r/starsector • • 20h ago

Combat Screenshots [CONFIDENTIAL] [REDACTED] Tri-Tachyon Corporation R&D Special Tactics Division Report: Uses and Application of Repossessed Property: LUDDIC CHURCH: RETRIBUTION

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243 Upvotes

[REDACTED] [ CONFIDENTIAL] [SPOILERS]

For Senior Executive and Above Eyes Only.

BACKGROUND:

Tri-Tachyon Corporation launched a fact finding mission ( Report Code: #12382) regarding losses incurred during both Hegemonic Wars, and with Company Sponsored Mercantile Fleets.
This report detailed inherent weaknesses of Company Doctrine and Fleet Design in large and pivotal conflicts.

MISSION:

TRI TACHYON STD's was tasked to find a solution regarding doctrine and fleet composition IOT improve Company ability to project and maintain force over enemy territory.

This Report will detail Special Procedures in the event of hostilities with the Luddic Church.

Current Doctrine:
In broad strokes current doctrine is to present Large Powerful Ships to control the battlefield, and limit enemy options, while simultaneously projecting fast moving peripheral forces to control peripheral areas and employ flanking and scouting maneuvers.

PROBLEM:

Powerful Long-Range Ships Used to control and coordinate large scale operations, have been found to lacking in certain instances. Namely, their speed. The slow and steady nature of the masterpiece of Tri-Tachyon Warfare DESIGNATION: PARAGON is too slow to effectively engage faster moving inferior fleets that focus on the speed and dispersal and numerosity.

SOLUTION:

The Terrible and Useless doctrine of Luddite Luddies has ships that can be repurposed to solve this issue.

SHIP: RETRIBUTION

While it is inferior to Company Designed, Operated and Sold, Space craft, and while logistically inappropriate for Culaan Starforge to build, if repurposed it can be used to accelerate the Paragon.

Please find attached five combat holo's for your perusal, highest recorded speed of the Paragon stands at 230 SU.


r/starsector • • 16h ago

Mods AoTD - Dev Log: Trade Events and Stable Structures (15.10.2026)

32 Upvotes

In this dev log: https://www.ashesofthedomain.info/devlog/aotd_toolbox_5

Trade Events

Stable Structure Rework


r/starsector • • 10h ago

Discussion ๐Ÿ“ Is there a mod that will allow me to fire a missile at the press of one button.

28 Upvotes

This has allows been one of my main issues with this game. I really hate having to choose weapons groups before firing. I just want to hit a key and fire a missile immediately. My last session I used the autofire workaround but its just not the same.

EDIT: OMG I FIGURED IT OUT!!!

WILDIX posted exactly how its done. Steam recently released an update that added the ability to add macros. You simply have to set Steam input to fire the 2 then the left click then back to 1 and reduce the ms to as low as possible.

Now I can fire my main weapons with the right analog trigger and my missiles with the right bumper all with one button press. I cant wait for the next update now.


r/starsector • • 13h ago

Modded Question/Bug Why does my fleet size keep getting lowered all the time?

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24 Upvotes

This is modded, but i only have Nexerelin and a couple qol mods like speed-up, quality captains and a couple others.

I've done literally all i can to increase my fleet size, but it doesn't matter, my patrols keep getting defeated and my fleet size keeps going down, which makes my detachments worse than some fast pickets in the core worlds.

My patrols can't do shit by themselves and i always have to defend my colonies when invasions, raids and crisis come.

I posted my colony builds, what am i doing wrong and how do i fix this?


r/starsector • • 22h ago

Guide Pursuit and autoresolve mechanics

15 Upvotes

First post in here but I've been playing a while, there'll be TL'DR at the bottom if you just want to know what to deploy

I was curious about how pursuit and setting a second in command worked in autoresolve, after watching a frigate from a late game fleet destroy an entire fleet and then starting a new game and watching a junkyard frigate take 10 iterations to do the same.

All the following is a rough estimation since I couldn't find the exact numbers that calculate a ships "strength"

What gets taken into account when pursing in autoresolve?
Base DP
Weapon Loadout Value (Ordanance Points \ DPS Potential \ Fighter Wings)
Defence (Hull, Armor, Shield, Flux)
Quality (D Mods \ S Mods)

This gets added into a 'fighting strength' variable
All the ships you send to autoresolve have their fighting strength added together.
Which in turn gets multiplies by 8 to come to...

