1e1e50 No.16872462[Last 50 Posts]
Didn't see one in the catalog, so thought I'd make a thread since I started playing it again
>sandbox space sim rpg
>combat is top down in fleet vs fleet encounters
>can pilot a ship or just give orders
>can be a trader, explorer, scavenger, or build your own colony
>become a space jew by raiding traders to disrupt supply lines to settlements and then selling your own supplies
>or just firebomb planets that compete with your market share
Review: http://invidio.us/watch?v=acqpulP1hLo
Download: httpsdon't use link shortenersiYb6DX0sKF
Key: TEITW-HP9ON-A7HMK-WA6YA
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1e1e50 No.16872466
Shit, not sure what the direct download link actually is
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0964dc No.16872500
>be tri-tach
>make ai
>btfos hegemony
>N-NO U CANT DO THAT THOSE R BANNED
>blacklist and destroy them
>they just sit in space and btfo nigger techminers. unless youbare tri-tach
Tell me again what they did wrong?
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1e1e50 No.16872504
>>16872500
Since we don't know why the gate systems stopped working, it's hard to say who the good or bad guy is. I assume Tritach AI got out of control and fucked it up, though.
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0964dc No.16872511
>>16872504
No I mean like in the lore the AI war was just them fighting TriTach AIs. But its not like they were just doing shit on their own, they were fighting for TriTach.
So whats the big fucking deal. The only reason your AI goes rape ape is because it still might be trying to follow its old directive.
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7bed21 No.16872545
>>16872500
>turning entire planets into wage cages
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1e1e50 No.16872546
>>16872511
Oh I guess both AI wars were post collapse, hm
>>16872545
Tri-Tachyon Corporation® and its trusted value partners off unlimited advancement opportunities
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caeae8 No.16872549
I can't wrap my head around he combat. I thought it would be ring runner but this is more complex.
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1e1e50 No.16872551
>>16872549
>Ships have hull, which is their HP
>Each "square" on a ship has its own armor, which has to be reduced to 0, at which point further damage will affect hull, thus reducing its hp
>Different weapons have different damage types, which are effective against hull, armor, shields
>Energy weapons work well against anything
>Firing weapons or absorbing damage on a shield generates Flux. When Flux is maxed out, the ship is disabled for a few seconds, so being able to strategically use shield or venting to lower flux is very important
But then you also have 4 classes of ships depending on size, and some are carriers, and some are low tech vs midline vs high tech, which different armament slots
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0bba94 No.16872553
>>16872545
Humans literally did the same shit and your drm on replacement light bulbs has almost killed eveyone. AI are are hardly worse.
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f10ddb No.16872564
At some point even the Luddic Church & Hegemony teamed up to take out the AI, but something happened to the point where they never crossed in their minds about approaching the systems where the AI themselves laid, they were out-manned and out-gunned. it was simply better to scrub all the history logs than to let anyone else know that the AI are still around, so they spread propaganda on all the AI being destroyed.
Only a jew would care about profits margins anyhow, the money you get from colonies without AI cores is still more than sufficient in endgame activities.
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1e1e50 No.16872568
>>16872564
>the money you get from colonies without AI cores is still more than sufficient in endgame activities
Having even a pair of gamma cores on your first colony is a huge boon for exports and reducing import reliance
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cd7b8c No.16872574
I really want to like this game and have actually played about 40 hours of it in 4 different setups, starting with easy-mode vanilla. Now I'm running Nex and Varyla mods and it's fun and stuff but the economy is fucking non-existant. For example, Luddic Church that has been my bitch for a couple of years doesn't have much left for markets, yet somehow they manage to send five fleets into my core system, with a total of about 60 capital ships and 60 support ships. Jesus Christ nobody could actually afford such a thing with their economy not to mention they are at war with 4-5 other factions.
basically can't take it anymore, until the economy reflects what factions can do this game is fucked.
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1e1e50 No.16872586
>>16872574
If I remember correctly, if you can get your reputation up to about -50 or so, they'll stop raiding you
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a407d2 No.16872601
reminder to read the mission description for the last hurrah if you think the hegemony and luddic church deserve any mercy
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e0ed3b No.16872622
Yeah, I hate RNG.
Being a bounty hunter was fun until you get royally fucked over by two back-to-back superfleets.
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e0ed3b No.16872623
>>16872622
And before you ask, this was my fleet.
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1e1e50 No.16872624
>>16872623
>>16872622
Don't the RNG missions scale off your fleet stats? Eg, concerned people at the bar scale off your cargo capacity
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7bed21 No.16872652
>>16872586
They're still raiding when I'm up to +50. Also the info screen says that fighting the party won't incur a penalty, but it does.
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e84dbe No.16872662
>>16872624
From what I understand, what happens is that as your complete more bounties and as time passes, the bounty fleets become stronger up to a cap. It's not hard scaling like Oblivion/Skyrim, but it's there. It'd be nice if you could still find less powerful bounties at all points in the game.
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1e1e50 No.16872681
Why do Class V planets suck? All the Class III and IV planets usually have tons of +2 and +3 bonuses to ores and shit, but Class V tends to have like, 125% hazard rating and -1 food production at best
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f2bc84 No.16873075
>>16872622
>>16872622
Don't take the mission then?
>>16872681
i found an earth tier planet that was twenty thousand light years away from the nearest hub. It was heart breaking.
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1e1e50 No.16873089
>>16873075
But that doesn't mean anything. It just has low hazard rating (thus cost) and average production at best. Unless that also affects the growth rate (in which I'm pretty sure population size affects production or export wealth), but it's still a long wait for it to be worthwhile
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f2bc84 No.16873116
>>16873089
it looked blue and green, big, and had low hazard ratings that was all i wanted for in a planet
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1e1e50 No.16873134
How reliable is it to get Alpha Cores from surveying ruins and finding eg orbital habitats? Or do I have to man up and bully [redacted] fleets?
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f2bc84 No.16873138
>>16873134
isn't there a beginner guest from the second hegemony world you go to where they give you a free alpha core
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1e1e50 No.16873151
>>16873138
I don't know I play on normal, and any bar quests to "Flag the academic with the tripad" lead you to an alpha core, but you have to relinquish it
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eefed6 No.16873154
>>16873089
Hazard rating strongly affects population growth, yeah.
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eefed6 No.16873156
>>16873151
You don't have to relinquish shit. You have a fleet of warships and he has tenure at a local college.
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f2bc84 No.16873158
>>16873151
have to? i clearly remember running off with it and not knowing what it was for half that playthrough
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f2bc84 No.16873161
>>16873156
this guy gets it
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f10ddb No.16873163
>>16873134
Not reliable at all. You'll got to bully [REDACTED] fleets to farm them.
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c5796f No.16873229
Post fleets
>>16873134
Very variable but you have to never discount anything (read worldgen debris field / worldgen derelicts / scattered ruins / probes) and obviously have the relevant skill before attempting any serious salvaging, scattered ruins
If you explore everything you might get between 5-20 alpha along with a ton of other shit and even some very good ships
Techmining on a colony with extensive or vast ruins can drop a surprising amount of them, especially if you fudge the decay rate in the settings.json (don't use over 1.00 which is no decay or the game will brick itself after a while from how much shit it's trying to generate when the techmining check comes around)
For [REDACTED] farming don't discount smaller fleets just look for fleets with officers, multi capship flet have more chances to drop but are much harder especially if you're playing with mods Nova / Solar / Timeless / Nameless / Lustrare / Shine will all fuck your day up worse than vanilla
Bases will drop alphas almost everytime but iirc that kills the spawnrate for fleets in the system so only as a last resort / the system is worth colonizing
>>16872652
It doesn't incur the actual penalty of attacking a fleet affiliated to that faction with transponder on which is what they're trying to convey.
Besides 60+ caps if you're running a decent fleet and have a base on your side is easy to deal with and basically free money for minus 5 rep
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cd7b8c No.16873569
>>16873229
Fleet looks nice, I just fear how imbal your mods are as it looks like you got six ships better than an Astral I wonder how many supplies you use a day? Also why are you not using the largest storage/fuel ships?
>>16872623
You should use the mod "skilled up 1.1" it allows a gradual level up to 103 to max the skill tree, highest I ever got was 73 I think though.
>>16873151
I got super lucky on this seed/run and got the Paragon and Odyssey blueprints from that.
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cd7b8c No.16873576
sage for double posting.. i guess
>>16873229
I just noticed you use 37 supplies, my fleet generally is made up of falcons and herron carriers. I suppose after I max out my officers it won't matter if they can't all get into every engagement, but that's not going to happen soon. How about sharing your mod list?
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6ff257 No.16873690
Is there any mod that removes niggers from the portrait roster?
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d474a8 No.16873693
What's your favourite ship in the game niggers? For me it's got to be the Cabal upgraded Tempest it's from a mod, I remember piloting it against cruisers with no support on my side and still destroying them.
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6ff257 No.16873715
>>16873229
I'm running a pirate campaign on nexerelin, I'm using a light fleet designed to always have 20 burn level on sustained and have enough combat capability. I had to stick an augmented drive on that conquest, but it's a temporary measure until I find a proper replacement.
Things I learned by playing as a pirate:
>it's easier than I thought it would be
>it's more fun than I expected
>hounds suck absolute ass unless you stick a shield on them, and even then they're dogshit
>hammerheads are best early game ships, probably best of their class regardless
>they're really unreliable when it comes to holding their territory
>their invasion stacks are hilarious
>>16873693
Hammerhead and Sunder, both need frigate support but can punch far above their weight. I think broken ships from mods should be excluded, there's no point in adding them since I don't think even vanilla is balanced. Balance shouldn't be a top priority but having a ship that can kill everything alone is dumb.
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cd7b8c No.16873717
>>16873690
You can download portrait packs, I'm using some degenerate anime pack.. if you really want to you could do an individual replacement of some pics afaik. It would be far easier just to add some packs and reduce the percentage though.
>>16873693
I just fucking love Eagles (with Heron support), properly kitted out they can pack hunt equal numbers of capital ships (poorly controlled by enemy ai) Eagles and Heron are very mid-range, but they don't die easy and they don't cost a fortune in deployment or maintenance.
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e0ed3b No.16873747
>>16873569
and since when was difficulty scaling a good thing?
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c5796f No.16873757
>>16873569
>Fleet looks nice, I just fear how imbal your mods are as it looks like you got six ships better than an Astral Also why are you not using the largest storage/fuel ships?
Strangely, actually not much is actually imbalanced, worst two offenders here are the 3rd ship and the 3rd LPC on the Astral, and teh ships aren't better per say just cost more DP with the obvious exception of the 3rd one which is just very good , not at killing but at keeping stuff occupied without getting killed also noticed I messed up and the 5th ship should be one slot to the left because 50DP instead of 45
>I wonder how many supplies you use a day?
37 in this pic because post combat repair but usually 20
Fuel is where I hurt a lot, like 400 L/y.
>Also why are you not using the largest storage/fuel ships?
I actually am, see those two long looking ship on the 3rd pic, 4k cargo before mods for the supplies cost of 4 collossus, they just cost a lot (and only spawn from one faction that tends to not expand or get killed of early), and the one just left of those is a supertanker with 10k fuel and the ability to raise your burn level by 2 just rare as fuck and very pricey Thank you based ED, I know you might be around.
The rest is because I need more (and also putting survey equipment on colossus is insanely good if you want every planet to cost 5 supplies to survey and have the cargo cap to haul all of it) and it's efficient enough, especially the one with all the Dmods it's basically 2.6k storage for 4 supplies a month
>>16873715
>>hounds suck absolute ass unless you stick a shield on them
When a ship doesn't have a shield, it's because they don't have the flux capacity for it, so putting a makeshift shield on them is good only if it's a missile / PD / ECM boat
>>16873693
The Cuchulainn, it's literally just a big ass tach lance with a phase skimmer, I fucking love it
Will share modlist in another post because have to make some recommendations alongside it and that will most likely hit char limit
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c5796f No.16873963
>>16873757
>How about sharing your mod list?
So here we go
>Prerequisite
<GraphicsLib
Will increase system reqs a bunch.
<LazyLib
<MagicLib
>Big mechanics changes
<Nexerelin
Good stuff for the most part if you don't mind some fuckyness with non-pirate raids /invasion fleets, changes a lot of subtle stuff on top of adding invading, and a bunch of start options, don't forget to activate Prism Freeport when you launch a new game, adds a station with rare ship and equpiment for a very large premium and the ability to exchange BP for other ones (at a loss), have to stay on talking terms with Indies though.
>Vayra's Sector
Adds a few things of interest like the HVB system (bounties with a unique flagship that don't expire and might also have completely custom loadouts for other ships in it ,requires other mods to have more than the default 2), a new bounty handler (basically adds a chance to spawn rare flagships), new Dmods, ghost ships have to respond to distress calls and have marines on hand if you want the thing, new subfactions that do some things I haven't seen yet because I've disabled them and space commies to satbomb (can disable them too if you care about it).
Adds player targeted bounties, which means if you piss off a faction you get some fleet chasing you all over the core worlds and have to spend some time away till the heat goes down, or not but they're not pirate vengeance fleet so don't expect an easy win.
>Small content pack
<Arsenal Expansion
Adds a few neat ships, add one hard to deal with [REDACTED] frigate, adds the ability to summon a [REDACTED] fleet that's friendly and will scale with your fleet once every cycle if you complete the appropriate quest
<Disassemble Reassemble
Adds a few ships and weapons that are in line with vanilla balance, mandatory if you wanna use the mining option because it has one of the best ship for that.
<ED Shipyard
Adds some weirder stuff (phase ship that stops time, system that makes two ships swap place, system that makes a ship able to appear in a formation and freely swap the actual target within that formation) a couple of it are better than vanilla but most is actually kinda worse I find , makes the pirate stronger (adds a few high tech-tier ships to their roster, some of the weapons it adds have limited ammo caps (which is so rare it needs to be stated), the Carolina is some fun shit so get yourself one.
< Luddic Enhancement Mod
Makes the church / path less of a pushover in Nex, also gives them more varied tools
<Ship/Weapon Pack
Adds some fairly powerful frigates and some decent destroyer / cruisers, still fairly in line with vanilla even sometimes falling a bit short, adds some useful weapons and hullmod, adds the cathedral hubship which thankfully doesn't appear in every church fleet anymore, also adds the IBB, which is another bounty system that doesn't expire and has unique ships to get (although the ones from IBB tend to be more unique looking), some are very fucking deadly if you don't know what you're doing, also adds some [REDACTED] stuff but nothing too hard to deal with.
<Tahlan Shipworks
Adds a couple mini factions with their own set of stuff (Great House are in n outer system and their whole gimmick is time manipulation, the Rosenritter is basically 3 derelicts that drop a bunch of BPs for you to play with), a lot of good ships in general and about 10 HVB fleets (some are fucking hard to deal with but they all drop good shit), for the most part fine but clearly goes very close to the limit of vanilla balance with a few ships (the Timeless is from that mod although it's a one time ship unless you get insanely lucky with BP drops), adds some really nasty stuff to [REDACTED] and some kinda good stuff to pirate / path
Adds the Legio Infernalis, which are superpirates as a regular faction (disable the siege those aren't that fun and tend to break even if you use the latest version)
<Torchships And Deadly Armaments / SEEKER
Both overlap in content somewhat although Seeker has more weird very rare high tech ships (haven't seenh some of them at all in 5 playthroughs) and some very neat stuff, get both the latest versions or you'll miss some of the ships, most ships aren't that great but have a neat gimmick, the Niagara are pretty good ships especially the XIV variant.
Adds some fairly weird weaponry, including one that uses a medium slot to just add dissipation and one that partially retract shields it hit.
Adds some nasty stuff [REDACTED] and pirate fleets.
Seeker is here because it's not on the forum otherwise
<Vayra's Ship Pack
Surprisingly balanced stuff overall, adds some very nice ships to have early game like the Badger, makes the path / pirates more varied and a bit more dangerous.
1/?
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c5796f No.16873965
>Factions
<Blackrock Drive Yards
Hightech and high mobility focused stuff, usually balanced except for the Vespa torpedo bomber, hard to play with, AI can't into it very well, one system that usually gets crushed early, using their stuff on non BRDY ships doesn't break balance and neither does using vanilla on theirs (exception being the Vespa as stated earlier), the Nevermore is a nice flagship if you get the hang of piloting it well
<Blue
Adds the XLU, not much of note here, high maintenance low mobility ship that can take and dish out some heavy punishment, kinda balanced only against it's own stuff so will get a lot more powerful with some other mods / vanilla weapons, has insane logistic stuff (cheap big crew transport, cheap supercapital fuel tanker, cheap capital cargoship, cheap very good mining ship), and has two supercapital (one being the fuel tanker),
Adds two buildings for your colony, a very powerful space station with high cost and high maintenance and a beefed up orbital works that's insanely pricey, both need you to buy the BP from their military surplus and they're not cheap at all
<Celestial mount circle
Chink luddic church, they're completely unremarkable outside of their gimmick being that every medium mount is replaced with a drone wing and the main ship performance levels are linked to how much drones are out and alive, they don't add anything that's that powerful either but their hellbore variant is a good option for long range HE even if underpowered, also adds kinetic PD (notable because not in vanilla, rare in mods and the reason why shielded fighter become much less powerful)
<Dassault-Mikoyan Engineering
Carrier based faction focused on hit & run tactics, will get shredded easy if you have long range and decent PD, problem arise in that they have some extremely good LPC that can become a lot more powerful in a battlecarriers that's not afraid to stick to frontlines, not gamebreaking but definitely edging out vanilla option in a few places (straight up has a better kopesh for the same OP cost, has one of the best fighter out there for 15 OP instead of 16-20 OP for similar options elsewhere, also has some very good low OP options compared to everything else, bombers aren't that great though so not that broken)
Adds the Blade Breakers which are [REDACTED] on steroids, they also have a secret station with some really good stuff on a BP, their equipment is kind of shit on other things because they have a massive increase in OP cost and you can only salvage a very limited number of their stuff, adds the Blade Breaker deserter start which is very hard and very fun (start in a insane cruiser with high maintenance and fuck all for supplies / fuel and everyone except a few mod faction hates you)
<Diable Avionics
Same deal as DME (bit better in a brawl), except mechs in space, adds a supercap that's a bit too powerful if left in players hand and completely shit if given to the AI (Pandemonium), most of their LPC are on the strong side but much less numerous so not as broken as DME (that I could see but some people disagree with that).
