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THD edition
+Showing all 605 replies.
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>>2327048
Drop the heavy maulers for thumpers
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Vengeance for Mayasura
satbomb Pather worlds to dust
conquer and industrialize Church worlds
break the Hegemony
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Is the Conquest any good?
I don't really see a niche for it.
Am I missing something?
Seems significantly worse than Onslaught/Paragon for fighting the three spoilers.
It's faster, but is it fast enough to kite any of their capitals?
Prior to that, it seems expensive and difficult-to-acquire overkill for pirate/LP bullying.
Worse at catching runners than a Falcon, Aurora, or Fury.
For hunting stations early on, I think carriers with Perdition bombers are better, and those are still useful against the ungainly pirate ships.
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starsector is some elements of good gameplay and cool setting in a not actually very good game, and thats a shame
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I actually enjoy the story and hope to see it continued.
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>>2338512
Its a kiter. You always go with cautious doctrine and you assign like 2 cruisers with ranged mods/escort package along with them like eagles and eradicators. It tends to do well against core fleets but not so well against "outside" enemies because the moment an enemy is both tough and fast it suffers.
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>>2338512
4 gauss
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I wonder if the planet Earth is still alive in the game.
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>ask anon for advice
>anon gives advice
>follow anons advice to the letter
>anons advice does not pay off
>tell anon their advice didn't work
>WeLL yOu sHoULd hAvE dOnE tHeSe thiNgS i neVeR mEntiOneD
yeah that makes total sense buddy
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>>2339034
>handhold retard
>retard complains you didn't handhold him enough
should i just play the game for you?

the correct solution is of course to just tell you to kys right off the bat instead of lending a hand
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just pet the fucking dog
>but, like, how
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>>2339044
I was pretty clear what information I was looking for.
not really my fault you're too stupid to meet the request.

pretty conceited of you to think you actually lent a hand when all you said was
> lol just use ziggy, its completely braindead autowin
even when I started out saying I was not going to be a pilot.
guess it was not so braindead if I had to use some specific build eh?
and I asked for build, your ass is just too afraid to give one in case someone else gives you shit for it not being perfect somehow.

basically, why did you respond to a request you could never adequately fulfill?
you are a disappointment anon.
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okay star sector pros how about this?
would this hull and build be useful against remnant?

since you can't give more than 5words worth of advice you can just give me a yes/no and I can keep throwing pics at you to approve or disapprove of until I am done.
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>>2339115
I dont remember the nova loadouts but the radiants will shoot reapers if no shield is present. The rockets might stop some, specially if linked and if theres ammo left, but if some land its devastating. If they have HILs (cant remember) they will just wipe you right away.
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>>2339133
cool
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>>2339137
Is that from Moar XIV?
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>>2339143
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yes? no?
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>>2339106
>you you you
i'm a bystander simply commenting on what a bitch you are, i have no idea what your retarded question was
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Nice to see this general is as shit as ever. Update, when.
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>>2339163
thats the best excuse you could come up with? pathetic
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>>2339044
>the correct solution is of course to just tell you to kys right off the bat instead of lending a hand
Almost always is.
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>>2338267
I don't recognize the capital ship on the left, is it new?
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>>2338267
Hey, I dunno what you guys think about Gwyvern (the guy who made LOA and the lizard mod). Is there's a version of LoA Dev (The one that has the old lizard ships before they got turned into a different mod) that works on 0.98.
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>>2339249
Fuck I forgot the "?".

It was supposed to be a question btw.
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>>2339254
"is there an X that works on Y"
is still a question without the questionmark.
the only people who would be confused are people you do not want answers from anyway
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>>2339158
Gonna be effective only against human hi tech stuff. You need a tiny bit of armor cracking.
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>>2339158
No.
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>>2339106
Anon, your request was help you clear a remnant system without using s-mods or without piloting your own ships.
If you're too lazy to play the game yourself, too lazy to use the in-game good boy points to make any ship build work, and too lazy to actually test/theorycraft your own builds, then why should any of us help you?
>oh but I have one arm
Not an excuse, you can rebind the game to be played with one hand
>oh but I'm too much of a shitter to grind story points
Okay then use your millions of credits to try different builds, maybe read a build guide.

>>2339044
Hell, it's probably bait anyway, there's no way someone would actually be retarded enough to consider 20 monitors and a ziggurat a proper fleet.
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>>2339171
i wasn't dumb enough to reply to your initial query because >>2339203, but i will happily call you an ingrate faggot retard for your behavior afterwards. cope however you wish. maybe every post in the thread is me?
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>>2339137
Can you try the following build?
Replace all forward facing smalls with railguns, the medium slots with flaks, add ballistic rangefinder, swap extended shields for omnishields, drop the rear and side machine guns
Maybe try alternating fire for the railgun firegroup
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>(D) Monitors to distract the AI
>sniper Sunders
>Odysseys to activate Escort Package on the Sunders, while keeping up
good or bad idea?
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>>2339707
also, I know the Odyssey is bad in AI hands
Conquest is generally better, but it isn't very fast
I could even use Paragons for minimum speed, maximum power
but I heard that Threat has a ship-printer you need to shut down fast
Will they charge me anyway and I don't need to worry about that?
Or can I just run around them with an Aurora to take care of that?
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Does the bootleg Magellan Protectorate work in 0.98?
Anyone used and had/not had problems?
>Last updated 2 years ago
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>>2339710
actually nevermind, apparently they only go up to max DP
45 speed should be fine
missile ammo could still be an issue though
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>>2339218
The only one new here is (you)
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>>2339106
>even when I started out saying I was not going to be a pilot.
Your weapons for it fucking sucks you retarded nigger
Should give it all omega missiles in every slot if you want it to autopilot

Not to mention you don't even have fucking phase anchor because you're a retarded nigger
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>>2339891
True :)
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>>2339892
based and true
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>>2339891
>>2339218 asked a perfectly reasonable question. Not everyone slurps modcock and even if they do there should be no expectation for them to slurp the same cock you do. If you expect everyone to recognize a cock that speaks volumes about, either, how deeply you have it ingrained down your throat, or, your compulsion to slurp and (honestly quiet impressive ability to) remember every cock you come across.
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every poster below me slurps cock btw
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Selkie pits...
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>>2339158
please just put a heavy mortar in one of those hardpoints
otherwise anything more armored than a frigate will take unnecessarily long to kill
>captcha: star of david
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Is there any mod that introduces a final boss of sorts? I hate getting burnt out because I unlock everything and have an entire system of ultra-murder fleets killing everyone that blinks in my direction.
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I LOVE RADIANT
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Is there a mod to make salvaging derelict/debris field ships always Option 1, and recovering them always Option 2?
If there's a lot of fighting, there can be like a dozen derelicts and debris fields in a system, with more continuously popping up.
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>>2340377
Ship and Weapon Packs has the IBB system, with a series of increasingly difficult bounties.
Gladiator Society does something similar with an additional option for fighting randomly generated end-game fleets.
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>>2340491
strange migu
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>>2338968
one of the first lore things you can read is how historians consider the destruction of old earth the beginning of relevant human history.

>>2338727
Conquests slap around Threat.
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Aurora or Odyssey for player flagship?
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Where are the "Strange Filaments"?
For the Wide Horizons quest chain, but the posts in the thread don't seem to explain it.
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>>2341230
Odyssey
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>add a bunch of mods
>go exploring on a new-ish game
>oh neat there's a paragon circling this star that I can recover
>someone slapped troon colors onto it
Off to a great fucking start I guess
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>>2341318
that just looks like pirate colors to me
like the pirate shrike
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>>2341320
Since when does a pirate variant use baby pink colors. It's usually red or at the very least red-ish.
Anyway since they added "This ship is neat." to its description I'll know who's responsible for this shit once Notepad++ finishes looking through all of my mod files.
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>>2341324
Oh yeah
It's "Volantian Reclamation Initiative"
That's what I get for adding a bunch of faction mods on a whim
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>>2341326
>trans.skin
FUCKING
L O L
O
L
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>>2341326
wait it's actually named "trans"
bloody hell
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>>2340542
just reordering the options in rules.csv would be fairly simple
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>zoom in and out hotkeys doesn't work on refit screen
FIX THIS ALEX
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>>2341326
VRI cant even balance their mod, why would you expect them to have balanced hormones?
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>>2340491
perfect opportunity to drawn five titties and what does the artist do? pah
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>>2341568
*to have
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>>2341568
there is never a good opportunity to "draw five titties"
stop gooning lil nigga
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I want to make a fleet-wide fast CR recovery hullmod. (Ideally that uses the proper amount of supplies.)
Idea being maintenance and crew rotation ships.
Anon last thread said this would be like 5 lines of code, I hope I can actually find those 5 lines.
Is there any hullmod which directly affects the stats of other ships in the fleet?
As far as I know, Drive Field Stabilizer actually gives the ship with the hullmod a "burn bonus" stat, rather than affecting the burn level stat of all ships in the fleet.
Efficiency Overhaul affects the CR recovery rate of the ship with the hullmod.
I doubt there's a "whole fleet CR recovery bonus" stat.
I'm looking at skills like Tactical Drills, Crew Training, and Flux Regulation.
It's kinda complicated, but it might be the right path?
I don't know Java or the API, so I can only really copy and paste existing things.
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>>2341601
https://pastebin.com/smescpKe

figure the rest out on your own
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>>2341741
that one was slightly broken

https://pastebin.com/Qbj69tDB

this one accounts for game save and acquiring new ships
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>>2341601
Skills -> Industry -> Field Reapers
"type":"CHARACTER_STATS", "script":"com.fs.starfarer.api.impl.campaign.skills.FieldRepairs$Level1"
Affects repair/CR recovery of all ships in fleet.

Might be worth a dig.
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>>2341820
the mechanism that uses does not discriminate between CR and Hull/Armor Repair I believe
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>>2341836
Is that a bad thing? I get the flavor for recovering CR but I don't see the purpose in being strict on having no repairs being that the two are mechanical parallels.
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>>2341318
>>2341320
>>2341324
>>2341326
51% chance of catastrophic malfunction at any point in time

