#Starsector Adventures!
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three seconds on high energy focus isn't even enough to get the full autopulse barrage out though, pretty sure
eeh, actually, at base it just about is
but if you run expanded mags, it is not
and once you break through to armour, autopulse really just kinda falls off hard
meanwhile Tac Lances will shred armour
I will swear by dual APL ||ziggurat|| until the day I die.
they are great at breaking shields, and not much else ๐
many small shots are bad vs armour ^^
especially as beams are natively more effective vs armour
for reference, the way armour works is by a (scaling) damage reduction to each shot. But beams, specifically, get reductions equal to a projectile weapon with half the sustained dps of the beam. So it gets even better for burst beams.
So a tachyon lance at base gets the damage reduction of a 173 damage shot - on a 2249 damage shot
and you can extrapolate from there ๐
beams are bad at shields, natively, but so good vs armour it's frankly ludicrous 
worse than reapers, still, sure, but also infinitely useable with far faster recharge ๐
Sorry but launching 4 reapers from my onslaught will never not be funnier than using tachion lance.
oh, yea, it absolutely is very funny
which is why I don't discount reapers
that said, reapers are missile slots, and tac lances are energy slots - you use what you have slots for :D
also a reason why frag weapons are mainly anti-fighter/missile in my mind - residual armour can hurt them quite a lot (and I usually need those slots for shield suppression ๐ )
though I will admit that that is mainly just on me
Frag absolutely rips and tears exposed hull though if you can get to it. The DPS on it is so biiiiig.
it tends to have high dps, yes, but specifically because it is bad on anything but hull
and residual armour still eats it's damage
don't try to use frag on bricks :P
Frag is very good against squishy high tech yes.
i went for the autolance since i want as much range as possible, im always overfluxed so i have less effective shields because of that
i did use autopulses but they use all my flux. tachyons are better at armour, use much less burst flux and have a nice emp effect
i refuse to use gigacannon that thing is a meme
the lore description on it says the hegemony chose not to sabotage it because it made the diktat worse, and they were right
Apparently gigacannon is viable for the center mount of an anubis.
sounds pretty silly
i think itll have the problem of getting overfluxed from the instant buildup of high flux per shot weapons
but i havent tried it
Urgh frag weapons suuuuuuuuck
And good shield strip
But you're more or less better off just having extra anti armour weapons
probably, but frag's flux efficiency is a big point in favour
and if you're already good for shields and armour, theres no downside
sometimes the burst dps of frag is good enough to lessen the need for shield breaking
its not as effective but loads of thumper rounds can get through shields
ir autolances still end up having okay hit strength against armour given their high dps, lessening the need for other more expensive armour breakers
especially with energy focus as the system, that doubles their hit strength
actually doing some mental math maybe theyre still not all that for armour. but i usually see the armour stripped after they focus on a spot for some time, which i cant argue with
that or my setup is just good enough to support them and allow them to hit exposed hull and do their real damage
for my executor build, the tachs are great armour strip and the autolances can just shine on the same spot. its just a natural combination really
just a quick example build for how i'd make the eagle using a lot of frag
three heavy needlers can break any shield, burst lasers have great anti armour and autolances do the main damage. both benefit well from s modded expanded mags, range is pretty good, and burst lasers offer good pd at the same time as being a great weapon
dont mind the d mods
this is probably better and easier to make than this other build which really requires elite pd
theres probbaly better specific skills for that as well. lacking combat endurance
That's one beat up ship tho lol
yeah i bought it from open market, ill restore it when my monthly income ticks over
Pretty sure it adds to the total market share, since for all intents and purposes, your light industry on two different worlds are just branch offices of the same industry, if you get what I'm saying.
All their profits are going to you.
that would be pretty sweet
Mmmmm branch offices
My friends want me to play Stellaris with them for the first time in years this weekend.
Let me set up on your homework raven
Maybe I'll create a megacorp.
Only good positive business promise
Oh certainly.
No shady deals, back alley manoeuvres
Any increase in crime rate is purely incidental.
People just love our deals that much that they'll fight over them and steal for more. It's definitely not us that's the problem.
oh dear, got stuck in simulator limbo testing builds again
i think this is ok i dont know anymore
the sim is so weird
like i know itll do well in a proper fleet fight but it does really weird stuff on its own
im assuming a nibelung is an op mod super ship
ill have to take your word for it i have no idea how strong it is
Middling but it has a meaty af broadside
And pretty good range too. I've never had one in the fleet so I don't really know either
I miss the eagle if nothing else for its aesthetic.
But in my current run I'm dedicated purely to low tech.
As much as I hate the power (and visual) imbalance usually introduced by mods that add new ships, I'm probably going to need one just to break the monotony of a low tech run.
Although the systems on low tech ships tend to be pretty fun.
its monotonous but its certainly easier to build low tech
buncha armour, buncha good ballistics, nuff said
Burn drive, orion device, accelerated ammo feeder and lidar array my beloved.
i was considering using a retribution instead of the executor but its a little much of an outlier
Do it do it do it
i do love piloting it though
It's so much run
Fun*
I'm considering switching back to a retribution as my flagship instead of the invictus.
its like a low tech aurora
But having an impenetrable brick is quite nice.
wonder if 6op is worth using for adding some swarmers to my eagles for anti fighter
probably yes, its a bit of a weakness of my fleet
Yeah definitely don't underestimate fighters. I think 6 OP is a small price to pay for better defense against them, especially since your eagles already seem quite flux efficient.
