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Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Important information I can think of for newcomers and people who haven't played .6 yet

First, this post from the old thread:

Voyager I posted:

You will be drowning in rivers of money if you play the new supplies system right. As soon as the game starts, sell some of your early supplies. Coupled with the 6000 credits you start with, the hilarious value of supplies means you can easily afford to buy and fully equip a Lasher right from the get-go and will be much better equipped to deal with early game threats (you can skip the entire '10 minute 1v1 strafe wars with a Hound' phase of the game). Also, Unstable Injectors make killing Hounds infinitely easier and speed is an amazing stat in general so put them on your frigates if at all possible. If you really want money you can also consider selling your starting Marines since you have like 1500 credits worth of them.

The cost supplies will make you absurdly rich. The cash rewards for winning fights has gone up dramatically (deploy your loving salvage teams) and Pirates drop ridiculous amounts of supplies that are now insanely valuable. Bring a Freighter and get filthy rich hunting Buffaloes; once you get the supply harvest ball rolling you will be making crazy amounts of money. The new market resupply system also means that you can afford to lose ships because the days of only ever seeing one Hammerhead for sale are over.

I picked up a Mule in my fleets about as fast as I could and it has been a fantastic addition. It's a competent combatant if you put guns on it (it will defeat Frigates and can absorb fire from equal sized threats), it can suck up piles of supplies for you to get rich with, and its high armor makes it a good boarding platform.


RE: Logistics
This is a really important stat that is really hard to find. The new logistics system has allowed Alex to value ships differently in combat and out of combat. What used to be Fleet Points is now Deployment Points, and now only determines how much it takes to deploy the ship into combat. In the campaign map, fleet size is determined by the number of supplies per day that your ships consume. It's buried in the middle of its general information, but it's also a number that pops up when you mouse over a ship's panel in the fleet view. Also note that ships actually consume far fewer supplies if they are fully repaired and at their full combat readiness (as in the highest CR they are capable of, not 100%), though their full rating is still counted for logistical purposes.

When you buy new ships, they aren't outfitted with anything. If you can just barely afford a ship, you can't afford that ship, the weapons to get it working, and the supplies to get it into shape.

Marines cost .1 supply per marine per day, so keeping even a small contingent can double your upkeep. Sell them. Boarding actions are rarely successful, and even if they are, the inflation caused by expensive supplies has made ships and weapons not terribly valuable.

High tech, energy weapon laden ships now require a lot of supplies to deploy, so they may not be the best to use every fight, as opposed to the wolf pack swarm tactics of previous patches.

A good alternative freighter to the Mule is the Gemini, though it's a fair bit more fragile. It works more as a backup carrier than a brawler, if you have a fighter contingent.

Speaking of fighters, another Voyager I quote:

Voyager I posted:

Fighter logistics values are a bit messed up. They're 1/day per ship across the board regardless of actual individual ship strength, so a flight of Talons or mining Pods costs twice as much as a Xyphos Wing. The only exceptions are Trident bombers at 2/day and Wasps at 1.5/day. The Tridents are overpriced, but the Wasps are just straight :psyduck: because it means one wing of them has the logistics cost of a cruiser and each one of them has the logistics cost of a Lasher. They're reenacting the bad old days when you were picking between a flight of Warthogs and a Medusa.

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Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Section Z posted:

True, I guess I should have double checked the CR rating I had when I started the game fresh for the first time, and then went after the first enemy I saw who I thought I could take on. I'm still picking this up as I go so I didn't realize you start with a gimped combat rating or something then, if I have to double check my CR before my first fight. Thanks for the heads up.

As for damage caused failures, I had taken no damage except for a few glancing bullets in my first Wolf Vs Sphinx fight until the malfunctions spam, then the Sphinx just jumped on me while I couldn't turn or get out of their Vulcan and missile range. Even then, that fight ended with me "winning" because they ran out of ammo and ran off, but my engines just kept cutting out too often to pursue them.

How do I make my CR high enough to last through a single drawn out fight without tanking? I'm not sure how to get the ships beyond the 60%-66% Max Readiness they start with, and that slider bar in the station refit lab seems just for simulation use. What am I doing wrong there.

