#Starsector
1 messages · Page 2 of 1
The ||Ziggurat's|| brain breaks when presented with even a single extra smaller ship but its great for capital dueling
Dual gigacannons is a nice setup on it
And now, I can report, with sims ran
This Radiant can beat two other standard Radiants without taking any damage
I may well be ready for ||Threat hunting.....||
that's a lotta [REDACTED] on that Radiant
how do you feel about the Anubis?
It's weird but effective Id say
You absolutely must use it as an escort
I have two paladins (as intended), an auto pulse laser, and two cyclone reapers on them each
So they can battle harriers pretty well, point defense like nothing else, and help finish big ships
They aren't the best, but they're a decent addition to the fleet
i seeeeee
Is this a problem with the new autosave
Thoughts on a home for ag+soil nanites and an organics mine? Corwin looks pretty attractive methinks. There's a cryosleeper in range of all 3 of these, too.
Made it back to port in the nick of time. 😆
I am contemplating a truly cursed setup for my escort manticores
Perfection in simplicity
I present to you
The Mudskipper M. III
Finally got a modlist I'm happy with, time to go poke things
no
At least, I don't think so
It wouldn't have been an issue had I not deleted all my saves to clear things out
extreme dislike of this
the mods are a good choice though
also speaking of cryosleepers
god i wish you could move them
If you can ||refuel the Gate Mover|| why can't we refuel the cryosleepers
there is a mod that lets you move em but I forget which one it is
irst year of this new save is going well
Some nice kit in there. 
That has about 10 fewer Shepherds than my runs have early on, it's weird to see
I do love me some shepherds and salvage rigs
I only just dropped my pair of shepherds on this run, lol. And regretting it actually, I don't have enough survey discount anymore to survey gas giants for 5 supplies.
So, something I'm wondering with the Abyss quest line - uh, how do I advance it? ||I've talked to the Tri-Tachyon acquisitions person and made an agreement to find more data and sell it to her. Or at least that's my recollection of the conversation.|| But I don't see anything about it in my logs, and no suggestion of where to go or what to do. Am I supposed to ||go blindly out into the abyss at random||? Or am I just blind and there is something in the intel screen I should be following?
I'm aware I could Google it/read the wiki, but that's a lot easier to accidentally spoil myself. 😉
||If you have hit the point where the tritach lady is asking for Threatstuff, you have hit the end of the quest||
||Abyssal Hyperspace/Threat fleets are basically a freeform endgame combat challenge- if you want to get into a mean fight with your fleet, you fly around abyssal space until you find one||
Oh, ok
yeah you ||go blindly out at random|| at that point
it's all ||randomly generated and non-persistent, you'll find enemies no matter what||
I love that hauler so much
It's absolutely terrible at hauling, but it is a phase ship
Pain in the ass to get hold of without signing up for TriTach, is the main issue
I found a handful of them in the new system
It is my favourite cargo ship
It just entirely kills your detection thanks to the phase ship bonus
It's one of the Ashes of the Domain submods
I found & salvaged one really early in my run, too. Very cool ship.
Every once in a while I think about trying a phase fleet
But then I wonder what I'd actually do with a super stealthy fleet
smuggling
marine raids
Why smuggle when you can just bounty hunt :3
But yeah I suppose raiding for tech items is nice
also the Grendel
but it's a strange thing
Grendel really is the low-tech phase ship
Like, it's an armour tank, you use the phase to engage and disengage.
The grendel is amazing when the AI knows how to use it
And probably hideously potent in the hands of a player that groks the flight system (not me)
And yeah the basic skinny is that its a shield shunt low tech cruiser that is immune to torpedoes
My issue with phase ships is the time adjustment during phase makes fights take so long
When my officers actually Lock In and stay out of phase and lay in with their guns they've taken out onslaughts by themselves
Because they'll just zooooop behind it and lay into the engines with five assault chainguns
But other times they are poisoned by cowardice and let themselves get fluxed out hiding from like
Graviton beams
Which I think due to armor mechanics literally can't do anything to a grendel
That's why I love flying the Hyperion, triple Ion Pulser + expanded mags does the exact same thing but in half the IRL time
I can see that, especially for someone who actually pilots their flagship
Get wolfpack tactics in there
Aggressive officers are actually shockingly good at piloting it too, but yeah, it's really a player ship at its heart
It can reposition so quickly as well once you've got the system expertise skill, you can fix problems anywhere on the battlespace in seconds
Damn, don't often see shades on a world with actually good farms
All the damn pirate worlds keep decivving
nexerelin moment
bro
All the fucking factions keep working together to raid pirates and only pirates
easy targets, presumably
The solution is to sell Paragon BPs to the Pirates
at least im doing well
i want 5 mil in credits before i start colonising
i've got a good system picked out
the only thing im really missing is like, a mantle bore
And it has extreme heat for cryoarithmetic engine
I would colonize this on sight
I plan to
I think this is the best possible farming world? Time to feed the entire sector
it is
plus i have soil nanites
and i will slap an AI core and story point on it too
oh and i have an admin with industrial planning
so that's, what
+2 from bountiful farmland
+2 from stellar shades
+2 from soil nanites
+2 from luddic majority, going up to 3 if you defeat the luddic church invasion fleets
+1 from the story point
+1 from the AI core
+1 from the administrator
+size
silly video with lots of spoilers for some of the new enemies: https://www.youtube.com/watch?v=pLbhYrjV6Eg
That is
A deeply cursed fleet composition
Though I admit using Atlas MK2 to deliver a Capital's worth of firepower for low deployment cost is pretty clever
This further proves to me that I am incapable of saving money in games, lol. "Capital is worth nothing if you don't use it" is my brainworm apparently, lol.
(I don't think I've had over 2 million credits at any point in this game)
It’s really easy to get quite a lot of money if you follow all the Galatia quests
And do contracts from Alvyss in bulk
Aside from that, exploit surpluses and deficits, sell blueprints to anyone other than pirates, go remnant/derelict hunting and sell gamma AI cores
Colonies are where the real money come from, but they need a lot to get going
Well yeah, it's easy to make money
My point is I just spend it all. 😉
Typically as soon as I have >1 million credits I start building some upgrade or other on a colony. I still have lots of station upgrades etc... that can be done.