looks like i ran out of heavy needlers
now to figure out what the best officer for these eagles is and to get new officers to optimise
oh and buy some needlers
maybe this is one of the few times i want both ballistic and energy weapon mastery
or maybe despite all the energy weapons i dont really care for energy mastery
helm, endurance, shields, targeting, gunnery and ballistics might be it
probably elite endurance, targeting and ballistics
ahhh i am happy again
fought pathers and crushed them
im also pretty pleased with the executor, its working great as a "backline capital"
my cruisers and destroyers do great keeping distance for me while i make precision strikes
wonder if i should swap my front t hingies for the other thingies
technical term
yea hypervelocity drivers would be good for their range
oh huh i unlearned neutrino detector
i was wondering why my ability bar was missing one
its pretty good, and the volatiles are barely a concern
wondering what the third s mod on my medusas should be
escort would be great but id fear the range would take away from the damage potential of energy mastery
huh theres a mark on galatia... i thought i was done
wonder what i missed
oh huh it was a mission for alviss
ahh autolances are so good at finishing wounded targets
and since theyre like everywhere in my fleet its very oppressive and doesnt give the enemy much breathing room
theyll always get at least a little punished for putting their shields down, and often more than a little when theres 2 or 3 different ships pointing their red laser at them
solar shielding would be nice to ignore storms mostly
cleaned up most of my d mods now, very nice
oh how could i forget the most important step in building the eagles, names!
newly honoured: Adjudicator Adjudicator, Kell of Kells, Blasphemer (eagles), and one medusa i missed, Grave Dust
i like that the two rows of ships in my fleet have markedly different roles and name themes
ahh what was the officer build i wanted for my medusas
combat endurance+, damage control, field modulation, target analysis+, energy mastery... and one more
oh, systems expertise
and maybe elite systems to get 10% less damage taken
which ends up being about half damage to hull and even less to shields including bonuses given by combat readiness and hullmods
ill rewrite this to keep track of it
ooh actually do i want helmsmanship or damage control
if they have damage control they might survive being overloaded or something of the sort
I was so mad it took so long to get annihilators
Then I found a shop selling 10 stack of small and medium
Big cry
lol
theyre really common in church colonies i thought
also i think i can never have neutrino detector now since alviss didnt teach me it
huh
ahh yess more names, i havent named my officers
Skuggadeth
this is the most normal looking guy but with a name like that he must have one hell of an alter ego
aha, you can restore the executor to get rid of special modifications
Finally, a new graphics card.
wow, the nvidia corporation, my favourite starsector lore faction
thats what im talking about
man, 4 tachyon lances focused on one thing is pretty unstoppable
this fleet is great
the medusas choosing just the least comfortable position
theyre like cats really
you know i was gonna tell them to retreat but theyre actually not doing that bad
please dont jump in front of my tach lances medusas
wow all it took was beating that one fleet and i beat the crisis
oh wow the luddic majority bonus got doubled after beating that
hmhm wonder if gunnery implants or ballistic mastery is better for my eagles
my lasers would enjoy 15% range and the recoil reduction is nice for the needlers, but 10-15% more damage on the needlers...
i see your 14th battlegroup legion and i laugh with my crackling beams
not legion
onslaught
ah that feels nice, no d mods in sight
time to go gather some blueberries
hmm about that weakness to fighters
the blueberry bushes are more prickly than expected
TECH MINING YOU BEAUTIFUL BASTARD.
nice
Rigged
Skill issue
How many do you have now? ๐ค
You say that but now that I have 1. I can make more.
Through the power of modded nonsense.
ah, fresh scrap
DON'T YOU BLOODY DARE.
too late
On another note that's a bad-ass system to spawn a hypershunt in.
You... monster...
i got a similar one, very cool
if it makes you feel better i saved at least one
i dont think i got many this sector but sometimes they feel amazingly common
3-5
ahaha lucky me
last unexplored system of the sector and i get a holosuite from it
thats perfect
that was only a scattered ruins too
that means every planet gets +75% income
or +100% after i alpha core commerce
I'm meanwhile desperately looking for a vast ruins so that I can get enough artefacts to build my hypershunt (modded bullshit)
Because my current goals are:
- Get to 100 relations with [REDACTED]
- Take over every capital planet.
- Build a hypershunt
And then? New run time
I can't even imagine exploring every system in the sector
J always restart before then because I can't stand the idea of experiential walls
experiential walls?
ohoho just got the ||super redacted bounty||
i havent yet tested my fleet against those so its a lil spooky
Any impediment to further sensory discovery
i dont really know what that means
but thats a shame
the default size sector is pretty manageable for me
i have been playing for 2 or 3 weeks by now though
wew, now i got 2 colonies making 300k
and im sure my forge world will be doing just as great once it grows into its final form and i can put commerce on that too!
Industrial evolution forge world?
The translation is that I'm salty the age of discovery is over
And I like always having new ground to tread in my games
ah yea i understand that
i was hoping the abyss would sort of function as an infinite loot pool for stuff i havent found, but planets in the abyss are always barren rocks stripped of all value
no ruins no habitats
at least theres a reason
I was about to say yeah
the hegemony only sent 1 inspection fleet??
now that the pitiful inspection fleet of an eagle and two dominators is dealt with, time to get some more blueberries
Unless they changed it yea
You gonna have to deal with a couple inspections a year
Me? I just bribe the fuckers regularly. What's 100k anyway? That's 10% of one middling salvage run
Nvm the income yall should be getting monthly from your juicy colonies
It got changed. There's 3 waves. Then they'll fuck off forever
pity i wanted more 3 s mod onslaughts
Steal them from the coreworlds armada.