Will try to fuck your shit up if your colonies are freeports
Adds one IBB for an unique one of their destroyers.
<Hazard Mining Incorporated
Adds literal junk-tier stuff, no worries about balance here because literally everything with very few exception is bad / worse than vanilla, has scavenged [REDACTED] very rarely and some low tech reskin of the Paragon / Astral which are even rarer but actually good.
The real deal is that their systems have gimmicks, usually in the form of a unique type of planet, one has a 350° neutron star (and some tasty loot if you're brave enough), another has two system limited subfactions that use some slightly different ships that are vanilla + a hullmod (usually not super useful), has a secret system at the bottom left corner of the map, with a nasty surprise and a very good one if you can deal with that
Adds some other ship to vanilla faction but nothing too remarkable, but does add a low tech bomber that's surprisingly annoying but not really powerful.
<Interstellar Imperium
Unassuming ships at first but once you understand the package hullmods gimmick can become really fucking brutal, has the exterminatus ship (Satbomb/Tacbomb costs 5k fuel less but a bunch of CR on that ship), adds an IBB fight against a souped up version of that ship (can't salvage it so no broken multiple EMP nuke except when you're on the receiving end), also has a frigate with inverted flux mechanics in that fight which you can salvage and is really good.
Also adds the IBB fight for the Space Battleship Yamato, which is as awesome as it sounds
<Junk Pirates
Weird looking ships that aren't anything special, replaces some [REDACTED] low danger systems with anarchists system, and adds an IBB with nothing too special, one single ship has really good mining and is cheap that's pretty much it.
2/?
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c5796f No.16873966
<Legacy of Arkgneisis
Kinda like imperium except worse, shitty ships that rely on dfaction specific hullmods to shine, but they're not as good, does add a way to sort of game Prism Freeport BP exchange by letting you buy BPs that exchange for a lot of points as long as you do not learn them.
Adds the Bongo CIWS, which while not overpowered pretty much replace anything else that isn't kinetic PD, adds the light plasma driver which is the same but for small energy PD, rest of the weapons aren't that great or bad, just nice complements to vanilla usually
Adds a quest with a decent unique cruiser and assorted exotic weaponry.
<Mayasuran Navy
This takes a big fat dump on the lore, doesn't add anything that's really broken just some midline stuff a with a few good siege carriers, has a few neat ships, in particular the Excalibur with is a big Railgun with engine strapped to it and can supposedly solo a station if you're patient enough and for some ungodly reason the stock loadout has SO on it when it's supposed to engage from very very far away if it wants to stay alive.
<Neutrino Corp
High tech but prefers armor tanking to shield tanking, has the best capital freighter, adds a station near a black hole that can give you one single unit of the most powerful capship out there (if you're very good friends with Neutrino and have 4k supplies to burn, it has 6 front facing large 2 of those universal the other 4 energy and enough OP and slots to fit a nice bit of PD), also has some good phase oriented ships and another capital that's really good as a flagship, noteworthy is that they have big bomber drones (not that they're good but they're drones) and one of the very rare kinetic beam, also has that one capital that puts a wide area shield it's not super good but nice concept adds a competley broken jokeship called the rm -r * which pretty much does what his name implies, can only get though console commands.
<Outer Rim Alliance
Big purple broadside bricks, they're fairly unremarkable as is their equipment, they can get really good at shield tanking and do have a weapon that passes through shields but not as good as it sounds, I don't really care about them but they have that nice capital carrier with 8 slots but 2 with built in interceptors.
<Roider Union
Not really a faction yet, basically another flavor of independents, with a commission and random stations in unexplored system similar to Blessed Reach the church, can retrofit a couple ships to better suited for combat variants, and in the future will probably have more of that.
<Sanguinary Anarchistic Defectors
They drop BPs, that's pretty much why I use that mod, droprate is low and pretty much restricted to big fights and stations fights, stations will rip you a new one.
<Scy
Balanced around a different idea of the game, but still works in the game (basically insanely high flux capacity, shitty as fuck shield and low dissipation), also heavy on the hit & run but the AI doesn't suck as much with them, has quite a few ships that are very worth using for many roles, all their weapon trade range for damage compared to vanilla but has some very good option in there.
Will give 300% value for AI cores, has an abandonned station while also being near the edge of the core worlds, so you're most likely gonna be getting very friendly with them, but can get curbstomped in no time when in Nex because all 5 colonies are in the same system.
The Keto is basically a carrier with a railgun half the size of the ship and an accelerating chamber that is almost wider than the hull, not as devastating as it wxwould seem but you can do a lot of damage if you know what you're doing
<Shadowyards Reconstruction Authority
Another carrier heavy hit & run faction, has weird stuff that's not super useful, notable for having the best troop transport (6k before hullmods) and the shikome for it's earrape attack sound , has a few ships I enjoy like the Mimir for it's builtin weapon and good movement.
Adds pirate fodder.
3/?
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c5796f No.16873968
<Sylphon RnD
High tech faction that is focused on attack, has the option to crew your ships with an AI core instead of crew (AI can rebel mid combvat though so have fun with that), not actually all that great at it, will not work well when mixed with out of faction stuff because of how it overloads (purple lightning everywhereand the many hullmod that require sylphon ships in your fleet to work well, relies heavily on a phase like gimmick (doesn't slow time but doesn't rape your PPT/CR), has the Rakia which is the best phase ship outside of the doom, has one of the cheapest torpedo bomber although it is balanced because it's kinda shit and doesn't deal hard flux, and finally has the enochian linear cannon which is one of the best large ballistic out there, but so incredibly rare you can spend a whole playthrough not seeing one.
Adds the siege platform which is a local equivalent of the keto from Scy, not as good imo but fun to play with.
Adds a few HVB, but all 4 unique you can grab are AI piloted which does come with the possibility of them rebelling, not bad when it's the frigate one, less fun when it's some of the other ones.
<Tiandong Heavy Industries
Pretty much the most vanilla friendly faction there is, has the whole refit gimmick that can change the role of the ship it originates from, adds some neat weapons that can make low tech stations harder (Ultra Autocannon and burst flak in particular) and fill some nonexistent niches in vanilla.
<Underworld
Adds the Cabal, you wanna get friendly with them even if the price is high (my advice is you always want to do the bar events and if possible assist them in fights, but GTFO as soon as it's done or they'll fucking shake you down anyway), don't forget to always turn off the transponder before going into hyperspace or you're getting jumped by them (also if it says trytachion but one ship is purple, GTFO), once you're at -10 to 75+ relation you can get to a civilian TT world with your transponder off and get access to a secret market with sometimes good stuff and always their BP pack (which you can only buy if you're 75+ with them), which you can use to game the Prism freeport BP exchange as long as you don't learn them (for reference they exchange for 50k points when capital ship BP are usually around 7k)
Also adds some mean shit to pirates especially decent capitals.
>Other mods
<Audio plus
More music
<Autosave
Either actual autosave or just reminders
<Combat chatter
Adds a few way to keep track of the battle, adds AI lines chatter for 90% hull, 50% hull, 10% hull and overload and can ttweak that further if you want
<Common radar
Adds a radar which can be useful, can tweak a lot of stuff in it
<Console commands
Just nice to have just in case, especially nice for battle where there only one single lost squadron of fighter in the middle of nowhere that prevents the battle from being winnable until destroyed, obviously can also fucking cheat your ass out with that, only way to get some of the broken as fuck supership
<Fuel Siphoning
Must have for long exploration mission, can get fuel from nebula in systems in exchange for supplies, 4 fuel per supplies if deep nebula, 3 if sparse, goes as fast as your current burn speed so pay attention when you're doing that shit
<Lightshow
Better beam differentiation for vanilla stuff, good to have and simple
<New Beginnings
If you get killed you get some shit back so it's not back to solo frigate hobo phase
4/5
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c5796f No.16873969
<Ruthless Sector
Adds more difficulty, ads [REDACTED] to hyperspace (solo frigates near core worlds, actual full fleets near the edge, they drop cores), scales Exp to battle difficulty, give a star rating on deployment screen to gauge how hard it's supposed to be (doesn't work that well since a 6 star pirate fleet usually ain't shit compared to a 4 star TT one), adds random rep bonus on 4+ stars battle, penalize savescumming by reducing XP and rep gain on reloads, buff the derelicts heavily, makes the stipend a lot smaller and not be active as long and stuff I forgot, and you can tweak almost all of it, will partially break teh difficulty display if your fleet is bigger than 30 ship (not fleetcap just fleet, you want a bigger fleetcap than your fleet mostly so the salvage screen has shit on it as it will only ever show the number of ship you can fit with your cap, regardless of whether you could have recovered more stuff than that and that's very painful when you run a fleet with smaller ships early on).
<speedup
Gotta go fast
<Target Practice
Adds 4 target practice blocks to simulation, first one is equivalent to an unshielded Onslaught, second one to a Conquest, third one to a Paragon, last one spams missiles to test your PD system, very useful to test shit with a good baseline and no interference
<Trailer Moments
Better looking and more visible projectiles.
<Upgraded Rotary Weapons
Exactly what it says, although unless you're zoomed in all the way you're not gonna see it, has a tiny bit of balance implication as there is a fire delay on said weapons from the mod
<Version Checker
Check version for your mods so you don't have to go on the dicksword server and endure the retards over there.
5/5
>Why not X / Y
Because I either didn't know, didn't care or straight up don't want it
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6ff257 No.16874001
Nice list, but is it just me or all these faction mods do not fit in with the vanilla ones? Some are creative but seem like they belong to a completely different setting.
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c5796f No.16874022
>>16874001
Visually sure, outside of a couple they kinda feel like they don't fit, and it still subjective (seen people argue about DME fitting / not fitting visually) as long as the style in faction is mostly consistent I'll most likely overlook it.
Gameplay wise most work well or well enough against vanilla so it's fine by me, you just have to resit the temptation of using the "broken" stuff yourself, or not, ultimately mods still give you challenges even if you do use "broken" stuff (some of the HVB / IBB are fucking brutal and stuff like player targeted bounties, legio siege and "the Dickerson" can get completely ridiculous as they can break fleet / officer cap or both), unless you push it too far obviously, but usually if it's a popular mod and it's in the freely accessible in the SP campaign it's not too far off balance
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a407d2 No.16874067
>>16874001
mayasuran navy's ships feel pretty fitting in my opinion, too bad the guy who made it actually went and added them as a faction instead of keeping them dead and leaving it up to the player to bring them back
then again, i'm probably biased because the mokarran, their capital-class which is basically a giant hammerhead, is my favorite ship
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e09a22 No.16874235
>>16873969
Also check out Industrial Evolution, Boggled Terraforming and Unknown Skies, they add some fun new planets and terraforming options like solar mirrors. More stuff to spend your cash on when you get your own colonies.
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cd7b8c No.16874835
My small modlist, but triples the gameplay of vanilla.
Nex and Varya together have been a sweet combo.
Skilled up for levels past 50 is a must, everything past 50 is super slow but you still make progress.
Portrait pack = Space anime bitches.
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000000 No.16874839
>>16874835
trilples the gameplay of uranus?
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b69de1 No.16876300
So, what happens if you let the Alpha core stay in colony control after you try to yank it?
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c5796f No.16876316
>>16876300
-1 stability iirc, and you need to deciv if you wanna remove the fucker with less consequences
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b69de1 No.16876332
>>16876316
The AI never rebels or anything like that so long as I let it do its' thing then?
All hail our AI overlords.
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c5796f No.16876354
>>16876316
>>16876332
Apparently leaving it there causes AI cores in industries to randomly disappear in AI controlled colonies and have the AI take over your other colonies, also supposedly spawn ordos from your colonies occasionally.
Some of that could be mods / bugs / PEBKAC
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34ac90 No.16876620
>>16876316
>>16876354
In my playthrough I've never seen a reason to put AI in charge. The bonus for adding it to an industry is much better since your character can be a lot better than the AI as an administrator, with 0 drawbacks.
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1e1e50 No.16876644
>>16876620
If you're going wide with colonies (eg 8+) then they can be unlimited administration.
Also is there a mod that mixes up the starting sectors? Its kinda boring seeing the same factions sitting on the same planets. They also don't try to create or destroy colonies
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34ac90 No.16876647
>>16876644
>If you're going wide with colonies (eg 8+) then they can be unlimited administration.
Never got that far, 3 was my max and I already was a powerhouse. I'd rather go for quality than quantity.
>Also is there a mod that mixes up the starting sectors?
Nexerelin allows you to generate a random galaxy at start. You can set a number of inhabited sectors, populated planets and space stations. Once I went overboard and every system had 4 stations in random orbits, it looked really stupid. I hope they will work on it more so instead of factions mixed up inside star systems we'll have spheres of influence and factions' own territories.
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08d8e5 No.16876681
>>16876647
I'm trying to make the Sector great again.
The over extension penalties are starting to get serious and I don't want to start giving colonies autonomy just yet.
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3aae41 No.16876716
>>16876644
>>16876620
With Varya mods as your population goes up you automagically gain the ability to hire more admins, the time happens with your population reaches 25 (ie 5 population 5 planets) that is super easy to manage. No AI required.
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1e1e50 No.16878195
God, I didn't realize Nerexelin added 4X features and no content. This is wonderful
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e0ed3b No.16878219
>>16873075
>Don't take the mission then
That's not how being a bounty hunter works.
You need big ships, big guns, and you generally want to kill as many enemies as possible, since you'll burn fuel hard with all of your capital class ships. Also, these fleets are on random planets, and you need to scout the sector for them, and they're always in distant sectors.
So by going there you make a fuel and supply investment, which results in frustration once you learn both the fleets you were supposed to take on individually happened to circle the same dead planet.
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c5796f No.16878275
>>16876620
You can also be completely fine adding AI neither as admin nor on industries, removes inspections, remove pather disruption (they don't care enough even if you have pristine naoforges and synchrotron and by the time they might care you just have planetary shields), reduces sabotage expeditions, and with 3 planets having enough shit you can still hit 1 mil a month in time which is enough unless you're going for full on Armageddon request fleet spam to eradicate anything that isn't you or your allies in the sector.
>>16878195
It's extremely hard to go back to vanilla once you try it.
Don't forget about Prism Free portion the setting when you start a game, don't have to but it's nice to have and sort of hidden
>>16878219
There are worse things that can happen than a double fleet, like having one of those try kill the other and end up with the bounty ships for both destroyed before you go in or a procgen fleet killing bothand honestly, unless you're playing with 700+ DP battles, if you had enough stuff to actually properly take of the bigger fleet you definitely could have taken both at the same time or even better separately take both back to back, even in a scenario where you're using a cruiser fleet you could have done a retreat > reengage to go back to full PPT
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1e1e50 No.16878334
>>16878275
Like for example, there's a huge variance in ore prices here. Almost planet seems to have a fuel production this generation, but only a handful of Refineries (7) and Heavy Industry (8) in the entire sector, for example/
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1e1e50 No.16879136
Dumb question, but would breaking these 4 planets create massive and permanent shortages for every planet in the game?
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3aae41 No.16879265
>>16879136
would be fucking interesting to find out
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1e1e50 No.16879338
>>16879265
Unfortunately, I checked this right at the start of a new file, and realized shortly after I did fuck up a different generation setting and had to restart.
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4d4a70 No.16879358
>>16879136
It most certainly would. The way it works is that the level of demand a planet has for a commodity has to be met by the production level of the supplying planet. In this case, let's say that all planets having a demand level of 7 units of fuel are being fully supplied by Urandom, since it has 8 units to supply. Were you to take out their fuel production, all those planets are now at 2 units of shortage because the rest of the colonies can only meet 5 units of their demand, increasing the price for the remaining demand not being met.
The shortage will remain as long as the remaining colonies don't grow enough to meet the supply level or until Urandom's fuel production facilities recover from any raid (that is, if you didn't outright bomb the entire planet into a holocaust). I'd imagine that the shortage will certainly be massive if you take out all fuel production facilities accross the sector, but I can't say for sure if the effects of unrest become permanent or if the remaining colonies devolve into uncivilized state because of it.
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f32cad No.16879404
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1e1e50 No.16879435
>Nexerelin
>[REDACTED] raids
Oh fuck, that's a thing?
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f716fb No.16879480
>>16879435
Yes, but it's not that big a deal if you've got a system properly invested in.
