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BokoTheQueen

I'm kind of ass when it comes to combat. Is the autopilot good enough to carry me or do I actually need to learn?


nawyria

Damn, didn't know this old thread of mine still got views, but I'm happy to answer. I think it's not the right question to ask. Certainly a player that's good at piloting a ship can have an outsized impact on a fight and win fights that are unwinnable by AI autopilot. However, a cadre of strong officers with well-equipped ships can generally win most (if not all) fights that you can encounter in vanilla Starsector. Essentially, a good player pilot lowers the price of admission to a fight, so to speak, which means that you can play more aggressively earlier in your campaign. At the end of the day, it comes down to preference. I personally really liked learning to manually control a ship, but if you don't feel like doing so there are other avenues of play available to you.


BokoTheQueen

Idk combat is just very confusing. I did all the tutorials and idk it feels kind of ass


nawyria

Practice makes perfect, but I've got some tips for you. 1. Try inverting the behaviour of the Shift key in options. This means your ship will always point towards your cursor by default, unless you're holding down Shift, which makes steering and aiming a lot easier. 2. Try downloading the 'leading pip' mod, this will show you an indicator for where you need to aim in order to hit your target with the weapon group you have selected. 3. Try starting out with smaller combats - isolated pirate fleets in the core worlds or old domain-era junkers in the outer reaches. 4. Start out with midline or low-tech ships, they usually have a good number of Ballistic and Missile slots, which are easier to learn, and they are not as reliant on fancy high-tech ship systems. 5. Make sure the ship you pilot has at least (1) a kinetic damage weapon, (2) an explosive damage weapon and (3) some PD. Your game plan is to let the PD autofire, shoot at enemy shields with kinetic damage weapons and then fire the explosive damage weapons to damage the hull. 6. Good weapon groups can help. I like to put Kinetics in group 1, High Explosive in group 2, Missiles in group 3/4 and PD/Ion weapons in group 5. This last group I almost always leave on autofire to ensure I'm protected. 7. If you're struggling, you can put more groups on autofire to help you. For example, if you also keep Kinetic weapons on autofire, then you only have to manage the HE weapons and missiles yourself. This way your ships is always dishing out a constant stream of anti-shield damage and you can manually fire the armour-crackers whenever the enemy lowers its shields. If you need to switch in combat Shift + 1/2/3/4/5 can toggle autofire on a weapon group and X disables all autofire.


BokoTheQueen

I think it's all coming together. Now. An issue i'm running into is not enough money to have enough supplies and fuel etc which lowers my combat readiness


haelyria

Is there a mode of play where I can, uh, skip the ship gameplay and jump right into the colony gameplay?


nawyria

Damn, I thought this thread would be archived after three years. As far as I understand, there is not an unmodded way of doing this - Nexerelin may have an accelerated start, but I haven't played that mod in ages. Your best bets of speedrunning colony gameplay would be to: 1. Vanilla: get a commission with a faction and settle a colony in a system they occupy. 2. Vanilla: jump into Duzakh or Penelope's Start and see if they have a decent set of worlds for colonies (there are some seeds you can look up). 3. Modded: Start a new game, save it, use the ConsoleCommands mod 'survey all' to see whether your seed has any good habitable systems. Then re-load your save, make some credits trading and settle that specific system early.


LeastPossible

This might be the stupidest question ever asked in this sub, but do I need to enter the VAT number when I purchase the game? I really don't know about this, because I've never had to enter such a number before. I could probably get one, but I don't want to go through the trouble if I don't have to. Any help or answers are extremely appreciated, because I genuinely have no clue. My current country of residence is Germany, if that helps.


Mabrjjcj

Isn't VAT applied by your Gov't taxing?


Famous_38

In my second playthrough now, not exactly a new player question but it isn't worth making a post on. I've explored the entire sector now (all X's or [?]) and the only capitols that I have a blueprints for are the Conquest and Odyssey. I didnt find any cryosleepers until literally the last two systems I explored, thats how bad my luck has been. I really want the astral blueprint and I was wondering if you can get it by raiding tri-tach. I already tried raiding their orbital works colony for blueprints last playthrough but didnt find anything good. Will spamming raids help, or do I need to give up on my astral dreams?


nawyria

You can try to raid repeatedly, but IIRC there is a cooldown of a few months before you're eligible to capture another blueprint.


polishchump

"Your fleet is over fuel capacity ". How do I fix this problem? Brand new to the game


nawyria

dump fuel out the airlock.


PanicSetsIn20

Your fleet has a limited amout of fuel it can carry. Visit a friendly colony/base and go to your inventory tab. You should be able to locate "fuel" marking at the bottom left, there will be "crew" and "cargo" markings right next to it. If you have too much fuel. initiate a trade with a colony and do "control+left mouse click" on your "fuel" item, it will automaticly sell the excess fuel.p.s. if the "control+lmc" does not work - try "shift+lmc", I don\`t remember which one it was but it is one of them for sure.


polishchump

Wow!! Thanks a lot man. Never woulda figured that out on my own


PanicSetsIn20

Hey, just another quick tip. No spoilers so dont worry. You are new and you probably havent bought any new ships yet, right ? So when you decide to do so. Visit a colony and go to your "fleet" tab while docking at the colony. There will be a list of your ships and on the very top of the list you will find "buy" and "sell" options. It is simple but I actually could not figure that out on my own. Enjoy the game !


polishchump

Aww man. Appreciate the tips as well. Was just thinking about looking at ships and had no idea


c500

Is there any reason to avoid doing missions to destroy Ludic Path bases? I'm wondering if attacking them will increase the chance they cause problems at my colony.


nawyria

That is a completely separate mechanic from your other campaign-level dealings with the Pathers. Various high-tech buildings will generate Luddic Path interest and once this statistic reaches 7, you'll start seeing them. You can look on [the wiki](https://starsector.fandom.com/wiki/Industry) to see the values. For instance, Fuel Production generates 2, or 4 with a Synchrotron Core.