But Home delivery services!
thats nice it would have been a real pain if they just permanently barge in
that would make war with the hegemony the only real option
๐คทโโ๏ธ couple hundred grand a year in fees wasnt so bad
but it means i have to do something
i dont wanna be bothered by the heg while im busy tending to my blueberry farm or diving the abyss
i got bigger fish to fry than some fancy heg fleet that shows off its s mods as if it means anything
That's what happened before the crisis system
My pain was smol but endlss
ewww why are tri tach using a low tech station in magec
so appetizing... i could just reach out and take all those xivslaughts
probably my only use of my own forge's production
how do i ||give the pathers the planetkiller|| i think it was meant to be during the crisis but i missed it
wow my fleet with specialized loadouts easily defeated ||the horrors from the abyss||
it even killed ||the transcendant manifestation!!!||
and only lost one eagle to ||the eye||
||the transcendent fleet was one maw, three eyes, one cruiser sized one and a bunch of destroyers||
Fly to one of their bases outside the core
ahh that makes sense
I mean that's where you get the quest so...
You get it via ||being ambushed by a large pather fleet once you have a colony. They ask for you to pay a tithe. You can propose to pay a larger tithe, then a larger tithe again which makes the pather suggest you go seek out one of their bases||
Yeah no Scythe of Orion is definitely one of those you can run into on accident. Same with Red Planet.
i was kinda saying the opposite, i wouldnt run into it because id blow them up instead of paying any tithe
which is likely why i haven't despite playing this game a pretty fair amount
Red planet is no accident
I run into it concerningly quick every run since it became a thing
Like within the first 2 dozen systems
red planet is easy to find i think ive only found the quest before the planet like twice out of tens of runs
There's a quest?
yea ||you find a guy in the bar whos like "oooohh theres this spoooky red planet but i wont tell you so ask my friend" then you ask his friend and he tells you where it is||
Eh I'm allergic to bars explains why I've not foundit lol
No, I mean as in: You'll run into Sentinel on accident.
oh yeah that one sure
Oh yeah I ran into Sentinel on accident. First time I ||got absolutely annihilated by the autonomous fleet.|| Second time (this most recent run) I ||managed to defeat the fleet despite it catching me by surprise, since I forgot about Sentinel by then.||
Got an ||autonomous XIV Onslaught, XIV Dominator, XIV Enforcer and another XIV ship I forget- maybe a Legion but I doubt it?||
LEWD
s mods?
theyre good ships but those permanent mods really cripple how much i actually care to use them
sure i could work around it, maybe its worth it for the great officer skills, but i could probably do just as well with a properly built ship and a worse officer
Always the same: Heavy Armor, ITU and one more. ||Legion gets missile racks and I think the onslaught gets magazines?)||
as ive said before not a huge fan of heavy armour and ones that give negative effects. id rather pay for them and build in more beneficial ones
itu is fine
There's mods to fix that.
ehh
i can understand the design, make the player deal with some negative s mod effects cause they probably wont do that themselves most the time
Still you get some VERY powerful ships that synchronize amazingly with derelict operations.
thats also true, maybe thats something im overlooking
i havent gone for a derilect ops fleet yet, which is surprising considering i like to run d modded ships early to mid game cause theyre cheap to recover
ill have to give it a try one of these runs
I tried but I just... can't.
especially with rugged construction ships being great for it, like the grendel
@fleet glen if you're gonna go for it I can't recommend D-mod services enough.
Makes it so you don't have to let your ships die to get all the d-mods.
that lets you swap d mods between ships right
Also, ||oldslaught||
No, means you can pay them either a small amount to get random D-mods, or a LOT to get specific D-mods.
ah ok thats pretty nice
You can also make ships 'unrestorable' if for whatever reason you want that ||and uhhh... if you beat the sentinel fleet it lets you automate normal ships lmfao||
It also offers s-mod removal.
well that last part is pretty nuts
also love this interaction, the fact that im the one who cuts the comm link for once is so cool
It's a great mod.
well i think the d mod services are good but the last part is definitely unbalanced
its kinda impossible to stay balanced in terms of mods but at least at the moment i wanna stick to vanilla power scaling
sure but i like vanilla balance
endgame threats can still be threats even if my fleet is strong, but with mods thats no longer the case
one thing i would like is some improvement to the skills system that allows me to have good ship combat skills at the same time as having a good logistical build and fleet bonuses. like, im just thinking through what id like from a derilect ops fleet and really i want a lot of points in all three of leadership, tech and industry
but to do that basically means its not worth me even piloting a ship because i wont have any combat skills at all
before you say it yes second in command solves all my problems
im just wondering if theres some rework that could allow me to do it without mods
having no combat skills sucks
I think adopting the SiC formula would be what Alex would need to do. 1 thing I don't like about SiC is the fact that XO's are basically free.
i think xo's being free is fine cause it would feel pretty crappy if they werent. you're going from having to pay nothing for these skills to having to pay something for them
The fact that you can just get an endless amount of them is... Ehhh...
yeah they are super easy to get
if there was more to getting them and there were special ones locked behind hard content that could dramatically change how you'd build your fleet, that would be pretty cool
that would be an improvement to the mod for sure, but im not sure what would have to change to implement it in a vanilla fashion
There are actually some unique XO's in other mods that are locked behind some pretty tough content.
I for example have Sierra from SotF as an XO. Which I got through a very tough fight. Witchcraft's worth it tho.
wow, the ||abyssal glare|| absolutely wrecks
im not sure what the on hit effect means but eh more damage
and its got great armour strength
honestly wasnt expecting it to be that good from what i was looking at on paper
The ||eye|| uses 9 of 'em.
ohhh
thats ridiculous lol
ive managed to solve them though
||my paragon can absorb infinite eyes due to having maxed caps and best possibly shield efficiency, and my executor has so much range that with high energy focus, my tachs and autolances reach far enough that they can burst it down while its firing||
||i can pop eyes and its great||
On the other hand, I solved that problem with the power of bricktus
i could probably get a second executor with the same build and be even more effective. even if its shield efficiency is worse it still has capital level flux so its not fragile. it can take a fair bit of heat
though the ai does suck at using energy focus
aha, what if i just got neural link and pilot BOTH executors
that sounds glorious, andrada would be proud
honestly really enjoying the executor despite my first impressions of it being a bit unweildy
... The fact you are speaking proud of the executor disgusts me.
