Shiver Me Timbers! Blow Those Pirates Up | Incomplete Guide to Starsector (0.96a) Ep 15

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  • Опубліковано 8 вер 2024
  • Today, we discuss how the colony threats and hostile activity features work, and how to mitigate them. Pirates have been (lightly) harassing our colony, so we head to their home and teach them a lesson! But first, of course, we shop at their malls and engage in a little light shoplifting with the help of about 300 marines. No biggie. Then we do it again to another pirate base, just for good measure! We also walk away with some new ships to outfit for future battles with stations!
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КОМЕНТАРІ • 40

  • @finkle11
    @finkle11 10 місяців тому +2

    What an action-packed episode! Great strategy on the pirate bases. I usually just face plant my fleet against a Starbase lol

    • @Kurazarrh
      @Kurazarrh  10 місяців тому +2

      Hey thanks! Glad you enjoyed it! Pirate bases are pretty doable as long as you have 3-4 cruisers with decent shields and\or armor. If you're struggling with pirate bases and have that kind of fleet, it might be your individual ships' loadouts. ;)

  • @gilgamesh7084
    @gilgamesh7084 2 дні тому +1

    This Condor has 'F it we ball' attitude about its ability to not die instantly... I hope that by the time I reach the end of this playthrough that it has either died gloriously one last time or gets a reckless officer for the meme

    • @Kurazarrh
      @Kurazarrh  День тому

      Oh the poor Condor. It gets roughed up a lot in this series! XD

  • @TheyCalledMeT
    @TheyCalledMeT 3 місяці тому +1

    7:30 and to add to that, there's a hullmod which makes all non assault / missile weapons point defense, granting the bonus to those too

    • @Kurazarrh
      @Kurazarrh  3 місяці тому

      The downside is that most of them don't make for good PD. They tend to have slower turn speeds while firing and have trouble tracking anything not coming straight at the ship.

    • @TheyCalledMeT
      @TheyCalledMeT 3 місяці тому

      @@Kurazarrh i haven't tested wether or not those guns are primarily used as PD or regular weapons once you installed that hullmod. if the guns just act as PD if there's no ship in range, that's no prob

  • @nemergix1707
    @nemergix1707 Рік тому +4

    if you think the condor keeps dying in idiotic ways, get an agressive officer and assign it to escort other ships, preferably some as slow as the condor

    • @Kurazarrh
      @Kurazarrh  Рік тому +1

      Aggressive officer on the Condor? Hmm.... sounds counterintuitive, but sometimes that kind of solution actually works. Thanks for the idea!

    • @dr_trello5574
      @dr_trello5574 10 місяців тому +1

      @@Kurazarrh Yeh i noticed that its only after they take a bit of a beating that they properly pull back behind whatever ship they're meant to be supporting. Realised this when i had the idea of using the pirate Prometheus and smacking 2 paladin pds, ITU and Point defense ai hull mod. It tried to share flux with the ship it was escorting but after a slap on the wrist with some missiles it promptly fell back, only lucky it had enough armour and hull to survive pulling back tho.
      I know this is old but for future players that's what's worked for me so far

    • @Kurazarrh
      @Kurazarrh  10 місяців тому

      @@dr_trello5574 Yeah part of the issue was that I set the fleetwide doctrine default behavior to "Aggressive," which made the Condor liable to just go and face-tank enemies.

  • @LuisEdGm
    @LuisEdGm Рік тому +6

    The AI does feel a bit wonky in 0.96, large phase ships (doom) act more cowardly, doing nothing at the edges of battle instead of doing hit and runs, while some weaker frigs and destroyers act super aggressive, happens a lot with my carriers, they for some reason feel the need to go melee

    • @Kurazarrh
      @Kurazarrh  Рік тому +4

      Yeah, I kind of feel like the AI has actually gotten worse over time. I first started playing at the tail end of 0.91, and the AI seemed pretty fine. The AI in 0.95 was, I think, the best so far, and then it got somewhat worse in 0.95.1, and noticeably worse now in 0.96. Drives me nuts. I've been having to micromanage even my faster cruisers against pirate/pather bases. In another playthrough, I've got an Eradicator that I have to deploy a good 10 seconds after everyone else. If I don't, it burn drives straight for the base, gets overloaded instantly, and then I have to tell it to retreat if it manages to survive. >.< I definitely feel like I have a lot less control over my fleet than I did in 0.95.

    • @atomic_bomba
      @atomic_bomba Рік тому +3

      @@Kurazarrh It has a lot to do with weapon-groups. The automatic fitting sometimes encourages ships to be more aggressive than they normally would be. The AI is constantly calculating a flux cost/loss analysis, and it can sometimes do *very* stupid things simply out of not being able to read the situation like a person can.
      You’re right about that though - it has gotten worse over time. But Starsector is still in development, and I don’t blame the developers for focusing on actually fleshing out the world before anything else.

    • @Kurazarrh
      @Kurazarrh  Рік тому +1

      @@atomic_bomba Weapon groups, you say? I'll have to look into that. Should I be splitting them up more?

