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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Topics - SYDWAD

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1
General Discussion / Dodeca-Tachyon
« on: July 26, 2021, 12:26:47 PM »
Dodeca-Tachyon




Inspired by this screen shot.

2
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); }

3
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.

4
General Discussion / Is there any reason to use Astrals over Condors?
« on: October 05, 2019, 09:34:11 PM »
[ OLD STATEMENT, READ BELOW ]

Ive been doing the math and i think you're better off going with many Condors over few Astrals because it comes up cheaper in all categories, as long as you can protect them you can field far more fighters at a much lower cost. Three Condors hold 6 fighters same as Astral but they use 30 supply instead of 45, 270 crew instead of 450, 9 burn instead of 7 and have a top speed of 40 instead of 30. So far i just dont see a reason to go out and spend 400k on a single Astral when you can get 12-13 Condors fielding 24-26 fighters for a similar price. As for ordnance points for a little less than an Astral you can field 5 condors (10 fighters).

Am i missing some massive benefit of choosing an Astral aside from the faze recall? At the very least condors seem better for heavy fighter spam instead of bombers.

5
I have encountered a bug where if my colony production gathering point is set to a world where the items in the storage are illegal then i cant remove them, ive tried setting to black market as well as approaching with my transponder off. See below:

Image
Spoiler

(CPGP is in the custom production menu if anyone's wondering)
[close]

If this cant be done normally then this is due to Nexerlin. My first colony was Lilin in Askonia, after some pressure i finally caved and gave the planet to the Dikdat. A while after i set up a new world and some Tech-Mining but my CPGP was automatically set to Lilin, i changed it after i found out but some cores that were dug up were sent there and now i cant remove them from storage on Lilin because they are illegal. No idea how to remove it.
Is there any way to forcefully close the storage that would put the core into my inventory?

Links if the image isn't appearing or is cut off:

6
Suggestions / Visable planetside cities
« on: September 27, 2019, 12:20:30 AM »
TLDR: a few or several city layers that are pasted upon a planet depending on their population amount and level of industry similar to THIS

I would very much enjoy a feature or mod that would show lights on a planet depending on how populated and industrialized it is, having a visual representation of your progress would feel amazing and would give a real sense of accomplishment as you see great settlements rotate into the night.
Im not totally sure how it would be triggered in this game but it could be done by either layering different transparent pngs over each other or having different ones for each level. Ideally there would be a different design for each planet so that you dont get cities in the middle of an ocean but that would add a whole lot more work to the project.
I was thinking at level 9 and ten you would start to see trans-oceanic highways and possibly settlement starting to form in more extreme areas like said ocean. Not like Holy Terra kind of population but just little spots here and there.

If you have any ideas or comments i can add them here in an edit.

7
General Discussion / Sounds about right...
« on: September 25, 2019, 12:40:03 AM »

8
Suggestions / Plz, i just want a new model for the Hypervelocity Driver...
« on: September 23, 2019, 08:25:20 AM »
I use this gun WAY too much for how phallic it looks.

It does high shield damage at high range, and it sounds SOO COOL
But it looks SOO DUMB


Its literally a massive chode

Its SO COOL! BUT ITS SO DUMB

9
I've only tried on the pirate mining station in Galatia but why would ordering a saturation bombardment of a station be a warcrime so bad every faction becomes hostile? Its just a station. Maybe if it was specified to have some massive population of like tens of millions or something but a station with three thousand people is no big deal i would think.

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