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Digital Gaming => Computer Wargaming => Topic started by: Silent Disapproval Robot on May 10, 2016, 06:47:48 PM

Title: Starsector
Post by: Silent Disapproval Robot on May 10, 2016, 06:47:48 PM
I watched a let's play video of this game and I think it looks like it could be a lot of fun.

Anyone have any experience with it?  I think I might go in for early access (even though I just bought a bunch of new games that I have barely touched....)

Title: Re: Starsector
Post by: Jarhead0331 on May 10, 2016, 07:33:53 PM
I have had it for years....development is VERY slooooooooowwwwwwww.

It has a lot of potential, and is enjoyable in its present state, but it has a long way to go.

I find it very challenging...almost too challenging. I have been unable to make much progress.

I just took a quick peak into the forum and one of the first threads was this...

http://fractalsoftworks.com/forum/index.php?topic=11041.0 (http://fractalsoftworks.com/forum/index.php?topic=11041.0)

Yeah...early access for over FOUR SIX years. Significant content updates once, maybe twice a year....
Title: Re: Starsector
Post by: Silent Disapproval Robot on May 10, 2016, 07:53:07 PM
Thanks.  I think I'll give it a whirl.
Title: Re: Starsector
Post by: jamus34 on May 10, 2016, 09:02:56 PM
Reminds me of SPAZ (Space Pirates and Zombies)

Could be wrong but that's the vibe I got.
Title: Re: Starsector
Post by: Huw the Poo on May 10, 2016, 11:32:53 PM
I have had it for years....development is VERY slooooooooowwwwwwww.

It has a lot of potential, and is enjoyable in its present state, but it has a long way to go.

Yeah, precisely this.  Development is absolutely glacial.  I bought it a long time ago and frankly my enthusiasm for it is gone.  Maybe I'll get a good game out of it one day, but I have zero hopes pinned on it to be honest.
Title: Re: Starsector
Post by: Silent Disapproval Robot on May 11, 2016, 09:21:49 AM
Fiddled around with it a bit last night.  Man, there are a LOT of key commands!  I'm enjoying it so far but it does feel a little overwhelming once you start commanding fleets.  I think I need to remap a bunch of controls that seem like they'll get the most use. 

The combat reminds me a bit of Gratuitous Space Battles except that here you get direct control of your ships.  Sort of like a mix between GSB and Starfleet Command.



Title: Re: Starsector
Post by: Jarhead0331 on May 11, 2016, 09:32:35 AM
Fiddled around with it a bit last night.  Man, there are a LOT of key commands!  I'm enjoying it so far but it does feel a little overwhelming once you start commanding fleets.  I think I need to remap a bunch of controls that seem like they'll get the most use. 

The combat reminds me a bit of Gratuitous Space Battles except that here you get direct control of your ships.  Sort of like a mix between GSB and Starfleet Command.

I have found it almost impossible to competently manage direct control of a ship (ie. control with newtonian physics, facing due to firing arcs, multiple weapon systems, flux, shields, etc.) while also managing control of a fleet.
Title: Re: Starsector
Post by: Nefaro on May 11, 2016, 02:47:53 PM
I have had it for years....development is VERY slooooooooowwwwwwww.

It has a lot of potential, and is enjoyable in its present state, but it has a long way to go.

I find it very challenging...almost too challenging. I have been unable to make much progress.



I recall buying into this when it had a different name years ago.  Haven't looked into it in a long time since it was taking forever.

Still like the concept.  Just not sure if it's content will be done before I die.
Title: Re: Starsector
Post by: Tpek on May 11, 2016, 03:08:36 PM
I have had it for years....development is VERY slooooooooowwwwwwww.

It has a lot of potential, and is enjoyable in its present state, but it has a long way to go.

I find it very challenging...almost too challenging. I have been unable to make much progress.


I recall buying into this when it had a different name years ago.  Haven't looked into it in a long time since it was taking forever.

Still like the concept.  Just not sure if it's content will be done before I die.

I think it was called Starfarer or something like that then.

EDIT: Accidentally wrote my line into the quote :P
Title: Re: Starsector
Post by: Nefaro on May 11, 2016, 03:13:05 PM
Yep!  That was it.   

Was called Starfarer at the time.
Title: Re: Starsector
Post by: Silent Disapproval Robot on April 30, 2017, 08:18:48 PM
The devs had been silent for quite a while but they've been on a bit of a tear for the last month.  Lots of updates and hotfixes. 

I love the idea of this game but god damn it's hard to control all the features in real time.


Quote
Hotfix (RC19), April 21, 2017

Campaign

    Trading/refitting at market will stop your fleet
    Reduced speed of REDACTED frigates by 30
    Salvage and surveying will not be prevented by nearby fleets that are fleeing, maintaining contact, or standing down


Changes as of April 20, 2017

Campaign

    "Unidentified fleet" sensor contacts now use dashed gray/transparent circle indicator
    Hull Modspec items show a dimmed "display" area when hullmod is already known
    Changed markets to always have some hullmods for sale instead of a very small chance for each hullmod to be available
    Fleet screen: added "number of d-mods" indicator to each ship
    Made modspecs cheaper
    Bumped up XP for discovery and salvage
    Markets with fuel, supplies, and crew will have some on the open market even if there is unmet demand (i.e not required to use black market in this case)
    Reduced chance for phase ships to be found in smaller enemy fleets
    Small chance of a heavily-degraded Afflictor in pirate fleets (can easily be pressured/chased down by starter Wolf; runs out of peak time very quickly)
    Laid-in course now shown on map


Skills

    Added "reduces effect of d-mods" fleetwide effect to one of the industry skills
    Added "deployment cost reduction also applies to maintenance" industry skill effect
    Increased magnitude of "fewer d-mods on recovered ships" skill effect; now also affects own ships
    "Post-battle salvage" bonuses are now just overall salvage bonuses


Ships

    Paragon's Advanced Targeting Core modified to only add 50% range for PD weapons (still 100% for other weapons)
    Falcon: increased burn level to 9
    Tempest: increased Terminator drone speed, now armed with Ion Pulser


Miscellaneous

    Advanced combat tutorial: added mention of "hold fire" and "pull back fighters" controls
    Fleet command tutorial: revamped to match state of game; added "avoid" and "eliminate" order sections
    Stopped using roman numerals in ship names
    Logging on OS X: will now produce Contents/starsector.log, which gets overwritten with every game run