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b47f71 No.16879744
https://pastebin.com/JpYzVxbC
Here are mods censored by discord and forum assfaggots
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c5796f No.16879776
>>16879744
That's missing the space nazi lolis in mechsuit mod from the YRXP dev and the other space nazi mod that break gates awakened until you eliminate the faction from your game (don't remember the name)
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b47f71 No.16879809
>>16879776
Then give links and ill add them
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c5796f No.16879819
>>16879809
Don't have them I just know they exist, just realized it too late and links were dead / nuked.
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b47f71 No.16879823
>>16879819
Anyway im sure that second NS mod is NGO and its in there too.
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1e1e50 No.16879848
>Sidrian Dictate declares war over some bullshit
>My main planet is still fledgling (size 4) and I'm playing on Starfarer mode
>Fuck I can't diplomacy their raid away, guess I'll have to gitgud
>Get a bunch of big carriers, destroyers/cruisers
>Even have a few small allied fleets to help defend my planet
>Fight seems even, I'm issuing objectives and picking out ships that break formation for once
>They reinforce and beat me like by 8 ships, didn't have a chance
>Reload save I don't like ironman mode, I'm still not good enough yet
>Only 10 days until orbital station is up, maybe I can kite them and stall them
>Literally 10 seconds from when I originally encountered them, there was a "Star-crossed lovers" event that immediately ended their war
It's bittersweet but I won, technically.
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66c084 No.16879867
>>16872504
One theory I enjoy is that the Hegemony (the actual one, not the weak cuck version we see) tricked a bunch of highly volatile people they don't like into going into that one corner of the galaxy before cutting them off so they can never come back. If I'm remembering correctly some of the people and things that ended up there are a bunch of insane machines that'll attack anything on sight, the leader of the extremists, some major CEOs of the AI corporation, and some batshit insane officers.
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c5796f No.16879964
>>16879823
Thanks, I think the other one is most likely ARIA last I've seen it mentioned it was called arian empire, but the link for that one is ded as fuck, and I can't find it elsewhere either, it must be public somewhere though because the repo with the .version file is still there (just the .version though) for version checker purpose
>>16879867
Seems plausible to be honest, either that or muderous AI quarantine with the people stuck there being acceptable losses.
Setting seems to be inspired by A.I.M / Механоиды to some degree so it could end up being a similar deal too.
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b47f71 No.16879967
>>16879964
But aria is there too though. Check again
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c5796f No.16879981
>>16879967
>But aria is there too though.
>"but the link for that one is ded as fuck"
>ARIA - https://bitbucket.org/tanem_rin/tanemrin_aria/downloads/
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1e1e50 No.16879991
>Can barely keep Hegeniggers and various alliances off my dick for a month
>Decide to clear out LP shitters
>This happens
How fucked am I
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eefed6 No.16879994
>>16879991
They're only level 1, it can't be that bad : )
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c5796f No.16879998
>>16879991
You can dodge them until they give up as long as you're careful and have a decent burn level, or if you fight they're a bit worse than equivalent pirate fleets, lvl 2 could be bad because legion spam with officer with kopesh / perdition is kinda strong.
Or you can lure them into systems where they have enemies and enjoy the reaction.
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f56d59 No.16880197
>>16879744
Do you mind adding short descriptions to these mods? Some of them are not self-explanatory and I don't want to pollute my game.
Also, why weren't they accepted on the forums? Some look benign and there's some overlap between that list and yours.
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b47f71 No.16880199
>>16880197
Some were removed for muh copyright faggotry, some for wrong politics, other for drama that i missed myself. And some are up on chink forum still.
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b47f71 No.16880200
>>16880199
Oh yea and a few a from discord you wont have to use it to get them.
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cd7b8c No.16880209
>>16880199
I thought fan based mods didn't have to obey copyright laws as they get no profit?
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b47f71 No.16880215
>>16880209
They dont. But forumfags are copyrighting their own mods and remove mods that take anything from other games.
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b47f71 No.16880278
>>16879981
Heres aria then. Can download it myself and send you mega instead if you dont want to use nexus.
https://www.nexusmods.com/starsector/mods/38?tab=description
And heres link for hullmods if it isnt working too
https://www.fossic.org/thread-996-1-1.html
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a1c4b4 No.16880592
>flying a paragon
>shields on
>shit hitting the fan
>activate fortress shield
>sounds get muffled
>impacts on the shield are tiny little knocks
I coomed a little bit
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1e1e50 No.16880695
>>16879848
>Forgot to save afterwards so now I can't escape unless I savescum until the RNG is in my favor
Welp, new game. Shit's fucked
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d05580 No.16880700
Anyone had a problem with java crashing when trying to save the game? It's a pain because it's hard to anticipate and I lose progress.
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1e1e50 No.16880702
>>16880700
You modded or vanilla? The only time I had a crash ever, was with Nexerelin and using an agent to sabotage a market
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d05580 No.16880708
>>16880702
Modded, but less than 10 and nothing too intensive. It occurs only during saving.
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ae200c No.16880722
>>16873229
Sad how people are still only using my Bernard
>>16873963
>Carolina is some fun shit so get yourself one.
Finally someone understands! I wish people used my other ships instead of just the tanker.
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c5796f No.16880968
>>16880722
>Sad how people are still only using my Bernard
Well the main issue is that a lot of them are niche as fuck, have non obvious advantages, conflict with what seem to be dominant playstyle ideals on top of pooping up almost exclusively in indie military markets, like for example I haven't seen half of the ships in the mod appear naturally ever (as in markets, derelicts and opposing fleets) and some of the other there's quite a few I've seen maybe once or twice in 5 playthrough, the pirate variants don't have the problem as much, some are even almost too common.
I can think of a few other ship specific issues as to why I would but only in specific cases / don't / wouldn't use them, if you're interested
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ae200c No.16881034
>>16880968
When i feel like returning from hiatus the first thing i will address is the rarity issue, i will probably make a market that only sell my stuff and blueprint packs.
Feedback is always welcome, i do keep notes, but don't expect anything implemented soon.
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04b390 No.16881293
>>16872623
You've got a Paragon and a Doom, you should be able to win against both of those fleets at the same time without taking losses.
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a1c4b4 No.16881400
Should I always have a refinery on a planet with mining or can it be profitable without one? Also if I have several planets in a system with mining going on, will the ore be transported to the one planet with a refinery?
Colony stuff is quite new to me and I don't know how smartly it works by itself.
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ea7d1a No.16881401
>>16881400
As long as you network of colonies has enough produced infaction, it will distribute automatically. If your mining makes 6 ore, and your refinery only consumes 4, you will have a surplus of 2 to trade. Theres some more intricacies to it all, but it more or less works how youd expect.
A colony with high access is very important. Market value is determined by demand, and then all producers are weighted by access to determine their market share (and thus actual income per month). In vanilla, there are only 5 furl producers so it is a valuable industry.
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c5796f No.16881404
>>16881400
You don't need to have a refinery on the same planet but having one in the same system or a nearby system (haven't tried far because it's too hard to defend) will trigger it to import within your own colony system, I don't remember / know the full economical implications of doing so though
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c80b7a No.16881409
Volturn can go fuck itself. You have to export the Lobsters manually.
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c5796f No.16881419
>>16881034
This was supposed to be a short post but my autism derailed me as I went and toyed with the ships for a while to refresh my memory.
>Basenji
It's cool and all, and I didn't realize it even had a fair chunk of fuel cap at first, but it has to compete with the survey collossus, might be worth giving it extra survey cost reduction
>Beagle
I'm not quite sure what to make of that one, especially with the horrid stock shield on the main ship (which probably should be frontal instead of omni, if you're caught on the side or behind you're already fucked in that ship and it's not like shield conversion is helpful), might be decent at base killing on the cheap with a bit of cover.
>Beauceron
I like that one, only really useful in cruiser vs cruiser though.
>Beauceron P
Same thing except it's better in capital support because ballistic
>Bernard
Really nothing needs to be said here, it's one of those "why would you ever not want that" ship
>Bernese
Insanely good like all salvage rig replacement that can do something else
>Carolina
It's insanely fun to use, but the mobility or shield size kinda kill it compared to other "one gun ships", good as support and the main gun doubles as a GTFO mobility system worst case, unsure about the energy smalls but I guess that was done to avoid railgun builds.
>Carolina P
I don't like missile cruisers so.
>Chihuahua
Good at interfering with the AI, but seems like the AI knows when the player is piloting.
>Chin
Would be good early if you wanna run smuggling in hostile places, I guess,one of those that would benefit from being in a custom start or get massively boosted in availability everywhere, a P version would make a lot of sense
>Collie
I never even managed to get one but on paper it seems really good if you can grab one and a decent- drone LPC early on.
>Corgi
It's okay I guess, but really undermined by the Dachshund being a thing, the 2 extra hangar bays on top of better logistics are entirely worth the loss of weaponry
>Dachshund
It's basically an unarmed drover, with 4 limited bays (usual drover spam loadout is sparks though), and it has recall device, pretty sure it breaks balance and the only reason it hasn't shown yet is that it's too rare to have a fleet of only them.
>Dachsund P
Doesn't have anywhere near the balance issues of the regular one
>Dalmatian
It's a really good solution to a problem I don't think many people even ever had, late game stealthy smuggling
>Dobermann
I suck at piloting it but it's obvious just how powerful that thing can be just by looking at what the Beagle can do, that grand salvo is death to any fighter / missiles / small ship in the firing range, might be frag but it's just that much damage down range.
>Dobermann P
Being more of a carrier makes it less prone to fucking up via poor piloting, less dangerous too because the medium are hardpoints in the opposite direction of the rest, but there's plenty of medium missiles that can do fine with that.
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c5796f No.16881420
>>16881034
>Gronendael
That thing I always underestimate because I couldn't do a proper loadout for shit when I first got it, it's actually one of the best capitals you can find, if you do take advantage of the teleporter with a missile strike loadout you can do some fun stuff with reckless officers in kinetic heavy frontline capitals, 2 large universal and 4 hybrid + 4 composite medium mounts backed by an ATC is fucking scary
>Leonberger
Always thought this ship was a meme, until I got completely fucked over by one in an HVB fleet, it's pretty much made to counter fleets that have capital carriers in the back.
>Newfoundland
That thing looks insane on paper but the AI is suicidal NO BRAKES etcwith it and piloting it yourself is hard to do even remotely well
>Pomeranian
The one advantage this thing has (eg. moar guns) is barely one to begin with (medium synergy is kinda meh outside of a missile boat) and the cost isn't worth it, the most broken build I could come up is still just barely okay, dies as soon as a carrier takes notice and is still slow as fuck
>Retriever
I feel like the DP might be a bit one the low side considering how insanely good of a support ship it is on top of being able to stand on the front line with 6 medium ballistic, weirdly it's much better at supporting a low tech armada than other high tech ship due to the repair drone thing
>Retriever P
It's got so many mount with so little OP (the large energy hardpoint is almost entirely pointless because of that, especially with 10 converging medium ballistic being enough firepower to not need it even on a 64DP ship), the lack of missile / composite mounts kinda kills flexibility which would be welcome on an OP bottlenecked ship
>Rottweiler
At first I thought it was kinda meh, but then I realized universal mount can mean missile spam.
>Saluki
Second best Dio ship, but only marginally so Izanami is still better because more versatile, I understand the massive range reduction being there but I still don't like it.
>Shiba
Same deal as the Chihuahua
>Wolfhound / Wolfhound P
Not super remarkable but good early frigates, kinda prone to dying a lot though
>Wurgandal
It's kinda underwhelming for what it looks to be, the tyrant maw in particular is very costly and hard to use for the results it provide (read 2-3 dead capitals if used well and those aren't Paragon or equivalent) I'd say the drone bay modules are a bit OP starved (5 small drone bay and a large universal in 55OP you're not doing much of anything with that)
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ae200c No.16881437
>>16881419
>>16881420
Nice i didn't expect all this feedback
>Beagle
was more of an experiment, it doesn't really have a specific purpose, i just wanted to stick the Grand Salvo on something else
>Carolina
The Carolina Reaper is very very strong, so i had to nerf mobility and defense making the ship into a glass cannon, i like that you noticed the recoil of the gun can be used to retreat.
>Chihuahua
I tried many different things to fool the AI, but in the end it always finds the real ship, so the doppel system didn't work as well as expected
>Corgi
Is an alternative to the Drover, nothing else
>Dachshund
I did nerf the operational time a lot to make it less combat viable, i wonder if i have to nerf it further… the reason i made this ship was just to combo with the Jury Rigged mod from some other mod i forgot that traded fighter bays for more cargo space
>Groenendael
It is a bit hard to use, but if you build it properly it is worth every single of its 72 deployment points, the AI will only use the Swap defensively, so you need to pilot it yourself to use its full potential
>Leonberger
It was actually a meme, it just turned out better than expected
>Newfoundland
I need to make custom AI for it… it is too unique for normal ship AI, but it is a pain in the ass to do so…
>Retriever
I don't see anyone using it, so i figured it was still needing some buffs, i guess i will keep it as it is.
>Rottweiler
Did you try the Shield Bash? Try to use it against small ships, it is fun
>Wurgandal
I had to nerf it to the ground, this ship alone stained my mod with "too OP" complaints for weeks, one day i might buff it slowly back up.
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c96fc0 No.16881484
I use Nexarelin, Imperium, Diable, mayorate, blackrock, scy, shadowyard, speedup, underworld, ship and weapon pack, blackrock and junkpirates. I tend to like my mods to feel sorta vanillaish. Any other ones you suggest?
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c96fc0 No.16881492
OH yeah and how do you prefer your nex maps? Random genned or use the normal sector?
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ae200c No.16881504
>>16881484
Ed shipyard is very good :^)
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c5796f No.16881506
>>16881034
Ah fuck it I'm gonna do weapons and other stuff too
>All the limited ammo ones (exluding the Dust)
Makes me understand exactly why they're not a thing in the base game anymore, although I guess I never tried very hard to make them work by using the Terrier.
>Ricochet Pellet Gun
It's overpowered as fuck as a PD, 1 OP for 153 sustained frag dps (not counting the ricochet part) at 0.2 efficiency and 750 range (that's the big one it outranges almost all ballistic PD), that's straight up better than a lot of PD costing 4+ OP, because shield and armor are nowhere near as much as a concern in that
>Scatter familly
Now those are something different, very fun to use and can do some pretty nasty damage if point blank but considering the game that's perfectly fine and it's still frag anyway so really limited
>Dust familly
I like them even if they're not that great, I guess the way they try to circle around targets sometimes is more detrimental to their usefulness than it should, but in the cases where they don't do that they're quite lethal against unshielded targets
>Wisp launcher
I mean they're not insane but it costs the same as the flare gun while not having any ammo limit
>Dense Neutrino Beam
On paper it looks overpowered, in practice the beam is a too slow to pop out to actually make it a true 1200 range PD, so it's a sorta worse ion beam with PD behavior, still use it every chance I get.
>Magna Blaster
The special effect is really hard to even use properly with regular ships, the OP cost is steep and the damage underwhelming even if the EMP can neuter capitals, but then you put a couple of those on the Dawn from Seeker and enjoy one insanely fun weapon synergy with those and the mine cluster missiles, I'd need to see if it's effective alongside Piranha / Flash spam
>Pug LPC
Seems fine
>Pinscher LPC
Same, nothing insane or terrible
>Terrier LPC
I guess those might break balance in some cases if you're using some missile strike centered fleet, probably made way worse by some mods with way too good missiles, i don't think the game really intended you to ever have several times the missiles
>Maltese LPC
Doesn't look like much but considering the one vid https://youtu.be/XzBP6C_vm8U it might actually be way better than intended
>Papillon LPC
Surprisingly effective at killing stuff while not getting killed, the missiles get killed really fast but it's 5OP so can't really complain.
>Other
Would be neat to have an HVB for the Wurgandal I mean I'd prefer a custom unique ship but that's a lot more work and the Wurgandal seems like it's the perfect fit for such a thing
Maybe a playground mission, where you can fuck around with all the ships
Some starts for nex, some of the more niche things would definitely find a wider audience if you could start with them (thinking about the Dalmatian in particular)
>>16881437
>was more of an experiment, it doesn't really have a specific purpose, i just wanted to stick the Grand Salvo on something else
I mean it's pretty much the fastest destroyer when it comes to killing the practice targets, so it definitely can do something very well.
>did nerf the operational time a lot to make it less combat viable, i wonder if i have to nerf it further
The problem is that if you reach critical mass that nerf isn't really that effective, once you have enough to kill a capship in one or two pass what's really gonna stop you from killing a whole fleet in a couple minute especially with recall device, granted you can't break big fights from mods because they simply have too much ship for that to be effective.
>It is a bit hard to use, but if you build it properly it is worth every single of its 72 deployment points
It does make tremendous use of some weapons from other mods too, Apsis from THI in particular.
>I don't see anyone using it
Well, I haven't seen a regular Retriever outside of the ones I consoled in, so probably that and people underestimating support ships in general.
>Did you try the Shield Bash? Try to use it against small ships, it is fun
I definitely have and it definitely is, useful against missiles / fighter waves too
>I had to nerf it to the ground, this ship alone stained my mod with "too OP" complaints for weeks
Supercap are a pain to balance from what I've seen, SWP just gave up and made the Cathedral too rare to really find, High tech Armade is old and pretty much just in maintenance mode so the Minster is probably OP, Kadur doesn't care too much about balance on top of making the Caliph unique, Missing ship mod just doesn't care at all and give you some ludicrously bullshit ships and I don't recall any player supercapitals outside of those.
