I also miss this aspect of old windows games. "Castle of the Wind" the RPG is another example of a game that unashamedly uses Windows' built-in UI elements just fine. I wish more games just stuck to them. Then things like pressing tab to cycle focus to different UI elements still works and developers wouldn't have to worry about introducing bugs in their custom UIs.
https://store.steampowered.com/app/2008100/Rule_the_Waves_3/
I played a lot of it back in the day... makes me nostalgic to play again. But this emulator requires Intel and I have ARM Macs.
Probably these days it wouldn't be hard to vibe up a modern equivalent especially with the MCP the author talks about.
However, I believe the first shareware version I had was 1.x (distributed via CD that was packed full of shareware) which was significantly different. I remember mining fuel, which tracks with the above link.
Stars! was one of my very first video game purchases. I remember mailing a money order, and recieving a copy in the mail - I didn't have internet at the time. I'm not sure I even knew the internet existed then, although I would soon after if not.
News here: there's an MCP server!! Oh snap!! This is great. I really love the idea of games that have external interfaces. There's a ton of tiny macro to stars, and being able to say, get every warship in the sector over to that planet at the same time with efficient fuel usage would be a lovely awesome thing to watch happen.
I look forward to more and more games having MCP (or other external interfaces). I'm sure there's others out there already, but definitely happy to see Stars! pointing the way forward yet again, decades latter.
And with something like Lutris, it's not a lot of tinkering. "Install game from setup.exe". Done in a lot of cases, needs a few winetricks or dll overrides in some cases for the wonky ones.
1. https://rayfowler.itch.io/remnants-of-the-precursors
2. https://store.steampowered.com/app/410970/Master_of_Orion_1/
[1] — If I remember correctly, there even was some special-case code for ship pursuit cycles.
The hard part is knowing why exactly it was compelling despite apparently violating all the rules of good game design...
Plus, the fact that you can fly anywhere through space, not just through artificially-constrained wormholes, means that the strategy of attacking another player can involve a lot of subtlety and bluffing. Fly a medium-sized fleet into deep space, skirting the edge of his scanner range, while you fly a big fleet directly towards his key production worlds. Then on the turn when he is expecting you to reach his worlds and start bombing (and when you think he's going to send his ships to intercept yours), turn your big fleet around and fly it home. Meanwhile, fly your smaller, pre-positioned fleet in from the other side of his empire. His ships will be caught out of position as they'll follow their orders to chase your fleet, a lot farther than he thought they would in one turn, and they won't get back to the other side of his empire in time to prevent you doing a lot of damage. Then, when he's not paying attention to your big fleet, turn it around AGAIN and do even more damage.
There are ways to counter that, of course, but it's easy to catch people off-guard if they haven't noticed yet that you can send ships anywhere, not just between two planets.
What an excellent game that was. I'm so glad it's possible to play it again.
Kinda ironic given the article's subject of 16-bit mode no longer being available...