Bugfixing

    (Hopefully) fixed issue with possible repeated reputation drops from black-market trade on pirate markets
    Fixed Salamander missile AI not tracking phase ships the same way as normal missile AI
    Fixed bug where d-hull-modified deployment cost was only rounded for display and not consumption



Changes as of April 13, 2017

Campaign

    Planets with ruins will now have orbital junk, like regular markets (but no radio chatter)
    Person-bounty fleets now marked as "mission important" (i.e. will show indicator on map/campaign when visible)
    Can no longer scuttle, sell, or store the last ship in your fleet
    Control-clicking on a stack cargo to take or buy it will transfer just enough to fill up free capacity
        Another ctrl-click will take the rest, if desired
        Mostly meant to make topping off on fuel quick and easy
    Control-clicking cargo to sell/store/eject it will initially only transfer enough to put you at maximum capacity, if you're above it
        Another click will transfer the rest
    Added slight base demand for fuel and supply to all markets (makes supplies/fuel more generally available)
    Fuel:
        Reduced price to 25 credits (from 50)
        Roughly doubled amount available
        Increased proportion of fuel from salvage, battle salvage, and scuttling
        Reduced ship fuel capacity, generally by around half
            Cargo ships tend to have a bit more
            Carriers a bit less
        Overall goal is to encourage more casual exploration (cheaper, more abundant fuel) and open up a few more choices in fleet composition (how many/what types of tankers to use)
    Reduced cargo capacity somewhat, especially of combat ships above frigate level
        A fleet with many larger ships is more likely to want to bring freighters along
        A fleet with mostly frigates is largely unaffected compared to before
    Attempting to activate the transponder when doing so will make a faction hostile will bring up a confirmation dialog
    Scavenge ability:
        Chance of an accident starts low and increases with subsequent operations in same debris field
        As do the losses from an accident
    Updated sensor range calculation
        One fleet's sensor profile is added to another fleet's sensor range to get the detection range
        Skills/abilities/terrain etc still modify this combined range, as before
        Ships contribute 30/60/90/150 to sensor strength and profile, based on ship size
            Added to a base fleet strength/profile of 300
        Only the 5 ships with the highest profile and strength are used, can be different set for each
        Adjusted various related hullmods; of particular note:
            High Resolution Sensors give a flat +60 to sensor strength
            Phase Field sets the ship's profile to 0
        Maximum sensor range indicator (to detect your fleet) now also shown when mousing over another fleet
        Overall:
            Slightly increased detection ranges, most impactful for smaller fleets
            Easier-to-gauge impact of specific ships, since it's linear
    New inventory icons for fuel and supplies
    Added campaign tutorial:
        Introduces major gameplay elements and goes through active abilities
        High-level, involves doing a multi-stage mission to get out of new starting star system
        Can be skipped; if skipped starts player with similar resources/standing as if they did it
    New game creation:
        Added button to randomly generate a name
        Added button to randomly a pick portrait
        Re-did starting options
            Starting ship: Wolf or Wayfarer
            Second ship: Kite with officer, or Shepherd with heavy machinery
            Difficulty: normal or easy
            Tutorial: do or skip
        Easy difficulty now:
            Reduces damage taken by all ships on your side by 25%
            Increases sensor range by 500
            Increases all salvage (combat and non-combat) by 50%
    Added visual indicator for mission-important entities in campaign screen
    Added "survey planet" mission
    Turned off trade disruption condition for now (incentivizing the wrong things, current iteration not working design-wise)
    In-flight refit: adding weapons/hullmods will again reduce CR, but not below the malfunction threshold
        Still makes outfitting recovered ships mostly free as they can't start with more CR than that
        Prevents some potential exploits
    Improved fleet AI: computes better intercept point when pursuing another fleet
    Reduced use of Emergency Burn by AI fleets, especially during pursuit
    Running a salvage operation or scavenging will now bring your fleet to a stop
    Added UI indicators to debris fields to make them easier to spot
    Solar Shielding: modified description to mention that it also protects against hyperstorms
    Campaign music will now stop while surveying a planet or otherwise interacting with it
    Radar now shows hyperspace terrain (does not show any other kind of terrain)


Ships

    Shepherd:
        Added Salvage Gantry as built-in hullmod; +10% potential salvage
        Increased fuel capacity
    Paragon: reduced OP by 30, added built in "Advanced Targeting Core" - +100% weapon range


Miscellaneous

    Disabled buttons will now flash when they fail-to-be-activated using the shortcut key


Modding

    Added secondary faction color for fleet circle indicators
        "secondaryUIColor":[<color>],
        "secondarySegments":<integer>,
        Only used by the fleet/station/entity/etc circles, nothing else
    Ship tooltip: non-phase cloak right-click systems will show "Special" instead of "Defense" and the proper system name
    reportBattleFinished() now properly called when battle ends, both for autoresolve and player battles


Bugfixing:

    Fixed Wolf collision radius (was smaller than shields, could cause limited collision detection problems)
    Fixed another campaign-game level memory leak


Title: Re: Starsector
Post by: Silent Disapproval Robot on April 30, 2017, 08:19:22 PM
Patch notes pt 2 (wouldn't all fit in one post)

