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Starsector nanoforge
Starsector nanoforge











starsector nanoforge

The actual battle is played out in plausible real-time, and your direct involvement is usually extremely beneficial. You can pilot a ship yourself, or let the AI fight for you (it doesn't do a terrible job). You have a set number of Deployment points that limits the size of the fleet you can deploy. You have a set number of command points that limits how many orders you can issue during the fight.

  • Combat is far more interesting and complex.
  • starsector nanoforge

    Your ship autopilots to where you clicked, either in space or on a planet/station/enemy/friendly.

  • In the overworld (space) controls are very simple - point and click with a few "powers" in your menu bar.
  • starsector nanoforge

    The whole thing was a massive step up in terms of what you get the ships alone were worth like $40,000 between them and my first few fights were a breeze. Later, I tried a "Mighty Bounty Hunter" start and fired up with a sweet combat ship, pre-hired veteran AI pilot, and a second ship. It's a hard slog up the ladder and 20 hours in my "fleet" is a ragtag band of misfit junkers. With $5,000 in hand and another $10,000 in cargo, I was ready to go. I tried a "Humble Trader" type start and came out with a nice big cargo bay on a ponderously slow ship, pretty much what you'd expect. You start with a basic character builder - choose an avatar image, answer a few questions, take off into space.I've been at this one for maybe 20 hours and my impressions so far are. There's a lot of meat on the bone, and so far some excellent concepts that I haven't seen in other space games. Viewtopic.php?f=2&t=90153&p=2454396#p2454396īear in mind that this is an "Alpha" game, but might as well be "Beta" for as well as it's running and the content they have in there so far. Heres a link to my post on it here on OO.

    starsector nanoforge

    (*Hedging how I word this because the truth of the matter is a touch complex.)ĮDIT: Another little heads up.if you like this game or Space Rangers then you might look into VoidExpanse. We’ll cover some old star systems, some new star systems, the Persean League just a tiny bit, and whatever tangents that come up. I’ll talk a bit about the creative process as well as design considerations that go into creating this content. This does much to embiggen the world of Starsector! My part in this has focused mostly on the hand-scripted Core Worlds, the centers of human civilization, industry, and conflict within the volume of the Persean Sector. Alex has of course obliquely described how he has expanded the number of procedurally generated star systems from zero in the currently available build to potentially a whole bunch in the upcoming patch.

    #STARSECTOR NANOFORGE PATCH#

    In the upcoming Starsector 0.8x patch we’ve added at least one* new faction and expanded the number of hand-scripted star systems in the Sector by a significant though not quite finalized number. Load up on marines, turn off that transponder, grab a few Colossus-MK3's for ground support, and hit Kazeron in Thule, or Chicomoztoc in Aztlan.No, not terraforming world-building! You know, like writing and content implementation. If you cannot reclaim your nanoforge from them, you still have the option of stealing the pristine nanoforge used by the persean league and the hegemony. A world that is at zero stability for too long will decivilize. If it is not, you can raid the place repeatedly to stack the negative stability raid debuff on it over and over again. Nanoforge may or may not be there, however. The default core world pirate orbital works is located on Kapteyn Starworks (the space station) in the Isirah star system. If you cannot go back to the pirate base you sold it to and buy it back, then hitting the pirate's Orbital Works may allow you to repeatedly raid to re-obtain one. Protip on recovering your sector and save file from inevitable doom:













    Starsector nanoforge