>>16881484
Tiandong, Hazard Mining Inc., Vayra's sector and ship pack, Tahlan shipworks
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1e1e50 No.16881869
>>16881492
Random sector for sure. I'm not sure if it's better to have equal faction strength or weighted factions at the start. A lot of the time, organs end up fucking cheap because two cryo storages spawn across all factions once in a while, and what ends up happening is you can buy them at 40-120c at like 900x, then just shit them out anywhere for 170-270c, more if there's a shortage.
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1e1e50 No.16881932
>Kite and 3 Hounds just trying to start a humble trader fleet
>Can't even go 2 seconds without an encounter to shut my fucking transponder off
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1e1e50 No.16882040
>Shitty surveying fleet
>Find XIV Legion and a Promethius
>Not enough fuel to bring them back
>Scavenger a trinary star system
>Research station by black hole
>Can't jump or eburn because mothballed legion
>Have to circle event horizon gaining minimal momentum until pulsar shoots me away
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47dc22 No.16882056
>>16882040
Why didn't you dump the dead weight? It's not even worth it.
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a1c4b4 No.16882069
Man, it's great having my own colonies away from the other factions, but I have to constantly stay around and kick these core cunts back into the void. The Luddic Path are the worst, every time there's like 10 battlecarriers and a whole bunch of other shit.
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eefed6 No.16882165
>>16882069
The secret is to have 3+ colonies in the same system. They each spawn their own defensive fleets so even two fleet commands makes a system pretty much immune to invasion.
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1e1e50 No.16882174
>>16882165
Obviously it's better to fuck off to an unclaimed system, but is it a bad idea to squat in a claim system if you can push people out?
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dcacf0 No.16882188
>>16882174
There are a shitload of factors in this, but I would recommend becoming friendly with a few factions before doing that. The different factions get really pissy if you start producing even a modicum of the Sector supply of a commodity.
Oh and if you use AI the Hegemony will bully you no matter how much favor you have with them.
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1e1e50 No.16882217
>>16882188
In particular, TT and Sindrian seem to be more aggressive about that. And Hegeniggers gonna nig. You can bribe them all, though.
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6c3970 No.16882262
It's important to stay on the good side of the factions because otherwise your economy will implode from the cost of production and having nobody to export your junk at. That hurts your own income. Tax income alone is pretty shit in my opinion, you make most of your credits from trade. It may be possible to run your own solvent empire somehow while hostile with everyone else but I haven't tested it.
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b11a6c No.16882264
>>16882040
You got lucky as fuck, still was a very poor idea to go into a system with both a blackhole and a neutron star with a mothballed ship
>>16882056
>It's not even worth it.
It's a Legion XIV, it's well worth keeping, just shove a carrier officer in it and and decent loadout it'll do fine against almost anything.
>>16882174
Depends on what faction it is and what their current situation is entirely, basically think of it as a delayed declaration of war (so take into account that you most likely will invade the planet they have in that system and eventually all of their planets), or stick to being a little bitch and be fine with 50% income and no growth over size 5
Usually the Luddic church is a good target, especially without the mods that make them harder (good planets poor defense)
>>16882217
Mostly just vanilla factions doing pre-hostilities expeditions in general, I think only Diable does stuff outside of marketshare related ones.
Sindria is extra aggressive if you have fuel production and they're not busy getting invaded by everyone
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836cbd No.16882326
>>16882165
>The secret is to have 3+ colonies in the same system.
my first system in the middle of a random map has 4 colonies and a little ways to the "left" i've got a 3 colony system. shits awesome. costs a billion credits to build it all up though
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1b2e14 No.16882380
Hegeniggers need to stop looking for my porn collection if they don't want me to take entire systems in a week.
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a1c4b4 No.16883089
I've had it with these hebrewmony cunts sniffing around my AI cores and these luddite sandniggers trying to religion-of-peace me. Can I somehow stab at the heart of a faction somehow to make it collapse or do I need to just go on a systematic crusade of holy fire on them?
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b11a6c No.16883107
>>16883089
Depends on if you're doing vanilla or modded
Vanilla only has bombardment, which is slow and has many drawbacks, and you can't remove the path
Nexerelin would allow you to invade hegemony instead which is much faster and cleaner but still wouldn't have a permanent path solution
Vayra's sector allows you to remove pirates and path permanently
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1e1e50 No.16883138
Okay, I'm gonna make a serious Nex playthrough. What's a fun faction to roleplay as?
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eefed6 No.16883146
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b11a6c No.16883623
>>16883138
Pather is pretty good, but depending on how much mods you have you'll have to make concessions regarding ship usage.
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b47f71 No.16883700
>>16883138
Scav/pirate run. Add in grand sector and subfactions.
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04aeef No.16883714
>>16883138
I suggest playing Nex and Varya's sector (base mod) together. They are coded to work together and have non of the balance problems of "ship mods". Make sure you enable the Prism Freeport when you create your game, also random core world is pretty fun but might take a couple of remakes to get the feel that you want. Playing TT starts you with high-tech ships, but makes it hard to get your own plans, if you don't play with TT they seem to get smoked on set-core-world, I started my current game with my own faction/world large fleet, joined a TT alliance and will build them up, quit it and harass them until I get everything I want.
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8ac6af No.16883731
>>16883700
>>16883138
I had loads of fun as a pirate. It's not that hard despite what the label says, give it a try.
>>16883714
>laying TT starts you with high-tech ships, but makes it hard to get your own plans, if you don't play with TT they seem to get smoked on set-core-world
Not always, in my playthrough it was Sindria that got wrecked despite me lowkey helping them, and TT was gaining territory (albeit slowly).
>I suggest playing Nex and Varya's sector
What does Varya mod add? Is it performance-heavy? Worth it?
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b47f71 No.16883738
>>16883731
Vayra adds unique ship bounties. Commie faction with shit music and some additional sector settings. To fix meme shit go to pastebin that i posted before, theres a fix for it there.
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b11a6c No.16883743
>>16883731
>What does Varya mod add?
High value bounties, although you only get a handful by default, basically hard fleets centered around an unique ship, some other mods add more of those.
The ability to remove pirate and path permanently from your game.
A new bounty manager that occasionally replaces flagships in regular bounties by something more interesting
Space commies, you should disable in config they're just an extra nuisance faction with different objectives
Special sub factions for a couple factions that supposedly start doing some weird shit after a while but I disable it
Ghost ships, basically every distress signal could be one, they're clean (as in no Dmod or any damage and generally full weapon loadout) cruiser sized or bigger ships that you need to board with marines and crew once you have recovered it you get to see how badly the reason why it's a ghost ship is gonna fuck you over if you wanna use it in your fleet, ranges from harmless to dangerous to even consider using ever.
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8ac6af No.16883755
>>16883738
>Commie faction with shit music and some additional sector settings
I like that a faction based on a genocidal country is a no-no, but another faction based on another genocidal country is OK. The author seems like a massive retard, I think I'll pass.
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b47f71 No.16883758
>>16883755
As i said there submod that fixes most of meme shit. And faction itself is weak as shit.
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01584c No.16883810
>>16883731
I actually have a bunch of smaller factions with those 2 mods.
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5a3b77 No.16884423
Playing vanilla right now and I own 5 colonies. Is the max amount of colonies I can have 7, with 4 under my control and 3 administrators, if I don't want the stability penalties? Can I have an infinite number of ai cores as administrators and not have to care about a limit?
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b11a6c No.16884436
>>16884423
>Can I have an infinite number of ai cores as administrators
You can, but farming alphas is hard and tedious especially in vanilla and more colony has a diminishing return once you're mostly importing / exporting from inside your own empire
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1e1e50 No.16884500
>>16883146
>>16883623
>>16883700
>>16883714
>>16883731
I'm just vanilla + Nex. I always like to do trader runs early on, it just seems the safest and easiest way to get cash. I had a small fleet for about 8 Hounds with 255 speed each and avoided every fight easily. Cryosanctums were fairly common and there's usually at least one place that has organs at 67c or less. After that, I saw Volatiles had a market value of $600,000 or more, so I snagged a planet in TT space (triple colony) and paid tribute.
I also did a Spacer start out of principle, being that it's the hardest start.
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c96fc0 No.16884606
>check enemy station near me in nexaralin run
>it was just attacked, free level 2 volitile mingin spot and militaty base
>stick fuel with with core
>check neighboring system
>same thing
>free level 2 transplutonic mining and fabricator
Man being a nigger is fun. I now need to get my fleets ready for full time war, whats a good fleet comp?
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226a68 No.16884655
>>16872545
>you live on one
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1e1e50 No.16884834
This file has been stupid, I've found like 4 or 5 alpha cores just from surveying (about 25% surveyed the sector) and all this high value shit. This research station alone just got me a onslaught and paragon blueprint too
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1e1e50 No.16884843
>>16884834
>Explore 3 more systems
>Current one had two more alpha cores from scattered ruins
Fucking christ
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04aeef No.16885072
>>16884834
Trade in some of those blueprints to get your astral/ or something, a fleet doesn't really need paragon and onslaughts.
Alpha cores can be farmed from systems with a [[redacted]] space station, they respawn local fleets, that once defeated can drop ai cores.
(~nex mod req.)
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2e0ae1 No.16885097
>>16884834
I remember I once found 5 Miller-Urey devices after installing a terraforming mod. They let you convert any planet to a terran type within some time in the game, each is worth 500k. Couldn't use it because I didn't have my own colonies, only governorship as a part of the faction.
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c96fc0 No.16885228
>>16885097
Are those Vanilla or from a mod?
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c96fc0 No.16885229
>>16885228
>After installing a mod
God I'm fucking retarded
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46d8fd No.16885278
>not modding your own faggotry race in using Nexerelin
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9456cb No.16885325
>>16885278
damn… its the space weeb reptilians
arm the Thermal Pulse Cannons!
exterminate it with plasma fire!
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a1c4b4 No.16885340
>>16885278
Degenerates like you are why the tachyon lance was invented. Lower your shields now and accept holy retribution
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c96fc0 No.16885384
>>16885278
Servant of Moloch, prepare for the void.
In other news I just nigged 2 stations from some fags and now own the majority of the fuel market. The best part was they offered a peace treaty right before it and I was able to invade then accept it so no threat to my colonies. I'm making near 700k a month and have the production quality to match. My blueprints are ok but I wish a had a paragon or astral.
I forgot to enable the Freeport so I have to find them on my own. Raiding for them never seems to work.
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9456cb No.16885426
>>16885384
juke a pirate horde into tri-tac patrol with paragon, then curb stomp it with your garbage swarm when its crippled from last battle.
kidnap that mofo and run.
kit it out as a brawler ship like so in pic with aggressive officer
now you have an immortal behemoth that can 1 on 2 [REDACTED] battleships
it's special ability Fortress Shield is wasted if its used as a long range beam ship (I use double Maelstrom for that)
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79ab43 No.16885447
>>16885426
>d-mods
Disgusting.
Also why do you need accelerated shields and solar shielding? For paragon of all ships.
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9456cb No.16885482
>>16885447
>d-mods
I ALWAYS take a Structural Damage ship over a stock ship anyday, that's a 20% deploy cost reduction for merely -10%armor -10%hull
also reduce monthly maintenance supply cost together with Efficiency Overhaul hull mod.
u'll learn to love d-mods when you have Safety Procedure 3 and Field Repair 3 when you have an end game deep space exploration fleet
>Solar Shielding
ALWAYS have that on every ship for hyperspace solar storm damage reduction and oh… i dunno… 20% energy damage reduction in combat??!
>accelerated shield
normally I use Resistant Flux Conduits for my ship.
this is only for the AI Paragon, It rarely ever vents in the middle of a giant brawl… AI officer loves to pop shield on and off instead so why not.
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eefed6 No.16885483
>>16885426
>autopulse lasers
>no expanded magazines
Disgusting.
If you're making a brawler Paragon it ought to be plasma cannons, heavy needlers, sabot pods, the minimum of PD, and nothing else.
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9456cb No.16885500
>>16885483
>expanded magazines
nah that's stupid when you only have 2x autopulse…. 4x autopulse then its worth it
but i'm using the 2x side large mounts for other things.
a brawler Paragon vs 2x or 3x [REDACTED] Ordos needs sustained ranged firepower for longer periods. 2x Heavy Needlers a must, sabot pods no, that's what Longbow bombers are for. AI uses the missiles on anything.
Plasma Cannons are good vs everything else but not in a sustained Ordos fight, u hard flux yourself way too fast.
Endgame capital tank builds should be built around low Flux/damage and low hardflux build up… possibly with good burst dps… Autopulse fits all criteria better
go fight a 3x stacked Ordos gangbang, see how your plasma cannons hold up… then we'll talk
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b11a6c No.16885668
>>16885426
>AI Pandemonium
> asymmetric broadside AI panda
That's a twofold waste of ressources and DP
I dunno why but it's one of those ships where the player vs AI gap is even larger than usual.
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1e1e50 No.16885676
How do you design good ships? For example, when evaluating whether I want a ship in my fleet, I look at its class and weapon slots first. I like having eg Wolves because they have medium energy on a small body. I know the damage types and such, but is it better to stack hard and do a dedicated laser ship, or should I give something a way to disable engines, shields, and a primary gun to shred armor, for example?
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b11a6c No.16885680
>>16885676
Do random shit with what I have in my hold and test it against the target practice blocks until I have something that is decent at doing anything against those without having some massive issues (test the PD too, don't want to have a ship that will shit itself once the PD fires).
Remember weapons that specifically are good for their slots (HVDs etc)
Steal tournament builds
Avoid autofit and upgrade weapons with free OP like the plague.
Take included loadouts with a grain of salt, and only go for them if you can complete the loadout entirely.
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9456cb No.16885699
>>16885668
actually I fly the Pandemonium myself depending on threat situation..
ie. long range flak and pd vs carrier / missile spam fleets
or tac lance snipe with 2x hephaestus for conventional ranged combat
I rarely let AI fly the panda, and no its a frontal combat loadout not broadside, only the 2 front large mount are diff weapons (Storm Needler + ? ) the rest of the ship is symmetric loadout
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b11a6c No.16885704
>>16885699
>actually I fly the Pandemonium myself depending on threat situation..
Makes sense, the AI has a very bad habit of teleporting in the middle of a crossfire, which obviously usually ends poorly.
Asymmetric builds usually don't work well for me and there's only so much you can do for a good sniping build with forced dampened mounts on top of very spaced large mounts.
I guess the accuracy over time thing makes the S.needler insane after a while.
I might have a go at trying again to make mine work before it gets nerfed into the ground, not quite sure how yet.
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1e1e50 No.16885712
>Alliance with me, Persean, TriTach
>War vote with Hegeniggers
>No
>WAR HAS BEEN DECLARED
>AI inspection arrives on main planet
>Niggered off with 3 Alphas
And that's when I decided to purge their smaller colonies in holy flame.
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b11a6c No.16885752
>>16885704
>>16885699
Opinions on that one?
I know I kinda waste threat analysis by going with accurate weapons fro the get go but I can bully quite a few times my DP in capitals or cruisers despite the fact that I can't pilot for shit
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b11a6c No.16885753
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c96fc0 No.16885754
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d2133b No.16885764
>>16885753
What faction mods are those?
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b11a6c No.16885774
>>16885764
In that image there's stuff from
Arkgneisis
Blue
Dassault Mikoyan Engineering
Diable Avionics
ED shipyard
Scy nation
Tahlan shipwroks
Tiandong Heavy Industriies
Technically Neutrino and SWP too but that's just the freighters in the top left
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9456cb No.16885784
>>16885752
I just use mining pods as spaced armor lol, the amount of reapers and torpedoes they blocked is more than I'd like to admit.
4x heavy needler is a bit overkill on the med slot so 2x HE whatever will kill faster, but the 1x large storm needler is well worth the money.
the other large front mount is situational.
the 2 back large mounts is whatever you fancy.
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d2133b No.16885788
>>16885774
Ty I meainly wanted the big red ship but those other ships looked cool
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04aeef No.16885803
>>16885384
you can enable Prism after the game is created but you need to add the console mod and input the code from the thread on Nex.
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1e1e50 No.16885804
>Pirate Base has been slapping my colonies around
>Finally make a fleet to deal with it
>Bounty was $290,000
That was a little tough, but it went well. I kept getting harassed by 3-star danger fleets and slowly snowballed from salvage, cost me about $250,000 in supplies for repairs overall though.
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d2133b No.16885845
>everyone and their mother makes midline to high tech ships
>Barely any low tech ship
I'm never going to daka
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b11a6c No.16885847
>>16885845
HMI just updated, low tech and sub low tech stuff are pretty much all of the content
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1e1e50 No.16885851
>>16885845
I just feel like low tech ships (ironically) need more knowledge and skill at the game, because they aren't universal damage and have specialized bonuses.
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04aeef No.16885859
What tech-level of oribital stations do you build? I fucking depise the mid-tech stations, they are designed like shit and usually I just build low-tech.
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9456cb No.16885869
>>16885859
high-tech best tech for orbital stations
pump it all the way up to star fortress
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b11a6c No.16885874
>>16885859
It has no relevance unless you're in the system when it fights whatever it does, and at max level they're still more or less as good / bad.
