I Discover An Ancient Fortress Ship – Robo Madness Starsector Let's Play 11



In this series we are setting out with a mod that allows us to attempt to survive the universe of Starsector playing as Skynet. In this series I will attempt to dominate the galaxy and destroy all the disgusting meat bags inhabiting the starts along with my ai girlfriends brining peace to the galaxy!

Releases schedule – This series will be released every other day

Game Description + Link –

Starsector (formerly “Starfarer”) is an in-development open-world single-player space-combat, roleplaying, exploration, and economic game. You take the role of a space captain seeking fortune and glory however you choose.

Website link https://fractalsoftworks.com

Mods Used –

Check the end of the video (episode 1) I used so many mods it would be too powerful to put them all in the description

Note there is a Mod Index where you can find all the mods and more available for the game ones that are important for gameplay are Magiclib – Nexerelin – Graphic Lib

Mod Index – https://fractalsoftworks.com/forum/index.php?topic=177.0

My Links
Discord = https://discord.gg/HEj9p3vAEM

#Starsector #Gaming #letsplay

source

21 thoughts on “I Discover An Ancient Fortress Ship – Robo Madness Starsector Let's Play 11”

  1. To get an artillery station you need colonize a word that have one build an orbital station and take control of the watch towers, the missile variant is op since for interdiction on map and on battle cause instantaneous overload(you can select/change the type when building).

    Reply
  2. 28:01 I doubt the Dev ever wants to go that deep from what I can tell from the forum as a non-registered member (but owner of the game), and I think it is a missed opportunity to be honest.

    Same with "Pausing" the game in various screens – e.g. why does the Battle Screen not have the "Campaign" slowly run in the background, e.g. 1 Minute in the Battle would be like 1 Second (or whatever configurable value) of campaign simulation?

    This could literally lead to way more nuanced gameplay, since suddenly the "allied fleet help range" is not as important anymore (only for initial engagement), e.g. you have some sort of "Incoming fleet" countdown that could either signify arrival of

    – Allied Support fleets for you leading to tactical decisions, e.g. like playing defensively
    – Enemy Support fleets, making you decide between trying to win quickly OR disengaging as early as possible

    Winning or Successfully disengaging could apply some sort of sensor buff (perhaps taking into account debris field size as well as the size of both fleeds) and allow you to slip away unseen from enemy support for a small amount of time.

    Or what about "simulating" every battle like normal (which, at this point would absolutely need proper multithreading) – loadouts would play a way bigger role as opposed to in auto-resolve situations. (of course, these battles would run at normal speed, as opposed to when the player is in a battle where the campaign would be slowed down)

    Could even go so far as show battles you can remotely participate in (e.g. of your own faction) or as part of commissions (so as you make a name for your self, a commissioned faction could thrust you with more "important" battles).

    I don't know what the plan for the disabled "Orders" Tab in the game is, but these two ideas could also be integrated with this (e.g. you see current battles, which fleets are not in battle and available, and send reinforcements or go yourself, …).

    Reply
  3. So the extra free supply in your home planet is due to the Variable Assember, any VC chip installed produces those items for the planet to sell and some in storage for you to keep so its best to build multiple Assember with supply VC chip for free free supplys. Also please check the dockyard, if you're lucky you might get the Black Market guy who'll give you a vast array of stuff to purchase stuff like certian weapon you cannot find or even an Atlas.

    Reply

Leave a Comment