There's also an Astral version from that same tranny mod
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>>2340491
why does she look tired?
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Alright explain it to me like I'm retarded because I don't get the Conquest, what's so great about the Conquest? It's armor is meh, it's shield is meh, it's a built for broadside so half the guns are not used unless surrounded which is rapetown for it.
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>>2342141
>>2338512
Bot malfunction
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>>2342155
Nope I just don't understand. I like my front-towards-enemy Onslaughts and Paragons with herons and eagle escorts.
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>>2342141
The Conquest is built for manual control where you can use its broadsides effectively, it fucking sucks on auto. It's useful for flanking maneuvers because you don't have to sacrifice forward speed to get around an enemy ship, so you can quickly open up targets for your fleet to backstab.
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>>2341537
They? Take your pills xister, that tranny faggot loser's AI generated code shits itself every time he tries to "fix" one of the innumerable bugs reported in his forum page.
He is a fucking loser and so are you.
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>>2342162
this poster does not experience qualia
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>>2342214
>seething because someone used the wrong pronouns
YWNBAW
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>>2341758
thanks anon
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>Haven't checked in into Starsector anything for almost half a year now
>"Alright, lets check out all the mods I thought were interesting back in the day for a brand new run"
>VIC is still abandoned
>UAF somehow still around and making more progress than VIC
Off to a great start. Are there any new faction mods that have come out in the meantime that are worth checking out?
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Yep time for another star wars run
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>>2342214
>???
calling all anons, did I say something that could be construed as defending the VRI faggot or is this man just having a melty?
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>>2342388
Tahlan Shipworks
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>>2342456
you used "they", which is a gender-neutral pronoun
it's a bit of a reach though
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>>2342487
fuck off nia
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>>2342316
desu it still has a couple of errors; i wrote it in notepad

just paste it into gemini or chatgpt or something and it will fix it for you
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>>2342504
oh
I don't have either of those set up
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I think Conquest could use +15 speed and +15% ballistic slot damage.
Sounds like a big buff, but surely it's no stronger for the AI than the braindead Paragon/(XIV) Onslaught.
Nor any stronger in the player's hands than the Odyssey, Afflictor, Harbinger, Ziggurat...
What's the point of a battlecruiser if it can't outrun the Radiant?
It's just gonna die.
Currently, the Executor is faster, and it's a meme battleship instead of a battlecruiser.
>>2340665
I like the design of the Conquest, but the stats seem unforgiving.
What do you equip and support them with?
Where do you tell the AI to go? One Conquest on each side?
(I guess you'd have to either use a symmetrical loadout, or use specific loadouts for left and right.)
Can they handle two Ordos?
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>>2342508
What you do with a conquest is pretend like it's sideways.
Select your favorite side. Load that side with big fuckoff guns. spend the leftover on flux and hullmods. You now have an objectively better atlas mk2. Will it perform miracles? not really. but it has a non insignificant amount of frontal firepower.
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>>2342508
(Maybe Ziggurat is a silly comparison, since it's a trophy, but I think the others stand. Odyssey is faster, with Plasma Burn for even more speed, and lobs neverending sabot/atropos from bombers ordered to hug - or Xyphos ion beams. Afflictor and Harbinger are phase ships with silly systems, also Doom exists.)
>>2342522
I know it can work, but for a capital it just seems underwhelming.
Monitors have great synergy with Sunders, so a faster Conquest would really complete the lineup.
Odyssey seems like what I want mechanically, but the aesthetic synergy is lost.
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Executor should be slower and have better flux stats
It's a battleship, not a battlecruiser
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>>2342540
by midline standards it is slow
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>>2342524
>Odyssey seems like what I want mechanically, but the aesthetic synergy is lost.
so you're saying you have a brain problem, rather than the game having a balance problem
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>>2342505
you dont need to set anything up just paste it into chatgpt.com and tell it to fix the syntax errors and walk you through packaging it
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>>2342456
He's having a bit of a spazz, too much tranny fatigue is taking a toll
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Anyone tried the new buckbreaker guns yet?
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>>2342670
dead meme
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>Browse twitch randomly for Starsector live streams
>"UAF is a high quality mod"
>"Anyway, let us watch the trailer for the new update"
Commander, cringe is upon us. I've already allocated spare monitors to the front line to alleviate the pressure of the endless super fighter spam until our main forces can push them back.
The Buckbreakers already contracted us and offered their assistance if needed.
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>>2342871
>USC le bad

oh god the USC posting in these threads will be insuferable for the next month or 2 again
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>>2342871
>"UAF is a high quality mod"
It's not even finished, it still has placeholder text, the relevant systems are all out of the way, and the fighter craft are crazy overbalanced to the point they're basically frigates.
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>>2342670
what are these from
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>>2342547
Well, it's not *exactly* what I want mechanically, but it fills a similar role.
They're both battlecruisers, so they should fill similar roles, Conquest is just bad at being a battlecruiser.
They'd still be different.
I like the focus on guns instead of energy and fighter bays.
Aesthetics and theming are considered important in this game, that's not a "brain problem".
If two ships fill similar niches, but one is significantly worse at it, that IS a balance problem.
(Unless it's a pirate or derelict ship meant to be fodder, which by its visuals communicates to the player its nature as garbage.)
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>no updates in a year
what the fuck is alex doing
i'd bet that scam citizen has a 1.0 before starsector at this pace
>>
>>
Dominator needs an AI fix and Heavy Ballistics Integration.
Maybe a slight flux dissipation buff.
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>>2342946
Hes lost motivation, but doesnt recognize it so he can let go and move on. The interest he does show seems to populating the world with shitty scripted and narrowly defined stories, instead of refining core gameplay and updating poorly implemented systems.
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>>2343044
I really wish he hadn't released part of the campaign in that case, it seems like it'll never see a conclusion now.
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>>2342946
he opened rules.csv one time too many and said "you know what fuck this"
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>>2343044
the updates he did show/mention on social media seem relatively minor too
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I aint really played since 0.95? (2021-2022 something like that) Any cool new mods out worth chucking into my modlist before starting a new game?
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AI cores are based.
Loyal, don't ask to be paid, skills can be changed on a whim.
The only time they are trouble in-game is if you're trying to remove an alpha core administrator - and this is only really unreasonable if there's an incoming Hegemony inspection fleet you want to hide them from.
Otherwise it's completely justified paranoia, though still annoying if you wanted to re-assign them somewhere else.
Both can be solved with the option Nexerelin gives you for a story point - which could be abused to hand them in, but no sane player wants to waste an alpha core like that anyway.
The only times I know AI to be trouble in-lore are if you
>make a retarded paperclip maximizer Threat
>go far beyond Alpha level because you drowned in hubris do we know why the Omega class went rogue?
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>>2343104
>Loyal
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>>2343122
When have they not been?
Remnants are just following TT's directive to guard their systems.
And as far as I know, Omega isn't even evil, it's keeping the gates shut down to keep the Music away.
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>>2343126
oh, and there's the Ziggurat it tries to blow up, but again that's because it's some kind of space horror that the AI justifiably hates/fears, it's protecting itself and/or you
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>turn off the limits for Automated Ships, using the mod settings of Quality Captains
>assemble a fleet of salvaged Rampart shitboxes with gamma cores
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>>2343089
>Prooooooooooooooooo :--DDD
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>>2343050
>>2343057
Thats what im saying.... Its the creators dillema. Theres clearly a demand for the creation to grow into something else, but the creator cant let go of full control of everything.
He wouldnt even have to give it all up... he could let someone else work on aspects hes less interested in while he focuses on story time or whatever actually interest him.
I get it though.... Why the fuck hasnt someone else just ripped off starsector? Or some modder done something besides injecting their waifu faction with op ships in? Gives you the impression you dont have to change anything.
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Don't use the Prototype Radiant mod.
It makes the Luddic Church way too strong.
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>>2343185
also it's cursed as fuck fighting the Luddic Church and watching multiple reddish-brown Radiants phase skim toward you and fire lasers
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>>2343181
>Why the fuck hasnt someone else just ripped off starsector?
https://store.steampowered.com/app/3080070/Order_The_New_Dawn/

China also made a mobile game that seems to use reverse engineered/copy pasted code in many places. I cant remember what its called but it also uses some mod sprites

Cosmoteer would be good if it had a story and a breathing world
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>>2343181
>Why the fuck hasnt someone else just ripped off starsector?
m8 starsector is just an escape velocity ripoff
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What should I name a hullmod that increases CR restoration speed fleet-wide?
Idea being you put it on a Starliner or similar, and the exhausted crews rotate out with ones who have been resting, plus some parts get swapped out.
>>2342565
This is powerful.
I hope it actually works once I compile it...
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>>2343276
by name, I mean the ingame fluff name
the id is just "crewrotationhullmod"
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>>2343276
CRcheatmod1
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>>2343241
I always thought it was based on SPAZ
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>>2343089
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>>2343170
>>2343408
I have no idea what either of you mean. : (
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>>2343418
mammoth
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Am I losing my mind or didn't there used to be a way of getting the game to show multiple rows of the UI buttons at once?
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>>2343276
>Idea being you put it on a Starliner or similar, and the exhausted crews rotate out with ones who have been resting, plus some parts get swapped out.
"Crew rotation" is probably the most adept description, it's generally assumed that crew are rotated either amongst the existing crew as part of shift duty and occasionally with other vessels in the case of none-essential personnel. If you want to put focus on why they rotate to this ship in particular "leisure facilities" might be more apt.

If a vessel has it built-in, slap something like this in the description:
>This vessel is equipped with a range of facilities to help crew members relax and recovery when off duty and has a small supply of class-1 shuttles to ferry crew to and from other vessels. The passenger cargo bays, previously used for storing luggage, have been repurposed as a distribution point for parts and components within the fleet.
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Thoughts?
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>>2343276
>>2343511
And here's a low-effort icon if you haven't shitbased one already
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>>2338413
Don't forget to fill the holes of the Iron Shell gals. once you're done pounding them to paste.
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>>2342915
They were originally from Noah's old mod, Sylphon R&D. Before he removed them, the mod had a pirate faction known as the Sylphon Outcasts. Those were their guns.

The Metafalica from Tahlan was also originally an Outcast ship.
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>>2343528
Why should we put thought into this when you clearly haven't?
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>>2343641
How so?
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>>2343640
Knew I had the OG Meta somewhere.
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enos... forgive me...
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Shit, where can I find the latest NSFW prisoner mod? I had to re-install Windows and need to redo all the mods..
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>>2343936
gitgud dot eye ooh
only up to 0.97 but working with a version change, just be wary of some mouseover crashes on meatship stuff
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>>2344052
The known crashes are when you look at RS codex entries and if you try to feed the meatship NOT docked, works as intended if you're docked at any station.
>>
finally got it to compile
it crashes
disappointing
I have no way of knowing whether I'm on the verge of a breakthrough or ten more hours deep
I'm out for now
>>
What are some of the buggier/less stable mods?
Going to install a bunch of stuff, and want to reduce the risk.
I heard Knights Of Ludd is messy, some other mod I don't remember says something about it.
>>
tryhard or powerslop?
>>
Can factions crowd each other out of space if they're supposed to spawn in the same area, or will it just lead to a dense cluster of systems?
If they don't have Wide Horizons support, will they just spawn in an awkward place?
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>>2342214
>code shits itself
good to know
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>>2344145
faction systems are (typically) hand placed, and there's a shared map document that's used to make sure you don't put stuff on top of other stuff

if you ever think "well that's a fucking stupid place to put a faction" it's because the good spots were already taken
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>>2344238
How would you go about moving systems? I want to put the UAF closer to the core because it's ridiculous that it's right at the edge of the map.
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>>2344238
>there's a shared map document that's used to make sure you don't put stuff on top of other stuff
oh, neat
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>>2342141
>what's so great about the Conquest?
>it's a built for broadside
You've answered your own question anon please try to be less tarded
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>>2344272
does broadside confer some sort of advantage
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>>2344273
Consider the crab
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>>2344275
I don't understand.
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>>2344278
The crab operates on broadside principles.
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>>2344239
edit the system creation class and recompile the jar (you don't)
>>
actuallly the star locations may be in \data\campaign\starsystems.json, in which case it's trivial. but they may also not be.
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>>2344292
*starmap.json
>>
you can also just runcode in the console, but if you have to ask how i wouldn't recommend it
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>>2344279
crabs are just underwater dominators
>>
Do you know of any modded large ballistics with long range, and either very long refire delay, or magazine-based system?
Kinetic preferred, energy alright.
Nes's SAW has the 5-6 shot version of the Mjolnr, but I want BIGGER.
Storm Needlers have low range.
>why kinetic/energy
FIRE THE REAPERS!
Or Hurricanes if the enemy doesn't have much armor and uses non-AOE PD.
Squalls have good stats on paper, but they make the enemy pull back, wasting (admittedly high) missile ammo.
I think anti-shield missiles are better for chasing down enemies in a ship you feel comfortable getting close with.
>>2344279
Yes, that is neat.
But that doesn't fix the Conquest.
>low defenses for a capital
>not any faster than Radiant
>not enough firepower to justify this
I am ALL IN on the *idea* of the Conquest.
Looks, theming, design concept, and gameplay mechanics.
It just needs a stat buff to be equal to other capitals.
60 speed, +10% ballistic damage.
For AI, it's still no Onslaught, Paragon, AI SO + shield-buff-hullmod Aurora.
For player, it's no Odyssey/Hyperion/Harbinger/Afflictor...

