Author Topic: Starsector! (previously Starfarer)  (Read 10779 times)

Offline Aklyon

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Starsector! (previously Starfarer)
« on: December 04, 2012, 02:22:25 pm »
I've been messing around with SFEdit and drones in Starfarer, and instead of getting a wing of fighters with extra drone support, I think accidentally recreated the blob from AI War instead; if you were using all fighters equipped with offensive point defense lasers that is.


(If you removed the drone systems, thats only 3 wings of 6 fighter ships each from vanilla starfarer)
« Last Edit: November 19, 2015, 03:07:47 pm by Aklyon »

Offline Echo35

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Re: Starfarer sillyness
« Reply #1 on: December 04, 2012, 02:37:44 pm »
I've been following that game for forever now. Been waiting for it to get closer to release, I don't buy games in Alpha/Beta too terribly often.

Offline Lancefighter

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Re: Starfarer sillyness
« Reply #2 on: December 04, 2012, 06:22:45 pm »
Starfarers a really great combat engine.
Unfortunately, for the moment, it has a really poor everything else >_>

Most of the development time has been spent towards their really good combat engine. They have a kinda tacked on strategic thing going on, but it feels more like a proof of concept than anything else.

edit; I'm really enjoying the ironclads mod. Its a lot more.. real feeling? It has roots in the old USA/USSR conflict that never happened, so now we have the groups in space fighting each other. I really like it. Its actually been quite a while since I played the base starfarer
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Offline Wingflier

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Re: Starfarer sillyness
« Reply #3 on: December 04, 2012, 06:33:06 pm »
The engine is really nice, but some of the other things are a bit questionable.

The last time I played it, I was a bit shocked to find that the AI actually controlled my ship better than I did.  If the AI plays the game better than you do, it really kind of makes you feel worthless ;p

I didn't know there was a mod for it already?  I'll definitely have to try that.

The game has MASSIVE potential.  I hope to see it turn out well in the end.

edit:  Are any of the other mods good?  Seems like there's quite a few of them.
« Last Edit: December 04, 2012, 06:35:34 pm by Wingflier »
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Offline icepick37

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Re: Starfarer sillyness
« Reply #4 on: December 04, 2012, 06:40:13 pm »
Junk pirates is my favorite mod.

Character progression got roughed in this last patch. From here should see lots of the campaign coming in.

It's worth the $10 for the combat engine to me, haha. It's sweet. and I've gotten better than the ai in many cases...    ;p

Offline Aklyon

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Re: Starfarer sillyness
« Reply #5 on: December 04, 2012, 06:49:02 pm »
Heres the ones I've tried:
Omega's Minimash: slightly out of date (not many modships have ship systems), but plenty of ships and plenty of interesting things.

Fleet Control Mod: Have other fleets! Mining! (kinda) A Use for the Industry attribute until it actually has one!

Uomoz's Corvus: Lots of ships. Lots of stuff. More up to date than the minimash and has different factions.

Vacuum: A total conversion mod with an interesting remake of the turret/fixed position hardpoints, and macross missile masacre is the new normal for missiles (though not quite that absurd unless you use annihilator pods or other originally high-capacity missiles). Fighters are lots cheaper in both credits and fleet points because like missiles, the idea is more of them at once. Currently nowhere near done (v.3) and somewhat roundabout in the way it is trying to do things due to current modding limitations.

My random experimental things mod: Ridiculous amounts of lag from fighters wielding drone systems, xyphos fighter wings with terminator drone backup, a phase teleporting paragon, and finding out that fighter refit cost is partly based on fleet points, so setting ships to only cost one makes the fighter more or less free to rebuild in combat. No additional or different code, just heavy use of SFEdit and notepad++.

Offline chemical_art

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Re: Starfarer (and the sillyness it can have modded)
« Reply #6 on: December 04, 2012, 07:58:41 pm »
The game engine is brilliant...but the Newtonian physicals (for movement at least) + huge galaxy + great player AI = a clusterfrak for the player. It becomes a micro nightmare trying to manage a dozen planets at once, let alone a hundred.


It's fun, but not a complete game the last time I tried it. More of a "can I make this ship design work..." sandbox.
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Offline Lancefighter

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Re: Starfarer (and the sillyness it can have modded)
« Reply #7 on: December 04, 2012, 10:11:35 pm »
The game engine is brilliant...but the Newtonian physicals (for movement at least) + huge galaxy + great player AI = a clusterfrak for the player. It becomes a micro nightmare trying to manage a dozen planets at once, let alone a hundred.


I'm not actually sure we are talking about the same game - starfarer doesnt quite have a huge galaxy yet?