I hate that ship with all my heart.
high energy focus with two large energy mounts is a hell of a drug
I bloody tried to make it work.
And it just. Sucked.
For that DP I can use an onslaught
feel free to copy my build should you ever want to give it a second chance
i pretty much use my range and flicker my shields
i think i changed this build a little bit, traded stabilized shields for advanced optics maybe?
the shield flux is not an issue when theyre down all the time
i could probably even skimp on the kinetics since i rely more on my frontline to do that job for me, but theyre still good
What annoys me about the executor is the insane upfront investment you need to make it viable
i mean none of my ships would be that good without s mods, thats just how the game is
s mods are what turn your ships from decent to great
You see I reject this philosophy
If a ship needs that many s-mods to do well in my fleet it's not worth me picking up
but why wouldnt i
what else am i gonna use my story points for
thats like the point of the game to make good ships
honestly think i could have done better with the s mods on this too. resistant flux conduits not actually that useful
Also if that's running advanced optics why does it have energy weapon mastery
really just for the flux reduction from the elite skill
though there might be a better way to use that as well its true
Anyway back to my issue with the executor: it is not a ship that can anchor against an enemy capital. It can support, but it hilariously fails when it has to do that job itself unless you s-mod it to all hell.
I expect a battleship to be capable of filling that role without the s-mods, so that I can then improve it. Instead the executor needs several crutches
well thats cause its role isn't anchor. its an oversized strike craft and expecting it to be an anchor and tank like an anchor is incorrect
that might be why im having success, im not trying to use it that way, im letting my fleet pick up the slack
the paragon is my anchor, my anvil, and im the hammer
Guess that's why I hate it and will default to low tech bricks. Because they'll hold that god damn line
Speaking of... I should really try to use the retribution at some point
retri is great
its decently tanky but not a brick, and it has amazing speed
if you need it to be an anchor though its not gonna work for you i fear
its more of a battlecruiser
Exactly.
It's not an anchor nor will I expect it to be one
It has the mobility to beat down anything smaller than it. And then ambush the big guy
And well given my preferred range is "I want to see the enemy captain as I blow them to smithereens" I think I'll get along with it
Not in my current run though... I have a great houses onslaught that is hilariously overfluxxed
I need to look at the loadout and give it something not as flux heavy...
But my God is that thing basically "what if onslaught was more of a battle cruiser"
very interesting description... ||what is the artifact? is it a study on the weapon itself, where the weapon is an artifact from omega? is the artifact something else, maybe an omega that tri tach has somehow captured? could it be something in relation to the dwellers?||
||the artefact is the launcher pretty sure. They can't capture omega, as they just dissolve||
@fleet glen have you ever messed with GH slaught?
nope dont think ive used the mod its from
Tahlan
i saw its got timeflow and i understand the assignment
It also has a much more... aggressive burn driver
Probably like 2x as fast as normal burn drive and you can still turn
I'm pretty sure it even gives a brief damper field
average modded capital
Oh yeah it's busted but uhhh given you're going up against Legio...
You see. Legio has... 3 bounties by now. Those bounties are basically wolf pack hell. And... if you, for whatever reason, decide to try and give yourself an advantage by building in more s-mods... they will do the same thing
They are genuinely terrifying
The redder pirates?
Yes
my s mods are probably better than theirs
They no longer exist in my save. Vanilla factions decided that actually, they had enough of Legio's shenanigans
They get a special set of 7 s-mods
If you decide to go over the s-mod limit of 3
Normally you can't... or not much... then I discovered an exploit and created an automated capital ship with 9 s-mods
This was patched but good God that was a fun run
thats ridiculous
Because in this run I also created ||a ziggurat blueprint||
id teach you, but id have to charge
The big downside was that beyond the normal 3 I was unable to decide what the s-mods were
yeah 3 smods is really the limit of like the most useful
I had a fight with 3 of 'em. It was VERY silly
awesome
i can imagine your enemy was just crippled immediately
thats like 225 dp of ships with just those 3
I... swore that day to never do that ever again. I felt like I had betrayed a friend. In order to do what I did... sacrifices had to be made...
I'll explain it regardless.
100 years !
Basically. In industrial evolution. There's an alternative to the blueprint called a forge template which is basically a limited use blueprint.
In order to make a forge template however you need to have a source hull and an empty template.
You then slot the template into what is called a "hull deconstructor". This is a special industry that can only be restored from industrial ruins. The description of the ruins is that it's a gigantic weapons array... pointed at itself
So... to birth a blueprint i had to... destroy her. It hurt. I'm never doing it again.
I also very nearly fucked up when I did it because uhhhh the hull forge spit out copies with a lot of d-mods. Which meant reverse engineering wouldn't get full progress. And because what I was doing was an exploit (ships made from a forge template usually cannot be reverse engineered) I very nearly lost all my progress because I needed all the hulls from the hull forge in pristine condition to get a blueprint
Anyway. That's patched now.