Also, slightly buff Maneuvering Jets to make it a just little bit faster than Phase Skimmer.
This way, if both the Conquest officer and the Radiant AI core have Systems Expertise, Radiant won't have 15 extra effective movement speed, which would negate the buff.
There's still an instant burst of speed, so keeping your distance is still difficult.
And Phase Skimmer also benefits from instantly dodging fire.
So it's still the better system overall.
Nova will still be much faster, as it should be.
>>
>>2344311
>For player, it's no Odyssey/Hyperion/Harbinger/Afflictor

The only set ups that get into the same category of high impact firepower with rapid engage and disengage options are the dual Fury build, the player piloted Radiant with Systems Expertise which will cost you 12 skill points and the vanilla cheat ship.

Putting the Conquest even close to that proves a fundamental misunderstanding of the hull.

>For AI, it's still no Onslaught, Paragon
Closer.
The Conquest is less good at capital duels than any other of the big boy assault capitals. The Paragon is the long range shield brick, the Onslaught is for putting in a lot of pressure with its TPCs and fuckton of Annihilators, the Invictus is the armor brick.

The Conquest's design is similarly singularly good at keeping a lot of smaller ships at bay and providing a bit of long range support.

The hull has no issues you cannot build around.
>>
the onslaught is blatantly overpowered (undercosted) and not a good balance point of reference
>>
>>2342508
>I like the design of the Conquest, but the stats seem unforgiving.

The conquest has bad shield stats but an absurd flux bank. Every bit of shield efficiency goes a long way to make it durable. S-mod extended shields.

If you have trouble with getting the Conquest to face the enemy: build it lopsided. 2 Mjolnirs, stuff the missile slots with guided missiles, because the AI is never going to line the large slots up without leaving itself open and the medium slots never at all.
Get yourself elite ballistics on the officers and gunnery implants so you start shooting first. If you have trouble with fighters, mount a devastator on the other side, if you find yourself in trouble against heavily shielded enemies, add a HVD to your main battery, heavy maulers for armor.

If you do all that, the ships are going to charge into battle sideways and keep firing on what's in front of them.

Main point is: take full advantage of the flux stats of this thing.
>>
Odyssey >>>>>>>>>> every gay faggot capital you liked in vanilla
>>
>>2344357
Ziggurat.
>>
>>2344238
>there's a shared map document
>all of the colonies of Tahlan Shitworks have been renamed to Noah
Kek.
>>
>>2343104
I am disappointed Alex removed the flavor text about the bombs put in a core.
>>
Who is right in this somewhat wordy Reddit thread? I came across it when trying to learn how to build my ships right, how to distribute my points across flux/cap, weapons and hull mods and I'm still not entirely sure I'm building my ships right?
https://old.reddit.com/r/starsector/comments/1nidq2o/whats_the_meta_and_nuances_of_capacitors_and/neitfx6/
>>
>>2344395
Too gay, didn’t read, but they are all retarded for even arguing because vents are king. You max vents, and then you put whatever is left into caps. The only exception to this rule is builds that run so cool that shields up+all guns firing cost is still lower than vent rate in which case the only way you are raising the flux bar is through absorbing shit with the shield so you max the caps instead.


The only other exception is frigates that have such low capacity that they need a little bit extra caps on the grid to be able to absorb a heavy strike without dying from 0.
>>
>>2344363
No gayer capital than this
>>
>>2344371
Post screenshot
>>
>>2344395
It's basically exactly like >>2344417
said. unless the ship is critically low on max flux you want to max vents before doing anything else. After vents you want critical hullmods that fix a damning flaw/allow the ship to do what you want it to, then you go for the most important weapon slots for your build. From there you can select between luxury hullmods, smaller/less important weapon slots, or capacitors as you wish.
>>
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>>2344476
>Post screenshot
For a something that is available for the general public to view on the official forums... that's a special kind of retarded request, but whatever, here you go.
https://fractalsoftworks.com/forum/index.php?topic=11422.0
>>
>>2344336
>The Conquest is less good at capital duels than any other of the big boy assault capitals.
But how do you avoid a capital duel with 2 Ordos?
>>
monitor gameplay
>>
where's latest buckbreaker
>>
>>2343528
Not a fan, changing Grav beams from a constant effect to a burst fucks with its role as suppression. Tactical laser feels like it would become super oppressive, ditto for the mining laser
>>
>>2343528
>mining laser no longer acts as constant PD
>graviton beam support effect becomes useless
>>
>>2342871
The worst excuse for watching a VTuber.
>>
You think Trans Paragon is cursed?
Shield Shunted Paragon.
>>
>>2344899
You hate the idea of making them lance fire in general or just have a problem with numbers? Because numbers are definitely up for some tweaking.
>>
>>2343528
>>2344899
making the phase beam flux free, deal more DPS, cost 4 OP and mount in small slots cannot possibly go wrong
>>
>>2344950
it's retarded all the way through, leave this "design" stuff to people that aren't fucking morons, or at least are retarded in a funny way
>>
nta
copy of graviton beam but 12 OP and 175 DPS?
current feels underwhelming for shield pressure without ballistic support or close-range energy
>>
>>2344950
Grav beam just doesn't work as a lance fire beam, unless you wanted to change it to the point of it being unrecognizable.
I'm not inherently opposed to the idea of the tactical lance(name in progress), but I'm honestly not sure what you'd have to change with the numbers to actually make it balanced.
Mining laser on the other hand seems like the kind of thing that'll never really be balanced, since from my (admittedly spotty) knowledge of damage mechanics, HE damage on a burst laser like that would be incredibly strong against any kind of armor.
Your only hope there is that it might be shit on AI, but the player can and will abuse the shit out of it.
>>
>>2344596
>Tahlan has snowflake systems in the four corners of the map
Guess you've gotta have your 'safe-space' eh' chud.
>>
>>2344969
Pretty much the idea. I like lances and want to shake things up a little for my next run and I never use gravs anymore anyway. Just spitballing whether or not to make them straight up notphase softflux kinetics with 600u or keep them 1000u.

>tacs and mls
Just experimenting with those for now. TACs as lances perform as either cheaper phases tailored for bullying destroyers or even worse than baseline, neither of which is ideal, and yeah, mls refuse to be balanced as anything reasonable. I was thinking of giving them aoe frag effect instead for ghetto shortrange flak action.
>>
So some decivilized worlds still seem to hand local governments, they are just either a non player in the sector or cut off. Kinda funny to imagine your guy showing up with a fleet, pointing a gun at them, and saying I'm putting a farm here now and a biofactory that makes heroi
>>
>>2344992
I imagine they're like city states or planet-bound nations without orbital capabilities since you need blockchain fabricators to build anything advanced If you don't want to rediscover everything from scratch.
>>
>>2344992
Only group that really gets the shit end of the stick are satellite colonies orbiting a gas giant. They are essentially a ticking timebomb to just dieing cut off and alone without any supplies.
>>
>>2344239
1) remove jump points from in system and their counterparts in hyperspace
2) move hyperspace anchor
3) re-add jump points

you can do this with a runcode command
im not writing it for you

figure it out on your own
>>
Gah, why would everything be working in my game perfectly EXCEPT Stellar Networks Ship Finder Market Tab? The rest of StelNet is working perfectly, just not the ship finder.
There’s a couple of specific ships I want and I damn sure dont want to fly round like an asshole checking everywhere to see if they have them.
>>
>>2344988
taking them all down to something like 600 range would probably help, maybe switch out the graviton shield effect for something like an emp, making it something like a short range HVD
>>
New blog update dropped
>>
>>2343528
Honestly, you might as well make a new weapon from the Graviton Beam, because the shield weakening effect doesn't really fit here anymore. Maybe double down on the idea of the beam pushing things around instead?

Similarly with the mining laser. You may want to change the tag here to general, but I'm worried about its performance being too good against armor. it's basically better than the phase lance as dedicated anti armor beam.
>>
>>2343511
>>2341601
CR at all is in a weird spot.
Because it doesn't generally describe the crew but how the crew interacts with the vessel, because the crew itself is not really combat ready, but the hulls you use are.

That's why ships have different amounts of recovery and lose varying amount of combat readiness during deployment.
It's also why all the skills that increase maximum CR are about how the procedures in the fleet (in case of crew training and hull restoration) and the procedures in regards to handling the ship (Combat endurance) work out.
>>
>>2339115
>no frontal PD
>storm needlers
gr8 b8, m8
>>
>>2340491
my little jumpyboi can't possibly be this cute!
>>
>>2343089
dunno but KoT still works with a version edit, and some madlad consolidated all three vayra mods into one + updated it, so it's got that 95a feel without derelict contingent actually being good (gayest thing I've ever seen Alex change desu)
>>
>>2343528
You did this so you can't use HSA to trigger Thunderhead anymore didn't you

You luddic faggot
>>
>>2343640
It's buckbreakers property now
>>
>>2346000
Believe it or not the only one out of those three that overperforms at those stats is that TAC and mostly because super long range + non interceptable damage = really good finisher against something already chewed out. MLs look better than they are because unless it's a doom or ody stacking a bunch on manual fire they really don't do too much with that damage spread over multiple ticks and multiple armor sections. Still too much for a 1OP weapon tho.
I did change TACs to 225 damage and mls to 168 frag and it's about there.

>>2346045
The shieldshunted HSA thunderhead paragon meta was too strong.
>>
rape luddics
>>
Ironshell update when? But in all seriousness are there any major bugs after switching the version number, or at least things to avoid to prevent crashing to desktop errors?
>>
>>2346618
>Ironshell update when?
"gameVersion": "0.98",
Problem solved.
>>
>>2346618
ffs I hit post too early, I changed the version number and haven't had a single Ironshell related CTD since 0.98 came out.
>>
>>2346651
>>2346652
Good, good, I'm just being safe, don't want some weird bug that bricks a save. With my luck I'll start a new game and then the update to 0.98 will shadow drop and require a new game because Murphy's Law applies to my life way too much.
>>
>>2339156
>HTE
my condolences
>>
>>2346730
nta
what's wrong with it?
>>
I want to get back into the game but updating all the mods I want to use manually is somewhat tiresome.
Which mod manager is decent, if there are any?
>>
>>2346733
Gloom was nerfed
It used to be a cruiser now its a destroyer

A lot of sprites got changed too
tranny sprite in the folder though seemingly unused
>>
Is the threat just flavor or are they going to hit the core worlds? We got like 4 major issues right now.
AI, which may not be all that bad.
The hyms, which is something.
THREAT which may eventually hit the core worlds
And abyssalniggas which, I have no idea.

