What is your favourite faction mod and why is it UAF?
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Anonymous06/05/26(Fri)22:52:43
>>2422612(OP) >What is your favourite faction mod Luddic Path. Chads fighting for their beliefs. >UAF lol. As far as modded factions go, they fall in the bottom. OP colony items, a ton of bloat, super nukes(despite the lore saying nukes aren't effective). I like the ARMA and Orky sector mods.
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Anonymous06/06/26(Sat)00:34:12
>>2422612(OP) >favourite faction mod Star Federation. Great looking ships, well balanced, and one of the most lore-friendly factions out there. It is among one of the few mods I never run without. I even picked up FTL because of it.
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Anonymous06/06/26(Sat)09:40:31
I've played with: Persean Chronicles; liked bar missions and how they chained together. Secrets of the Frontier; liked the storyline and how integrated it is in the main quest.
Thinking of getting: Lost Sector, seems to be a low impact vanila-ish faction mod. Knights of Ludd, more exploration stuff and Ludd ships. Salvage Ship Expansion; I just wanted larger salvage rigs.
Any thing else to recommend?
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Anonymous06/06/26(Sat)09:44:11
>>2423026 Knights of Ludd is the epitome of false advertisement. Like 1% of the content is luddic related and then the rest of it is just japanese (and a bit of chinese) scifi demons in magic space. I wasn't even able to find any unique luddic campaign content.
>>2423026 Vulpoids - Lost Project Questline that expands on the Exodyne Biotech corporation (the guys behind the Biofactory Embryo), culminating in letting you produce and export cute fox girl slaves for colony expansion (along with its own Colony Crisis), and also producing some that can act as officers, administrators, or sold for a lot of money. Also comes with some Rapesector crossmod interaction if you're into that. Even if you don't interact with the vulpoids or the questlines, the mod comes with a buildable industry that lets you produce harvested organs, which I still don't know why we don't have an accessible vanilla industry for that yet.
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Anonymous06/06/26(Sat)10:48:49
>secrets of the frontier Tranny mod >knights of ludd Pointless bloat
>>2423125 Jeetcode is what newfags call slavcode now because normies downloaded a brain patch last year that makes them obsess over indians and call anything indian if it’s bad or they don’t like it.
>>2422612(OP) >fav faction Mayasuran navy, because the last hurrah scenario gave me the feels. Don't even need to interact with them, just wanna know that they're still alive and around. The second fav is the dustkeeper contingency because they let me not care about colony safety and just fly around and fight stuff.
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Anonymous06/06/26(Sat)18:42:52
>>2423164 >normies downloaded a brain patch Normies have to interact with jeets. They don't interact with slavs. That's all there is to it.
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Anonymous06/06/26(Sat)19:02:07
>>2423125 >>2423164 the entire mayasuran faction, down to the name and the names in the system, are all hindu. this is base game but thankfully they were all obliterated so we don't ever have to care. but the mayasuran mod brings them back continues with the jeet theme for the faction and the names, such as the vishnu and arjuna.
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Anonymous06/06/26(Sat)19:08:09
>>2423258 this has to be an indian post
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Anonymous06/06/26(Sat)19:34:13
>>2423264 So it has ship names based off Hinduism. Oh no!
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Anonymous06/06/26(Sat)21:45:30
>>2423287 Goalposts rolling around at the speed of sound.
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Anonymous06/06/26(Sat)23:12:35
>>2422612(OP) >>2422612(OP) >What is your favourite faction mod Neutrino Corp. Maybe Diable Avionics on a weird day. We lost Flash Frozen way too soon.
>and why is it UAF? For better and worse it's animu autism and the sheer auterial grandeur keeps the content going. And even if you don't like the content, regular updates are a huge selling point in the free content space and a lot of people would rather have a stable diet of shit than starve.
>>2423119 99% The same. I think it's mostly down the the way they are given depth and color, the actual shapes are good. If you turn them into black cut outs they look intriguing, but, ugh, pink and blue with the occasional orange highlights is not a good look.
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Anonymous06/07/26(Sun)01:40:18
>>2423112 I thought it was odd until I found out that their AIs were brainscanned cryosleeper colonists, a research project to find a way to make cheaper AIs.
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Anonymous06/07/26(Sun)01:57:22
>>2423164 We've been calling it jeet code for at least a decade now, fucking awful when they manage to deliver anything at all. Then we have to assign a few senior engineers to comb through what we get to see if it even runs, does what it's supposed to, doesn't have horribly obvious vulnerabilities or bugs. Then in the unlikely event it's not thrown out for being complete garbage we spend a few days/weeks of improving performance by removing unnecessary dependencies or superfluous useless code.
