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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - SYDWAD

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1
General Discussion / Re: How to get rich in Starsector?
« on: July 26, 2021, 12:37:03 PM »
What i do is i get all the fuel and cargo ships i can then buy metric tonnes of supplies from Chicomoztoc and fuel from Nachiketa then sell it to Chalcedon and Umbra. Literal millions in very little time. Your only bottle neck for the most part is how much supplies and fuel you can cram into your ship.

Supplies = Chicomoztoc, Aztlan
Fuel       = Nachiketa,     Naraka

> sell both at

Umbra,      Askonia
Chalcedon, Isirah

You can make a tad more dosh by selling marines and heavy weapons to Chalcedon as well.

2
General Discussion / Dodeca-Tachyon
« on: July 26, 2021, 12:26:47 PM »
Dodeca-Tachyon




Inspired by this screen shot.

3
Mods / Re: [0.9.1a] SpeedUp 0.7.0
« on: March 28, 2021, 06:19:20 AM »
SpeedUp  0.95a-RC9 [hotfix]

Download from the Starsector discord HERE.




or here https://cdn.discordapp.com/attachments/512356777451323393/825719899426390057/SpeedUp__0.95a-RC9.zip

4
Mods / Re: [0.9.1a] SpeedUp 0.7.0
« on: March 26, 2021, 10:09:19 PM »
To make the mod work for any version (because I expect it to change quite frequently for the next few weeks), just open the "mod_info.json" and change the line "gameVersion"
It should be "0.95a-RC9" at the moment I'm writing this, but now you can fix this yourself  :)

God the game is painful without this mod now, i cant play without it

5
Modding / Re: [0.9.1a] Lore Portrait's (And Jazz)
« on: March 16, 2020, 06:00:23 PM »
the game crashes when i try load this mod, does it rely on another mod?

6
Modding / Re: [0.9.1a] Terraforming [Beta] 0.0.2v
« on: October 27, 2019, 03:18:31 AM »
I very much +1 this mod

I would like to see in this (or preferably a separate mod to companion this) super expensive and ludicrous upgrades to existing industries like:
Farming: Vertical Farming
Waystation: Orbital Hub
Star Fortress: Orbital Plate (Warhammer)
Orbital Works:  Ring of Iron (Also Warhammer, and would grant a tremendous buff to defense as well, would appear as a solid wall across the defender's side of the battlemap)
Heavy Batteries: Orbital Cannon (would make any orbital bombardment half as effective as long as its not disrupted)
Megaport: Space Elevator (only buildable on planets without High Gravity stat)

And some sort of upgrade or two to refineries and mining. For mining maybe "Quarries" then "Strip Mining" that says "in thousands of years might turn the planet to dust" but doesn't actually do anything like that.

I would also like there to be a bigger downside to saturation bombardment, make it to it will remove any farm land on the planet and maybe have a chance to add "irradiated" or "pollution" to the planet.

7
Modding / Re: How do you Spawn a Nexus with the console command mod?
« on: October 18, 2019, 04:12:21 PM »
im trying but i dont think im capable of turning that into one of their run commands...
ive got barley any understanding of coding

8
Modding / Re: How do you Spawn a Nexus with the console command mod?
« on: October 18, 2019, 01:18:23 PM »
Code excerpt from RemnantThemeGenerator.addBattlestations.

You're a saint Histidine, thank you for the help so far.

9
Modding / Re: How do you Spawn a Nexus with the console command mod?
« on: October 17, 2019, 04:27:55 PM »
Bump

also
Quote from: LazyWizard
ping

10
Modding / How do you Spawn a Nexus with the console command mod?
« on: October 16, 2019, 09:37:29 PM »
Earlier i was told i could spawn stations and specifically a [REDACTED] Nexus in a system with the console command mod. Ive been trying but there are no commands for such a thing nor runcode's that exist for it.
Does anyone know how you would spawn a Nexus on your location similar to this runcode that spawns stable locations?:
runcode PlanetAPI star = ((StarSystemAPI) $loc).getStar(); if (star != null) { $loc.addCustomEntity(null, null, "stable_location", "neutral").setCircularOrbitPointingDown(star, VectorUtils.getAngle(star.getLocation(), $playerFleet.getLocation()), MathUtils.getDistance(star.getLocation(), $playerFleet.getLocation()), 180f); }

11
Suggestions / Re: A way to destroy the Beholder Station?
« on: October 16, 2019, 01:13:33 PM »
no further responses sooo.... no way, got it

12
Suggestions / Re: A way to destroy the Beholder Station?
« on: October 15, 2019, 09:29:15 PM »
Yes! Burn the herectic! Blessed be the Omnissiah.

13
Suggestions / A way to destroy the Beholder Station?
« on: October 15, 2019, 09:19:39 PM »
Is there a way to destroy the Beholder Station in the Kumari Kandam system? I've been searching but there are no mods or topics discussing this, it bugs me that this one station is untouchable while basically every other unique planet or station can be attacked. I want to do so as the ultimate way to say "f-u" to the Luddic Path ingame, i would find it hilarious.
I've also tried to see if there is any easy way to change its file so it is a normal station but no dice. All i can do is delete it but that's no fun.

I think if the player wants to be the most evil overlord possible then they can do so.

14
General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 09, 2019, 01:44:34 PM »
Colossus can now carry 4 Wings, keeping it in-theme as roughly, "two Condors plus a bit".
what? since when do they carry 4? im reading the wiki right now and it still only says 2 wings.
thats confusing

I think it's weird that people hate the Legion; it was obvious that it just needed some love to be great.
Ive seen alot of praise for the Legion, im personally not a fan because i prefer one ship that can do a specific role great over multi purpose craft. I find this strategy works better if  playing starsector as a RTS game. But i see the value in it, and it works as a brawler in a jiffy with harden shields, Reinforced Bulkheads and putting a ton of mining pods in it as big dumb flares/point defense to save points and put them into flux. With the pods you dont need to fill the small mounts on the sides.

15
General Discussion / Re: Is there any reason to use Astrals over Condors?
« on: October 09, 2019, 01:38:38 PM »
I don't know what "you are trying to meme" means, but if you have fleet ship cap turned off (huh???) and you want to have as many fighters as possible, then you can spam infinitely any ship you want so there's no reason to choose a ship with only 2 fighter bays, so Astral is better anyways. Also Collossus MK III has more fighter bays per DP, so you are wrong anyways.
That was a little abrasive, and i was talking for a realistic game, tonnes of people play with a mod that disables/increases fleet cap and its only late game that you can field one or several Astrals. And yes the Collossus MK III is two less supply but did you forget about:
"Converted Cargo Bay
This ship's cargo hold has been converted to house a pair of fighter bays. The improvised manufactory that produces fighter chassis is unreliable, and most components have minor defects. Fighter speed reduced by 33%, and damage taken increased by 50%."
It makes fighters absolutely worthless. There's a reason why its so cheap for its size.

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