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Starsector - RT 2D indie space goodness

rezaf

Cipher
Joined
Jan 26, 2015
Messages
652
My map seed is MN-995456681968928136 (it's in the bottom of the character screen as a google search revealed).

I definately plan on fighting the pirates at SOME point, I'm not sure you can even have your own colonies without doing so.
I've only tried building a colony once when I wasn't nearly in a position to do so (as it turned out), but it also got targeted by pirate raids over and over and over again until it got decivilized.

Edit: Here's the pirates just attacking the nearest planet as I loaded up my savegame:

q5Zup8R.png
 
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AgentFransis

Cipher
Patron
Joined
Jun 4, 2014
Messages
981
Yes, a proper high quality battlefleet will tear an almost unlimited number of pirates to shreds (barring CR issues from continuous combat). A couple of good battleships can just steam roll through the hordes of crap, blowing up all the little frigates and destroyers before they can even close into range or mass in sufficient numbers to gang up on you. Fighters can help a lot too, able to hunt down any flankers and creating havoc in general. And of course any proper capital can easily beat their crappy converted freighter capitals.

For example, currently in my game I dropped off most of my fleet in the abandoned terraforming station and took just the logistics ships and a small escort to go explore the sector (because my full fleet is way too high maintenance to drag out to the fringe). My entire escort for this expedition is a Maelstrom (Diable Avionics, a wonderful little battlecarrier), a Legion (XIV) and an SO destroyer and frigate just for pursuits. So far I've been attacked by medium pirate fleets about ten times (several cruisers, a bunch of destroyers and frigates), cleared several yellow remnant systems and countless automated drones with no issue at all.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,043
So if I fuck up the Luddic Path bases in the inner sector, will they stop trying to Allahu Ackbar my shit?
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,011
Not completely, but it'll slow them down I think. What would really make an impact is taking out their hidden bases. Taking out whatever one is fucking with your colony will give you a grace period, and if you thin their numbers down enough, then A: They have more potential targets to go after besides you that aren't already being fucked, and B: Independent bounty hunters and such will more easily gang up on and supress whatever is left.

Low leve bases are pretty easy to take out, some of them you can even take down with just a frigate. Each takes pretty different tactics though, you gotta know how to exploit them. And luring away whatever patrols they have of course.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,043
Not completely, but it'll slow them down I think. What would really make an impact is taking out their hidden bases. Taking out whatever one is fucking with your colony will give you a grace period, and if you thin their numbers down enough, then A: They have more potential targets to go after besides you that aren't already being fucked, and B: Independent bounty hunters and such will more easily gang up on and supress whatever is left.

Low leve bases are pretty easy to take out, some of them you can even take down with just a frigate. Each takes pretty different tactics though, you gotta know how to exploit them. And luring away whatever patrols they have of course.

So essentially it's not possible to get rid of an existing faction entirely? Bit disappointing.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,011
You can get rid of normal factions entirely, I'm not sure about Pathers/Pirates. It might work but I'm not sure how you'd find all their hidden bases in the first place.
 

AgentFransis

Cipher
Patron
Joined
Jun 4, 2014
Messages
981
I see you have adopted The Path of Now and Forever.
We even have red planet shields in the game already so maybe some clever modder will allow us to slave shield everyone as well.
 

Commissar Draco

Codexia Comrade Colonel Commissar
Patron
Joined
Mar 6, 2011
Messages
20,856
Location
Привислинский край
Insert Title Here Strap Yourselves In Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Divinity: Original Sin 2
Raiding is really easy now especially when you got your hands on those valkerie ships the invading fleets bring about, thanks goyim! :hero:

Btw what screen shot program you use Comrade? Commissar installed Gadwin print screener but for some reasons it show black screen when making screenshots in Starsector.
 
Joined
May 1, 2013
Messages
4,501
Location
The border of the imaginary
Some of my school friends chose to deal drugs in real life. They are now in Jail gettign assraped regularly.

I decided to deal drugs in Starsector; and am still a productive wageslave guilty of thought-crimes.


Really loving this so far. Also any mods worth a try?
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,011
I don't see why it wouldn't. I'm not sure how the AI works as far as upgrading settlements or being spread too thin, I suspect there's no such mechanic and it just upgrades shit constantly. They don't really 'send' fleets though. The fleets are based on the building specifically responsible for that, the patrol hq > whatever > high command chain. The more of those kicking around, the more and bigger fleets you'll see. Stability and all that play into it too just like for the player, but at the end of the day, the difference beween no patrol hq (just small merchant fleets and no escorts or anyone to even control nab buoys and comms) and a high command (massive fleets get sent out to crush pirate bases) is pretty huge.

Some of my school friends chose to deal drugs in real life. They are now in Jail gettign assraped regularly.

I decided to deal drugs in Starsector; and am still a productive wageslave guilty of thought-crimes.


Really loving this so far. Also any mods worth a try?
Like, all the mods. Seriously just go browse the list of them and pick up whatever looks cool to you.
 

hello friend

Arcane
Joined
Feb 26, 2012
Messages
7,847
Location
I'm on an actual spaceship. No joke.
I've got a commission with Luddic Path and two High Commands spread over three colonies in Tri-Tachyon's home system. I can barely keep up, but it seems like my colonies are finally past the point where they need to be babysat. Place is a warzone. Colonised four extra planets and gave 2x to the Church and 2x to the Path, one of the Pather colonies was immediately bombarded and conquered by Tri-Tach.

Edit: As for mods, this is my current modlist

Lightshow
Trailer Moments
Autosave
Blackrock Drive Yards
Celestial Mount Circle (Just testing)
Combat Chatter
Console Commands
Diable Avionics
Disassemble Reassemble
Grytpype and Moriarty's Defense Authority
Junk Pirates/ASP/P.A.C.K
LazyLib
Luddic Enhancement
MagicLib
Missile and Sundry
Nexerelin
Planetary Shield: Access Control
Rebalanced Pilums (Small change)
Sanguinary Anarchistic Defectors
Ship/Weapon Pack
SkilledUp
SpeedUp
Starship Legends
Stop Gap Measures
Sundiving
Tahlan Shipworks
Transponder Reminders
Unknown Skies
Upgraded Rotary Weapons (kind of unnecessary)
Vayra's Sector
Version Checker
GraphicsLib
And I recommend them all. Yes.

Will also probably add

Vesperon Combine
Shadowyards
 
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AgentFransis

Cipher
Patron
Joined
Jun 4, 2014
Messages
981
I would also recommend Scy (lot's of cool stuff, decent style) and Sylphon (some really interesting weapons and ships, unfortunately ships are mostly ugly).
 
Joined
May 1, 2013
Messages
4,501
Location
The border of the imaginary
Like, all the mods. Seriously just go browse the list of them and pick up whatever looks cool to you.

Yes, all the mods. They upgrade the game considerably and are all compatible with each other.

...snip...

So visited http://fractalsoftworks.com/forum/index.php?topic=177.0
and ended up with this list:
I am a bit on the fence about [0.9.1a] Nexerelin by Histidine, Zaphide as not sure how large the 4x parts of it will change the formula for Starsector
 

Black

Arcane
Joined
May 8, 2007
Messages
1,872,647
Do you guys swear that the mods that add ships and weapons are "balanced" and not some magic bs?
 

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