at all and just wanting to stomp the game.

Well, you could always use [THAT]

Does anyone have that ship weapons guide picture? Thanks in advance

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>put cautious officer in my Heron
>runs face first into the station and dies immediately
That's it. I'm executing her. Let her death be a lesson to the others.

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>destroy remnant nexus
>get absolutely nothing
well fuck this game

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I thought they fixed that bug.

The most recent patch addressed Drover and Heron from acting like combat carriers but sometimes their behavior fucks up, which bothers me since I love those midline carriers. Did you put anything besides missiles or PD on that Heron? I normally use Cautious officers with aggressive officers as meatshields, but sometimes I feel like I need to use Timid and only PD weapons to keep them back.

>ctrl+U
>drag slider
wooooow

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Yeah, I slapped an HVD on it. Guess I'm stripping that off my other Herons though.

>proceeds to fuck up other colors
That's not how it works brainlet.
How it works is by using color range selection, lasso tool to isolate certain elements and do color range selection there too, and then doing hue/saturation with colorization on the selection which now accounts for all shades of the same color range being proportionally changed without losing the transparency where it is present or the depth (bright to dark). How can you be this pleb?

How do I git gud at piloting?

What exactly is fucked up in this picture? I literally overlayed the guy's pic over my edit. Only things that are different is line lines, white instead of red, and blue lights that became dark blue. Neither can honestly be considered fucked.

Thats what i used before the doom then the scylla. if you like sunder try a scylla. its like jammin two sunders together and giving it the ability to slow time by 4x

Hold shift

I went with the diable siege cannons x4 + some HVDs, same result. it's just so much frontal firepower at once that the flux dissipation is a problem worth solving
about the flicker, it seems to try rto turn towards the enemy you are tracking or the direction you are turning to, but yeah, sometimes it can fuck you up. still, it's an amazing system to have in such a huge ship

>Only things that are different
Fucking up a bunch of lights.
Fucking up the dark metal base color.
Fucking up the wing markers.
Fucking up the tint of the brighter lights.
That's what happens when you don't fucking isolate. Learn to isolate. I've literally listed out all the tools to do a good fucking job and they don't require more than 5 minutes.

>when you suddenly realize paragon isn't the only ship in the base game that can combine double tachion lance with shield breaking medium ballistics
>try it out
>it just works
Based jihadist coffin is actually OP as shit, wish I knew that earlier.

the sky blue lights that are in the machinery parts are now a deep purple that can't be really seen

I'm sorry does this take 5 minutes or is it a time-consuming bitchwhore

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5 minutes of a good job by changing one color range without affecting any other as a byproduct stretched over 10 ships results in time-consuming.

If you are doing this for a faction, you record an action in Photoshop (ditch the lasso because that's just retarded) and apply it to all.

>NGO faction got deleted by Hegemonycucks
Fuck, how do I get their blueprints now? jsut get lucky from research stations?

How resistant to damage is the onslaught ?, the only thing in the game that is any threat to me now is several remmant fleets trying to ram my ship at the same time, paragons handle the damage pretty well, but i was thinking that having an onslaught for the inevitable close combat might be better, is it worth to use an onslaught to frontline for my carriers?

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How should I outfit Onslaught-chan?

>start three colonies
>orbital works, nanoforge all the jazz
>accumulate a respectable amount of cash
>send three fleets with zero marines to each planet in the system I want to conquer
>follow them with my fleet of several starliners full of marines
>wait until the killer fleets decimate everyone and everything including the stations
>invade each planet with my legions
>get disappointed and bored because of how broken this tactic is
>delete Nex and never worry about blocking shit in my firewall again
Glorious, isn't it.

Onslaught is frontloaded with armor but its ass is extremely thin. Assuming you can defend its rear with escorts and don't force it to overextend itself (which the AI likes to do by burn driving into the middle of a pack of frigates) it should work well.

Yeah.

>It still lacks any real content
It's got loads of content. What do you want from the game, exactly?

Laso is to quickly select the stripes and change them all at the same time across color range, which avoids missing some like you did there or ending up with imbalanced colors because the original image also has them a bit off between each other.

>not sticking her on tanker duty as punishment
She'll learn, I'm sure.

I use Onslaughts as front-line meatshields all the time, but they aren't very good against remnants because remnants are very good at anti-armor.

