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I dunno I'm not a fan of Uomoz or his mod, new patch can't come soon enough
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# ? Jul 4, 2014 06:21 |
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# ? Apr 27, 2024 09:58 |
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New patch is going to be so loving huge. Started going through the agonizing process of making normal maps for all the BR ships. E: also if you dont like Uomoz' stuff, SS+ is a nice alternative. Make sure to get some integrated factions as well, especially Interstellar Imperium and Exigency. Interstellar Imperium is a highly polished mod and can pretty much fill the hole left by Kadur Theocracy. SHAOLIN FUCKFIEND fucked around with this message at 12:52 on Jul 4, 2014 |
# ? Jul 4, 2014 12:43 |
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So much campaign stuff! It'll be nice to get back into the game once thats in. On a different note, is anyone else comfortable with the amount of supplies that logistics take up? I was finding that getting anywhere with a fleet well... ended up eating through my savings, to the point where it took me forever to actually get to a mid-sized fleet, or just get something other than a bunch of frigates. On my end, I've taken to halving the cost of Logistics. The repair costs are prohibitive, but that makes sense to me. Just combat got to the point of being... too expensive to be worth it sometimes. I would lose money by fielding ships.
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# ? Jul 4, 2014 16:38 |
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Brainbread posted:So much campaign stuff! It'll be nice to get back into the game once thats in. That is sort of intentional I think. High tech and/or powerful ships cost a lot just to field them, so you should consider bringing low tech and low power ships just because you don't want to have to field your top ships to deal with things that don't warrant them. It's a major benefit of having a carrier, actually, because fighters mainly priced on the cost of their replacements, if you don't lose them, you don't have to pay much to field them, so even if you don't field the carrier itself, fielding all its fighters can clear a lot of low level threats with limited cost.
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# ? Jul 4, 2014 17:51 |
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High tech ships mean you need to be very careful not to take hull damage or drop to 0% CR due to super long deployments, or repair gets very expensive. To compensate, high tech ships are usually good at retreating.
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# ? Jul 4, 2014 18:02 |
What are the best mods right now? Got bored of vanilla and waiting for updates.
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# ? Jul 6, 2014 01:47 |
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GreyPowerVan posted:What are the best mods right now? Got bored of vanilla and waiting for updates. I personally love Uomoz's Corvus as a whole. If you don't want to play a total conversion though, I'd recommend picking up any mix of factions that seem interesting, and Blackrock Driveyards. Blackrock is great fun.
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# ? Jul 6, 2014 02:20 |
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Game's sort of in a lull while we wait for the update, so me and DarkRevenant are doing a new faction mod together: the Knights Templar. It's basically the most scripted faction yet and designed as a super-power to challenge end-game players. You cannot join the faction or purchase anything from them, but they are capturable. This is complicated by the fact their ships have a tendency to become miniature supernovas once disabled. Things the faction doesn't feature: - Arc Shields - Phase cloaks - 0-flux speed boost Things the faction DOES feature: - Passive contour shields and active burst shields -Contour shield covers entire ship, is 90% effective at 0% flux and 50% effective at 75% flux, then deactivates, and the active burst is more powerful the more flux you have, but can overload you at high flux. This active burst is the ship's right-click action. - Insane ship systems and weapons - A design that makes it extremely hard to cheese them by kiting or exhausting them in combat - fleet tactics, overwhelming power or extremely apt risk assessment is generally the best way to defeat them - Various other crazy design features I'm doing the sprites and sound, he's doing the scripting and writing, and we're collaborating on the design. We're not going to release anything until all the content is done, most likely, so it should coincide with the new Starsector version. SHAOLIN FUCKFIEND fucked around with this message at 19:12 on Jul 16, 2014 |
# ? Jul 16, 2014 19:06 |
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Looks loving cool as hell. If only the boarding mechanics make it so that captures so rarely succeed...
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# ? Jul 17, 2014 15:57 |
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When's the new patch supposed to be out?
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# ? Jul 18, 2014 03:16 |
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Hey all, I haven't played this game since its first build as Starfarer, where there wasn't much to do. I've heard it now be compared to Mount&Blade and the X Series and was wondering if there's a lot more to do now - e.g, set up trade routes, create passive income, etc. Is that capability in the game? VVVV Looks promising. I'll look for that update. Thanks a lot for the informative response. mune fucked around with this message at 03:34 on Jul 21, 2014 |
# ? Jul 21, 2014 03:11 |
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mune posted:Hey all, I haven't played this game since its first build as Starfarer, where there wasn't much to do. I've heard it now be compared to Mount&Blade and the X Series and was wondering if there's a lot more to do now - e.g, set up trade routes, create passive income, etc. The next update is actually focusing on economy and creating market systems. You might want to read the developer's blog post about it.