Hyms and abyss niggas might be related.
>>
>>2346789
You could be waiting another ten years for those questions to be answered.
>>
>>2346789
The threat currently have no access to hyperspace, so ????
>>
>>2346805
I'm putting them in my cargo holds.
>>
>>2346730
remember when the furry troon dev left the forums because he didn't want remove the crashcode for a mod that doesn't even exist anymore, then came crawling back a few months later anyways.
>>
>>2346789
If we go by the main story it would mostly likely be music/abyssniggas
>>
>>2346805
So it's just a matter of decades/centuries?
If humanity can't recover technologically and industrially in time, they're doomed?
Or do the threat not want to bother with things outside of the Abyss for some reason?
>>
Anyone using Second-in-Command? Is there anything in there that's properly busted? Are there any aptitudes that stand out as head-and-shoulders above the others?
>>
>>2346935
Its bad that I cant tell which specific incident you're referring to.
>>
>>2347023
haven't used it yet, but about to
I've heard there's a little bit of busted stuff
if you WANT maximum busted
use the corvus freeport discord's
>Second In Command - Safety Overrides
in the bootleg_updates channel, search for "1.8.1"
then search "second in command 1.8.2" in starsector_general to find posts of how to make it work with the newest version, and fully unlock stuff
>>
>>2347040
oh, also enable devmode with the Console Commands "devmode" command, and hit shift+g to increase officer level beyond cap
>>
Why had no-one produced anything as kino as Blackrock? Ships look so damn GOOD, and their teleportslaught is sick.
>>
I dont get this game.
You have only 6 colonies. You can't give ships to your colonies.
How do you have any chance against any fractions fleet?
>>
>>2346789
There was a dialogue with Cotton that suggests they'll be released on the sector. Possibly by Tri-Tachyon since you're feeding them their stuff.
>>
>>2347198
Are you playing without Nexerelin or something?
>>
>>2347005
Unless they somehow get a breakthrough or they are helped/unleashed by others I don't think the sector will be around long enough for the threat to threaten the sector, considering we open the gate system when everything points towards the domain intentionally shutting it down.
>>
>>2346733
besides >>2346766 there was an incident where the creator added crashcode for mods he disliked >>2346935

years before president matt damon's spergout caused alex to FINALLY implement a no malware policy on the forums
>>
>>2346935
>then came crawling back a few months later anyways.
said mod that "doesn't exist anymore" still exists btw
>>
>>2347327
unofficially on some discord with a userbase of like 10 people btw
>>
>>2347351
USC trannies and this furfag should be hunted down wherever their filth appears.
>>
>>2347198
Radiant solos
>>
>>2347023
I tried using it and the mod just totally trivialized fights. Way too many bonuses stacking on each other. I liked the concept but not the execution and couldn't be assed to try fine tuning it for myself when vanilla is right there and works ok
>>
>>2347434
Yeahhh, I've got a couple of skills in each officer right now and its getting a bit silly. : / Funny, you would think that someone might mention that its OP as fuck in the mods thread. Save as UAF I guess, busted undercosted/underfluxed things just thrown at you but it seems to be stupidly popular too.
>>
>>2347492
The forums are a cesspool of toxic redditor communists, so you cannot say things as they are, you have to lie about everything to assuage egos and satisfy dimwits and mutilated troons.

That's why I discuss things here, where I can be called a faggot while learning how to actually fit ships and what mods are actually balanced and fun instead of completely broken.
>>
>>2347434
>>2347492
Basically any mod that allows you to take combat skills will always be absurdly broken because of how powerful the player ship is. In a normal game you usually take logistical skills because they have a ton of quality of life stuff but SIC forces you to offload them onto others while you only get the absurdly strong combat skills, some of which can turn even a normally mediocre ship into a supership.
>>
>>2338267
Wanted to ask again. Does anyone have a version of LOA Dev that works well with 0.98? The one before it became that lizard mod?
>>
>>2344311
>Do you know of any modded large ballistics with long range, and either very long refire delay, or magazine-based system?
>Kinetic preferred, energy alright.
The Orbital Mass Driver from Derelict Expansion seems like exactly what you're looking for.
>>
>>2347531
What mod are the teal-ish blue/green ships from? The ones that are more blue than they are green.
>>
>>2347538
Dev version of Legacy of Arkgneisis, weird lizard aliens use them iirc
>>
>>2347551
Can you use it with the regular version?
>>
>>2347531
Should be in his patreon thing
Or just look in the LoA thread in the forums
>>
>>2347563
don't think so
>>
>>2346805
They can slap your ass out of phase. It's only a matter of time.
>>
>>2347531
Whatever you do don't use it if you also use AotD, as once that courier ship spawns that’s your save unrecoverably fucked.
>>
>watch uaf trailer
>blurb at the very end of the trailer
>"remastered and rebalanced"
1% hopeful
99% skeptical
>>
When you realize that the
>>
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>>2347939
>>
>>2347939
>>2348116
i guess candlejack is bac
>>
>>2347563
Sadly most of these were only on the dev version, as Gwyvern went on a years-long hiatus and then remade the mod to focus more on the lizard people.
>>
>>2348407
>remade
it's more like a completely different mod tbdesu, I think he originally wanted to add it to LoA but seems like he decided to just make the lizards their own mod.
>>
how would (You) fix the Giganiggacannon? (Outside of lowering it's OP cost)
>>
>>2348650
Faster projectile or no wind-up time.
>>
>>2348650
By putting it on a ship that can handle it.
>>
>>2348650
Twice the damage half the cooldown
>>
>>2348671
I mean double the cooldown I am retarded
>>
>>2347930
I HOPE to be proven wrong but that trailer didn't inspire confidence within me. The whole thing was just "Look, more ships!" when the mod ALREADY has fifty billion ships, What it REALLY needed was a fucking rewrite because the mod is clearly ESL as fuck.

I'd also greatly prefer a rebalance to relationships so it's not purely a cookie buying simulator and expanded dialogue to actually fulfill their anime VNsector meme.
>>
Ayo mshadowy trooned out in his forties lmao lole.
>>
>>2348705
another one taken by the gaming equivalent of the crack epidemic.
grim.
>>
>>2348671
>>2348672
wouldn't that just make it worse
>>
>you can't down-fit a multi-type weapon slot unless the weapon is also the same multitype e.g a mining laser on medium hybrid
Bug or feature?
>>
>>2348692
How badly do you think CW would chimp out if I made a fork for UAF with my own unfucked interpretation of what the fuck is supposed to be going on with his characters and lore and then spread it?
>>
>>2348728
Think it's been that way for a long time (and documented as such on the wiki), so I'd reckon it's intended behaviour.
>>
>>2348734
CY is stable compared to the mod mafia. I doubt he'll Soren himself if you do.
>>
>>2348728
feature, you can basically mis-fit one step but not more (ballistic in hybrid, synergy in energy, small in medium)
>>
>>2348705
i always thought there was something vaguely gay about SHY
>>
>>2348407
Sounds like a mod that needs to be ethnically cleansed with portraits of attractive white people
>>
>>2348728
bug because it's retarded for no gameplay purpose nor benefit and doesn't make any intuitive sense either, it is in fact counter-intuitive to what the player learns about fitting.

It's just some oversight by alex who doesn't even play or care about his game anymore which everyone just rolls with because it's not a big enough deal to bother fixing.
>>
>>2348741
>malaysian faggot
>stable
He had to nuke and purge his server a couple of times in an attempt to take out someone who’s leaking discord logs in /vst/
>>
>>2348767
wrong on all counts
>>
Any new or cool mods released since last year. i want to play space mount and blade again
>>
>>2348741
CY is a faggot and a scammer he uses people like a tool and then throw them away
>>
>>2348870
modders are working as hard as alex is, ie not at all
>>
Dear god - AotD: Vaults of Knowledge really puts a massive cock-block on your colonising efforts doesn't it? I'm frequently finding myself with the best ships in the game in my fleet and my colonies barely scraping along at subsistence level still. I'm not sure if I should just remove AotD: VoK or if I should impose some more restrictions on myself to slow my fleet progression down, or what?
It feels like its a good mod, in theory, its just not particularly well thought out with regards to balance with how quickly the player progresses up to the largest ships. By the time I'm rocking the largest ships and dreadnoughts even (from some mod) I don't want to be bothering with babysitting some colony. What do I even need them for at that point?
>>
steam release when
>>
>>2348908
dear god shitmod does shitmod things
>>
>>2347494
The mod author ironically enough ran a survey about his mod once on hhrheddit, checked it out assuming he wanted to balance things out a bit but all the questions were just vibe based bullshit which flavor of broken aptitude you like best. It's clear the intent was to just find which one was least broken and buff it more and to massage the author's ego
I asked the author what's the point as he won't find anything and the and got a long winding response which went from denial to concern trolling about seeking mental help and touching grass
>>
>>2348692
I really wish the mod dropped the anime isekai bullshit, just make it proper in-universe isekai, a lost domain ark ship that ran into a wormhole 1000k years ago during the first age of domain expansion and spent half that time asleep and the other half trying to re-build civilization from scraps on barely-habitable worlds
>>
>>2348908
I mean yeah, the mod does good things if you want a slower colonization progression, if you don't there's no reason for you to have it, don't get baited into thinking there are "Mandatory" mods, vanilla is a 9.5/10 game by itself as it is.

The logic is that your fleet you scavenged/stole/bought from established factions is top of the line, but they did the leg-work of making them for you. While your own faction needs time and attention to get to the point where they can make them.
The entire point of the mod is to slow down and add depth to the colonization gameplay by giving you a lower starting point and a higher end point than vanilla.
For example you can start to manufacture limited quantities of Omega and moderately higher quantities of Dweller weaponry in the newest version without farming. Which for me makes it worth babysitting colonies, it's not like there is much to do with a tricked out fleet in the endgame anyway. Going from beating 300% bonus Remnants to 500% just gets gamey and annoying real fast
>>
>>2348908
The point of the mod is longer colony phase so yeah I don't know what you expected
>>
>>2348650
>Giganiggacannon
use the buckbreaker version instead
>>
What facing faction does the new uaf update nerf?
>>
It should be required to have salvage ships to salvage ships
>>
>>2349184
No, because that implies workers rights you can't violate. Salvage without a dedicated ship means you're just sending guys out on EVA with blowtorches.
>>
>>2349077
pretty sure UAF doesn't do that and oly NIA mods do
>>
>>2349077
It nerfed itself
because the subfactions to its own faction don't share ship variants anymore
>>
>>2349077
the standard ships are weaker than vanilla the mod is compromised
>>
>>2348918
When it's done. Alex doesn't wanna deal with steamies' EA system.
>>
>>2348769
Really? lol.
>>
>>2348769
We need another leak again
>>
>>2348650
Just raise the range. It's a flux efficient armor cracker that can't be easily shield flickered away, if it wasn't rangecucked, then it'd have a lot more potential as a finisher.
>>
gigacannon is fine after the buff
>>
>>2349350
>It's a flux efficient armor cracker that can't be easily shield flickered away
It's just a worse HIL in that regard though.
>>
>>2347494
I swear some parts of the Starsector community are retarded, where touching any aspect of something, be it mods or vanilla, is sacrilege and "how dare you"

Everything from overpowered stuff ("It isn't overpowered! And if it is, it is domain era!") to underpowered ("It fits with vanilla and it's realistic!") stuff to anime portraits ("It breaks my immersion! My immersion of playing as a overpowered individual decimating/ruling the sector in few years") to writing "WRONG, YOUR X FACTION DOESN'T FIT IN SLIGHTEST IN MY 40k KNOCK OFF OP SI".

jezz, just take it less seriously mate
>>
>>2349438
>anon discovers autism
>>
>>2349428
Except they punish shield flickering in different ways. HIL provides constant chip damage that slips through the shield flickering whereas a gigacannon pressures the shield directly by spiking it(and almost certainly overloading if the AI is flicking it to begin with)