The big money maker for me historically is turning AI cores into tritach
I don't want to deal with inspection fleets so I only need alpha cores to captain automated ships, so
Cha ching
Buffalo Mk2s are ridiculous - 3x small missile + 1x medium + converted hangar for 4DP is so much more efficient than anything else in the game
Plus they still have four more small slots for PD
Whenever I notice my cash is above 2m I dump it all into colonies, I have a very spiky credits graph
buffalo mk2... is... not bad...?
are the pirates just dumb?
It's held back for them by fleet size limits and the blueprints they have
If it can sit behind a frontline of ships that aren't terrible pirate cruisers and use actually good missiles it's very mean
I personally don't like to use it because they will constantly fall apart when a frigate wanders by, but if you don't mind the attrition...
Oh, apparently 0.96 changed converted hangar so it increases DP cost, so the specific build might be a bit different nowadays
Yeah I'm astonished by this also
In my experience buffalo mk2s just spit flares out then explode
same
Isn't buffalo mk2 the one without a shield? IME they just evaporate when someone looks at them funny...
But I've completely avoided using them in my own fleets because of that
Yeah, and the AI plays them as a real destroyer, so it loves to charge forward and evaporate
Especially if they've got Hammers or the like
hmm
any ideas on what to put on a centurion?
these guys and monitors are great
damper field and fortress shield
what i have rn is two railguns, two assault guns, then two vulcans for PD and sabots
starsector friends what's the accessibility you consider too low to bother colonising
I think if I couldn't get accessibility >70% with a megaport I probably wouldn't bother. Depends, though.
I need tips on what to outfit the Onslaught Mk. 1 with to serve the same role as a normal Onslaught would
as it's 1) my only capital 2) build as an anti-fighter/missile ship isn't what i need rn
this is what i have currently
and pilot skills
You won't be able to get the Hephaestuses and side maulers on a forward target here- what I usually do is mount heavy mgs and devastators there, both for the obvious point defense use and because that's a kinetic/he mix that can take out smaller ships hugging its side, or at least drive them off
Heavy PD on the sides is especially nice because of how it's vambrace modules work
Anything less than a torpedo barrage will just get shrugged off, so being able to eat torpedo barrages is good
I changed it to uh
Hellbores
And a Mark XI auto cannon instead of a needler
Also annihilator rocket pods instead of breaches
Hmmmmm
Still not how id do it but whatever floats your boat
For forward guns id probably personally do a mix of hypervelocity drivers and heavy needlers in the medium mounts and a hellbore in the big one
Hellbore strips any armor section it hits, so you can rely on the drivers and the big fuck off flak guns to do hull
I can't really comment on missiles because I think I have resonator mrms on mine lmaooo
But annihilators seems fine
yeah the thing about ballistics is that kinetics scale down better than explosives do
300dps of kinetics is 300dps of kinetics, whether it comes from two small kinetic guns shooting three times per second or a medium gun shooting once per second. high explosives work a bit different because their job is to penetrate armor, so per-shot damage matters a lot more, and bigger guns tend to have more damage per shot
The primary means of medium he being heavy maulers is so sad
Assault chain guns chew things up and spit them out but
They're also basically a knife
(technically this does apply to kinetic weapons as well - a MK IX autocannon will punch through the armor of small ships much better than like, a Storm Needler or whatever. But neither does much against the armor of other large ships. Whereas railguns work just fine against the shields of any ship.)
That's why I like hypervelocity drivers so much
Extremely reliable and long ranged kinetic DPS, that also has per shot punch that lets you smash through smaller ships
I tend to prefer heavy autocannons or a certain new spoiler weapon for kinetics but the HVD sure is reliable and long ranged
Mhm!
You can get the flux deficit in your favor by starting to shoot first
But auto cannons are good too
I will note that the armor floor means you do care somewhat about per-shot damage on kinetics, a Light Dual MG will strip exposed hull on capitals a lot slower than a Light Needler despite having higher DPS
Yeah
I feel like in practice the situation is
If you are relying on light dual MGs to kill that overloaded Legion in your face
What's going on
Is everything okay
I have An resonator MRM
You're right, you should be using Vulcans for that
With the major caveat that I haven't actually gotten around to doing the abyss yet, knowing how AI cores play, I would probably go for some mix of Storm Needlers, Assault Chainguns, and Thumpers
Toss Expanded Mags on there and let the alpha core go facecheck the world
Yeahhhhh the Mk1 is
The AI core is going to get its enrichment with that reckless AI
For some reason I hadn't considered assault chain guns but I can actually see it going well if you get heavy ballistics integration and targeting unit
You still want SOME range just for if they try and back off
I have a like
Bizarre
Setup rn
All the forward medium guns are Thumpers
I figure with expanded mags (desirable for the flak cannons anyway) they can just brute force past shields then ruin hull once the hellbore knocks a hole in armor
Seems to be working well in sims?
Low OP cost, respectable flux footprint
The vast swathe of thumper bullets constantly emitting from the ship doubles as frontal point defense
What if........
Breacher SRMs x2
Hellbore
That's armor damage handled
Then......
5x HMGs????
Torpedo-B-Gone and shield killer
Then youve got the twin bfgs for killing hull
And you can extend their range further with that point defense skill....
Thumpers are really just very solid weapons, much better than expected from their OP cost
Yeah, my thoughts were ITU + Storm Needler/Thumper can just eat destroyers/frigs that try to outmaneuver it, and it's probably fast enough to dive cruisers and larger, but as mentioned I haven't actually used it yet
Unstable Injector could be fun too
If you're running 5x HMGs, consider: Devastator + S-modded Integrated PD AI
Er, elite Point Defense skill, not PD AI
Persean colony crisis done
I angered the heg but that's fixable, I joined the persean league to get rid of vengeful, left, gave them a bunch of beta and gamma cores to get out of inhospitable
back to friendly
oh i forgot to get rid of the commission whoops
there we go
Playing a paperwork shell game to get rid of your bounty then bribing their officials until they like you, life in the Persean sector at its finest
well i mean
I blew up their battlestation around their capital
Stole their pristine nanoforge, their prized thing that gives them the edge over the hegemony
Destroyed the fuel fleets supplying their otherwise insurmountable attack fleet
Then strolled into their leader's office, said "hey i stole this and defeated your fleets now stop trying to extort me into joining the league and recognise me for the independant power i am", joined them briefly to make them happy, immediately rescinded both the membership and their commission, then dumped a bunch of AIs on their commander's desk
and as for the hegemony, i dropped off like 4 prisoners and now we're back to 40/100
but now tri-tach are starting shit
i need to go blow up their merchants now
My faction relations just randomly creep up over time, since I've colonised one system right beside a Legio Infernalis system and another near the Trinity Worlds
So whenever there's a faction bounty open the slow-burn war there gives me free relations
I have devastators on the sides already, but I'm not sure about using one on the front
Hellbore is dirt cheap, is the best for single shot armor cracking, and is useful when standing off at max weapon range, unlike the devastator with its scatter and early detonations
I’m still kinda dreading the luddic crisis
I don’t want to lose luddic majority but also like
invictuses :(
For the luddic crisis, don't you just blow up all their fleets and then get a buffed luddic majority?