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# ? Jul 21, 2014 03:27 |
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New blog post about how fleets will be generated! Four new star systems, and sounds like a release could be on the way (which could mean anywhere from weeks to months) Fleet composition will no longer be pre-determined, but rather procedurally generated using ship roles, which are based on both ship hull and variant. Merchant fleets will be spawned by trade routes, and float around their destination for a few days. Looks really cool, from the descriptions. Unreal_One fucked around with this message at 05:23 on Jul 26, 2014 |
# ? Jul 26, 2014 05:17 |
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Content and some sort of metagame is really what Starsector needs very badly, so I'm glad to see this.
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# ? Jul 26, 2014 07:56 |
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Link has pictures, but this looks like everything we hoped for and dreamed about."Starsector dev blog posted:Sometimes during development, you end up doing things you hadn’t initially planned on doing. Fleshing out player-faction relationships is one of those things. It was something I knew I’d have to look at eventually - the current system having two attitudes towards the player – “meh” and “shoot first and don’t ask questions”, with nothing in between, was definitely not going to hold up. Initially, though, it didn’t seem connected to the economy and events systems, which are the focus of the upcoming release. So, how did faction relationships get dragged into this?
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# ? Aug 14, 2014 00:43 |
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That stuff sounds great. It also sounds like it'll be at least another month until we see the next build.
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# ? Aug 14, 2014 00:54 |
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I like the suggestions of multi-fleet battles. Honestly, if Alex just copied a page from Mount and Blade here and had engagements between fleets on the map take longer instead of breaking up instantly, that would probably be the best way to do it. Have the number of ships or the total logistics capability deployed in a battle alter how long it hangs around on the star map, maybe? I'm not sure how that would end up changing things, but it would be neat if you could have chase fleets of frigates to go speedbump someone and ensnare them while you trundle up with your onslaught or apogee.
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# ? Aug 14, 2014 04:13 |
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Hi guys, I just got a new computer/decided I hate all of my friends and remembered that video games exist. Reading the thread backlog now. Could anyone give me a quick update on what's changed in the last patch, especially w/r/t things I'll need to update to get the Kadur functional again? e: actually I forgot that I had that persistent save file inflation bug. That's most of what drove me away in the first place iirc; maybe I'll just start over more or less from scratch. :I Vayra fucked around with this message at 02:15 on Aug 25, 2014 |
# ? Aug 25, 2014 01:04 |
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New blog post up on trading and smuggling. I really love the direction the game is going and can't wait for this patch to (FINALLY) drop.
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# ? Aug 27, 2014 23:41 |
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Yeah the wait for the new version has been way too long but looks like the new features are going to expand the game massively.
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# ? Aug 28, 2014 15:55 |
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This game is great and I cannot wait for it to get even better.
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# ? Aug 30, 2014 05:16 |
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I had a bunch of fun until I got a fast carriers with tugs and a critical mass of Thunder fighters to chase down all the enemy ships running away. Can't wait for the next release.
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# ? Aug 30, 2014 18:23 |
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Bored waiting for the patch, but still thirsty for more Starsector? Play our new Crusades-themed faction mod! They epitomize "outnumbered but not outgunned", as their basic gameplay design is based on a bunch of heavily scripted mechanics that defy standard Starsector conventions without breaking them. https://www.youtube.com/watch?v=or9yA7gIK2k SHAOLIN FUCKFIEND fucked around with this message at 02:09 on Sep 1, 2014 |
# ? Aug 31, 2014 14:26 |
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So much great stuff in that Shaolin I love the thematic of the passive shield leading into high flux then a super attack with the Priwen Burst Shield. Would you ever do a flipped perspective on them in the future? Make you part of the crusades and thus everyone hates you but advantage: you get to truck around being a space paladin and purging the weak? Would be very Enemy Starfighter if anything else.
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# ? Sep 1, 2014 17:01 |
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Right now the thought is that they're pretty much an antagonist faction, enigmatic, powerful and basically hostile to everything. You can't really have access to their stuff because it's so powerful - even when you capture a ship in the campaign after boarding, the Excalibur Drive melts down and denies you the built-in hullmod with all those fancy bonuses. Who knows, though, the faction's Exerelin compatible.. for all that's worth, exerlin has been pretty much abandoned for a few months now. You get to exact divine retribution in the missions, though.
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# ? Sep 2, 2014 00:16 |
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Well presumably the next patch will reignite a whole hell of a lot of interest what with being able to do more than just kill things. Having an actual economy and faction relationships built into the system will presumably make the whole experience more fulfilling.
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# ? Sep 2, 2014 01:13 |
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SHAOLIN FUCKFIEND posted:Right now the thought is that they're pretty much an antagonist faction, enigmatic, powerful and basically hostile to everything. You can't really have access to their stuff because it's so powerful - even when you capture a ship in the campaign after boarding, the Excalibur Drive melts down and denies you the built-in hullmod with all those fancy bonuses. Who knows, though, the faction's Exerelin compatible.. for all that's worth, exerlin has been pretty much abandoned for a few months now. Being resource starved and told "Murder everything until you draw your final breath in our glory, crusader." could be quirky fun! Ill take your missions and enjoy myself regardless. As for a "real" campaign, im unreasonably glad to see you rolled in the whole "you broke it, now its not as good but at least you can fly the cool looking stuff!", instead of just outright denying it. If theres ever a research & development system baked into this game it could be great to see inferior reverse engineering be a thing with mods like this and more.
