/stsg/ - Starsector General

ideal edition

>What?
Starsector is a 2D single-player open-world RPG space combat exploration economic game thing, basically Mount & Blade but in space.
Outdated but still relevant introduction video:
youtube.com/watch?v=UTCpVY80Bpc

>Where?
Official site:
fractalsoftworks.com
Official forums:
fractalsoftworks.com/forum/index.php#1

>Current version
0.8.1aRC8

>List of popular mods
fractalsoftworks.com/forum/index.php?topic=177.0

>/stsg/ modpack
mediafire.com/file/qz68gks6ebv4btf/Starsector General Mod Pack Version 1.7z

>The performance is really bad what do I do?
Other than allocating more memory for the game to use, there isn't much you can do.
fractalsoftworks.com/forum/index.php?topic=8726

>Previous Thread

Other urls found in this thread:

fractalsoftworks.com/forum/index.php?topic=9402.0
twitter.com/SFWRedditGifs

>already has PD
>puts more vulcans
>doesn't even put vulcans in the rear

That build is all kinds of retard.

Can you get hardened shield and heavy armor without getting the skills?

meant to post with attached

Yes

Indeed it is if you're going to run less than max PD at least try and spread them out abit.

>anons in charge of Veeky Forumss

test post

>frig wings
The madman.

it mostly works, but i got a crash pretty quickly. plus they have collsion so every time you launch one it's all CLANG CLANG CLANG

if you just clone the .ship and retag it as a fighter it'd probably work flawlessly though

>inb4 tempest wings
>inb4 Wolf wings with converted hangars and Talons

>not putting Moras in your Moras in your Moras

>not wanting the extra 500 frontal frag DPS per vulcan
it's like you don't know how to knife fight or something.

tbf those semi-rear turrets have much wider angles than the rear turrets.

yeah but the rear facing ones will be most effective at stopping salamanders, which is really your biggest worry with a SO dominator

This is the ideal Dominator fit. You may not like it, but this is what peak performance looks like.

>watching AI piloted Onslaught tanking needlers with shield
LOWER YOUR SHIELDS FGT OH MY GOD

daily reminder to wreck your ship

>tfw only two d-mods

>at least five BCs
have fun being able to field only two of them at a time

Are those mirroed odysseys new? Never seen them

>fulgent
NOT ETHICAL

>400k assassination bounty
>right next to world owned by faction
>before engaging, suddenly three fleets sortie the planet
>e-burn out of there
>picket catches you
do you ever ragequit user?

>e-burning
>not just slightly altering your sustained burn vector and making it out of there twice as fast
>not savescumming before entering any system

it's like you wanted an excuse to quit

i suppose. i made them the other week, look for unitinu.

they're pretty dumb.

>not ethical
>but this is

Does that thing's turret arcs allow you to shoot 4 large energy weapons behind you?

>Wanted to have the markets have more weapons because equipping a lategame fleet is a nightmare
>Go to dynasector
>Edit DS_SubmarketUtils.addWeaponsBasedOnMarketSize and addWeaponsBasedOnMarketSize lines in DS_OpenMarketPlugin.java just to test it before changing the others too
>Doesn't work
>Edit addRandomWeapons on the same file too
>Doesn't work
>Edit addWeaponsForRolePicks line in DS_SubmarketUtils.java, at this point no idea what I'm doing
>Zero difference

I might be ready to strike it out on my own.

What do you guys like to have under your belt before you form your own faction?

nah they're side mounts so you have to broadside it

it's still pretty damn strong, i ended up bumping its deploy points to 50

a wolf and a kite

you are forcing a market update before looking again, right?

a good couple of carriers and enough money to buy defense fleets for the market you are about to invade.

All those ships in storage, and we can't make our own fleets.

I guess Alex would say it's too much RTS.

I start a new game every time I make a modification

>NGO is being updated
W-what?

Command & Control worth taking?

neat

Just mod more CPs. The +5% to ECM and nav cap would require you to actually get more than 15% in the first place, which is overkill vs those you reach it and useless vs the ones you're not gonna reach anyways like endgame bounties unless you slap ECM on every ship you have.

LET ME FUCKING POST YOU GOOK PIECE OF SHIT

Range is dumb, it should effect accuracy of your weapons instead

the whole mechanic is dumb and unsatisfying and just the result of alex going PLAY IT MY WAY REEEE.

Fucking thinly veiled Neo Nazi bullshit that uses recolored sprites from Baby's First RTS

Alright, I can at least somewhat see a justification of why an energy weapon would have a maximum range. Beam cohesion, the projectile spreading, something like that. It's a little odd maybe, but it at least can make sense.

But why the FUCK do actual kinetic projectiles have a maximum range? There's no resistance in space, or the resistance is so small as to be negligible. Sure, your shot might have some inaccuracy at long range due to spread, but the bullet wouldn't just magically fucking stop.

That's a surprise with the shit he gets for making it. They're fun to fight and use so I don't mind this at all. Still wishful thinking for the mod author to make his own OC ships and move on from borrowed with permission sprites.

Stop being such a baby about Nazi shit.

oy vey

Because its a video game

Besides the fact that it prevents lag and balances weapons, I would say that max range represents the highest chances of the projectile hitting something

Sounds cool, link?