Luddic fleets are pretty crap aside from the invictuses
I'm convinced retributions are worse than atlas mk2s
Which is a shame because I really want to like them
Invictuses are genuinely kind of a pain in the dick though, I get the apprehension to face down a ton of them
Retribution is a player only ship
AI cannot use them well
Players can use them scarily well
Hellbore is very solid, I just like any excuse I can get to use Devastators
I want to like them, but I think the AI kind of breaks using them
Since a ship, even a reckless one, typically wants to engage at the furthest range it can (while still firing all its weapons), most of its shots will miss or self destruct
I suppose a solution with the reckless AI is to slap an assault chaingun in there so it feels obliged to get into its tiny range
Since reckless always tries to Fire All Guns
With the big frag guns on the Onslaught Hellbore is probably just correct though :(
I suppose reckless on this might be less naturally right in their face than on a standard Onslaught with its burn drive
Hadn't considered that
In my experience it tends to start things off with a ram but as dudes naturally back off it won't pursue fast enough to stay point blank
It doesn't have the 'lunge' factor of a proper onslaught
Anyhow, time to actually implement the changes discussed here
TBH a lot of my fun in this save file nowadays is just tinkering with ship loadouts
Kind of like building mechs in AC6
Okay yeah it's pretty good
Did three tests
Tested against a normal Onslaught, a Radiant, and four cruisers at once
It had the most trouble with the cruisers but survived each with only minimal damagge
some part of me really wishes there was starsector pvp
I love the combat but I'm not super hot on the game surrounding it lol
pmuch
I think there have been AIvAI fleetbuilding tournaments, and there have been mod projects to support multiplayer in the combat layer before
But none that are fully-featured and up-to-date
Onslaught mk1 does make a pretty great sledgehammer, it's very hard to overextend.
It's not "overextension", it's "bringing more weapons into arc"
I regularly see mine pulling the old "drive me closer so I can hit them with my sword"
Why should I turn off the combat burn? I've only rammed them 3 times so far.
You're honestly encouraged to dive in and get surrounded on three sides yeah
The vambraces only take hits from the side and all that
Also today is the day I learned polarized armor doesn't work how it usually does on phase ships and shieldless ships
My Grendels are in shambles
I did a playthrough once where I stacked hull/armor buffs, regen, and mass increases from 10 different mods on a ship with a system that was basically Burn Drive + Damper Field
It was extremely imbalanced, but also very fun to spend the entire game playing pinball
That's really weird that it doesn't
Oh, wait, I misread that, I thought you meant the Onslaught mk1 doesn't get the armor buff
Tri-Tach have been told to piss off and I now have a good deal with them
Now it's just the one I'm really worried about
So basically, on ships without conventional shields, their hard flux for the purposes of polarized armor is always 50%
Cuz they can't actually get hard flux due to no shields
Which lets them benefit, but doesn't let them max the bonus out
For a long while I thought it was just flux, not hard flux, and therefore phase ships would really like it
damn I'd love that ngl
that sounds like it would really fuck
it'd be sick
you may like istrolid, tron?
(the twisted part of me that wanted to play bad neb conquest also wants like, stratmap starsector pvp)
https://store.steampowered.com/app/449140/Istrolid/ @ocean mulch @wispy bramble etc etc
In Istrolid you design your own unique spaceships from a large number of parts to fit your strategy and play style. With no set units or factions you are free to create a fleet where each ship has its own balanced strengths and weaknesses, from basic fighters and bombers to hulking battleships and speedy destroyers.
Challenge your strategies and…
I have played so much istrolid
LOL <3333
a younger me loved that game
my dad introduced me to it when I was... 12? I think? smthing like that
Yeeee that does sound fun
Starsector PVP that is
Enemy fleets are typically working with all the same tools as you
Especially on high-mobility ships
I think phase (idr what shell is) would be pretty easily handled by just having you pilot the sped-up version
I always pause immediately after teleporting on the Hyperion to let the camera catch up
Temporal Shell is a ship system that speeds up time by 3x
Or maybe have each player have some limited pool of slowdown available to them
I haven't got super far in the game
There's a couple high-tech ships with it
(And also some [VERY REDACTED])
I think limited number of pauses and yeah maybe limited slowdown pool or smthing
I feel like I've seen games which slow down time near the thing slowing down time but have the rest of the game work fine
we need starsector pvp with bkb and blink daggers
no getting slowed down from across the planet
okay this is funny but like
unironically
i aint joking!!!
starsector is the dota of mount and blade
Phase Scepter of Divinity
low 👏 tech 👏 ships 👏 with 👏 harpoon
lmao
that would go crazy
You could definitely do some fun metagame stuff in a PvP Starsectorlike
alex wanna make a godot game
ships if they had 3-4 special systems and extra spicy hullmods and weapon load outs...
wanna make a godot game that only requires sprites and like no level design
Fleet composition and loadout makes for a lot of knobs you can adjust between encounters
Is definitely the sort of game that requires tight audio design
oh whoops I tripped and dropped the entire AI War graphics library, which is explicitly free for all indie designers https://forum.thegamecreators.com/thread/160865
i'm such a klutz
Idk I could try and fiddle with something like that, might be a fun challenge
More conventional control scheme than most of the things I've done
Could use something novel to work on maybe
Here’s the link: Download The AI War 2.0 Graphics Library And here’s the contents of our readme file: ————————————————————-AI War 2.0 Graphics Library: Free To Use For Indie Developers————————————————————- I’m going to keep this as brief as possible, for the sa...