Low tech is better if you have decent ballistic BP
Midtech is better in a very defensive battle where you station your own fleet on either side
Hightech is better if you have good energy BP
Mod wise
Shadowyard which adds a station is better if you have a lot of good LPC BP, used to be broken good but got nerfed hard.
Lanestate (from blue) is better than anything else (with halfway decent carrier support you can hold 6 Grand Invasion fleet of anything fairly easily, and it comes with good HE built in) but it costs a lot more to get / keep and is larger and more prone to friendly fire.
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1e1e50 No.16886150
If ECM affects fighters and missiles, does that mean that my Shephard's borer drones are affected by Advanced Optics, since they use a beam weapon?
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c96fc0 No.16886186
Whats a good onslaught loadout? I feel like there is a way to improve on the base one but I can't figure it out.
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f10ddb No.16886197
>>16885859
Midtech Star Forts. Midtech Star Forts everywhere.
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09c6a3 No.16886208
Why is Nazi shit banned on the main forums but not commies? Hmmmm….
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f10ddb No.16886219
>>16886208
The single Starsector dev is Russian.
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1e1e50 No.16886242
>Part of TT/Persean alliance
>At least -20 to +20 with everyone else
>Random event lowers it too much, kicks me out
>War declared
>Other factions form alliances
>More random bullshit that puts everyone to hostile
>Agents can't keep up
This is stupid. I get the random changes but I can't maintain peace, even with an ally
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1e1e50 No.16886284
>>16886242
>Peace is made via agent
>5 days later event happens
>War again
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46d8fd No.16886293
>>16886273
He could easily be a KGBaby.
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d2133b No.16886331
>Still no respec mod
I will forever be tormented by my poor decisions. What does everyone else run with their character skills? I figured that leadership is always essential for those command points and officer slots ut everything else makes me feel nervous committing to. Especially industry since nothing seems useful at all when you start rolling in hundreds of thousands of credits per pay roll.
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1e1e50 No.16886346
>>16886331
I always beeline for Transverse Jump, then anything that affects fleetwide skills. Colonies as well. I never take any red skills. Also ECM/CP/fleet nav skills
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9456cb No.16886360
>>16886186
what are you using it for?
Im a bit let down that its flux vent rate is too low to be used as a sustained 3x gauss cannon fire support… so i made the XIV Onslaught a mobile long range pillbox instead
burn drive is actually pretty great for moving up to catch the frontline instead of suicide charging (thats for the Ludd variant)
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c96fc0 No.16886374
>Just cleaned took control of last point in home sector.
>own 75% of fuel marketshare
Feels good. This is my best nex game so far, I just with I could find more capital blueprints. I just set up another tech mining operation so hopefully I get something nice.
>>16886360
Brawling mostly. The thing to remember is those arcs on the arms don't face forward unless you get the hullmod for that. This does ok but I like to see what other people got.
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04b390 No.16886386
>>16885859
>>16885874
High tech is best in a single battle. The fortress shield is nearly impenetrable. It trades firepower for range though. The main problem is that the shield emitters can be destroyed between battles, which leaves it completely defenseless on subsequent fights.
Mid tech is the best overall. The fast rotation makes it impossible for the enemy to focus down one module so it tanks a LOT of damage. Its damage output is fairly low, but still respectable.
Low tech is for pure firepower. Its defenses are trash. It's not THAT much more firepower than the godlike mid-tech though so I don't think it's worth using at all.
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9456cb No.16886389
>>16886374
looks like you might need more anti shield
unless you have longbows constantly spamming
i find onslaught lacks the flux vent capabilities and speed (and turn rate) for agile close brawls, it can easily get cheesed and get reapers shoved up the engine pipes.
those 2 side large mounts i just use flak or i dont mount anything at all. save those DP to go for hull mods that aid your playstyle instead.
also i fire 1 autopulse cannon at a time while the other recharge, most ships are too small for both cannons.
and I strictly use it to snipe ships that almost max flux and trying to flee. 1 salvo is usually enough to overload and kill before they got away
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d2133b No.16886418
>>16886346
>never take red skills
But why not? Wouldn't your giant capital ship being the strongest be important?
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04b390 No.16886440
>>16886418
Clearly the person you quoted can't fly for shit. Fleetwides are good. Plantary skills are not. Just get alpha cores to handle your planets.
ECM/Nav is questionable depending on your overall fleet strategy, but it's usually trash when going up against significantly larger fleets and if you don't intend to fight the biggest toughest fleets you can manage then what are you even doing?
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1e1e50 No.16886459
>>16886440
>>16886418
The AI will fly better than you 99% of the time. Why waste effort controlling a ship when it could be doing something useful? Also, you can just get more officers
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d2133b No.16886469
>>16886459
I like flying my ship over having it play itself.
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04b390 No.16886471
>>16885500
I use plasma+autocannon paragons all the time, but it all depends on how you support it. Definitely not going to solo 3 ordos, but nothing should be able to do that.
>>16886459
Bull. Fucking. Shit. The AI flies like a retarded moron. Even the most aggressive AIs won't properly focus and unload, and anything else won't even get in range for all weapons. I can easily carry my fleet, not the other way around. You just suck.
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1e1e50 No.16886473
>>16886471
I don't like combat, it's a huge waste of resources. Besides that, character points are non renewable, and you can again just get an officer if you need additional bonuses on a ship.
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eefed6 No.16886492
>>16886473
I'm looking forward to being able to plug alpha cores into ships so every Starsector thread can turn into "don't level admin skills you can use alpha cores for that" vs "don't level combat skills you can use alpha cores for that" and half the playerbase starts playing Ludd to avoid all that gay shit, because playing Ludd is great.
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405eb1 No.16886493
>>16886440
> Plantary skills are not. Just get alpha cores to handle your planets.
<having disloyal machines rule over people
Tri-tach cuck detected. I can fly ships well enough with a few token red skills AND be a better admin than any machine. It's like you hate money and 10 stability.
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1e1e50 No.16886497
>>16886492
That'll be hilarious. I do look forward to Story Points or whatever, that'll be a fun way to augment things in the world
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04b390 No.16886501
>>16886493
I have dozens of planets with 10 stability and effectively infinite money. AIs might be disloyal in a future patch but not now.
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a1c4b4 No.16886533
I hope the flux venting effect gets worked on and polished.
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1e1e50 No.16886564
>Original colony settled in a system with 3 TT planets
>Rationale was that there'd only be one faction to contend with and if I got on their good side, I could leech off their security
>Persean and TT allianced and eventually had hostilities against me, whatever, they don't invade often
>Still mad at Hegeniggers for stealing 3 alphas from me
>Sector turned into full war and they stole a planet
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46d8fd No.16886744
>>16886564
>not wiping the Hegemony the fuck out the first chance you get
If your entire politics boil down to "we are always going to take all your X which makes your colonies not run like shit" then you deserve to get space pogrom'd.
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1e1e50 No.16886761
>>16886744
>Don't want to declare hostilities because too weak and if they're at war they can't be bribed
It's a conundrum
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b11a6c No.16886772
>>16886331
Pretty sure console commands allows for that
>>16886761
Use agents to make them hostile with absolutely everyone, takes a while though.
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c96fc0 No.16886774
I wonder if the AIs will always try to dunk on you any chance they get. Maybe you will be able to use story points to debate them.
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46d8fd No.16886777
>>16886774
Yes, it's just a timed event for some, completely random for others. Luddic Path, Persean League and Pirates just have a timer, your relation with them has no actual relation to whether they will attack you or not. Others' reputation can be fucked by random chance at any moment.
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9456cb No.16886819
>>16886473
>I don't like combat
pick fights with 6 Hegemonger invasion fleet that just freshly nabbed some BDY station
>it's a huge waste of resources.
salvage their blown out corpses for 5~10 fold the resources I spent to deploy ships.
then raid the damaged colony for easy pickings.
give the market back to the original owner as a fuck-you
i guess space autism combat isnt for everyone
>>16886564
>>16886744
then trace their Hegemongrel invasion fleet back to their originating market and glass the mothafukkas out of the section for the 3rd time
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9456cb No.16886848
>>16886819
for some reason they send out all their remaining XIV onslaught as last wave. time to pull back Maelstroms and deploy pure capital vs capital
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7b060a No.16886858
what sucks is that nomatter how hard you fuck a faction if they are not dead they can somehow afford to send six fleets of capitals at one of your random worlds at anytime
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9456cb No.16886865
>>16886858
then do this:
sign the peace treaty when they have a single shitty size 3-4 planet left, let other factions finish them off.
the resurgence fleet becomes someone elses problem lol
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46d8fd No.16886867
>>16886858
That's what I hate the most. There is no actual manufacturing economy, just the exchange of goods. You need resources and whatever the fuck else to build ships, but you don't actually build those ships with those resources. You build them with money. You can't supply your own shipyards with X amount of metal and heavy machinery and crew to get Y ships out of it for free. No, you always supply X amount of money. It is virtually identical to just buying those ships, except you get the convenience of specifying which ship instead of relying on chance.
It's the same for the AI. There is no point to disrupting their supply chains or shooting down their trade fleets. As long as they have money, they can poot out more warfleets whenever they want. And even then, they'll probably always have money.
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1e1e50 No.16886870
>>16886867
I do kinda wish that the game had more economic depth. For example it seems silly that Heavy Industry produces 4 items, and they're also basically consumed at the same rates by different industries.
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04aeef No.16886880
>>16886870
>>16886867
hopefully Alex is working on this because if it doesn't get done the game will never be what it can be, in fact I can't imagine it being called done until this is finished. Honestly compared to a lot of shit that is coded/finished, I can't imagine this being difficult to finish, and if not finished well simulated.
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1e1e50 No.16887353
>Captured this shitball planet
>Even with cores, it's barely turning a profit
>Current game has Volatiles with a market value of $715,000
>Ores and Fuel MV is $200,000
>Everything else is like $120,000 or less
I don't see how to keep this planet profitable. I could grant autonomy and get a whopping $1,200/mo from it, or I could just abandon it and get like $550,000 profit
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04aeef No.16887464
>>16887353
-low stability
-disrupted stuff
-no waystation
-no megaport
-not even 5 population
-pirates trolling you
but main thing is hazard is 225.. dam that's shit man, it's way to fucked trying to make profit on anything over 150 hazard imho, you will at least break even if you fix that other shit.
also if you can get another planet in that system it will help some for access and mutual protection, if that's not possible consider making it dependent after helping yourself to it's cores and whatnot.
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c96fc0 No.16887535
>>16887353
>fuel with syncotron
>still not pulling profit
Its level 4, just cut your losses and pull out.
>tribute
Oh maybe that is eating into your profits.
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c96fc0 No.16887822
>late game nexarelin play
Do I really need to be rocking like 4-5 capital class ships in my fleet for this? It seems like I do.
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1e1e50 No.16887825
>>16887822
My fleet is 7 Drovers and 1-2 tanky ships because I am bad at the game. I can occasionally take a system orbital platform down, and usually pirate bases with no problem.
>Pirates are being niggers and disrupting trade, stability, growth, and profits
>Blow it up
>Get like $300,000 bounty and 3 factions praise me for doing something I was going to do anyways
>>16887535
Even if I tripled the profits, it still wouldn't touch my bigger actual planets. This map, like I said, has over $700k MV in Volatiles, and only about $125k in Fuel, so it's actually better to just mine it and sell it in this case.
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9456cb No.16887829
>>16887353
>>16887464
>225% hazrd rating
that's too high, you'd want something below 150-175% max .. on those shitball mining colony i dont build high upkeep industries, just the low cost basic versions.
>no refinery
that's a big income industry for low upkeep
>tribute icon
you are paying tribute to some faction as their bitch boi, that's 50% of your profit gone
>pirates and luddic path
yup the place is just being fucked gentlly
>+0 ore +0 rare ore nothing else of value
>no atmosphere, tectonic activity, extreme hot
this is truly just a hunk-a-rock shitball tier I planet
you'd want at least both ore PLUS volatiles on a frozen world…or a +2/+3 to both ore for a dedicated mining colony
pack up everything and Abandon now
anywhere else is a better choice
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1e1e50 No.16887830
>>16887829
I did mention this was a captured colony, right? Why they built there, I have no idea. At least I made the right call in figuring it out was unsalvageable.
Why not just capture and abandon all the 3-4 size colonies? Seems like a valid strategy
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c96fc0 No.16887832
>>16887830
I have done this. Fuck that Hegemony shithole.
QUICK I NEED A COOL NAME FOR MY FACTION
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9456cb No.16887833
>>16887830
oh dont abadon. just give it to the independents, or some faction you want to improve relations with.
that'll increase the overall market size profits
the more shitty planets other faction own… the more customers you got
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1e1e50 No.16887834
>>16887833
Do Independents have schizo behavior changes in Nex? I might soft ally myself with them if not.
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9456cb No.16887839
>>16887834
i always give 1-2 shitball planets like this (or empty planets i dont want) to independents in any sector i own
they increase consumers market size
they send out patrols in sector / hyperspace to fight pirates
they don't claim the sector and demand tribute
when your sector is having pirate activity…they actually POST A BOUNTY ON THEIR LOCAION!
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1e1e50 No.16887848
>>16887839
That's actually a pretty spicy strategy. Is there a situation where you'd want to set up an autonomous colony?
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9456cb No.16887859
>>16887848
ya i grant autonomy to fresh new colonies
upgrade the spaceport, set it freeport then build a medical centre, pump max money into growth incentives, queue the rest of the buildings.
so i don't have to take that mismanagement penalty while i wait for it to be size 5-6, at which point i'd actually start to give a shit about
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5a3b77 No.16887863
>Playing with nexerelin and skilledup
>Making nice amount of money from colonies and exploring
>Suddenly hear the noise for losing reputation and game crashes
>Happens no matter what so I try a different save
>Get to around same point and now when the new month happens game crashes
>Deleted mod folder, reinstalled mods, and tried again
>Same shit
Am I just completely fucked?
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9456cb No.16887872
>>16887863
u might need to read the .log file and figure out what is actually causing the crash
or seek help on the Fractal Softworks Forums
>>16887848
also any high hazard rating colonies that i barely make profits on
and resource gathering colonies that i only needed the in-faction supply
or a filler colony on an empty planet in my sector i don't give 2 shits about, it increase the local accessibility slightly i think
or u can setup one up in an empty sector just to block pirate spawns lol
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5a3b77 No.16887888
>>16887872
Just reinstalled the entire game and it works. The log file made it seem like the game kept trying to load some pirate hulls that it couldn't find, though the event it kept crashing at was a failed rebellion.
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1e1e50 No.16887974
Okay, I guess my goal this game is to keep colonies alive, but liberate them from all factions. One sector done. Obviously I'll be keeping the good ones for myself.
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9456cb No.16887994
>>16887974
keep the desert / arid / frozen worlds
when you have lotsa money later you can terraform them with Boggled's Terraforming Mod
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1e1e50 No.16887998
>>16887994
Oh, I'm just playing vanilla + Nex
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a148b6 No.16888072
>>16887974
turning colonies over to independent is something I also like to do, you keep max faction so Freeport is buddies, you gain access to shops and you have allies in all systems you work in, it seem like independents faction doesn't go down randomly either (maybe)? i like the idea of making the whole sector either cherries you keep or independent allies, good luck anon.
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9456cb No.16888800
>>16888072
im starting to sprinkle shitball empty planets with pirates in the core worlds just for the hell of it lol
anyone ever had games where pirates overrun the core worlds?
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915afc No.16888874
>>16872462
Is a new version out?
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c96fc0 No.16889091
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b6c5dd No.16889189
>>16888874
that depends on what you consider a new version tbh, there was a big update about 4 months ago.
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c96fc0 No.16889413
>Never use Gunnery control AI
>throw it on to see how it works
This makes shit weapons kinda viable, how did I turn my nose up at this for so long.
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9456cb No.16889423
>>16889413
>Gunnery Control AI
+%velocity get slow moving high damage HE shots on target easier.
-%recoil means that needler becomes a pinpoint stream full burst
really useful for long range artillery ships if you like pin-point snipe. or dealing with pesky fighters/frigates.
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1e1e50 No.16889424
>Big fleet rolls up to 4-star battlestation
>Yeah I can probably take it
>I'll just wait for these single ship picket fleets to fuck off
>They move in to engage me, don't do the combat because literally beside the orbital platform
>THE FLEET HARASSES YOUR SHIPS AS YOU DISENGAGE BUT DOES NOT CAUSE ANY HARM
>This is literally a kite and some other shit
>My entire fleet, including two capitals, loses 15% CR each time this happens
>Suddenly down to 50% CR and have to spend over 400 supplies to repair everything
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5cafd2 No.16889426
I've owned this game for a few years but put it on my backlog. Is this one you should play vanilla a bunch before jumping into mods?
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d2133b No.16889432
>>16889424
It's kinda dumb how this works. If one group engages your battlestation then thateffectively removes the battlestation from the reinforcement list. I got into the habit of engaging first right before they reach my battlestation. This way it becomes me and my station against them.
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eefed6 No.16889433
>>16889426
Give vanilla a run before you mod, and when you get bored just pile them on
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1e1e50 No.16889446
>>16889426
I would recommend playing vanilla because there's a lot to learn, and after you've played it a bunch, then you can have a good idea of what parts of it work for you what doesn't, and then grab mods to extend your favorite bits.
