Starsector Modded 2 - Phros's Big Score

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  • Опубліковано 6 жов 2024
  • Money is a huge problem if you don't setup a dedicated smuggling operation. Can I get around it without giving in to the alure of Fizzy Drinks and Happy Meals?
    Modlist:
    Feature Overhauls:
    [0.97a] Second-in-Command by Lukas04
    MegaMods:
    [0.97a] Nexerelin by Histidine, Zaphide
    [0.97a] Ashes of The Domain by Kaysaar
    [0.97a] Industrial.Evolution by SirHartley
    [0.97a] The Knights of Ludd by Selkie, Dal, Starficz, P.M.Damon
    Content Expansions
    [0.97a] More Hullmods by PureTilt
    Faction Mods:
    [0.97a] Luddic Enhancement (New Version Ed. 1.2.6e)
    [0.97a] Hazard Mining Incorporated (Maxwell Fiddling Ed., 0.3.8c)
    [0.97a] BigBeans Ship Compilation
    [0.97a] Diable Avionics-Joestar edition v2.9.2b
    [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)
    [0.97a] Everybody Loves KoC
    [0.97a] The Asteroid ship pack 1.4d
    [0.97a] Scy v1.8.3
    [0.97a] Interstellar Imperium 2.6.4
    [0.97a] Underworld 1.8.3
    [0.97a] Ship/Weapon Pack 1.15.1
    [0.97a-R7] Salvage Ship Expansion v0.4.5
    Portrait Packs:
    [0.97a] Marvelous Personas by Captain_Dingaling
    Misc Mods:
    [0.97a] Fleet Journal by Ontheheavens
    [0.97a] Perilous Expanse 1.4.0 - Dangerous and Dynamic Exploration
    [0.97a] Persean Chronicles, a quest mod
    [0.97a] Too Much Information 0.98a BETA
    [0.97a] Terraforming and Station Construction (v9.0.10)
    [0.97a] Starship Legends 2.5.2
    Utility Mods:
    [0.96a] Autosave v1.2b (released 2023-05-05)
    [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
    [0.97a] Detailed Combat Results v5.4.1 (2024-07-15)
    [0.97a-RC11/0.96a-RC10] Mikohime Java 23
    Libraries:
    [0.97a] Crew Replacer by alaricdragon
    [0.97a] GraphicsLib by Dark.Revenant
    [0.97a] LazyLib by LazyWizard
    [0.97a] LunaLib by Lukas04
    [0.97a] MagicLib by Tartiflette, Wispborne
    [0.97a] Particle Engine by float
    [0.97a] RetroLib by SafariJohn
    [0.97a] Variants Lib by itBeABruhMoment
    Special thanks to everyone who has supported me through my Ko-Fi! (ko-fi.com/phros)
    My Discord: / discord
    Second Channel: / @phrostoo

КОМЕНТАРІ • 34

  • @roryr8
    @roryr8 20 годин тому +4

    Talking through your decisions really makes the video for me!

  • @tymvas
    @tymvas 20 годин тому +10

    The issue with Starship Legends is by default your ships will get negative quirks if they eat up hull damage, which given, your playstyle, will end up with you having you ships laden with negative quirks. You can change the weighting by editing the mod config file.

    • @netherane
      @netherane 13 годин тому

      This is why I hate the mod. It de-incentivises taking tough fights, and using armor and hull to tank.
      My ship should become MORE legendary for surviving in 10% hull but killing the entire enemy fleet, but instead your going to give me like -13% speed?! Gtfo, such an incredibly mechanic.

    • @Phrosphor
      @Phrosphor  10 годин тому +1

      I guess the question now is can I remove legends without breaking the save?

    • @mckitten9643
      @mckitten9643 36 хвилин тому

      @@Phrosphor You can't remove it, but the mod has an option that disables all features in-game that you can use instead.
      But i recommend keeping it, it gives ships a lot more character. While it can be a bit disappointing to get a negative mod that hits hard, it's equally nice to hit a great positive mod (like +flux on a Wolf or shield durability on an Omen). It also gives you a reason to shop around for ships later on, replacing ones that got particularly bad mods. Otherwise, you usually hit your optimal fleet quite quickly and don't change much after that.
      The mod is also supposed to be more balance neutral than just ships gaining power with XP (look at progressive S-Mods or Ship Mastery System if you're looking for that), which is why the negative mods are important to offset the positive ones. There will also be opportunities to change or even remove negative mods, if the ships survive for some time and the crews gain loyalty. And finally, you can always adjust the settings to reduce the number of negative mods if you want.
      A final note: since you have LunaLib in your modlist, you'll need to change the mod settings for Starship Legends in the main menu of the game with the LunaLib mod editor. The config file in the mod folder is only used if you don't have LunaLib, so changes there won't work for you.