But yeah, there are tons of mods out. Its a pretty easy to mod game - 2d ships and modules in a *fairly* simple interface. You can go into the files and make mods yourself with just notepad (although I tend to prefer excel, depending on the file)
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Offline Aklyon

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Re: Starfarer (and the sillyness it can have modded)
« Reply #8 on: December 04, 2012, 10:22:31 pm »
For the .csv files, You need a spreadsheet program set to only separating with commas. Other separators cause shenanigans and you needing to dig through starfarer.log.

Everything else is doable with notepad++, unless you're adding .jar files, though for ships/variants SFEdit is a nice alternate.

Offline icepick37

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Re: Starfarer (and the sillyness it can have modded)
« Reply #9 on: December 04, 2012, 10:38:35 pm »
Except for the string files (for descriptions and whatnot) Those tolerate (require?) " quotes as the text delimiter.

Offline Histidine

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Re: Starfarer (and the sillyness it can have modded)
« Reply #10 on: December 06, 2012, 09:41:57 am »
I am having "looking forward to the weekend" levels of fun with this game (+ the Fleet Control mod).


This is the Tokugawa Ieyasu, flagship of the Corvus Free Navy, hammer of the Corvus Freedom Alliance; shown here sticking it to a carrier of the Tri-Tachyon corporate imperialists. Just a few days ago, she spearheaded an offensive that crushed the oppressor Hegemony System Defense Fleet.
She may be slow and turns like a tub full of water, but none can stand before her when she comes screaming down with all guns at maximum rate of fire (at least until her flux capacitors redline).


The CFN (green) sweeps the Corvus system clean of enemies of the people! (actually only three or four of those are combat fleets; the others are traders, hydroponics fleets, or miners)
« Last Edit: December 06, 2012, 09:44:26 am by Histidine »

Offline Mánagarmr

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Re: Starfarer (and the sillyness it can have modded)
« Reply #11 on: December 06, 2012, 09:57:16 am »
I remember TotalBiscuit playing this way back and I was very intrigued already. This I'll be following with interest for sure.
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Offline Aklyon

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Re: Starfarersector (and the sillyness it can have modded)
« Reply #12 on: February 18, 2015, 06:29:35 pm »
Bump to point out this ridiculous/awesome gif from Exigency, since the mod finally updated. It manages to reflect an unguided reaper torpedo at a tiny fighter and actually hit it. (also starsector has updated a lot since the last post in the thread here)

Offline Wingflier

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Re: Starfarersector (and the sillyness it can have modded)
« Reply #13 on: February 18, 2015, 11:06:03 pm »
Looks fun, I'll have to try it out.

I've been wanting to try the game, but it hasn't been updated (and no blog posts either) in ages. (I bought it a long time ago and have played it at various stages throughout the alpha)

So I've looked through the mod page several times but when there's 10 bajillion mods, and no way to tell the good ones from the bad ones, it's like a crap shoot. So if you have any other good mod recommendations let me know.
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Offline Aklyon

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Re: Starfarersector (and the sillyness it can have modded)
« Reply #14 on: February 19, 2015, 11:10:42 am »
The current SS (and thus mod) version is 0.65.2a. Mods not updated to .65.1a won't work due to the big campaign sorta-rewrite/trade system addition breaking tons of stuff. Also, you generally need 64-bit java and at least 2 gb of ram available. Outside of small cases like using very few mods or playing unmodded, this is unavoidable and you might as well read that link first. (I'd recommend Alternative B for simplicity if you can locate your jre7 folder, since that way you can use the launcher the installation shortcut is already setup to open)

Utilities:
LazyLib: Its a utility library. Will save lots of effort if you just leave this enabled all the time, since a major portion of the mods use it to some degree.
ShaderLib: Fanciness, if the mod is supporting it. (stuff like shield ripples on impact) Can be configured to not display its fanciness if your comp can't handle it while still being there for the sake of mod dependancy. Not nearly as important as Lazylib, but by the same wizard.
Common Radar: Gives you a nifty radar in the corner, if you add it into your game. Shouldn't break saves, I'd expect.
Leading pip: Helps you aim weapons that would actually need aim. Not perfect, but good enough. Starsector+ has a version of this builtin to a high-level skill, otherwise its identical to the Radar in safety.
Console Commands: Its a console. You can cheat with it if you want, or you can just have this so the semi-updated skill-respec mod is available to you.
Version Checker: It checks mod versions. And SS versions. Not required by anything, not really important if you pay attention to the mods forum, but convenient otherwise.