I'd take an overload over a bit of chip IMO.
>>
>>2349466
>I'd take an overload over a bit of chip IMO.
well, it depends on your loadout's strategy doesn't it? an overload isn't worth much unless you can follow it up with a heavy strike (overloading ON the strike is just a whiff), and pressure builds don't really care if you're overloaded or not, they ultimately need to chew through the same flux and armor regardless
>>
Today I discovered that you do not in fact install Fast Rendering like any other mod, that you put it in Starsector-Core and run the .bat file. Thought I'd been using it all along and just hadn't noticed it was absent in my massive mod-list, and this was as good as heavily modded Starsector performance got.
Nope! Learn to read, do it right, and the game becomes buttery smooth.
>>
>>2349438
>("It isn't overpowered! And if it is, it is domain era!")
Then you suggest perhaps they just cost it appropriately in terms of maintenance, deployment cost or (for weapons) OP and they still lose their shit. At lot of them just seem to want their super special faction to be downright better than any other, even before the players gets their hands on the ship builder and pilots them in battle.
>>
>>2349499
i see way more players complaining about nerfs than modders. just look at this thread where some sperg regularly loses his shit just from someone saying the 'n-word'.
>>
>>2348769
Cy is unironically stable. He might be paranoid and overreact but most of the complaining is the discordfags from USC. They have a discord group where they bitch about him, call /vst/ a cesspit full of easily manipulated retards and pverall stroke their own egos lmao. When that VTuber began streaming pre-release of UAF and mentioned that she might have to make a subfraction of Hege because Ironshell is dead Selkie immediately panicked and began making an official update of Ironshell. It was hilarious.
>>
>>2349712
god I hate discord so much
>>
>>2349757
It's a bunch of troons, furfags and faggots playing politics while stroking their egos over "at least I am not that guy" and then laughing at their own shitty joke. It's some weird obsession with politics and friend games from high school. All of them also think they are better than everyone else and that noone suspects they post disinformation or hate for someone they dislike on 4chan. Subhuman pricks.
>>
>>2349712
>she
i don't even know who this is supposed to refer to but i still know that
>she
>>
>>2349712
Also don't forget, the Ironshell update is USC DiSCorD ExCluSiVE!
>>
>>2349887
This literally defeats the purpose of making an official update. If the mod gets updated, but the update isn't accessible to most players then it may as well be dead.
>>
>>2349901
Umm sweetie only insels aren't on tha 'cord.
>>
>>2349712
>When that VTuber began streaming pre-release of UAF and mentioned that she might have to make a subfraction of Hege because Ironshell is dead Selkie immediately panicked
Incredible.
>>
>>2349901
please understand modders egoes are so fragile if they exist outside of their hugboxes they might ack themselves.
>>
>>2349922
I hate modders so much

But then I realize it's actually that most of them are some degree of batshit insane and retarded communist/liberal and not because they are modders.

The crux of it is that they are all faggot girlymen. They are juvenile narcissists living in utter delusion who run from responsibility like women do.
>>
>>2348733
there is zero license mentioned anywhere on the mod page or mod files. Sounds like permission to do whatever you want
>>
>>2348733
Do it. if he somehow gets it removed. than drop it here.
>>2349887
>>2349901
unrelated to the piss cord drama but does anyone have the update ironshell mod.
>>
>>2349990
yes

https://files.catbox.moe/f86qvw.rar
>>
>>2349993
So, is it really dolphin porn?
>>
>>2349994
you fucking wish
>>
>>2349997
That's right, I do!
>>
>>2349979
all rights reserved is implicit to all creative works since 1988
>>
>>2350038
Not if it's a modification of existing creative work.
>>
>>2350038
Its a mod of a mod :^)
>>
doesn't change the fact that CY is a manipulative scammer
>>
I kinda want to do a playthrough where I do Aria vs UAF to prove who the better extra dimensional anime girls are.
>>
>>2349712
>Cy is unironically stable
lol lmao even he scammed mesotronik, he also scammed his former mod dev members yimie, mizuki and inari thats why he tried to remove them from the mod but his brain damaged fanbase insisted the malaysian nigger to keep those npcs
>>
>>2349913
It was hilarious. The USC fags rushed into the stream to point out Ironshell is updated. VTuber went outright "I thought it was dead" and "Why the fuck is it just in USC".
>>
>>2350124
Mesotroonic tried to scam multiple people so I am not surprised Cy wanted to cut his losses.
>>
>>2350070
derivative works still recieve protection, double protection even since you have two persons you need license from

(note also that a mod is not inherently a derivative work)
>>
What is the most "vanilla like" mod that adds new content like ships, weapons etc?

I want something that doesn't seem completely out of place or overpowered but fits with the rest of the game, a vanilla+ experience
>>
>>2350299
Probably the mods that just expand the current factions already existing in game.
>>
>>2349993
Thnx bro. here have this cute horse
>>
>>2350299
Have you tried vanilla?
>>
>>2350500
yeah it tastes really good one of the best tastes in existence desu
>>
>>2350125
Based Dutch woman. I may have to go back and watch the vod.
>>
>>2350299
Ship/Weapon pack and BigBeans Ship Compilation are my go to Vanilla+ mods. If the HTE dev wasn't such a turbo-sperg I'd recommend their mod as well, as the ships really do fit with the game.
>>
>>2350299
Bigbeans ship compilation
Everybody loves the ko combine
Interstellar imperium
Roider union
Star Federation - if you want something a little more distinct
>>
>>2350299
Amazigh's Ship Foundry for the most part.
>>
>>2350563
>HTE
I read that Iryx had to clean up her (his?) act after that tantrum.
>>
>>2350126
I'm not sure. People in USC hyped up Meso, but he hasn't done shit in years, supposedly due to his mother being ill, later dead.
>>
>>2350125
On the upside, this probably means that RSdev will have to update Rapesector too, given much of his mod centers on correcting those bitches.

And another thing: PMD's excuse story about Timid's mother being in Iron Shell was nothing but a fucking lie. He destroyed himself for shits and giggles.
>>
i will NOT colonize gas giants alex, it's too ugly
>>
>>2339891
I'm glad to see that it's still the same losers hanging around in these threads to this day
>>
>>2350717
e-beggars don't stop asking for gibs just because their reason to beg dies, they just switch up to something else
>>
Anyone look into the "new" "dev" update of Ironshell? Is it just updating it to 0.98, are there any actual story updates, bugs that cause you CPU to explode, etc? Cursory look at the file last updated entries looks like the only things updated recently are sprites.
>>
>>2350299
Faction wise? i say mayasuran navy. otherwise bigbean ship compilation caymon ship pack and missing ships
>>2350759
i am doing a playthrough with updated ironshell and really it's the same as the old version. don't know why this had to be a pisscord exclusive update if Selkie added nothing new in it
>>
Man. CY really nerfed every ship and weapon in his mod . Atleast Seniraga and the big giga battleship carrier is still the same
>>
>>2350801
Meanwhile I play the mod for 10 minutes and I find a cat that leads me to some kind of bullshit frigate-fighter that costs 10 DP and can solo 30 DP of destroyers.
>>
>>2350803
You mean the ace combat phase stealth fighter? it's only good in the player hands otherwise i have lost it two times already. you can also get the supercarrier by doing tilting dagger very early
>>
>>2350798
>i am doing a playthrough with updated ironshell...
damn I suspected as much, while looking at the files the rules.csv filed says last modified in 2024-02-17. Hell in the wing.data it still has the pirahna_xiv as a pirate blueprint not eis or heg.
>>
>>2350805
No, it is not only good in the players hands you retard. It is better in the player's hands, like literally any ship in the game.
>>
I'm about to subject myself to the full modder experience. AOTD, UAF, RAT, SOTF, SIC, all the fucking memes.
What should I expect?
>>
>>2350801
>Nerfing ships that I already considered weaker than vanilla ships and rarely used them and weapons that were good but mostly weaker than specialized vanilla weapons in their role
Can't say I understand the thought process.
I guess it's lore accurate because they're supposed to be a faction hard carried by their carriers and wings.
>>
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OI. I dunno if there's any oldfag that bothered to archive 0.6 era mods here, but I was wondering if any of you had the mod this ship comes from? I think it was Patria something.
>>
>>2350897
Weird stuff. Shiny lights.

If you can Get Blackrock Drive Yards. Has a lot of pretty greens.
>>
>>2350907
Full mod name is "The Patrian Principate". Was last updated like 11 years ago and then disappeared into the void.

Wanted to test it for shits and giggles.
>>
>>2350897
A fun game
>>
>>2349712
what's the Vtuber's channel name?

>>2350563
ship/weapon pack is one of the only mods that adds both weapons and ships that feel like they'd fit right in with the base game. one thing I hate about starsector ship mods is that everyone and their grandma feels the need to add their own oc weapons which clutters the FUCK out of the weapon pool and you end up with like twelve different versions of the vulcan cannon or some shit that have slightly tweaked range, op cost, damage, or whatever instead of just using vanilla stuff for their ships. Ludd bless the handful of modders who separate stuff into separate modules.
>>
>>2350961
I really hate mods that add a bunch of weapons, especially ones that give damage types that are unusual for their slot type. Install too many and weapon selection just becomes a mess.
>>
>>2350962
I wish there were mods that added their own damage types, different from the rest.
>>
>>2350961
>ship/weapon pack is one of the only mods that adds both weapons and ships that feel like they'd fit right in with the base game.
bullcrap, visually the ships fit but the weapons are slop. as for stats and abilities, it's a farce to claim they're vanilla+, even darkie admits they're only 'balanced' for a modded run i.e. balance against vanilla is an afterthought
>>
What size of fleet do you guys tend to roll around with? I always get the feeling that I'm toting too many unnecessary ships about.
Like whats your standard "I've got my first colony and am building from there" fleet composition look like?
>>
>>2350907
>>2350909
How the fuck do we still have Junk Pirates being updated to 0.98 but not this old gem?
>>
>>2350798
>if Selkie added nothing new in it
Because she's a whore for attention and she malded by being called out by another vtumor whore.
>>
>>2351386
Because the mod apparently went MIA around a decade ago. It might only exist in someone's computer.

People WANT to revive it, but it cannot be done if nearly all the files are lost.
>>
>>2350125
>>2351389
Please tell me someone's got the stream saved or at least that part of it clipped, that sounds funny. You guys keep saying "that vtuber" without mentioning a name.
>>2350798
I was both surprised and not surprised that they still hadn't finished the last two missions you can do for Kim. From my understanding, Iron Shell hasn't had a update that wasn't just updating it for the latest version of starsector or shuffling some stats around in nearly THREE AND A HALF YEARS. You'd think the missions would have been done and then they'd announce the mod was purely on maintenance and/or compatibility with other big mods that needed patches.
>>
>>2351415
I wonder if I have it on the hard drive from my old PC? I was definitely playing Starsector back in 2015 (was it still Starfarer then?) and always liked throwing shitload of mods on. I'll have a nosy, pull the old drives out and see if anything old is on them. Worth a shot I guess if its really lost.
>>
>>2351427
That'd be great!
>>
>>2351422
You know how "mod mafia" weirdos are. They're crazier than a bag full of rabid weasels, and have the attention span of a housefly.
>>
I'm working on my superior anime girl run playing aria the escalation using the Strawberry start. I just was given the omgea panzer 9000 and wouldnt you know it the league is attacking the new motherland. I square on up and after the massive 15 minute fight I get greeted by a massive rep lost with Aria. I assume its nex fuckery because the league made peace after the failed invasion. I'm just going to cheat rep and money, go on my murder cruise and then roll up a new save.
>>
>>2351389
>she
>>
>>2351422
Whiskey_Project. I considered looking for the specific part myself, but I can't be bothered to scan through two 7 hour streams for a single clip.
>>
>>2351443
It's not that unique to the mod mafia sadly. The unfortunate truth is that the people who spend the most time modding a game are often the people with the free time and the will to learn how to make a mod for something. These individuals often lack social skills or filters. Whether it's Skyrim, Rimworld, Starsector, etc. they're all the same. Once you've seen one or two modding communities, you see the repeat patterns of their behavior from others everywhere in games with sizable modding communities. There's a reason why in nearly every game community the biggest mod makers all seem like the exact same person. They're smug, incapable of not being snarky, treat all players with disdain, treat mod authors that are smaller than them with distrust, are incapable of shutting up about their opinions, but don't want to hear what anyone else's are, view themselves as arbiters of a game's balance and the balance of other people's mods, think they know best (i.e. you are playing the game wrong), often carry god complexes, but howl like a wounded animal when their feelings get hurt and have to go run and get validation from their fellow mod maker butt buddies. It's because they all attract the same personality type; autistic narcissists. The more niche the game is, the worse this gets. For better and for worse, Starsector is quite a niche game. A game like Rimworld has a few of these kinds of people, meanwhile for Starsector there are so many that they all mesh into one big multicolored blob of pile of snark and loathing.
>>
>>2351437
Well I found an old, empty etherium wallet, but no Starsector folders.
>>
>>2348964
>vanilla is a 9.5/10 game by itself as it is.