Instead I broke a whole lot of other things in that mod

couldnt you restore them
wow this is ridiculous. so you know that mod that lets you capture points and summon ships with it? well...
||https://cdn.discordapp.com/attachments/1336727879853019187/1365809889577926768/SPOILER_2025-04-26_17-59-22.mp4?ex=680ea915&is=680d5795&hm=bea2755ae852fe7a8bfcaf193f8fe6a8a05b1c23b03972a73a8ab3e2dacb01eb&||
||first hypershunt down, got looads of beam weapons from this for some reason. used some high burst damage builds and they seemed to counter dorito pretty well||
spoilers on pre 098 endgame and certain new weapons
yeah yeah yeah
use my builds and see why i like this thing so much
i mean maybe not this one this build probably doesnt work so well normally, but its specialized for the specific enemy im using it for
my loot after two ||hypershunts||
||love to see all those cryoblasters, ill have to put those into my builds. two rift torpedoes would be very funny strapped onto my executor. might be able to fit minipulsers on somewhere. pretty okay haul, would have loved a second rift cascade emitter||
with this my fleet will soon approach maximum strength
Oh don't mind me lol
itll take a while to perfect and elite the officers , but pretty close
I'm just tugging your proverbial nuts
uh thanks
:p meaning I'm just giving you a hard time
||four cryoblasters on my executor would be ridiculous||
this is one of the builds ive ever made...
cannot 1v1 a sim paragon but i have a feeling its gonna do alright despite that
hmmm... the fleet i designed for ||threat|| is not working...
even with the weapons i got
-how much dakka do you want with your bald eagle?
-Yes!
Right. Medusa theorycrafting.
We know he doesn't have advanced optics.
He does have HSA.
i havent been actively watching a lot so im not sure how much he has
HSA could be funky
HSA phase lances could've been great.
the main thing i think is going wrong with his builds is using so much OP to counter the d mods. bulkheads is not useful for ships that rely on shields, id invest those in more capacitors, and while hardened subsystems might be useful for protracted engagements, medusas do have decent peak performance time, and high tech fleets often get the job done quick enough to not need that time
20op is 20% of the medusa's points which is quite a bit
Pretty sure hardened subsystems is an aavak default.
i never really use it, even early game, but it does have its uses ill concede
so yeah an obvious build would be phase lances, those are great weapons with good armour punch and general versatility. needlers are best in slot at the front i think
ion pulsers can work too but needs more caps and expanded mags
double mining blaster is great but has less use against shields
beams could be good for a more support role, like escorting cruisers
i think the medusa is more effective than the sim often gives it credit for
think im gonna start a new save soon, my current one is essentially maxed with my current fleet comp. might give threat another couple tries before that but im not really interested in taking the time to perfect all my officers. theyre good enough and steamroll all other content in vanilla
probably gonna be a low tech fleet next, not sure if i wanna do mods yet
oh maybe i should blow up the faction defense fleets first
i already tried the hegemony's fleet and pretty easily beat it, but tri tach i imagine is gonna be harder
Ahem
?
its tiring spoilering every instance of even the word
threat is pretty vague right surely we can just call it that
if someone doesn't know what it is, the word isnt gonna make them know
is there something else i can call them so i dont have to spoiler it every time
i wonder what happens if i use ||demonic hullmods|| while commissioned with the church
thats like the inquisition run lol
i wrote a youtube comment with all my builds in the style of recipes so i thought id share it here because i spent way too long on it
off i go in a brand new sector
found a phase tender the first exploration system i looked in, this is a good run
RIGHT. TIME FOR WAR.
On the other hand: FINALLY, IT HAS BEGUN
The inspection teams will never reach their destinations!!!!!!!
might be the earliest colony item i've ever got, i'm still just two shepherds and a wayfarer
mantle bore :p
I've joined an alliance. They just asked me "would you like help". WAR IT IS!
LMAO
Yeah no this is gonna be the war to end all wars.
It's 3v5
Problem. I'm the player.
๐
They're not gonna win this war.
oh dear
i have died
and there goes that mantle bore
well, its the start of the game, no better time to lose
im about as well off lol
maybe id have been able to get out if i disengaged first
i thought maybe a tach lance and squalls would cut it
it most certainly didnt
oh good, i got killed again
now im reloading
wow, modders going crazy awesome again
love me some horrors
an apogee with two logistics hullmods
no officer skills
i underestimated the fighters the enemy brought as well
no point defense
need i go on
That is so pretty what mod
no idea it was just in the spriting channel
its like if you took that bone hive scp and turned it into a ship i love it
ahh gotta love tri tach
90k from just a few gamma cores is a great boost
Get TriOS. Good mod manager, includes version checker support
Ehhhh I'll live
You get to update all your mods with 1 button if they support it.
I think I have some manner of version checker
I uhhh... I did a thing. I'm not exactly proud of it but...
I may, or may not have uhhh... spotted a convoy with 2 of these about to set off...
Just had to whip the worm out huh
how much dp is the train?
Guess.
30?
Higher.
40?
More.
50?
55
The frigates would die constantly.
omens would do well
These things do INSANE amounts of collision damage.
No you see the problem is they'll accidentally run into the tail of one of these and instantly blow up.
Like they do a genuinely absurd amount of collision damage.
huh
The AI doesn't quite know how to handle a segmented ship.
I've seen frigates run into my tail and just go pop.
maybe phase ships?
or maybe the might of public transport is simply too strong, there is no need for anything else
I'd probably send like... 2 maybe? Because the AI also doesn't really pilot it like it should.
The AI looks at the head only, which mainly has forward facing mounts. And it decides it's not a broadside ship.
Which it ABSOLUTELY IS.
oh dear
so its looking around willy nilly and swinging all over the place
sounds chaotic
A little bit... also uhhh... this thing has a hilariously big explosion radius.
Killing both of them cost me my flagship.
XD
is the explosion as big a circle as the entire length of the ship? thats pretty silly
No but it's pretty big.
anyway just need 1 more and then need to restore them all and only then will I be able to make a blueprint...
I could use the one I started with. However I refuse.
Perfect!