The Paragon's fortress shield lasts longer.

meant for

What's the best carrier combo?

there is no optimum

In a game where everything has reapers, whoever has no reapers has harpoons instead, and most of serious enemies have serious HE shit like high intensity lasers, relying on armor against any enemies that actually matter is masochism.
This is why low tech will remain shit until something fundamental changes.

are Herons good? I honestly don't know what to look for in specs for ships

used to be pretty good but I didn't see any major improvement over the Drover in the latest version

Listen to this user. Missiles shred armour and hull. Shields are absolutely essential and low-tech, or anything with a little directional-shield, is at a severe disadvantage.
They need to get rid of those little shields and give everything full shields. Either that or give all low-tech ships an extra built-in mod that reduces damage taken from missiles by 50%. Call it explosive-reactive armour, or something.

you need to up your PD game, good PD coverage makes missiles irrelevant

Have you guys had issues with mod comparability? I'm looking to add a boat load of mods like imperium, black rock, vesp combine and diable on at the same time. Would that fuck shit up too much?

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To add to what these two have said, shields are fundamentaly BETTER than armor in its application. You can outplay an enemy with a shield, you can draw back and vent at any given time, and be back to full. Once armor is gone, it's gone. This means that the only way for armor to let you win is to simply have enough of it to tank through the damage, and if the enemy is too strong, you lose. The only time armor can help you is when you have fleet superiority, when battles have already been won. A shield can outfight a losing battle, the only type of battle that actually matters.

Not at all. All updated mods SHOULD work together.

You can add most mods without issue, the only compatibility issue will be from total conversions (for good reason) and incompetence on the modder's side. Avoid the first and you can add about as many mods as you like.

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generally faction mods wont fuck each other up (unless its intentional, that modder can fuck off and die).

Herons with Longbow fighters are my favorite carrier.
Longbow fighters are incredibly powerful against shields. This is because Sabot missles are incredibly strong, but they're limited by their low ammo on ships (And the AI is incredibly wasteful with them). Longbow fighters are essentially infinite sabot missles. Herons give them targeting feed, which makes them even more powerful and will basically ensure they overload whatever they're hitting, which gives them a big advantage over Drover.
The thing is that Longbow fighters aren't going to win you any fights on their own and are weak against other fighters, so they need to be backed up with other ships with good explosive damage. They are excellent at keeping themselves safe however, since they can fire their missles at range (In fact, if you're controlling the carrier, they can fire even if you have them set to regroup. The AI isn't smart enough to take advantage of this sadly)
Cover your Heron with tactical lasers + the PD targeting system hull mod, set it to escort a beefy ship (Tachyon lance Apogees or Dominators with good explosive damage are good) and they'll do a ton of work.

>he fell for the midline meme

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It's not even about missiles alone, HE and other armor-piercing options in general are just too strong. A single high intensity laser will ruin your life if you dare to drop shields within 1k radius of it, couple seconds and now there's a huge hole in your side where you take hull damage. REDACTED are even more fun, for example there's radiant fit that has battery of 5 tachyon lances. Put onslaught against this thing, and the moment it drops shields (and it will drop shields, too much damage on the field), it gets armor vaporized off its face and weapons/engines fucked with EMP after a single salvo.
And i didn't even mentioned that game pits player against overwhelming numbers far too often, and relying on finite resource that is armor in fighting waves and waves of enemies won't get you far.
Something fundamental has change, for example there should be much more armor points but less hull points on low tech ships, so that getting through armor would have been more challenge than pointing hitscan beam on it, and investments into armor effectiveness would have had more impact.

Midline is aesthetic, and the Conquest is a qt. You aren't some shitter who needs to use the absolute best ships in order to win, right user?

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when I can solo four Conquests with an Onslaught, I think something went wrong in the design process.

PD is pretty easy to overwhelm, and torpedos are surprisingly resilient.

Is there any way to raise the deployment cap past 500?
Fucking retarded that I keep running into fleets that can field a dozen Capital ships with carriers and cruisers to spare while I'm limited to three capitals at most.

Raise max battle size in settings.json

The AI can't pilot the Conquest for shit, but it's not bad. It's a good support weapons platform, not a good frontline fighter. It could still be a bit better though.

>doesnt use point defence AI on an onslut

I love the Onslaught!

>Hegemony AI inspection
>Arrived

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Napped a Red Arrow(LP) since I liked how it looked and it was cheap. What the fuck do I slap on this thing? I've already gotten the skill that gives you +10% OP.