Omnifactory: Not actually a utility (you can set it to several settings ranging from 'replicate ships or weapons for free, time not counting' to 'Replicate ships/weapons but require paying roughly 70% more than from the faction itself' to 'Replicate ships/weapons, but only if you give it enough crew or supplies or fuel, and you may or may not have to pay for them as well'), but certainly something I'd prefer to have on hand in the background. By default it will spawn in a random, unused spot in a random system in the sector, but you can turn that off. if you do, when the game is started instead it will spawn orbiting the planet formerly named Corvus V. If you sell it weapons or ships, it will tear them down and rebuild them for you, so even if your favored faction's station(s) do not have that ship for sale at the moment, as long as the omnifactory has been given one there will be at least one available to buy, given enough time. Colored in the player-faction color, as it is not part of the Independants but is as neutral as the swiss otherwise.

Big mods:
Project Ironclads: A total conversion mod, which means that only utility mods will work alongside it (everything else will get unselected anyway, but its worth noting) Haven't played it myself, but since Vacuum hasn't updated in a long time, this is the only TC I know of for the recent version.

Starsector+ (this link is also for any of the mods mentioned in its OP except lazylib/shaderlib): Not a total conversion mod, but it does modify vanilla parts slightly, as the name probably suggests. Adds a few features, generally is a bit harder than vanilla, should work with basically any of the other mods, though only the ones actually mentioned in its post will make use of the extra features. Other mods will act as if those extras didn't exist and continue as normal.

Knights Templar: Requires SS+ to even work. "A great deal of magical hax and shaders and coding wizardry." describes them well. Intended as a boss faction for people who run out of other things to challenge. Very effective ships if you manage to capture one (or gain their favor and buy one) Occasional crusades against anyone in particular, hate the Church of Ludd.

For the rest of the mods, a warning: I am a terrible starsector pilot, and ymmv depending on if you are better or worse at fighting spaceships than me. Most of theses ships I haven't piloted before, because I get distracted outfitting my favorite ones, like the Nevermore. Some descriptions borrowed from the Starsector+ post.

Blackrock Drive Yards: "Dark green fast and furious ships that favor human pilots, plus a staggering variety of weapons." This is the faction with the Nevermore cruiser in it. Also has the likes of the Imaginos, a ship that would fit in with Exigency if it wasn't bright green and built by Blackrock, the Scarab, a solid but slower than usual Blackrock escort ship, and the Karkinos, a teleporting capital ship. Afaik the teleporter is the same as the one on the Imaginos frigate, but scaled up accordingly.

Interstellar Imperium: "Orange armored ships packing lots of satisfying, chunky weapons.  Favors large fleets and deliberate strategies." I haven't played much of them, but they're alright so far. The description fits.

Exigency Incorporated: "Blue ships with organic hulls, crazy systems, and lots of missiles.  Lots, and lots of missiles." You want extra ship systems in your craft? Repulsors instead of normal shields? Masses of micro-missiles, some of which regenerate in combat for even more missile? A splinter faction that builds ships out of stolen Exi parts and asteroids? Blue ships? Exigency has all of that. Very fun to use if you can use them right. (I mostly fail at the latter, but they're still interesting)

Shadowyards (aka Shadowyards Reconstruction Authority): "Green and cyan ships with many varieties of energy weapons.  Notably well-balanced." Generally good ships that I can at least try to use without badly failing in the first fight. Rather distinct color scheme.

Mayorate: "Brown ships with lots of big spinal mounts and cool designs.  Contains nukes." My second favorite faction of ships after Blackrock. The Lilith frigate is a glass cannon, but comes with a builtin, scaled down version of the weapon the Onslaught uses. The bigger ships are generally interesting as well. AI has a history of not knowing how to evade the aoe of the nukesplosion, use with caution of you have one. One of the rare factions that are not hostile to pirates, they have other enemies to make up for it.

Citadel: "Light blue and gray ships with copious levels of Ordnance Points.  An alternative interpretation of 'midline' ships." Expensive ships, but pretty good in general as far as I've tried them so far.

Junk Pirates/A.S.P/P.A.C.K.: Honestly I don't have anything to say about the latter two, I hadn't played with them that often. Junk Pirates have interesting but very messy (intentionally) designs, and are an interesting addition to the pirates of the sector. But now they're in one big triple pack, so have the SS+ description. "Multicolored ships of many tech levels, designs, strengths, and weaknesses.  One of the oldest Starsector mods."

Neutrino Corp: Powerful ships. Strong but almost non-existent shield arcs. Lots of energy weaponry and photon torpedoes. I like them.
« Last Edit: February 19, 2015, 11:12:53 am by Aklyon »