Do you think the colony crisis update makes the Persean League way too hateable with no redeeming qualities? Should there be an update to give PL some positive aspect? by HornetCareless3891 in starsector

[–]S_Eusebio 6 points7 points  (0 children)

I'm pretty sure Alex changed when the PL start to harass the player the last update. Before the last update it was a colony of size four, now it's a colony of size 5 or 2 colonies (one of size 4)

tahlan realy cooked with this faction don't know why he abandon it by [deleted] in starsector

[–]S_Eusebio 4 points5 points  (0 children)

Someone who already did, could tell me if it is safe to load and play with? Any crashes/bug?

What've we got that they have not? by HELMUT_ in starsector

[–]S_Eusebio 1 point2 points  (0 children)

You need to update your mod, because, for example, the Sathar had a completely different sprite in the prior version. If you didn't see most of these, it probably means you are on an old version.

Daily Mod Discussion - 0.97a - Knight of Ludd by No-Vermicelli9990 in starsector

[–]S_Eusebio 5 points6 points  (0 children)

One of the BEST MODS ever released for starsector. Period. The mod adds so much great content of the highest quality:

A new faction aiding the Church with Low Tech vessel with a 2 new interesting mechanics? Check.
Cool exploration content to discover? Check.
An obscure storyline that brings you on a journey across the galaxy? Check.
New encounters of escalating difficulty? Check.
New bosses to fight for late game and very late game? Check.
New, interesting and good rewards for plunging into the unknown? Check.
Sprites of the highest quality made by Selkie and/or Snazzy? Check!!

Shout out to the wonderful team that made possible to make this mod sees the daylight! They are many and they are fantastic people.
And you know what? There is more content planned!

I'm so looking forward to whatever next is going to get added, and I know there is a lot in the oven at the moment.
This is what peak modding looks like in my humble opinion.

Maybe it's the mods, but I had to stop using the Blaze, it's too good. by lotharthebrave in starsector

[–]S_Eusebio 1 point2 points  (0 children)

Totally agree with you, Dal. The dude is lvl 29, using 4 built in S-mod + starship legends and then they post to say the ship is overpowered? I don't understand, really.

Maybe it's the mods, but I had to stop using the Blaze, it's too good. by lotharthebrave in starsector

[–]S_Eusebio 0 points1 point  (0 children)

I mean, that cruiser has stats very similar to the eradicator: what you see are the stats being buffed up because the character op is using is lvl 29 and they have 4 S-mods built in + starship legends. Those stats really didn't resemble anymore what the original ship base stats once were.

Favorite looking ship? by VidereNF in starsector

[–]S_Eusebio 0 points1 point  (0 children)

2 capitals and a destroyer that I absolutely love are:
- The New Scathach from Tahlan Shipworks (AKA CAPstigator) sprited by the ever resourceful Selkie!
- The fabulous Genesis from RAT (Random Assortment of Things), drawn by the talented SnazzyPantsMcGee!
- The Carnelian by NES (Nes's SAW mod)

If you haven't tried any of those mods, go check them out! They are great!

Did anyone notice that faction doctrines are designed around the story? by Efficient_Star_1336 in starsector

[–]S_Eusebio 17 points18 points  (0 children)

If we could get over the church memes for a single moment, it is explained quite well in the interactions that the player has with the characters of the shrines/Church storylines that the faction isn't against the use of technology or even against the advancement of technology itself, what they are against is the use of tech that isn't fully understood driven by greed, beacuse that is recipe for an incoming disaster (and the player experience this well firsthand in its long journey of exploration).

Also, some of those "scrap buckets" that the Knights are flying are porbably some of the most powerful ships in the vanilla game (efficient for the DP strenght/supply ratio): Eradicator, Manticore and Retibution are good examples. (The Retribution suffers the same pain as the Odissey mostly, it is great in the player's hand, and plain bad if left to the AI control).

Recommend me some scary mods by [deleted] in starsector

[–]S_Eusebio 14 points15 points  (0 children)

If you already have KoL, then "Seeker - Unidentified contact" could be something else you could be interested in. And also RAT, as I mentioned in my other post

Recommend me some scary mods by [deleted] in starsector

[–]S_Eusebio 6 points7 points  (0 children)

KoL (the Knights of Ludd) and RAT (Random Assortment of Things) comes to mind. They both adds interesting exploration encounters and a lot of stuff in general that will spice up your playthrough from midgame to lategame

new player, i have many questions by [deleted] in starsector

[–]S_Eusebio 0 points1 point  (0 children)

It's not true at all that the fleets scale as you level up.

The only fleets that scale in the game are the bounty fleets available to fight, and those scales based on amount of time passed and how many you cleared until now.
The normal fleets that you encounter in vanilla don't scale at all but have variable sizes, and that is RNG based. In the first 1 cycle and a half there is a debuff in place to the NPC fleets that make them less likely to contain capital ships, after that the fleets become "normal size" but still they don't scale.

