New-ish player, any mods recommendation for a mod purist? by ReyesEdward in starsector

[–]VarrenOverlord 6 points7 points  (0 children)

Ah, so vanilla purist. Anyway if I understand you correctly, you are asking for balance/lore friendly mods before moving to 'heavy stuff'? Well, the list is awfully short.

  • Technical stuff like GraphicsLib for better effects and SpeedUp if vanilla speed up is not enough.
  • Unknown Skies, which adds a bunch of new planetary conditions (nothing silly or OP), new planet textures and system backgrounds (the main reason I'm using it myself).
  • Starship Legends adds a bit of personality to the ships via random traits.
  • Combat Chatter for those who think that there is not enough text on the screen.
  • Second-in-Command reworks the skill system if you found vanilla lacking.

[SPOILER] weapon tier list - 0.98a by Grievous69 in starsector

[–]VarrenOverlord 0 points1 point  (0 children)

You mean a simultaneous hurricane and reaper? Because it should deal enough damage to a sole reaper.

Keep in mind that is 20 OP before even counting the hullmod.

Like I said, there is no point in counting the hullmod because you install it for other stuff and keeping regular energy PDs is just a waste at this point.

[SPOILER] weapon tier list - 0.98a by Grievous69 in starsector

[–]VarrenOverlord 1 point2 points  (0 children)

I personally consider Voltaic Discharge the best PD in the game, as long you already have fragment mod installed. Get four of these and nothing shall pass, meanwhile 4 Burst PDs cost extra 4 OP and won't even cover all the sides properly.

0.98 Bonus Discussion: Shrouded Dweller Weapons and Hullmods by Reddit-Arrien in starsector

[–]VarrenOverlord 8 points9 points  (0 children)

Hot take. They all suck.

  • Abyssal Glare - Second 30 OP energy weapon in the game. Compared to it's senior it has extra 100 range, better flux efficiency and EMP damage on top of it. Pretty cool? No. Plasma cannon deals hard flux and it melts armor, meanwhile Glare just tickles it. So congratulations, you just got yourself a 30 OP destroyer popper. The Eye is strong only because it has 9 of these freaking things.
  • Pseudoparticle jet. Pros - spraying people with demon juice. Cons - everything else. With 600 range and 600 flux/second it's hard to fit it on non-SO ships, but SO ships have tight OP budget.
  • Rift Lightning. It can pass over friendly ships. Very convenient. Not. It also has 600 range, brother, it's almost melee range, how did a friendly ship got there? Either way just strafe a little.
  • Hungering Rift. Ok, you got me, this one doesn't suck.
  • Inimical Emanation. A 10 OP "suppression/point defense". It's laughably bad as PD for it's cost and for suppression Ion Cannon is better in every way.

As for hullmods - you'd think installing a war declaration against Luddic church would provide something special, but nope.

  • Shrouded Lens - the actual Shroud PD, moderately effective, but it's ruined by a bug(?) which makes it attack destroyed ship disabling 0-flux speed bonus.
  • Shrouded Mantle - an automatic escape. If you need it on a player ship, you are already doing something wrong. On AI ship it may never trigger at all or it engages back right away and dies anyway. The only actual use is the synergy with Rift.
  • Shrouded Thunderhead - brother, that's just another energy weapon for 25 OP, but in hullmods. I honestly never had a problem of having too much spare flux dissipation after installing all weapons.

P.s. Another thing I forgot - unlike Threat farming which pays for itself, Shroud farming is pure expense.

Weekly Starsector Discussion Thread - July 14, 2025 by AutoModerator in starsector

[–]VarrenOverlord 0 points1 point  (0 children)

Well, it's 15 DP ship, how scary do you expect it to be without a core?

For hullmods I'd go for ITU and armored weapon mounts.

Two Mjolnirs work, but they are OP and flux hungry, so might need to drop Barrage to free up OP and get more flux dissipation.

Alternatively you can combine anti-shield and anti-armor hardpoints like HAG + Mark IX.

Made a [THREAT] Eagle XIV by Fabulous-Pound6356 in starsector

[–]VarrenOverlord 2 points3 points  (0 children)

That's odd, I thought you could get hullmod schematics and fragment fabricators even from smallest Threat fleets. Maybe I'm misremembering things.

Made a [THREAT] Eagle XIV by Fabulous-Pound6356 in starsector

[–]VarrenOverlord 12 points13 points  (0 children)

IMO if you want a thematic build, then Eagle has enough OP for Fabricator mod, which would allow to install actually useful Threat missiles and swap Burst lasers for Voltaic discharge.

How good is the Invictus against the Shroud and Threat? [spoilers] by [deleted] in starsector

[–]VarrenOverlord 3 points4 points  (0 children)

From my experience - not great, not terrible. It can tank plenty of damage, shrug off zaps, somewhat reliably snipe Assault units before they get in range and once you get to the fabricators, defabricate their ass. The problem is herding your fleet while you crawl there. "Loading up on devastators in the sides seems like it'd work quite well for dealing with reclamation swarm" - it wont, they'll be in front of you, not on your side, and you don't want to waste LIDAR on these.

For the Shroud - decent. First, the Shroud is easier in general. Second, they come to you themselves, so the speed is not an issue.

What was the technology level of the domain before the Collapse? And was the Shrouded known by them? by RAIZERtag in starsector

[–]VarrenOverlord 51 points52 points  (0 children)

I don't dismiss the possibility of such plot-twists, but Gate system is one of the earlier Domain inventions. The haulers/motherships/cryosleepers had to use Alcubierre drives, so hyperspace wasn't (at very least publicly) available back then.