Not to mention how to catch up with ships I can likely take on who decide to just flee the battle in two seconds, looks like the AI is smart enough to only want to fight unless I'm trying to tackle something well above my weight (Two frigates? oh they are running from my Starter ship, 4 fighters, and undeployed for cargo use Hound). Maybe they are scared of the unarmed, unshielded frigate?

They are definitely afraid of the unarmed frigate; they don't notice armaments on ships except for avoiding them in combat. Also, early game fighters are no longer as useful as they used to be.

Wait, Sphinx? Like, a war cruiser, two classes larger than you? That's not what you should be fighting in a solo frigate. Look for Buffaloes.

Sounds like you are playing like earlier versions. Frigates in this are supposed to get in and deal with it; they are explicitly not supposed to kite larger ships indefinitely any more.

Unreal_One fucked around with this message at 03:42 on Sep 16, 2013

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Section Z posted:

Vanilla, just a fresh install for the first time on this computer. Maybe I read the wrong word on the enemy ship while in a hurry. Is there a sphinx gun? Other people have posted saying the Sphinx is a War Cruiser, so I'm more amazed that it just ended in a pathetic stalemate considering I was trying (poorly) to shoot it with my Graviton beam as much as possible.

If there was any Kiting, it was incidental I Am So Bad At Driving And Shooting This Thing that it rolled over into sick dodge mode, and it just felt like common sense to back off a bit when staying closer would just get my rear end shield overloaded. I can see why "Don't try to take on a ship much bigger than yours unless it's easily killed, idiot" would be a problem in hindsight, it just didn't occur to me at the time because I would have expected a ship that much better than mine to just plow right through me.

Thanks for all the insights to this clueless idiot everyone. Things like recognizing hulls on sight would hopefully come with time, but is there any way to get more info than a couple pictures of the ships when you mouseover enemies flying around? At this point that just gets me "Okay that looks about my size... I have no loving idea what kind of ship that is." Pesky lack of a pre-existing encyclopedic memory of the game.

I suppose I could also just pause then flip through the Codex until I find the picture that matches the mouseover ships while learning to recognize them, why the hell didn't I think of this before.
As far as I can tell, there is no sphinx anything in the base game. :iiam:

The size in the picture can be pretty grossly misleading. Luckily, starting out, there is only one ship you need to know on sight: the Buffalo Mk II
http://starsector.wikia.com/wiki/Buffalo_Mk_II

This is the easiest pirate ship to deal with, if you can prevent it from slamming salamander missiles (orange tip, fly straight at you then circle around) up your tailpipe. If you can find a single one of these, or one with a light escort, that is the key to getting on your feet.

E: Also, the missions from the main menu are pretty useful for learning how to control different ships.

Unreal_One fucked around with this message at 06:38 on Sep 16, 2013

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Fewd posted:

I haven't gotten around to try the new patch yet, but these kind of timer things are exactly the kind of hideous bullshit mechanics that I hate. I hope there's a mod to increase or completely eliminate the timer. Or get rid of CR entirely, I liked the game just fine before it.

I mean really? Three minutes? Get out. Get the gently caress out.

The timer only applies to frigates and mod ships, and is a pretty important part of the balance of this patch. Sure it's not nearly finished yet, but the CR mechanic does lead to much more intense fights than previous kite-a-thons or massively outnumbering the enemy.

Also, the time limit is literally just a column in an excel sheet. If you delete the column except for the title, no ships will have any sort of timer.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Klyith posted:

Not a major criticism since the game's not nearly finished. But if the campaign sticks with the small 1 or 2 ship start, I hope there's some better early-game content than hunting for the one or two weak targets that you can pick off while running from everything else. One thing I thought about is escort missions, while a pain in most games, this game would handle them pretty well. Between the good AI that can take care of itself in battles, and the battle setup of deployment & reinforcement, it would be really cool to have "mercenary" missions. Hire on as extra muscle in a Hegemony fleet that's attacking some pirates, protect a mining group, or escort a Buffalo that's running a trade route.
Two of the things that have been promised is some sort of in-campaign mission structure and trade so that your start isn't gonna have to be "Cabela's Buffalo Hunter." As it is, though, it's definitely front loaded and kind of luck based.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Gilgameshback posted:

It strikes me that this game might benefit from a choice between a simulation-style campaign and an arcade-style one. Or just options to choose not to worry about combat readiness, fleet size, etc. I kind of miss the days of running around collecting half a dozen capital ships and laying waste to everything.

