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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370031 times)

Zangi

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2115 on: December 19, 2021, 01:00:44 am »

To be fair, B12’s first post on this is 10 years ago.

Is definitely before steam really opened the floodgates into early access, probably even kickstarted.  (Not looking it up.)
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JWNoctis

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2116 on: December 19, 2021, 02:28:29 am »

Damn.... how long has this game been out? And it's still getting big updates?
Damn... how long has this game been in early access? It's barely getting any updates.
It certainly is already more feature complete than a good number of other games that did come off early-access, especially when you throw in a few mods.

Its graphics and features are aging quite well, too - Though the twice-per-year upgrade cycle is a bit...slow.

And since this is Bay 12 - How long has Dwarf Fortress been in early access, anyway? :P
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2117 on: December 19, 2021, 04:06:24 am »

There's something to be said here about the toxicity of the EA label. Seems all one needs to do to escape the stigma, is not to release on a platform that obliges one to clearly mark themselves as such.
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EuchreJack

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2118 on: December 19, 2021, 04:40:13 am »

Eh, I mostly read EA as "In Development" these days.  Some devs tend to utterly abandon their games shortly after they leave EA.
Dev cycle on Steam:
Not Released/Hype/Wishlist -> EA -> Released -> Bugfixing* -> Abandoned/Sequel

*Bugfixing is optional

I actually prefer EA on Steam, as it means the Dev might actually be bothered to fix any bugs.

zaimoni

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2119 on: December 19, 2021, 03:37:19 pm »

-Dynamic slipstreams that enable quick and efficient travel in hyperspace
Quick, yes.  They generally get in the way of efficient (they're far faster than your acceleration, best technique to get past them (away from a star system that suppresses them) is to treat them like a rip tide.

That is...manually target "at right angles" to the slipstream.  Autopilot is utterly worthless, it'll just take you to a suppression point.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2120 on: July 13, 2022, 07:11:32 am »

I'm reviving this thread just because I've got a question for people.

Anyone know a way of making your autopilot more aggressive? My other ships are fine, but I've noticed my ship will back off under the vaguest of threats. I was mid pursuit and turned on autopilot. My Onslaught with zero flux, full armour, and full hull decided it'd then start burning away from a half-dead eradicator. It wasn't even going for another ship because that was the last one, it just seemed to see the eradicator and brick itself.
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2121 on: July 13, 2022, 07:30:28 am »

The Automated Commands mod has something about overriding behaviour for the flagship in the description, but I've never tried it.
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zaimoni

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2122 on: July 13, 2022, 10:49:48 am »

I'm reviving this thread just because I've got a question for people.

Anyone know a way of making your autopilot more aggressive? My other ships are fine, but I've noticed my ship will back off under the vaguest of threats. I was mid pursuit and turned on autopilot. My Onslaught with zero flux, full armour, and full hull decided it'd then start burning away from a half-dead eradicator. It wasn't even going for another ship because that was the last one, it just seemed to see the eradicator and brick itself.
The relevant Automated Commands are 0 OP.  I find that Aggressive is a good default for everything other than missile boats and carriers (i.e., Aggressive is what Steady should have been).
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Dostoevsky

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2123 on: July 13, 2022, 09:35:59 pm »

If you have your own faction you can also use the fleet setting to change the default AI settings for ships (which should affect your own fleet as well, if I recall).
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NullForceOmega

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2124 on: July 23, 2022, 12:51:37 am »

You don't even need to have set up a faction to use the fleet settings, they'll be applied to your own fleet even without a colony.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2125 on: August 07, 2022, 08:15:04 am »

Just to let people know, the TaSC mod's now got tracking stuff in it you need to opt-out of if you don't want it to be used. Doesn't warn you on startup either.

Feel like it might be in breach of GDPR but I don't know for certain, and the guy that made the mod thinks it's fine because he doesn't make money from the mod.
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Sirus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2126 on: August 07, 2022, 08:21:02 am »

The what mod? I haven't added or updated any mods in a while but I don't recognize that one (and I'll want to avoid it in the future).
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2127 on: August 07, 2022, 08:43:02 am »

Terraforming and Station Construction.
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Sirus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2128 on: August 07, 2022, 08:52:21 am »

Cheers GO. I don't have that one (went for DIY Planets instead) but it sounds like something to avoid in the future.
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Frumple

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2129 on: August 07, 2022, 08:55:11 am »

That's... weird shit to put in a mod. Have they given, like, any reason it's there? The hell are they trying to do with it?
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