    • @atomic_bomba
      @atomic_bomba Рік тому +2

      ​@@Kurazarrh Other way around! The more simple you make it, the easier it is for the AI to decide what to do.
      Example: The "primary" weapon of any ship should *ALWAYS*, _ALWAYS_ be in the first weapon group slot; i.e, what you would press "1" to use. Missiles should come next, and any auxiliary guns after that.
      Generally speaking, linking them in order of damage type (high explosive > kinetic > fragmentation > energy) will net better results.

    • @Kurazarrh
      @Kurazarrh  Рік тому +1

      @@atomic_bomba Hmmm... I haven't read anything saying that the weapon groups' numbering actually matters, as long as they're grouped correctly. I'll give it a shot next time I get to play! :) Thanks!

  • @LuisEdGm
    @LuisEdGm Рік тому +2

    I feel bad for Easy Target, the poor thing needs to retire

    • @Kurazarrh
      @Kurazarrh  Рік тому +2

      Haha yeah... what I REALLY need to do is to stop forgetting to set my fleet doctrine aggressiveness back to "Steady." >.>

    • @LuisEdGm
      @LuisEdGm Рік тому +1

      @@Kurazarrh If you had the Starship Legends mod on that ship would probably have the "cursed ship" reputation by now

  • @PolRP
    @PolRP Рік тому +2

    Nice video ❤

  • @petervitale4431
    @petervitale4431 Рік тому +3

    I can never seem to get point defense weapons to fire at enemy ships, only fighters and missiles. How does that make those machine guns useful on the Hammerhead? Maybe I'm just doing something wrong, I just thought point defense was only for that and not dual use.

    • @Kurazarrh
      @Kurazarrh  Рік тому +1

      I'm not 100% sure, but I think only certain PD weapons will attack things other than missiles and fighters--and they generally prioritize those over ships if any are in range. Pretty sure the burst PD lasers won't, to conserve charges. Not sure about vulcans, but their range is so tiny you'd be able to kiss the so you're trying to shoot anyway. But machine guns are pretty commonly used for this--you just have to have a pilot with the elite PD skill to make their range a bit longer.

  • @PopelPL
    @PopelPL Рік тому +2

    reckless would be great for monitor :D

    • @Kurazarrh
      @Kurazarrh  Рік тому

      It might, though I can't figure out how to get it to stop dropping its fortress shield. It goes in and tries to use its flak cannons as main guns, and I'm like "No, just sit there with your fortress shield up and do NOTHING!" lol

    • @PopelPL
      @PopelPL Рік тому

      @@Kurazarrh harass doesn't do?

    • @PopelPL
      @PopelPL Рік тому +1

      @@Kurazarrh ahhh, and also ... no additional weapons but build-in flak

  • @freezstyler106
    @freezstyler106 Рік тому +3

    what actually happens when your fleet runs out of fuel does the fleet simply fly very slowly?

    • @Kurazarrh
      @Kurazarrh  Рік тому +3

      Bad things! Haha. Your fleet will drift toward the nearest gravity well, and then you're stuck in that system until you find enough fuel to get out, use the Distress Call ability (and hope someone nice comes to rescue you), or your fleet implodes, in which case the game starts you off with a fresh junker fleet back in the core worlds. All in all, it's not the end of the world, but it's pretty nail-biting!

    • @freezstyler106
      @freezstyler106 Рік тому +1

      @@Kurazarrh can you simulate this?^^

    • @Kurazarrh
      @Kurazarrh  Рік тому +4

      @@freezstyler106 You want to see what happens when you run out of fuel? Hrmm... Maybe. I've already recorded a bit ahead, so it won't happen soon, but I'm sure I'll run out of gas at some point... lol

    • @atomic_bomba
      @atomic_bomba Рік тому +2

      It’s actually kinda rigged - the first distress call you use is guaranteed to get a response within 1-7 days. Every time after that is less and less. Despite this, a lot of players completely miss help, because they don’t know you have to be at the inner-most jump-point of a star for it to work.

  • @tehNashty
    @tehNashty Рік тому +2

    Pretty sure I didn't understand any of that. I guess you didn't do the lobster thing?
    I feel you did pretty good, but not sure why...

    • @Kurazarrh
      @Kurazarrh  Рік тому +2

      The lobster thing? Oh, where you take 1,000 Volturnian lobster to Kanta? Yeah, haven't done that yet! We probably will, since I want to cover how to manage/permanently fix your colony's problems in the long-term. Don't want to do it TOO soon, though, because then colony management becomes kind of boring! lol

    • @tehNashty
      @tehNashty Рік тому

      Cool beans! I hear it's hilarious, not sure why...

  • @Bluewave10146
    @Bluewave10146 10 місяців тому +2

    Why max oeplay only 160 of 400 ? ,,, I did set 400 in settings 😢

    • @Kurazarrh
      @Kurazarrh  10 місяців тому +1

      400 is the TOTAL battle size, which gets split between you and the enemy. The amount of deployment points you have at the start of the battle is dependent on how large your fleet is, how many officers you have (and what level they are), and whether you have the Best of the Best skill or not. If it's a large enough battle, you can capture points on the map (Nav Buoys, Comm Relays, and Sensor Jammers) to gain more deployment points to bring in reinforcements. But even with a battle size of 400, you'll cap out at 240.

    • @Bluewave10146
      @Bluewave10146 10 місяців тому +1

      @@Kurazarrh oo ok me and the enemy. share points,,
      i not like share points,, and tks you for fast reply