I appreciate where the game is going with the hardcore fleet management elements, but I don't think it needs to make them mandatory.

I definitely think a free skirmish mode to supplement the missions would be a positive addition, at the least. Especially if you could set up everything for both sides, so that one side could have an ace pilot commander with maxed combat aptitude and the other could have a leadership style commander.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Internet Explorer posted:

Someone throw me a bone here, how do you set the flagship with this new UI? Why is it not a button on the fleet menu? :(

The big ol' picture at the bottom left of every ship shows the current captain of the ship. At the moment, you're the only possible captain. Click one of the empty silhouettes, and that will be your new flagship.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Protagorean posted:

The AI is really loving good with phase shields. Every run, I have to pick up Shades, because the little buggers just popping up everywhere nigh-invincible and making GBS threads lightning is just hilarious, even mesmerizing. That, and they tear poo poo up in the early game with pirates (though I have three or four extra factions running around to fill things out, holy poo poo are those dudes with the drones pains in the rear end).

How do I raise my logistics cap? It's really hard to build a fleet when I can have maybe three destroyers and two frigates before I'm over my logistics cap because of the ships/crew together, but running lean comes with its own set of problems, namely bleeding supplies ferrying five times my cargo weight every time I kick in some pirate's teeth. At least I'm at the point where I can hotrod my Mules to be faster than my Destroyers with mods, so if I want to carry anything, I don't have to drag along at 3/4 burn like some bottomfeeder and hope a fleet is dumb enough to fall into my mouth; but then I'm typically over cap again, and then I'm losing CR :supaburn:

Only way to raise logistics is to put aptitude into leadership, and buying the leadership logistics skill.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

In development patch notes were updated, I didn't see anything big that wasn't covered explicitly or implicitly in the blog posts.
http://fractalsoftworks.com/forum/index.php?topic=7885.0

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

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

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

McGiggins posted:

So I bought this game last night, and after some key issues, it seems to be all sorted, and I'll get to try it out tonight.

Having read the first 9 thread pages, hopefully I'll have a decent grasp on early tactics to get me going.

Is it possible to get a quick, and concise summary of the intervening year between pages 9 and 40? Major changes, don't do this anymore, etc.

I'll get around to reading all the intervening change logs before I try it, but I figure you guys know what's what.

Logistics are a little bit less messed up, and... that's about it. The first major patch since this thread was made is currently close to finished, though that could still mean we don't see it til the end of this year.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Kenshin posted:

Basically all of this.

Bounty hunter/pirate hunter is a totally legit and useful way to play. You can make a lot of cash.

With tariffs and drop rates where they are, I found that bounty hunting was the only profitable activity for me.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Cathair posted:

I meant the balance between smuggling and open-market trade. Especially when you're first starting out, tariffs are so high that legitimate trade isn't profitable at all. You can still make some pretty good money when responding to severe shortages, but it kinda hurts ~*my immersion*~ that a milk run is not really a thing that exists in Starsector right now. Due to tariffs, trading between the highest and lowest of non-shortage prices will break even at best.

If you read the blog posts, this was exactly what they were going for. The big traders have special dispensations that let them be profitable, but a nobody like you can only make money doing risky trade runs, because a consistent, boring trade run between two or three locations is, well, boring.

That's not to say I really agree with them. I definitely think it needs a couple balancing patches, like the boom-or-bust loot-splosions of early v.6.

Unreal_One fucked around with this message at 17:18 on Oct 21, 2014

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

What I really want is some way to order frigates. Like, place an order, pay 120% of the price, and the next time that frigate shows up for sale on that planet in a market you have access to, buy it and announce that it's bought. Obviously this could extend to the other ship sizes, but I just want to be able to replace my goddamn non-D Wolf. I've seen one for sale, and snapped that up, but haven't seen another since. Maybe even make combat frigates available on the open market.

