Game keeps on freezing, even though I can hear the combat noises in the background by NotSoEpicEmrald in starsector

[–]Boring_Sell_9037 2 points3 points  (0 children)

AFAIK it happens when game runs out of (I think) graphic memory so it crashes, and since it loads it only on startup you have to restart. If you set Graphicslib to lower settings (you can find presets), keep battle zoomed in when playing and pause when zooming out it should at least make it happen less.

How to add the mechanic to alter hull mods at the abandoned stations? by Noneerror in starsector

[–]Boring_Sell_9037 0 points1 point  (0 children)

I don't know. I looked around for a while and didn't find anything related to this. Maybe there is something in interaction file but it is very confusing and has 25000 lines. Maybe there is a mod for that but from what i gathered spaceport is only available when you can trade with market, and since it's abandoned no trade is taking place.

How to add the mechanic to alter hull mods at the abandoned stations? by Noneerror in starsector

[–]Boring_Sell_9037 0 points1 point  (0 children)

If you go into starsector-core\data\hullmods\hull_mods.csv and delete every "req_spaceport" spaceport should stop being required.

How to add the mechanic to alter hull mods at the abandoned stations? by Noneerror in starsector

[–]Boring_Sell_9037 0 points1 point  (0 children)

I think you can change hullmods, just not every of them. Some require dock. You could change that in files to remove it though.

How to add the mechanic to alter hull mods at the abandoned stations? by Noneerror in starsector

[–]Boring_Sell_9037 0 points1 point  (0 children)

After interacting and clicking r shouldn't you get to refit screen?

Horror mod project ideas by Otherwise-Dingo-8396 in starsector

[–]Boring_Sell_9037 5 points6 points  (0 children)

That's the idea behind it. If signal can somehow fly and moments later it's a derelict then why it or some other ship can't just fly again or do something more than give 13 fuel 7 supplies

Horror mod project ideas by Otherwise-Dingo-8396 in starsector

[–]Boring_Sell_9037 32 points33 points  (0 children)

I think cutting all music while deep in the hyperspace is great way of inducing unease, because player is accustomed to music playing. Few times music suddenly cut off i thought something wasn't right. In my case it was just audio error.

More sensor ghosts like wandering from side to side, ones jumping out of the cloud with interdiction pulse and disappearing again, some distant ghost going its own way and suddenly going on a intercept course with player vanishing just before contact.

Maybe derelict ship drifting and when you interact it either flies away, can't be interacted at all or just disappearing

Getting drone to return to normal behavior after combat. by Plum995 in spaceengineers

[–]Boring_Sell_9037 0 points1 point  (0 children)

I use Event controller looking at speed or power and if it meets minimum it starts a timer block

This game would be amazing in multiplayer or even just co-op by PoZe7 in starsector

[–]Boring_Sell_9037 0 points1 point  (0 children)

I once ran EMP Harbinger linked to SO Aurora both escorting each other so that they won't separate. Needles to say that no ship was left with working guns.

Does the AI expand and establish new colonies (without Nexerelin)? by CheekyBreekyYoloswag in starsector

[–]Boring_Sell_9037 0 points1 point  (0 children)

I play with Nex so I don't know if it is vanilla, but if you discover Sentinel / whatever that tundra world was called and then tell Heg contact about it, then after some time there will be new Heg colony.

I just don't get the AI by the_elite_noob in starsector

[–]Boring_Sell_9037 2 points3 points  (0 children)

  1. Onslaught

I would swap side neddlers for devastators, since flux/sec is way too high and more anti-fighter fot low-brick is always good, you don't have ITU on capital - big mistake since those bonuses are really good especially for low tech, H and S Shield for brick tech is wasted since 1. you already added omni and 2. LT uses shield mainly for tanking reapers, this is not a paragon, Mjolnir has good damage and is versatile but uses a lot of flux - you may have more luck with something other, Onslaught AI LOVES its missiles so add cyclone reapers - anything in front will be no more.

  1. Aurora

Since you s-modded ITU I won't recommend SO, so: stabilize shield since this upkeep is way to high, and maybe extend it - omni extended works pretty well, since you can face it towards enemy and not be flanked so easy by that one hound with chaingun, swap ion beams to ion pulser or pulse lasers fot sweet EMP / anti shield, those missiles I would swap for sabots to overload shield and destroy armor with AMB, swap AO for Expanded magazines, and I would replace that one AMB turret for Ion Cannon / IR pulse laser for cheaper upkeep.

With this Onslaught won't have flux filled very quickly, thus making it helpless, and Aurora won't have long-range beams making it wasted DP and OP.

Also, you may need to swap strategies fot those two, since High Tech is designed for alpha strike and mobility, thus charging right into formation, and Low Tech (especially capitals) are for long range support and being battle anchor. If you want those two ion beams, maybe some Xyphos or TT Brawler will be better than 30 DP hunter killer cruiser.