Quote
Changes as of March 23, 2017

Campaign

    Added several salvage-related themes for procedurally-generated star systems (e.g. "ruins", etc)
    Added new mission to encourage/reward exploration
    Added "Distress Call" player ability; may result in friendly fleet arriving with some fuel or supplies
    May now receive distress calls while traveling through the Sector
    Ejecting cargo:
        Creates "cargo pods" that will drift away and be lost within a few days
        Can stabilize orbit of cargo pods for several months; costs supplies based on amount of cargo
            Only in-system, not in hyperspace
        Can put crew in cargo pods ("cryosleep" etc)
    Person bounties:
        Increased maximum concurrent to 5 (was: 3)
        Increased base reward to 30k (was: 20k)
        Added random component to reward
        Target fleets now hide out outside the core worlds area and tend to favor star systems that are also otherwise interesting
    Can click minimap in intel message detail to switch to map tab showing location that was on miniamp
    Surveying planets now generates a "Survey Data" commodity
        Ranges in quality from Class 1 through Class 5 depending on planetary conditions found
        High-class data is extremely valuable
    Added a "lay in course" feature
        To activate, "lay in course" from map
        Works across star systems, i.e. can lay in course for specific planet while in another system
            Will pick optimal jump-points and update next waypoint automatically
        Shows info re: where you're going (direction, fuel, distance, time)
        Can divert from it and then resume autopilot easily
    Planets that don't already have related jump points (i.e. gas giant gravity wells) get "nascent" gravity wells in hyperspace
    Transverse Jump ability:
        Jump into systems using nascent gravity wells
        Jump to hyperspace from anywhere in-system without using a jump-point (costs fuel and a bit of CR)
        Unlocked by level 3 Navigation skill
    Neutrino Detector ability (requires Sensors skill)
        Detect entities anywhere in-system
    Remote Survey ability
        Gain preliminary survey information for all nearby planets
        Unlocked by level 1 Surveying skill
    Rare Ore renamed to "Transplutonics"
    Increased maximum player fleet size to 30
    Improved scuttle dialog; scuttling now also yields heavy machinery
    Added stand-alone stations to the intel "planets" tab
        E.G: station around Jangala isn't included there since it's part of the Jangala market
        Kanta's Den *is* included since it's the main entity comprising its market
    Maxios and Killa - decivilized markets - now do not participate in the economy; can't be traded with
    Enemy fleet commanders now have access to fleet-level skills such as "Coordinated Maneuvers" and "Electronic Warfare"
        Number of enemy officers capped by the commander's Officer Management
        Likelihood and level/presence of these skills varies by faction; i.e. pirates are less likely to have them, and if they do they'll be lower level
        Officer skills for AI fleets are picked appropriately for carriers (while still using the same "select 1 skill" process the player uses)
    Added multiple special events that occur during salvage operations
    Debris fields generated by battles now sometimes yield recoverable (but badly damaged) ships
    Battles now generate derelict ships that slowly drift away, can be salvaged, and are eventually lost
    Adjusted fleet compositions so that beam-focused Wolf variants don't show up in smaller fleets as often



Ship recovery

    Destroyed and disabled ships have a high chance of being recoverable after combat
    Recoverable ships get permanent d-mods (Compromised Armor, Degraded Engines, etc)
    Deployment supply cost of ships reduced by 20% (multiplicative) per d-mod
    Enemy ships get more d-mods, own ships get 1 extra d-mod each time they're recovered
    Several ways to ensure ships are always recoverable:
        Reinforced Bulkheads (ship it's installed on)
        Damage Control skill (ship piloted by person w/ skill)
        Fleet Logistics skill (all ships piloted by officers in fleet)
    Ships with (D) mods can be restored at a market, for a high price based on the amount of damage (up to around 4x base with 4 d-mods)
        This includes both damaged ships and ships that normally have dmods, such as Luddic Path frigates with Ill-Advised Modifications


Ship autofit

    Pick a "target" variant from a configurable set and it will automatically create a fit using what's available
    Will use similar weapons if exact ones in target variant aren't available
    Multiple options (buy from market, allow black market purchases, etc)
    Replaces "manage variants" in refit screen
    "Select next ship with unspent ordnance points" button in refit screen
    Unspent ordnance points now also shown on ship list in refit screen
    Option to quickly spend any unspent points for a ship without fully refitting it

Will spend points on vents, capacitors, and some general-purpose hullmods

Refit screen

    "Add hullmod" dialog:
        Added tabs to filter hullmods by category (All, Offensive, Defensive, Engines, Special)
        Added "hide already installed hullmods" checkbox
        Added indicator to show which hullmods are already installed
        Improved overall readability and adjusted color scheme to be more in line with rest of game
    Made some miscellaneous visual improvements
    Added filters (by type and source) to weapon and fighter picker dialogs
        Improved readability of items in dialog
        Added "PD" indicator and weapon range to each item
    Weapon tooltip now shows EMP damage for MIRV-style weapons




Miscellaneous

    Added progress bar to game saving
    Windows will no longer think the application is not responding while loading or saving a game
    Ship ordnance points increased across the board by 0-20%, around 10% in most cases
        Some ships increased more or less of an increase for balance reasons; examples:
        Harbinger: 80 -> 95
        Apogee: 135 -> 140
    Ship refit now only degrades CR when something is removed. I.E. adding weapons or hullmods will not reduce CR unless something is removed to make room
        Mostly applicable for recovered ships - spending their free OP will not tank their CR
    Reduced deployment and maintenance cost of Buffalo Mk.2 to 4 supplies (was: 6)
    Fixed frame rate drop when opening interaction dialog that could occur at larger fleet sizes
    Removed CR reduction for hull damage taken in combat
    Added "enableUIStaticNoise" setting to data/config/settings.json to disable UI static noise overlay
    Weapons with recoil now retract their barrels while ship is venting
    Reduced game startup time
    Ships given the "Retreat" command will now turn to face pursuing enemy ships and perform more of a fighting retreat
    Added "Direct Retreat" command for a best-speed retreat
    Added workaround for issue with some recent versions of NVIDIA drivers causing game to not start
    "Harass" assignment: ships will now make sure to stay outside enemy weapon range


Officers:

    Now start with 2 skill selections at level 1
    Max out with 7 level 3 skills at levl 20
    Limited to 10 skills total


Skill overhaul

    Aptitudes and skills limited to 3 levels
    Both increased using "character points", player gains 1 per level
    Each skill level has a perk, skills generally do not have bonuses that increase with level
    Aptitudes no longer have a direct effect but only unlock higher levels for governed skills
    Combat skills more focused on defense and overall weaker than before
    All percentile reductions from skills are now multiplicative
    Combat skills:
        Combat Endurance
        Missile Specialization
        Ordnance Expertise
        Target Analysis
        Damage Control
        Impact Mitigation
        Defensive Systems
        Evasive Action
        Advanced Countermeasures
        Helmsmanship
    Leadership skills:
        Command & Control
        Officer Management
        Coordinated Maneuvers
        Fleet Logistics
        Fighter Doctrine
        Carrier Command
        Wing Commander
        Strike Commander
    Technology Skills:
        Gunnery Implants
        Power Grid Modulation
        Electronic Warfare
        Loadout Design
        Sensors
        Navigation
    Industry
        Safety Procedures
        Recovery Operations
        Field Repairs
        Surveying
        Salvaging
    Removed navigation requirement for using star jump-points
    Combat objectives:
        No longer give command points for capturing
        Starting command points set to 5
        Nav Buoy
            Gives +5% top speed
        Related skill: Coordinated Maneuvers
            +1-4% top speed per ship deployed, based on size
            10-20% maximum based on skill level
                Does not affect fighters
            Coordinated Maneuvers and Nav Buoy combined total limited by maximum (base 10% w/o skill)
        Sensor Array renamed to Sensor Jammer
            Gives +5% ECM rating
            Total value compared for each side, losing side's weapon range reduced by the difference
            Related skill: Electronic Warfare
            +1-4% ECM rating per ship deployed, based on size
            10-20% maximum range effect based on skill level
                Does not affect fighters
        Command points now regenerate at a rate of 1 every 120 seconds
            Comm Relay increases regeneration rate by 25%