The jeets were forced on us a decade or two ago we still invariably have to weed out the ones who don't know ANYTHING about computers even though they're AAA Mastar Computar Engineer Saars, then we have to deal with the ones that produce code that looks like actual code until you try to run it. The problem is that the main metric for measuring 'productivity' is lines of code per day so management keeps throwing them at us because they're cheap and will say they can do anything. They've become so much worse now that Vibecoding has become a thing.
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Anonymous06/07/26(Sun)03:20:23
>>2423515 >We've been calling it jeet code for at least a decade now, fucking awful when they manage to deliver anything at all. Anything to back that up or are you just going to blatantly lie on the internet?
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Anonymous06/07/26(Sun)04:10:42
>>2423531 >SAAR pleas do work for me or I loose izzat You disgust me.
Can the butthurt redditor please stop crying to janny any time someone posts something he doesn't like? Having to open up arch.b4k.dev every single time I see a dead link is annoying. I know you're only reporting posts that make you butthurt because only part of the /pol/ post chain is being deleted.
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Anonymous06/07/26(Sun)06:43:09
>>2423196 I like the flavor. I dont think the AI knows how to deal with the ships though, they seem to flounder when fighting the siege ships. I wish it had more going on like a story line. That and cross faction interaction with Royal Azela and the Yuri. Fun though.
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Anonymous06/07/26(Sun)07:28:56
I think there trend among both modders and even vanilla design of introducing unique one-off ships is a misguided one and does nothing but undermine an approach to gameplay where the player accepts ship losses as part of combat. If a ship gets destroyed in combat the probability of it being recoverable should be miniscule, yet I don't think through my hundreds of hours of playing the game I've ever actually lost a ship in combat. And I understand why that is. Knowing each and every battle you engage in has a high probability of permanently losing a ship you can't replace just doesn't work. Especially with outright suicidal ones like oldslaught. So the game has to accommodate that by just making it so you can't actually lose ships, otherwise players would pretty much have to save before every battle just in case something non-replaceable gets destroyed.
>>2423598 I would love a few one ship mods, like this not-rearmed Mora fitting the Mora's description as being retired as a warship class and used as a mobile shipyard and with the sector being isolated they re-armed it. This modded version is a cruiser sized salvage rig, but it's inside a huge big ship pack with ships I'm not interested in.
But every ship pack includes weapons, fighters and even colony buildings for some reason.
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Anonymous06/07/26(Sun)09:34:13
>>2423598 >unique one-off ships That weird bounty list I keep seeing on mods? I think you can get those ships from illegal arms traders
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Anonymous06/07/26(Sun)09:38:09
>>2423200 Didn't the old Starfarer had those? I recall it having green, regular and elite crews
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Anonymous06/07/26(Sun)09:47:10
>>2423598 I lost count of how many random ass ships I lost over the years especially when first figuring out doritos and who even gives a crap >at least one S-Mod >The ship is piloted by a regular officer or an AI Core >You install the Reinforced Bulkheads hullmod >You possess the Hull Restoration character skill ANY of these and your lost ship is guaranteed to be recoverable.
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Anonymous06/07/26(Sun)09:48:34
>>2423598 The player is not really expected to outright lose fights. The onslaught mk1 (and other unique mod ships) are usually always recoverable, but if you retreat or get your entire fleet exploded you will lose them. The reason why unique ships can exist is because the player is expected to (at least by the time you get them) consistently win fights and you generally dont lose many ships by winning. Lowering the recovery rate of ships just doesnt really work out (I hate "difficulty" mods for this), lowering the recovery rate makes losing any ship a significant loss that dwarfs the reward from winning, removes any possible incentive to take difficult fights, and heavily encourages the player to flawless fights.
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Anonymous06/07/26(Sun)09:50:36
>>2423634 and that's the problem. instead of going "oh well" and recovering one of the ships you blew up you recover the same ship and keep using the same fleet, reducing gameplay variety and locking you into the decisions you made hours and hours ago
s-mods, unique ships, and highly specialized officers just make the problem worse
>>2423598 i don't blame modders one bit here, it's just following the vanilla design direction. and one-offs ARE fun. the problem is that they're fun forever, which quickly removes the novelty.
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Anonymous06/07/26(Sun)10:08:46
>>2423636 >locking you into the decisions you made hours and hours ago I honestly don't follow.
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Anonymous06/07/26(Sun)10:37:35
>>2423636 >s-mods, unique ships, and highly specialized officers just make the problem worse That's because you're supposed to transition from trash to a specialized fleet with an actual composition of roles and capabilities that synergize with each other and the respective officers you put in.
Your actual problem is that you've played this game long enough to skip right to fleet composition without experimenting.
Play suboptimal. That's all you have to do. If you can.
