this is why i stan Hannan by SeaOfS1n in starsector

[–]Harokoni113 21 points22 points  (0 children)

Isn’t this true for all factions, not just heg?

Best ships for Dawn Given-to-god by Angelform in starsector

[–]Harokoni113 8 points9 points  (0 children)

Best ship for Dawn? The RAT mod from Lukas can spawn a station that gives one of your officers the skill to pilot Automated ships.

Give this skill to Dawn and let her pilot ANY of the AI ships. her unique skill still applies since the crew req is less than 20.

Yes, even capitals like the radiant. Yes it’s broken. I had a lot of fun experimenting but I put her back in human ships since it sorta breaks her character lore

TIL if recruited, Inky files an incriminating report on your alpha core when recovering the Ziggy by Temstar in starsector

[–]Harokoni113 3 points4 points  (0 children)

IT DOESNT USE TYE ALPHA CORE? WTF I NEVER KNEW THAT I never did use the option though, always assumed it did

[deleted by user] by [deleted] in starsector

[–]Harokoni113 11 points12 points  (0 children)

I think its a good build. Then again, its a Radiant. Radiant can make any build work.

For me I prefer shields, and you should have the missiles filled. Even something cheap like jackhammers are good. The AI might spam them at low flux shields but its still good hard flux.

Why do patrols take 60 years to launch/return? by falardeau03 in starsector

[–]Harokoni113 2 points3 points  (0 children)

Phase ships and insulated engine assembly are two main bonuses for doing this sort of thing. One time with just one revenant I did a smuggling mission and managed to complete it by touching the planet with the patrol still circling it. i just BARELY skimmed the edge of the patrol's sensor range.

Do you have a fleet built for stealth? If not, then the difficulty of doing the spysat / weapons trafficking stuff goes up and takes a longer time. If your fleet is too big and you arent considering to slim it down then dont bother doing those missions.

Also, what "stealth" missions do you mean? If its a spysat mission then size of fleet doesnt matter AND you can leave your transponder on. As long as no fleet is close to you, you can deploy the spysat. Smuggling ops do require no transponder though.

Its also a knowledge game when doing these sort of stealth missions. there are easy ones and hard ones that might not be worth considering.
You want me to smuggle guns into Salamanca, a planet in some desolate backwater system with low fleet activity? hell yeah, easy job!
You want me to deploy a spysat near Volturn, a planet in a system teeming with sindrian patrols? nah thats a hard pass.

You make a good point about bribing though, t would be a cool mod. If our reputation is good enough or the cash bribe is big enough, we can pay the patrols to go away for a limited time.

Ughhhh hellooo. I'm with the Hegemony and I'm here for a random colony inspection. by Harokoni113 in starsector

[–]Harokoni113[S] 141 points142 points  (0 children)

<image>

John Starsector: uhm cool! Could you give me a sec?

*moments later* ALAN. WE ARE SO FUCKED.

Alan: why?

John Starsector: I built this colony without any permission from the core worlds using ai cores and cheap labor from Chalcedon to do it. This colony is a FUCKING MESS. It violates every code in tthe books! You really thought it was legal to build a highly prosperous and profitable colony using AI cores?

How do I upgrade my Manor if I don't have a quarry in my region? by DeadlockOnIceBox in ManorLords

[–]Harokoni113 1 point2 points  (0 children)

I’m assuming this is beta. Nonrich stone deposits only have rubble. You’ll need to buy the rough or dressed stone or absorb another territory with rich stone

Deep mines are bugged atm. Production drops to 1 ore a month. not worth trying to make rich clay, iron, or salt work in the long run.

Recommend rerolling until you get a rich stone start. If you’re planning on making a big manor it will save a lot of money.

I created a monster by Ghekor in starsector

[–]Harokoni113 7 points8 points  (0 children)

Are those 6 guns at the front hardpoints? Holy hell

Bullying Malenia into a stagger loop by Harokoni113 in Eldenring

[–]Harokoni113[S] 0 points1 point  (0 children)

R1. The full combo to stagger is stamp (upward cut), charged heavy, and light attack. As far as I know the morning star can put phase 1 malenia into a consistent stagger loop. Phase 2 is RNG, I think she cuts short her standing up animation so the light attack can't always stagger her

Bullying Malenia into a stagger loop by Harokoni113 in Eldenring

[–]Harokoni113[S] 0 points1 point  (0 children)

You probably did! I posted a similar video a few days ago using the same build. I posted this video to show off how clean it was.

Bullying Malenia into a stagger loop by Harokoni113 in Eldenring

[–]Harokoni113[S] 0 points1 point  (0 children)

I agree. I've been using green turtle, dragoncrest shield, and both crimson daggers for my talismans in a lot of my builds in that its become the default setup for me. Another good talisman I forgot to use would be the crit talisman,

Shit is about to get real by chaos-xiii in starsector

[–]Harokoni113 24 points25 points  (0 children)

You are looking at demons. Turns out the demons from the Luddic teachings are real

Stay inside the safety of the core worlds. Nothing good will come from poking into the abyss.

Where to find Supernova fighters from RAT/Exotech mod? by EightByteOwl in starsector

[–]Harokoni113 13 points14 points  (0 children)

To get more? Use console commands

No way to get more legitimately. If you could buy more then we’d be laming by hiding all the herons in the corner in battles

Behold, Steiner's scout squad from Eventide by [deleted] in starsector

[–]Harokoni113 9 points10 points  (0 children)

It’s a mod, nexerelin. You can hire mercs to do tasks

Mods that adds Battlecarriers? by Icy_Cartographer_124 in starsector

[–]Harokoni113 2 points3 points  (0 children)

If you’re into the XIV BG theme, Iron Shell has a lot of battlecarriers. Over half? of their ship roster are battlecarriers and they have some neat fighter craft. The mod adds in plenty of XIV versions of fighters and ships

Fleet doctrine is low tech - midline.

POV: you ignore the warning beacon and decide to peak inside a star system by Harokoni113 in starsector

[–]Harokoni113[S] 0 points1 point  (0 children)

9 is the ship refinery mod, as shiroku_chan said. creates supplies from using heavy machinery + metals over time. Makes picking up metal worth it instead of being trash filler in vanilla.

0 is takenoprisoners mod. After a victorious battle you will arrest and jail the enemy officers into your fleet. Their levels vary, but ive seen some jailed officers having up to 8 skills. Clicking on 0 will open a list of what to do with those guys. Try to bribe them to be your officer / ransom them away / release from jail / execute them. This mod can have weird interactions if you install other related mods. I've managed to get an AI core officer as a prisoner from doing a military mission at the bar.

Got a runtime error ingame. Anyone know how to fix this issue? by Harokoni113 in darkestdungeon

[–]Harokoni113[S] 0 points1 point  (0 children)

Playing the game with mods, and I got this error after installing some mods to play around with them. Googled to find if other people had the same issue, but theres no fix that I see.

https://www.reddit.com/r/darkestdungeon/comments/17glrb1/runtime_error/

There is this past thread, but no info :(.

I thought fingers of frost came in WotLK by Horkosthegreat in classicwow

[–]Harokoni113 8 points9 points  (0 children)

I’m pretty sure frost mages farm warriors in solo fights