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Does the AI colonize or nah?

Found this poor fuck on an abandoned planet in the middle of nowhere, how do I break the news to him about the .txt dump?

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nice

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How bad does it run with all that shit?

They do it but it's not frequent. 3 of the 4 colonies that they set up in my game ended up decivilized.

Okay bois, after a few hundred hours on vanilla I want to try the mods out to spice things up. So, to add a bunch of more ships I can get faction mods. Do these mods actually put the factions in game as in reputation and colonies? Any recommended mods/factions to get? How is Nexerelin since everything seems compatible with it?

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What don't you like about disassemble reassemble?

Only mods btw

Nexerelin is the closest thing this game has to a diplomacy feature at the moment. But it doesn't do it very well since it heavily relies on dice rolls without any real regard for anything else and requires a bit of config tweaking to prevent early game clusterfucks.

>game crashes
>remnant style raid is last message

Does anyone know how to fix this or is my save bricked?
Mods I'm using are Diable, Outer Rim, SCY, Underworld, Nexerelin. All others are just things like chatter and portraits.

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Yes, they all work the same as vanilla factiona.

Diable, Blackrock, and Imperium are the generally agreed upon top tier of mod factions. Start with them, and add any others that you are personally interested in.

Nexerlin is good, but tone down the event frequency in the settings, it's pretty fucking clown shoes with vanilla settings, as factions will die out in the first year, random diplomacy swings are outrageous, etc.

Any games similar to this?

Just tell him you'll be delivering his copy of Half-Life 3 shortly and then nuke him from orbit. It'll be easier that way.

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so I just pick up this game
what am I suppose to be doing?
I keep getting rekt by random pirate

>Lobsterhead Dick Smokers are coming to raid my planet because my flawless nanoforge is making its heavy industry nice
>I haven't even built a fuel factor with the synchotron I found to avoid exactly this
>Don't have system defenses good enough to defend against it, my fleet is still lacking capitals
>At least I can bribe them
>No option

I guess I never learned how but how on earth do I bribe these fucks, I have plenty of money to do it with. Google gives me nothing.

Well after hearing the truth he did offer me 50 bootleg chinese sourcemods in return for nuking him and his blissfully ignorant community. He was speaking in third person but I understood him and helped a dead (on the inside) man with his final wish.

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Intel Tab > Colony Threat > Avert
Before the fleet launches of course

Well fuck.
Thanks anyways.

nvm fixed it :^)
i had to update nexerelin

Well that's better than expected. Hopefully he won't form a suicide pact with his buddies after you leave.

It's not exactly similar, but try Space Rangers.

Hey hey people

>lose my trusty Apogee to pilot error
>crew now over the limit
>casually throw 200 people overboard in hyperspace
>omitted is the process of deciding who gets to live and who spends their last gasping seconds in the interdimensional void.

Not bad, pretty well actually. It won't be silky smooth in big (>500 size) battles since Alex focuses Starsector to run on a toaster over utilizing higher end hardware, maybe also because Java but I'm no programmer. Compared to older versions like modded 0.7a campaign runs much better now and I'm less prone to crashing after allocating 6+ GB memory. It might start to chug after the first decade but props to Alex's optimization if campaign can stay above 60 FPS by then.

Lads...

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I thought you couldn't space crew.

If you become positive with pirate faction will they stop fucking with you or nah?

STOP USING AIs YOU LITTLE SHIT

>GKS got updated
fuck ye, it's time for no fucks given battleship ramming

pellet guns from legacy of arkgneisis
and sledge cannons

gonna replace the fighters with [REDACTED] ones but i've been fucking around in sector doing war stuff

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That has nothing to do with me using AIs and everything to do with me bombarding and capturing their markets.

been fucking around with some unobtainable ships, all I can say is thank fucking god that [REDACTED] don't follow the Ludd's fight doctrine

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One problem I see with running this many factions is that you're gonna have one hell of a "hostilities with other factions" malus on your colony accessibility.

could try prospecter, its more of a roguelike

This thread is now under the Path's control
live by Ludd or die

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>tfw still messing around with adding more factions
I didn't expect Steelclads to take over the title screen, mission selection and some backgrounds like the Coruvs system's starscape. I guess there are still elements from the old total conversion left. Maybe I'll go without it for now and keep an eye on it, I think it can be a nice mod with sprite updates to fit with the vanilla theme a bit more.