For the factions, there definitely need to be factions of just one planet, and non-factional raiders/highwaymen that will always be aggressive to you, like the roving bandits in Mount and Blade.

e: It's to the point that I will shield my Wolf with my Sunder, even if it means I lose the Sunder, since Destroyers are so much easier to come by.

Unreal_One fucked around with this message at 23:28 on Oct 23, 2014

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Brainbread posted:

Grab a crappy shuttle, and hard dock and fight ship to ship. Sending in Marines + their crew in your own crew will give you quite a few ships. Out of ~~boarding maneuvers, they've gotten away once or twice, had one that was too wrecked to salvage, and another that exploded itself. So its at least a 50% or more chance to capture new ships. Its definitely worth it.

I use the Mercury shuttle, hard dock with 29 marines, and I have like a 50% too wrecked, 30% captured, 20% self destructed taking out the marines and shuttle. But the problem I have is that getting large ships in reasonable numbers is easy, but frigates that aren't either D type or non-combat are nowhere to be found.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Cirofren posted:

I have the stock standard starter, which I use mainly as ranged support to distract ships from range for the AI to take out. My most effective AI wolf has a grav beam, a single antimatter blaster, two harpoon racks, and a bunch of cap and vents. All the back slots are empty. It routinely takes out (obv. green) cruisers solo while I'm on another part of the map.

Throwing mining lasers into the back slots I find is pretty useful. They take only like 3 OP each, and are decent PD, as long as you give them time to do their thing.

Unreal_One fucked around with this message at 02:16 on Oct 27, 2014

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Taerkar posted:

Also I don't think I've seen a Pirate ship that didn't have a green crew.

All AI fleets have a green crew, at the moment. Known bug.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Minor patch released!

Mostly some bug fixes, but now the fleet crews default to normal, not green, and you can simulate fleet vs fleet engagements, not just one vs fleet.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.


Could you update the OP? All you really need to change is the siren thing to say something like :siren:.65.1 is out, most mods are broken as gently caress:siren:. Maybe something about working economy.

Flesh Forge posted:

That Starsector Plus mod is really interesting, among other things they broke up the burn rate perks into several different skills rather than putting them all in one skill you can start dumping points into at level 1. Now you have to reach at least level 11 before you can improve burn rate at all, it makes the out of combat phase of the game a lot more difficult and tense because you can't just trivially catch or outrun everything. All the variations on start options are really nice as well, it's a superb and well-balanced mod that doesn't just pile free DPS on everything. I just hope it doesn't have that same savegame crash problem I've been having with other mods :ohdear:

MSShadowy you might consider integrating your mod with the Starsector Plus guy(s) for that kind of faction/startup stuff, it's quite cool.

I much prefer the SS+ skill tree, though I'm not so sure about some of the other changes they're making. And you can get some improved burns by level 6 or 7 if you focus on only one tree, especially leadership.

Unreal_One fucked around with this message at 21:35 on Nov 10, 2014

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

If you have the +1 missile upgrade from Combat, putting torpedos in the bomb slots and an antimatter in the front small makes a great big game hunter.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

FooF posted:

This has probably been answered before but is there a reason why every time I try to hit "load game" it crashes to desktop? I can't save anything. :(

Do you have old saves in there? Anything before .65.2 uses a different save system.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

So, unless you do a lot of interstellar travel, is there any good reason to use a Heron instead of two Geminis? The only places the Heron has significantly better stats are the fuel usage (3 vs 2x2), armor rating (750 vs 250), and in combat speed (90 vs 50), and the Geminis have way better weapon slots, cost less to deploy, less than half the skeleton crew requirement, and each one has the same cargo capacity as the Heron.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

I think it means that you basically get a free "bug" on their comm satellite; you get all of the information you would from a comm sniffer, but none of the associated risks.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

McGiggins posted:

I added everything from the Starsector + compat list (save for Nexerelin), and it all worked well for awhile, but it now seems my save has corrupted...

Ah well, time to restart and hope it doesn't happen again.

Did you change it over to 64 bit and increase the memory limit? If you don't, the save will always corrupt pretty quickly.

edit: but only if you have a ton of mods like that.