Damage dealt to loser
Damage dealt = ( Ship Sent to Fight ) x ( Your Fleet Strength / Their Fleet Strength ) x Autoresolve damage mult
Your Fleet Strength vs their fleet (winner advantage) is capped between 0.1 - 10
Autoresolve damage mult is a constant 0.25 which is in the settings.json if you want to change that, I haven't played with it though.

Their fleet is then randomized and each ship has its "strength" calculated
Then it rolls for
Unscathed, Light\Medium\Heavy Damage, Disabled
Once it knows the ship outcome it then subtracts damage done to the ship form from the total damage done to loser pool.

But and this was disappointing for me to know for sure, there is no way to make 100% sure that ships will die, even the slowest mothballed capital will still have a chance of escaping, even if your fleet is 10x more powerful(The cap) and you deploy all your ships.

So now the important part

How do you max amount of disabled ships

Useless Ways:
1. Have a Fleet that is 10x more powerful
This is usually not an option, or it happens regardless as the game goes on
2. Mods or change autoresolve damage mult in settings.json (Testing Required)

Realistic Ways:
1. Auto Deploy after them with a large amount of 'points'
Keep in mind you want this to be ships with high point totals to get their strength as high as possible
2. Use S Modded Ships, that add the greatest amount of OP \ DPS. Untested but I would imagine an onslaught for max damage or brawler with thumpers or similar would be good for autoresolve calcs

TL;DR

In Conclusion: Have a Big Fleet to get that 10x Buff and Send Out a lot of Ordanance points to maximise on that 10x buff.

Man that turned out to be a lot more useless after I learned for sure how the mechanics worked than otherwise, really nothing about this whole thing changes anything for anyone.

My work here is done

PS. Please dont fire me tri tach


r/starsector • • 9h ago

Mods [0.98] ArmSector- Native MacOS support for Starsector

13 Upvotes

Starsector originally ran on macs(M1 and newer) as in intel app through rosetta which was a translation layer and resulted in below mediocre performance , and now apps that do use rosetta will no longer work in the upcoming MacOS update.

link: https://github.com/winters791/ArmSector/releases/tag/v1.0.0

So i used claude to modify starsector to support arm based Macs Natively using Eclipse Temurin, LWJGL , and OpenAL Soft ,There was also a bug where being fullscreen would lock you out of tab switching, this is now fixed.

I'm running a mac m3 air (16GB) , with my vmparams set to 6144 and here are the improvements you

Measurement Rosetta (before) ArmSector (native)
Memory at the gameโ€™s launcher screen ~2.6 GB ~250 MB
Startup to the gameโ€™s launcher screen ~9 s ~2 s

A battle with 2000DP worth of points gave about 42.7 avg / 51.9 median / 44.4 1% low.

[AI Disclaimer] almost all of the code was made using opus 5.5, my role being testing, benchmarks and design decisions.


r/starsector • • 2h ago

Guide Grow Your Colonies Easily - A detailed explanation of Accessibility

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9 Upvotes

r/starsector • • 7h ago

Discussion ๐Ÿ“ How to find colony items/BP/aicores without exploration?

2 Upvotes

Need help, im trying to play a run as a more combat oriented captain. But I have no idea if its possible to get colony items, ai cores and/or blueprints outside of exploration?

Is there a way to buy these things on the market or a mod that allows that?


r/starsector • • 17h ago

Mods I want to make my own terraforming mod, what processes, structures and quests would you like to see?

3 Upvotes

After I tried DIY Planets and Terraforming and Station Construction, I am thinking about making my own terraforming mod. I am a Salesforce developer and know Java, so it should not be too hard for me.

I also played UAF for the first time, and I think it is the best faction mod I have played. I like the quests, and how you get them through your connections. I would like terraforming to feel like that too.

So I want to ask for your ideas:

  • terraforming processes, how a planet should change step by step
  • structures and industries for it
  • quests to get the technologies and items, and to have some fun on the way

It will work with or without Ashes of the Domain.

Also, a comment on my last post said that DIY Planets does not really change the planet type under the hood. I made a fix for that, and I am testing it now. When it works, I plan to send it to DIY Planets as a PR.


r/starsector • • 7h ago

Discussion ๐Ÿ“ Where can I find the crab shack mod tried searching in corvus Freeport but no luck

1 Upvotes

Insert text here.json