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Does the proximity between colonized system matter outside convenience?
Lots of colonies inside one system is good, lots of systems close to the the core worlds is good, but any innate advantage from the proximity of colonized systems?

Their flag should really be changed imho

I also don't understand what happened to the upper left part of hyperspace. Did the Steelclads ayys do it or something? I'm not familiar with the mod at all.

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Literally 6 Dooms could kill that whole fleet

>imblying ai can use dooms well

you can bring them back by giving them one of your planets

There is a way to get AI to use them properly. You have to use Reckless officers and give them antimatter blasters.
If you do this, they will one-tap ships and then quickly phase before uncloaking and doing it again. Similar to how a player does it. But you do HAVE to use reckless officers, aggressive won't work

here's ur jihadist fingerpainting bro
72 virgin years in paint

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yes

How many anti-matter blasters should the DOOM have?

ALL

You use the blasters to overload them (sometimes it will just destroy the ship outright though) then immediately phase and then lay mines around their ship while they're overloaded. By the time they exploded, your blasters are off cooldown and you can rinse repeat.

Make sure to use expanded magazines because that's 30 antimatter shots instead of 20.

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>alpha MALE not alpha CORE okay?
>can you honestly say you can achieve this peak human body in zero-g?

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Steroids are literally not halal

Sounds risky with all that flux.

>s*mites
>human

If you want, you could set the antimatter blasters to fire in alternating pattern, so you would fire one at a time.
I have them fire all at once because why not? You cannot overload on this ship. It has no shields. The only way you can physically overload on the Doom is by using too many phase mines in too short a time while cloaked

Nobody cares about the lore nigger.

ai dooms are able to use them well as long as the opponent does not have very many beams

the default ai doom behavior is very annoying, it basically doesn't use weapons and stays permanently in the phase cloak to pop out for a split second to drop a mine unless it's target is overloaded

I am going to try it for a bit in the simulator and see how it goes, I most likely will have to be more careful since I play come close to overloading quite often with 2 mining blasters and 2 antimatter.

>not a single cell in his body ruined by the sinful cosmic radiation
>not a shred of muscle fiber weakened by the unhealthy shipboard artificial "gravity"
>not a single transplanted organ to be found in his all-natural body
Ludd is great

>jealous Tri-fidels belly-aching at the sick natural gains of an average Pather
There are 10^10 brave martyrs lurking in Hybrasil ready to give their lives for the Galactic Redemption. Your days are numbered.

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It's genuinely not possible to overload on ships that have no shield. You just won't be able to fire.

>not a single cell in his body ruined by the sinful cosmic radiation
Some of their planets do not even have a fucking atmosphere. There's just so much shielding can do. Also think that planet has low gravity.
>not a single transplanted organ to be found in his all-natural body
That's why they sell for a pretty penny on their black market huh?

It's just that I tend to be very reckless and rely on phasing to save me from overextending.

please delete this post immediately
>That's why they sell for a pretty penny on their black market huh?
they're for studying the effects of cosmic radiation on human organs and reaffirming their beliefs also for eating

Try using capacitors instead of vents. They are way better on phase ships. Just manually vent after you're out.

Damn that's why they over produce food, you're right!

He called them 'weeb', he's more or less a retard.

you really do need to eat more than just grains if you want this level of gainz and luddic pathers aren't afraid to do whatever it takes to perfect the human body.
luddic pathers are truly transcended.

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What are the remnant bombers called? I may not have picked up a single one of them.

More like
>Dude I'm gonna make Star Wars ships
>But I'm only going to make Star Destroyers and ignore the 500 other ship designs Star Wars has

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How do I take down functional Remnant battle stations.
Even with 2 Legion class BC's I can't do shit.

They're pretty heavily based off anime. Spike's Swordfish is a ship

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Remember to save anons

That's not the my point. My point was that if he bitches about something for it being anime or Japanese inspired so dismissively, he's probably a fucking moron on the wrong site.

Hope you have a star fort bro.

Oh yeah, that makes sense

That's the lazy-ass pleb way of doing it. user is clearly more interested in doing the job properly instead of half-assing it like you would.

>I use Varya sector with default bounties
Can I get an in-depth look at the new bounty system? I'm not sure if I should roll with it or turn it off for the default one.

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X4fag here, what am i in for getting this game?