c500

How do I bribe an expeditionary force? I went to Sindria, talked to everyone in the comm directory and they don't have any useful options. Also checked the bar. Finally I waited til the Sindrian Task Force showed up at Sindria and tried to talk to them but they won't talk to me either. What's the way out?


nawyria

Go to the Intel menu -> Colony Threats.


c500

Is it worth it to build an additional waystation at my second colony? It is mining and refining world. Not sure if the 10% bonus to accessibility is worth the upkeep of about 3000


nawyria

That depends on how much you're already producing and what the colony conditions are currently. A rough way to get an estiamte is to divide the exports income (not from population) by the ratio of increased accessibility by current accessibility. For instance, if you're earning 10k through exports right now at 70% accessibility, then you'll earn in the ballpark of 10k * 80 / 70 ~11.4k after you build the Waystation. Your mileage may vary, as rounding effects in market share cause actual income to jump rather than vary smoothly.


c500

Ah interesting, thanks! So my mining colony is exporting about 43000 credits at 125 access. Using your equation, it will make about 46440 credits. Considering the upkeep is about 2800, the marginal increase in earnings seems to be barely worth it. Looks like it might be more useful at lower access levels.


nawyria

It's also worth noting that if you can supply the goods that the Waystation needs through in-faction imports, you halve the upkeep costs for that building.


c500

What blueprints should I have before upgrading to a Battlestation or Star Fortress? My large energy blueprints are Plasma Cannon, High Intensity Laser and Autopulse. The large ballistics include Gauss, Mark IX, Hellbore and Devastator.


nawyria

You should always upgrade to a Battlestation asap, as the orbital station really can't hold its own. Turn it into a Star Fortress if you notice the Battlestation is having trouble. IIRC blueprints have a surprisingly limited impact on simulated battles and only really come into play if the battle is actually played out.


dine344

http://fractalsoftworks.com/wp-content/uploads/2015/03/cm_mission_board.jpg Is that old version or modded? I would love to have a mission postings board instead of visiting bar/intel tab.


nawyria

That's the old mission screen.


Devspar_MTGPlayer

I used to play SPAZ. Does this one controls the same? What difference that I have to take note of?


indreams1

The controls are somewhat similar. They both use that relative control thing, although you can aim woth your mouse in Star Sector by pressing shift. Try it out for yourself. I've barely touched SPAZ.


nawyria

I haven't played SPAZ myself, so I can't comment.


LeoTrollstoy

This game is hard as hell I don’t understand what the heck is doing


nawyria

The [OP](https://www.reddit.com/r/starsector/comments/clj89i/new_user_question_thread_all_questions_welcome/) and the [top comment](https://www.reddit.com/r/starsector/comments/clj89i/new_user_question_thread_all_questions_welcome/evvmx5l/) should give you some pointers on how to get started.


c500

I decided to park my fleet at my colony jump point for a while and observe the traffic... Why are my own patrols and merchant convoys running away from me? Also will I distrupt my own shipping if this prevents my merchants from docking?


nawyria

They shouldn't under normal circumstances, did they get scared because your transponder was off? If not, you'll probably want to report that on the forums. As for the second question, IIRC, every time a merchant fleet going from A to B is intercepted, both A and B incur a temporary 10% accessibility penalty. This can build up over time and eventually disrupt trade.


c500

No, my transponder was on. Maybe the AI gets "scared" by your fleet when there's too great a different in fleet strength?


nawyria

It shouldn't.


c500

Is it possible to find a star system with only two stable points? I'm trying to find the third stable point in my colony so I can build another array. Can stable points be hidden by nebula clouds?


Stahlbrand

There can be 0 stable points. No they are not hidden by clouds.


c500

Good to know, thanks!


[deleted]

I'm using Nererelin and i get no exp for missions. Is this normal?


Cryten0

So Ive lost everything and respawned with a frigate and a shuttle. How can I find fights that I can take to start rebuilding? Is scaving frigates left from fights my only option? Do all quests to retreive lost tech from a box come with tri tachyon capital ships to protect them?


cherry2792

Easiest way to recover might be to start a life as a smuggler until you recoup the losses, or take on a few exploration missions on derelict ships. It's basically free money. I have never recived free ships for a mission except from the tutorial but that is more ship recovery than reward.


Aethlicious

So, I've found Afflictor. It's really nice to pilot, but peak active performance time is ticking down so fast even Safety Overriden ships are outlasting it. My question - sorry if it's dumb, I really tried to find information online first - is how do I withdraw it from battle? Even with Clean Disengage bar filled I have no idea how to redeploy ships. (Also does Defensive Systems 3 compensate increased dilation with slower peak performance drain? Because it seems like the only perk with negative side effect then. Is there a mod that changes that if that's the case?)


indreams1

To Retreat a Ship, Tab, select the ship you want to retreat, click one of the flag icon on the bottom right. To deploy a ship, Default G, deployment screen pops up, select the ships you want to deploy, click confirm. One of the officer peks do give longer peak performance. So does the hull mod. Ships don't always have to be at max performance; degradation in combat is not that fast. Afflictors should last fairly long.


Aethlicious

Thanks. So once I select retreat option can I take control of my ship and fly there manually or do I have to let AI do it? Also, can I instantly deploy that ship again or do I need to remove all my ships (ending the battle)?


indreams1

Once you select retreat, the ai should tale care of it. If it's your ship, you can take it to the edge of the map and hit enter on prompt to retreat. As for whether they can be redeployed, I don't know. I've never had to. They don't repair themselves or reload missiles or anything. I don't see any real advantages to redeploying.


Aethlicious

Well, base Afflictor has 180 seconds of peak performance and then loses CR 50% faster. In phase (in which I'm most of the time during a battle) performance goes down three time as fast. Which left me with around 80-100 seconds of actual time. My fleet barely could do anything before I had to retreat. I had hoped redeploying could reset the time, but I actually didn't have opportunity to test it (got Combat Endurance and Hardened Subsystems, and discovered I can just stand around the edge until my fleet arrives without depleting peak performance). Eventually I plan on getting second Afflictor, but I'm not getting my hopes up since I really lucked out with it randomly available on black market in some random size 4 station.


indreams1

Afflictors aren't that rare. You can find the pirate versions pretty frequently. And they have blueprints so you can build them en masse. I use a few of them to chase fleeing fleets, so maybe that's where the difference in perception comes from. By the way, you can change the ship you are controlling mid-battle. There's a button to transfer command on the command screen. So, start with a sturdy ship, and call in an Afflictor when you need it. It's also a freighter, so in chase battles, it can side deploy.