New/adjusted hullmods:

    All percentile reductions applied by hullmods are now multiplicative
        Most already were; this is just cleanup to ensure consistency
        Goal is to avoid unreasonable stacking, i.e. -50% and -50% reducing a value to 0
    Flux Coil Adjunct, Flux Distributor:
        Cost 4/8/12/20 ordnance points
        Provide dissipation/capacity at 75% efficiency compared to vents and capacitors
        Available from the start
    Generally reduced penalties from d-mods
    ECCM Package: now also reduces weapon range penalty from losing Electronic Warfare
    Expanded Missile Racks:
        Now increases missile ammo by 100% (was: 75%)
        Ordnance point cost increased substantially
        One-shot Reaper torpedo launcher now has a 5 second cooldown
    Degraded Engines: reduced sensor signature penalty, reduced movement penalty
    Accelerated Shields: no longer available from start
    Expanded Magazines: no longer available from start
    Reinforced Bulkheads: available at campaign start
    Salvage Gantry: removed bonus to salvage from being deployed in combat, wasn't working right design-wise
    New hullmods:
        Expanded Deck Crew
        Recovery Shuttles
        Nav Relay
        ECM Package
        Operations Center


Ships

    Omen: added built-in ECM and ECCM Package
    Tempest: increased shield arc to 120 degrees (was 90)
    Apogee: replaced ship system with Active Flare Launcher (2x)
    Conquest:
        Added "Heavy Ballistics Integration" built-in hullmod: reduces large ballistic OP cost by 10
        Reduced OP by 30 (relative to higher, rebalanced value)
    Aurora: changed non-front-facing medium turret from energy to synergy
    Added Drover-class midline carrier, destroyer-sized with 2 fighter bays
    Added Legion-class low-tech battlecarrier


Weapons

    Sabot SRM:
        Now fires a spread of 5 warheads
        Each deals 200 kinetic and 400 EMP damage
            When hitting hull/armor, EMP damage may arc for another 400 EMP damage
    Hellbore Cannon:
        Halved rate of fire
        Reduced flux cost to 750/shot (was: 825)
        Adjusted visuals for muzzle flash, shot, and impact (more prominent)
        Overall: low dps, very high per-shot damage, very low flux cost
    Mjolnir: increased flux/shot to 500 (was: 400)
    Storm Needler:
        Reduced flux cost/shot to 65 (was: 75)
        Increased shot speed, added a bit of inaccuracy
        Removed windup time
        Reduced range to 700 (was: 800)
    Guardian PD: reduced OP cost to 18 (was: 22)


Combat

    Proximity Charge Launcher: projectile speed increased to 100 (from 50)
        Mainly for REDACTED reasons, not to improve it as a generic ship weapon
    Ship AI:
        Fixed some issues with AI being overly careful around enemy fighters
        Improved logic for spacing out larger ships
        Fixed issue with "eliminate" and "engage" ordered against stations


Modding

    Game will throw an error message when running with any version of Java other than 7
        allowAnyJavaVersion to override this
    Game will now fail to load on Windows if jarfile filename case doesn't match that of the actual jarfile
        On Linux, will crash while trying to load misnamed jarfile instead of
    Game now checks for duplicate ids in various csv files being loaded, e.g. rules, person_names, etc
        Will throw an error when found; helps prevent hard-to-track-down "duplicate rule id, so it's quietly not doing anything" bugs
    ALL_SHIPS_IN_FLEET skill effects do not apply to fighters
        Use ALL_FIGHTERS_IN_FLEET and/or SHIP_FIGHTERS instead
    MissionDefinitionAPI.getDefaultCommander(FleetSide side)
        Can be used to give fleet-affecting skills to mission sides
    Station weapons now render above all station modules
    Fixed issue where mods were unable to override colors in settings.json
    WeaponGroupAPI:
    WeaponAPI removeWeapon(int index);
        void addWeaponAPI(WeaponAPI weapon);
    Skills can unlock campaign abilities ("ABILITY_UNLOCK" effect type)
    Added several values to faction doctrine that configures how commander skills are generated
        Commander skills are skills such as officer management, electronic warfare, etc
    Added player level cap to settings.json; "playerMaxLevel"
    Mirv behavior spec: added "spreadInaccuracy" that applies even when evenSpread = true
    Edit Variants: added checkboxes to force maximum combat skill levels on each side of simulation
    Name of "defense" for hull in ship tooltip now properly uses name of right-click system if it's not phase cloak
    Built-in hullmods can now influence the OP cost of weapons


Bugfixing

    Fixed issue where post-combat salvage would only contain half the cargo that should have been looted from the enemy fleet (affected just cargo from trade fleets and such, not basic supplies/equipment/fuel drops)
    Fixed issue that caused black market weapons to not use the proper range of factions to pick from
    Fixed memory leak that was caused by opening the refit screen, exiting it, and then reloading a save without unpausing the game
    Added workaround for occasional issue with wrong aspect ratio on multiple-monitor systems
Title: Re: Starsector
Post by: Jarhead0331 on April 30, 2017, 08:24:40 PM
Yup. No updates for over a year. This one is juicy and you know what? I still completely suck at playing this.
Title: Re: Starsector
Post by: spelk on May 01, 2017, 01:27:27 PM
Oh I bought this in 2011!

Still looks interesting enough, will have to dig out the download. Thanks for the reminder..
Title: Re: Starsector
Post by: Silent Disapproval Robot on May 01, 2017, 03:02:47 PM
It took me three times just to win the fight in the tutorial.  I flew around in the main game for a bit, made some cash, and then died hard in my first engagement that used fleets instead of just 1 v 1.
Title: Re: Starsector
Post by: Jarhead0331 on May 01, 2017, 03:07:15 PM
It took me three times just to win the fight in the tutorial.  I flew around in the main game for a bit, made some cash, and then died hard in my first engagement that used fleets instead of just 1 v 1.