This does not get said often enough.

For all the surrounding systems and bullshit the core of the game is fun as kicking stones with a bunch of friends.

>>2348741
>CY is stable compared to the mod mafia.

That's so low a bar I don't even have an analogy to explain how bad it is.

CY isn't even stable compared to the average fag and the average fag isn't anywhere close to comparable to the normies in stability, but that's the point where stability becomes.

>>2348733
Intellectual property is overrated anyways. Do like the slavs and make 20 levels of doom on 12 cds at home and sell them from out your car.
>>
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What's your favorite roleplay start?
I like to take the Haunted with an Arma Armature start and pretend I committed horrific war crimes in the past. I fight for Mayasura (or maybe UAF) as a means of redemption.
>>
>>2351525
pre-collapse domain navy captain. got saved by the hegemony, fought for them like 10 cycles and decided to create his own faction or join UAF.
>>
>>2351525
He doesn't know, he remembers nothing, all he knows is that he's alone on a severely damaged mercury shuttle in abyssal hyperspace and there's a funny little light in front of him
>>
>>2351525
random lvl 8 nigga with a single d-modded mudskipper and $20
maybe with the throne's gift background if I'm using Lost Sector
>>
>VNsector is going to be a real thing soon.
>Rapesector latest update never ever
what the fuck happened to Rapesector.for it to fall out of relevancy this fast
>>
>>2351555
>VNsector is going to be a real thing soon

It feels like it's been "soon" for years now. Is anything actually happening?
>>
>>2351556
>>
>>2351556
i saw some screenshot by a redditor related to it and the guy making it said end of feb. maybe a nothingburger or we may finally get it have dates with our Starsector waifus
>>
>>2351555
Dev went full schizo.
>>
>>2350961
Whiskey_Project . She makes that NATO autist SBR mod.
>>
>>2351525
Depends. Sometimes I rp with the arma start. If I start with a planet I do a military guy, if not Im just a spacer. I like the idea He was cryoed near the very start of the collapse. A man out of time you will.

Oh and play a serial rapist of course.
>>
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>>2351525
A mercenary that ends up employing so many people he eventually decides to build up a small state to house the families of the soldiers that fought and died for him. I even used that old mod that allowed you to write your own little descriptions for planets and ports. It all was a while ago though. My absolute favorite though was a themed challenge playthrough where my main character was no permitted to fly anything other than mechs.
>>
>>2351525
I hate all of them

The cathedral one could have been good if you were required to do quests to get it
>>
>>2350962
The solution is limiting yourself, new weapons can only be used by their own faction
>>
>>2351293
not a single mod is "balanced for vanilla" and besides vanilla itself is so wildly unbalanced that there are ships nobody ever uses and something like the afflictor which mogs most modded ships
>>
>>2351525
inky start, I like to have my character be a guy who obsessed over robots so I usually run around with derelicts supporting my mechs, right now with those mods that add colony conditions I even have some defense and escort drones for my colonies
>>
FUCK AIs
>>
>>2349712
>calls /vst/ a cesspit full of easily manipulated retards
Not exactly wrong though is it?
>>
>>2350650
If Interstellar Imperium is "vanilla like" then fucking UAF is "vanilla like", get that broken 40k shit out of here.
>>
>>2351682
That's a description that can apply to majority of humanity singling this place out for it is disingenuous.
>>
>>2351670
I'm trying
>>
>>2351682
It's the pot calling the kettle black
>>
>>2351682
Okay easily manipulate me then
>>
>>2348964
>vanilla is a 9.5/10 game by itself as it is
yeah for like 20 hours then you want more from future playthroughs
>>
Ermmm, guys? You know the big UAF mod got an update right? You ARE playing it, right?
>>
>>2351727
i don't play seamonkey slop
>>
>>2351727
I'm playing with myself
>>
>>2342388
If you care about colony stuff "Lost Project Vulpoids" is a surprisingly well done mod.
The mod has you recover and attempt to distribute an old corp's ai assistant product.
Or you could just execute them all if you can't stand how they look.
>>
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>>2349712
>all these UAFtrannies trying to pad up their malaysian izzat
Hmm, nyoo.
>inb4 USCtranny
How about
I lurk the official UAF discord and it only takes $5 to gain full entry to the server, though for the past years, CY has been taking a bunch of secretive measures (and promising “better and more exclusive” access) if you pay much higher, he’ll give you access to nsfw and his other more sekrit channels, which involves him telling people to shill UAF and any criticism of UAF is just someone from USC, even though they’re not that any better from the people they’re fighting against. People should know by now that Starsector modders are fucked in the head and it’s only right for me to say what’s fair.
With that said, I’ll be lurking more a bit before he decided to do another purge because I posted an old log of his, and it’s still true to this day, alongside the contingent of his shills coming to defend his mediocre mod.
>>
Jesus Christ will you cockgobbling discordfags ever fucking stop importing your nonsensical drama?
Try spending a little bit less time on niche internet microcelebrities and a little bit more time actually playing Starsector.
>>
>>2351773
>hates /vst/
>shills and visits /vst/
What do you call this behavior?
>>
>>2351773
I don't think the mod is mediocre when it comes to spritework and effect production quality, but these fucking control freak tendencies always disgusted me. Well, at least he's not putting malware into his mods to crash the game or set all reputations to -100 with all factions if it detects that you have a no-no mod installed. Ultimately it's his server and he can do whatever the fuck he wants there and retards that want to waste their money on pixels that aren't even commissions made for them are free to do so at their leisure.
>>
>>2351773
You sound like a tremendous faggot but anyone going full 1984 over someone just MENTIONING another community is insane.
>>
>>2351789
My autism cannot let this image slide because this was a mistranslation, she called the girl a homewrecker and not a cuckold.
>>
>>2351790
Very cool, anon. however no one should seriously care about an ecchi slice of life anime
>>
>>2351793
I never watched that show nor do I care about it, I only care about correct translation. Which is why I said, autism.
>>
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>>2351773
>tfw I have this image saved
At last, I truly see it
>>
>>2351800
This is what someone that takes himself too seriously looks like.
>>
>>2351727
I've learned not to update immediately so retarded day one updooters bug test for me
>>
Imagine caring about balance in a single player game with ships such as onslaught, ziggurat and Invictus. lmao, couldn't be me
>>
>>2351851
The funny part is you could honestly keep going.

No Modship has ever felt remotely as unfair as a radiant teleporting three times and magdumping 5 autopulse + reapers into a ship.
>>
>>2351880
There are probably some busted chinesium modships out there which are comparable.
>>
>>2351727
Eh, maybe later. I don't feel like debloating it first.
>>
>>2351682
that's /vp/ though
>>
>>2351773
>I lurk the official UAF discord and it only takes $5 to gain full entry to the server
Why would you pay that twat anything?
>>
>>2351882
You got to respect how the Chinese love a good lightshow.
>>
>>2351956
That anon has a strange obsession with 'exposing' Cy for some reason.
>>
>>2351727
Is it compatible with rapesector?
If no, I don't care.
>>
>>2351965
link?
>>
>>2351992
Its just SSC Galactic Constellate :
https://www.fossic.org/thread-10883-1-1.html

English version is probably on Corvus Freeport if you just search for Galactic Constellate, Discords blocked here though.
>>
>>2351983
are you compatible with rapesector?
>>
I just want an official update to the FTL mod Star Federation
>>
>>2351996
>Corvus Freeport
>Shitcord
I love downloading and installing surveillance tools.
>>
>>2351773
I know people with full access to UAF servers and there is none of that lmao. Either you are a retarded faggot or a USC tranny. Could be either or with how you write the word 'no' like one of those cretin discord wanna be catgirl trannies. I couldn't give less of a fuck how mediocre the mod is. You must be a massive moron to pay 5 dollars for the low chance of trolling a modder (slur). Or you know, making a retarded claim on vst to hatepost about a mod you dislike.
>>
>>2352069
How is your transition going, Cy
>>
>>2351789
It's from three years ago lmao. He chilled out since then. More so than USC fags who still ban people for mentioning Rapesector in a different discord or a twitch stream lmao.
>>
>>2351800
Again- Post from ages ago retard.
>>
>>2352071
Not Cy, but I bet you need one yourself faggot. Go suck Hartlers cock or something.
>>
Hey cy, instead of replying to the most egregious bait, make Nia tits bigger
>>
>>2352069
>mods have actual shills now
>>
>>2352086
And USC has selffagging imbeciles.
>>
usc and troon freeport are both shit
>>
>>2352087
yeah I'd assume so
>>
>60 new posts
>it's just a bunch of discord faggotry
>>
Selkie is a real woman(man)
>>
I feel like doing another daisy chained run of Starsector.
>>
All I want is to masturbate to anime girls
>>
>>2350961
>ship/weapon pack is one of the only mods that adds both weapons and ships that feel like they'd fit right in with the base game. one thing I hate about starsector ship mods is that everyone and their grandma feels the need to add their own oc weapons which clutters the FUCK out of the weapon pool and you end up with like twelve different versions of the vulcan cannon or some shit that have slightly tweaked range, op cost, damage, or whatever instead of just using vanilla stuff for their ships. Ludd bless the handful of modders who separate stuff into separate modules.
Oh man, this is what triggers me about the likes of HMI. I like that mod in general, but adding 500 varieties of "vanilla gun but with junker flavor" and even lazier Remnant recolors of vanilla energy weapons serve as a valuable lesson in moderation. Your OC donusteel faction exists in the same continuity as the rest of the game, they can source and use the same guns as everyone else without shitting up the loot tables.
>>
>>2352069
>says something bad about UAF
>shills out in full force and thinks its all done by USC
I’m nooooticing
NIGGER
>>
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I was thinking of doing a vanilla run as just AI ships roleplaying as Omega and destroying tri-tach, but even with 120dp from automated ships, this seems way too strong considering I have support doctrine. Should I make it so that every ship has to have a gamma core? What would be a fun fluff run?
>>
>>2352315
Nigger are you stupid
>>
>>2352315
>mod shit
>overpowered
well what did you fucking expect you retard?
>fun fluff run
drop that gay omega shit, first of all.
no high tech ships. vanilla midline and lowtech only. bonus points for a lowtech flagship that isn't onslaught or legion.
church commission. accept it at the start of the game and never retract it.
trade in open markets at church planets only.
complete the pilgrimage and do all church questlines. make the comfy blind hag proud.
accept every pilgrim delivery job you come across.
accept every church job you hear of.
sabotage the relationship between heggies and the league, and tell baird that ludd says she and her nerd ambitions can suck it.
destroy every remnant nexus in the sector and deliver their unholy remains to luddic church station commanders.
scuttle the Ziggurat. Cotton's methods lay the way to madness.
scuttle the Mk.I Onslaught. suffer not the AI to live.
eject all threat, dweller, and omega paraphernalia you find into a black hole while your devout lieutenants keep vigil.
found colonies that won't garner enough pather interest to spawn cells.
make a deal with the knights, do not siphon the faithful away from the church.
raid enemy faction industries; not to optimize for your own market shares, but to optimize for Gilead's market shares.
once a month, point your fleet in the direction of Gilead for an ingame day and rest. suspend repairs if you have any.
escort any church task forces you come across. ensure the success of their mission.
PERFORM THESE PENANCES IN ERNEST, AND THOU SHALT BE BLESSED WITH AN ENGAGING CAMPAIGN
>>
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>>2352325
>church commission
i'm not even reading the rest of that shit
>>
>>2352325
>ludd larper
Yawn
>>
>>2352330
What about a Lion Guard run?
>Can only use LG ships and Executor
>?????
>profit
>>
>>2352315
If you want to make it slightly more balanced, then limit yourself to like 20 dp worth of omega ships, so you can take a destroyer and a frigate, or three frigates total. Even a single player controlled Tesseract can wipe any vanilla fleet without taking a scratch, let alone three of them.
So you can have a core omega flagship, but you have to build the rest of your fleet out of subsumed Remnants and Derelicts.
>>
>>2352330
Ludd's the faction with the most going for it in the game's story, Hegemony a close 2nd, but unfortunately everything is written by a gay faggot jew with an IQ of 90. Even the name is retarded and an obvious disparaging comment on religion in general.
>>
I prefer RAT's earlier Chirality instead of the current edgelord abyss
>>
CY is a scammer and a nigger
>>
>try an UAF playthrough
>game rapes my CPU with all the fucking missiles they shit out
>go through the Liminal mod questline
>final boss just spams a gorillion particles and shit at you too
>basically have to luckshit my way through a 10 FPS battle
Man
I wish all 2D games could be as ridiculously optimized as Factorio
>>
>>2352488
genuinely insane to me that people keep making games in java