If you haven't played it yet, you start with a small fleet and while it's a sandbox, you want to earn as much money as possible so you can do other shit. You can raid planets, set up colonies, do bounties, be a surveyor or trader, etc. Colony management tends to be mid-late game and your goals are whatever you want them to be, but most people(?) tend to just kill one or all factions and call it a day.
Combat is one of the best parts but it has a bit of a learning curve. But once you figure it out, it's very satisfying. Lots of ship mods in the community. In particular, I like Nexerelin, which adds 4X elements to the game, and makes the world feel a little more lively, and lets factions try to expand naturally.
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ae21fd No.16889457
I finally decided to give Yuri a try expecting to get some super broken weapons, instead I get to smuggle weeb paraphernalia onto wartorn colonies because that's apparently very profitable.
>>16889426
I started heavily modded and I honestly wouldn't recommend that, the game already throws a lot at you without mods and since you're actually expected to make good decisions based on what the game throws at you having a complete wall of fuckery that uses even more complex mechanics than the base game isn't exactly a good thing, if you don't mind the difficulty wall by all means go ahead though.
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d2133b No.16889589
>get intel on supply caches, extensive ruins, similar intel
>find said stashes
>the notification never leaves and continues cluttering my intel screen
curse my autism
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c96fc0 No.16889618
Is there a reason the friendly AI will sit right in front of you when you are trying to engage a ship?
This goes double if its a capital fight and its a friendly frigate with full flux. I just watched one of my destroyers sit between me and an onslaught despite there being plenty of space to the left. I jiggled in place and it matched me. Predictably it died.
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8bde54 No.16889646
>>16872622
>3-5 outdated as fuck Hegemony battlecruisers
>Superfleet
Those ships are large but they're about the shittiest/cheapest ships in that class. Your Doom cruiser is one of the most OP ships in the entire game because you can phase in and shit out somewhere around 5 massive AOE bombs with virtually no risk before phasing back out.
>>16873156
Thanks for the laugh, although I always thought there was a significant risk of Tri-Tach ramming a cock down my throat if I ran with the Alphacore, so I never did it for pragmatic reasons.
>>16873965
>Diable Avionics
Very Japan-inspired with the mecha (I believe they are actually called Wanzers in a nod to Front Mission), but they are a ton of fun to play. The wanzers are extremely effective and will bully the fuck out of lighter ships with massive firepower (for their size) and great maneuverability.
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8bde54 No.16889647
>>16874001
There is actually an autistically curated mod list thread in the Starsector forums which will rate each faction mod based on theme and balance, amongst other criteria, if you want to check that out. They are pretty accurate.
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5cafd2 No.16889753
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f2bc84 No.16889937
>>16889646
Which ships do you use in your fleet? because its a fucking nightmare to support with supplies, and the ai isn't really good for me.
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9456cb No.16890597
>>16889646
doom is great to insta kill incoming fighter swarms with mines… couldn't find much else use for it.
but Harbinger (StarlightCabal variant) is hands-down one of the most OP ships in the game if you spec it for speed, flux cap and burst dmg. it's special ability Quantum Disruptor overloads a ships shield and weapon for 2 seconds is OP AF combined with phase tech
>phase fast enough to catch a fukin frigate then 1hko it
>can go right through frontal shield ships and surprise butseks their naked engine pipes
>supreme battlefield situational and maneuvering abilities to catch a fleeing ship on low-hull
>can Omae-wa-mou-shindeiru an Ordos battleship's shield just before the 20x bomber torpedoes hit
>phase out behind a ship wreck and safely vent in the middle of a battle
>dupe ass purple paint job to lure enemy fire
in the hands of a capable player it can single-handedly change a battle's outcome.
>>16889937
if supplies is a problem for ur phase ships grab the lv3 d-mod skills and mix-n-match your d-mods with Efficiency Overhaul
a 5-supplies-a-pop harbinger spam is hilariously OP to shield heavy fleets
… and pretty scary even to my endgame fleet
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1e1e50 No.16890675
>>16890597
So the supply cost to deploy seems to be based on what the ship's stat is. What determines the maximum supplies/battle (eg the high number on the bar?). Does that mean having efficiency and D-mods will actually let you pop out more ships?
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9456cb No.16890959
>>16890675
no the deploy points that determine how many ships you can send out per battle is fixed to their original deploy/supply cost number
(i don't think anything can change that)
efficiency overhaul simply lower the supply/month maintenance and fuel/jump
while d-mods (with the lv.3 skills) lower the supply cost to maintenance/month and the repair cost in supplies ( to regain CR ) after battle is over, assuming u took 0 armor/hull damage. and the % STACKS.
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c96fc0 No.16891011
>Ai fleets run with 7 cruisers plus all the fixns
>I can only deploy like a single ship
I need to have a bigger fleet don't I?
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f2bc84 No.16891042
>>16890597
>harbringer
I oneshot onslaughts with that shit, fun times.
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48a1ce No.16891938
>>16891042
If I settle different systems, will they still count as in faction imports, even if they are very far apart?
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2cda05 No.16891946
>>16891938
Yes, I think the game abstracts that.
I THINK.
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5a3b77 No.16891947
>Faction tries invading my main worlds with 3 "very strong" fleets
>For a measly 2 million credits, I get around 12 large defense fleets
I didn't expect to get more then 3 fleets, but can't complain watching the enemy fleets start to retreat and get raped in 10 seconds flat.
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ae21fd No.16891974
Ship procurement from the new Nex version is some pretty good shit
Time to get an army of Vale, Songbirds and Yukikaze
>>16891938
I'm not 100% about far but I've had 3 colonies in 3 systems on a bad playthrough and yeah imports inside the faction still works but the downsides are quite large, starting from ability to defend, how pirates can have an individual base dedicated to one of each of your systems etc
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c96fc0 No.16891987
What are the best bombers against stations? I was thinking Piranha because they can't move out of the way.
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ae21fd No.16892031
>>16891987
Longbow + Kopesh for cover and PD interference, it's not so much that they'll do more damage but they will neuter the station completely and the rockets will still wear out sections over time on top of sabots not being useless against things that aren't shields you do need something else to do the cleanup usually, preferably said something has a tachyon lance or reapers.
It's less effective against low tech if they have a lot of fast AoE PD and specifically star fortress because they have armored bits in front of the sections.
It's a good enough combo that even mods really don't have much that can outdo it besides longbows + whatever better rocket bomber (although some have kinetic rockets and that works differently in practice).
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eae39a No.16892037
>>16891987
because ships are so slow and shit, i feel range on weapons, fighters and bombers is an extremely important consideration, especially as lazy as i am controlling battles.
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2cda05 No.16892055
I just did a star fortress and yeah I can see the Kopesh and longbow being more useful. Longbow will not only bring down shields but the sabots can overload weapon mounts and the kopesh will at least strip the armor off so you can start damaging the armored layers.
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ae21fd No.16892074
>>16892055
It's especially good if you support that with Legions XIV fitted with Hurricane MIRVs and HVDs
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c96fc0 No.16892104
>>16892074
How do you get blueprints for that? How do you get blueprints in general? I am playing nex and I feel like if I'm going to go through the trouble of taking out a station then I'm just going to take over the planet.
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9456cb No.16892109
>>16891987
against stations?
swarm of Flash Bombers with purple mines
they are drones so no pilot loss
if u can get the shield somewhat high fluxed they can overload then kill a module in 1 pass, depending on numbers
against star fortresses staying at range with fighter/bomber swarms is a bad idea becuz of station's teleport phase mine
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eae39a No.16892131
>>16892104
with nex you basically have to explore a lot of [[redacted]] shit. talk to the dude in the bar that leads you to the red planet for some plans. (my current game that got me a paragon and oddysey bp) otherwise find outposts, survey ships and motherships. – i've been told you can get plans raiding military faction bases but i don't usually get anything good, maybe someday.
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eae39a No.16892133
>>16892104
>>16892131
oh and prism freeport if you talk to the station commander he will offer to trade blueprints at a loss, so like 3 capitals bps for 1 bp out.
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ae21fd No.16892136
>>16892104
You don't ,Legion XIV are only present as preset derelicts, usually all in the same nebula but sometime there's 2 nebulas with a set of them, one is always recoverable with no Dmods and you can get up to 6 if you're lucky but usually 3 - 4, they're surprisingly goo compared to the regular one
You get BPs from looting ruins, caches, mining stations, habitats, research stations and exceptionally rarely from looting hyperspace derelicts.
You can also get them from raiding planets with heavy industries (BPs will correspond to the faction and there's an exceptionally rare BP set you can only get that way by raiding hegemony)
With Nex you can use the Prism Freeport BP exchange function (talk to the admin of the station, use the console cmmand mods if you forgot to set that on at the start of your game), there's also a handful of faction mods that add buyable BPs (which you can then use to game the BP exchange), there's another one that adds a boss faction which sometime drops BP if you destroy their bases / capships and there's one that pretty much just allows you to exchange credits for BPs.
>>16892109
Flash are good but only if you have no mods adding good kinetic PD and since they only drop very rarely from [REDACTED] it's a fucking pain in the ass to get enough of them and usually if you can farm those guys a station isn't even an issue.
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eefed6 No.16892757
>start a new game
>this time i'm gonna do some exploring, i'm not just going to salvage a bunch of carriers and then stomp out the lobsterniggers
>three hours later i'm stomping out the lobsterniggers again
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9456cb No.16893115
>>16892757
whats with you and your blue lobster addictions doge?
>grab terraform mod
>turn a frozen planet into water planet
>do the mod mission to learn the ancient secrets of bikinibottom
>seed the water planet with lobsters
>????
>profit
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eefed6 No.16893529
>>16893115
It's a self-sufficient and retardedly defensible system in the middle of everything with good income, bad capitals, and no allies. The lobsters are just a bonus.
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9456cb No.16893621
>>16893529
i thought u were after them sweet sweet lobsters
>I took the planet just so i can larp my fleet gets unlimited lobster buffet at mess hall
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d46bd7 No.16898479
>there were significant friendly fire incidents over the course of the encounter
That's what happens when you unphase in front of my death rays you dumb fucks.
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a9409a No.16898588
>>16898479
>Friendly ship dropping mines
>Weaker friendly ship goes right into it and blows up
I sometimes wonder if the devs made it so enemy spies can pilot your ships.
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57d5f7 No.16898596
>>16898479
>ship I'm piloting is about to die
>figure enemy ships don't want to fly into one of my beam boats' firing lines
>beams are supposed to stop firing instantaneously
>tiny corner of my ship gets lasered enough to warm up a hot pocket
>explode
Not sure what I was expecting.
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fda241 No.16898856
>bomb one of the pirate planets
>disrupt their space port
>a few days later they start requesting supplies, organs, fuel and so on
>accept all their requests
>doesn't even matter if I fail to deliver on time since they'll just ask for more the next day
>start making more money than I could ever hope to make doing anything else and my relationship with the pirates is better than ever
I'm never going bounty hunting ever again.
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d46bd7 No.16899157
>the pirates employ their devious scheme to block my field of fire with the broken, burning hulks of a thousand smaller pirate ships
>a phase skimmer uses the debris to unphase behind me and deploy its dastardly jewish entropy magic
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935b3c No.16900183
Is there a trick for finding admins with skills? I've been trying to check every planet for admins and so far I've yet to find any with any skills at all, much less one with my two preferred Level 3 skills.
Alpha Cores do not count.
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aeeebd No.16900208
>>16900183
Be the admin you want to have.
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1e1e50 No.16900505
>>16898856
Yeah, I think I made like 1.6m credits just by doing that once.
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d86993 No.16900515
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46d8fd No.16902424
Here, have Galatia Complete 1.4, a music collection:
http://0x0.st/iu4q.zip
Because absolutely fuck copyright spergs.
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46d8fd No.16902425
>>16902424
Jesus christ are the spam filters here fucking retarded.
Thread for Galatia is here: http://fractalsoftworks.com/forum/index.php?topic=5373
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538e6b No.16902436
>>16902424
>Because absolutely fuck copyright spergs.
The autism on this forum is pure cringe. Whenever I read anything there I want to give up.
>http://0x0.st/iu4q.zip
I'm not touching that link, though.
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869be2 No.16902987
Do expeditions scale inevitably upwards, regardless of how big or small your colony is?
Like if I have a tiny colony that just barely went over the market share threshold, will the expeditions they get increase in size even if the colony doesn't? Or do you only get bigger expeditions if your colony has a requisite output that creates a really high market share, combined with things like Free Ports?
Or what if you deliberately kneecap your colony to make production go down? Will the expeditions stop or get smaller?
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9456cb No.16903453
>>16899157
>5 reapers up your exposed engine pipes
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d46bd7 No.16905277
>hegemony found the ai core sock
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46d8fd No.16905280
>>16905277
>not wiping the hegeniggers out the first chance you get
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2e15a1 No.16905971
How do you make a mod that makes minor changes to the starfarer.api? (Changing numbers around.) I've tried making a jar file and having a mod point to it but as far as I can tell the mod does nothing.
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1e1e50 No.16906030
>New game
>Volatiles has a market value of over 740,000 credits
>One colony has Organs at 32c apiece because cryosanctum
>Money is plentiful
>Rush to start a new colony in under a year
>See this
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1e1e50 No.16906034
>>16906030
Aw fuck me, they have an orbital station and I don't have a combat fleet yet
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d46bd7 No.16906331
>found 0 synchrotron cores last playthrough
>have 4 already and barely searched at all this time
Guess I'm Saudi Arabia now.
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04b390 No.16906350
>>16879964
>>16879867
>>16872504
Tri-Tach AI never went completely out of control. Even now, the Remnants are still "neutral" to Tri-Tach and still believe they are following Tri-Tach orders. The "AI Wars" were literally Tri-Tach vs Hegemony.
However, it's possible that the AIs already control TT, so that would make it a moot point whether or not the AIs have broken free of TT since they would be "free" either way.
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5210af No.16906792
>new nex version allows you to steal ships from faction fleet doctrine
>one of the vayra colonial faction can after a while use [REDACTED] in their fleets
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1e1e50 No.16906795
>>16906350
>However, it's possible that the AIs already control TT
The faction description for TT says their corporate structure is frequently rearranged in such a way that it could be considered a form of AI, so probably
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c96fc0 No.16906815
>>16906795
I wouldn't doubt an AI has the Hegemony by the balls or at least a planet. If you look at some of the Admin skills for their officers some of them are a 3/3/3 split.
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1e1e50 No.16907001
I want to do a themed/roleplayed run (Nex) but I like the difficulty that Spacer has to start with. Even if I plan to join LP for example, my start is always the same where I rush to get Transverse Jump, do a bunch of trade missions, and then set up a colony after salvaging a bit. Everything else just feels ineffective
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eefed6 No.16907049
>>16907001
Yeah that's my biggest problem with the game is how easy it is to skip large parts of it with a few good trades or lucky salvages. I'd like to see a mod where heavy cruisers and capitals are substantially rarer and more expensive.
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1e1e50 No.16907093
>>16907049
Actually I started another new game and it was a fairly small core world, but nobody had Cyro (so no 30-60$ harvested organs) so it was a much slower start. Volatiles are still at 500k+ MV so it'll be lucrative later on.
I decided to start as a neutral miner. Since Nex lets you mine planets and asteroids I thought I'd give it a try in earnest. It's pretty decent once you get it going and from 2% of a planet's ore, I got about 8,000 worth of credits, enough to fulfill some early contracts and avoid getting fucked by Spacer's fees. What I really love is that Shepherds are the go-to ship for both that and surveying, which is great, because I love using them.
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1e1e50 No.16907319
This is one of the largest fights I've seen
>All that salvage
>Spacer start, decide to do mining for money
>Early on it's stupidly good, even 10-20 volatiles is worth several thousand
>Midgame it's kinda underwhelming, a high hazard planet will obliterate your profit via destroyed Heavy Machinery
>Lategame it's easy to get 1000+ basic ore which is annoying, but you can still get quite a few volatiles before a planet is used up
But then since I had a huge cargo supply I came back to find 380k+ trade contracts, all from the same planet that was in fine shape.
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4d0819 No.16907427
>>16907319
all those d mods
why bother except for any 14s
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04b390 No.16907429
>>16907427
Some people like to throw hordes of trash ships at the enemies as if they were roleplaying pirates, because they never learned the lesson from the actual pirates about how poorly that goes. Personally I don't think ships like that are worth the cost/effort of arming, let alone the supply/fuel cost to fly with and deploy them, even at a discount.
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5210af No.16907526
>>16907427
Entirely depends on what those Dmods are, especially since Vayra adds a bunch that are not really all that bad but still incur the lowered maintenance and recovery cost.
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04b390 No.16907601
>>16907526
Pretty hard to find a ship with 4 dmods that doesn't have something that dramatically affects its combat performance. That's especially true with low tech ships that rely on armor and hull. At least with high tech you can focus on shields, speed and weapons and if your ship has reduced armor/hull it may not affect anything unless it was going to die anyway.
No, it's pretty obvious those are cannon fodder ships that are going to wind up costing more than they earn.
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5210af No.16907624
>>16907601
>Pretty hard to find a ship with 4 dmods that doesn't have something that dramatically affects its combat performance.
See those Eagles?