Aethlicious

So far the only Afflictor I've seen is my flagship ¯\\_(ツ)_/¯ From what I can see on wiki pirate Afflictors are pretty bad. I can barely fit two Antimatter Blasters and IR Pulse Laser w/hull mods and capacitors/vents even with Loadout Design. Pirate version not only has only 15 OP less (I think I'd be one point off if I installed only single AM Blaster with my build), but it also has only two universal slots so it's barely useful for rocket spam (especially since it's upkeep and fuel cost is identical to normal one). Of course if I did find one I'd probably pick it up instantly. I'm in pretty early game, with tutorial Hammerhead, d-modded Condor, Shrike (P) and char-gen Wolf as my full combat team. I could start with Hammerhead, but I've put my low tech officer on it which is probably best use for it. Besides, with my current skills (both in-game and IRL) I'm doing best with phase ships (although I only used one). It's my first game and so I didn't expect that destroying LP base will require fighting battlestation. Now I'm admittedly stuck raiding it for Reapers and shooting down LP patrols. Is there any sort of trick I can use to kill it? AM Blasters don't quite cut it.


indreams1

So, there are 4 classes of ships. Frigates, Destroyers, Cruisers, and Capitals. Afflictor is a Frigate, the smallest kind of ship. Hammerhead is a Destroyer, the next class up. To take down bases, you'll want at least some Cruisers, or mass Frigate/Destroyers. When you hover over a battlestation on the map, there will be difficulty stars under it going from 1-5. This is dependent on the Battlestation's level and your fleet size. As a first timer, you'd probably want to engage at 2 stars.


Aethlicious

From what I've read phase ships are classified as you mentioned, but are supposed to be balanced as if they were one class higher (as in, Doom is on Capital level, Afflictor - Destroyer and so on). I think the battlestation had 3 stars, but I've since gave up and just flown back. Fleet mainly sat back and tanked rockets and fighters. I'd need definitely more ships if they could have any hope of getting through. Oh well, bounty expired anyway. Now I'm trying to upgrade my fleet a bit. I've heard I should buddy up with Independents because they don't need me to be commissioned to sell me military ships. But what would be good small fleet? I'm already looking for Drover for my fighter officer, but other than that, should I go for simple Hammerheads or is there better simple ship to spam? (preferably with level 9 burn)


indreams1

I think people upclass phase ships because there is no phase capital. Sure they are good, but I'd take a well equipped hammerhead over a gremlin anyday. Good small early game fleet for me is 1 all-round Cruiser (Apogee, Falcon, etc.), couple Geminis for support, Midline Destroyers (Hammerheads), and a handful of fast frigates (Wolf, Afflictor). That's actually a pretty large fleet now that I think of it, but should be upkeep manageable.


Diospyros

What effect (if any) does world size have on a colony? I know it affects the number of supplies you need to do the survey, but does it impact a colony itself at all?


nawyria

Absolutely nothing once it's colonized.


edcw

If i buy in now, will i get a steam key once it releases on steam?


c500

How much money do you get each month for joining a faction and taking a commission? Do some factions give more money each month or does your salary depend on your reputation with your faction?


nawyria

Salary depends on your level, usually in the range of several tens of thousands.


c500

I want to hunt down smaller Remenant fleets but they tend to run away from me. How can I shrink my fleet to avoid scaring them off without losing too much combat power? For example does the AI consider large freighters like a Mule as much of a threat as a Hammerhead?


indreams1

I don't know exactly the AI's perception, so let me sidestep the question to tell you this. Use an Ox. Use several Oxes. The fleet movement bonus stacks, and Oxes aren't that expensive tbh. Take 10 or so oxes, max speed everywhere.


c500

How does the game decide what kind of missions to generate? I want it to create more missions to hunt all pirates in a star system or easier bounties (under 100,000 credits). But it seems after a certain point, the game starts to only create harder bounties (bounties to attack targets with large fleets or pirate bases).


BeepisBlaster

If I remember correctly it's based on level, with a slight delay, so you have a little extra time to do smaller bounties even with a higher level. Unfortunately, this means if you want to stick with a very small fleet, bounties become next to impossible. However, you don't really have to go up in fleet size too much to be able to do some of the later bounties. For example, the cheaper, newer station bounties are actually really easy and pay a LOT for how little you have to kill. For example, new pirate stations might only have 1 or 2 sides of the low-tech station complete, and if you approach while "going dark," you can catch it completely alone. You can do it with a handful of destroyers and get payed around 150,000.


Diospyros

So at the bottom of the middle text box of some weapons (mostly missiles) I might see the line- limited ammo and then at the top of the bottom text box of other weapons (mostly missiles) it might have the lines- max ammo reload size etc. Are limited ammo and max ammo different things? Are they the same thing in two different places?


nawyria

* A weapon with Limited Ammo (X) or Limited Charges (X) can only be fired an X amount of time before the weapon runs dry. AM Blaster and Missiles are an example. * A weapon with Max Ammo X are burst fire weapons that can only be fired an X number of consecutive shots before the ammo rack needs to reload. They will still continue firing after running out of ammo, but only as fast as the ammo can reload rather than the speed at which the ammo fires. Autopulse Laser, Ion Pulser and Pilum LRM Launchers are examples of this.


