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Starsector - RT 2D indie space goodness

Commissar Draco

Codexia Comrade Colonel Commissar
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Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
0.7a was a bugged mess but new version 0.71a was just released:

http://fractalsoftworks.com/2015/12/04/starsector-0-7-1a-release/

Changes as of December 04, 2015

Campaign
  • Jangala will now always have fresh bounty on game start
  • Can ask mercenary officers what they can do when at officer limit
  • Added military market indication to star system tooltip in intel tab
  • When joining a battle with overwhelming odds in your favor, the allied fleet is more likely to harry instead of pursue
  • Player fleet less likely to be pursued if it consists of ships that easily outpace the enemy in combat
    • Will be harried instead
  • "Low engine interference" bonus is now based on the sensor profile of your fleet, so that hullmods like Augmented Engines properly interact with it

Combat
  • Ship AI
    • Fixed issue where EMP emitter system wasn't generating a proper kind of threat
    • Improved autofire logic when using beam weapons for point defense (less likely to keep turning beam on and off vs a fast moving target)

Bugfixing
  • Your credits will properly update for next officer hire after hiring one officer
  • Fixed bug where allied damage to allied ships could cause friendly fire incidents
  • Fixed visual glitch with accident report dialog



Changes as of November 30, 2015

Campaign
  • Removed half damage option from global settings
  • Easy difficulty in campaign:
    • +50% damage dealt
    • -50% damage taken
    • +500 sensor range
    • +50% extra salvage
    • Halved enemy officer level
    • Extra starting money (10,000)
    • Extra starting ship, with officer
  • Added faction commissions
    • Offered by Hegemony, Tri-Tachyon, Luddic Church, Sindrian Diktat, and the independents
    • Can be accepted via the mission board if your standing is at least favorable
    • Makes you immediately hostile with the faction's enemies
    • Automatically annulled if your reputation with the faction drops to suspicious or below
    • Grants a small bounty for fighting faction's enemies, similarly to a system bounty but not restricted to a specific system
    • Required for most military-market purchases (anything requiring "welcoming" or above)
    • Small monthly reputation penalties for being hostile with neutral factions, and for not being hostile to faction enemies
  • Turned off "faction ties" investigations
  • Added faction hostility events
    • Otherwise non-hostile factions may become hostile to each other for up to a cycle
    • Hostile player actions while holding a faction commission increase the chance of inter-faction hostilities
  • Faction capital ships now available on markets of size 5 and above
    • Tri-Tachyon capital ships available on Ogma in Hybrasil
  • Increased range at which most pirate fleets can be detected by making (D) hull hull-mods increase sensor profile
  • Faint "near sensor range" indicators now shown for fleets that are only at "unidentified contact" level
  • Safety Overrides:
    • Can no longer be installed on civilian-grade hulls
  • Increased number of pirate fleets
  • Coming into market will now automatically turn off Emergency Burn
  • Improved procurement mission variety
    • Increased low-end prices
  • Sensor strength/profile will now show fractional values where necessary (i.e. phase ships, civilian ships, ships with Augmented Engines)
  • Smuggling investigations
    • Take 3-4 months to finish instead of 2-3
    • Won't happen if the faction is already hostile to the player
  • Black market:
    • Reduced number of (D) variants
    • Added ships and weapons drawn from the "independent" faction
    • Slightly higher chance of getting ships/weapons from market's faction, even at high stability
    • Better odds for some specific weapons to spawn:
      • Light Assault Gun
      • IR Pulse Laser
      • Phase Lance
      • Sabot Pods
  • Fleet compositions: reduced number of fighters in carrier groups, improved algorithm to more closely match intended ship distributions
  • Removed reputation decay/increase from not interaction with a faction for a while
  • Boarding: when multiple ships are potentially boardable, more expensive ships have a higher chance of being picked in proportion to their cost
  • Damaging allied fighters no longer causes friendly fire incidents
  • Increased damage threshold for friendly fire incidents
  • Changed "mission accept" shortcut to T
  • Officers now retained upon losing full fleet and respawning
  • Missions the player can't accept are now sorted to the bottom of the list
  • Missions the player can't accept now look dimmer in mission list
  • Market procurement missions show days left in intel filter
  • Added star system and faction to system bounty in intel filter
  • Commodities available for sale on markets reduced to more reasonable quantities
  • Increased "deserter" bounties by 50%
  • Fleets now have a minimum sensor strength of 4; fleets with a lower strength receive a "low engine interference" bonus to make up the difference
  • Immediate area around player should mostly not have hostile fleets on spawn or respawn