Time... for salvation
ooo nice
Yeah and both buildings are from the same mod.
that could produce numbers of marines worthy of those ridiculous endgame raid missions
It's great.
I play nex so I need stupid amounts of marines.
This is going to give me so many marines...
oh yeah for the changes to the ground battles
Turns out not all of those were actually elite... huh.
Oh well I'll just pick some more elite ones up later XD
... this list is just gonna keep growing isn't it.
XD
Also: Yeeeeeeeeeeeeeeeeees....
managed democracy lol
i like how ED shipyards names their hulls after dog breeds
alviss you are the best
look at all those jobs in the same place
finally a run where ill consider using this
The legion is alright
It's one of the low techs I actually like tbh. It's a good anchorpoint
Heavy armor carrier run
Purely support tho
Unlike high tech carriers you can't really frontline em, at least not in my fleets. Ymmv
you can't frontline a legion??
well, an xiv
sounds a little like a ridiculous notion to me
Oh right 14s
Well you CAN but I dontlike doing it
Mine had been taking a lot of damage and chewing through my supplies so
thats only natural for something that relies on armour
half tempted to figure out a shield shunt build for it
lol this thing sucks
itll do for an exploration fleet though
itll be a proper build when i have weapons and points for s mods
seems like an okay escort frigate
Needs MOAR hammers
that would be funny
Dual hammer barrage on alternating is my go to for the big slots
Triple HAC in the front 3 slots and PD everywhere else
sounds solid
Ah yes the angry ball
Anyway. Sleep... tomorrow we resume war efforts
Via liberation?
thats one way
the other way would involve a long journey
but the reward would be priceless
The real alpharius was the friends u made along the way
this is true
alpharius is more of a concept
yknow alpha legion would be a great offering to tzeentch
ooohhh i do have legion i should read it
night lords first, i must finish what i started
I'm not really deep into the lore but
The imperial emblem and its similarity to tzeentch daemons is hilaaaaaaarious
I love that bird
who knows, maybe the master of mankind is just a faucet of tzeentch gone rogue
he is known to change forms and be percieved differently
That's my headcanon
Tzeentch is the primary chaos God in all my dark heresy/ 40k based plots I love emn
Not...so fun in twh3 tho ngl
haven't played many warhammer games, just boltgun, darktide and vermintide
total war is like civ tho right
I like me some grand strategy
Yeeaaaahhh no
Real time battles mixed with some overmap stuff
ohhh so more like mount and blade?
Well a lot of overmap stuff tbf but being turn based is where the civ part ends. Yeah a bit more like thay
But turn based like I said just after you asked
I've been playing the total wars off and on since the og rome
hmmm
Yeah I'll stop derailing :p
ohoh
what if i had 4 paragons
i bet that could beat anything
and its perfectly 240 deployment points for fleet bonuses
only needs four officers very cheap monthly costs
if you are john starsector itself and get four perfect level 7 officers then its the best
shepherds do punch surprisingly hard for their size... i basically keep any and all shepherds i can get my hands on, until i have 3+ proper carriers/battlecarriers
I'd bet 3 donuts and an astral would perform better, assuming the astral is also 60 points
have you ever played x4?
if you want self piloted spaceship + grand strat feels and management + space! the final front ear, then X4 is a good place to look
that's fair, it is quite CPU heavy
i think the astral is also 60dp yea, fighter or bomber support would probably be very beneficial for the paragons
a guy i've been watching is running 1 paragon 2 astrals and some support frigates, thats worked great against almost all of the content of the game
ive heard about it quite a bit tho aurelia
and im reasonably certain ive watched a few streams of it.
not sure what made me hesitate, but unless it cant run on my new(er) laptop at all, theres probably a reason i havent given it a go yet just cant remember what it might be ๐
it's first person, the buildup to management style gameplay can take a while
this might be the most broken modded thing ive seen. also spoilers for ||omega and zigg||
||https://cdn.discordapp.com/attachments/1336727879853019187/1367312491725721780/SPOILER_2025-04-30_21-28-40_Encoded.mp4?ex=6814207d&is=6812cefd&hm=0e461765c00a591b00829a7379dce57b47eb4574337d1106d00ef3ea221ea219&||
its an in development update for a mod called "what we left behind"
Oh boy.
Oh that's modded.
No...
fully functional?
woah
It'll instantly deciv a planet.
classy
nothing a few tankers of antimatter fuel can't do though
maybe itll be used for a modded quest
maybe if you give it to the pathers theyll do something for real
Oh its a quest reward
Have you ever befriended midnight
Nex
the one starting at the prism freeport?
Yes
ahh
seeing a bit of an interesting strategy against the ||demons||:
||my initial thoughts were i shouldnt use frigates since theyre too squishy, and let my capitals tank, which works well. but maybe even better is use a bunch of phase frigates that can easily evade the eye, so they harass and distract the eye while the big ships take care of everything else||
it might seem counter intuitive but theyre pretty agile so they might just be able to avoid other threats
another note, i think there may have been some changes to ||demon spawning|| in one of the latest patches. ||the pinkish demon lights seem waay more frequent than they were initially||
interesting how spotty information on tech mining is
some people seem to know a lot, quoting stuff like how it rolls on the loot table, but searching for it hasnt proved fruitful in proving that
i do have my finished save, so i could do some science
this is a gloriously heretical build (not mine)
this one is even more molochian my goodness
i was just sorting some folders and i unearthed some prehistoric ship builds
its always a good day when i see a double gauss dominator
the dual autocannons on the back are so funny to look at but actually kinda genius
seeing the kinetic blaster on that aurora is pretty hillarious
both of those retribution builds are so funny looking
i remember i really liked the idea of using all those small missiles
i think this may have been before the update that added s mod bonuses and penalties, those retris have s modded heavy armour which im like allergic to nowadays
huh wait a minute, one of those ships looks familiar somehow... [diable avionics in development screenshot]
they look so so cool i wish they didnt have awful maintenance costs
funny idea: s modded armoured weapon mounts on a gigacannon executor, takes a whole second off of the gigacannon cooldown
he said, unaware of the mark insidiously burned into every circuit of his fleet
very cool looking ships that'll be in the 098 update for a mod called Bird's collection
i see beefy eagle, ftl ship, half of an anubis, skinny brick, a mecha
looks great!
