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So here is an abridged, rambling version as I don't have it in me to recreate that:įeels like Space Pirates and Zombies with more mechanics added on that aren't always welled explained. I had a nice 5 paragraph 'review' written up with a couple of MS Painted edited screenshots (to highlight things), but the forum apparently ate it. You can wreck considerably larger ships once you get decent at manouvering it into their weak spots and managing your cooldowns and so on. Oh and I would definitely recommend the Hammerhead start, it's a fucking amazing ship with Safety Overrides and some close range weapons.
![starsector console commands starsector console commands](https://i.ytimg.com/vi/JDnQ-ZiFyEk/maxresdefault.jpg)
Their industry seems to be booming as a result and boy howdy are they starting to crank out increasingly scary things and using them against Tri-Tacyon to great effect.įor extra added fun, sell all your nano forges to pirates. The sector economy is apparently dynamic and I may of broke it in favor of the Hegemony as I sold 3 nano forges and 2 cores that make fuel to the planet I use as a jump off point to unsurveyed systems. Combat I’m a bit mixed on an need more time with it. I think it makes up for this with greater cargo and fuel capacity compared to the Hammerhead you’d get as merc leader start, but haven’t seen an easy way to compare ships within game. The Apogee cruiser is not the greatest in a fight and your attending fleet is more like support ships than actual combat craft. I think I made a mistake going for the explorer start as the early campaign tutorial is rather combat heavy. This isn’t a knock on the game itself, but I miss Steam’s F12 screenshot function.I’m pretty sure I missed the fact I lost 2 ships in a hyperspace storm due to this. Text gets really tiny, but there might be something in the options menu I missed. Doesn’t seem to scale well on monitors greater than 1080 resolution.I can go from 8 or so supplies a day to eating through 53 per day after one salvage encounter. I got fuel, supplies, and crew but nothing on how close a I am to my cargo threshold. I’m not seeing a UI element in travel mode showing my cargo capacity and how close I am to it.Going to be working on a long(ish) write-up for later, but right now only a few annoying bits in a pretty entertaining game: And some pretty great exploration aspects. Yeah, it definitely does have some of the same "Wild space west" vibe.
Starsector console commands mods#
I will say I’m somewhat surprised at the lack of established IP mods (Star Wars, Star Trek, ect) in my initial perusing. I’ll get to it, for sure, but I want to get my head wrapped around to base game first before diving into mods. But in the end I’m still running drugs, organs and committing war crimes, thus I see a spiritual link.Īs for mods. And yeah, it’s appears to have very little in common mechanically to Rimworld. Yeah, I saw it’s still in beta in that Mount & Blade sort of way, but far enough along it isn’t quite as prone to crashing or introducing game destroying bugs. It's definitely not Rimworld, but it's not trying to be. It's pretty great, you can definitely tell it's still in development in places, but to me at least that's been in the form of balancing, incomplete mechanics, etc, not in the form of crashing or stuff like that.
Starsector console commands download#
I bought it after originally seeing the Sseth review (as did a lot of other people apparently since the download server went down and the developer had to upload a torrent).