I have literally never seen a java program of any kind anywhere that runs well.
>>
>>2352434
>USC insulted > Complain about Cy

Go back to Turkey faggot
>>
>>2352333
That sounds much more interesting.
>>
>>2352488
UAF missiles pretty much need to be balanced down and given limited magazines like vanilla missiles. Semibreve needs to be removed outright or you're incentivised to just run missile cruisers with them..
>>
>>2352325
Based Luddite. Low tech BEST tech, in RUST we TRUST.
>>
>>2352333
>>2352555
PAGSM run is far more interesting than Lion Guard run.
>>
>>2352488
Install Fast Rendering
https://fractalsoftworks.com/forum/index.php?topic=33870.0
RTFM (it doesn’t go in the mods folder)
FPS problems begone!

Seriously I run 220 mods and its smooth, shit is witchcraft.
>>
>>2352668
I'm already using it and as far as I understand it's just mostly helpful in GPU related cases. It doesn't really do much if your CPU is shitting itself. At least, not for me.
>220 mods
What the fuck
I have like 60 and I already feel like I've installed everything worthwhile
>>
>>2352590
>incentivised to just run missile cruisers with them
skill issue + semibreve derangement syndrome
>>
>>2352670
>What the fuck
I am a dirty mod whore, I love the chaos. Its all years old ones and all too.
>>
>>2352049
>installing
>when you can just do discord shit better on a regular browser
>>
Whats the cheapest most cost-effective vanilla fleet vs mid level shroud? No meme weapons/hullmods.
>>
>>2351983
Given that a big draw of rapesector is that it has unique dialogue/scenes with the OCs of the various big mods, UAF included, yes. You can literally rape the queen of the UAF if you're so inclined.
>>
>>2352766
Probably luddic overdriven colossus mk2s with nothing but double machine guns and Vulcans. The shroud are hull tanks with zero armor and each Vulcan does the full 500 DPS against them.
>>
>>2352713
I forked your mod, rebalanced everything and rewrote most of the text to be in line with vanilla :)
>>
reading about Star Control, Hyperion and so on just makes me realize how much of Starsector's background lore is straight-up copied over.
>>
0.99 when?
>>
>>2353040
7 years from now. pray the orange retard doesn't start a war during that time
>>
>>2353041
>orange retard doesn't[ start a war
But enough about the Hegemony.
>>
>>2353049
As far as i know the Hegemony elites doesn't traffick and eat kids with a bunch of Maloch worshippers
>>
>>2353051
Yeah, they just illegally use AI cores while chastising everyone else for it. They also love using tri-tachyon and the persean league to destabilize up and coming colonies, so they can offer you (((protection))).
>>
>>2353041
Isn't Alex a slav?
>>
>>2353041
That orange retard is the only guy in decades who didn't start or prolong a war, as retarded as he is otherwise, at least he's not a warmonger for once. In three years, we're back to guys starting forever wars.
>>
>>2353052
Sounds just like the Domain. what's the issue again
>who didn't start or prolong a war,
yeah, i am sure the carrier group parked outside the iranian waters are just there for sightseeing and not starting another bombing campaign which will turn into boots on the ground because the Iranians are too entrenched. All because Isreal demands it
>>
>>2353059
Cool it with the anti-domainism.
>>
>>2352488
>game rapes my CPU with all the fucking missiles they shit out
This but with flares. 9 out of 10 UAF fighter LC comes with flares launcher
>>
>>2353059
>>2353056
>>
>>2353051
sounds like you haven't been to eventide then
>>
So I've decided that my next run is going to exclude Gundam UC. It's a fun mod, but it feels too game breaking. Like if you hang out in the system, Zeon and EFSF are constantly duking it out and there's constant scrap and debris, entire capital ships left derelict, and you pretty much get more money than smuggling an entire sector's worth of drugs. And the salvage fleets that are normally supposed to prevent you doing this just can't keep up. Like 2-3 fleets can't cover 20 different installations and 30 different battles.
>>
waiting for leaker anon to leak CY's discord logs
>>
>>2353131
There are no relevant logs lmao
>>
>>2353056
This aged like pilk.
>>
>>2352974
ogey
>>
>>2353164
If you're trying to do indifference here, you're doing it wrong by posting that picture.
>>
More like ASSsector because this game is ass because it hasn't received an update in a while and thats boring because i want to play but with a update because i have played this game so much so the normal gameplay without anything new to look forward to is kind of boring why cant alex just release the update already its so sad and bad and mad and not rad nigga :(
>>
>>2353164
>the cuck queen herself
>>
What planet/faction is the Isreal of Starsector.
>>
>>2353211
Eochu Bres
>>
hegemonkey fighters just flew over my house
>>
>>2353211
(((Trisrael)))
>>
I think the "new" skilltree sucks, yellow line is way too strong, no reason to not ever take it.
>>
>>2353248
Always was, one of the reasons I actually like second in command
>>
>>2353034
Yeah.
>>
>>2353164
She looks like she fucks persean men. especially one with a alien phase capital ship
>>
>>2353056
Aren't you one big fucking retard?
>>
>>2353248
Yellow's probably the worst of the skill trees. Like, blue gives you the opportunity to take a pocket radiant, green gives you improved officer spam and an extra hullmod for every single ship, while red is essential for soloing the game. Meanwhile, yellow gives you slightly better shitbox spam and minor eco bonuses
>>
>>2353131
Why do you care? Just ignore the autistic modder drama and enjoy the video game
>>
>>2353343
Yellow is great for early game when you’re first establishing your economy and fleet. After you have a profitable colony and a fleet capable of holding more than a week’s worth of supplies and fuel, it’s better to respec into literally anything else.
>>
>>2353343
>uhm actually economically trivializing the first hafl of your playthrough is le bad
>>
>>2353359
I'm addicted to Hull Resto lol
>>
>>2353211
the ludd cries out in pain even as he strikes you
>>
is What We Left Behind trash or actually worth a try?
>>
>>2353235
Tri-Shalom brother.
>>
>>2353341
I wasn't disagreeing with you anon. The Israel hate is retarded.
>>
>>2353272
It is now canon she fucks only blonde dutch women.
>>
>>2353422
I looks like slop to be honest
>>
>>2353341
>>2353449
Not the thread for it retards
>>
>>2353211
Luddic church. it's what happens when you combine all the retardation of the different sect of the abrahamic relegion into one. i am sure one or two Luddic merchant going about how they are gods chosen people
>>
>>2353453
yeah I thought so too
tbdesu I only asked because I heard that there was a ship that allowed you to fire missiles on the campaign map but having to add all the other shit isn't worth it
>>
>>2353453
Funky thing. I bet you'd turn into a pile of tumors just by passing through.
>>
>>2353451
Based
>>
Forlorn Hope and Nothing Personal are unironically among the easier menu missions, Dire Straits is way harder
>>
What do you imagine the ship crews do while spending months in hyperspace? Wild sex parties?
>>
>>2353460
the whole "this land was promised to us dude we NEED to have it" with Gilead followed by them assuming direct control does seem familiar...
>>
is there a .98 version for rapesector? Yes I'm a degenerate.
>>
>>2353608
change the version number and wow it works who could have expected this
>>
>>2353568
Busywork mind numbing maintenance. t. speaking from experience
>>
>>2353568
Are you a 12 year old communist by chance?
>>
>>2353359
>After you have a profitable colony
The game might as well be over at that point. Like, there's more and more colony crisis content getting added, but that's really just a victory lap where you use your post-scarcity fleet to fight epic battles.
>>
>>2353703
adding colonies to the game was a colossal mistake I have no idea why he did that

should've just been an asteroid base or something and you can build it to refuel and store shit and maybe hire/build a fleet to protect your stuff but never gone any further

Anyway nothing that's been added for like... 6 years now, has been worth a shit for the game. I don't even know why alex bothers with the one update a year still when he clearly doesn't care anymore.
>>
>>2353706
It's definitely weird because the most obvious purpose of colonies was so that the player could paint the map with their preferred faction and therefore the ability to make your own would be natural branch off from that. Instead of he made the isolated system and didn't add the 4x mechanics at all.
>>
>>2353708
going 4x is completely at odds with the entire rest of the game that would have been very dumb to do that
what he did was start going in that direction and then gave up when he realized he was making an entirely separate and new game

what the game actually needs is more overlayer mechanics, like proper radar/detection mechanics, 'weather' that sweeps hyperspace rather than 10,000 stupid animated static hyperstorm entities that kill your framerate, more depth to salvaging and exploration, and a million other things

Like I would for instance automatically give salvage rights of wrecks to whatever group controls the system and if you salvage one without buying a license from them first they go aggressive and fine/kill you; on top of there being licensed salvage fleets collecting the wrecks. Then I'd make it so you need some actual salvage gantries and tugs to actually haul the things around, and destroyed ships would need restoration in a drydock done first before you can even fly them so no warping around healing your whole blown apart fleet up after a single battle, and then further restoration after that to get rid of the d-mods.

It's always odd to me the stupid shit people want in this game. 4x autism where political moves and population changes that should take 200 years all happening in 6 months while you King Prince The Shipbreaker the third personally flies his fleet around god knows where for 10 years instead of ruling his fucking empire is good? But in depth salvage and exploration that makes it interesting instead of trivial, no that's bad autism again.