that does sound like something you'd enjoy working on yeah
you love starsector, you've wanted to do more simple godot stuff, and it'll let you play with udp networking
If you do work on that and you'd like a hand, let me know, I've been meaning to try out Godot and learn more about realtime networking
fuck yeahhh
power to both of you
and I think @sudden rain does godot stuff as well
I have the engine downloaded but mental health is taking priority rn
<333 super understandable
Huh
I've been having conniption fits bout my officers piloting ||Ziggurat|| like total clowns and looked it up
I was expectin it to be normal AI phase madness but
Apparently .98 might have outright broken the|| Ziggurat's|| AI
I've been banging my head against godot for a while. There's enough little things that are different from unity that I've been really aggravated. I've actually started building out the core logic of my game in "raw" C# because I'm sick of tossing UI progress in the bin over and over. 😔
this fleet is the worst
the luddic themed fleet? easy
the wolfpack fleet? easy
THIS FLEET? nightmare
Amusingly this fleet was actually horribly matched up into my current setup, I've gone with almost entirely beam capitals for this playthrough so the phase ships got demolished
(They probably would have eaten my carriers and frigates alive, but without any capitals of their own there's no reason not to just go capital-blob, so everything below a cruiser took a day off)
They couldn't afford a seventh
I just don't like the doom lol
It's something from a colony event, predetermined
||Tritach puts a hit out on you and three themed fleets always try and claim it- a ludfic low tech fleet, a frigate swarm Wolfpack fleet, and an all phase fleet||
it's possible I've been building them wrong, and it's been a while since I've got far in a playthrough, but I feel like they're just too slow for a phase ship
also too big
I'm not much of a phase ship player, but you could toss Unstable Injectors on 'em
I prefer the Grendel for its role, as its mounts can really shine with safety overrides, which also fixes the mobility issue
I have been trying to get my mitts on a doom this save to compare and contrast though
AFAIK the main strength of the Doom is the system, being able to hit your enemy when they can't interact with you is pretty good
the mines are neat
Yeee, mine strike also really fucks with AI
It also evaporates fighters
Nothing else in the game really does 'there is now a bomb behind you'
Omnishield ships freak out
it's been interesting starting a new run, there's so much more weird stuff in the game (positive)
I just prefer to play Hyperion and do 'there is now a capital-killer behind you' instead
the hullmod that makes your beams do hard flux 
Safety Overrides HSA is delicious
I've been wondering what sort of ships to build that on
Safety overriden..... Tempests? But then you're really riding the OP limit
I have just normal HSA on my apogee
Phase Lance Wolf is a fun one
it just kinda sits there with omnishields and beams
I've done it on apogee before yeah
High intensity, tactical, and graviton
I always get a little spooked sending a sluggish ship that far into close range though
that's what the dedicated targeting core is for
Well yeah
But your range is still getting cut down enough that the bad guys typically can focus fire
It's still so short range with HSA though
it is significantly weaker against anything bigger than it, but it is very good at killing things its size
I wonder if you could do like
Paragon
With its Super Targeting Core built in
paragon hsa is probably evil
Fortress Shield also lets it close range better
Extremely kitable though
Aurora might do well with it, it has the mobility to jump its targets
There's also potentially a silly Omen build with HSA, Hardened Shields, and Tactical Beams
Just being tiny obnoxious chip damage machines
Ooooo yeah Aurora or Fury might do
This is why I’m super wary of battle stations and star fortresses
Especially the high tech ones
They get Doom mines
Meanwhile Midline and Low Tech just get minefields
accurate
duct tape and bubble gum
I always shake my head a little bit at the game
"I know you've got the top-tier unique hulls and a fleet full of s-modded ships, but check this out! You could salvage some pirate variant hulls with 5 d-mods!"
If you've got that perk that buffs D-mods the pirate horde is a v fun strat.
You would think that at some point in a non-D-mod-run I would learn to just press the "skip recovery and go to salvage" button after battles
But no
I still have to open the menu every time, even when I know I won't recover anything
I do like being able to restore stuff
I am personally partial to the talent that removes D-mods over time, so salvaging is more of a "well this could be good later..."
Me too, tbh
You never know
The d-mod remover skill is clutch imo
"I'm actively trying to prune my fleet, which is entirely s-modded out, and have a very specific composition I'm working towards, and I know the only thing I fought was Falcon (P)s, Venture (P)s, and Hounds. But what if."
CR bonuses, my beloved
I also tend to play with mods like industrial revolution and nex where you can take a bunch of your ships and make a detachment fleet to go do stuff.
So it's a nice way to expand your capabilities.
https://bskye.app/profile/amosolov.bsky.social/post/3ln47zbc4zs2l @wispy bramble @sudden rain
Starsector 0.98a hotfix is now up! Fixes the shield AI vs [REDACTED] beam issue, along with a slew of other bugfixes and some other tweaks and adjustments. You can get it here:
fractalsoftworks.com/2025/03/27/s...
Just re-download and reinstall the game. Save-compatible with the previous hotfix.
Oh thank god it's save compatible
Starsector 0.98a (Released) Patch Notes
Adjusted one of Menes' eyes by about a pixel, which somehow makes a huge difference.
Whew, I'm glad that got fixed
omg forgot to ping lark i'm a dummy
Fixed the right armor module on [a unique ship] being less protective than the left
i knew the right vambrace broke more than the left
lmaoooo
I didn't notice until now but yeah the right one almost always broke first
Ohhhh I know what the ziggurat loadout changes are, I saw those happen in the forums while researching the weird AI issues I had
||It's just swapping plasma cannons out for tachyon lances iirc||
||not sure how i feel about that, it's probably better than plasma cannons tho||
What do folks like for a long range/standoff style fleet composition? Assume no modded factions.
I tend to deprioritize missiles for endurance reasons, but I dunno if I'm just a dummy.