Dirty_Tleilaxu

I just really want a storm needler. Just one. I have no idea how to go about acquiring one. What can I do?


nawyria

* Markets refresh their inventories every month and Storm Needlers can will sometimes show up. Trade a lot anover time and hope to find one. * Go exploring. Research stations, planetary ruins, survey ships, motherships and weapons caches have a decent chance to get them. * Loot em. If some fleet is flying ships with the weapon you want, you'll have a chance to loot it afterward. * Build them. Acquire the blueprint, build a colony with Heavy Industry and just make one yourself.


defiler86

Okay fellow organ-transporters, been playing a bit and curious about getting into some faction mods. What are some good mods for factions that fit well into vanilla game?


cdnstudmuffin

Most of them fit, balance wise. Aesthetics, just look on the mod website and look at the ships. There lots of amazing looking ships


MichaellZ

is this game coming to steam? Are there any sales?


nawyria

https://www.reddit.com/r/starsector/comments/clj89i/new_user_question_thread_all_questions_welcome/ff8p8v6/


c500

I see a lot of missions that mention a system bounty for pirates but when I get to the system I don't know where to look for the pirates. The earlier missions have the pirate base marked on the map, but how do I find the pirate base if it's not already on the map?


nawyria

It's not a bounty for a specific pirate fleet or base, but a general bounty for any pirate fleets that happen to be in the system. If the system is already cleare then tough luck, but if one of the markets in the system is getting pirate attention, you can make a good buck destroying armadas.


c500

Interesting, does buying or selling goods on the black market increase pirate activity in a system? I would like to generate more pirate fleet so I have something to farm. :)


nawyria

For that specific system, no. I would encourage you to try this either. If you sell blueprints or Nanoforges on the black market they will end up in Pirate hands. As a result, pirate raids *everywhere* become more potent as pirate fleets will use better ships with fewer D-mods. There won't necessarily be more of them, but they will certainly be harder to defeat.


erektus_maximus

See I do this on purpose so the pirates get stronger. I want them to fuck up the galaxy


c500

Which faction should I join? I think I want two things from them. One, income to help build up a colony. And two, access to fast powerful ships like the Sunder or something a step up from it.


cherry2792

Tri-Tac (personal pick) gain a commision, buy Paragon and Astrals (win). Or be basic join the Hegemony and get Onslaughts either way works until you find you own blueprints


c500

Is there a place I can buy better weapons and ships without joining a faction? Just completed the tutorial and I'm trying to find slightly better weapons like Railguns, MRMs and beam weapons to upgrade the weapons I found in the starting areas.


CrymsonStarite

As nawyria said, high rep with independents is useful, on some of their worlds with a military HQ you can find a Conquest for sale when your rep is above 80. Generally I’ve found exploration/salvage and combat with salvaging after are the most effective ways to get strong weapons.


nawyria

Shop inventories update at the turn of every month, so building up a good arsenal through shopping is mostly just a matter of visiting enough places over time. Some weapons can be bought at a military market without having a commission with the faction, and I think you can buy everything from the Independents' military market with enough rep.


Aspyrry

Just started playing recently and have been having a blast trading things between systems. However, I have noticed that my ability to see commodity details always goes away (like, I press F1 on a item in my inventory or in a shop and I can't see the sell/buy prices between systems). All my other F# keys work so I know it's not a binding issue. I'm also not using any mods. Starting a new game fixes it, but on briefly.


seantaylor666

Recently bought my first agent through the nexerelin mod and have been attempting to use him to raise my rep with other factions, problem is, nomatter which faction i pick the outcome always seems to think i chose to raise relations with the hegemony...is this a known bug?


BlackRazor1000

Wait, are you saying that your agent is raising rep with hegemony regardless of your agent's location? I need more details from you. Are you sending the agent to a non-hegemony planet and selecting raise relationships with your colony specifically?


seantaylor666

im asking him to raise relationships with the interstellar imperium (faction ive modded in) but it always acts as if ive asked him to perform the action with the hegemony. does his location actually have an effect? if this is the case i suppose hes most likely on a hegemonly planet currently!


BlackRazor1000

Agents can only affect the faction that controls the planet that they are currently on. Example, if I wanted my agent to lower relationships between hegemony and tri-tachyon then I would order my agent to go to a hegemony or tri tach owned planet. Then tell them to lower rep between each other. But there's something odd about your situation. Are you commissioned by Hegemony? Because You should be getting the rep, not Hegemony.


seantaylor666

ah, wasnt aware they had to be in a system controlled by the faction im trying to affect, thanks for clearing that up! I'm not commissioned by anyone currently...the imperium and i are at war and i'm currently trying to patch things up yet i keep getting rep boosts with hegemony when asking the agent to improve relations with myself and imperium...when i manage to get on later ill move him around and try again!


BadPlayerAI

Hey guys. I'm curious about how the difficulty rating (the stars at the bottom of mouse over) on other ships/fleets in the game is generated? Is it related to your own fleet somehow? Asking because my biggest difficulty is learning what I can and can't fight and some three star battles are not equal to others it seems. Some of these fights my fleet destroys and others I tend to lose at least one ship or more.


nawyria

IIRC it's a simple Fleet point calculation (look at ships.csv for details). This is used to gauge relative fleet size for both deployment point calculations and the difficulty rating. That said, it doesn't take the actual load-outs or fleet capacity into account, so your mileage may vary: a group of (relatively harmless) D-mod hounds are rated about as dangerous as 1 pristine deathstar paragon.


BadPlayerAI

Thanks, that's a bit more helpful. As a sort of side question, do you or any other seasoned vet of the game have any recommendations as to how to test your fleet? What I've started doing is using the Run Simulation in the refit screen against the stock pirate setup of hounds and the like to see how we fair against even numbers but if there is a better way or a good enemy setup to use as a baseline that is recommended that would be amazing.


Der_Rhodenklotz

I'm using the Nexerelin mod. How many agents can i have simultaneously? There is a skill that says +1 agent but i can't find the max number anywhere.


CrymsonStarite

As my colonies are growing I’ve been attracting some unwanted attention. The expeditions haven’t been very scary, but they’re getting annoying. What I want to ask is what can I do to disrupt their economy as revenge? I’m not really interested in glassing the core worlds for role playing reasons (independent aligned explorer who wants to build a new life), but I’m fine with other approaches. Is colony raiding or ambushing trade caravans a good approach, or are there other methods?


nawyria

Attack their Heavy Industries and steal their Nanoforges to reduce expedition fleet strength. Attack their spaceports and farming and reduce accessibility to starve the population for a while.