Yeah. The controls are good. The UI is good. The information feedback is good. Its not a knock on the game that it is so difficult, but man, it really is hard to control your ship and a fleet in combat. I'm really not sure how people succeed in this. 
Title: Re: Starsector
Post by: Silent Disapproval Robot on May 01, 2017, 04:22:18 PM
I'm playing with mouse and keyboard.  Hopefully it's just a case of practice making it become more second nature but the sheer number of buttons is making it pretty overwhelming right now.  I can't count the number of times I've accidentally dropped my shields and started venting flux when I was trying to do something less suicidal.
Title: Re: Starsector
Post by: spelk on May 01, 2017, 04:57:02 PM
It's pausable real time, and from the fleet tactical map you can assign various activities to ships or groups of ships. Like an RTS a bit.

I think the trickiest part is that you have to control the ship with WASD in a 2d newtonian physics setup. These things won't respond quickly, but pressing 'C' seems to apply some sort of thrusters/brake setup to dampen down any inertial movement from engine use.

Getting your weapon arcs on target, whilst managing your shields and flux setup, venting wherever possible is a bit of a juggling act for one ship. You have to rely on the AI to manage your fleet ships. Pause, lay down tactical commands, unpause, fly and shoot a bit, pause and re-asses. :)

Think it will take a fair amount of practice to get good at it. Looks to have some depth to it.
Title: Re: Starsector
Post by: Yskonyn on May 01, 2017, 11:21:17 PM
So is this game a bit like Void Expanse and SPAZ?
Title: Re: Starsector
Post by: Silent Disapproval Robot on May 02, 2017, 01:40:17 PM
Decent walkthrough of the new patch here.

Title: Re: Starsector
Post by: vyshka on May 04, 2017, 01:37:06 AM
One thing that popped up a while back, was people pitting ai controlled fleets against each other:

http://fractalsoftworks.com/forum/index.php?topic=11539.0
Title: Re: Starsector
Post by: Yskonyn on May 04, 2017, 05:34:06 AM
After watching the LP this sure looks to be my cup of tea! The fiddly pilot kind of tea. :)
Title: Re: Starsector
Post by: steve58 on May 04, 2017, 11:29:56 AM
Also bought this way back when it was Starfarer.  Downloaded the latest to see how its progressed.  Does it ever ask for a serial number?  I want to check if my sn is still recognized.
Title: Re: Starsector
Post by: Jarhead0331 on May 04, 2017, 11:41:13 AM
Also bought this way back when it was Starfarer.  Downloaded the latest to see how its progressed.  Does it ever ask for a serial number?  I want to check if my sn is still recognized.

Yes. It will ask for a SN if an old version is not already on your system.
Title: Re: Starsector
Post by: Nefaro on May 05, 2017, 04:58:11 AM
Also bought this way back when it was Starfarer.  Downloaded the latest to see how its progressed.  Does it ever ask for a serial number?  I want to check if my sn is still recognized.


Made me panic and go look for my login & serial #. 

Whew!  Still had it written down.


Been so long, I regularly forget about it. 


This seems to be like another one of those games that is in permanent Dev Purgatory.  With a trickle of advancement over quite a few years, but never complete.  :-[
Title: Re: Starsector
Post by: steve58 on May 05, 2017, 08:59:34 AM
Thanks, JH.   I've uninstalled any/all previous versions, ran ccleaner, etc. and reloaded the latest version (0.8a, RC19).  I've fired it up a few times, but it still hasn't asked for a serial number.  Guess it will eventually.  :-\

Also bought this way back when it was Starfarer.  Downloaded the latest to see how its progressed.  Does it ever ask for a serial number?  I want to check if my sn is still recognized.
Made me panic and go look for my login & serial #. 

Whew!  Still had it written down.

Been so long, I regularly forget about it. 

This seems to be like another one of those games that is in permanent Dev Purgatory.  With a trickle of advancement over quite a few years, but never complete.  :-[

Yup, went hunting for my purchase info as well.  Got it on May 4, 2011!
Title: Re: Starsector
Post by: Jarhead0331 on May 05, 2017, 09:10:20 AM
^Interesting. I installed on a new system and it asked for the SN. When installing a new version on a system with a prior install, it never asked. Perhaps something in the registry?
Title: Re: Starsector
Post by: steve58 on May 05, 2017, 11:01:39 AM
^possibly, but thats one reason I ran ccleaner (to clean up the registry after install). Not a big deal.  I've got a sn if/when the game asks for it...
Title: Re: Starsector
Post by: Silent Disapproval Robot on June 30, 2018, 09:19:53 PM
I thought this game had died in early access but they released the patch notes for version 0.9 (not yet released but...soon?)

