Starsector console commands not working12/3/2023 ![]() Ships will get hit, have high flux, pull back and then push forward again. Most battles, if they don't plunge into chaos, will have an ebb and flow of powers. If you do pilot a ship, use a fast one and be opportunistic. Pause the game and check the map often, as you probably already do since you don't pilot a ship yourself. Especially the slow, forward firing ships might get cornered even with escorts. ![]() The AI is better with some ships and weapons than others. It is easy to lose reckless type officers if you don't watch them carefully. Officers enhance ships a lot, but observe their character (aggressive, timid) and learn a bit how they behave. You can use two spots for larger fleets to keep them from clogging up too much. Make sure all ships you want to attack a target actually have the arrow indicating this order.ĭefend Orders at any spot on the map (not on a ship) are great if you want you ships to stay and fight in one certain area without splitting up too much. Select actual ships per order, instead of just giving an order - without selecting, the game itself might select a number of ships for a task but not all of them. It takes time to get a feeling for it, but there are some tactics that can generally make things easier for you: Place buildings an show the changes to income, stability, access etc.Combat, and the AI are difficult to master. Select a search result and load it into the industry planning screen. Now you can search and get a result of the most fitting systems sorted by number of resources available. Select the number of colonies first (X or X-Z or "up to Z"), select gates, stable locations and add the resources (or industry) you want, but don't tie them to a specific colony, only to the selected number of planet in the system overall. Maybe disconnect the system / planet search from planning the industry? It's irrelevant if my colony makes 150k or 200k, it's more important that it grows at a decent rate, has all potential resources and can defend itself. Income comes with all of the above and can be fine tuned later. When I search for a system to settle in, I look for resources first, then hazard ratings and planet modifiers (for industry items like mantle bore) and number of planets (defense). ![]() If I add industries and I have planets with great resources, but not the right combination or not the right planet modifiers for the selected industries, I could miss out of a lot of otherwise great systems. If I add 5 colonies, I could miss a system with only 4 but godlike planets. Optimizing a system that I have already chosen works great, but how do you go about finding a system. That way we can see what industry we can build with the overhead or need to build to fulfil the in-faction supply. One of the most important info to plan industry placement, the local resources, can only be seen in the search screen, when you put your cursor over the planet type.Įdit: Would be helpful if you could add the total for production and demand in the search screen (left of the total Income). changes on the same screen, when we chose a building. It would be great if we could select a search result and "load" the stats into the industry planning screen, see the resources and modifiers and have the income, stability, access etc. Today I used your tool to plan my settling order as well as verifying and tuning my industry placements. Yesterday I spend a few hours making plans for my colonies, trying to decide which of two systems I want to settle in. I love to theorycraft and often spend more time making plans and filling out excel sheets than actually playing. For example, here are the colonies GrumpyThumper built in his Zero To Hero videos. I've tested it with vanilla Starsector 0.95.1a-RC6 save files.īy the way, you can also use it to share colony builds. It'll only show fully-surveyed planets by default, but you can configure it to show spoilers as well if you want to. The search results are sorted by profitability, but you can also see statistics like stability, fleet size, ship quality, and ground defenses. So it can help you decide whether to colonize a nearby planet with a low hazard rating or a more distant planet with more resources or better conditions for special items, for example. It factors in accessibility, hazard rating, planetary conditions, structure configurations (improvements, AI cores, and special items), administrators, cross-faction imports, and the demand for commodities in your economy. I tried to make the simulation as accurate as possible. It lets you specify how you want to build your (size-6) colonies, then reads your save file and simulates those colonies on planets in your sector, showing you how they'll turn out. I developed a web app that Starsector players can use to experiment with different colony builds and find good planets to colonize.
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