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It should not be that hard, but I'm really interested in what you guys have figured out.
EDIT:
I'll be vague here as much as starting tips are. If that is a real issue for you - DM me.
Thanks for sharing.
There is still stuff that can and should change in mod, but it all depends on user feedback - scope of this project is beyond my ability to test anymore.
If you're willing to share some more info, what was the difficulty you've picked ?
There's much more I'd like to ask, as long as you care to share.
Early game was supposed to be action focused, moving towards rts.
Spawn waves have been reported, and will be tweaked soon. Same with threat level in some sectors.
The thing about difficulty and combat is, I'm getting mixed feedback - from too easy and too little action, to insanely difficult and impossible.
I really need to understand where is that coming from.
( As myself, playing on Vet, 1v4 combat is always a deadly threat that I like to figure out with few attempts )
EDIT/Btw:
There's also a topic of weapons, torps and upgrades, you can DM me to talk more about what you've tried, what failed to be delivered by mod etc. if you'd like.
alreddy installed is fleet gen, encounters, classes, combat ai and the framework
didnt like the mining so revertet to default mining system weapons im fine whit the defaults
to the money issue i really dont have any becouse of the lots of defaul garbage turrets/subs ill get almost 5-6 millions on cash + have mostly 1 or 2 traders around whit at least 10k cargohold to trading
for difficult i say its spicier whit the encounter system but i play on easy in sandbox whit turrets V im building my own turrets and by saying this i always can defend my miner whit an light interceptor whit 4 guns mountet and at least 1.5 k om damage in starting sector handling a 1vs6 battle in 3-4 waves whit my light interceptor whyle my miner is doing his stuff
so in complete
Fights and encounters are spicyier than normal (but very easly for me - thanks to Turrets V)
moneyisuses none at all
sectors will be testet on next day how it adds up to my gameplay
-- need to test sectors couse on my current world i havt setcor gen on it and the merchant m-1-7 shicks comming and stuck in sector got a sector whit 700+ ships brb
but if sectors is fixing that by cleaning up then this prob should be gone
im hope that the sector gen isnt mixing up evrything couse dont want to lose the early game stages (what i am meaning by that-- well i like the first cycle where stations and ships dont have shields and the first shields appear shortly after naonite area ) hopefully the galaxy shape stays the same
btw sry for any miss writings its 4:30 am at my location :D
@LM13 It'd be great if we had confirmation on what tier of enemies we're bound to find in each sector. Are spawns tied to the sector's minerals?
Combination of sector materials and tech levels. ( eg. T5 Iron / Naonite should be easier than T5 Naonite ) - tech has major impact on difficulty, materials are a secondary factor.
This will not change but,
Rework of spawn system is in progress - current version generally fails to do its job.
( It will change a lot )
Easy couple of mil at the start. Then you can just buy ore and guns etc. And building knowledge. For whatever the stations can give you, aim to find at least naonite for shields. Then build your ship and buy materials as required and chuck on as many guns and etc. As you can afford / slot and you should be able to survive early game hordes no problem
Unless they changed it in this mod, there should be a big asteroid in the starting sector too
Galaxy generator is random, but always provides few ways to earn quick money - as long as you're willing to risk & explore.
You'll often find rich sectors during explore or clear pirates missions, but that's just one way to get early money.