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Starsector - RT 2D indie space goodness

BlackPlate

Novice
Joined
Jan 6, 2020
Messages
29
These ones Rookie numbers no doubt, but even this is the result of me trying to keep the bloat down.
Nexerelin itself changes SS into a different game. Being an opportunist has never been more profitable, and all the different ships and guns create variable playstyles. Keeps you on your toes.
Shoutout to Arma Armatura with its mechs that operate somewhere in-between frigates and fighters, and the delightful crew promotions.
 
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Cogemesiter

Novice
Joined
May 1, 2024
Messages
73
I really like Starsector, but just like Rimworld there’s so many mods and I don’t even know where to begin. Also not a big fan of the ship controls (aiming and stuff).
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,813
I really like Starsector, but just like Rimworld there’s so many mods and I don’t even know where to begin. Also not a big fan of the ship controls (aiming and stuff).
Just put it on auto and get the freecam "mod" :]
Seriously, just letting the AI control my flagship worked really well for me most of the time. I only feel like I make a major impact as a pilot if I'm using some overpriced frigate to snipe shit and run away.
 

Cogemesiter

Novice
Joined
May 1, 2024
Messages
73
I like the concept of controlling a ship though, sort of like outer space Mount and Blade lol. I will for sure be looking into some mods because I don’t feel like doing vanilla again.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,238
I like control of ship but i don't like that it is steered via mouse and km with no way to attach camera to your ship so camera rotates with ship. That's like trying to masturbate with your foot.
 

oscar

Arcane
Joined
Aug 30, 2008
Messages
8,057
Location
NZ
Very cool game. Gotten to the point I've got a 200K colony (pristine Terran world with an almost-as-good Terran eccentric world smack bang next to it as well!). Smacked Kazeron up and stole their pristine nanoforge (took three capital ships though). Considering ditching my Hegemony commission as it just keeps tanking my relations with everyone.

Captures the original Warband itch of "bum to big deal" very well. Lore and writing is surprisingly interesting and thoughtful as well.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,813
Very cool game. Gotten to the point I've got a 200K colony (pristine Terran world with an almost-as-good Terran eccentric world smack bang next to it as well!). Smacked Kazeron up and stole their pristine nanoforge (took three capital ships though). Considering ditching my Hegemony commission as it just keeps tanking my relations with everyone.

Captures the original Warband itch of "bum to big deal" very well. Lore and writing is surprisingly interesting and thoughtful as well.
Once you finish this playthrough be sure to check out the modding scene. Some crazy high quality stuff there.
 

tindrli

Arcane
Joined
Jan 5, 2011
Messages
4,477
Location
Dragodol
i just cant stop playing this game.
my playground
1g7qzyb.jpeg
 

AgentFransis

Prophet
Patron
Joined
Jun 4, 2014
Messages
1,010
At this point I just find this game depressing. Every time I check back on it the dev managed to kill off a few more great mods. The mod forum is like a monument to the fallen.
 

Jonathan "Zee Nekomimi

Hoarder of loli kats./ Funny ^._.^= ∫
Patron
Joined
Mar 4, 2019
Messages
7,969
Location
Brasilien
Codex+ Now Streaming!
More like the mods killing themselves given half of then are made by trannies or mental will people, that spergs from time to time and remove their stuff from the same.
 

AgentFransis

Prophet
Patron
Joined
Jun 4, 2014
Messages
1,010
If you say so. Most of the mods I cared about died because the dev doesn't understand what backwards compatibility means and modders justifiably get sick of migrating their code every time the dev releases another microupdate that breaks his APIs.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,641
If you say so. Most of the mods I cared about died because the dev doesn't understand what backwards compatibility means and modders justifiably get sick of migrating their code every time the dev releases another microupdate that breaks his APIs.
Modders that mod a game in beta should expect to have their mods broken with each update - the game's in active development for heaven's sake. Backwards compatibility takes time and effort and shits up the code - classes that ought to be 100 lines long suddenly become 500 lines due to all the legacy shittery. And it only gets worse with time as you need to do this shit with each update. The result is, invariably, loads of time burned on this crap, way shittier codebase, and forums flooded with "Hey I continued my save from version 0.0.1 and ran into these problems..."

You people throw these terms about like it would take the dev 10 minutes to implement or some shit, when in reality, what you suggest is plain insanity.
 

AgentFransis

Prophet
Patron
Joined
Jun 4, 2014
Messages
1,010
Bullshit. The game has been stable and hasn't changed substantially for many years, it's hardly a fucking beta.

Yeah, not breaking your public APIs takes concious effort. It's not as easy as when you just have a private program and can refactor at your leisure. But guess what? That's what a responsible developer does anyway. You don't break your users code unless it's absolutely necessary. Libararies that break user code every release will stop being used. Operating systems never break user code.

It's not one or two mods out there, there are hundreds. And the game's success and longevity is to a large extent thanks to them. The least he can do is have the basic courtesy to not break every mod in existence every time he has a brainfart and decides to randomly rejigger the modding APIs every time he does a minor update.

At least he has the decency to keep the old versions up.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
15,813
d hasn't changed substantially for many years
That's total horseshit. Tons of new stuff regarding missions, faction behaviour, AI, colonies and events, significant changes to the skilltree, weapons and ships with entirely new functionality... these are all things that require changes to the API so people can implement new stuff into the mods.

He doesn't even do minor updates. We get like 1 update a year, if that, followed by some bugfixes.

Besides, a lot of the mods are obsolete at this point.

I'm more pissed off at stuff like music mods being pulled down because of some tranny drama over who borrowed 3 lines of code from a project without asking permission from all 50 people that contributed at least 3 words.
 

AgentFransis

Prophet
Patron
Joined
Jun 4, 2014
Messages
1,010
I consider all those things minor to trivial. Nothing substantial changed about the core of the game which is ship design and combat.

What does adding some events or whatever have to do with breaking mods that just add a faction with some ships? It's unclear to me.
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,641
Yeah, not breaking your public APIs takes concious effort. It's not as easy as when you just have a private program and can refactor at your leisure. But guess what? That's what a responsible developer does anyway. You don't break your users code unless it's absolutely necessary. Libararies that break user code every release will stop being used. Operating systems never break user code.
He's making a game, not a public library

It's not one or two mods out there, there are hundreds. And the game's success and longevity is to a large extent thanks to them. The least he can do is have the basic courtesy to not break every mod in existence every time he has a brainfart and decides to randomly rejigger the modding APIs every time he does a minor update.

At least he has the decency to keep the old versions up.
It's a pretty simple decision he has to make - does he want to have a shit codebase or not? Since he plans to work on the game in the future, the answer is obviously NO. What you call "basic courtesy" is up to months of work, repeated with every single iteration, and more and more shit, dead code hanging in the codebase for legacy purposes. I've written backwards compatibility for software before and it's like a long trail of shit that's holding you back throughout, up until management says the magical words that we're gonna break it, at which point the entire programming team erupts into cheers and eagerly goes to delete all those ancient stinkers.
 

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