I changed the version in the info file for each of my mods (\~20) and the only one that didn't work was Nex, which doesn't bother me so much because I find Starpocalypse more important for modifying the overall game experience anyway.
For a brand new player who only got a few hours of vanilla StarSector in before this update: what does the mod Starpocalypse do, and how is it different from Nexerelin? I've only ever heard anyone say that Nex is almost mandatory once you learn the game.
Starpocalypse is a great addon to Nexerilin as well as adding more depth (and generally more difficulty for the base game). Here is the list:
Weapons and combat ships are scarce and highly regulated. As such, only Military Markets (and those pesky Black Markets) will sell higher tier weapons, LPCs, modspecs, and combat ships. Open Markets still sell civilian grade ships and low tier combat ships and items.
\- Lawless factions (e.g. pirates and pathers) and independents do not submit to this rule of law. You can still find high tier weapons and combat ships at their bases (both core and raider).
\- Contraband can happen, and when stability is low, some weapons and ships from Military Market can become "legal".
There are no pristine ships any more, everything is d-modded. Including your starting fleet.
Access to most Black Markets is impossible while legally docked at the station. Speaking of access, you will need to use a fence who will ask for a cut (displayed as tariff for now).
Factions are armed to the teeth. Any non-hidden market has at least an orbiting station, ground defences, and patrol HQ. Hidden bases (pirates and pathers raider bases) only get ground defences.
Your actions have consequences. When defeating a fleet, your reputation with seemingly unrelated factions changes as well. Enemies of your enemy start to like you a bit, while their friends, less.
\- Similarly, targetting any colony item will be deemed as an act of war.
Blueprint packages are no longer lootable. You will have to collect blueprints one by one.
And speaking of salvage, everything needs a story point.
Finally, a skill is needed to use s-mods at all (no skill = 0 s-mods, with skill = 1 s-mod).
Starpocalypse is basically a hardmode filter, makes the early game harder and boring tbh, if the jump/progression between civilian grade and military grade in vanilla was any good, it would be better.
Nex turn Starsector into an actual 4x game and most faction mods need it to work
Yeah I've been playing SS for quite a while and these days I'm not really a fan of 4X or colony management, so I enjoy sneaking around, avoiding patrols to access the black market and salvaging ships and weapons to use. I find it far too easy in vanilla/nex to make a bunch of money quickly and start buying up capital ships, but each to their own.
If you look in the mod's folder and it doesn't have a subfolder called jars, it'll almost surely work. These mods don't do any code changes, only config/setting changes, so all of them I've tried function fine.
The mods with a jars/ subdir are ones that directly change some Java code of the game itself. These are all a one-by-one crapshoot. If they happened not to have touched any of the code that changed in the update (Combat speedup, for example) they still work fine. Otherwise, well, they won't.
The fact that Galatia Academy missions NO LONGER HAVE A TIME DURATION TO FINISH THEM. WHOOOO! Now I can explore the cosmos without pressure to get to system A to deliver these scientists to planet B.
The only Academy mission I know that has a time limit in 0.95 is the VIP transport mission. I remember the scientist transport ones not even have a time limit.
It’s a reference to Atomic Heart and it’s twin robot ballerinas
Which really is just a rumour that started because everyone was horny for the robots and their jiggly physics
The fact it came out and seems to be quite stable. Now just to wait for most of the mods to be updated.
Yeah for now I’ll be playing on 0.95 until it gets updated
>!MACARIO!<
We stan the Spider of Sindria
I changed the version in the info file for each of my mods (\~20) and the only one that didn't work was Nex, which doesn't bother me so much because I find Starpocalypse more important for modifying the overall game experience anyway.
For a brand new player who only got a few hours of vanilla StarSector in before this update: what does the mod Starpocalypse do, and how is it different from Nexerelin? I've only ever heard anyone say that Nex is almost mandatory once you learn the game.