Quote
Campaign

    Colony building:
        Player can establish a colony on a planet they've surveyed
        Requires crew, machinery, and supplies
        Can change the planet's name, either when colony is established or at any point later on
        Can build "Industries" and "Structures" (same thing, mechanically) at a colony
        Some example ones:
            Mining
            Farming
            Spaceport
            Heavy Industry
            Orbital stations (of several varieties)
            Military Base
            Tech-Mining
            ... and a number of other ones
        Some industries can be upgraded, i.e. "Patrol HQ" -> "Military Base", or "Heavy Industry" -> "Orbital Works"
        Most industries are known from the start, but a few more exotic ones can be learned
        Can set a "stockpiling level" for a colony to have it build up extra resources the player can take
            Stockpiling costs credits, but somewhat less than the base cost of the commodities
            Stockpiles will be used to counter temporary shortages
        Player colonies have a "local resources" submarket where they can take from, or add to, stockpiles. There's a "storage" submarket for resources that must remain untouched.
        Player colonies do *not* have an Open Market unless there's a "Commerce" industry
        Colonies start at size 3; population growth depends on many factors and can be directly invested into
        Can assign AI cores to manage industries for various, significant benefits
        A Military Base produces patrols which will defend the colony
        Can hire Administrators (up to a limit) to manage your colonies
        Can learn skills that improve the colonies under your control
            Maximum number under personal control is soft-limited - reduced stability for going beyond
        Can assign Alpha Cores to manage your colonies, for a massive benefit
        Establishing the first colony also creates a new player faction
            Can set the faction name and select a flag
            Can adjust both at any point in the future
    Blueprints for ship hulls, weapons, and fighter LPCs:
        Required by Heavy Industry to build ships
            Ship production "quality" is based on many factors and affects the number of d-mods a produced hull will have
            Can be improved by certain items found during exploration
        Some basic blueprints always known from the start, rest have to be acquired
        Blueprints can be prioritized to get the desired fleet composition and weapon/fighter use
        Affect fleet production by player colonies
        Player can custom-order known ships and weapons
            Will be built based on the monthly production capacity of their heavy industry
            And delivered to a designated gathering point, along with some crew, fuel, and supplies
    New economy system to support colony mechanics
        Player buying/selling has direct impact on market's available commodity numbers
        Player colonies can become suppliers for other factions and generate export income for the player
            Relative "accessibility" of colonies determines who the best supplier is
            Player has several tools to manage this, from establishing waystations to piracy
    Officers found in sleeper pods can now be up to level 15 instead of 5
    Administrators can now be found in sleeper pods; likeliest place to find high-skilled ones
        Can now go over the maximum number of officers and administrators
            Can't use the ones over maximum
            Can't hire to go over maximum
            Mainly useful to be able to find officers/admins in sleeper pods, while already at maximum
    Factions
        Factions have access to ships/weapons/fighters based on their blueprints
        AI ship loadouts are dynamically generated, based on what's available
        Factions have been adjusted so that their available blueprints and doctrine make each more distinct
            Examples:
            The Hegemony favors larger ships and high-quality officers
            The Luddic Church, while also mostly drawing from low-tech designs:
                Favors larger numbers of ships with lower-quality officers
                Makes extensive use of Converted Hangars
                Has access to a faction-specific "Perdition"-class torpedo bomber
    Faction doctrine: settings that affect faction fleet composition and ship behavior
        Each setting can go from 1 to 5
        Warships - proportion of regular combat ships found in fleets, on average
        Carriers - proportion of carriers
        Phase Ships - proportion of phase ships
        Warships, Carriers, and Phase Ships must add up to 7 points
        Officer Quality, Ship Quality, and More Ships - must also add up to 7 points
        Ship Size - independent setting, determines average size of ships preferred
        Aggression - determines personality of officers; does not affect the player's own fleet
            Also applies to combat personality/behavior of ships without officers, both for the player and for other factions
            This aspect *does* affect the player's own fleet
        Each faction now has an appropriate doctrine setting
    Monthly income and expenses:
        Outposts/colonies
            Base income from a population
            Upkeep for each industry; based on hazard rating of planet
                A lower-hazard planet can support more industries on the "base income"; exact numbers still TBD
                Can go above that for a negative income
            Exports: income for becoming the best provider of a commodity to another faction's colony
                Incurs "overhead" when there are many exports from the same colony
                *Always* better to have more exports, but the added benefit drops off quickly
        Storage - 1% of base value of stored ships/cargo
        Crew, officer, and administrator salaries
        Presented in a detailed monthly report

    New tab: "Command", shortcut "D". Allows player to:
        Manage colonies
        Can also see which markets you have storage at and what's stored where
        View latest income report
        Manage the doctrine and blueprint priorities
        Make custom production orders
    Cargo screen
        Can quick-transfer (or sell) a lot of cargo by holding down Alt then mousing over the stacks
            Can be turned off via settings.json
        Improved quantity selection slider for picking up part of a stack
        Supplies/fuel/crew/marines/heavy machinery now shown first in sorted cargo; other commodities also shown before weapons/fighter chips/etc
    Revamped intel screen
        Tag-based filtering system
        Always shows map
        UI is updated based on the current state of missions and such
        Can accept and abandon certain missions directly from the intel screen
        Can flag pieces of intel as "important"
        Intel is now "live" and does not require a new message for the information displayed to change
    Person bounties:
        Will now pay out and increase reputation when hostile or worse with offering faction
        Information given re: where to find target now includes constellation and some planet/star system type hints, but no actual star system unless it's a lone star
        Reward no longer based on market stability
    System bounties:
        Will now pay out and increase reputation when hostile or worse with offering faction
        Most likely in systems containing markets hostile to each other
    Faction commissions:
        Have to talk to a high-ranking faction official to get one
        Pays a level-based monthly stipend in addition to a small bounty for enemy ships
        Partially restores standing with other factions as hostility status changes
        Can be resigned; smaller reputation penalty if in person
            Restores standing with factions that became hostile as a result of holding the commission
    Faction hostilities: fixed various issues re: hostilities properly ending and total number/frequency
        Last for at least 6 months, and rarely more than a full cycle
        Hostilities between Hegemony-TriTachyon and other starting hostilities between major factions (i.e. not pirates/pathers) are no longer permanent
    Smugglers now have a low reputation impact if attacked, i.e. won't turn entire faction instantly hostile
    Chance to have advance intel about departures of trade fleets/smugglers, including timeframe and cargo
    Changed options for colony interaction
        Can open all core UI tabs with corresponding shortcut instead of just a subset
        Added "visit dockside bar" option; details are WIP
        Added "Consider your military options" option; sub-menu allows player to attack orbital station
            Will also contain a few TBD mechanics re: planet-based military actions
    Dropping cargo pods may now distract pirate fleets; duration of distraction (if any) depends on quantity of goods ejected
    Autoresolve (AI vs AI, and auto-resolved pursuit battles):
        Takes d-mods/production quality into account
        Works with stations and modular ships
    Made various improvements to "where is this entity" mission/bounty/etc description text
    Toned down bounty level-scaling
    Added "Compromised Storage" dmod, reduces cargo/crew/fuel capacity of ship by 30%
    Added to Mudskipper Mk.2
    Added Gremlin-class lowtech phase frigate, with pirate and Luddic Path versions
    Buy and sell cost of ships now includes the base supply cost of their current combat readiness (i.e., no/minimal credit loss for recovering CR on a ship and then selling it)
        Similar CR-based modifier added to supplies etc recovered when scuttling a ship
    Added two new torpedo bomber wings: Perdition and Cobra
    Fleet AI:
        Much less easily sidetracked by chases; patrols in particular will largely focus on defending their objectives
        When orbiting a planet, will spread out to try to avoid overlap with other orbiting fleets
    Reduced number of campaign ship contrails; improves performance a lot and should generally not be noticeable
    Sensors: combined detection range in hyperspace now limited to 2000 units (was 5000)
    Added "generate name" option to colony renaming dialog
    Installed fighters now shown in the fleet screen
    Trade fleet routes will stop by a waystation if appropriate
    Fighting independent scavenger fleets will now only slightly reduce standing with the independents
    Temporary/event-based market conditions no longer have "event" label, grouped to the left of other conditions instead
        Condition icon size scales down if there are too many to fit in the available width
    Lava planets will no longer show up as part of the combat background (too bright)
    Jump-point tooltip no longer shows planet types in unexplored star systems
    Number of d-mods is now shown for each fleet member in the campaign fleet tooltip
    D-mods are now also highlighted in the ship tooltip's list of hullmods
    Made "fleet despawning" animation smoother
    Number of supplies UI indicator will now include the picked-up supply stack, if any
    When a course is laid in and you approach a jump-point, selecting "leave" will also disable autopilot
Title: Re: Starsector
Post by: Silent Disapproval Robot on June 30, 2018, 09:20:11 PM
Quote

