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Author Topic: Starsector [TopDown Sandbox RPG on Space]  (Read 370023 times)

Sirus

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2145 on: August 23, 2022, 04:14:15 pm »

Heg and LC have an alliance in my game as well, funnily enough. They're opposed by a three-way alliance of Persean League, Star Federation (a mod that draws heavily from FTL: Faster Than Light for ship design) and Tri-Tach (which I claim some small role in bringing in to the alliance).

I don't know if alliances can be disabled or not, but I might advise toughing things out unless the two have just mopped up all competition. Sooner or later some factions are likely to team up in opposition.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2146 on: August 23, 2022, 10:43:44 pm »

Oh no, I mean they allied and the mod went "Yep, they won, gg all"
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Kanil

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2147 on: August 24, 2022, 02:22:59 am »

lol...

I feel like most people who play Nex would never see that happen because they (myself included) stuff the game with so many faction mods that a Heg/LC alliance is still small in the grand scheme of things.
« Last Edit: August 24, 2022, 02:30:56 am by Kanil »
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

George_Chickens

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2148 on: August 25, 2022, 02:56:15 am »

Or at least on startup say "This mod uses trackers, do you want to enable them?" or some such.

Now I've got a question for folks.

Spoiler (click to show/hide)
Post phase nerf, the Z is kind of weak. If you surround it with powerful ships that can take a beating from the motes (ie, Dominators with solar shielding), it fluxes out fast and becomes completely helpless. My first battle destroyed every one of my ships except for my Onslaught, which struck a killing blow with under 50 hull left. My next one, I lost maybe three ships. You just need to be prepared to fight at longer ranges.

Spoiler (click to show/hide)

As a general rule, you want weapons with good ranges so you can continue to keep the pressure up after either of them reposition. Tachyon Lance snipers are particularly good. I've seen some people recommend lots of ion spam to disable their weapons, but I've never had much luck with that.
« Last Edit: August 25, 2022, 03:06:33 am by George_Chickens »
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2149 on: August 25, 2022, 09:40:32 am »

Can you good people give me the lists of mods you're using? I'm interested in seeing what works well together.
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Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2150 on: August 25, 2022, 10:37:23 am »

Can you good people give me the lists of mods you're using? I'm interested in seeing what works well together.

Let's see:
A few portrait packs (Another portrait pack, battletech, I think a few others)
Deluxe Player Flags
Nexerelin
*Required libraries like MagicLib and LazyLib
Better Colonies
DIY Planets
Grand Colonies
Stellar Networks
Terraforming & Station Construction
Unknown Skies
Fleet Action History
Combat Chatter

Ship Pack:
Stardust Ventures (Which is my mod)

Factions:
(Not necessarily what I have on right now, but the ones I generally like)
Dassault-Mikoyan Engineering
Diable Avionics
Hazard Mining Incorporated
Iron Shell
Machina Void Shipyards
Magellan Protectorate
Outer Rim Alliance
ScalarTech
Shadowyards
The Star Federation
VIC
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Dostoevsky

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2151 on: August 25, 2022, 11:54:23 am »

In terms of QOL mods:

Combat Chatter (as mentioned above) - has both flavor and practical use
Combat Alarm Sounds - again, both flavor and good practical use
Leading Pip - shows a designator to help you lead targets, though obviously doesn't account for evasive maneuvers
SpeedUp - what it says on the tin
Logistics Notifications - what it says on the tin
Hostile Intercept - notifications (and autopause option) for when a fleet targets you
Automated Commands
Captain's Log
Lightshow - beams colored by effect for more consistent threat profile

Content mods:

Nexerelin, of course
Commissioned Crews - integrates with a bunch of faction mods and gives both some flavor and sometimes helps with weaker factions
Blackrock Drive Yards - I think it's only an interim patch right now, but great style aesthetically and mechanically
Shadowyards - as above
Diable Avionics - Nicely balanced and neat assets
Anything from Vayra, Vayra's Sector and Ship Pack in particular
Starship Legends
Seeker - instead of adding factions, puts a lot of esoterica and unique bits and pieces in the world
Xhan Empire
HMI suite - not overpowered, and add a fair bit of extra content beyond the faction(s) themselves
Secrets of the Frontier
Arma Armatura - it's mechs so a different feel, but mechanically incredibly well done and includes other fighter goodies as part of the package
Tahlan shipworks
Industrial Evolution
Underworld
Torch Ships
Audio Plus
Unknown Skies

There are plenty of other quality ones, those are just the ones I'd more or less auto-include on any run. (and there are lots others that are probably very good that I just haven't tried!)