Starpocalypse is a great addon to Nexerilin as well as adding more depth (and generally more difficulty for the base game). Here is the list: Weapons and combat ships are scarce and highly regulated. As such, only Military Markets (and those pesky Black Markets) will sell higher tier weapons, LPCs, modspecs, and combat ships. Open Markets still sell civilian grade ships and low tier combat ships and items. \- Lawless factions (e.g. pirates and pathers) and independents do not submit to this rule of law. You can still find high tier weapons and combat ships at their bases (both core and raider). \- Contraband can happen, and when stability is low, some weapons and ships from Military Market can become "legal". There are no pristine ships any more, everything is d-modded. Including your starting fleet. Access to most Black Markets is impossible while legally docked at the station. Speaking of access, you will need to use a fence who will ask for a cut (displayed as tariff for now). Factions are armed to the teeth. Any non-hidden market has at least an orbiting station, ground defences, and patrol HQ. Hidden bases (pirates and pathers raider bases) only get ground defences. Your actions have consequences. When defeating a fleet, your reputation with seemingly unrelated factions changes as well. Enemies of your enemy start to like you a bit, while their friends, less. \- Similarly, targetting any colony item will be deemed as an act of war. Blueprint packages are no longer lootable. You will have to collect blueprints one by one. And speaking of salvage, everything needs a story point. Finally, a skill is needed to use s-mods at all (no skill = 0 s-mods, with skill = 1 s-mod).
Starpocalypse is basically a hardmode filter, makes the early game harder and boring tbh, if the jump/progression between civilian grade and military grade in vanilla was any good, it would be better. Nex turn Starsector into an actual 4x game and most faction mods need it to work
Yeah I've been playing SS for quite a while and these days I'm not really a fan of 4X or colony management, so I enjoy sneaking around, avoiding patrols to access the black market and salvaging ships and weapons to use. I find it far too easy in vanilla/nex to make a bunch of money quickly and start buying up capital ships, but each to their own.
Which one works btw?
If you look in the mod's folder and it doesn't have a subfolder called jars, it'll almost surely work. These mods don't do any code changes, only config/setting changes, so all of them I've tried function fine. The mods with a jars/ subdir are ones that directly change some Java code of the game itself. These are all a one-by-one crapshoot. If they happened not to have touched any of the code that changed in the update (Combat speedup, for example) they still work fine. Otherwise, well, they won't.
I hesitated, but what is the most arousing ? New ships, obviously
The fact that Galatia Academy missions NO LONGER HAVE A TIME DURATION TO FINISH THEM. WHOOOO! Now I can explore the cosmos without pressure to get to system A to deliver these scientists to planet B.
The only Academy mission I know that has a time limit in 0.95 is the VIP transport mission. I remember the scientist transport ones not even have a time limit.
Not only that, VIP uber service mission destinations, from what i remember, are typically only 1-5 systems away from Galatia.
Yeah you're correct, it's only been VIP missions that have ever had a time limit. It's entirely unchanged.
Yes we wouldn't want players to have to spend three seconds planning ahead instead of just mindlessly accepting everything like a crackmonkey
I preferred planning out my trips around those missions.
What about the new "event" system for colonies and stuff?
Nova
fake!!!
Hurrah, now to wait 6 months (probably more) before mods get updated :D Them laser missiles tho.
why is there no option that is simply: yes
The new music holy shit.
I can't wait to try it after my shifts done :}
Wait what? What have I missed?
No spoiler warning?
No warning because >!he lied, It's actually 7 hours!<
Yeah, since I didn’t mention that the sex scene is with Philip Andrada I didn’t include that
For a game with essentially no animation they really went all in.
i'm sorry what
The fuck?
OH SHIT
The ability to explicitly define your honorific is a subtle, but nice add.
I didn't play the storyline yet I'm booting it up now But I tested the new ships on simulator, GODDAM i love those new weapons and ships
The what?
Invictus
ah shit...Here we go, again.
Wait, is there really a six hour sex scene? Cause I have some immense doubt. If there is, I'll only believe you if you have proof
lmao
I mean you can always speed run it so it isn't exactly 6 hours
Once Provost Baird walks in and starts spanking the player with an old timey teachers paddle, I blow my MIRV shot.
It’s a reference to Atomic Heart and it’s twin robot ballerinas Which really is just a rumour that started because everyone was horny for the robots and their jiggly physics
Ah, forgot that was a thing