Miscellaneous

    Updated to use newer version of xstream (1.4.10)
    Cleaned up controls screen - updated text and removed commands that are no longer in the game
    Made some improvements to game-saving code that should speed it up on non-SSD drives
    Made in-combat "exit game" button red to avoid potential confusion with "claim victory"
    Vertical scrollbar active area now wider, indicator expands when mouse is in active area
    Improved algorithm for automatically generating weapon groups
    Improved game startup speed when sound is enabled by up to around 40% total, depending on the system specs


Orbital Stations

    Can be built at a colony to provide defenses and support nearby friendly fleets in combat
    Existing colonies have these as appropriate
    Three tiers: Orbital Station, Battlestation, and Star Fortress
    Three tech levels/styles: low tech, midline, and high tech
        Roughly similar combat power of each style, but different tactical approaches
    Dynamically fitted with weapons based on faction weapon availability
    Higher-tier stations are bolstered with drones and minefields


Combat

    Improved proximity fuse range detection vs longer/thinner ships
    Phase ships:
        Doom: new ship system, "Mine Strike", spawns high-damage, high-delay proximity fuse mines
            Huge buff overall
        Harbinger: system changed to Quantum Disruptor
        Afflictor: system changed to Entropy Amplifier
    Various performance improvements, should be around 20-30% faster
    Toggling autofire on on an already-selected weapon group will make that group autofire
        Can override and get manual control by selecting the group again
    Fixed bug that caused the fighter rate replacement multiplier to apply twice
    New graphics for Annihilator Pod medium weapon
    Greatly improved missile tracking
        And fixed issues with ECCM sometimes making it worse; it should now be a significant improvement
    Hurricane MIRV:
        Made missile and warheads more visible
        Reduced number of warheads to 7
        Warheads are now two-stage (aim then unguided burn), but much more accurate
    Integrated Targeting Unit: increased OP cost for frigates to 4
    Centurion: middle two turrets can now face front; arcs expanded
    Low CR no longer reduces missile weapon ammo
    Renamed "Guardian PD System" to "Paladin PD System" (reasons REDACTED)
    Colossus Mk.3: removed fighter bay and Ill-Advised Modifications
        Added "Converted Cargo Bay" that adds 2 converted fighter bays


Ship AI

    Fixed issue that was causing small weapon groups made up of hardpoints to not be set to autofire
    Will no longer fire low-ammo missiles vs overloaded fighters
    Fixed issue with too many carriers auto-escorting nearby combat ships
    Reduced tendency of carriers to assign their fighter wings to escort nearby ships instead of attacking
    Carriers assigned a "search & destroy" order will no longer use nearby ships to hide behind
    Improved logic for multiple ships not using too many total missiles vs a single target
    Fixed issue that was causing carriers to order fighters to "engage" too far from target, causing unnecessary loss of the 0-flux boost
    Fixed issue that was causing carriers with some support fighters to not order the other fighters to engage
    Fixed bug that caused a retreating ship with front shields to keep them on when it was not necessary
    More likely to set smaller groups to autofire when flux is low, including hardpoint groups
    Improved autofire flux management
        Will autofire most kinds of weapon groups, depending on flux level and dissipation
        Able to keep on pressure with low-flux weapons when on high flux
    Improved flux management for high-flux weapons such as Heavy Blasters
    Fixed bug that was causing fighters to only rarely fire missiles/torpedoes at low-hitpoint targets
    Improved omni shield use vs phase ships
    Fixed bug that was causing the AI to improperly evaluate where it has the most remaining armor
    Ships gradually get more aggressive when their peak time and CR tick down