Combat
  • Enabled escort commands when selecting allied ships
  • Venting will now interrupt travel drive
  • Gryphon:
    • Reduced ordnance points by 15
    • Missile Autoforge:
      • Increased flux generation
      • Limited to 1 use per battle
      • Removed CR cost
  • Timid officers behave as if they were cautious if only timid officers/non-combat ships are deployed
  • Fortress Shields: now takes 1 second to ramp up to full damage absorption bonus
  • Ship AI:
    • Will now properly turn off missile groups set to autofire instead of leaving them on and firing all missiles at the first target

Modding
  • BattleAPI
    • Map<FleetMemberAPI, CampaignFleetAPI> getMemberSourceMap()
  • Fixed crash caused by spawning ships in campaign battles
  • Ships spawned in the campaign battle via scripts, that aren't added to the member source map, will not show up as "disabled", "destroyer", etc
  • LocationAPI.addTerrain() now returns CampaignTerrainAPI, for clarity/to avoid extra cast
  • Added Misc.getHyperspaceTerrain() method that returns the CampaignTerrainAPI for the main hyperspace terrain
  • MissionBoardAPI
    • void makeAvailableAt(CampaignMissionPlugin mission, MarketAPI market)
  • Fixed issue where procurement missions were made available using the market id instead of an entity id
  • Fixed bug with decorative weapons not rendering properly on fighter wing icons
  • Removed speed cap of 600 on missiles
  • Fixed bug where buffs would not apply to ships in the refit screen or in simulation
  • Fixed bug where calling MarketAPI.removePerson() on a market with no people would crash
  • SettingsAPI:
    • List<RoleEntryAPI> getDefaultEntriesForRole(String role);
    • void addDefaultEntryForRole(String role, String variantId, float weight);
    • void removeDefaultEntryForRole(String role, String variantId);
    • List<RoleEntryAPI> getEntriesForRole(String factionId, String role);
    • void addEntryForRole(String factionId, String role, String variantId, float weight);
    • void removeEntryForRole(String factionId, String role, String variantId);
  • RoleEntryAPI;
    • String getVariantId();
    • void setWeight(float weight);
    • void setVariantId(String variantId);
    • float getWeight();
    • boolean isFighterWing();
    • float getQuality();
    • void setQuality(float quality);
    • float getFPCost();
  • Added "faction crests" - square version of flag for UI use
  • FactionAPI
    • String getCrest()
  • CampaignMissionPlugin.playerAccept() now has a SectorEntityToken parameter
  • Added FleetEncounterContextPlugin.computePlayerContribFraction()
  • Added FighterWingAPI.getWingLeader()


Bugfixing
  • Changed message when clicking on identified contact on map to "... course for unidentified contact" instead of including (as yet invisible) fleet name
  • Fixed issue where transferring ships with officers/yourself assigned to command into storage could result in temporary duplicate officers
  • Fixed issue where person bounty would report full amount when a player only got a share due to ally participation
  • Fixed issue with Tachyon Lance EMP arcs passing through shields
  • Fixed issue where terrain info UI element would sometimes get out of alignment
  • Advanced Tactics perk description no longer mentions crew
  • Fixed assorted typos
  • Fixed issue where boarding a ship with an officer would keep that officer in command of the ship until it was unassigned
  • Fixed issue where player crew casualties weren't being reported after battle
  • Fixed tooltip for "High Maintenance" hullmod
  • Fixed "free port" markets not allowing open transponder-off trade
  • Fixed issue with smuggler fleet commanders sometimes showing independent flag when functioning as pirates
  • Fixed xyphos description referring to phase beam instead of pulse laser
  • Fixed issue where AI could cancel the retreat drive burn by venting
  • Fixed encounter flow where the player joins a battle but their allies elect not to fight
  • Fixed issue where missions would not show up in orbital stations' comm directories
  • Fixed issues with "Volatiles Depot" and "Dissident Population" market conditions
  • Fixed bug with excess casualties from boarding; should now be close to the number of lifesigns detected
  • Fixed bug where autoresolving pursuit without having allies yielded no salvage
  • Fixed issue where ships that are too expensive to be bought after tariff, but not before, could be bought, resulting in negative credits
  • Adjusted help message that mentioned the now-non-existent logistical priority button
  • Burn level tooltip now properly shows slower ships first in the ship list
  • Fixed issue where procurement missions could target markets that had that commodity for sale in sufficient quantity
  • Suspicion chance for smuggling investigations no longer shows "none" for <1% chance
  • Fixed bug with Squall missile launcher getting reduced range from taking Missile Specialization
  • Fixed out-of-memory crashes some players were experiencing (before battle, transitioning jumppoints, taking screenshots)
  • Fixed issue with the Apogee not firing the Squall MLRS due to it pointing at an off angle
  • Fixed issue where if a bounty fleet lost its commander, but wasn't entirely destroyed, the player would still get a bounty for them
  • Updated some obsolete tooltips
  • Fixed 20% chance for fleet tutorial to crash
  • "Military Base" market conditions should properly increase local fuel stockpiles
  • Fixed bug where player fleet could join battle against itself
  • Fixed bug where the confirmation for attacking a non-hostile enemy was using the faction of the combined player-side fleet, which wasn't always the player
  • Fixed later-game framerate stutter issue in campaign
  • Fixed issue where having emergency burn enabled would prevent CR loss from star coronas and hyperspace storms
  • Fixed issue where combat tutorials would end automatically after a couple of minutes
  • Fixed rare case where using phase cloak and venting at the same time could result in both overloading and venting