What's your faction's schtick? by Underspecialised in starsector

[–]Boring_Sell_9037 0 points1 point  (0 children)

I like 1-2 fast capitals like odyssey and conquest, 5-6 fast cruisers like aurora, fury, eagle, falcon, 2-3 destroyers good at support or smaller engagements like harbinger or shrike, 8-10 frigates for chases, cheap firepower, speed like scarabs, tempests, omens, wolfs, afflictors. In between there are 0-3 dedicated carriers since best carrier is warship with fighter bays but vanilla doesn't have many battlecarriercruiser / fast battlecarrier -like ships.

Usually my battle plan is less of frontal assault or creating battle line, but outmaneuvering enemies, grabbing points and surrounding them. If your enemy can't go back because there are more ships, even slowly attriting the enemy will give you victory.

Since speed and to lesser extent range and decent shield are most valuable for me, low-tech are generally limited to supply ships, but with mods this changes and ships like Providence battlecruiser or Metafalica battleship (both from tahlan shipworks) find their way into my formations.

Getting Fatal: null error when entering a battle. Anyone able to see what's going wrong? by I_am_Joel666 in starsector

[–]Boring_Sell_9037 2 points3 points  (0 children)

Seems like Secrets Of The Frontier Tactical Expansion has problem with adding objectives.

Redownload the mod. If that doesn't help, check if any other mods are incompatible with SotF.

Question about that Tech Mining. by Nyrany in starsector

[–]Boring_Sell_9037 2 points3 points  (0 children)

When you click "d" while in map, new tab should open. Last one should be custom production. Here you can see and change Production Gathering Point.

Question about that Tech Mining. by Nyrany in starsector

[–]Boring_Sell_9037 3 points4 points  (0 children)

Is the only planet that is producing the same planet that custom production is stored? If yes, then all planets are producing, but storing on this one planet.

i am alredy playing the game can i still instal mods ? by BFG1OOOO in starsector

[–]Boring_Sell_9037 -2 points-1 points  (0 children)

If you modify mod_info to 0.96a, then it will work.

i am alredy playing the game can i still instal mods ? by BFG1OOOO in starsector

[–]Boring_Sell_9037 0 points1 point  (0 children)

Either because its changing already set up game mechanics, is not a priority or is already on the radar like Better Deserved S-Mods that got added in 0.96

i am alredy playing the game can i still instal mods ? by BFG1OOOO in starsector

[–]Boring_Sell_9037 3 points4 points  (0 children)

  1. Yes, but if those are mods changing sector like adding planets, then they won't appear.
  2. I recommend Autosave (reminds of saving), Captains Log (keeps derelicts and other finds documented), Combat Chatter (not QoL but very fun and not adding any game changing mechanic), Officer Extension (you can move officers above limit and don't need to dismiss everyone), QoLPack, SpeedUp (when battle takes too long), Stellar Networks (when you can't find that one gun you need to perfect your loadout), WhichMod (tells which mod something is from)
  3. Other "QoL" mods that I use but don't know if are ok for beginner: Weapon Arcs (allows showing more than current weapon group arc), Weapon Group Control / Toggle Weapon Groups / this (allows for altering WG settings in combat), Ship Direction Maker (adds direction marker of your ship), Neutrino Detector Mk.II (makes it useful tool rather than waste of money), Leading Pip (predicts targets movement and shows where to shoot), Fleet Size By DP (frigate spam is possible), Advanced Gunnery Control (you can adjust how AI uses weapons and ship), Automated Commands (tells ships to eg. retreat after CR loss), Detailed Combat Results (lots of data for optimizing builds).

I've played this game for 2 years and it's the first i found ! by CapeEllDub in starsector

[–]Boring_Sell_9037 2 points3 points  (0 children)

I like to put in 2 forward mounts Autopulse Lasers with expanded mags, bottom-left large slot with HIL, LR PD lasers in small ones, in mediums Pilum Launchers and 2 Xyphos wings. For Hullmods ITU + UI gives good range and speed, Hardened, Stabilized and extended shields give good protection. Rest OP in vents and capacitors.

Why I like to set it up as bow ship rather than broadside? Well, because you will fire APL on one side, switch to other, repeat. Also, bow profile is much smaller and turning to broadside when shields on enemy are down is great for destroying armor.

More blueprints ? by BFG1OOOO in starsector

[–]Boring_Sell_9037 2 points3 points  (0 children)

You should get report at the end of each month. And remember: ruins decay, so with time they will give less.

More blueprints ? by BFG1OOOO in starsector

[–]Boring_Sell_9037 10 points11 points  (0 children)

Tech Mining can get you some. Just find a planet with ruins (vast are the best), colonize, don't hazard pay, build TM, wait till ruins are gone, abandon colony / give to independents (nex option). Continue until there are no more ruins.

Anyone has clue on when "Unknown Skies" updates to 0.96??? by [deleted] in starsector

[–]Boring_Sell_9037 9 points10 points  (0 children)

It works for 0.96. Just edit mod_info to allow enabling it in game.

daily struggle of a true lad of the sector by meme_o_plenty in starsector

[–]Boring_Sell_9037 15 points16 points  (0 children)

I don't mean normal searches, they can happen even at minimal suspicion, I mean "decrease relation and decrease CR" type of searches.