By and large mod-ships and mod-factions are pretty decently balanced, though there are some outliers. Most notably in my opinion, Dassault-Mikoyan is popular, high quality and includes good 'beyond faction' content, but I still think it's overtuned.
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2152 on: August 26, 2022, 08:03:34 am »

Some versions back I ran a mod that introduced special hullmods to be found on some drifting ships - there was something about being haunted, having a cannibal tribe living in the vents, things like that. Usually with some associated events and mechanics (like bad effects countered by marines on board).
I don't remember which one it was, though, and can't immediately see anything like that in the mod descriptions. I think it was just a small part of some larger mod. Maybe a scavenger-centric one?
Anyone knows the name of the mod I'm thinking of?
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Astral

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2153 on: August 26, 2022, 09:07:59 am »

The only one I'm aware of with something similar in practice is Starship Legends, by the description. I don't know of events associated with it though.
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2154 on: August 26, 2022, 09:14:48 am »

No, that's not it. One more thing I remember,  you had to have some marines on board to even claim the ships. They were usually pretty high-end too.
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Astral

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2155 on: August 26, 2022, 10:18:26 am »

Could be an old mod that got abandoned or was noted to have a bunch of issues and taken off the index.

One I was thinking of from a prior playthrough, Beyond the Sector, was taken down because it caused numerous issues, including savegame bloat, and was very much not compatible with some of the newer features added by 0.95.1a like slipstreams (since it technically put new systems well off the map, and never cleaned up after those systems).

You can try asking in theModding thread as well.
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What Darwin was too polite to say, my friends, is that we came to rule the Earth not because we were the smartest, or even the meanest, but because we have always been the craziest, most murderous motherfuckers in the jungle. -Stephen King's Cell
It's viable to keep a dead rabbit in the glove compartment to take a drink every now and then.

Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2156 on: August 26, 2022, 10:48:51 am »

No, that's not it. One more thing I remember,  you had to have some marines on board to even claim the ships. They were usually pretty high-end too.

Hmm, I remember that. Maybe Blackrock Drive yard? I know not all of it has been ported over yet, and it had a ton of content. And I was definitely running it for the last version.
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Il Palazzo

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2157 on: August 26, 2022, 10:58:36 am »

Maybe Blackrock Drive yard?
I've never seen those ships before, so I don't think so.

I also remember in those games I had a few modded ships that I don't see anywhere now - they might have been from the same mod, maybe. The ships were all salvage-centric, with a nice yellow-and-black roadwork-style paintjobs. The largest one came with a Paladin PD in its largest gun turret.
Might be an unrelated mod, though.
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Great Order

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2158 on: August 26, 2022, 11:02:59 am »

Well, figured I'd give the big Z a poke. Quicksaved beforehand.

The fight was a piece of cake without much beamspam this time. I think having a hegemony/XIV themed fleet helped with the tanking capacity, alongside a double Legion XIV. The fighters helped keep it pinned, and the Eagle XIVs helped with their ion/graviton beams. Lost a Legion, two Wolfs and one Eagle, but I have the hull restoration skill so I just recovered all of them.
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I may have wasted all those years
They're not worth their time in tears
I may have spent too long in darkness
In the warmth of my fears

Mephansteras

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Re: Starsector [TopDown Sandbox RPG on Space]
« Reply #2159 on: August 26, 2022, 01:04:16 pm »

Maybe Blackrock Drive yard?
I've never seen those ships before, so I don't think so.

I also remember in those games I had a few modded ships that I don't see anywhere now - they might have been from the same mod, maybe. The ships were all salvage-centric, with a nice yellow-and-black roadwork-style paintjobs. The largest one came with a Paladin PD in its largest gun turret.
Might be an unrelated mod, though.

Hmm. Yeah, not sure. Maybe best to ask on the forums or the starsector discord. See if someone there knows.
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