Hydra MDEMs seem goofy as hell.
no idea how to fight ||threat|| fleets with ||even a single fabricator unit||
The two approaches I've heard discussed are basically
||Rush fast units in early to tie it up while its printing the first wave||
||Or park a battle line a ways away and shoot down any ship that comes your way until the fabricator runs out of CR||
||The latter needs REALLY good point defense to take out the reclamation wings that ship CR back to the fabricator on death||
||The best approach is probably a mixed approach where you push up in a dense block slow and steady until your in its face- if you go in too fast and your big ships smash face first into a mass of threat ship they won't make it||
||so i want point defence heavy ships that can steadily progress... just like the onslaught mark 1||
||Yeeee the onslaught mk1 is deliberately loaded out to be the premier anti-threat ship||
||Paladin PDs and Devastators are your friends||
Well
If you're at the point where you're fighting ||Threat,|| snagging a ||Radiant|| isn't out of the question and those can mount a pair of paladins and a brace of burst pd easy peasy
Other than that, uhhhhh
Legions can pack xiphos wings and devastators, manticores are indeed a solid escort
The Anubis is purpose made to be a big lump of PD with a strong shield that can't do much else, and it can also pack Xiphoses and/or Sarrisas
That'd be one of the Ashes of the Domain (AotD) modules
That was awhile ago my bad
more ||onslaughts||
devastators are good
that's a really good point
I feel like bundling the Anubis with this update was intentional, considering it's strengths of escort and point defence
yeah, i agree, it very much seems to be intentional. especially given there wasn't really too much call for a big PD/escort-focused cruiser beforehand
agreed
not very many fleets that aren't the players use fighters as much as ||the threat||
No idea what else to put on this
Tachyon lance? Autopulse? Plasma? What about the medium uni slots and other hullmods?
I do auto pulse and sabots myself
Solid support weapons
sabot pods?
Yes!
Hell considering paladins do energy you could just mount a third one if you want more PD and less flux madness
They can kill small ships alright
the anubis are useless
wow
they just die the second an ||overseer|| engages the ||assault units'|| ability
What do you have them escorting?
The onslaught mk1 and the automated onslaught
That does seem a bit redundant
I could see those bein too hyper-aggresive for the Anubis' frail, vaporous constitution
They have really good shield stats but a narrow arc and the Cursed Flux Stats
So they're better off as escorts for a more standoff sort of ship
(I have no particular experience with the Anubis, as it's not a style of ship I find remotely interesting, but Onslaughts don't need much help with point defense, usually)
I had a Pegasus
Pegasus seems a solid fit
Poor PD potential and a pretty bad shield (iirc), but a much longer range
Pegasi in my experience can clean up vast swathes of smaller ||threat|| ships with hydra mdems but have a hard time dealing with the bigger dudes by themselves
yea that's what i was thinking
my NEW plan is just
capital spam
paragon, xiv auto onslaught, onslaught mk1 (150 DP)
pegasus and an anubis (68)
22 left, bring a pirate falcon for denying objectives and scouting
Paladins being able to shoot over allied ships is surprisingly decent for increasing the amount of firepower you can bring to bear, if you've got an agressive frontline
I should really get around to doing that quest
I finally went and found the ||Onslaught Mk1||
Do not subscribe to me, I am not a content creator
0:00 Intro
1:38 Ziggurat Build
2:56 Buffalo Mk.II Build
7:10 451% Remnant Fight
23:22 Outro
oh Ludd
Lark was right about the Buffalos 😩
Buffalo buffalo buffalo buffalo buffalo buffalo buffalo buffalo
decided to get a lot more cruisers
how do i build auroras and gryphons for AI use
because i am completely stumped
Old starsector players know to fear the buffalo mk2
@amber gorge
Thank you
Gryphons are a bit of a crapshoot cuz AI missile discipline is remarkably scuffed
When I find one I usually slap a hammer barrage on front and sabots on side, fill the rest of the slots with what pleases you (likely more sabots)
I don't think I've ever used an Aurora unfortunately
They look like melted plastic
(hammer barrage cuz the scatter catches more agile ships while capitals are big and slow enough that they usually eat the full volley)
Hmm, Hammer Gryphon is an interesting call - I tend to avoid them since even outfitted entirely with standoff missiles they love to find their way into facechecking enemy brawlers, Hammers might at least let them punch back
I just see all those forward hard points and go 'ah yes, torpedo barrage'
Hammers are good in general to make brawlers not get up in your face
I do love hammers
Reapers are almost certainly better in each respective size bracket but
Better for burst, I like the sustain hammers give though
I'm planning on putting them with a Pegasus
so I may just have them both as squalls and something else similarly long ranged
so i can have a quad hurricane pegasus
Oh my gosh. That's actually so STUPID! I'm still trying to work out how to even deal with the ||large threat groups|| in my playthrough. Let alone large bounties.
finally found a build im happy with for these two
first Hegemony inspection dealt with
im reasonably confident i can take the second on my own
the third though
I need to resist
"It must be the whole damn covenant fleet!"
One of the most memorable moments in gaming, the outtro cutscene to Halo Reach's 6th mission, Long Night of Solace.
I don't own any of the footage shown in this video, all rights go to Bungie, 343, and other affiliated companies.
it's done
||HE IS SO MAD||
I require a reality check:
Selling heavy blaster blueprints on the black market so pirates start mounting it and overheating themselves
Genius or the opposite of that
genius, unless you melt before they do
although i don't think too many pirate ships have energy mounts
I feel like pirates aren't too upset to get access to a short-range strike weapon, considering how aggressive their doctrine is
Though the only ship that springs to mind that can mount it is the Wolf(P)
Give them an Ion Pulser BP instead, it will be Fun!
!!FUN!!
just don't give them any ships that can happily run heavy blasters
do pirates have heavy needlers by default?