Mount and blade in space.
Remember to get the Nexerlin mod.

space mount and blade
youtube.com/watch?v=acqpulP1hLo&t=1s

TEMPEST GANG
>TEMPEST GANG
TEMPEST GANG
>TEMPEST GANG
TEMPEST GANG
>TEMPEST GANG
TEMPEST GANG
>TEMPEST GANG
TEMPEST GANG
>TEMPEST GANG

>being a techlet
ishiggydiggy

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There's a difference between 'weeb' and 'based on an anime'.

A lot of people just don't realize how to play them properly. You're not supposed to charge in with Diable. You're supposed to sit back peppering them with combat-loading missiles and quickly replaced wanzers until their CR starts dropping into the malfunction zone while your adaptive computations ability or whatever it's called starts ramping up. Then you close in once their fleet is wearing down but yours is starting to hit it's peak.

>shoots with gun
HOW WILL LUDDNIGGERS EVER RECOVER?

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I want to have a mod that lets me get a capital ship and turn it into a gigantic carrier.

So I can have millions of fighters just get shit out of it.

I'm going to call it "Great Fox"

If you have transponder off and attack a faction and win do you get hit with negative modifier or do you get away with it?

Transponders off and they haven't seen you recently you only suffer a minor reputation loss, like -5. You have to attack almost a dozen fleets that way to go from neutral to hostile so the occasional trade fleet intercept isn't a big deal if you boost rep once in a while.

Paragon is high tech though

Would you SHUT THE FUCK UP?!?!?? WE GET IT YES ONSLAUGHT IS THE BEST GOD I'M SO SICK OF THIS OKAY I ADMIT YES ONSLAUGHT IS THE BEST ARE YOU HAPPY? ONSLAUGHT ONSLAUGHT ONSLAUGHT I GET IT EVERY THREAD ONSLAUGHT THIS AND ONSLAUGHT THAT AND WHEN I PLAY THE GAME IT'S ONSLAUGHTONSLAUGHTONSLAUGHT F U C K I AM SICK OF THIS IT'S UNFAIR XIV BATTLEGROUP MY ASS THEY SHOULD JUST CALL THIS CRAP ONSLAUGHT AND THE OTHERS

what's so good about onslaught?

It sucks that it's so based on boring attrition play, honestly. I want my unga bunga laser spam anime faction, and one with pretty hulls and not the chunky shit most everything else is.

LOGH factions?

>eat fried kidneys every day and you'll be immune to vulcan fire
>pickled penis strengthens your male pheromones and you'll become irresistible to women across the sector
>fermented blood plasma (blood beer) contains antioxidants and will repair any damages done to you by the sinful cosmic rays

To each their own. I kinda like watching the enemy drown in a neverending storm of Pilums and Wanzers.

Non-existent.

>Blood beer
But it's not halal to consume blood.

are you the luddic imam? only he gets to decide what's halal or not and he's drunk on that shit regularly. since he is holy and can do no wrong, it's halal.

>back-talking the wisdom of the path
yeah well that's HARAM
you're done for, tri-fidel

Anyone know where the ship from Disassemble-Reassemble Nav Buoy is? It mentioned Luddic Space.

What shp.

I ended up destroying the Buoy since it mentioned stuff inside it as well, all I remember is it mentioning a rare ship in Luddic Space.

>Unga bunga laser spam anime faction
Approlight/Foundation of Borken

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Talk to me when hi-tech gets a Hammerhead variant. Piloting that shit solo with rotary cannons, sabots, and vulcans is fun as hell if you use Safety Overrides and high capacitors. One-on-one it can take on anything that isn't a capital, and if you let the AI pilot them with Reckless officers they'll charge head-first into enemy fleets and chew a tunnel right through their line.

So what's the best doctrine set-up?
Just more ships? Or does Officer quality make that big of a difference?

>Hegemony AI inspection
>Failed
Suck it, you orange CIA niggers. The space police can't police shit in my turf.

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how much attitude do you need to be favorable with a faction?

>want Diable blueprints so I decided to raid them
>raid and tactical bombardment almost all their planets
>they still send 6-8 fleets to invade each of my planets.
>this is just the first wave
This is going to take forever

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Ship Quality > Officer > Quantity

Ugly ass ships, all spiky and edgy

Why is that? Not that user but my ship quality is amazing due to pristine forge, governor, and pre-collapse military base on my forgeworld. I think I can put that slider at minimum and still get 0-1 D-mods per ship, so would it be better to get a bunch of them or just a lot of officers?