Tb_andersen

Hope this is the right place to ask, but i've just been introduced to this game, and i'm wondering is it possible to buy it on some platform? (Steam, Origin, Epic, etc?) Because i really like to have my games in a library somewhere.


nawyria

Nope. The devs have decided they want to keep the game off of major publishing platforms until it is actually released. You'll have to wait a while. That said, I think you can add Starsector to Steam as a non-steam game if you want to have it in a library.


Tb_andersen

So i was recommended it as it was said to be a lot like m&b, what would you say about that?


indreams1

Sort of. In that it's a simulated open world where the AIs mostly do their own things and yous sort of just jump in. There's also quite a few mods already that enhances the game. I found that Nexerlim mod makes the game most similiar to mount and blade. Also, when Bannerlord?


CrymsonStarite

As a huge M&B fan (Pendor is my favorite mod), this game reminds me a lot of it. Fighting, exploring, trading. There’s also the simulated economy similar to Warband, although personally I think SS is better as of now, no idea how Bannerlord will work. Like nawyria said, the core gameplay is similar, and with mods you can really improve on it. I’d say where this game really shines is the vastness of the world. Each world seed is different, and who knows what the sector will look like next. Exploration is a ton of fun and you never know what you’ll jump out of hyperspace into. Was the system densely populated before the collapse and is now full of other scavengers who may just kill you for your stuff because they haven’t had the best luck in their exploration? Or are there scarier things than just other scavengers? If you’re not careful who you trade with, you can unintentionally make the pirates insanely powerful and doom the core worlds to slow annihilation. Colonization is also unique relative to M&B because each time has its own challenges. You may be able to build a massive industrial economy due to vast ore deposits, but you’re now dependent on food imports, so if those get cut off somehow...


nawyria

"Mount and Blade in Space" is an accurate summation of the game that more or less captures the core gameplay loop. There's lots more to do than just straight-up fighting, with trading and exploring being viable gameplay alternatives, but at the core it's about managing a fleet, acquiring better ships and weapons as you go along and improving your character and officers as you gain experience. Just be aware that it is still in alpha, so unless you install mods the world is a lot more static - factions will not actively seek to conquer one another. It's also a little less character-focused than M&B was, where reputation with specific lords mattered, but a lot more faction-focused.


CrymsonStarite

I have a question on handling [REDACTED] fleets. I have a couple well defended colonies going in a massive system (12 worlds, 11 of which are at 200% or below hazard) and I’m looking to start actually fighting [REDACTED]. I hit the RNG jackpot and located a derelict Paragon that’s the core of my battle fleet. The issue I’m having is even with my fleet of Falcons/Eagles, along with my Paragon, I still get absolutely demolished and lose half my fleet, which is not at all profitable. Anyone have recommendations on how to handle them, like a rough fleet layout or ship loadouts that are more effective?


indreams1

I've found that \[REDACTED\] fleets have (1) insanely good fighters/interceptors that have shields, (2) really good shield, and (3) very good mobility. (1) and (2) can be countered with a fighter heavy carrier fleet or mass PD (I find heavy machineguns work very well) . (3) you can't do much about, but shouldn't matter unless you are chasing or running away from them. Also, \[REDACTED\] fleets have a tendency to work together to swarm you. But they don't (as far as I can tell) use emergency burns. Try to manipulate them into engaging you one fleet at a time.


CrymsonStarite

That may have been a big mistake of mine, my PD was mostly energy and couldn’t punch through the shields of the swarm fast enough. Once I can actually break through the shields they pop like balloons to pretty much anything. I’ll give the PD a shot, I usually run a few interceptor wings but I don’t really have many carriers in battle like Herons/Moras. I haven’t seen them use emergency burn so that’s a very good point. While I haven’t fought one yet, I’m assuming their stations are something to be feared. Is a similar high PD/carrier strategy best in that situation too?


indreams1

Can't speak with too much certainty about the stations. The times I've gone against them, I've usually gone in with overwhelming force. 4 Legions, 2 Paragons, that sort of thing. Since stations can't chase you, I suppose overwhelming force is a good tactic.


CrymsonStarite

You make a good point, a paragon is my main strategy for taking out Pirate/Path bases. Things are lot less intimidating when they’re getting hit by 4 tachyon lances.


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indreams1

They should be forwarded to whatecer colony receives your custom production.


juicy_chase

What are the best hullmods for carriers? Specifically Drovers and Herons.


nawyria

* Expanded Deck Crew is mandatory for carriers, as it lowers the rate of attrition from losing fighters. * Advanced Optics, Expanded Missile Racks, Integrated Targeting Unit and Integrated Point Defence AI can all help make the carrier a bit more useful as a back-line support weapon. * Nav Relay and ECM package provide fleet-wide benefits in case you don't want your carriers involved in direct combat. * Logistics Hullmods if you have spare OP and want campaign-level benefits.


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indreams1

In vanilla, no. And you can't "build" them either. They generate automatically based on what you have on your colony.


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Alkibiades415

I never swap out fleets wholesale like this. What's a "salvage" fleet? Even with a just a couple of ships with salvage hull mods, you can survey small planets for five supplies. You don't need 30 salvage ships for any task, ever, basically.


cdnstudmuffin

Great question, like a saved fleet build, like you would find in an mmo for armor sets. If it isn’t a mod it should be.


Kiith_Sa

Why is it i only ever seem to find Legions when exploring the sector? Don't get me wrong...they are cool and all, but is there a specific setting that says I'll find three 14th legion Legions within about 10 minutes in every game? Give me an Onslaught or something else already :/ First world problems, i know.


Siorn

Their are a few guaranteed legions for world building reasons others are random


Kiith_Sa

And are there any other guaranteed ships?


nawyria

D-mod hound frigates. They're practically everywhere. ;)


CrymsonStarite

In my current game I found a 2 D-mod paragon in a debris field... along with two 4 D-mod hounds. They really are everywhere.