>Compromised Armor
>Compromised Hull
>Erratic Fuel Injector
>Unreliable Subsystems (depends, but you can deal without it for mid game engagement)
>Structural Damage
>Degraded Engines (if you have an Onslaught you don't care about that)
With the perks, still would use that in some cases because you don't need any of that shit with an HVD + Ion beam build, don't need armor / hull because you're gonna be shield tanking and be as far as possible from anything that can harm you.
With Vayra there's also
>Inoperative Automated Sytems (need more crew)
>Non-compliant Gunnery Core (slightly less accurate with guns)
Which are also basically not an issue with that build.
Similar deal with that Shrike, don't need hull or armor it already dies like nothing anyway and you're most likely piloting it yourself
Faulty power Grid or Glitched sensor array even alone and I'd trash either though (unless maybe Shrike SO with Glitched sensor array but I don't like SO builds)
For the others I dunno not used to using them enough
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8bde54 No.16907628
>>16907049
>Yeah that's my biggest problem with the game is how easy it is to skip large parts of it with a few good trades or lucky salvages
That's part of the appeal in my opinion. It makes each of your characters have a different story. One save file might be the story of a space hobo salvager who struck it rich and now controls the colony with the highest antimatter fuel production in the known galaxy, while another might be a Hegemony fleet admiral that has been fighting the same war for 6 years with no resolution in sight
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04b390 No.16907689
>>16907624
Compromised Hull, Armor, AND structural damage? So completely unusable, blows up whenever somebody sneezes in the general direction.
Those were exactly the dmods I was talking about. If they were on high-tech, shield-focused ships it might be workable. Still a high risk that I wouldn't really want in my fleet, but at least they might actually get shit done. Also Erratic Fuel Injector is probably the worst of the lot. Increasing fuel costs when fuel requirements are already outrageous is a hard-no.
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5210af No.16907704
>>16907689
> If they were on high-tech, shield-focused ships it might be workable
An eagle has 0.61 efficiency shield with hardened shield, it's entirely viable as a shield tank.
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1e1e50 No.16907712
Mostly I was excited to scavenge a bunch of shit with no risk to myself, and from a populated area. Legion was a XIV mod as well. Mostly, I look at weapon mounts as the primary reason to consider a ship.
Something like the pirate Colossus isn't interesting to me because it lacks shields, meaning it will likely result in crew losses when its armor fails in combat, and it has a ton of small ballistic slots, nothing really interesting with it.
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04b390 No.16907754
Where my odyssey bros at? Best ship in the base game. Versatile, faster than most cruisers and tougher than some capitals, good both in combat and out and a beast in AI hands. Also high tech is best tech.
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1e1e50 No.16907762
>>16907754
>High tech is best tech
While I agree with you, couldn't one make the argument that energy weapons are a crutch since you don't have to think about weaknesses and effective damage types?
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04b390 No.16907800
>>16907762
Really your choices of energy weapons are autopulse for efficiency and anti-shield, and plasma for throughput and anti-armor. Beam niggers can get fucked. The appeal of high tech is shields, flux and speed. I'd love a high tech ship with good large ballistics.
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1e1e50 No.16907852
>>16907800
What's wrong with beams?
>Cool
>Usually fucks hull so it's good for PD
>Long range
>Makes AI fuck off because suppression forces them to keep shields up and not drain flux when under fire from other weapons
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876acd No.16907903
>>16907754
I love Odysseys, I rolled with 4 of them in my fleet and it's my biggest ship most of the time, anything bigger is overkill.
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5210af No.16908120
>>16907852
Best beams aren't vanilla, shit like Nano Needlers, Neutron Lance, ESPADA repeater etc, hell frag damage beams in general are really damn good.
The Tach lance is pretty cool if you can build hardflux in some way though and the phase lances can work well if you don't have anything better for a strike weapon.
>>16907754
I tried really hard to like those, something about my idea of a loadout made it ass in the AIs hand, granted that might also have to do with it being not as great vs mod stuff, DP wise it barely ever felt worth it against deploying say a Legion or a number of mod battlecruiser.
Might revisit now that I found a mod with a large energy kinetic weapon that can actually build hardflux
>>16907800
>I'd love a high tech ship with good large ballistics.
SWP adds a buffed Odyssey with large universals (or Hybrid or something, point is it can mount ballistics)
>>16907762
Energy is usually too inefficient to make it a straight upgrade and the best few energy damage weapons really want some sort backup from kinetic, even the Autopulse.
But you're right it can become brutally overpowered if someone where to for some reason make energy damage torpedo that cost no flux to fire for example.
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04b390 No.16908552
>>16907852
Beams are a negative trade in most situations. It does less to the enemy than it does to yourself, considering that most beams have a 1.0 efficiency whereas most shields have better. Their main usage is keeping the enemy at a distance, which makes it even harder and slower to actually kill the enemy.
>>16908120
>DP wise it barely ever felt worth it against deploying say a Legion or a number of mod battlecruiser.
I see the Odyssey as more of a super-cruiser than a capital. It's faster, deadlier, and tougher than nearly all vanilla cruisers. That allows it to perform an interception and interdiction role. It can chase down fleeing ships to finish them off, or give your slower ships (ie paragon) some breathing room in heavier engagements.
As for loadouts, you can copy mine in the beginning of that webm. It also does decently well with a tachyon and mirv, mainly for killing lots of smaller ships. Not really a fan of that one myself though.
>SWP adds a buffed Odyssey
It's not listed. I know there are a couple mods that add odyssey varients or ships based on the odyssey, but most of them end up losing what makes the ship good in the first place.
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5210af No.16908923
>>16908552
>Beams are a negative trade in most situations.
Numbers wise sure but iirc there's some AI reaction to it that make them worthwhile, although I personally don't see it much either.
Kinetic heavy + Ion or EMP beams can work.mostly everywhere because it arcs through shields if you can build enough hardflux.
Ion / Graviton + IPDAI is quite something too or dense neutrino beam from ED which doesn't need the hullmod
>It's not listed.
Via an IBB fight, it's a unique variant called the Illiad.
Pretty much just a straight buff mostly because it can mount large ballistics, but costs more to deploy, the one downside is that you have to take on a high tech fleet to get it which isn't easy.
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1e1e50 No.16909392
Is there an easy way to remember which pairs the composite, hybrid, and the other one have?
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04b390 No.16910875
>>16909392
Composite, Hybrid, Synergy. Ballistic/Missile, Ballistic/Energy, Energy/Missile.
Personally I remember them by how high-tech they sound. Composite sounds the least techy, so it doesn't have energy at all. Synergy sounds the most tech, so it doesn't have ballistic at all. Hybrid is in the middle, so it has both energy and ballistic (and therefor not missile).
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5210af No.16910877
>>16909392
Look at the shapes.
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6b3e7b No.16912062
>>16887832
>Gigleoroninomicon
>Super Awesome Villans Forever
>Flargan & Dingle
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35b31d No.16914251
>glass some planet
>everybody hates you
>disrupt some space port again and again causing the population of the planet to go back to living in mud huts and eating dogs
>nobody cares
I don't get it.
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18bd5f No.16914316
So I picked up that timeless drone mothership from tahlan and this thing has made the game ridiculously easy. I've done a couple 500k bounties just with this ship and a bunch of other low-value ships serving as fodder to soak up hits. Epic!
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5210af No.16914338
>>16914251
Same reason whyin the real world carpet bombing countries isn't as well perceived as fucking them into the dirt economically even if the latter is just as destructive.
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5210af No.16914343
>>16914316
It's been nerfed recently though, and isn't a guaranteed recovery anymore.
It's not even the most ridiculous thing in the mod even.
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2d1645 No.16914344
>>16914251
>gas some jews
>everybody hates you
>discourage certain races from breeding and encourage others causing an indirect genocide
>nobody cares
I don't get it.
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35b31d No.16914385
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0c3ca7 No.16914655
>>16907800
>>16908120
The reason why you can't use ballistics on high-tech ships is because they are purposefully designed to be better than other ships, so to keep them from being the best option they are stuck with mediocre weapons. Well, they get better with sizes, but ballistics can still win with range and specialisation. If you want ships that shit on balance, Ship/Weapon Pack, Tahlan Shipworks, Blackrock Driveyard, Dassault-Mikoyand Engineering and Seeker/Torchships should have some.
>>16908923
Ion beams and high intensity lasers go nicely with kinetic ballistics.
>>16914251
Arguably over the span of 16+ months many people should get the hell out of dodge, but I'm not sure how it works with a fucked up space port. Yeah, some ships can land, but it makes travel expensive as fuck either way.
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18bd5f No.16914903
>>16914343
What's the most OP then in your opinion? I've only ever come across some regalia ships, and I didn't find those to be too powerful (their high maintance is what annoyed me the most so glad to see that removed)
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5210af No.16915586
>>16914903
The latter HVB stuff, Metafallica / Scatach
Although you can get the first one via a Nex super ship start
But basically the first one a good broadside battleship with 3 larges that can alternate between 3 damage type, has very good stats on top of a builtin hullmod that reduces armor and EMP damage the more flux it currently has and it also has the OP cost reduction on ballistic weapons one.
And the last is a buffed Dun Scaith, with the OP cost reduction on ballistic, a missile autoforge (10% ammo every minute), 6 slots for medium missiles, a built in missile spam weapon, 4 converging large hybrids towards the front, a system that's damper field + assault burn (used to have the same system as the Edengate aka "buff everything especially maneuverability", which made it insanely fucking ridiculous because you could basically make it move like a frigate for 5 seconds)
Still prefer piloting a Ristreza / Cascadia, they're not anywhere near as powerful but more fun to pilot imo
> I've only ever come across some regalia ships
The Regalia stuff is nice but until you can find the carrier it's pretty much useless and even then it's not that useful because they require officers in them to not be mediocre
>>16914655
> If you want ships that shit on balance, Ship/Weapon Pack, Tahlan Shipworks, Blackrock Driveyard, Dassault-Mikoyand Engineering and Seeker/Torchships should have some.
I'd be curious to see what you think shits on balance in those, outside of the unique/ultrarare ones that is.
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f7e935 No.16915748
I could use some pointers in terms of mods. I've played vanilla for a bit and got a bit bored with other factions staying completely static outside of me raiding their colonies into ruin. I know Nexerelin fixes that by allowing factions to engage in war and the like, but I found it to be a bit too chaotic and confusing in early game. Is there a tutorial that gives a quick rundown of the mod's mechanics?
Also, what exactly does Vayra's Sector do and how bad is the poz there? The dev seems to be a commie tranny, so I'm a bit wary of this stuff.
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5210af No.16915776
>>16915748
>Also, what exactly does Vayra's Sector do and how bad is the poz there?
Vayra adds a framework for custom bounties with a few working examples but a lot more if you also add some faction mods (Tahlan / Sylphon / CWSP / YRXP / Terra)
Ghost ships which are ships you need to board with marines spawning as distress signal, they all are Cruiser or better have an additional hullmod that is a negative effect ranging from near harless to absolutely no way you should ever consider using that shit ever, and a hullmod to counter 2 of those
It allows you to remove pirate and pathers permanently
It adds colonial factions which spawns latter on and sometimes have additional effects, such as the AI research mandate kinda going haywire once it acquires enough cores
Adds player bounty, as in bounty hunters targeting your fleet if you piss off factions too much
Adds commie faction, which is useless outside of the sort of good ship variants they can have if you happen to have certain mods (HMI / Tahlan / Shadowyards)
Some tweaks to bounty spawning allowing you to sometimes get rare ships from them which some mods will affect (mostly Tahlan)
The poz is basically the first HVB text and the commie faction, technically a bit more if you look at the internal naming scheme of some stuff.
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f7e935 No.16915911
>>16915776
Thanks for the rundown, anon. I'm a sucker for good collectivist and totalitarian factions, but I can only assume the commies there are some meme-tier DPRK expy. But as I understand I can completely disable them in configs, so no real harm done.
Which faction mods would you recommend if I'm looking for 3-5 more major player that aren't too OP and have decent fluff writing? Dassault-Mikoyan and Xhan Empire seem pretty good in this regard.
Would also love to get some more exploration-related content out on the fringes of the sector. Scavenging Domain probes and REDACTED fleets is fine, but I need some more variety.
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48bc89 No.16916015
>>16915911
dont play with DME with nex soren is shadowsteel the hedgehog nothin personnel and their autoresolve strength is completely borked, no matter what or how strong or weak DME always wins. + enjoy having 10 fps in fights against them with their 500 speed fighters shooting 50 magical girl energy bullets, not to mention just the artstyle of the ships alone makes me feel like im guzzling 10 liters of soylent
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5210af No.16916021
>>16915911
>I'm a sucker for good collectivist and totalitarian factions, but I can only assume the commies there are some meme-tier DPRK expy
Let me just get you the station theme, all you need to know about the commie faction in vayra.
https://files.catbox.moe/ori1iu.ogg
But really having them on just to nab a couple of their better ships is worth it I find (Herakles RG / Castigator RG / Manifesto are some really neat ship with not counterpart).
They also act like a colonial faction but get their shit stomped almost instantly most of the time even if you actually give them colonies.
>Which faction mods would you recommend if I'm looking for 3-5 more major player that aren't too OP and have decent fluff writing?
SCY nation
Hazard Minining Incorporated, adds 2 factions and 2 raider factions (think pather / pirates) but you can disable all the extra ones if you prefer, they're pretty much the opposite of OP.
Interstellar Imperium
Legacy of Arkgneisis
Mayasura, if you can stand the lore rape inherent to having them still alive.
Legacy of Arkgneisis
Dassault mikoyan is dividing, I see people calling them OP all the time but outside of 4 specific example (D'erlon, Normandie, Demoiselle strike bomber, Aigrette space superiority fighter) in their lineup most of their stuff is just okay in practice, the big issue starts when you find out about the Blade Breaker (imagine REDACTED but heavier on the carrier with better alpha strike potential and all their faction specific gear is useless and you can't recover their ships except for a handful of worldgen derelicts), one of the surprise you can find in their systems is a BP pack that's OP as fuck all over except a couple weapons.
Haven't touched much Xhan but it's solid from what I've seen and the super frigate is fun as fuck to play as.
>Would also love to get some more exploration-related content out on the fringes of the sector. Scavenging Domain probes and REDACTED fleets is fine, but I need some more variety.
Bump up the number of potentially active bounties in the sector via the setting file, nothing like encountering a random bounty you didn't know was there on an exploration trip.
HMI adds several very dangerous places to explore for various interesting rewards, and all of their main faction system have some interesting quirks of their own, one of them has a guaranteed Onslaught XIV drop, not a free one mind you
LoA adds a quest and a custom supercruiser with some fun shit attached to it provided you restore it
Tahlan adds several derelicts that are uniques / very rare of varying degrees of interest and power (one of those being extremely powerful) but not guaranteed to be recoverable except for two (one of those having the same quirk as the LoA one as it can drop a couple unique blueprints as long as you have it in your fleet, and will also drop the location of the other guaranteed unique)
Arsenal Expansion adds a quest chain for a decent reward (basically a supercruiser and a call reinforcement anywhere skill with big limitations)
DME adds like stated above a bunch of system with REDACTED style threats, a BP package that's hard to find and OP as fuck and a few unique derelicts, there's some stuff it adds that has no actual purpose right now so maybe next version along with an heavy nerf of everything most likely because people like to parrot that all of DME is OP as fuck for some reason.
Unknown skies adds more planet type, not extremely super interesting but more varied fluff.
Can't think of others that add interesting exploration bits
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5210af No.16916030
>>16916015
>dont play with DME with nex soren is shadowsteel the hedgehog nothin personnel and their autoresolve strength is completely borked, no matter what or how strong or weak DME always wins.
It's been like 5 games I've played where they get stomped early or do nothing, usually it's fucking shadowyard of all people that shits all over the sector.
> + enjoy having 10 fps in fights against them with their 500 speed fighters shooting 50 magical girl energy bullets
Anon it's DME not Yuri, Yuri is literally space anime girl raping the sector via missile spam.
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c213b8 No.16916038
>>16916021
All of DME ships are balanced around the higher end of vanilla power level and their weapons are minmaxed, which means they're more useful than other ones. Or, at least, it was this way for a long time and I'm on a break from SS at the moment, I can't be arsed to find out if it's still the case.
>>16916021
>people like to parrot that all of DME is OP as fuck for some reason
The reason is that it was for a long time and shifting it to "just very good" is still better than most other factions.
>>16915586
>outside of the unique/ultrarare ones that is.
I actually meant those.
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48bc89 No.16916042
>>16916030
go back to shitposting on cuckchan please soren, yuri actually works well, you dont have to enable the fancy effects. my fleet is basically just 4 onslaughts and 4 legions which i deploy just to spam 4 per onslut and 5 per legion of aurora crowns, and with half the screen covered in missiles i still have solid 50 fps
with dmes fucking gay fighter spam with every fucking fighter having shields and miniguns with effects and particles everywhere i had to abort a save i had ~25 hours in as i was trying to wipe out dme because the battles were at an unplayable slideshow level
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876acd No.16916074
>>16915748
Nexerelin and Vayra (base mod) work wonderfully well together. You are like the third guy who said "I could just disable the commies" I don't get it. Just kill them, besides Vayra also comes with a bunch of other minor factions and cool shit.
The thing that is killing my vibe with this game right now is the inability to take over certain space stations like the LC hidden station, whatever it's called. I mean what the fuck fun is that.