 

Fug

Educated
Joined
Jan 22, 2016
Messages
87
Location
Finland
So, what's everyone's thoughts on this game? A friend is recommending it to me and I want to hear some more opinions.
 

adrix89

Cipher
Joined
Dec 27, 2014
Messages
700
Location
Why are there so many of my country here?
So, what's everyone's thoughts on this game? A friend is recommending it to me and I want to hear some more opinions.
Combat is absolutely best thing ever.
But reputation is annoying and there is no end game in Vanilla.

Trading is great until you make your first million in which case it doesn't matter.

Also you better have 4GB 6GB of RAM otherwise you can't play with mods and you basically have to because Nexerelin galactic conquest is the only meaningful endgame/challenge the game has.

It is worth a buy just for the combat scenarios you can set up.

The game is in alpha bullshit and I predict it would take 2 good updates until it sets its challenge straight.
 
Last edited:

cpmartins

Cipher
Joined
Jan 9, 2007
Messages
532
Location
Brasil
So, what's everyone's thoughts on this game? A friend is recommending it to me and I want to hear some more opinions.
Combat is absolutely best thing ever.
But reputation is annoying and there is no end game in Vanilla.

Trading is great until you make your first million in which case it doesn't matter.

Also you better have 4GB 6GB of RAM otherwise you can't play with mods and you basically have to because Nexerelin galactic conquest is the only meaningful endgame/challenge the game has.

It is worth a buy just for the combat scenarios you can set up.

The game is in alpha bullshit and I predict it would take 2 good updates until it sets its challenge straight.

This good man said it all. It's my most played game of all time though, so that's a recommendation I suppose?
 

Fug

Educated
Joined
Jan 22, 2016
Messages
87
Location
Finland
Alright, got some good mods then?
Is reputation as bad as in Mount and Blade?
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
Joined
Apr 28, 2004
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YES!
Wow, this looks good. How close to complete is it? I want to buy now but I don't want to ruin the game for myself. Is it just adding late game content and all the systems are in, or is there a lot of missing or incomplete game systems?
 

Fug

Educated
Joined
Jan 22, 2016
Messages
87
Location
Finland
Anyone got a good list of mods for the game?

Also, Roqua, the game is pretty excellent,, the combat is great, trading works fine, missions are good, if a bit generic. There's also a retarded number of mods, look at this listing. Gives me a boner just thinking of everything I can add to the game.
:bounce:
 

adrix89

Cipher
Joined
Dec 27, 2014
Messages
700
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Why are there so many of my country here?
Wow, this looks good. How close to complete is it?

There is no end game without mods. But its not like its going to spoil the experience, the combat is excellent and is why you should play it, everything else tangential.

Anyone got a good list of mods for the game?

Install all the main mods. The only choice is between the factions you install before your RAM explodes.
 

Fug

Educated
Joined
Jan 22, 2016
Messages
87
Location
Finland
So, Starsector+ and Nexerelin compilations, plus all the utility and recommended mods?
What's the problem with RAM exactly, I have 8gb so I don't see how there would be any issues.
 

adrix89

Cipher
Joined
Dec 27, 2014
Messages
700
Location
Why are there so many of my country here?
So, Starsector+ and Nexerelin compilations, plus all the utility and recommended mods?
Check the readme when installing as some utility mods might not be compatible.
What's the problem with RAM exactly, I have 8gb so I don't see how there would be any issues.
If you get the JRE then you shouldn't have a problem.
However people with 4GB ram(like in my case) might have problems because fuck Java.
They should close their memory hog applications(like firefox) and play with less factions and don't use Corvus mode.
 

Fug

Educated
Joined
Jan 22, 2016
Messages
87
Location
Finland
Alright, I'll be setting it up with the 3GB heap so I can use a fucking ton of mods. Thanks for the advice.
 

Beastro

Arcane
Joined
May 11, 2015
Messages
8,062
Have mods made this game something more than a a little novelty you get bored of after a evening of playing it?