what other medium slot ballistics would ruin them
Thumpers
This did remind me that pirates in my save do have furies (somehow, must have misclicked selling a blueprint)
So uh
Maybe no heavy blasters for them
They already have Thumpers, I think
They don't have (m)any kinetics though, so they'd quite like needlers
needlers would be really strong in pirate hands
So, what's your favorite non-special capital ship? As in, not automated, not unique
Refining my fleet comp- Pegasus is amazing but for disintegrating a first wave in huge battles but has low staying power, so I'm trying to build a 'second wave' that can brawl normally with leftovers after the missiles run dry and the pegasi either pull back or blow up
Astral and Odyssey are my picks, for basically the same reason - they're both able to provide firepower where it's needed, though by different means
Which I find is generally the most important thing for the player to be able to do
Other officers can brawl fine, but identifying and responding to places your battle line needs help they're less good at
Conquest can also do that, and it's a fun ship to build, but it's too fragile for my tastes as a capital
2-3 onslaughts with good officers and S-mods (with some escorts) solve an awful lot of things in the game
it's hard to pick, though
I like the Conquest, sometimes, and I like the Retribution, sometimes
and the Invictus, sometimes
Retribution is a wild pick
I'm convinced that most of your average retribution is actually painted aluminum foil
I'm interested to hear your thoughts though cuz I want to like it
I mean
Oh, I had misread the question as favorite player capital ships
as long as you have a single anchor in your fleet (can be an Eagle, a Dominator, an Onslaught, a Paragon or whatever), you kill the things that are smaller than you, then flank the things that are your size while they're busy
I definitely prefer the Onslaught most of the time, but the Retribution is probably the best ship in the game for killing cruisers and down (and then focusing down the bigger targets)
like, yeah, you're made of paper, you're a battlecruiser, not a battleship
you lose fair fights, so you don't fight fair, which your ship system helps a lot with
I seeee
So you are looking at it as something you drive with your human brain while your AI hold stuff down
oh yeah I wouldn't give it to the AI
Basically the same as an Odyssey, then
yeah all the battlecruisers are pretty similar in function tbh
mostly just the Conquest has the option of being a standoff artilley platform
It's also tanky enough to entrust to the AI I cannot read
I wish I vibed with pilot controls enough to do the fancy stuff with phase ships and retributions and such
I may try champions with gigablasters or something
Do massed cruisers over capitals for that second wave
I've done enough diktat hunting to have an arbitrarily large supply of their unique weapons
To answer the question that was originally asked, I'm honestly very partial to the basic XIV Legion
A bunch of armor and good weapons arcs makes it a solid frontliner, while eight Longbows and two large missiles solve a multitude of woes
It's one of the very few ships with a forward mobility system I don't expect to charge forward and die pointlessly in AI hands
Mood... I usually just pick a beatstick...
My captain is 'commanding' a salvage gantry and does not deploy into battle lmaooo
XIV Legions with HMGs and Hammer Barrages................................
I just need to like
Find some
My luck has been atrocious with those this run
I usually go longer-ranged, with Hurricanes or Squalls, but in-your-face Legions work too
I don't recall if Longbows work with the carrier hug though, or if they'll hit the carrier after staging
For brawling legions I usually use Sarissas or Xiphoses
More Xiphoses
This is.......
huh
Ventures supported by military escort destroyers with wolfpack tactics
Maxing out fleetwide skills
I have a deep love of escort manticores so wolfpack really appeals to me
This'll probably get within engagement before your Pegasus but Legions have good staying power ime
Normally the one cleaning up the chaff would be me in a Retribution or Nova but on days when I have to turn myself into an IED (this is a genuine tactic I do; I use a rebalanced skill system but lean towards Derelict Operations) I know my Legion has my back
Semi-related, I thought the same at first until I got used to using strafe lock (where your ship automatically turns to face your cursor) - have you tried that route yet Namo?
Oh yeah, I find strafe lock a lot more intuitive too.
I really like the legion ngl friends of mine turned me onto it
Though that’s the base legion not the XIV
I go full bomber on it
Dual tridents and daggers, for Atropos spam
I agree that if I was going brawler id go for sarissas and xiphe with DTA though
A bit, but it still gets weird once you're to the sides or above your target
Idk what to say really pathers are onto something i guess
Here is ship build for newest version (0.97) https://youtu.be/DDk6EOya8Xw
Toggling the default mode to strafe lock and using autofire instead of manual are both necessities IMO
(Though you'll still want to toggle autofire on/off to manage flux and not waste ammo, but not having to worry about aiming makes piloting a lot more accessible)
I usually keep the "main" guns on manual fire, especially if they're hardpoints/have charges (autopulse lasers etc...)/are very high flux, but everything else on autofire for sure.
I've been really enjoying the radiant, but the nose hardpoints make it difficult for me to aim properly unless I'm controlling them.
Come to think of it, the difficulty there is seeing the weapon arcs... I think there's a mod for that.
Well, I've cleared the second coronal hypershunt of the save
Still have found no sleepers
Is this where I can find the tautology club?
No, that's an indeterminate number of doors down
The Knights of Ludd as a mod scares me
I dived into the singing black hole system it adds only to get jumpscared by ||[REDACTED] but ""music"" fans apparently...did I mention they were 4 large swarms, enough to give my 550 DP fleet bonus XP each, and a fifth following suit as I ran?||
I thought I was hot shit with my unique ships and kitted out Nova but that sure humbled me
Only managed to flee with my life because More Combat Terrain Effects makes Solar Shielding cancel a black hole's time dilation effect (meaning I had the fortune of fighting one of the swarms while they crawled)
The Elysian Abyss? I haven't gone there yet, but been very much enjoying the rest of the mod
Just started poking around the black pulsars today, these fleets are even ruder than the ones at the Luna Sea, it's great
Oh boy, story blog! Really liked this one (both the questline and the blog post)
https://fractalsoftworks.com/2025/04/29/writing-false-idols/
Spoilers in that for the latest Luddic Church quest, as a heads up, though the post itself mentions that
hey guys, approaching infinity just launched - I think of interest to starsector players who also like turn based stuff
Embark on the limitless cosmic adventure that is "Approaching Infinity," a procedurally generated space exploration roguelike with a nostalgic feel and modern sensibilities.
Think "Star Trek the roguelike", or "turn-based Star Control 2".
…
$16.19
390
The 90s space game you always wanted! You're a starship captain, searching humanity's fallen empire. Build an elite team of officers. Equip them with the best gear you can find, buy or build. Explore an infinite procedural galaxy. Acquire wealth, power, and influence. Die repeatedly, roguelike style! But is it good? In this review, I will give t...
Now, I'm not seeing the connection to Starsector but BUY IT YOU GITS IT'S AWESOME
The dev's an absolute legend
i am on a fucking starsector DEATH MARCH
midline BEST LINE
i snagged the 14th battlegroup conquest and sunder blueprints from chicomoztoc (before i conquered it and made it my own puppet state) and ive been having a blast
escort package lets the sunders do crazy death star shit out to like, paragon ranges, with super tanky shields
and the shroud hullmod makes it so that the usually paper thin sunders can HEAL THEMSELVES and get forcefully pushed backwards when their shields pop
it gives me great great joy. i am going to take over the entire sector
and probably kill everyone
ive kinda beaten the game at this point so all that's left is the true endgame of nexerelin 4x grand sector invasion
Um. What's a shroud hullmod?
new thing in the new update from spooky enemies in the abyss
Try introducing shroud to the church of ludd for some fun
im saving their introduction for when i plan to raze their worlds and take them for my own, so the rep penalty doesnt matter
funnily enough im doing the pilgrim's path quest and they dont seem to care about the shroud ships, I guess because they're in orbit and I come down to the temples alone
Do we think now's a fine time to return to modding Starsector? Or Starsector in general?