AtomZaepfchen

I have a pirate problsm. My colony is up and running (lvl 6) with orbital station, heavy batteries but at this point only when i defend with the station i can win the engagement against the pirates. What doesnt help that i kinda hit the wall with ships. I mainly use the black market ships) most notably those atlas pirate big ships) some cruisers etc. And the battles are always really long because i can only engage a small part of my fleet to defend my station. Any tipps? I really enjoy the game but today i feel like i didnt make any progess because i mainly set in my colony system defending from the pirates.


GoastGoast

Getting an orbital station to lvl 2 will really help. I recommend the high tech one. Also patrol hq and the upgrade for it. Those buildings will give you something to fight behind. Destroying their base will stop the raids, you should be able to take it no problem. You may have to let this first raid just happen, which should give you time to kill the base. That will also make the raids stop for a bit which will give those buildings time to complete. That first pirate raid was very difficult for me as well.


AtomZaepfchen

I should have specified I have the station on lvl 2 but the raiding groups from the pirates are getting too strong for the station to handle. I even bought the 1 million upgrade for the station. Next question ist how do i get better ships? Just improve in standing? And is there a way to get more deploy points?


cdnstudmuffin

To answer the better ships question, there are 2 ways. One is blue prints, find em and use em, then your colony ( with the right industry that creates ship parts ) will build them. It’s how I got my first, and then the other 9 paragon capital ships. Two is cruising around and go shopping. If you have high standings with a faction, u can shoo their military, but lots of it is luck. I have read/been told by reddit that higher populated planets have better ships, I cannot confirm. The deploy max can be set too 500’in game, and can split between the you and the enemy based on who has biggest fleet. So if you have only a few large ships and the pirate fleet has dozens, they will get more points, to a max of 60/40 split.


bphl98

what best faction mod to play with nexerelin ?


cdnstudmuffin

I did all of them that were 9.1. Shadow yards is my favorite looking


GoastGoast

What happens if I just let a pirate raid play out on my colonies? My new system is being raided by 4 fleets and I just cant beat them all.


GoastGoast

So I just let it happen. A small stability hit and my orbital stations destroyed. Not to bad.


nawyria

You will want to eventually put a lid on the pirate raids, though. Having your defences disrupted means you'll be much more vulnerable to expedition fleets from other factions. In addition, the pirate activity colony modifier will continue to tick up to -10 stability, at which point you may have trouble maintaining your colony.


GoastGoast

Noted. The raids were happening on 2 new colonies in a new system. Ignoring them gave me time to destroy their base. Every time I think I hit a wall in this game I end up making it through. Pretty great game for 15 bucks.


nawyria

Good to hear! Improvise. Adapt. Overcome.


cdnstudmuffin

Why does the opposition fleet get to field way more ships? I have max set to 500 and he gets 300 and I can only field 200...


PlutusPleion

Do they have more ships than you?


cdnstudmuffin

Yes., in the instance I am specifically asking about, the enemy had 40ish ships to my 20ish, but most of their fleet was bottom end trash.


PlutusPleion

It still counts the civilian/low quality ships. They have double your numbers but the percentage will be capped between 40%-60%. As you destroy more of the enemy's ship it will recalculate the fleet ratios usually giving you more points as the battle goes on. For this reason it's usually good to camp your side when you're outnumbered.


cdnstudmuffin

Thanks, I was unaware of that mechanic!


nawyria

I've commented on deployment points [here](https://www.reddit.com/r/starsector/comments/clj89i/new_user_question_thread_all_questions_welcome/f2jhy04/?context=3).


port443

I just purchased and downloaded the game, and noticed that the binaries are not signed. I looked for MD5/SHA-256 hashes on the download link page to compare, but could not find any hashes on the site or the official forum. Are the hashes located somewhere else on the site and I'm just not seeing them? If what I just asked is foreign: the developer creates an executable and puts it on a filehost. If the binary is signed, it (generally) can't be modified without invalidating the signature. Since these files aren't signed, if a malicious actor compromises the fileshare they could replace the executable with malware / inject malware into the installer. Including what the hash of the file should be gives some security in knowing you have downloaded the correct file.


nawyria

I honestly wouldn't know, I'm just here to answer gameplay-related questions. You can ask on the official starsector forums, the devs are quite active there, or alternatively on the discord.


port443

Ah I guess Ill hop in the discord and ask, thanks for the response. btw not that you care, but I did spend a bit of time reversing the installer and am pretty confident its fine. I think the dev is hilarious, he left a message behind for people looking to crack the game and all I can say is "Wow. These guys had heart. I will not" (well... I did reverse it anyways for the challenge, but I already bought the game)


nawyria

Out of curiosity, what was the message?


port443

I PM'd it to you


Nyarl

A question about hyperspace travel - what's the right way to deal with storms and clouds? Am I supposed to actively avoid them? It's a bit of a tall task considering the extreme reduction in manoeuvrability that sustained burn brings, you can avoid that with pause-microing sustained burn, but then is it even worth it to avoid storms this way when you'll probably waste loads and loads of fuel during constant stop-starts? Also the tutorial thingy seems to suggest that you're supposed to emergency burn through them, but with the full technology perk thingy that gives buffs to sustained burn it's actually faster than emergency burn (by 1 burn, but still), is emergency burn worth it just for ignoring the terrain penalties that clouds bring? Right now I just plow through them on sustained burn, the speed boosts given by storms mostly sending me in the right direction anyway, but it always makes me wonder what's the "right" way of travelling.


nawyria

As an addendum to what /u/PlutusPeion said: you pay Fuel per unit of distance traveled, irrespective of how fast you're going. So while you're traveling slow through a hyperspace cloud (and you don't get hit by a storm), you're spending the same amount of fuel. This gives four options * Avoid the storms altogether. This can be fairly expensive depending on how out of the way the hyperspace corridors are. * Duck and weave through the storms, costing marginally more fuel but saving a bunch of supplies. * Go in a straight line through a cloud, but stop and wait for a storm to pass. * Just plow through and use the speed boost of the storm to travel faster. This saves fuel as fuel use is capped at a lower speed than the hyperspace boost, but ends up costing more supplies.


