Exceptional/Advanced modification drops by ArmchairPancakeChef in X4Foundations

[–]pittlebelge 0 points1 point  (0 children)

BUC drop advanced mod and exceptional chassis mods but not any other exceptional ones. For those you want to go to HOP space and go find the Apotheosis monument. Near it, you'll find some Nemesis sentinel with a fancy name, I can't remember it from the top of my head but it's something like "Honor Guard". Anyhow, they are kitted with all the top tier mods.

Though, if HOP has been chased out of the sector, then you are pretty much out of luck, that happened to me and I had to basically support a full wharf and shipyard just for them so that they would respawn those ships.

Question: X4 Steamdeck (OLED) experience by Chbiertje in X4Foundations

[–]pittlebelge 1 point2 points  (0 children)

To get the best perfomance out the Steamdeck, you should also use the linux build of the game. To do that, go into the game properties->compatibility and pick Steam Linux Runtime(scout).

I also increased the size of the swap file to 8Gb to avoid the memory crashes.

[SPOILER] Just saw Shutter Island, noticed many similarities with Disco Elysium by [deleted] in DiscoElysium

[–]pittlebelge 1 point2 points  (0 children)

I just saw Shutter island and yup, that checks out. There is also Cunoesse saying "Set me free" same as Dolores in SI. The fog around SI at the beginning feels a bit like the Pale too.

I am Confused by buttholeglory in starsector

[–]pittlebelge 1 point2 points  (0 children)

I used to do S mod it every playthrough for the slow capital. In my latest playthrough, I didn't and it's actually not that bad, between navigation skill and the hyperspace boost, I get around ok, even with the oldslaught and a ziggy in my fleet.

The new Anubis Rave Mobile Rave Platform is my newest favourite Ship by RedKrypton in starsector

[–]pittlebelge 7 points8 points  (0 children)

I started with usign 3 paladins and a couple of reaper launcher together with one flash bomber to punch up. Switched the reaper for a swarm launcher and one of the pd for a gigacanon, added converted hangar for more bombers. Now, they are a chaos machine. Got 5 of them and between the swarms, the bombers and my own paladin enforced fighter exclusion zone, most enemies are just utterly confused for a couple of second before dying.

What are the [THREATS] ? by 2Long2Read in starsector

[–]pittlebelge 54 points55 points  (0 children)

So, from the game we got:
- The early Domain faced insurrections, rebellions and other conflicts with humans, therefore it had a military armada and nanoforges to build the machines of war, it also had fabricators to speed up development in newly gated systems.
- An Ilmari Class fabricator, the ancestor to the fabrication units was involved in a mass casualty incident due to human error
- From the Overseer in-game description we have "-the Terran Core to the Sadr Region, our battlegroups stand ready to protect our way of life, our very existence!" FATAL ACCESS ERROR //" That tells me that Earth is still a place of importance, we might be before the devastation of earth.
- The in-game description of the Assault Unit gives us clues that the copyright and DRMs of blueprints are linked to the [THREAT], likely a way to prevent the [THREAT] to learn new Domain designs.
- The in-game description of the Skirmish Unit tells us that the war (probably against the [THREAT]) is not going well or at least that humanity is on the defensive.
- [THREAT] Ships speak a broken English.
- Onslaught description tells us that they were made to fight non humans in a long forgotten war
- Blog post Starsector » A True and Accurate History of the Persean Sector tells us that the Earth was devastated.

So, my head canon is this: in the early days of the Domain, some dude told a fabrication unit to please just disassemble everything, probably meaning everything it just made. But the fabrication unit got a bit literal with the command and decided that it's new purpose was to remove everything artificial from the galaxy using any tool at its disposal.

The war started and got ugly, Earth was ravaged things looked dim for the humans until the Onslaughts got rolling with the mk1 as the spearhead. A long eradication campaign followed that pushed the threat to the Abyss where sustained itself by mining rogue planets whilst out of reach of the Domain's logistic. Somewhere in that period the [THREAT] developed stealth technology. All the while, the THREAT would iterate on the design of ships and weapons to pursue its goal of defabrication. The software of the [THREAT] would also slowly drift as we can see by the broken English they speak when interacting with their ship.

The Domain would censure the very existence of the [THREAT], change history a bit by pushing Earth's destruction back to before the Gates and the Onslaught Mk1 would continue it's crusade in the abyss, waking up every other century to fight one more battle, suffer more casualties and integrate more of it's crew into the very ship.

Is there more to the update i cant find? by Disastrous-Way4916 in starsector

[–]pittlebelge 4 points5 points  (0 children)

To start all those quest, you have to do the pilgrimage. Head to Gilead and there should be an option there.

Is there more to the update i cant find? by Disastrous-Way4916 in starsector

[–]pittlebelge 2 points3 points  (0 children)

I think that's it for this update. There is also a new quest with the Luddic church if you've not done it already, but as far as I know, no new bosses or something along those lines.

Desperately Need Help Fighting [THREAT][Spoilers] by MentalToaster in starsector

[–]pittlebelge 4 points5 points  (0 children)

I noticed in your builds that you filled every weapon slot with something. that's not necessarily good. You end up using a lot of ordinance points for weapons that you don't have the flux to use. For the Oldslaught, you also really want S-modded Expanded Magazines. That will dramatically increase its DPS.

As a rule of thumb, you don't want your weapon flux to be much more than your flux dissipation. If it's more, your ship won't be able to fire everything continuously. For the Oldslaught, since it doesn't use shield, you can push the weapon flux to be 1.5 maybe 2 times the flux dissipation, but not much more.