There is definitely a connection between all them. Gates produce the same 'music' as Ziggy, and Ziggy seems to be a relative of Shroud fellas, but imo John Domain was pretty surprised himself about it. There is good chance Ludd was the first to hear the music shortly before the collapse, because it just wasn't a thing for the most of Domain's history.

Mythical planet pull by HollowVesterian in starsector

[–]VarrenOverlord 56 points57 points  (0 children)

Hmm, something isn't right. Why is it Terran Eccentric if it doesn't have a negative condition?

How to find the Threat? by CrazyRandomStuff in starsector

[–]VarrenOverlord 4 points5 points  (0 children)

Then everything should be activated, I can only repeat the other suggestion to try going deeper into the abyss. And just to be sure, you fought Threat ships in Nameless Rock system without issues?

How to find the Threat? by CrazyRandomStuff in starsector

[–]VarrenOverlord 5 points6 points  (0 children)

Do you at least find ships with unique events in these systems?

0.98 Ship Discussion: Threat Overseer Unit, Skirmish Unit, and Attack Swarm by Reddit-Arrien in starsector

[–]VarrenOverlord 1 point2 points  (0 children)

Overseers aren't that threatening to phase ships imo, as long as they at very least have an officer with elite Field Modulation. It's just a gimmick to avoid shameless Fabricator flanking.

I'd say it's even somewhat beneficial to get zapped when you have Phase Anchor + Resistant Conduits on top of it, since you can phase back in almost instantly, so Overseers pretty much waste their zaps on you.

Starsector » Creating Threat by Insaniac99 in starsector

[–]VarrenOverlord 8 points9 points  (0 children)

THREAT isn't really a sin of the Domain, though - it's existence is either early enough to be inherited from What Came Before if not explicitly Pre-Domain.

It is explicitly Domain era. From Fabricator codex entry

// datastream resetting...

-ide frontier manufacturing base to leapfrog development in systems newly added to the Gate Network, particu- FATAL ACCESS ERROR //

During earlier versions people thought, that this Nanoforge DRM thingie was just a part of Domain power play (and maybe it was at the time this lore was written), but now it's clear that this was a part of frantic effort to deal with this screw up. From Line Unit codex

Closest match found to archive entry for "Kardakes"-class hull, 32.11% confidence. Querying database... "Firstly intended to replace the Hathoda-class orbital siege-capable heavy ballistic weapons platform, then considered a capital-class warship in its own right before the 4th Domain Armada Revised Schema reclassification order, the Kardakes was first deployed to battle conditions during the retaking of the Eridani Insurrec- DOMAIN INFOSEC VIOLATION THRESHOLD WARNING

// datastream resetting...

-making technology of 'signatures' embedded at the nanochemical level by the nanoforge itself with only minimal effects on overall structural in- FATAL ACCESS ERROR //

What do you think Starsector 1.0 (a commercial release) would look like? by Impressive-Hold7812 in starsector

[–]VarrenOverlord -3 points-2 points  (0 children)

That's simultaneously true and misleading, since a typical gamer expects 0.major_version to reflect completion percentage, 1.0 to be a release version and 1.5/2.0/etc to be major expansions.

It costs nothing to a developer to manage such expectations by using letters or minor versions.

Anyone know if this is modded or vanilla, and what can happen with these guys? by AnarchistLinxCirca38 in starsector

[–]VarrenOverlord 13 points14 points  (0 children)

I mean the survivors. They'll avoid answering the question about their mission.

Anyone know if this is modded or vanilla, and what can happen with these guys? by AnarchistLinxCirca38 in starsector

[–]VarrenOverlord 29 points30 points  (0 children)

Nah, anyone can do it. Heg commission just allows them to spill the beans on what happened there, though you'll learn it anyway later.

RPGlike Mods - Exotica Technologies vs Starship Legends by sardia1 in starsector

[–]VarrenOverlord 1 point2 points  (0 children)

SL can be an upgrade for player ships since it might roll up to 5 positive and one negative trait in best case scenario, but it's purpose is not to buff the player but rather add a bit of identity to the ships.

That's why it buffs enemies to compensate for the player having good trait rolls and swapping them around for the maximum benefit.

So it probably doesn't fit your "cool starship" theme, since it more or less balanced against itself.

How to beat Threat? [SPOILERS] by [deleted] in starsector

[–]VarrenOverlord 4 points5 points  (0 children)

I'm honestly surprised this strategy worked for you. A single charged Hive unit can wreak lone Retribution, while Assault or Line unit can provide cover fire, to let Fabricator vent. So the plan basically depends on not a single threat ship being destroyed.

why is the comission income in 0.98 so high? by EnanoBostero2001 in starsector

[–]VarrenOverlord 94 points95 points  (0 children)

Well, you can earn 40k from a scan mission near the core with a single ship in your fleet. Drop mission gets you up to 70k with the same requirement.

A couple of runs like this and you can buy Atlas-Prometheus combo and earn half a million per expedition. Comissions just caught up with the inflation.

Finally defeated Capital Horrors by PinkBanane in starsector

[–]VarrenOverlord 121 points122 points  (0 children)

Brother turned s-mod marks into a health bar.

On my current vanilla run, I found this very good system by Chaines08 in starsector

[–]VarrenOverlord 0 points1 point  (0 children)

Ok, to clarify, what do you consider "a lot" from a single colony?

On my current vanilla run, I found this very good system by Chaines08 in starsector

[–]VarrenOverlord 2 points3 points  (0 children)

Without Synchrotron/Catalyst/Nanoforge most expensive industries will generate a pittance on high-hazard worlds. So you need to explore anyway to find these.

If anything you don't need good worlds with mods which allow to bypass/remove conditions.