>Bribe with the millions I earned through having several Alpha cores running my shit

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Oh the most important thing is ship quality, if you're getting 0-1 D-mods then it reverts to Officers > Quantity

>harasser frigates are also miniature carriers with high-tier heavy fighters
I really need to find a fucking blueprint for these little shits. No colonies sell them for some reason.

Go to remnant systems, there's usually tech caches and shit in them.

and lots of metal

Get Salvaging traits then.

how do i trade high value prisoners for rep?
some mod added them not sure which. seems like i can only sell them at this point but ive heard other people talking about trading them in.
is it a specific mod to do that?

I've been working on that but the last few Tempests I had were shredded by [REDACTED] cruisers because for some reason the Moras they were escorting have a tendency to charge ahead of everything and get melted. Might just get some other cheap frigates to fill the escort role to make my High-Threat Beacon runs a little safer. Maybe some shitty pirate phase frigate or something until I can get those sweet flying triangles. Don't remind me.

Should be at any planet prisoner or special actions

I found a 50% hazard class V planet I'm going to colonize. Should I just drop a heavy industry there straight off? I have all the materials I need to keep it afloat being generated elsewhere. IDK if it matters that the colony won't have much income coming in for awhile. The alternative is building up heavy industry on a 150% hazard planet.

Hey seth if I download the copy from your youtube links, I don't have to fond a crack, right?

use his key

>try this out for fun
>recover the derelict Guardian from the cryosleeper
>it has a fucking mod that makes all missile weapons practically infinite ammo
>stick a bunch of reapers on the front
>spam endless waves of reapers

It was fun but obviously OP as fuck

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Are all AI cores guaranteed to go HAL on you?

Only Alphas. No actual downsides for now though if you just leave them in charge

>cabal requests four beta cores
>why not I'm curious
>cabal asshole brags about how he's gonna sell them on the black market
>+3 rep

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Appro-Light translator user here. I have finally updated Appro-Light to the newest version with translations taken from the /vg/ translator to supplement my own: mega.nz/#!On5WXQjK!EEiE7idiAogSmFujNtYCn5yXnibH65mL76VKeRklOW8

Currently it's just Appro-Light and not Appro-Light Plus. The /vg/ translator has a very cohesive translation that I'll frankenstein with my own. Also he translated the latest chinese version of Foundation of Borken, I was able to snag it before the thread got nuked: mega.nz/#!fnoiDaoZ!eZQDxlSgA2sZeYZDmnzbWPwoGQOBSLVD2gLyy-tbceg

Both of these are highly un-tested and are liable to break your game.

god i keep overestimating how good my fleet is and losing most of it in Pyrrhic victories where i win at the cost of 80% of my fleet. or take on 2 huge fleets andget killed by the third cause no combat readyness.

>Don't like Onslaught
>Don't like Paragon
>Don't like Legion
Step aside, gaylords. The Conquest is the discerning man's capital ship.

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>AP and Plus
Cool, I'm going to sit it out until you mash the two back together, though.
>Foundation of Borken
I didn't even know this had a Chinese version. What's different from the (official) English one?

how do I poop on the remnants?
do I just brute force it with more ships?

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Brute force it with actually good ships.

Literally worse than Atlas Mk.2

>350 flux dissipation
Sick meme, dude.

I out range them with Tachyon lance Paragons

> smaller fleet vs smaller fleet
> no problems, easy to control, everyone is doing more or less what they're supposed to
> first huge fleet vs huge fleet battle today
> everyone scatters and deep-dives in the middle of enemy's formation

How do you control the formation on the battlefield? Is it even possible to order them to advance at the same pace?

Defend commands, they work wonders

>get tired of the pirates shitting out bases next to my colonies for many cycles
>start nuking their coreworlds
>hegecucks: WTF NO U CANT DO THAT I HATE U!!!!!
>moments prior: the hegecucks give me a small fortune for killing a base that was terrorizing them

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just right click command all your ships to escort your big dicc capitals

Who the fuck is gonna sell me a Paragon when Tri biggest military colony is only size 5 with a growth rate of 0.83%

REEEE

This. I only have one Paragon decked out with quad TAKYONs, but assuming my destroyers can keep most of their attention spread thin, I can barrage them with Heavy Needlers and Ion Cannons to crank their flux up before either EMP'ing their systems entirely when I hit their shields, or just outright melt a Grand Canyon-sized gap into their hull.