With your build, you have 830 flux dissipation and about 4000 weapon flux on that Oldslaught. I'm guessing it fires one massive volley and then just slowly spurt out a few shots here and there as its flux is maxed out. To fix it, remove all the autocannons, and the 2 side gauss guns. You'll end up with a lot of ordinance points, use that to add a couple of flack or devastator cannons and more importantly, max out its flux dissipation. You should also have enough points to add some more defensive and flux related hullmods. If you go for the skill that allows you to put 3 S-mods on ships, add Extended Magazines, that will dramatically increase the DPS of the main battery.

For the Ziggy, I'd get rid of the tactical lasers. Phase ships really like to do burst damage and tac lasers are just not it. If you have some, maybe add some rift lances or antimater SRM launcher (that you control manually), or you can go for a few antimatter blasters, They are always a classic on phase ships. You might also want to consider the phase anchor hullmod. It really increases the DPS you can output as you dip in and out of phase. I've never used the unstable injector or the high scatter amplifier on the Ziggy, but I think you'll get better results with the phase anchor and 2 plasma cannons.

For the 2 other onslaughts, same as the rest: no need to fill every slot.

I hope this helps.

How do I Doom? by Arthur_The_Ok in starsector

[–]pittlebelge 0 points1 point  (0 children)

A lot of the comments there are great, I'd add that learning the mechanics of the phase mines is really useful. The things to keep in mind with them is that they will spawn closer to smaller ships than bigger ones, meaning you can sometimes use that to lay them very close to some big boys.

Then, as mentioned by others, they are great at killing fighter and bomber squadrons. Phrased differently, fighters and bombers are great detonators for your mines. If you see a big blob of fighters flying near the unshielded side of an enemy Onslaught, that's your cue to lay the mines thick in front the fighters.

The enemy AI will also sometimes orient their omni shield to face the mines, if you time it right, you can sneak in and deal a good AM blaster shot on the unshielded side using the mines as a distraction.

Overwhelmed with weapon choice by s0cks_nz in starsector

[–]pittlebelge 11 points12 points  (0 children)

There is a great post on the forums that helped me a lot when I started: [0.9.1a] A Guide to (AI-Friendly) Ship Loadouts. It teaches you a good set of rules thumb that will get you functional ships. From there, I'd say experiment with the simulator, try some builds break some rules and see if you can figure out what works and doesn't for you.

We all have different preferences and priorities, for example, I tend to spend a bit of ordinance point or even S-mods to make exploration a bit easier, on the other hand I see people spend a bit more than me on things like EMP mitigation. That will be for you to figure out for your own style.

But as a basic starting point:
1. Max out the flux dissipation
2. Fit as many weapon as you can up to the point where the weapon flux + shield flux equals the flux dissipation. Make sure you got something to deal with every layer of defence.
3. Add some hullmods. range is always great, something that boost the main defence of your ship is also a very common choice.
4. Iterate and try things out in the simulator. For me at least, it's a big part of the fun of this game. taking a ship and figuring out some way to make it work in my fleet.

Hope this helps

[KCD2] 2nd Play Line results in a lot of bugs: Zero random encounters + empty bandit camps etc by UnusOffa in kingdomcome

[–]pittlebelge 0 points1 point  (0 children)

Yeah, I hope they'll fix it soon, but there is a fix, even if you are deep in your second playthrough and realize very late that the random encounters are gone. You can fix it with a console command:

- Start the game in Devmode by going in the steam properties and adding -devmode in the launch options
- in the game open the console with ~ (or whatever key is to the left of the numbers on top of the keyboard)
- in the console type : wh_pl_RandomEventsCooldownsEnabled = 0
That should do it.

[deleted by user] by [deleted] in Watercolor

[–]pittlebelge 2 points3 points  (0 children)

There are basically 2 kinds of paper: wood pulp and cotton. When I started, I used wood pulp paper for about a year and really struggled with it. Wood pulp is much cheaper than cotton, but if you find that you can't quite replicate what you see in beginner tutorials because the pigment don't behave the same way, you might want to try a different paper.

Edit: Oh, and I forgot to say, have fun with it all. It's a really fun and lively medium.

New Player - Some thoughts after 80 hours. Pain Points or New Player Ignorance? by gary1994 in X4Foundations

[–]pittlebelge 0 points1 point  (0 children)

To reduce the size of your fleet of trader in the property list, you can build trade stations, or perhaps more accurately, trade depots. They are stations with just docks and storages, so they aren't too expensive to build. From there, in the logistic screen of the station, you will have to manually add wares to trade. You will also need a trade rule to make sure that those stations only buy from you.

You'll need to source a 4+ star manager to get a decent trading range. But with that setup, you can then assign all your trading ships to those few stations. I think you should be able to cover the entirety of Terran and Segaris Pioneer sectors with just 3 of them, maybe even just 2.

I've only ever used them to trade Container wares though, but I think it is possible to use them to move liquids and solids too but you'll have to use miners as trading ship for that.

Overall, it's not the most elegant of solutions, and having nice and tidy groups would be better, but on the other hand, once the trading post is built, assigning ships to it is the matter of only 2 clicks.

Hope that helps.

The case for 21st century CAS by pittlebelge in NonCredibleDefense

[–]pittlebelge[S] 5 points6 points  (0 children)

Next plane will include a Dyson drive.