wikihasem.blogg.se

Best starsector mods
Best starsector mods







best starsector mods

After you finish the tutorial missions you can talk to the person who gave you them or most other base commanders in the Hegemony to get one - the tutorial missions should give you enough reputation for them to be amenable. Scavenged vessels (likely with d-mods) are probably going to be your primary source for a while.Īnd agreed with others that spending some time in the combat sim, the main-menu missions, or the main-menu tutorial are all very good ideas.Īnother tip for dealing with money early on is getting an actual commission. Most d-mods are pretty manageable, and over time you'll get a sense of which to avoid on which hull types.Īnother thing that the tutorial fails to mention (probably because the tutorial was made in an earlier version where this wasn't the case) is that buying ships is pretty darn expensive early on. One thing that may not be intuitive (and I honestly don't recall whether the tutorial mentions) is that ships with D-mods may be dinged up, but they're also cheaper to deploy which is very handy. I believe one of them is always a Hammerhead, which are very solid destroyers, but you don't need to take all of them. The mission-giver and the tutorial text both strongly suggest you pick a few up, yeah. Then they'll outnumber you by a factor of only 1.25 or so if you took all of the ships at the graveyard.very manageable. (You'll be far enough away from civilization that going dark won't be an immediate problem w/patrols.) Basically, wait for them to be (relatively) separated and then enter only one fleet's sensor radius, then draw it off before engaging.

#BEST STARSECTOR MODS MANUAL#

Manual control until one wants to open fire and then handing off to the AI for actual combat, is a thing for noobs like us.ĮDIT: also, you're supposed to sneak around and engage only one of the miner fleets at a time. The markets point-restock once a month, so you can hold off on just about anything else (including officers) until the gate is re-opened.Īs I am a truly incompetent pilot, generally what I do is leave things on autopilot and use eliminate orders to get things targeted properly. The psuedo-commission gives enough weapons in storage to arm all of the ships improperly.Ībout the only thing worth buying before re-opening the gate, besides crew/supplies/fuel, is a militarized Kite. I never have enough cash for even crew/supplies/fuel until after re-opening the jump gate. Prior versions: should not be spending money on ship weapons this early (this caught me as a tomato surprise on my first playthrough).

best starsector mods

My first goal is often just finding a suitable location with small enough pirate gangs to farm ships, or to survey enough or perform enough quests without getting thwacked to afford some competent fleet members.

best starsector mods

Unlike M&B, this 'out-playing' is actually super-satisfying, and not just an AI stompfest.Īs far as the campaign goes - unlike other members of the genre, ship upkeep is too expensive to just play it in a straightforward manner. This game is kind of like Mount and Blade, in that a highly-skilled player can generally take on larger fleets, and survive due to their ability to out-play the AI. Ship micromanagement is VERY important for most encounters, and second-by-second decisions can make or break your chosen approach. So a fair amount of the playerbase was well-versed in the combat before even touching the campaign, and that has certainly influenced subsequent balance. It might help you to understand that the game was originally just a very detailed combat sim, and the campaign and starmap and whatnot were added partway through development. I would suggest playing easy and, like Nirur Torir said, to play around in the combat sim until it doesn't feel so clunky.

best starsector mods

It can definitely fall into the 'hardcore' side of game design.









Best starsector mods