Saturation bombing is nuking civilians

Fuck me if they're balanced I hate to see what the unbalanced ones are like. "Not broken" would be more accurate in my experience. Some "pointers" if you make use of their ships:

>Their "tanker" is fucking lying, it can either serve as a mobile PD/Picket ship platform by fitting it the fuck out with long-range PD weapons and/or integrated point defense hullmod. Get this thing to stay close to your big beefy boys and it WILL serve as PD for them, saving you ops points better spent on making more murderbarges.
>They are all built light on crew compared to vanilla models. If crew expense/crew volume is somehow a big issue for you, maybe you have a big fat chonker fleet I don't fucking know, this may help.
>Their cruiser with a name beginning with N, is designed for forward-firing assaults and does an Eagle's job better than an Eagle.

They aren't broken, I prefer a conquest or onslaught to their ship-of-the-line battlecruisers, but some of their ships are devilish in their utility and their tanker is a fucking beast.

Any man living in a port of thieves has already had their morality stolen and sold on the black market.

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NEVERMORE
Dont forget it, best cruiser

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>fight an ai controlled blackrock fleet
>their fucking tankers were the last to die
those werent fucking tankers
those were just tanks

That's the bunny, I called my first one prefix "Lost Boys" because the name reminded me of neverland, so its always now a neverland in my head, but I know its not. I play fairly vanilla and blackrock is probably the most "out there" faction mod I have so I'm sure there's more crazy shit out there but that cruiser is definitely worth its salt in my game.

Jesus yes, from my perspective its the absurdity that while everything else in my fleet has withdrawn due to CR thresholds, the three fucking things left fighting are my goddamn Sindrian Conquest, my XIV Legion and the FUCKING SPACE PETROL STATION.

I love being a salvager.

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The fuck are those weird ships from?

Mods.All factions exept a few are enabled on that save.

I know, that's asking which.

Goddamn those are some ugly ships

>6 claw astral
But why

>DME
>Artefact

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Because i didnt have money to get anything better.

ALL OF THEM. Exept approlight and kadur.

the cash the commission brings is helpful for the first colony

Okay, to specify, where is that blue squid and all the orange and blue combo ships from?

Also no steelclad.

>Artefact
Only problem with them visually is the colors, unfortunately.

I'm in a backwater star system and a salvage fleet keeps changing its color from independent gray to pirate red.
Is this a glitch?

I've started a kingdom in the far reaches of my map and I've noticed that half of the salvage fleets are now hostile on sight around me. Any chance you've started a colony? It might be something related to that.

No, that's normal. They see you as an easy mark and want to make some new salvage. Everyone is an asshole on the rim.

Atrefact and sanguinary.

Scavengers are opportunistic, why wouldn't they take the opportunity to generate some fresh loot?

Never mind. What said makes a lot more sense. If they spot an opportunity to create another debris field to sift through, they'll take the risk and try turning you into spare parts.

Salvagers use what salvagers have, user.
If we had money to buy what the best shit for a ship we wouldn't be salvagers.

Where should I be looking to for my first colony?

Can you store contraband like ai cores and stuff in a station or will they just be found?

Alright, you guys convinced me to upgrade from 9.0a. Now I gotta mod and tweak it again.
Anyone know where the max fleet size and deployment limits settings are? I don't think I could go back to having to play with tiny max fleet size and battles with only like 5 ships on the map.

Anything in storage is safe

Anything your PC can handle.

A 100% hazard rating or less world with good resources

No, I mean, as in where they're located. Been a while since I had to tweak it. Screwing around in starsector-core/data/config at the momentlooking for 'em.

Settings.json

Based Approlight translator user

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What's those green and oranges from?

fractalsoftworks.com/forum/index.php?topic=13430
It's another pirate-like faction.Their ships are bitch to deal with.

watch where you're going u dumb slut

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kek I found one of their blueprints and now their ships guard my colonies

Fuck, I meant what said, but you probably read that already.

>u

How can you zoom out that far? i tried with the setting but it doesn't do jack shit

>get a null pointer exception after going to a bar
>lose out on 2 hours of progress during which i got 3 alpha cores and blueprints for a ton of factions

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Is X4 playable yet?

is the best way of using swarmer srms to fire when nothing's locked on to hit the fighters

You running Vesperon? That's what caused that shit in my game.