oh hey the guns on the front of that strange thing on the right look familiar
oh i like that bottom left carrier the mounts are asymmetrical and funky
Took me way too long to notice the kestrel. Still waiting on star fed to get updated ๐ฆ
I usually avoid those ones
this is preposterous, only 2 invictuses???
ohhh wow
neural interface
combined with a very mobile fleet
this guy was cooking
you know, this makes me wonder what the design philosophy of the invictus was and what it was up against in its time
its a similarly ancient design as a certain other venerable ship
dump of general lore thoughts below
||im thinking, based on vague recollections of the lore and no physical proof, onslaught mk1 and the invictus were designed in a similar time against similar threats, namedly the threat of the abyss. with such performance in game it leaves me to wonder how the domain would have lost given their ability to presumably field infinite amounts of these due to probably galaxy spanning industry. who's to say that they didn't beat them? maybe there was significant time delay between the gates being shut down and the threat arriving. if it was a specific signal to shut down the gates, maybe it was sent a long time ago and due to the vast distances, only just reached the persean sector after the whole thing is over and done with?||
note on this video, ||8 fabricators actually is probably not that scary, since the fabricators are taking up (8*20) 160 of 240dp leaving them with only 80dp for their entire combat ship portion. many of those will be skirmish units and overseers, leaving only 1 or 2 line units on the field at any time. 8 fabricators by this logic seems and looked in that video much easier than 2 or 3 fabricators||
oh is that what it is
its the name of an emote on there so im assuming they spelt it right
either way looks very sweet
oh man theres even those broadside hardpoints?? you're too kind
im wondering if those are larges on the sides or if its all mediums and smalls
Looks medium and small to me
Which tbh I would prefer over having large mounts. More importantly tho, what kind?
forgot to answer this but i dont know
unrelated, but this is not credit. it might just be a mod but crediting artists is important! this is more of a disclaimer
from another portrait pack which has many very nice portraits
https://fractalsoftworks.com/forum/index.php?topic=13716.0
[0.98a] Another Portrait Pack v1.5
i like how many faceless/inhuman ones there are
Found this mod interesting
https://fractalsoftworks.com/forum/index.php?topic=33081.0
[0.98a] The Second Battlegroup v1.0.2
Yeah I like some of the portrait packs
Eapecially when they make it in as bounty targets
wow this mod is spicy
what...
my god
i needed this in my life
its like heg except "we need bigger guns"
lol
you get a large energy hardpoint but no flux for it
oh wait thats easy
just slap a tach lance and 2 large burst pds
and like arbalests on the front perhaps
hmmm eagles get like 1000 flux right
you can probably make that work
wow... just saw the scythe of orion quest and there is a specific very cool interaction in it that is pretty nuts lore wise
how you find the dialogue: ||in the system with a remnant nexus, install a comm relay and try to "hack into the nexus"||
what it says: ||you get a pretty decent back and forth with... some kind of remnant system. they seem to know about the concept of omega, but are playfully cryptic about what it is, or even what the thing you're talking to is. i never realised the remnant could have so much personality, all you usually get from ordos is some robotic "where is omega" or something like that. but this makes the remnant an actual faction with motives, that they have some sort of consciousness directing them after all. very exciting stuff, despite being basically a full game theres so so much potential for the story to progress in different ways.||
i mean
starsector IS basically dwarf fortress in space, theyre never gonna be finished with it
Wait YOU NEVER DID THE MISSION?!
nope
Personally one of my favourite missions.
Presumably during the colony crisis update.
Current Mod LIst
wew that is a loot of mods
id bet before the java update that would chug, but now it might be alright
load time isn't too bad, but gameplay can lag sometimes though
fun unimportant spoiler about kanta: ||apparently one of the bribe options is giving her 1000 lobsters||
oh how's that hyper modded run going btw quantum
Have to restart every couple of hours when it freezes during autosave/quicksave
And FYI, SirHartley has taken over Lost Sector mod and will be coming out with update soon. ๐๐๐
yippee
Lmaooooo
When mods are multi generational
Raven you ever dip your toes in trese brothers games
star traders frontiers is a really solid game
whew this ship looks great
its an upcoming ship that'll be released in an update to this ship pack
https://fractalsoftworks.com/forum/index.php?topic=19712.0
[0.97a] Caymon's Ship Pack v1.2.3
i believe that pack is by the same person who's working on the united aurora federation mod
oh wow... this ship pack has some cursed ships in it lol
i love the look of the fighter bays on this
Release the swaaaaaaaarm
It is the same person who is working on Diable Avionics
[update for caymon's ship pack, where this ship comes from]
i can just imagine the amazing comments in their code
# this code has to be here or it breaks for some reason idk
Those are my favourite
those are some funky looking ships oh my
He always creates great content
i just hope he knows how to build ships and do it in a reasonable time with interesting commentary
which is a lot to ask really :p
i gotta give it a crack myself i feel like i understand the game fairly well
I like that ring lookin ship
reminds me of scy nation's ships, but more greebly
Scy is gooooooood
Love those carriers, and the colour scheme
Nowhere n3ar enough colour variety in th3 base game
yeah gotta agree with that, the three tech tiers are pretty uniform save for the decent amount of sidegrades in faction specific ships, but often my fleet ends up mostly just using those relatively similar non faction hulls
Kayasar dropped new Ashes content yesterday
Any interesting mods found recently?!?! ๐ค๐ค๐ค
the second battlegroup looks like a fun mildly balanced mod
its like 14th battlegroup if they specialized in having biggest guns
every ship has like a mount the size above what would usually be there, thats their theme
ohh there is a certain 27th battlegroup that looks very very cool
i think it might be one of those translated mods which have amazing graphics
ahh id love to run all the battlegroups at once