Yeah the new update has been out for awhile so most of the mods will have been updated
Things are good in the latest update. 
Just don’t mind the unspeakable horrors beyond human comprehension
I'm sure the mod community will make even more horrible things
probably not even 'will', it's probably 'already'
I think so, HMI has a lot of that kinda stuff
And there’s the one mod that just adds actual creatures around hyperspace
Symbiotic Void Creatures, that was it
modders know what the people want-
False, that's not the legendary Longslaught
Share your blessings I beg of you
Oh wow
Yeah same
what does aotd even add?
is it compatible with nexerelin or does it just replace it?
compatible yes, and it adds a ton of stuff
Ashes of the Domain is a megamod centered on greatly enhancing and extending the colony-building aspect of Starsector.
Was very fun dealing with its additions, especially with a sprinkling of the other exploration mods out there
i dont think the game intends for you to make this much money
this is my current fleet
Goddamn. Are you running colonies? Because if not, you can definitely afford to now!
ive taken over the majority of the sector
😋
(Spoilered for references to the [super redacted])
|| https://vxreddit.com/r/starsector/s/lfWPjMemhS ||
https://twitter.com/amosolov/status/1941960263952892229 @wispy bramble @sudden rain @rotund palm
First round of a community-run Starsector pvp tournament! Super cool to see all the different builds and how it all plays out.
(The Anubis, hmm.)
Special thanks to Big Brain Energy for being the commentator on this video and also Tranquility for everything mod related.
Subscribe and give a thumbs up in order to help the channel to grow.
Timestamps:
00:00 Welcome
02:52 Idiopathic vs Pyroball
06:14 YukiMonsai vs Random Billy
27:01 Grievous69 vs Hrothgar Heavenlight
32:26 Merchant vs (GTZ)...
It's so funny to see Ymfah in these
Famed Fromsoft Maniac, with a competitive Starsector side hustle

Oh what they're THAT Ymfah? Damn
Starsector pvp 👁️
it's been a thing for many years now, it's great fun to watch
it's one of the ways modders figure out balancing too :v
Is it just player-selected AI fleets? Or do they like somehow manually command both sides
first option, it's ai v ai in the driver seats
Wishlist Antimatter on Steam & Play the Demo: https://store.steampowered.com/app/1343010/Antimatter/
Join the Community on Discord: https://discord.com/invite/2v42fgS
This tutorial will teach you the very basics of navigation with your spaceship under direct control.
What is Antimatter?
Antimatter is a 4X strategy game with RPG elements, set i...
Accurate
"I only have two things I am concerned about, and that is if I am going fast enough, and if I am hurtling towards a target."
Scavenger Ironman: No buying Ships, no joining a faction, no taking pirate missions. Salvaged ships only(derelict and post-combat). Purchased+salvaged weapons, supplies, etc, only. Ironman mode enabled: no save-scumming!
-This video is a compilation of videos I've already released. If you've watched the 2025 Scavenger series recently, you've ba...
"Oh, and speaking of things that are going to be in the next release – we’re adding a quick and easy way to lose the game."
Not at all ominous
And I like this addition
I have the tendency to hoard around the endgame so something to help with my endeavors
Wishlist Antimatter on Steam & Play the Demo: https://store.steampowered.com/app/1343010/Antimatter/
Join the Community on Discord: https://discord.com/invite/2v42fgS
Demo 4, the new alpha version for Antimatter is now live for a few days to test the new features and fixed bugs.
What is Antimatter?
Antimatter is a 4X strategy game with RPG ele...
Want Neukos to be real? Subscribe to the channel here: https://www.youtube.com/c/Ironcladlion
Welcome to the United Aurora Federation Automata update! In one of the biggest updates to the mod since its release, the Automata update brings a new chapter in UAF development.
Pick up the United Aurora Federation mod for Starsector on the Fractal Sof...
hello all
question
what is good for skills
I feel like bulk tran and salvage is just objectivly good, but then trying to take anything else somewhat curtails yours possible development paths
also, most of the hullmods can be unlocked in game
depends on ur playstyle
if you command your own ship u should invest in the red skills, you can also get the top blue skill if you want your combat perks to apply to two ships in your fleet
otherwise invest primarily in the yellow blue and green skill trees
it was really fun when i had a neural linked pair, one aurora and one radiant
The one that lets you emergency burn for free is huge both for running and intercepting
I play with modded ones nowadays so other than that I'm not sure what's vanilla and what's not anymore
main issue with choosing any reds is that your flagship choice is very limited
How so? Some reds are style-specific, but a lot of them work well with anything
Say I choose ballistic mastery
that wont be worth much on a high tech ship
and that eliminates several options for capitals
yeah that's my eternal problem with red skills in general and is why I grabbed a mod that reworked skills
you can respec, so it's not that big of a deal imo
like, story points aren't free, but they're not exactly rare
and maybe you jump ships all the time but I tend to change fairly rarely
iirc respec gives 100% bonus xp anyway so might as well be free
Sure, as I said, some are style-specific. But things like combat endurance or the maneuverability one or +damage to capitals are all universally useful
Honestly I find it pretty hard to justify not getting at least those three, plus maybe System Mastery, just because a well-piloted flag gives you so much more flexibility in the risks you can take
yeah it's almost like the developer has gone out of his way to cut down on feel-bad scenarios such as being locked into a build you don't like
yeah it's an interesting dichotomy
and is part of why the dev doesn't intend to like, have separate skill point pools for combat versus other types of skills
I do adore the bonus exp system, it makes story points feel so much better to use
officers can get combat skills too, but they don't combine all of these with the force-multiplier that is a sapient and skilled player
but a lot of players do drift towards fleet-supporting skills because you're probably always gonna have a fleet and it's going to feel better if that fleet is like, capable
Yeah, combat skills in the player's hands are functionally economy skills, since they get you extra salvage and let you spend significantly less on combat ships
Honestly there are very few skills that aren't just good for most playstyles
yeah, very intentional design
never found a mod for it that I liked better than the vanilla
though, hmm, I usually have more points in the industry and technology for the first half of a run than I do by the end
a lot of the logistics skills do kinda become less relevant when you have really good colonies
which I think is a small flaw, but I'm not sure how you'd fix it
The one thing I usually mod is the cap at which some of them diminish, since I usually run increased fleet and battle sizes
yeah fair
I used to run increased battle sizes too, but then the vanilla ones went up by a lot
But that's me messing up the baseline lol
used to be you'd have what, a max of 100 per side?