Modding

    Fixed crash from left-clicking station in hyperspace
    Error message due to incorrectly configured music set is now comprehensible
    Ships with modules:
        Modules are no longer configured using weapon groups
        Added "modules" section to .variant files instead
        Modules will be ordered in listed order provided "modules" is an array of objects
    Station/ship-with-module weapons no longer rendered in separate pass above everything
        Use module order to control rendering order instead
    Variants, hulls, skins, skills, weapons, projectiles: will be merged with core files when loaded
        Meaning, a mod can now provide a partial file with just the changes rather than a complete file
    Renamed FleetDespawnListener to FleetEventListener
    Added reportBattleOccurred() method to FleetEventListener
    Fixed bug to do with beamFireOnlyOnFullCharge and venting while firing at max charge
    Proximity fuse projectiles with a trigger range of 0 will now only explode at end of range
    MutableStat values no longer capped to be >= 0
    Added better error message when game crashes due to an invalid ship system id being specified
    Added MissileAPI.interruptContrail() - needs to be called twice, once at old and once at new location
    Added MarketAPI.get/setEconGroup()
        Markets within the same econ group only trade with each other and are not visible when viewing nearby markets etc from a market in a different group. Default group is null (the value, not the string).
    Added ShipAIPlugin.getConfig() method that returns a ShipAIConfig (or null if a custom ship AI doesn't support the core config parameters)
    Added "tags" and "rarity" columns to ship_data.csv
        Skins do NOT inherit tags from the parent ship, but can have their own tags specified via a "tags" json array
        Default d-hulls also do not inherit any tags from the base hull
    Added "tech/manufacturer" column to ship and weapon data
        Defaults to "Common" if unspecified
        "manufacturer" key to override in ship skin file
    SectorEntityTokens and MarketAPIs stored in a MemoryAPI will be replaced by their ids in save files, and restored on load
        For this and other reasons, code must gracefully handle a case where an entity is put into memory but then is no longer there or *is* there but is no longer in any LocationAPI
    Removed dHullOverlaySmall/Large from hull_styles.json; replaced with single dHullOverlay, which should be large-ish and will tile to cover bigger hulls (instead of being upscaled)
    hull_styles.json: now 3 d-mod overlays per style; light/medium/heavy, in only one size
        d-mod overlays tile for larger ships
    Moved get/setModuleVariant() methods from FleetMemberAPI to ShipVariantAPI
    Weapon group generation:
        Added "GROUP_LINKED" and "GROUP_ALTERNATION" AI hints to weapon_data; will attempt to place weapons with those in separate groups and set them to linked or alternating
        Added groupTag column to weapon_data; when set, will heavily favor placing weapons with same groupTag into the same group, without other weapons in it
        Will not auto-generate weapon groups for AI fleets until combat starts, for performance reasons
    Fixed word-wrapping issue when a single word is too long for a line
    Added limited support for drones with SHIP collision class; will no longer crash into mothership
    Added "canUseWhileRightClickSystemOn" to ship system definitions
    Missiles now support the "jitter" effect, above the missile sprite only
    Changes to fleet despawn logic: listeners will now be notified before the fleet member list is cleared
        Allows seeing fleet state at time of despawn if it wasn't snapshotted
        Fleet members removed afterwards
    Added CollisionGridAPI that gives access to internal bin-lattice used to speed up collision checks/AI
        void addObject(Object object, Vector2f loc, float objWidth, float objHeight);
        void removeObject(Object object, Vector2f loc, float objWidth, float objHeight);
        Iterator<Object> getCheckIterator(Vector2f loc, float checkWidth, float checkHeight);
    Added to CombatEngineAPI:
        CollisionGridAPI getAllObjectGrid();
        CollisionGridAPI getShipGrid();
        CollisionGridAPI getMissileGrid();
        CollisionGridAPI getAsteroidGrid();
    Added to SettingsAPI:
        String readTextFileFromCommon(String filename)
        void writeTextFileToCommon(String filename, String data)
        Load/save text data from the <installdir>/saves/common/ folder
            Limited to 1MB per file, 50MB total files per session
    Hull mods tagged with "no_drop_salvage" will not drop from campaign salvage operations
        Different from "no_drop", which will only make them not drop from defeated ships in combat
    Added alternate system for listening to campaign events, see: ListenerManagerAPI
        Allows registering to listen for only one type of event
        Not everything converted to use it, but will only use this system going forward
    Added event-listening interfaces:
        ShowLootListener
        SurveyPlanetListener
        EconomyTickListener
        DiscoverEntityListener
    Added IntelManagerAPI to manage player-visible pieces of information
        See: Global.getSector().getIntelManager()
        Replaces EventManager etc
        CommMessageAPI, SectorAPI.reportEventStage, etc deprecated/removed
        Game no longer loads/uses reports.csv
        Missions are re-implemented as "IntelInfoPlugin" rather than a events
        A few events that were essentially scripts (such as OfficerManagerEvent) remain for legacy reasons
        MissionBoard and related APIs removed
        All of these are now handled through IntelManager
        Removed concept of "comm channels"; channels.json no longer loaded
    Added CombatEntityAPI.getAI() method to get at proximity fuse AI from projectiles
    Added ProximityFuseAIAPI, with an updateDamage() method, so changing damage via script can work on flak and similar
    Added SettingsAPI.getMergedJSONForMod(String path, String masterMod)


Bugfixing:

    Fixed issue with market/planet name mismatch for some procgen planets
    Fixed issues w/ small dormant remnant fleets not engaging and sometimes dropping loot if harassed
    Ship AI: fixed issue where 4+ carriers could get stuck in an escorting-each-other loop
    Fixed bug that caused Fleet Logistics 1 to make destroyed ships only have a 50% chance of recovery rather than 100% as intended. Disabled ships still got the 100% chance.
    Fixed issue with Plasma Cannon not being properly affected by Safety Overrides
    Save bar no longer get stuck if saving the game throws an error for any reason
    Fixed issue with scavenger fleets stuck in "returning to <market>" state
    Fixed issue that was sometimes preventing carriers from properly obeying "Full Retreat" order
    Fixed rendering issue with black holes on radar
    Fixed issue with Strike Commander causing projectile weapons from fighters to hit multiple times
    Fixed crash when a mission variant had a fighter wing from a mod installed and the mod was then disabled
    Fixed visual issue with jump-point in Westernesse star system
    Fixed issue with debris fields not despawning properly and causing savegame bloat (thanks, Tartiflette!)
    Fixed issue where could select civilian/unarmed ships for pursuit autoresolve
    Fixed issue where fighter chips would disappear from inventory when opening refit screen for a ship with that fighter built in
    Fixed issue with fighters returning to a retreated carrier getting stuck off-map without retreating
    Fixed station rendering issue in campaign where module placement wasn't quite right
    Fixed bug that caused phasing mid-burst to improperly shorten some weapon cooldowns
    The resolutionOverride config file setting now works with fullscreen mode
    Fixed issue that cause a black hole to appear in the middle of the sector map in some games
    Fixed bug that caused the player to have to wait for their allies to finish the battle after full-retreating from it
    Fixed issue that caused REDACTED fleets to respawn extremely quickly in some situations
Title: Re: Starsector
Post by: solops on June 30, 2018, 09:51:24 PM
OK. You talked me into it.

Can't find it. Is it a Steam game? What is the current name? Starsector does not show up.
Title: Re: Starsector
Post by: Jarhead0331 on June 30, 2018, 10:45:04 PM
Itís not on steam. Direct from developer only. I donít think this game will ever be finished. We get like one update per year.
Title: Re: Starsector
Post by: Silent Disapproval Robot on June 30, 2018, 10:53:10 PM
http://fractalsoftworks.com/ (http://fractalsoftworks.com/)
Title: Re: Starsector
Post by: Nefaro on July 02, 2018, 01:49:39 PM
I've owned it for so long, yet has been in such slow development that I usually forget about it.

Hope it goes feature-complete and gets most of it's balancing done at some point.  Always looked like huge enjoyment potential once it gets there.  8)
Title: Re: Starsector
Post by: Jarhead0331 on July 02, 2018, 01:57:57 PM
It already is a very playable game. I don't play it that often mostly because I suck at it.
Title: Re: Starsector
Post by: Silent Disapproval Robot on July 02, 2018, 02:29:52 PM
Same.  I do OK controlling just my own ship but as soon as I have to start worrying about a fleet, it ends in debris fields, corpsicles, and restarts.

Title: Re: Starsector
Post by: steve58 on November 16, 2018, 10:58:44 PM
Time to dust off the cobwebs of your Starsector install.  Looks like another large update (https://www.rockpapershotgun.com/2018/11/16/starsector-space-sim-new-2018-release/) has dropped.  Patch notes --> here (http://fractalsoftworks.com/forum/index.php?topic=13445.0).
Title: Re: Starsector
Post by: Jarhead0331 on November 17, 2018, 02:44:14 AM
It better be large. Only took a year and a half.