Full Starsector Nexerelin Playthrough - Mostly Mod and Mechanics Musings (Madman's Knowledge)
The Starsector scientist is back with another 'oh no they let him talk about his special interest' commentary on some highlights from a full playthrough of Starsector with the Nexerelin mod. This adds a new phase of the campaign with the 4X mechanics that I was disappointed to see weren't present in vanilla. So let's try this one out, along with loads of other vanilla-upgrading mods. I'll be covering the ups and downs of my campaign, but be prepared for CONSTANT tangents, slanderous half-remembered hearsay, and impromptu game design soapboxing. I had a good time with this, clearly!
(Note I assume some familiarity with the basics of how the game works and won't commentate on the tutorials or general gameplay all that much).
As referenced a few times in the video, this commentary is a vague follow up to an older commentary from my first playthrough of vanilla. I unlisted that video because I was convinced I was being unfair to the game, and so this new commentary is a replacement, featuring some of the same rambling with updated takes, and a load of new ones. Whether I really was being unfair in that old video, I don't know. But let this new dose of madness be my final comment to bookend those first comments.
Link to old video: https://youtu.be/g8_1TAQB18o
Watching not at all required, or especially recommended, but if you want to see the true rage of my initial disappointment, it's in the first hour or so of that commentary.
I also reference a previous investigation into combat controls / camerawork, which is here
https://youtu.be/EUd0KKtKLfI
That one probably is actually recommended, as I will be taking for granted that whatever conclusions I came to back then were correct.
Overall I thought mods improved Starsector dramatically, and it reopened the topic I was thinking about with Mount and Blade: should modders get more recognition from the official developers when certain games come to rely on mods so heavily? That, and about ten thousand over random topics, will be covered as I work my way to military dominance over the sector!
The tldw of this commentary is that mods improve the game a lot, and solve a lot of the major problems I was outraged by in vanilla. However, the game remains in a strange place where it contains loads of unique and great mechanics that are 'unfinished' feeling or conflict with each other to reduce the amount of content in the game, sometimes seemingly deliberately. It's a game with all the ingredients for success, but they set the oven to the wrong temperature; it suffers in a frustrating way, where big drops in quality come from very small/easy to fix 'errors' - in my own opinion of course. Working out what those issues were has been fun, even if I sometimes struggle to actually blurt them out into words. I need a script, as usual. But the show must go on! Next up: Highfleet!
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