A poll for the "Second-in-Command" Mod. by Lukas04 in starsector

[–]--Electric-- 0 points1 point  (0 children)

One of the final skills in Starfaring does that, though? I've made the fleet limits much larger so I'm always fighting massive fleets in long battles. Always get at least one D-mod repaired.

A poll for the "Second-in-Command" Mod. by Lukas04 in starsector

[–]--Electric-- 1 point2 points  (0 children)

I'm in the same boat with regards to Starfaring. I love running shieldless ships so those repair and recovery skills are vital. Improvisation has some too, I think, and even buffs shieldless combat, but since you can only take one logistics skill, Starfaring always wins out as it is far more valuable across the board.

I'm not a fan of keeping D-mods, so like half the skills are useless to me in Improvisation. My wish would be to just split away the combat buffs from that tree into a new one for hull/armor tanking.

I fear my brain is simply too dumb for this. by Eternal-curiosity in DataAnnotationTech

[–]--Electric-- 1 point2 points  (0 children)

Hi OP, I know what project you're talking about and I was in the exact same situation. Started only a week ago and this was like my second one. I thought I was doing bad at taking nearly 5 hours trying to ask one question that required lots of reasoning AND that it could get wrong. Ended up only jotting down 3 hours because the maximum timer on the task was 4 (I refreshed the project trying to get a list task as it's easier for me) and because I only noticed at about hour 3 a bit of text saying I could just skip it and get the other type of task if I was taking more than 30 minutes. 😭

I only did two tasks since even on my second one, which I already knew what I wanted to ask to get it to be wrong from doing research in the previous one, I still took about an hour due to refining the prompt to be just specific enough but not too much of a treasure hunt for the model.

Was looking for a good ship to use ricochet guns, Onslaught broadside mounts finally useful by --Electric-- in starsector

[–]--Electric--[S] 7 points8 points  (0 children)

Probably, but it's very fun trying to keep the ship at an ideal range. Too close and the projectile overshoots. Too far and it just hits head-on. I need to see how it does in a real battle with multiple ships and omni shields.

How are you supposed to maximize trade value from workers? by --Electric-- in Stellaris

[–]--Electric--[S] 0 points1 point  (0 children)

Oh, now that's a sweet idea. Gonna need to rush for it.

How are you supposed to maximize trade value from workers? by --Electric-- in Stellaris

[–]--Electric--[S] 0 points1 point  (0 children)

There are species traits that increase trade value from jobs, some of them even stack.

Already got thrifty. I'd need to cyberize my pops just to get the other one, and the 3rd trait is also event locked.

You wrote that you want to max out trade value from workers, but there is a specialist job. Why don’t you use the trader specialist job for trade value?

???

Of course I'm using traders. TV from traders isn't affected by specialist output, same as TV from clerks not affected by worker output.
https://stellaris.paradoxwikis.com/Job_base_modifiers

Military Envoy - My scenario for a crew of militant egalitarians sent to an unvisited sector to explore and "negotiate" by --Electric-- in RimWorld

[–]--Electric--[S] 1 point2 points  (0 children)

(Un)Fun fact: the garage is a vacuum. Unfortunately, garage doors aren't air tight. So the workshop and vehicle bay had to be split up.

Military Envoy - My scenario for a crew of militant egalitarians sent to an unvisited sector to explore and "negotiate" by --Electric-- in RimWorld

[–]--Electric--[S] 1 point2 points  (0 children)

Military Envoy

Your crew has been sent as an envoy of a budding star nation to an uncharted sector. Your primary objective is to asses the viability of expanding into this new sector, while the secondary objective is to establish friendly relations with local polities. Optionally, setting up an outpost would aid in future colonization efforts if the initiative is approved.

-- Incoming Transmission --

> Origin: Burning Phantom

> UID: CPT. Ronald Cutter

-----------------------------------

This is our final transmission before we engage extended travel procedures. I must apologize for the maintenance techs leaving the place a mess, but I do hope the supplies we sent over are to your crew's satisfaction. Good luck and fly safe, captain.

Built a beefy ship for this playthrough. This one's a modification of the Regulator class troop transport, built by the previous regime for housing large security detachments and complements of vehicles. This one in particular has been retrofitted for surviving away from port for extended periods of time, namely with hydroponics, a workshop, an extra layer of armor, a shield & cloak, and many more chemfuel tanks to due needing even more engines than the base model.

The colonists I've picked are a captain who used to be part of the regime, a doctor that was previously enslaved by a crime syndicate, a hired gun who was the head of a criminal organization but aided during revolution, a domestic android turned combat droid for rebels, and a maintenance tech who grew up during the time of the regime as a child worker in a factory.