  • @starshine_project
    @starshine_project 21 годину тому +2

    stumbled upon this channel and seems like a gem! seeing a lot of games i really quite like

  • @hev360
    @hev360 14 годин тому +1

    Didn't expect the second part to come out so soon, great to see! And of course commodities in this game is so core to the gameplay, you did choose a rather tough start with only a single phase ship., but still excited to see how you deal with it. Selling those ai cores were huge

  • @jonber9411
    @jonber9411 18 годин тому +4

    Get yourself the dram and the tramp. Compensate the drams smaller cargospace by giving it expanded cargo holds modspec. If you want to earn bigger cash, make a blackmarket run with "fizzyjuice" or heavy weapons. The modspec insulated engines is great when smuggling, makes you ships sensors profile smaller. Otherwise save the cash for a more potent frigate or destroyer upgrade 🍌

    • @ShinMail6164
      @ShinMail6164 9 годин тому

      Great Idea

    • @imperialus1
      @imperialus1 7 годин тому

      I think he is trying to avoid smuggling, but otherwise good advice. Adding expanded cargo holds kinda across the board is a good idea at this point.
      It is also possible to turn a profit trading on the open market. I believe it is F1 on the map screen will show you commodity prices and if you can find a place with a shortage of something near an inexpensive source for said something you can pull it off, even with the 30% on both ends. Bit of a slog though.

  • @mckitten9643
    @mckitten9643 14 годин тому

    Always great to see more StarSector! Just started a new playthrough myself, first time on .97, took time until all my must-have mods were up to date. Also great to see you have SRA in the game, it's a great mod faction and the Mimir is my absolute favourite player ship out of hundreds i've tried. (Because of the look, the fantastic mobility & ship system, not the lolcannon)
    Let me suggest a few QoL mods you might consider adding to this game:
    Advanced Gunnery Control, Leading Pip and Weapon Arcs all improve weapon handling. AGC lets you set behaviours for the AI controlled guns of your ship, Weapon Arcs lets you display range and arc of your weapon groups and leading pip adds just that to your current target.
    Fleet Size By DP is something that imo should be in the vanilla game, it changes the game so that various limits on your fleet are determined by total DP, not number of ships. This makes fleets of many small ships a possible playstyle much further into the game.
    Stellar Networks is a great UI improvement for the intel menu
    QoLpack has many QoL changes that can be individually configured

  • @overboss9599
    @overboss9599 20 годин тому +1

    the barren planet just outside the asteroid belt would've been a veritible treasure trove, unfortunate you didn't check it before you left. there's also a domain era probe to scavenge in galatia, pretty sure it's 'north" on the system map, you would use sensor burst to find it.
    oh, hey you found the probe.

  • @EvelynNdenial
    @EvelynNdenial 14 годин тому +1

    gotta get some torpedoes for that phase frigate. nothing more satisfying than hitting a cruiser in the ass with reapers and one-shoting it.

  • @ShinMail6164
    @ShinMail6164 21 годину тому

    Man, these episodes are coming out fast and furious

  • @overboss9599
    @overboss9599 20 годин тому +2

    should be a free dram in that scrapyard, along with some more combat ships. they all have Dmods of course, but given your current situation, the bright and shiny hulls are really beyond your reach. as for what you should do next, given that mod you downloaded that makes exploring basically impossible, I suggest you pick up combat trading, which is to say selling goods in systems that are experiencing turmoil. also, always check the bar for the "concerned trader" as they offer shipping contracts that can pay well. one other suggestion, i always slap either expanded cargo holds and efficiency overhaul onto my freighters, or a converted hangar. the first one makes them pretty good at hauling, the second gives them a snowballs chance at actually making it out of a retreat situation.

    • @darloth
      @darloth 18 годин тому

      It doesn’t make exploring impossible at all - it actually adds loads of ways to get fuel out on the frontier, but you can no longer guarantee long runs with only a single tanker. I think it comes with fuel scooping built in, so you can stop off at a nebula for pretty good efficiency supplies to fuel conversion, or any star for bad efficiency conversion but enough to get you home maybe. There’s caches to find on planets and trades to make and all sorts of things too.

    • @overboss9599
      @overboss9599 18 годин тому

      ​@@darloth hrmm. I'll take your word on that as I've never used that mod. don't think it's something i would add to my playthrough, but it might be interesting. still think he might want to build up a nest egg before wandering out into the void though.

    • @darloth
      @darloth 17 годин тому

      @@overboss9599 I wasn’t sure I’d like it either until I tried a play through with it, and it really added a lot of feeling of distance to the overworld. Because it makes fuel so much cheaper in the core systems you can do short hops without worrying about frittering away fuel in hyperspace so much, but because fuel costs ramp up with distance it makes the sector effectively a lot larger without actually being any larger, but you can set up (or find!) waystations along the way, which makes exploration and expansion feel more meaningful. It absolutely makes exploration harder and require a little more planning (or at least bringing extra supplies), but since before you could stay out with a dram or two and a small frigate fleet for months and months, I was fine with that.

