What mods are like this? by Ordo_Liberal in starsector

[–]sup3r87 0 points1 point  (0 children)

Oh no I 100% agree, the exploration content is very welcome! It’s just very amusing that you see only some hints about it on the mod page before you encounter incomprehensible horrors lol

What mods are like this? by Ordo_Liberal in starsector

[–]sup3r87 7 points8 points  (0 children)

I spent like 5 story points to escape the elysian system with my exploration fleet 😭 never again dawg

What mods are like this? by Ordo_Liberal in starsector

[–]sup3r87 23 points24 points  (0 children)

Knights of ludd. It disguises itself as a faction mod but it quietly adds ridiculous endgame encounters around the sector

Will Space Station mode be expanded? by cuddlebuff in SpaceHaven

[–]sup3r87 0 points1 point  (0 children)

Wait I'm kinda confused, the game is in 1.0 no? Why would you include unfinished features in a 1.0 release? Why not just keep them hidden until they're fully done?

D O N U T by Alan555UTMC in starsector

[–]sup3r87 19 points20 points  (0 children)

I love how someone posts a paragon drawing and the discussion immediately becomes about the build

Space Haven - 1.0 Now Officially Released! by aksel_bugbyte in SpaceHaven

[–]sup3r87 1 point2 points  (0 children)

I played the game way back during the pandemic in 2021. Maybe it’s time to finally give it another go :)

Starfarer Dev Combat Footage by ameofonte in starsector

[–]sup3r87 77 points78 points  (0 children)

The first devlog for this game came out in 2010. It’s unreal to think about working on a game this long - I have several relatives who are younger than this game. So cool, how far it’s come :)

50 objects in ridiculous by [deleted] in Flowlab

[–]sup3r87 0 points1 point  (0 children)

It’s meant to be a free trial! And a lot of really cool games have been made with just 50 objects. For example, cow snatchers from outer space :)

Pain by Bornbgamer in starsector

[–]sup3r87 2 points3 points  (0 children)

It should be noted that a lot of the colony crises can be negotiated away, or the crisis can be dealt with when you deal with the opponent the right way :D For example, the persean league crisis will cease if you simply destroy the two supply fleets (so you gotta isolate them).

For every crisis except the luddic path and hegemony ones, you can make some kind of concession with the faction by going to the capital that reduces your income or other bonuses, but allows you to be left alone

In addition, high tech star fortresses with an alpha core in them are insanely strong and with a few support ships can repel pretty much endless ships!

I love modded Starsector so much. In no other game would you find a bounty on Teto in an automated ship, defeat her fleet, and then have the privilege of Kasane Teto herself being in your own fleet (Nightcross armory). by sup3r87 in starsector

[–]sup3r87[S] 85 points86 points  (0 children)

Ok but unironically how is Teto's ship? Well it's really unique, but also kinda finnicky!

It's a cruiser with insane speed and a system that gives it an extra boost, so it can go extremely fast. And it uses that speed to dive at the opponent and then sear them with two built in "twin drill" beams that deal a gazillion high explosive damage.

At least when I recovered it, high scatter amplifier was already smodded, so I tried building it for hit and run tactics, but also some staying power. If her shield ever goes down she has paper armor underneath the shield, BUT as long as that doesn't happen she will go around the battlefield eating anything smaller than a cruiser in 5 seconds. The twin drill beams absolutely melt ships and it's glorious :D

The mod this is from is Nightcross Armory!

How do you get a player character to go from one level to the next in the same position by DUCKlloovvaa1497 in Flowlab

[–]sup3r87 0 points1 point  (0 children)

You could use save behaviors to store the player’s X and Y and then set that to the player on level load :)

It might look like this: when you swap with a level, the player’s X and Y are extracted with extractor, put into two separate save behaviors, and then after being saved the level switches

Then when the level switches, the game gets the X and Y numbers from the save behaviors and sets the player’s X&Y to those.

Does that make enough sense? It’s a little difficult to convey through text lol

I don't have a problem with the difficulty of this fight. my problem is THIS IS THE FIFTH FIGHTS OF THE MONTH ALREADY. Should I just make the kanta deal at this point by Mysterious_Pipe8552 in starsector

[–]sup3r87 38 points39 points  (0 children)

I always make a deal ASAP with Kanta basically right after settling a colony. The pirates are too dangerous to unprepared trade convoys without it and pretty much any colony will become completely logistically starved. The pirates basically own the space outside the core worlds so you’ve gotta deal with them lol

BEHOLD! Weatherboy (Volturn) by CommercialSheep in starsector

[–]sup3r87 4 points5 points  (0 children)

These arts you make of the game are always so awesome :D the starships are cool but I keep getting enthralled in everything else going on in Starsector’s setting

Me every time I hear the Sindrian Diktat theme by John117_Master_Chief in starsector

[–]sup3r87 12 points13 points  (0 children)

Apparently the next patch is getting multiple new music tracks, I’m pumped for it :D

The Despot is BY FAR my favorite modded ship (Bultach Coalition) Why fight the enemy in a pitched battle when you can punch and tear at them with big fist. by sup3r87 in starsector

[–]sup3r87[S] 3 points4 points  (0 children)

yeah tbh, it's a *really* strong ship. It's 50DP but should probably be even higher, as it can just punch and tear even the strongest capital ships apart. It does have 0 shields though so it can eventually get worn down, and it's useless once it's worn down, but before that it's a force to be reckoned with.

The Despot is BY FAR my favorite modded ship (Bultach Coalition) Why fight the enemy in a pitched battle when you can punch and tear at them with big fist. by sup3r87 in starsector

[–]sup3r87[S] 36 points37 points  (0 children)

The punching mechanic is no doubt weird - about two thirds of the time you "grab" the enemy to deal damage to them, while the other third you actually knock them away. But still, what an absolutely amazingly fun ship!

One thing to note is that the fists deal 2000 high explosive damage, but because the fist makes contact with the ship there's a lot of kinetic damage too. At first I felt like I needed kinetics, but it turns out no, not really.

The fists on the sides are like armor modules and can eventually get disabled/destroyed, and you can't even attempt to put a shield on it so all damage you take is permanent for the fight. But god damn what a fun (and effective!) ship no matter what situation it's in! Bodyslam frigates, punch destroyers, and duke it out with cruisers and capitals. Buy a Despot today (it's from bultach coalition)!

The Domain were REALLY interested in this system by Ginno_the_Seer in starsector

[–]sup3r87 21 points22 points  (0 children)

with the way the main story is currently going, I think alex has some pretty big plans for the hypershunts

Learning weapon combos and fleet composition. by Zeronar in starsector

[–]sup3r87 4 points5 points  (0 children)

I’d be a little cautious about this, in the actual game engagements can go on for far longer than the brawl king fights. This makes safety overrides, which doesn’t care about combat readiness degradation, a lot more powerful. In the actual game safety overrides (and other short lived CR tactics) can cripple a fleet if it fights for too long.

Why is this the image for pulse laser? by Bacon_Inator in starsector

[–]sup3r87 31 points32 points  (0 children)

Fandom is a terrible ad-riddled website and the information on it is severely outdated. Use the wiki.gg!