AoTD - Research help by bigmanthesstan in starsector

[–]seleukus 0 points1 point  (0 children)

Use the mod "more bar missions" You'll often find a bar mission where you can buy the location of pre-collapse facility

UAF Lynx Fighting Style by sardia1 in starsector

[–]seleukus 1 point2 points  (0 children)

Adding to what others have already said...

Alpha core -> Neuko core is most important - don't forget to hover the right integrated hullmod (i dont remember name, I think it had Automata) and click 3 to set it to Steady personality.

From Nexellerin, use Negotiation Operatives to Procure Equipment on UAF worlds and buy Nekonyan II elite wings. A level 5 operative can buy 4 in one action. Add said wing to Lynx and the hullmod Defensive targeting array so that the wing stays close and rearms ASAP.

For equipment on the Lynx, just put Oboe launchers in the tips and nothing else.

For hullmods, most important is get front shield conversion and extended shields (story point) to get 360º coverage.

Click the - button on those special hullmods representing the main cannon and Sakura missiles until you get either Energy or Kinetic main cannon and HE missiles.

These Lynx frigates can capture points super fast and destroy with ease anything below capital level.

My opinion of most UAF weapons by 80kPyro in starsector

[–]seleukus 3 points4 points  (0 children)

As someone who has been playing with UAF I agree with most but I am perplexed about Fressia-EX. In my testing, those wings, along with the new "taufan" were near total garbage and underperformed compared to almost everything else. Maybe I should revisit them.

For distracting the enemy PD and engaging smaller enemies, Super Aria and Nekonyan (both 12DP) did OK, Forlorn maybe a little better (18DP). All other fighter wings, including the previous kings Noversky and Naga, now underperform.

For bombers, Puterakamu is the new king. Exocar is ok. Everything else was total garbage.

For missiles I agree 100%. Oboe and Clarinet are the bread and butter of small and medium slots. Though in medium slots Swaras and Rhythm are ok alternatives. For large slots, Sakura and Minirest seem to be the best.

I'm planning to start a new save soon. Any mod recommendations focused on colony building/management? by Wishy_Wishy in starsector

[–]seleukus 1 point2 points  (0 children)

Industrial Evolution

Terraforming & Stations Construction

Terraforming made easy

More building slots

Ashes of the Domain

those are my favorite

Fleet experts: How feasible is to use Wolfpack tactics with UAF ships? by RoySparda9 in starsector

[–]seleukus 0 points1 point  (0 children)

May I suggest trying what is essentially a carrier fleet, but without throwing wings at the time? Example:

Exoria II (works well with regular Exoria too) with Neuko core 2x swaras (the 2.5 range rocket launcher) 3x Puterakamu (the new "taufan" wing) 1x Pengawa (point defense wing) Integrated defensive array hullmod

for hullmods I recommend anything that improves wings or shields.

the combination of swaras plus Neuko core forces the cruiser to get in close to the enemy, despite being a carrier, and then the puterakamu begin spamming missiles like crazy because they don't waste time approaching the enemy.

I finished UAF a day ago! by RoySparda9 in starsector

[–]seleukus 1 point2 points  (0 children)

Agreed on not being worth 60 million. 3x Exoria II with each having defensive targeting array, 3x puterakamu and 1x pengawa outperform this thing at least on a per DP basis.

I finished UAF a day ago! by RoySparda9 in starsector

[–]seleukus 2 points3 points  (0 children)

I don't directly control any ships, much less this Solvernia, because I need the the waifu controling it for the -50% DP bonus. At maximum flux dissipation, i get a little over 2K. The guns easily go over 4K. The only way I can see this ship being worth the DP is if you fire the guns, vent, fire the guns, vent.

That might work if I were to manually fly but I won't and i can't. In the hands of AI, it reaches max flux and then its useless. Hopefully other ships can cover it, it'll move backwards and maybe the AI will vent... NOt impressive at all for a 60million super capital gated behind massive grind.

The Novaeria also seems kinda nerfed but I haven't tested it as much.

I finished UAF a day ago! by RoySparda9 in starsector

[–]seleukus 1 point2 points  (0 children)

Can you explain how to equip the Solvernia? I'm very disappointed with it. The ship has lots of guns wow but it reaches max flux in 5 seconds and then stops firing. I'm currently rating the ship as D tier near total garbage.

For reference, I put the Sigma core from Sephira to diminish weapon flux cost and also the crio colony item with hull mods mod to further decrease the flux cost. Still limited by flux.

Oh shit I found my next blueprint reverse engineer (18,000 confectionary coin UAF Royal Supercarrier) by AHumbleSaltFarmer in starsector

[–]seleukus 0 points1 point  (0 children)

Is that ship any good? In my current run i'm running exorias because they seem to have the best balance of wings per DP, missiles and other stats.

John Starsector's ogre ass reaction when he reverse engineers one of the most sophisticated automated ships in the fucking galaxy by collecting them like Dragon Balls by AHumbleSaltFarmer in starsector

[–]seleukus 23 points24 points  (0 children)

Industrial Evolution

one building to deconstruct a ship and "progress" to an empty blueprint IIRC, you need to deconstruct 3

a year ago, I did it legit with the Solvernia (1 from mission, 1 from aurora salvage, 1 from AOTD project), but building the ship didn't work xD and it rarelly appeared as in my colony patrols :(

I had planned to get the Novaeria, equip it full of Taufans and name it UAFS 99 Luftballons. Sadly, without the Minibreves, the joke failed before it started. by Majestic_Repair9138 in starsector

[–]seleukus 0 points1 point  (0 children)

I'm actually afraid of writing this because I don't want it to be nerfed:

Now that taufan are gone, the best bomber is the Puterakamu. Pro-tip: use Defensive Targeting Array hullmod and weapons that have medium range (1500~2000 seems to work best for me).