Unreal_One fucked around with this message at 06:17 on Mar 22, 2015

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Hey y'all, a major rework to the Omnifactory just dropped: http://fractalsoftworks.com/forum/index.php?topic=5199.msg158142#msg158142

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

http://fractalsoftworks.com/2015/04/21/abilities/
Yet another new blog post, this time about adding abilities to use on the world map. He's really spoiling us, isn't he?

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

So far, in the base game, I think it's literally the Sunder's small mounts and maybe some of the new ones. It's more of a modder's request situation.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

AirborneNinja posted:

Probably should dig deep into combat before splitting off science/leadership.
The difference in performance between a no combat ship and max rank is quite noticeable and fleet building is apparently significantly slower.

I'd recommend the opposite, actually. One of the fun things I'm hoping isn't a bug is that if you transfer during combat to a ship which already has a captain, you get the benefits of their combat skills, and they get experience as if they did all the face-wrecking you did. So at level 12 you can have someone with maxed missiles, maneuverability, and combat aptitude piloting your actual flagship, and you fly a mudskipper you never actually deploy to combat. I'm not 100% sure you get all the benefits, I'd need to do some more testing, but you definitely get things like the extra missile in the rack and reduced deployment cost.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

feedtheid posted:

With even a reasonable size fleet I've found it impossible to try to slip in and bribe an investigator.

But for 5000 creds, you can stash all but your fastest, quietest ship at literally any semi-friendly planet.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

I definitely prefer the new ones, but I still find that most of the ships have way too similar an outline for me to love it. Course, if he changed the shape of half of the ships, that would be a huge hassle and long time fans would complain, so maybe it's for the better. Plus, one of the factions visual gimmicks is the "same" engine on every ship, so it would lose some of its identity.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

One thing the fighters-as-weapons does, that I hadn't seen discussed here, is make the 25 ship limit less crippling for carrier groups.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Via his twitter, we're at RC4. What RC did he release on last time? Double digits, right?

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Release Candidate 4; means mechanics are set, known major bugs are gone, etc.
The number is how many times he's replaced it.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

http://fractalsoftworks.com/2017/04/20/starsector-0-8a-release/

Slightly more important than what mayo goes with (fries yes, tacos no).

Unreal_One fucked around with this message at 19:42 on Apr 20, 2017

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

It's only there for pursuit battles. Least, as far as I've seen.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Wind Tempest posted:

Man, I am sitting on 5 survey datas and I have no idea who to sell it to. I haven't found anyone that screams, "I DO COLONIZATION!" yet. I do hope that I can start up and run colonies in the future.

Tri-tach is the most reliably profitable buyer, I've found. Sell price is reportedly based purely on stability, and their ports in Hybrasil are usually 9-10, since no one smuggles where everything is legal.

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Falcon2001 posted:

Is there a way to see the range of your active sensor burst or other stuff? (in a visualization, not just a number)

The reason there isn't is because sensors work by the sum of the sensor strength and the detectee's signal size, so a ring of one size wouldn't really work. Plus I think there's some sort of signal noise thing, but don't quote me on that.

fake edit: originally, this read "don't quote moe on that."

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

metasynthetic posted:

edit: also protip for any modding newbies like me that get crashes on saving, copy your 64 bit java into the /jre/ folder inside the Starsector directory (or get the path to work right, I didn't because I'm dumb / stupid) and edit your vmparams parameters to say -Xms2g -Xmx4g instead of the defaults. No more saving problems!

Actually, as of 8.1, it comes with 64-bit Java, so all you have to do is edit vmparams!

Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

DangerousDan posted:

EV (override for life) was like THE defining game of my childhood. I dug all the cheesy plots you could partake in. Does Starsector have any of that, or is it more of a sandbox?

So far, there is absolutely zero story you don't make, and story definitely won't come in in the next update, either. This is much more Mount and Blade with EV-y combat than it is an EV game, at the moment.

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Unreal_One
Aug 18, 2010

Now you know how I don't like to use the sit-down gun, but this morning we just don't have time for mucking about.

Not for first playthroughs, no. Unmodded is definitely the best way to start playing the game.

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