Actually now that I think about it... the addictive, top down combat, the shallow depth that makes you want so much fucking more to it. This game's a modern Innerspace"

1268798-start.jpg
 

Fug

Educated
Joined
Jan 22, 2016
Messages
87
Location
Finland
Have mods made this game something more than a a little novelty you get bored of after a evening of playing it?
Because the combat is so awesome the new faction ships become awesome too.

If you can stomach the Nexerilin style conquest you are going to have a great time.
If not wait for a few updates to spice up vanilla.
The game still seems to shit itself if you run too many mods. I have 18 running right now and the game freezes up during saves sometimes. Everything else works though
 

adrix89

Cipher
Joined
Dec 27, 2014
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Why are there so many of my country here?
I have 18 running right now and the game freezes up during saves sometimes.
This is the reason you want the RAM. If you didn't have the RAM it would outright crash when saving. Maybe you should extend it to even more then 3GB?
On the plus side the fact that you aren't going to save that often makes the game have a bit of hardcore mode in it.

You want choice and consequence right? :smug:
 

Fug

Educated
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Jan 22, 2016
Messages
87
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Finland
Heh yeah, it's just annoying since if it crashes while saving, it corrupts the save and you can't use it again. Kind of annoying since I was about to complete a 400k contract.
I'll try increasing the startup ram to 4 and the max to 6 to see if it does anything, but that really seems like overkill.
I think Nexerelin might be causing some of the issues, it seems a bit unstable for a mod, as cool as the features are.
 

kangaroodev

Educated
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Feb 13, 2016
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On my chair
This looks interesting, and also I see that it took like 6 years to make so I imagine there's quite a lot of content to consume. I assume it's gonna be better than FTL since it doesn't seem to be randomly generated.
 

Fug

Educated
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Jan 22, 2016
Messages
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It's not finished yet, and there's a stupid number of mods, one of which adds the option of creating randomized sectors to explore.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
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YES!
What is your best guess at how long it will take to be finished?
 

Fug

Educated
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No idea, it's apparently the developers 'lifes work'. I'd ask him on the forums over there, he's incredibly talkative.
Actually, I'll also link him to these forums.
What I hope he works on next is optimization of code, or for AMD to make less shitty drivers, AMD cards and CPU's can't handle the game nearly as well as Intel.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
Joined
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Messages
4,130
Location
YES!
No idea, it's apparently the developers 'lifes work'. I'd ask him on the forums over there, he's incredibly talkative.
Actually, I'll also link him to these forums.
What I hope he works on next is optimization of code, or for AMD to make less shitty drivers, AMD cards and CPU's can't handle the game nearly as well as Intel.

Sorry for asking so many questions and thank you for taking the time to answer. If you don't mind a have a few more-

How would you compare the game to Void Expanse?
How much content with mods is there? If I generally get bored with a game after 20 hours is it worth buying and playing now?
If you have a "no more playing games before they are officially released" rule, do you think this game is worth breaking your rule for?
 

Fug

Educated
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Jan 22, 2016
Messages
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Finland
Haven't played Void Expanse, but from what I just read about it, it seems that Void Expanse is more focused on a single ship. Starsector is focused on huge fleet battles, controlling star systems, conquering planets and stations etc.
There's way more than 20 hours of content without mods, there's a campaign and a bunch of scripted missions to play. Campaign is basically free roam around the sector, missions are singular battles.
I've only broken my 'no early access' rule twice, one was for Darkest Dungeon, the other time was for this. DD was alright, but this game blows it out of the water.

Word of warning though, the game tends to chug a bit during larger battles with AMD hardware, you can expect 30 fps instead of 60 on the biggest battles of the game.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
Joined
Apr 28, 2004
Messages
4,130
Location
YES!
Haven't played Void Expanse, but from what I just read about it, it seems that Void Expanse is more focused on a single ship. Starsector is focused on huge fleet battles, controlling star systems, conquering planets and stations etc.
There's way more than 20 hours of content without mods, there's a campaign and a bunch of scripted missions to play. Campaign is basically free roam around the sector, missions are singular battles.
I've only broken my 'no early access' rule twice, one was for Darkest Dungeon, the other time was for this. DD was alright, but this game blows it out of the water.

Word of warning though, the game tends to chug a bit during larger battles with AMD hardware, you can expect 30 fps instead of 60 on the biggest battles of the game.

Thanks for the heads up. So this is like a Homeworld or Master of Orion type game? I think they are considered 4x. I am not sure what 4x is but I really like my space games to be more like rpgs and less like fleet battle grand strategy games.
 

Fug

Educated
Joined
Jan 22, 2016
Messages
87
Location
Finland
It's not really a 4x, the game is really focused on exploring the system, taking missions, conquering stuff, and the battles. The combat is great in this game.
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
The development on this is so slow, this is the grimoire of space games.
 

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