Noneerror

u/Noneerror


r/starsector•

I've had a bug in my game (every new game, every patch) in that I cannot start False Idols.

I can speak to Jethro when the quest randomly spawns. Going through Jethro's dialogue there are 3 effective options: Accept/Delay/Leave.

Accepting gives 5 rep with Jethro. The bug is it goes back to the same 3 options. I can accept again and get another 5 rep as many times as I want. The only way to leave that menu is to pick one of the other two options. Leaving that menu after I've accepted (just once or twenty times) makes Jethro act as though I've rejected the quest regardless of choice. None of it goes anywhere.

Talking to Jethro in a later interaction only allows cutting the comm link. No que

35

r/starsector•

Comm Sniffers are a very old vanilla mechanic that you add by interacting with a +stability comm relay. While the Sniffer is active it is like you are in that system for the purpose of receiving missions. You should always have at least one Sniffer up somewhere that is the most important to you. There is no reason not to. A single Sniffer doubles missions offered.


All missions are generated by the specific planets within the system. More inhabited planets means more missions. For example a Sniffer in Samarra will give Hegemony and Independent missions with most being Hegemony as there are 3 Hegemony planets. Note that it will never give Tri-Tac or Church missions because they ha

40025


r/starsector•

Is there any option in the settings or mod to have the game auto-pause when you reenter the campaign map from ANY menu? Not just some?

For example:

  • after combat = yes auto-pause
  • after combat with a station = no pause
  • after salvage = no pause
  • after leaving colony = no pause
  • after interacting with a relay = yes auto-pause

I find the inconsistency very irritating.

61


r/starsector•

I raided Organics/Drugs/Heavy arms resulting in a -8 shortage to each on Salamanca. I later invaded and gave Salmanca to the Independents. It still has the "-8 Recent Raid" shortage to each of those commodities.

It's been months and it does not seem to self-correct. Even by selling stuff. For example I can sell 100,000 of each of those commodities on the open market/BM and the shortages do not change. The price changes, but not production units.

The Organics shortage is causing a permanent -4 stability. The Heavy Arms shortage has permanently turned off the Ground defenses.

None of this should not be permanent. How can this be fixed?

14

r/starsector•

Kanta's Den is a pirate base that you likely don't want to let de-civilize due to {spoilers}. It tends to anyway because of multiple reasons.

The TL'DR is Kanta's Den has a death spiral problem.


The player doesn't have to do anything and Kanta's Den is practically screwed by default.

  1. Commerce. Kanta's Den is one of the few markets in the game with Commerce industry. Commerce gives a -3 stability penalty. Meaning other markets have a base 5 stability to work with, but Kanta has only a base 2 stability. +3 stability comes from structures. Structures that stop providing stability during shortages.

  2. Poor Accessibility. Accessibility is based on the number of friendly mar

22658

r/starsector•

A port will hate you and won't let you trade if you get into a battle near it. This is handled by the "$playerHostileTimeout" variable. I want to know specifics about how that variable is called and used.

  1. How is the relevant distance calculated?
  2. Does the number of ships or FP of the enemies matter? If so, how?
  3. Does your fleet profile (sensor profile, hiding in asteroid belt, etc) matter? If so, how?
  4. Why does attacking some other faction fleets nearby matter, and others do not when the 3 factions have equal relations with each other?
  5. Why does attacking some fleets of the same faction as the port not generate hate at the port? Even though attacking a fleet further
162

r/starsector•

Assume you have access to the all special items that go on those industries (Catalytic Core + Dealmaker Holosuite + the rest).

Kazeron's has 175% hazard. Industries are (1)Military, (2)Orbital works, (3)Mining (+2/+0 ore/t-ore).

Refining synergizes well with both Orbital Works and Mining. Especially with No Atmosphere. But Commerce is really good on a size 7 colony.
I'm torn.

1911


r/starsector•

{Purse them} --> {Order your second-in-command to handle it} --> [pick ships with officers] --> [get zero xp]

I want my officers to get xp on that last step.

Officers can get xp by picking {Take command of the action} without actually deploying your character and running the battle afk. It sucks that the boring dumb way is the optimal play.

10

r/starsector•

In Nexerelin special task groups (STG) can be created by talking to an NPC at a colony you own.

  1. How is the strength of the STG determined?
  2. Do weapons/capacitors/vents matter?
  3. Do officer numbers or levels matter? Do officer skills apply?
  4. Which mods are useful on ships in a STG? (I know Augmented Drive Field for +1 burn is useful. But that is literally the only one I know.)
  5. Which hull mods are useless? (Reinforced Bulkheads seems to be as dead ships can always be revived without it.)

This is all Campaign map only. Assume player isn't participating in any battles with the STG.

187

r/CellPhoneCanada•

I know this is r/CellPhoneCanada and I'm asking about faxes and landlines, but I couldn't find a better subreddit...

My elderly parents are paying $1200 per year for a landline, fax, and 1-800# for their small business.

I think $100 a month is excessive for what they are getting. Especially since they also pay for cell phones on top not included in that monthly charge with a different carrier.

What are some better options they could switch to that are cheaper? Note that they refuse to use anything online or complex. So no Google Voice or VOIP anything like that. They just want it work without any hoops.

05