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# ? Sep 2, 2014 01:32 |
Thyrork posted:As for a "real" campaign, im unreasonably glad to see you rolled in the whole "you broke it, now its not as good but at least you can fly the cool looking stuff!", instead of just outright denying it. If theres ever a research & development system baked into this game it could be great to see inferior reverse engineering be a thing with mods like this and more. It's the perfect flagship for a showoff freelancing legend, really. Nothing says "You should not gently caress with me" like someone who flies around in a carcass of a ship captured from the most fanatical and dangerous forces in the sector, instead of a fully functional vessel.
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# ? Sep 2, 2014 02:31 |
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I feel like I've been waiting for this next patch since I paid for the game two years ago. I've gotten most of what's to be had out of the build a fleet, refine a fleet, fight fleets game play and went through it all again when skills were added and a third time with a slew of mods. Finally we are close to the Mount and Blade in Space fantasy I've been chasing.
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# ? Sep 2, 2014 04:32 |
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Cirofren posted:I feel like I've been waiting for this next patch since I paid for the game two years ago. I'm in the same boat, but I can't even remember when I paid for it. That doesn't matter, though, since I can practically taste the M&B: Spaceband now.
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# ? Sep 2, 2014 04:55 |
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Someone hurry up and make a Khergit faction with forward-fixed antimatter lances, built-in unstable injectors and lots of turrets.
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# ? Sep 3, 2014 19:31 |
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Tanith posted:Someone hurry up and make a Khergit faction with forward-fixed antimatter lances, built-in unstable injectors and lots of turrets. In Starsector, or add that to Mount and Blade? Cause its an awesome idea in both. Also, there was a faction that was very Khergity a while back, called Lotus Conglomerate. By far were my favourite faction. Ballistics and Missiles, low armour, high speed and a lovely rust colour.
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# ? Sep 4, 2014 00:58 |
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Lotus is extremely old school. IIRC they been abandoned since like 2012.
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# ? Sep 4, 2014 01:36 |
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SHAOLIN FUCKFIEND posted:Lotus is extremely old school. IIRC they been abandoned since like 2012. If so, that means I've been playing this game for years and years without realising as it feels like I played with them not too long ago. I haven't ever been frustrated with the pace of development either, weird.
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# ? Sep 4, 2014 01:45 |
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Yeah, it's strange how you take a lot of features for granted now that just weren't there a year or two ago, like ship systems, built-in weapons, character skills, CR, etc. I remember how poo poo the Onslaught was when it didn't have TPCs and couldn't Burn Drive... although the pre-ship systems Omen takes home the shitship award.
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# ? Sep 4, 2014 01:55 |
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SHAOLIN FUCKFIEND posted:Yeah, it's strange how you take a lot of features for granted now that just weren't there a year or two ago, like ship systems, built-in weapons, character skills, CR, etc. I remember a mod compilation that included them post-systems, and they just threw on a bunch of basic systems for the ships (ammo-reloader, burn drive, missile reloader etc) which gave them a bit more life. I just miss them because they're my rose-tinted favourite faction. And yeah. A big change to me is just how viable some ships became from systems, or just how much they benefited from slight AI changes or loadout variations. I have lost count of how many times I've forgotten that Buffalos can be dangerous early game when they panic and fire all of their missiles. Though with the Onslaught, I am pretty sure it had two large ballistic slots that were replaced by the TPC's, so that didn't change too too much. Strumpie posted:If so, that means I've been playing this game for years and years without realising as it feels like I played with them not too long ago. Wow. Same. I found out about this game in like... my 4th year of University, and got all my friends to play it. That was a whilllle ago. Probably the best $10 I've spent on a game.
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# ? Sep 4, 2014 02:49 |
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Having 5 large ballistics was fun, but nothing you can mount (even disregarding that the TPCs are free) comes close to the range, burst damage and just sheer power of the TPC. Paragon getting Fortress Shields was still the bigger powerup though.
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# ? Sep 4, 2014 03:09 |
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So whenever I play the vanilla "campaign" with Blackrock Driveyards, even though the ships will show up in menu displays and are available for simulations, none of the actual Blackrock content is anywhere to be found ingame. I have to play Uomoz's Sector Mod to play with those slick ships, which has led me to another problem where my saves won't load. This is specifically what happens from starsector.log:code:
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# ? Sep 6, 2014 07:19 |
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Read the Uomoz's Sector OP/readme, this is a very well explained and required behaviour mentioned and explained in this very thread several times as well. It's literally the third thing written in the OP if you have trouble finding it. 64 Bit Java is generally recommended as well.
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# ? Sep 6, 2014 16:03 |
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# ? Apr 27, 2024 09:58 |
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Strumpie posted:64 Bit Java is generally recommended as well. Uomoz Sector OP posted:Also helps to put jre 64bit in the main Starsector folder I may be being somewhat incompetent, but how do I find what I need to put in the Starsector folder?
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# ? Sep 6, 2014 23:42 |