  • @CoolSs
    @CoolSs 18 годин тому +2

    34:02 we can call them the "rimworld special"

  • @lordmummie
    @lordmummie 21 годину тому

    Been waiting for this!

  • @tylerphuoc2653
    @tylerphuoc2653 11 годин тому

    Oh yeah, I see that you are reading the UI and mistakedly thinking "I have enough" when the text is orange; if it's yellow, the statistic is highlighted but not made worse or insufficient. Usually, orange means d-modded or noticeably inefficient, as a rule of thumb, while green means the opposite.
    For ship statistics, it will usually show you the final total after modifiers, _not_ the base value. A (+/- x) next to a ship modifier shows how the base has been changed, but it does not affect what the final total looks like.
    To sell AI cores, you land at stations or settled planets and open the comms menu, where you find the station/planet head administrator and tell them you have AI cores to return. Certain factions will give more of a reputation bonus or more of a monetary bonus in return for the AI core(s).
    Also, usually you have two opportunities to salvage after large enough ship battles. First, from the wrecks directly after the battle, and then from the resultant debris cloud created by the fighting.
    All this starter info can understandably look daunting at first, but you can quickly get accustomed to it after applying them for a long enough playthrough.

  • @spiritofconfusion4460
    @spiritofconfusion4460 16 годин тому +1

    Try the afflictor phase ship with anti-matter blasters, it is incredible.

  • @Sloppyllama
    @Sloppyllama 7 годин тому

    One Happy Meal please, with the Fizzy Juice.
    Super Size Me.

  • @netherane
    @netherane 13 годин тому

    0:31 fizzy juice and happy meals?! 😂😂😂 just about spit out my food
    I’ve actually never done smuggling for money off the start. It’s always been exploration and combat missions.
    I take down bounties over my fleet size by repeated engagements. Fight right up until I have enough Peak Performance to retreat (or I’ve killed enough to safely flee), retreat, and then force a re-engagement. This way I am losing minimal CR, but can wear down the enemy over multiple fights.
    I cant remember exactly how peak performance DOESNT reset, but I think it resets after each engagement. IE if you fight, and they run, and you force another fight, both of your Peak Performance resets, but your CR stays the same.

    • @netherane
      @netherane 12 годин тому

      11:50 missiles dont load between engagements in a battle. It has to all get wrapped up before your missiles are resupplied.

    • @netherane
      @netherane 9 годин тому +1

      22:05 considering you just threw four beam weapons, and one of them is anti-shield (quite rare for beams), high scatter amp would have been an excellent addition the to starlight. Yes itd have shorter range, but the wolf-class can phase jump to get into and out of range easily.
      In conjunction with the alpha of the heavy blster from your wolf-H, or another alpha weapon you equipped, could be a great 1-2 punch

    • @netherane
      @netherane 9 годин тому +1

      26:16 if you change velocity or direction during burn-in it cancels it. I generally try to “hands off” my keyboard before the burn-in finishes.

    • @netherane
      @netherane 9 годин тому +1

      25:57 because at the station you repaired before un-mothballing. Station repairing restores CR as well, so you ended up leaving the starlight wolf to slowly build-up instead of instantly via station repair.

  • @Showdowguy
    @Showdowguy 20 годин тому

    The Shuttle has to be the fleet Skyranger

  • @CounterfeitDuck
    @CounterfeitDuck 19 годин тому +2

    24:43 Did they make plot armor into a resource?

    • @tymvas
      @tymvas 18 годин тому +3

      Exactly. Though story points can be used for a lot of *different* things, that's just one of them. Yourself and your crew are supposed to be kind of a big deal skill-wise in universe so the story points help convey that part.

    • @CounterfeitDuck
      @CounterfeitDuck 18 годин тому

      @@tymvas This game gave me some Space rangers vibe, but this aspect of it is exactly opposite. World of Space rangers doesn't revolve around the player but player is the same part of world as everyone else. Game doesn't even need player to complete the main quest. The only thing stoping NPCs from doing it is difficulty. But I heard that in the latest revision of the game that aspect is lost to the new quest line while other versions of the game are not officially available due sone license violation in development. 😢

    • @Phrosphor
      @Phrosphor  10 годин тому +4

      My thoughts on the Story Point system. I think it is less of 'You are the protaganist' and more - here is an opportunity to influence the narrative by doing something exciting. Yes I dodged the fleet using a story point, but I only have 4 and there are a lot things I can use them for so it's a very precious resource. You can use them to 'bake in' hull mods to make them extra powerful for example - or recover a ship that normally wouldn't be salvageable. Arguably dodging a fleet is a terrible use of a point.

  • @lateralus6512
    @lateralus6512 17 годин тому

    I like the idea of this game, so eventally bought it, but I just can't get into it. I'm not sure why. I read lots of guides and watched plenty of helpful youtube videos. I guess it's just not for me.