just have a fleet with one ship of each battlegroup
you probably could if you were ok with the absurd load times
well that just comes with the modding experience dontcha know
yeah pretty much
ive been waiting for the next game/mod update tbh
i want to see more extreme stuff out in the abyss, its just a bit too empty right now
i see i see, yea i hope to get more story stuff involving the abyss and some of the unanswered questions there in the next vanilla update
ive seen a fair bit of threat mod content but i admit i dont check often
im still traumatized by my first run in with them lol
usually my superior piloting and persistence win the day
yeah i ran high tech last time and learned the flaws of my ways
after that i had reached the end of my starsector phase so the lowtech run quickly fizzled out
i still dont know how i would have adapted my high tech fleet to best thenm
I am currently running 175 mods in my playthrough
More than i usually run lol
one of the things i felt the base game was lacking in most was a plethora of pirate crafts, which most mods add one or two models to
the end result of which is typically massive pirate fleets of 40 completely different ships, its grand
PMM is a straight up pirate faction mod https://fractalsoftworks.com/forum/index.php?topic=27893.0
[0.98a] Pirate Mini Mod (1.7.7)
Updated mod list
Arma Armature has updated
in general i feel like the games 4? i think it's 4, factions could do with more ships... and more clear designs signaling their faction
like at least 2 ships for each fo the 6 classes
for each faction
like have a "mainline" and a "specialty" ship for each faction and tier
and maybe even some ship mods (the augment system) that are faction unique just like 2-3 for each
one could be "for an augment slot, the ships faction benefit is changed to this faction"
those sort of changing functionality hullmods seem a little beyond the scope of vanilla
there are already a handful of ships with built in mods that change how they work, like the church has distributed fire control on the retribution and the invictus, pathers have ill advised mods and safety overrides, diktat have that other special modifications thing on the executor, hegemony have xiv battlegroup. its only the league that could use something else. tri tach dont really need anything becacuse they use most of the high tech and phase ships
i heard some discussion around the topic of more vanilla ships but from that other conversation they made it out that vanilla pretty much had most ship roles covered, so with vanilla rules there's not too much more you can add that makes a meaningful difference
i think they could do with a next gen type of deal
how so
have you played star traders?
basically, what im thinking of are the ST eras; which are exactly what youd expect. After every so often, or a major story event, the entire simulation progresses. More ships to each faction, as in more models become available (iirc), more parts, better versions of existing parts, etc
oooh that would be interesting
i mean to a certain extent you could say the game has that already, cause the sector gets stronger over time at a similar rate to the player
but the game doesn't really have straight upgrades for stuff. like, a needler is better than a railgun, but it costs more, so it's not just a free upgrade
a railgun is better than the light autocannons, but costs more op and flux
having straight upgrades would be neat, but would probably result in the combat being similar, just more lethal. at least, if ai can get these upgrades too
if the upgrades are only for the player, then the player will be stronger than the enemies and the game will be super easy
im pretty happy with the current system of strength through superior design using the tools available, rather than getting better tools
honestly ive never really gotten the impression that the sector gets stronger with you, even when i did my vanilla run
It is not that the sector gets stronger, they just start to release larger fleets to go after colony wealth
the big difference is that late game i stop playing the stealth game
well there definitely is a difference in the fleet composition. early game bounties and pirate fleets you encounter aren't usually gonna have things like atlases or capitals at all, whereas the get bigger ships and officers as time goes. of course, it's not hard for an experienced player to speedrun the progression and get there faster
and for endgame there's the sector defense fleets which are full of S mods and high level officers, and the hidden fleetwide skills they get too
so they definitely do get stronger
capitals are no big deal
its those mother_fucking_ venture ships that give me trouble
not like they do fuck all! theyre just tanky
huh really
yeah i mean late game they aint no thang
i dont really go against many that might be why i didnt have a problem with them
but early i dont wanna be sitting there for 30 seconds with my whole fucking fleet
iirc theyve got onslaught levels of armour for whats basically an oversized cruiser
usually by the time i face them i already have enough to break them fairly well
and theyre not a significant threat in combat so i can roll the rest of their fleet without them being much of a nuisance
hmmmm maybe a mod i have changes that
because i see them from the very beginning of the game
another thing that could change over time with sector 'eras' would be the value and availability of certain commodities / other events that drastically change the fortunes of those in the sector
lets say for example, a big tech advancement comes up, and all of a sudden everyone has access to a new high tech industry that mmm oh idk, combines standard and transplutonics ore for a new material required for that eras new ship hull construction
or an event that releases a virus that fucks up all of the factions copyprotections on high tech ships, essentially making them unavailable until the crisis is resolved
sounds like a great mod idea!
new starsector blog post!
https://fractalsoftworks.com/2025/08/18/officer-flexibility/
its using a different weapon in every slot lmao
heresy most fowl
that loadout makes it way too lean heavy, if you want to get the most of your weapons you basically have to put your whole ass on display for a speedy little ship or lose 40% of your effective armament
i mean, id throw on a different set of kinetic weapons but yeah that looks good. Those missiles are pretty decent all rounders
gotta love these "protect the children" acts (aka: we need to control everything and use the kids as the excuse to)
nothin a vpn dont fix