Where are the screenshots saved?

Imagine that they're going out of plane.

in the screenshots folder, believe it or not

Rate please

Starsector is a thinly veiled naval warfare game.

>no impact mitigation
No low tech no glory

3 helmsmanship and 2 damage control are the most important things

>Anything in the first half of the combat tree
Oh dear.

theres a couple one pointers there

>getting this worked up about a mod
fractalsoftworks.com/forum/index.php?topic=9402.0

>knocking on Missile Specialization

>not even a single point in industrial

>not wanting +50% maneuv, +50% accel, +10% speed
gotta go fast

>>knocking on Misuzu Specialization

y'all dudes ready to see some fucken TOURNAMENT
YEAH

inb4 he starts at the wrong time

NGO isn't bad because of that, it's bad because it's bland and lazy.

>watching my strife wanzer eat some poor frigate alive
jesus christ, these things are nuts

>LETS MAKE REALLY THIN SHIPS
>AND THEIR DOWNSIDE WILL BE THE THIN SHIELD ARC
>AND THEY WILL FOCUSED ON BROADSIDES
>WITH 20 FUCKING MEDIUM ENERGY SLOTS

>NGO
>Strengths
-high amount of universal/hybrid weapon mounts
>weaknesses
-lower than usual cargo/crew space

seems balanced

So, when you make an own faction in Nex,

Do you get to pick which kind of ships it uses?

>high amount of universal/hybrid weapon mounts
ICan'tBelieveIt'sNotDiable.jpg

I played with them in 0.7.2 and I don't remember them being too powerful

-high amount of universal/hybrid weapon mounts
-less weapon mounts in general

no / only with file editing

They're utter shite as NPCs, though. I remember cutting through them like butter. No brakes on that pain train.

most ships have way too many weapon mounts anyways

>energy weapons are supposed to lack HE damage to keep high-tech ships from completely dominating other ships with combined HE/EMP damage
>mod adds nothing but high-tech ships and a huge swath of high burst HE damage energy weapons
Name the mod!
inb4 every single one of them

Never played the mod myself, but fewer mounts is hardly a price to pay for having universal/hybrid mounts.

every single one of them

i am guilty of this

lookit all dat powercreep

and charge based so they can frontload ass tons of damage for zero flux cost too

Nice balanced

Why not make a medium missile weapon thats a superior sabot with recharge

Implying the HIL doesn't exist.

>the HIL exists
>still made this dumb post

it does, but it's also the only HE energy weapon and requires a large mount

but at the same time an AM blaster will make a big hole in just about anything

It's *one* HE weapon out of the entire vanilla energy arsenal. And look at how popular HIL is.

AM blaster, Heavy Blaster, Plasma cannon, Tachyon Lance, Phase lances... Half of all Energy weapons will punch through heavy armor fairly quickly.

>energy weapons are supposed to lack HE damage
are they? generally energy weapons are balanced performance against shields and armor but some are specialized.
>implying all or even most energy weapons have EMP damage

>wow its broken that "high tech" ships (gay abstraction, you mean ships with only energy slots? if you wanna whine, point out all the mod high-mobility ships that can mount ballistics) can get HE with mods! after all HE is the best damage type, unlike energy, it's not like energy weapons have tons of handicaps to make up for having the best damage type. Furthermore missiles don't exist,

Wanna get this. What's the most aesthetic ship?

it's just obscene i tell you

>no impact mitigation
okay, he must be going high tech
>no defensive systems 2

Missiles provide unreliable source of HE damage to high-tech ships, as intended.

>"high tech" is a gay abstraction!
>energy is the best damage type!
Don't you have somewhere else to spout dumb opinions, like the official forums?

i'm sorry you're too retarded to understand how this game works, i guess!

i realize it's your daily trolling round, but it might be time to take a break dude

How are these skills for Neutrino Corp start?

Installed almost all the updated mods with Nex support, and I have no idea what I can expect.

>>implying all or even most energy weapons have EMP damage
Energy is the only slot with dedicated, purpose-built EMP damage weapons.

High tech ships scooting around flinging HE damage out of their medium energy slots should be reserved only for ships purposely designed to operate that way, or capital ships. There's a good fucking reason why HIL is a beam weapon and requires a large slot to mount.

Forgot to mention, I'm looking to recover and salvage everything I can.

I have some sort of hoarder complex.

Is this the latest weird autistic thing /stsg/ is going to crusade against?

>Energy is the only slot with dedicated, purpose-built EMP damage weapons.
yeah, so? you're acting as if mid-tech ships that can mount both ballistic and energy weapons don't exist. and as the other user mentioned, plenty of energy weapons are efficient against armor despite being energy damage.

>2 damage control
>important

no, it's just an extension of the autistic crusade against "overpowered" faction mods. weapon dealing inappropriate damage type for its category is what mainly makes these mods seem overpowered.

>it's a ballstic weapon that *can* deal frag damage if armor is gone and also has some emp damage on the side because HVD's emp damage wasn't cheesy enough!
>it's a PLASMA torpedo! of course it should deal energy damage and some kinetic on impact!

etc etc

You faggots don't know the meaning of a diverse weapon selection.