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Anonymous06/07/26(Sun)11:33:22
>>2423635 >and you generally dont lose many ships by winning. Correction - any*, not many. And that is a problem. One that could be solved without the idiotic decision of having one-off ships. At the very least have those ships take several ingame years, specialised colony infrastructure, and massive amounts of resources to make functional again after being disabled, and have this protection for unique hulls only. As it is now there is absolutely no tension nor sense of risk to any of the battles, and it just encourages suicide tactics. Amazes me how people can whine about balance in this game and anything being overpowered when the game is built from the ground up to be a braindead power fantasy down to its core systems.
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Anonymous06/07/26(Sun)11:56:51
>>2423655 >Amazes me how people can whine about balance in this game and anything being overpowered when the game is built from the ground up to be a braindead power fantasy down to its core systems. That's the idea, innit. Game's already piss easy and you need cheatmods? lol
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Anonymous06/07/26(Sun)13:18:53
>>2423638 your officers are specialized into flying on particular ship, with one specific set of smods, with one particular role in your static fleet. changing one item requires changing all pieces.
now alex is having to unfuck his own mess by adding respecs all over the place
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Anonymous06/07/26(Sun)13:41:34
>>2423692 You're fucking with me. I guess Missile Specialisation, maybe, if you're a madlad to actually give missileboats to AI but everything else they get is super generic. Oh yeah, that 15% additional damage to cruisers or 20% hard flux dissipation while shields are active is totally tailored to an onslaught and won't work on an eagle. Or you know, cores, and just swap what you want on them when you want it. And that's if you use officers at all.
You had an argument back when carrier skills were tied to individuals and not fleetwide but man, now you're just bitching for the sake of bitching. Holy shit what a forced issue.
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Anonymous06/07/26(Sun)13:46:45
>>2423628 Speaking of industrial hulls, what do anons think about mining? Having certain ore rich spots in belts and planets that gives you the total amount and the mining rate of said ore and it would take a few days to extract. Basically high volume/low value loot with a decent final value number (usually lower than ruins but with some rich pockets). There could be a type of civilian ship dedicated to transport ore alone to make it a bit easier on logistics. They could make the valuable ore rarer in belts but more common in certain planets as well or even add new types of ore. This would not be good money by itself but rather a bonus so explorer players can take a bit extra value from trips. Heavy machinery is consumed in the process just like salvage/surveying with mining ships granting a reduction bonus (your picrel looks good).
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Anonymous06/07/26(Sun)13:59:49
>>2423706 Well, I said ages ago that your colonies should be mining outposts at best and that you should be given one system or even one planet as a quest reward. So yeah I like that idea.
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Anonymous06/07/26(Sun)14:15:31
>forget that elite PD skill increases MG range to mid and stacks with ITU/rangefinder >also onslaught with jackhammers + EMR + missile specialization is basically the same as using hammer barrage >Venture MK II can larp as a cheap Gryphon My new favorite build. 2 onslaught XIV group, 2 regulars, 5 pirate ventures with squall/swarmer. Can kill ordos and medium manifestation with zero/minimal losses if played right. Its tough to pick the officers for the onslaughts though (elite PD, elite field modulation, helmsmanship for s-mod heavy armor, missile specialization and target analysis).
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Anonymous06/07/26(Sun)14:17:13
>>2423714 *already counting with XIV group DP increase for next patch. You can improvise 1 venture for a command ship with ops center
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Anonymous06/07/26(Sun)14:39:14
>>2423714 I did something similar but with pegasus and SD. Fun as hell. Only had issues in abyss.
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Anonymous06/07/26(Sun)15:22:47
Haven't played in a year, any good new (mostly) balanced faction mods?
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Anonymous06/07/26(Sun)15:48:22
>>2423593 I just like the gun sounds, crunchy as fuck coupled with the cheap cost of their ships
Oh and their capital ship
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Anonymous06/07/26(Sun)16:11:43
>>2423598 As good of an idea it is to make losing ships in combat actually matter, the game balance simply does not work with it. Midgame the only reason a player sorties a non-capital is for variety. If there was a significant chance to lose a ship then every battle would just be 1 radiant and 4 onslaughts or 1 radiant and 3 paragons. You'd need a reason to actually use weaker ships and classes if you could permanently lose them.
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Anonymous06/07/26(Sun)17:17:51
>>2423598 The "loss" is basically the supplies/crew you lose, even with Hull Restoration skill. Its assumed that a prepared player is more or less counting on it in order to score good ROI out of the fleet. Time also matters. A clunker player might take more losses but can also swarm the battlefield with shit (like fuck all fighters/missiles) and might just wipe remnant faster than optimized fleets, even if theres losses (to serve as example).
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Anonymous06/07/26(Sun)17:30:59
It's a bit annoying how your commission exp constantly ticks down. Like, if I'm out surveying I'm away from enemy fleets.
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Anonymous06/07/26(Sun)17:47:44
>>2423846 It's only -5 a month. Surely you're not out there longer than a year at a time, just rough up a pirate fleet on your way home.