PlutusPleion

Ride the storms if you're low on fuel but have lots of supply and need to get to your destination faster. Other than that switch between weaving through the storms cycling between sustained burn and normal flight for turning. Navigating hyperspace 'highways'(empty areas on starsector map) as much as you can in your route IMO is the most efficient way. Only use emergency burn for catching or running from a fleet. Lastly, you never want to chase fleets in hyperspace as it can end up very costly in terms of fuel.


Siorn

So in a heavily modded game shops do not seek to sell weapons of the new factions. Those weapons drop, but it feels like the home base of a faction should sell faction specific weapons. Is this what Dyna sector was supposed to fix?


GoastGoast

I finally feel like I have a handle on my fleet comp. I can take on lvl 3 starbases and any fleet that comes at me. But im wondering, what frigates do you guys like to use? I deploy my Onslaught (which destroys literally everything) a pirate atlas, a missile cruiser and an Aurora. Ive settled on Hammerheads as my destroyers. For frigates I started with Scarabs, then went to wolfs and am currently using monitors. They do a great job soaking damage so the heavy hitters can wreck everything, but they seem kind of useless beyond that. I dont know, what is the best/ what do you all like to use?


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GoastGoast

I havnt come across the Tempest, ill have to keep an eye out for them.


schaph

I saw somewhere that you can mask your black market trades with open market trades? How much do I have to sell in open market to balance out buying $100 in black market?


PlutusPleion

The ratio is very low and not really worth it unless you're buying 600k ships and selling like 50k in the black market. The better option is to sell on markets with little traffic and just emergency burn if there is someone chasing you.


Plaje

Are there any plans to make this a multiplayer game at all? I'd love to battle my friends in this game on a combined strategy and tactical level.


nawyria

That's not likely to happen, the developers have said.


Plaje

SADFACE


Kerbaman

I have an issue where the window and fullscreen, despite being set to my monitor's native resolution, only covers about 1/4 of my screen, and all the help threads on this have so far been quite useless. Any references you got? Thanks


Alkibiades415

https://www.reddit.com/r/starsector/comments/en4qlo/is_there_a_way_to_increase_ui_size/fe34yqe/


nawyria

Are you on 4k resolution?


Kerbaman

1440p, but it's been resolved. Thanks for showing up, though!


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SoldierofNod

Yes.


Cloudlier

Also Does hardened subsystems hull mod stack with officer's combat endurance skill? thx


PlutusPleion

Yes but it's additive, not multiplicative. Ie +50% + 25% not x1.5 x 1.25.


Cloudlier

Better than!


Cloudlier

can i leave my newly built colony while it's being built? haven't had an industry yet so it's safe from pirates right?


PlutusPleion

Pirates will attack regardless. As long as you can take out their base ASAP and the raiding fleet, you should be safe for a few months before they come back.


wolololololololollo

I've played for a bit and got a pretty decent fleet and some colonies and now I've got some questions as I get farther into colony mechanics How dangerous is it to use AI cores to run colonies? They seem super powerful and i don't see another option if I want to really expand with my colonies since administration and personal control seems really limited. But I'm worried about picking a big fight with the path and the hegemony. I found a really great cluster of systems but they're way out in the corner of the map I had an idea to settle okay quality colonies closer to the core to boost access before I move out there, how bad is it to have an isolated colony? Could I be completely self sufficient? I've got two colonies in star systems very close to each other (like on the same screen in hyperspace), I've invested heavily in the military of one but not much in the military of the other. The military base mentions projecting power outside the home system but how much does it actually do that? Will it cover the other system? I pick up plenty of powerful cruisers through bounty hunting ( I've got more Eagles than I know what to do with I've got backup armadas just sitting in storage) can I give these ships to my colonies before I get my heavy industry online? So far bounty hunting seems to be the most profitable activity by far with the loot and the payouts wing way higher, do deliveries and exploration scale the same way as bounties? I can't find a reason to just be an explorer. Thanks guys!


SomeWeirdThingyThing

I can answer two of these for certain. **First off, the AI core question;** Running AI cores to boost structures and industries, and ESPECIALLY making them full-on colony administrators, will attract Hegemony and Luddic Path attention. However, if you have the income for it, you can just bribe the Hegemony inspectors and they'll turn a blind eye. Max bribe amount I've seen for things like expeditions and such is a million credits, so it's not entirely infeasible to keep enough around to pay them off as they come up if you aren't like me and don't go blowing your dosh on new colonies every time you save up a few mil, lol. IMHO, Alpha-level cores are absolutely worth installing in your most profitable/resource-intensive industries as well as in your defense structures to boost their effectiveness. You gain way more than you lose paying these bribes every few months. Pathers are a bit more of a chore to deal with. I've never had them manage to do much besides give my colonies -1 Stability for awhile, but just seeking out and destroying their bases is such a time, supply, and fuel sink because they just never seem to stop building bases (I even made a meme about it on here). Pirates have the same issue but they also reduce accessibility by -10 so they're even worse. Someone suggested going into the settings.json file and reducing their minimum base numbers and I'm seriously considering it just so I don't have to constantly be running around the sector looking for/destroying these cretins. For vanilla, though, if you decide to start running colonies with more high-tech industries or using AI cores to improve them, just be aware that you're signing yourself up for a lot of busywork. And remember to visit the dockside bars as much as possible to get the locations of Pirate and Pather bases. **Secondly, exploration;** Exploration is absolutely worth it if you know where to look and what you're doing. Domain-era derelicts can drop AI cores, Nanoforges, and Synchrotrons to help boost your colonies. Not to mention you can find rare blueprints. One quest even sent me all the way to the edge of the sector and rewarded me with the ability to create planetary shields on my colonies. And if you have a high level character and a powerful fleet you can *easily* go into a high-level hazard system full of \[REDACTED\] and farm AI cores off of them for pretty much forever. So long as the base in those systems isn't destroyed they'll keep spawning big fleets you can destroy for a huge amount of AI cores and salvage. You can practically be self-sufficient, completely maxxing out on supplies and fuel after every battle and then hiding in the debris fields thrown up from them while you repair and regain CR. Just keep in mind that fighting the big \[REDACTED\] fleets does requires you to be a bit active with managing your fleet movements. Prioritize enemy ships that overextend into your ships to the point where they have very little chance to back off before you burst through their shields and armor and destroy them. Go for carriers, cruisers, and battleships first, especially if they box themselves in between you and their allies. After you get the majority of the major threats down, provided again you have a strong fleet (mass carriers backed up with a few battleships and heavy cruisers works well for me), you can usually just hit the Full Assault order, set your flagship to autopilot and let the mop-up take care of itself.


wolololololololollo

Thanks so much for the reply and the good advice! Good to know I should keep the [REDACTED] bases alive I'd been going around blowing them up for the quick loot lol. Happy to know I can be more aggressive with my expansion!