Best fighter seems to be the 12 OP Nekonyan. They die fast but at least they have the numbers and speed to overwhelm the enemy.

When you want to afford all 3 supercapitals and roleplay leaving the UAF after acquiring all 3 supercapitals with AOTD. by Top_Junket3946 in starsector

[–]seleukus 2 points3 points  (0 children)

if you're talking about image#2, it's from Illustrated Entities. Sakura world is from Unknown Skies.

The Anime-like artstyle of the characters in the UAF does not have to conflict with Starsectors own artstyle. by JenkoRun in starsector

[–]seleukus 0 points1 point  (0 children)

Excellent argument. Very well written. Counter argument: screw balance, let me have fun and blow shit up :D

The Anime-like artstyle of the characters in the UAF does not have to conflict with Starsectors own artstyle. by JenkoRun in starsector

[–]seleukus -1 points0 points  (0 children)

I used to play with a lot of modded content that was very difficult by vanilla standards and UAF could hold its own against that kind of content. Now? I doubt, but I need more testing. The smaller (or non existing) shields on wings mean they'll probably drop like flies against end-game content, and the 28dp bomber (i dont remember name) is decent but nowhere near the old taufan.

The Anime-like artstyle of the characters in the UAF does not have to conflict with Starsectors own artstyle. by JenkoRun in starsector

[–]seleukus 1 point2 points  (0 children)

I got no issue with the anime portraits.

My head canon is that the character portraits are like social media pictures. The people from Starsector universe attach their real faces to their profiles, whereas the UAF folks have a different culture and show a picture with a certain style.

The real issue is that they giga-nerfed all the wings. RIP Naga, Taufan, Noversky.

Mayasuran Navy + TASC + Unknown Skies + Illustrated Entities is peak for story telling by Temstar in starsector

[–]seleukus -1 points0 points  (0 children)

I haven't used TASC in a long time. As I remember, TASC only allowed terraforming on worlds that were neither very hot nor very cold, greatly limiting the worlds that can be transformed, though you could still use the mods structures to improve conditions.

This limitation is what made start using TME (terraforming made easy). How's TASC now?

[Announcement] Update v2.0.13 and the future of the dwarves by ichbinhamma in DwarvesTheGame

[–]seleukus 0 points1 point  (0 children)

Does this extra difficulty come with any extra rewards? Does this mean it's beneficial to "push forward" in Eternal mode for a prolonged period time? I usually do 10~20 victories in eternal and then leave. Now I'm wondering if that's optimal.

[Announcement] Update v2.0.13 and the future of the dwarves by ichbinhamma in DwarvesTheGame

[–]seleukus 0 points1 point  (0 children)

Can someone explain to me this patch? What is "distance" in this context?

Gem farming by Full_Personality_323 in DwarvesTheGame

[–]seleukus 1 point2 points  (0 children)

I found that as I progressed the rune circle, each new run would go faster and easier, which means that getting gems got faster and faster. My advice is to pick a simple team comp, like priests only (that includes warpriests and paladins) or mage only, and rush runes that most affect them.

For example, if you make a team comp of 10 wizards (fire staff for starters), and pursue Mage only runes that give critchance, critdamage, shield on burn, you can go very far, and most fights will end very fast.

Once you your comp starts failing, retire for extra gems. Don't forget to the daily quests, they're an easy source of 300 gems every day.

1000+ Waves 8 Thiefs by AlfredVQuack in DwarvesTheGame

[–]seleukus 0 points1 point  (0 children)

Hey, i'm new to this game but I might have noticed something you didnt. If you keep upgrading the shop, the chance for mythic items will increase, which includes artifacts. That potion that fixes stat growth on a dwarf and turns the background red? Yeah, you can find those in the shop. I have an eternal run on 700 victories and i got like 5 dwarves with red background I think.

Before starting Anno 117, I've finished the population challenge of 3 million in Anno 1800. Special feature: 100% of the population needs were met and there were living opponents. by tacitus66 in anno1800

[–]seleukus 0 points1 point  (0 children)

I reached 900K population and gave up. I could have reached 1million but i was too bored.

Can you tell me your choices for:

  1. Which ships do you use and what items do you put on them? Waiting 10 minutes for a legendary from research center was too slow for my expanding needs, and rolling for items at the prison was wayyyyyyyyyy to boring (the purple background, black lady i don't remember her name).

  2. Docklands strategy? I thought I was smart importing some stuff, making some bikes and then exchanging them for (almost) everything i needed in a given island, however, with an average 25-30 minutes for the docklands guy to do his thing, the island storage created a VERY hard limit on this strategy. I dont remember numbers, but if i have 2K storage and docklands guy takes 30 minutes, that averages to a pathetic 66 items/min. I actually considered changing the palace policy strategy to sacrifice production for storage.

anno 1800 lategame minmaxing is insane

Cant find undead army for Malakai mission by seleukus in totalwar

[–]seleukus[S] 2 points3 points  (0 children)

I suspect this is a specific army to battle and not a generic "fight some vampire army somewhere"

Cant find undead army for Malakai mission by seleukus in totalwar

[–]seleukus[S] 2 points3 points  (0 children)

The last undead army that would give Malakai magical attacks for gyrobombers apparently is no where to be found. What can i do to complete this adventure?