I feel you

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you should leave heavy industry and fuel to after you have defenses up

Food will give you more money anyway

yeah
same with locust

Does vesperon work? Desperately want to use it for better exploration/looting but I've heard the agent doesn't spawn enough to merit installing it. If it causes game errors I won't bother.

i am actually, guess ill remove it for now since i havent seen it do much in the first place

mega.nz/#!zrxVwYQI!sPmwtX-R8yNZRut-vKpepeCJWFbrMOr7UK4595V2vqw

Here it is, the combined efforts of /vg/ and Yea Forums. This contains the latest translations for both Appro-Light and Appro-Light Plus. I haven't gotten a chance to test this yet so it may just explode. Also since a number of new features were added you will likely need to start a new game.

Getting an error after updating from your previous version.

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Looks like I missed a quotation mark in the title of that mission. Here's the fixed version: mega.nz/#!u64xCSSB!sNd3OEbP0gvaigO6T8WdaxIacGcI6zzfN1ThDgTS6QU

Judging from the fact the thread doesn't say it's updated to 0.91a and people in said thread are saying the agent to start the mod just never shows up, probably not.

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Getting 'Fatal: JSONObject["id"] not found' when trying to launch with Plus enabled. First time I've tried using either at all though, so not sure if I fucked something up/missed something or not. I've got Lazy, Graphics, and Magiclib all enabled.

I too wish to know this.

The only real change with .91 that should matter for this mod are prices. If it's busted now it was busted in .9

ApproPlus isn't 0.9.1 compatible, I don't know why he's still insisting on updating that.

How?

...

Ah, no worries, thanks user.

>ApproPlus isn't 0.9.1 compatible
It didn't change anything in the file structure over .9a, at all. It's got nothing to do with compatibility if he's missing a .json object. That means an object is missing in one of his .json files, or he's missing an entire .json. The only way the update could break the actual discovery of said object is if it fucked with file structure (or how objects are called,) but it did not.

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The agent always spawn on my colonies and I see them pretty often on independent planets and stations.

It's kind of odd that space is divisible into neat sectors and it's so crazy hard to move between them manually. Like where in the galaxy are you going to be that you're that isolated from the surrounding stars?

Hyperspace isn't normal space, it's probably some other dimension, like p-space and n-space

What other mods are you using outside of expanded magazines? I've been using using torpedoes with my Doom and they are great for dumping on capitals but midsize ships and fighters are annoying

I don't think the game stopping you at the edge of the sector means that you can't actually go over it. The XIVth battlegroup arrived via sleeper hyperspace travel.

The Domain didn't spread their sectors out so they're right next to each other, I think their growth model spread out population over the known universe based off data from their drone survey ships for appropriate population sectors, and then they just constructed gates to connect them directly, and when the gates went down all the sectors were just too far apart to contact and support each other.

Hardened subsystems is a must for bigger battles. The only thing that really kills the ship is combat readiness. It goes up to like 600 seconds with hardened subsystems - plenty of time to kill any fleet.

If you're using a fleet with only phase ships, putting high-resolution sensors on your Dooms can be good.

I think its more that the Domain only colonized sectors of space that were worthwhile, so the Persean Sector itself could be isolated from the other sectors by ludicrous distances which didnt used to be a problem because Gates

Oh, also, don't use any flux vents unless you have completely free points - instead use the hullmod that increases active flux venting. I forget what it's called.

Installing the flux capacitor hullmod is a good idea (after flux capacitors are maxed, of course.)

The tooltip literally says that the flux cap/flux vent hullmods aren't as effective as proper flux capacitors and vents.

Yes, that's why I said to install the cap hullmod AFTER flux capacitors are maxed.

I'm sorry, I can't read and am retarded

The sectors are probably much, much smaller and further apart then they actually appear based on the distance between a system's various jump points.

>have to submit fleet for the tournament soon
>still can't finally decide on which ship and variant to bring

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>tournament
is this some forum thing?

>find perfect system
>inner jump point is within the star corona

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yeah, people submit fleet compositions and then the AI fights using them.

The perfect line of defense.

It would be nice if the game handled gravity a little better.

Like the ability to get a speed boost by slingshotting around stars etc

Do they record any of this? It'd be cool to watch with some sort of spectator commentary.
Or maybe I just want a space version of Robot Wars.

fractalsoftworks.com/forum/index.php?topic=15978.msg256812#msg256812

Try asking on the discord

youtube.com/results?search_query=starsector fleet tournament