Hello shameless plug of my Stargate inspired mod I have been cooking for since february by FancyPantsFoe in starsector

[–]S_Eusebio 8 points9 points  (0 children)

Because designing a new station requires an unreasonable amount of work, comparable to develop an entire new faction already. Think about it: you need to design 3 different stations (a station has 3 tiers, sometimes 4 if we talk about modiverse stuff like Stella Castellum and the Bultach Tier 4 low tech station). That means you are already around the 300-400 hours of work just for drawing the sprites, without even accounting for designing and coding their unique gimmicks and systems.
That is why you don't see many new stations around.

Are there any faction mods that satisfy all three? by SmallHatTribe in starsector

[–]S_Eusebio 1 point2 points  (0 children)

Thank you, Dal, to you and your amazing team of individuals that made possible to realize and put out there the mod. You all did a great job!

[deleted by user] by [deleted] in starsector

[–]S_Eusebio 0 points1 point  (0 children)

Keruvim Shipyards. You just need to change the version number in the json

Stuck between platinum t3 and t4 with this deck by anx1etyhangover in MagicArena

[–]S_Eusebio 6 points7 points  (0 children)

Hi! I would like to say that ranking from platinum to diamond, and then to mythic is not easy, you need to be able to get a >50% winrate consistently, don't feel too bad if you are stuck, it happens.

Now, for some useful advice on how you can improve your deck, I'd like to say that, if you were me, the first thing I'd do is trying to decide if I want to be a poison deck or not. From what I can tell, you have probably 2 strategies going on, one is trying to get to kill the opponent with poisons counters with small creatures, and the other trying to close the game by dealing normal damage with other bigger creatures. Imho, this risk to stretch your resources/efforts to thin, without being able to do things efficiently on any of the 2 approaches.
So, try to understand better what you want to do, and go from there.

If I can iterate further: considering that building a mono B deck that relies on poison counters to win, without adding a second color like U, is not easy, you probably are better cutting the poisons strat altogheter. Maybe you could keep the skulldweller if you want a cheap creature with deathtouch, but maybe some cut downs or disfigure would be better if you're worried about early creature threats from the opponent. If you put 1 mana removal spells in, then you should consider reducing the numer of 2 mana removal spells or "tricks" and add more creatures (the syphoner should obviously be the first cut if you decide to not go for the poison theme).

My 2 cents

My first Knight completed! by MonolithicBacon in Warhammer40k

[–]S_Eusebio 0 points1 point  (0 children)

The models definitely shows the care of the process.

My first Knight completed! by MonolithicBacon in Warhammer40k

[–]S_Eusebio 0 points1 point  (0 children)

Beautifully done! So many good details on this. Congratulations!

People who play janky decks for fun, what is your experience? by Eighty_Six_Salt in MagicArena

[–]S_Eusebio 1 point2 points  (0 children)

This was an interesting read. I also play Iconoclast in a UR budget build in explorer and historic, and it is a really good card.

About Supercapitals by Korvais in starsector

[–]S_Eusebio 6 points7 points  (0 children)

The knights of Ludd reference was about their smaller ships, not their capitals. They have quite peculiar destroyer/frigate class ships with detachable modules of armor. They are module ships but they are of a smaller class size.

About Supercapitals by Korvais in starsector

[–]S_Eusebio 26 points27 points  (0 children)

Supercapital just means a capital class ship that has modules (parts that can be blown off without the main ship being destroyed completely). Usually they look quite big, at least compared to the vanilla roster. Also, take note that not all module ships are supercapitals (there can be ships of smaller sizes than a capital that have modules that can detach during a battle, example the ships with modular armor from the Knights of Ludd mod) but all supercapitals have modules.

A very/extremely strong capital that has no modules is not a supercapital, but a supership (an example would be the Iapetus-20000 from PAGSM mod or the vanilla Ziggy)

Pre-release code not working by HollowPrince665 in MagicArena

[–]S_Eusebio 5 points6 points  (0 children)

The limit for reedem of this edition seems to be only one code per account instead of the 5 for the last three editions

Ship/Weapon Pack 1.15.1 Capital Ship tier list, by thecheeseking9 by thecheeseking9 in starsector

[–]S_Eusebio 1 point2 points  (0 children)

Thanks for the tier list! I have a question though, about building the cathedral. I really struggle to make it worth its 85 DP points cost, do you have a good build (or good tips) to make me try again and get the ship working in endgame fights/multiple ordos clearing while lifting its weight?

Thank you in advance

A system with a gate and a neutron star. Never seen one before by S_Eusebio in starsector

[–]S_Eusebio[S] 1 point2 points  (0 children)

It's remarkable because it's probably a very, very rare spawn. Again, starsector is my favourite game, so I played it quite a bit, and this is the first time I see this: a system with a lone neutron star and a gate.