which was like... two capitals and a destroyer per (assuming low-dp capitals)
I forget, was the +dp from objectives still there? If so you could probably get three cheap capitals!
yeah iirc
I should do more Derelict Operations runs
i return to starsector
it looks busted up because i just got out of a fight
having lots of fun timeskipping around lobbing nukes at people
it feels kinda evil
Oh I was wondering why this Doom looked a bit different lmao
Where's the Nightwalker from?
I've yet to try majority phase yet, the supplies it costs and the limited storage puts me off a bit
If you haven't tried the Grendel yet, I very much recommend it
Safety overrides, anti armor chainguns, and HMGs
Very fun little killbots
ship/weapon pack
i have concocted a new Utter Bullshit flagship for my personal enjoyment
a Versant from diable with 6 smods and my level 40 player character with every elite skill
edge capacitors + energy weapon mastery make the cryoblaster and built-ins pump out actual capital-level DPS from a frigate, but only if you're on the razor's edge of overloading
i usually die but its very impressive
in other words i have created the HA tokugawa
@wispy bramble
all the modded bs and i find myself gravitating towards the voidblaster autopulse radiant all the same
I'm the same way, I'll be running 100 mods but still flying an Ion Pulser Hyperion
i havent tried the hyperion, but my experience w/ the versant makes me want to give it a shot
It's definitely my favorite ship, very satisfying jumping in behind a capital ship and just executing it
Started out as a smuggler, built up a ragtag fleet and went picking fights with the Luddic Path. Got rammed by a fuel tanker and exploded.
10/10 average Starsector gameplay
Fighting the luddic path is fun because they're The Worst AND their ships are extremely good salvage
Luddic Path Manticore my beloved.....
also even their big fleets tend to go down like a sack of bricks if you're strong enough
because they're all d modded to fuck and tend to have a lot of the point cost in the big ass fragile prommy mark 2
just watch out for the pather manticores and brawlers they still hurt
i had to crack an enormous pather fleet as part of an IBB bounty and it was thoroughly fun
the voidblasters were putting in work for sure
im at the point where ive got a bunch of the one-off IBB ships and i've salvaged my two favorite ships in the entire game, upgrades of the aurora and odyssey
im slightly bored at this point because even w/ all the cool mod ships i still just sorta settle into the aurora and odyssey w/ my endgame fleets
it'll probably help a bunch
super interested in what appears to be a full on diktat civil war
Is the best idea to get a big flag?
Also how good are carriers
carriers are good
they're good for filling in gaps in your lineup
bombers for alpha strike damage and finishers
fighters for harassment and shield damage
interceptors for point defence and escorting
with some strange outliers like the xyphos and sarissa being good for a battlecarrier because it basically acts as both a point defence turret and an ion cannon (they also cannot leave the proximity of the ship they're being carried by)
Mining pods also work like that but they're awful don't use them
the primary purpose of mining pods is to cost no OP to install and soak up hits
in most cases where ships have bays, you want to actually utilize the value of those bays beyond what mining pods can offer, so theyre rarely ever worth it
the player's capacity to intelligently pick fights basically gives you the most important edge
having a powerful flagship is important too, though it doesnt strictly have to be a capital ship
with more mobile ships you can more easily dictate engagements or support existing ones, and usually those tend to be smaller
battlecruisers tend to fill that role pretty well too, like the odyssey and the retribution (the latter is not easy to use tho)
Hyperion is my favorite flag in vanilla, being the most mobile ship in the game with the firepower to mince capitals
I've never been able to gel with Starsector piloting but I do love the Grendel a lot
Which is a shame cuz afaik the Grendel is one of the ships with the biggest difference in effectiveness between AI and player control
The bots really don't like the whole 'phase vs armor' calculus they just spam phase and flux out
I think a recent patch was supposed to improve that? And IIRC Reckless officers help as well
But yeah
i always end up settling on the aurora
in my modded save im running a Dawnstar (one-of-a-kind modified aurora you get from a modded bounty) with like four cryoflamers
auroran edge capacitors is sort of a safety overrides sidegrade that gives you more fire rate, flux regen and speed at high flux levels. So you sorta just go in like a Tokugawa and cryoflame everything to death
Player controlled flagships are the best way to use them
except for Those Two that need to be AI controlled
||radiant|| and ||onslaught mk. 1|| also technically the AI controlled ||XIV legion capitals||
Every time i play i kinda veer towards a new different flagship, with only a couple of exceptions
That one is pretty! I have never actually beaten the bounty itself due to being easily sidetracked though
ai controlled flagships need a mod to make them smarter to be worth doing
especially broadsiders
Do you mean capitals?
ah yeah capitals
Yeah, you can do some build tweaks to make the AI better at using broadsiders but it has issues with a lot of setups
there is a mod that entirely rewrites the ai iirc
it also stops ships from just fucking off by themselves
AI Tweaks is pretty nice yeah
It also makes burst laser pd really strong if you allow the option to make pd beams switch targets after destroying its previous one while still firing
Which....probably shouldnt be a thing lmao
Its there so that the rift beam actually makes use of its rifts
Shoutouts to the onslaught ||mk. 1||, that thing only knows how to close distances and maul stuff
And then get several reapers up the exhaust
How do I update the game?
Like the old days, go to the website and download the latest version
how di I transfer save?
There is a folder for saves but AFAIK saves aren't back-compatible
how many changes did the last updae make anyways?
it is a very tough bounty tbh
Most importantly it added things to do in the outer reaches pf the sector
You cant really carry saves over, not without missing out on stuff and likely also not without running into bugs
Or CTDs
People just making games in other games now,
It's what happens when a game doesn't come out for 15 years or so