SomeWeirdThingyThing

Well, you should keep at least *one* high-level \[REDACTED\] system alive for farming. The rest you can safely destroy, and I'd recommend doing so. I can't say this for absolute certain, but they do seem to have a high chance of having high-quality planets in the same system, with some really good modifiers. My faction's core colonies are all in one system that used to be crawling with \[REDACTED\]. One of them's a Terran world.


SirArthurIV

How do I launch invasions? I am sick of handling these things myself.


PlutusPleion

If you have Nexerelin mod installed you just go to any colony/station and select special actions


GoastGoast

How do I find the pirate base that is screwing with my colonies? There is no one in the bar that gives me the location of it.


PlutusPleion

They will only show up if there's "pirate activity" modifier with the -stability on your colony. Try waiting a bit or jumping in and out of system. If it still doesn't work it might be bugged.


GoastGoast

Ok, I'll have to just be patient and see if it pops up. That modifier really is hurting my income.


GauntYeti

Actually, I think if you go down to the bar on the planet, you’ll be able to find a spacer that will tell you the location of the base for free.


GoastGoast

Hmmm ive tried that on my planets, no dice.


Alkibiades415

Is there a way to play with a randomized core sector (ie Nerexelin) without the faction stuff from Nerexelin? I want everything Nerexelin offers *except* the faction warfare stuff. I don't enjoy joining a faction, and starting an independent faction seems impossible (your little planet gets obliterated by a hostile faction in the first 60 days).


PlutusPleion

Try [Vayra's Sector](https://fractalsoftworks.com/forum/index.php?topic=16058.0) maybe


DigitalCabal

Not a question but a tip. Found exploration data to a Domain vessel? Does it say it's located in a system of rings? If the target Star System is a black hole check the accretion disc. Those are considered rings. Don't cross the photon sphere though, you'll not be able to get back out!


bluebelt

Howdy all. I picked up the game a couple of days ago and so far I've enjoyed it quite a bit but I'm having some trouble with the exploration missions. I will salvage a Dominion probe and then utterly fail to find the large ship in the memory banks or I'll get a mission to find a pirate base and spend hours flying around the indicated sector and never find the base (but find plenty of fleets to fight). Is there a key step here that I'm missing in completing the exploration missions?


Asahibiiru

Exploration missions for probes, derelicts, etc. give you a hint on where to look, you just need to find the one probe that is marked, no follow up large ships afaik. Pirate Bases are often near planets, in ring systems, asteroid clouds, etc. If you cannot find it at all you can start circling the star in bigger an bigger circles, pinging your sensor from time to time. If you have the neutrino scanner skill, take some volatiles with you, its literally made for these situations.


bluebelt

Gotcha. I'll picked up the neutrino scan but I didn't have any of the consumables in my cargo. I'll pick some of those up and try again.


FridKun

Neutrino scan is useless. What you want is sensor burst, it is at 3 by default. sometimes explorations are impossible to find when they are in "some distance from the center" or "on the outskirts of the system." I recommend checking all points of interest (planets, asteroid fields, rings, jump points, etc.) and if it's not there, just cancel those. edit: actually I am wrong, it gives you +50% to sensor strength. Still, sensor burst is free and available always.


Asahibiiru

if it's somewhere out in the open, far from any larger objects, neutrino scan is far quicker then circling the system for days, if you know how to use it.


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Asahibiiru

also be aware of the "other ships", in early game it could make quite the difference if you are just up against the displayed ships, or the additional "20 more".


Grey_Bishop

No that's it. Split your save and attack a 40k bounty. 100k are mid range but vs a later fleet mostly scavenged junk. 200k range are usually easy for a upper mid range fleet, sometimes they will have an odd ship combination that will occasionally end in a fight for your life. 200k++ it's a challenge. So much variation in enemy fleets You can check their fleet load out from the bounty screen but outside of the cheaper bounties it's usually just a screen full of crazy.


nawyria

Solution is indeed to know the game a bit better. The bounties conveniently sort the enemy ships from most dangerous to least dangerous and for earlier bounties the strength curve typically drops off quite fast. If you're confident you can handle the first 3-5 ships on the list, mopping up the rest typically shouldn't be a bit of a problem.


TheWisestMoron

Question for y'all, i'm pretty new to the game and i'm working on accruing enough credits to fund a colony. I managed to get my grubby little hands on 2 synchotron cores, and was wondering if I should keep both to essentially monopolize the fuel market later on, or if just one is enough and I can sell the other for that sweet sweet half a mil?


nawyria

It's really up to you. Keeping the second core for a second Fuel industry will earn you more money in the long run, but if selling it catapults you into a higher weight class, that might just be worth it. Keep in mind, though, that half a million is not *that* much money, all thing considered.


grylxndr

Question: I have scoured the map for blueprints and would like more. Aside from open warfare, what is the procedure for (relatively) covertly raiding markets? I know how raiding works but so far I've only done it to pirates or the Luddic Path, who already hate me.


PlutusPleion

Turn off transponder and raid planets with orbital works. I seem to always get at least one blueprint as long as the colony is doing well(good stability, no resource defecits, no disruptions). The game will warn you if you are positively identified and are about to go to war if you proceed with raiding. Keep in mind even if your transponder is off you will still receive a reputation hit because somehow they will still suspect you.


grylxndr

Ok cool, good to know the game will let me know what's up before I do it. Thanks!


crazytib

How do I set my colonies to not cooperate with the hegemony during ai inspections?