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cf57bd No.16916084
My game started crashing when trying to save, primarily after a battle, is there some known remedy for that? I tried playing windowed and in lower resolution, but no dice. Are there any mods known for lowering performance?
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48bc89 No.16916106
>>16916074
ah yes, the blessed reach. on my last run found a cool system, a cryovolcanic world with volatiles and low g and 2 terran worlds (125%, inimical biosphere and low gravity so very very comfy money from +10% acessibility) orbiting a gas giant with a cryosleeper. i noticed that A FUCKING LUDDIC CHURCH PATROL then tried to fuck with me IN MY SYSTEM and i kept getting stability issues because they kept taking over my comm relay even though the tab map doesnt show any inbred luddite retards in the system.
its a hidden station, so you have to fly around for like 20 minutes around the outermost reaches of your system spamming 3 but eventually you find it, and it being hidden, nobody gives a shit when you satbomb them. first you have to fuck up the 15 fleets around it however which shouldnt take too long. when you actually satbomb that shit nothing happens at first, seems to be bugged, i was fuming needless to say, but after satbombing 2 times in a row without exiting the menu screen it actually gets destroyed and becomes an abandoned spacedock, which is useless since its in your system with your planets storage anyway but atleast there arent any manchildren tmnt cosplayers painting your map green. also a giant bonus is that after you satbomb them they put a bounty on you so flying around my system in hyperspace i got like, ~8 onsluts and 5 legions and 1 paragon and 4 astrals from crushing hegenigger and tritachyon bounty hunters as well as tahlan LI pirate ancient roman wannabes with like, 20 dreadnoughts in their fleet. showed up as 5 star danger but after around an hour of battle the only losses i incurred after embarassing their ass are 2 conquests which i could recover anyway and just restored to mint condition for pocket change at my base around the corner.
abandoned that save 4 days ago because i was making over 5m credits per month from colonies and it stopped being fun
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48bc89 No.16916107
>>16916084
go to the vmparams file in the ss folder and allocate 8gb of ram to the jre
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5210af No.16916157
>>16916038
>All of DME ships are balanced around the higher end of vanilla power level
I mean I dunno about early on, I picked up in january and for now most of the roster is disappointing especailly if you come in epecting it to dominate over everything else.
The Zelenograd in particular is just fucking useless and the Jeanne D'arc ain't worth it over an Astral, there's some ships that are clearly too good for their logistic and DP costs (D'erlon is 12 DP for 2 bays with a fighter damage increase, it's straight up better than a Drover which is already the best vanilla destroyer sized carrier, Normandie is like 25 for 4 bays with the same system which is vastly superior to anything vanilla and even in mods doesn't
I've been shilled the Wanderer but never could get it to play nice even with tournament builds.
There's the Snow Goose which the AI can't do shit with that's very powerful in your hands but outside of those most of the ships are kinda okay, I really wouldn't use them over even just vanilla stuff
The one big thing making them nott desirable in general to me is Monoblock Construction being builtin everywhere and it precluding any other range mod, meaning I can't just ITU everything like I always do.
> their weapons are minmaxed, which means they're more useful than other ones.
I can think of a couple that are very good and that I definitely would use anytime but outside of those not really (mostly the howler / hellspear and the small linear cannon, bigger ones can't hit shit without GCAI), even the LPCs aren't as broken as I had expected from what people told me, minus the two I mentioned the Demoiselle being a strictly 100% superior Kopesh for 12 OP and the Aigrette being a 15 OP pile of undying annoyance that can easily compete with 20 OP superfighters from other mods but the rest isn't quite at the level even vs vanilla.
>I actually meant those.
Well it's less of a problem, once you can spam said OP thing forever it's a different deal, as OP as I made them seem, the metafalica can still die quite easily against
non pirate / path / church fleets as does the Scatach because if it cannot kill shit as it comes the 60° frontal shield ain't gonna save your ass, the Timeless Prototype is also not immune to fuckups and even if it's a big ship you generally only fuck up once and you're dead.
From all the mods you mentioned I'd say by far the most OP ship in them is the Morpheus from BRDY, considering it returns 50% of the damage it absorbs with it's system to the sender it does scale infinitely and it can solo some fleets even a bunch of capitals would struggle against, I but for all it's greatness I've seen all of one appear naturally in a fleet and couldn't recover it.
Seeker / Torchips though, none of them really even fit that (granted haven't managed to try all of them yet), I guess maybe the Niagara but it's really not that great (although it definitely should cost more DP than it does).
>>16916042
>my fleet is basically just 4 onslaughts and 4 legions which i deploy just to spam 4 per onslut and 5 per legion of aurora crowns, and with half the screen covered in missiles i still have solid 50 fps
>that level of aurora crown spam
>Legion probably rocking Valkyrie Js / Torpedo variant Withering Breeze too on top of that
You do know that some people here want to actually play the game and not just have explosion noises in the background while masturbating to loli porn on their second screen?
>with dmes fucking gay fighter spam with every fucking fighter having shields and miniguns with effects and particles everywhere i had to abort a save i had ~25 hours in as i was trying to wipe out dme because the battles were at an unplayable slideshow level
If you were trying to wipe them out with a similar fleet to that AFK abomination fleet you're currently using then that's a Yuri issue, I've encountered the same thing vs a Borken fleet, and it's 100% yuri fighter / missiles doing it.
Besides there's other things you could have done besides abandoning the save.
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48bc89 No.16916238
>>16916157
<Legion probably rocking Valkyrie Js / Torpedo variant Withering Breeze too on top of that
nah my onluts and legions are just designed to be full maximum defensive sniper platforms shitting out aurora crowns from every med missile mount to saturate enemy pd
>You do know that some people here want to actually play the game and not just have explosion noises in the background while masturbating to loli porn on their second screen?
i dont fap to loli porn, i like lesbian 15-17 year old schoolgirls making out. either way that doesnt change the validity of a missile weapon saturation strategy. fighting all the dun scaith or whatever dreadnoughts and particularly the midline/hightech star fortresses is impossible with anything but capital ships otherwise because they nuke any cruiser or lower before they can even get in range to fire a single bullet. my crowns dont even get to do damage you retard, point defense in this game makes missiles near useless which youd know if you played it more instead of just making a shitty unbalanced mod detached from gameplay.
all that the aurora crowns do is catch 90% of the bullets from enemy station fire so that i can safely get in with my auroras, apogees, falcons and my odyssey flagship and actually be able to return fire instead of getting molten trying to approach from 3k range. if youre not using missiles, youre just using interceptor/fighter spam for baiting enemy fire, doing the exact same thing you dumb fuck, missiles just dont come with personnel losses in combat unlike sacrificing 5000 men to eat some bullets from your gay white twin dragon dildo cariers
>If you were trying to wipe them out with a similar fleet to that AFK abomination fleet you're currently using then that's a Yuri issue, I've encountered the same thing vs a Borken fleet, and it's 100% yuri fighter / missiles doing it.
i wasnt even using yuri yet in that run, i installed that just quite recently. that run ended because dme niggers decided they want to satbomb my colony so i went to shank their planning colony, which had a high tech battlestation, not star fort, BATTLESTATION. it was fully armed with exclusively those absurdly efficient high range blue mining blaster semen rain cannons which overloaded my 2 paragons that couldnt even get in range to fire
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5210af No.16916279
>>16916238
>all that the aurora crowns do is catch 90% of the bullets from enemy station fire
Anon please
Aurora crown are good enough that even 3 mount worth of launchers alone are enough to take care of most capitals before they come into range.
If you have that many capitals loaded with those you don't even need to make any effort, just set a defense point and go do something else, you have already won
Don't pretend they're not broken as fuck in every way
> so that i can safely get in with my auroras, apogees, falcons and my odyssey flagship
What for, at this point you're just wasting supplies
In case anyone else wonder, this is what Aurora Crowns do, and they have 9.5k range and unlimited ammo, so you don't have to even get anywhere close for them to do that.
Now imagine this guy is running a fleet that has 4x4 and 4x5 of those, that's 36 of those things, shit just dies long before it can even get near you
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48bc89 No.16916374
>>16916279
>In case anyone else wonder, this is what Aurora Crowns do, and they have 9.5k range and unlimited ammo, so you don't have to even get anywhere close for them to do that.
have you even played an actual battle with them, not just a 30 second fucking sim battle? do you read their statistics? they not unlimited ammo. thats just the first volley. after that, theyre not much use. they dont reload the entire batch, they reload ONE. ONE SINGLE ROCKET. you wait HALF AN ETERNITY FOR ONE SINGLE ROCKET TO RELOAD. after the main ammo pool of 45 is used up they dont contribute shit to the fight. for reference, a squall from vanilla has an ammo pool of 100 without emr
>Now imagine this guy is running a fleet that has 4x4 and 4x5 of those, that's 36 of those things, shit just dies long before it can even get near you
thats exactly the problem with the crowns. i dont have them on autofire, theyre all fired manually and rather sparingly. with them all on autofire all the onsluts and legions just blow their load at the start of the match and are useless dead weight after killing 3 fucking frigates. i have auroras and medusas and shrikes with my own odyssey go in first and clean up everything cruiser size and under, then i retreat all except for my odyssey and bring in the heavy artillery, which is my apogees with squalls and SO strike auroras and the iconic aurora crown backline launcher ships. they fire them a little slower and sparingly manually when not on autofire and i actually have around 4 minutes of use of them to crack stations, and not just waste the entire 45 ammo on the first 2 frigates
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5210af No.16916416
>>16916374
>have you even played an actual battle with them
I've spawned a 1000FP Legio fleet and used 10 missile cruiser with 4 medium missiles each, and waited for thing to be over not touching anything, the other fleet died.
They don't die as fast once you blow the initial load but they still do.
Honestly though it's true that they're much less broken than the Yuri LPCs.
>you wait HALF AN ETERNITY FOR ONE SINGLE ROCKET TO RELOAD. after the main ammo pool of 45 is used up they don't contribute shit to the fight. for reference, a squall from vanilla has an ammo pool of 100 without emr
1 second per missile, each missile being 750 HE if the card is to be believed.
That's enough to put a serious fucking dent on any attacker and still seriously fuck with it with minimal efforts afterwards, especially if you have officers with missile spec.
At this point the one thing more broken than it is another Yuri missile that arcs EMP through shield while also producing it's own hardflux.
> and not just waste the entire 45 ammo on the first 2 frigates
The missiles auto redirect when the target is dead and you switch to another, unless there isn't another target in range, you only use the damage you need per ship
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48bc89 No.16916448
>>16916416
no no mister please try to understand me, literally open up the refit screen and hover over them. the 1 second per missile is just the firing speed not the reload speed. if thats what you judge it by, then squalls should be broken too since they fire like what, 2-3ish per second. the 1 second is the ROF so to speak, but the thing is, unlike other missiles which reload entire clips/bursts, the aurora crown reloads a single bullet, not a clip after the salvo of 45 is over. im not at home so i cant check the stats in game myself but i recall it being around 30 seconds or so to reload a single aurora crown into the clip. in the same time a squall reloads the full 20 ammo salvo.
seriously sir, i understand now that you may truly not be well experienced in this game if you judge everything just by a simulation. but please i beg you, stop just assuming that everything works like in the SIMs.
everyone knows the meme, you can kill an onslaught in sim 1 on 1 with an afflictor. you can kill and onslaught in sim with a shoddy LP so brawler even. but sim situations arent like actual combat, its not 1 on 1, its multiple ships on either side. i think you know exactly what happens if you try to *teleports behind u* with an afflictor or other frigate of choice thinking you can take down an onslaught, the other 2-3 capitals and cruisers in the enemies formation will just take you down.
so please try going into an actual battle. after the first 45 seconds on autofire all the aurora crowns are gone, as it shoots them once per second, after that, youll just have a sad tiny salvo of 1 acbm per medium slot every 30 seconds or so, as again, it doesnt reload the full clip
gotta agree with you on the ticklish sead though, its total fucking bullshit because the arc change is random, and RNG in games is never a good mechanic and the exact opposite of balance. sometimes it might not do shit at all and you wasted 120 OP on some minor useless frag damage, sometimes it will completely cripple an entire formation. using RNG as a main combat mechanic is just bad game design in general no matter what context. even r*dditors/cuckchan folk realize this with the BRDY weapons random damage output, which tends to be hated by any rational person, save a few NPCs.
ofc brdy is overall still a good mod for their neat ships and their unique mobility systems, brdy at least has a niche in being "high-tech extreme" similar to kadur being "low-tech extreme" whereas dme is just "shit out bombers without cooldown" unlike yuri missiles, which have limited clip sizes and extremely long salvo reloads.
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5210af No.16916480
>>16916448
> the 1 second is the ROF
> not a clip after the salvo of 45 is over.
Fuck I'm blind, you're actually right
Although now I have a terrible idea that involves ED's terrier drones and a lot of Yuri missiles
>whereas dme is just "shit out bombers without cooldown"
They don't have recall anymore just some system that improve damage by a bit, so that's not a thing anymore, granted DME bomber almost never die so still have the refit bonus most of the time.
I'm gonna go experiment with Yuri fighter / bombers spam .
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48bc89 No.16916504
>>16916480
glad youre starting to see the way, every interesting strat involves a lot of yuri missiles.
seriously, what you should understand is how the yuri missiles are balanced - its based on the yuri doctrine, which involves no shields but rather pd through appliance of missiles. pd not just in the sense of pd against fighters and missiles, the point is obviously that a yuri style missile ship uses the fact that any bullet that hits a missile disappears (as in, damages the missile, but wont continue on to damage your hull), so essentially the yuri missiles are designed to be a trade off of soaking up an enemies alpha strike with ordance of your own rather than hard flux and then alpha strike yourself while theyre cooling down on their flux usage.
the acbm is the only one missile that can even be used offensively with its 750 damage, the rest of them are clearly just saturation. i mean look at the damage, its like, ~80 he or ~200 frag per missile for the rest, and i think you know how the damage calculation with armor reduction really fucks up the actual hull damage output of low per-bullet weapons. theyre supposed to be screens as seen from the low individual damage and high ordnance density.
conversely, its also offset by its high op cost. up to 12 op per small missile slot and up to 24 op per med really means that when you use it on a ship you dont have op to spare to make a good offense and defense at the same time and youre left with scraping together the defense you can from the spare op to make some turrets that can stay in the fight for a bit and blow the fighters/bullets of the enemy ships so your actual combat ships can get work done.
and i think you and i both know that thats exactly what anyone not using yuri missiles does, just with plenty dooms for the phase mines to delet fighters/bombers and plenty of sparks or your other favourite interceptor spammed to draw gunfire, yuri missiles are merely a way more fps friendly and e l e g a n t (as you kindly displayed with the video) way of achieving that
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5210af No.16916591
>>16916504
Yeah Yuri fighters on the other hand,they're something else entirely
Even a 1000FP Blade Breaker fleet couldn't do shit to me and I ended up damaging my ships more due to friendly fire from the torpedo than anything else, I don't even wanna know what happens when you get to use the hullmod that increase wing size by 2 from Yuri itself.
Funny thing is that the mod description for BB suggest that alpha striking them is a bad idea
>seriously, what you should understand is how the yuri missiles are balanced - its based on the yuri doctrine
Yuri stuff is somewhat more balanced on Yuri ships, thing is nothing right now is preventing me from using them everywhere with any hullmod I see fit, that actually should be changed.
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e4ee0e No.16917203
I think most of those mods that add ships, especially "ship mods" are just op, on tier with adding a modded sword/gun to any other game.
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48bc89 No.16917349
>>16917203
gaze upon the divinations of the wisest man under the moon
the prospect of adding things to make stuff more fun is entertainment for the simple minds eh
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2a8d0e No.16919171
>>16917203
It's true that an i-win button in vidyea is passable entertainment to large swaths of humanity.
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eefed6 No.16919786
>like the DM systems
>hate the ships and weapons
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f7e935 No.16921491
Thinking about adding Diable Avionics into the mix. How OP is it?
>>16916021
>Bump up the number of potentially active bounties in the sector via the setting file
Where should I do this? I've checked the configs in Vayra's Sector and could't find anything there. The only related setting I found was max number of active unique bounties, but I assume that's not it.
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14acdf No.16921892
>>16921491
>How OP is it?
Got nerfed about a week ago especially the Pandemonium and in the process of getting even more nerfed due to Astral + Wanzers being too good.
>Where should I do this?
The settings.json file from the actual main game
think it's in starsector-core\data\config
In that there's quite a few things to tweak but for bounties specifically you want
>minPersonBounties
>maxPersonBounties
>personBountiesNoSpawnRangeAroundPlayerLY
All 3 do exactly what you think they might, don't go too crazy with the numbers they have performance and difficulty implications.
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ae0913 No.16922878
can i, after is start a few colonies, join up with a faction to decivilize opponents fuel producing planets until i get a 100% monopoly on fuel without everyone hating me? like the war is over now, buy my fuel, ignore war crime
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9456cb No.16923389
>>16921491
downloaded the new Diablo update… fukin broke my save =\
guess i can only stick to the old rc
>>16922878
straight up genocide war crimes for 100% share on gas money
are we… like the illuminati infested USA of simulated cyber space?
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14acdf No.16923495
>>16923389
>downloaded the new Diablo update… fukin broke my save =\
Really makes you think.
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9456cb No.16923643
>>16923495
well fuk me, did u think i got time to scroll 74 pages into the thread?
i just open up the front page thread and HIT ENLIST
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