Its whatever, this game is only good when you have pew pew ships shooting each other and sucks complete ass outside that
>>
>>2353711
Whoa that's a lotta words
>>
>>2353568
maintenance and getting bored in a cramped ship. my cousin is in the Navy and stationed in a destroyer
>>
>>2353711
I want more gameplay mechanics addition desu. like sending your fighters ahead to weaken ships in a surprise attack, letting you ambush fleets if you have very low sensor profile, a actually good raid and ground battle mingame and ability to command your warships properly. i feel the game could become awesome if he adds more mechanics rather than more story or ships
>>
>>2353706
Colonies are great in theory. But the problem is nothing really interacts with them besides the crisis fleets and crisis fleets are a yes or no question. Either you hit the threshold to trigger a crisis fleet and you return home or you don't and you don't ever need to think about them until you are warned a crisis fleet is on its way.
Nex attempts to rectify this by making factions send actual fleets but why would you ever be at war with a faction? you gain absolutely nothing and it's piss easy to maintain neutral relations, so again you just ignore it. There's no governing to be done, there's no internal or security threats besides pathers which can be ignored, mitigated if using nex, or completely removed by giving them something they never use. So if there are no threats it just exists there printing money in the background.
>>
>>2353211
Mairaath
>>
Twerking on that shit
>>
>>2353739
Aren't they jeets?
>>
>John mcfuck can make any world habitable with just some supplies and 300 crew
Yeah colonies should get removed and focus more on the NON COMBAT space options like smuggling, asteroid mining, scrap collecting and ship restoration
>>
>>2353732
It's not even money, I always used Colonies as cheap supplies source, but now Threat exist and they shit out supplies too so they are essentially just a storage chest.
>>
>>2353568
Ex-Navy. Maintenance and busywork or paperwork and keeping retards from breaking something.
>>
>>2353711
Capital ships need to feel actually fucking rare. The frigate/destroyer/cruiser/capital gaps need to feel much bigger.
>>
>>2353724
>ability to command your warships properly
If he does that he thinks he'll either have to explain why AI fleets won't do the same, or have AI fleets completely wreck you with more "complex" fleet tactics such as
-proper coordinated fighter strikes (not the vague garbage we have right now)
-grouping ships into real squads for mutual support
-actual formations
-assigning aims and commands to weapon groups
-assigning aims to ships

Mods fill some of the void, but only some, usually the benefit either the player or the AI, not both.

Of course you can have pirate fleets have no fleet AI, and major faction's fleets have more complex AI, but that would prove overwhelming since they're already hugely numerically superior to the player.
>>
Should i colonize it
>>
>>2353871
do not, i repeat DO NOT drink the water on saar
>>
>>2353871
NOOO BLOODY BITCH HEGEMONY BASTARD BITCH DO NOT REDEEM THE SAARS
>>
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>Guy on forums deduces what's wrong with a missile
>Asks the mod author if its okay that he looked in the public files that he downloaded

Why are people like this?
>>
>>2353359
>After you have a profitable colony
Before that even. Once you have a commission(assuming you take one) + a few levels to you, supplies and upkeep stop being a concern. At that point, the Industry line mostly benefits long-haul exploration journeys + makes back to back full fleet fights more forgiving.
>>
>>2353871
Only if you have a jewish heritage
>>
>>2353902
he's completely wrong, incidentally
>>
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>>2353825
the frigate / destroyer / cruiser gap shouldn't be that big. the gap to capital ships should be as big as the gap between ships and orbital battlestations. Capital ships should be strategic weapons that can realistically only be fought by other capital ships or overwhelming numerical superiority. they should be so powerful that factions have a fixed inventory of them and there's a whole intel mechanic around keeping track of where factions have deployed their capital ships. it should take factions with a pristine nanoforge several months to replace a capital ship, a year with a corrupted one, and factions without a nanoforge wouldn't even have the resources to build and maintain a capital ship. the monthly supply cost of capital ships should be so high that the only way to reasonably field one is if you have a functioning colonial industrial base.
>>
>>2353979
Is there any mod that allow you to control to fleet groups? like i can separate some ships from my fleet and control them and main fleet simultaneously
>>
>>2353979
>it should take factions with a pristine nanoforge several months to replace a capital ship,
That goes against the lore tho. fyi a single pristine or corrupted nanoforge like the hegemony or the tri-tachyon has can print entire armada in just a couple of months.
>>
>>2353979
That'd be more suited to supercapitals. A lot of the capitals in the sector are junkers or just large cruisers, with the paragon, astral, and radiant being the only ones I'd consider to be true capitals. Ziggy is what I'd consider to be a supercapital.
>>
>>2354001
Ziggy is a pretty shit example of a super capital desu. It's power is all in its "hax" rather than having enough raw firepower or durability to sincerely put it into a different weight category. Only mods really fill that fantasy like the HMI locomotive, Ship/weapon pack Cathedral or UAF solvernia
>>
>>2353871
Depends, are you British by any chance
>>
>>2354001
I agree, but the ziggy is a battlecruiser, a supercap is more like the Invictus, I like the concept which >>2353979 brought up, I just don't think they fit for capitals, but would work very nicely for supercaps if they ever get added to it, would be fun to get some faction centered bossfights.
>>
>>2353979
They aren't just printing ships, they are making everything for their faction. You're benefit is you just have to worry about you.
Also just videogame logic.
>>
IndEvo or AotD? How well do both work?
>>
Is this game good yet? Any new drama?
>>
>>2354077
Have not played AotD but after playing quite a bit with IndEvo I personally have found I don't like it. The extra colony buildings are kinda interesting, but the system artillery, minefields, and pets are so annoying as to make the mod a net negative in my opinion.
>>
>>2354077
both are shitty bloated garbage made by people that crossed the minimum threshold for modding
the only thing that carries those projects is undiluted obsession
>>
>>2354115
Pets are stupid but system artillery and minefields are fun, as are the overmap weapons you can use against fleets.
>>
>>2354077
If you want something more out of the colony stuff(which is extremely barebones) they can help with that
>>
>>2354077
iirc you have to disable alot of thing in indevo to make it work with AOTD. it's not worth the hassle.
>>
>>2354115
you can disable all the features you dont like.
>>
>>2354167
you can't
>>
are vanilla or even modded Drone frigate and destroyer good in this game? i was thinking of making a fleet that composed 70% of smaller drone and some large human ones (cruisers and captial). sort like a how modern naval doctrine is shifting into smaller usv.
>>
>>2352765
which one?
The one from the advertisement company that is a (rogue) CIA project? The one that recently deleted 'never sold your data, never will' from their FAQ? Or one of the ten thousand derivates of the two? Because cross pollinating two data collection tools won't ever go wrong, surely.
>>
>>2353711
>going 4x is completely at odds with the entire rest of the game
meanwhile space rangers is everything this is and four other games on top.

that said, there are worse melds. to the point that I disagree.

>what the game actually needs is more overlayer mechanics, like proper radar/detection mechanics

>Like I would for instance automatically give salvage rights of wrecks to whatever group controls the system


and apparently you do too, because those are mechanics that would lend itself to a game more focused on being played over the big map and playing with system ownership.

>>2353825
100% this. Salvaging Capital ships should be absurdly rare, they should not be on military black markets and finding that very high importance arms dealer that can sell you them should only ever include ONE type.
What's the point in capitalization when you have caps lock on all the time?

>>2353822
It seems nobody in any sort of technical job is safe from the retards.
>>
>>2354173
It's called opening a new tab
going to discord.com
and pressing "login"
>>
>>2354197
>in this post: anon shows he doesn't understand what he's responding to.
tech illiterate to the point that I am in awe you found your way through the captcha.
>>
>>2354211
You're forgetting one can pay to skip it.
>>
https://fractalsoftworks.com/forum/index.php?topic=34982.0

Should I add this to the buckbreaker daemonslayer hitlist?
>>
You know I'm surprised the player hasn't figure out how to replicate explorarium or remnant ships you would think blowing up a mothership or remnant nexus would uncover some blueprints for their droneships
>>
>>2354240
you should fuck off
>>
>>2354252
t. USC cuck
>>
>>2354240
idk what that means but the ships look ok
>>
>>2354253
we don't sign our posts here, discordnigger.
>>
>>2354255
You sound buck broken
>>
>>2354247
No one knows how to build shit in the persean sector, the blueprints are literally DRM'd printouts you feed into an automated fabricator along with materials. The reason explorarium and remnant ships don't have blueprints is because those blueprints are lost in the case of the former or don't even exist in the case of the latter because the AI builds their own shit straight out of their own memory and so don't need blueprints at all.
>>
>>2354258
god this game is just begging for someone with half a brain to just do a total conversion
>>
>>2354164
I think this is incorrect, you don't have to disable anything
>>
>>2354125
I also like those. It makes system feel much more defended and like an actual home system.
>>
So I installed fast rendering like one of the anons suggested but it doesn't seem to work for me. Extracted all the files to the main starsector folder, started the bat file but the game just refuses to start. I can start the game normally but not through bat file. I do have mods but not those that are listed as conflicting. Any idea what is wrong?
>>
>>2354115
Indevo has some stupid shit but is generally a bit more customizable, though shartley WILL cope and seethe over you not wanting to interact with the systems he worked super hard on. I also seem to remember there being some issue with VPCs clogging spawns and fucking with your chances to get colony items and AI cores, though that might have been fixed.
AotD on the other hand is a major overhaul mod (four of them to be specific) where your only ability to remove features is to not install whichever mod has said features. This means that AotD inevitably bloats your playthrough and fills it with shit that you won't want to deal with, i.e. having to micromanage colony defense fleets, needing several colonies producing super special commodities just to build certain ships.
Ultimately I'd recommend Indevo over AotD if you're looking for less bloat, and I'd recommend neither if you're looking for something close to vanilla.
>>
>>2354240
Never installed buckbreaker before what does it do exactly add dialogues option like RS as well as ships?
>>
>>2354336
hullmod that deals 1000% extra damage to ships from mods the current maintainer is triggered by
>>
>>2354334
You put it in starsector-core or some shit not the main folder. It has its own vprams file as well if you need to change it for your mod list.
>>
>>2354334
You need to put it in the starsector core folder nor the folder with the app
>>
>>2354350
>>2354403
Ludd's blessings upon you anons.
>>
>>2354335
>i.e. having to micromanage colony defense fleets
Honestly if you're doing a RP run AOTD seems worth it, I've been messing around with doing exactly this and its shockingly a lot of fun finally being able to completely customize your faction's identity, my only issue with this part of things is that the modder is a autist and I can't put automated ships in any of my fleets
>>
>>2354172
you should try scintillas with flash bombers and swarm launchers
>>
>Glacial leveling if doing anything BUT combat
why?
>>
>>2354558
because the game is about combat
>>
campaign layer was a mistake, imagine if alex had spent all that time on fleet AI and combat terrain instead
>>
>>2354585
Oh, well then. . .
>>
Combat and spooky lore was a mistake, where are the roleplay features?
>>
>>2354592
>>>/g/aicg
>>
Any new when 1.0 is coming?
>>
>>2354596
>>
>>2354589
>vanripperslop
can't these retards be original
>>
>>2354598
>ANYTHING I DONT LIKE IS SLOP
>>
>>2354600
he's right, it is slop. aristic level of garfield, a completely cynical product.
>>
>>2354600
yeah, doesn't change the fact that these retards are so lazy they'd rather rip off someone else than develop their own art-style
>>
>>2354558
Because combat has difficulty multipliers for xp that are pretty generous
>>
>no luddite gf
>>
>tfw no PK on Gilead
>>
>>2354589
>My fleet watching the pirate mudskipper explode from trying to fire their gun.
I can't help but see the Space Station 13 Nuclear Operative whenever I see the marines in Starsector. I blame the four visor slot things on the helmet
>>
>>2354172
Vanilla Lumen, glimmer and Fulgent are great. Lumen is basically a drone wolf. great if you give it the pulse laser and the blaster. glimmer is a baby eagle that can suppress with graviton beam and Fullgent is op if you give it heavy blaster and some doritos weapons. i also recommend Caymon ship and weapon pack because it has this missile spammer, really. drones are great in general if you invest into them because AI cores don't count as officers and are fearless (giga aggressive) so they are constantly engaging the enemy
>>
So anons, what's the final verdict on the UAF update
>>
>>2354336
a bunch of ships with builtin omega weapons (that can spawn virtually anywhere) and also >>2354340

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