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Starsector 0.97a is out! (02/02/24)

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Topics - Lord Sputnik

Pages: [1] 2
Modding / [0.95a] Sputnik Labs 0.6.3 (Faction)
« on: April 19, 2021, 07:04:01 PM »
I'm working on a new faction, and I thought I'd throw it on the forum to get some feedback.  The descriptions of the ships should explain some of the insani... I mean... the thought process behind some of them.


I will be offering two flavors of it once I get more content made.

- Standard balanced vanilla  (No Pinata and the Stinger can't solo 3 paragons at the same time.)
- Borked up party time version.

Currently, this is both of them rolled into one since it only has 7 ships.
  - The version of Stinger included is the ridiculously OP version meant for enjoyment.  It is not balanced, and it will not be hard to figure out why.  Use at own risk of ruining hard-won games.
  - The Pinata is exactly what the name says it is.  It's just meant to get in the way after death, that is all.


  • Plenty of armor
  • High max speed
  • Above average ordnance

  • Low flux capacity
  • Horrible agility
  • Low hull points
  • Weak rear coverage
  • Rarely has energy mounts

Playstyle:  Most ships play with a classical broadside style.  They rely on speed to dodge, but they're usually better off just slugging it out with other larger ships.

      UHC            UHC Carrier                  Model 324                          Yellow Beetle





Party time version only:


Change Log:
  • Faction created
  • Unique Hullmods created
  • Faction System created
  • Extra commodity that is currently pointless created

0.1 - Initial Release, just ships

TO-DO List:
  • Add unique hull mod(s)(Partially Done!)
  • Add unique weapons to match faction doctrine
  • More Ships
  • Faction Planets (Might request help)(Might be done!)
  • A Flag  (Done!)
  • Balancing (Never done)

General Discussion / New mod
« on: April 16, 2021, 07:55:20 PM »
Working on a new mod, just a ship pack, but I can't seem to post it in the mod forums.  Where does one start?

General Discussion / What next?
« on: December 03, 2018, 06:01:13 PM »
It's like year 230 or 240 or something...  I've destroyed every other faction.  Time to start over with a different build?

Also, is it possible to get remnant ships?  I'm assuming not, but I'm still hopeful.

Bug Reports & Support / Crash when changing Administrator
« on: November 29, 2018, 02:46:25 PM »
Game consistently crashes for me when I try to change the colony administrator on one of my black hole or Star colonies.  (No idea why or how anyone can live on them)
Here is the last part of the log right before every crash
5902247 [Thread-4] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
5902247 [Thread-4] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
5902610 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
   at Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.whilesuper$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.whilesuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.D.oooO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.float.renderImpl(Unknown Source)
   at Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.J.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.while.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.K.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.U.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.ui.donew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$ Source)
   at Source)

Modding / Ability to disable economy
« on: December 09, 2014, 07:02:43 PM »
I've been making slow progress on my mod, but what's really been slowing me up is the economy.  Could we get a single function that disables the trading simulation aspect of it for the player?  Because of how exploitable the market is currently I would like to disable it in my mod.  If someone else knows of a way to do this currently that would be great as well.

Bug Reports & Support / Invisible Patrol
« on: November 27, 2014, 11:02:08 AM »
Just started a new game and immediately got the ping for an inspection, fun part is the patrol fleet is ummm... non-existant?


Maybe the game was just giving me a break because it literally pinged me the second the game started?  I'm also using StarSector+ if that makes a difference.

Modding / Project Galaxy Zero
« on: November 27, 2014, 10:34:26 AM »
Currently this is a WIP, but I wanted to get some feedback before I divert more time and energy into this.

Project Galaxy Zero may as well be a TC mod, but it will use Vanilla factions (and modded ones once I get further into it) the same way Exelerin does and how it sets up the galaxy.

In a nutshell, the idea behind this is to turn Star Sector into an action 4x kind of game.  The downside is my artwork kinda sucks for now but I won't ask for sprite help until I can get this thing to the point where I'm confident that it is doable.  For example, if I can't get ground battles to work, then I may just start over on something else since I would feel like it would be just Exelerin all over again.  If I can't get Research to work, then wtf am I doing...  you get the idea.

LazyLib (Cause it makes things easy)

Definite Features:
  • Full fledged faction wars like Exelerin
  • Ground battles (Gives your marines something to do)
  • Research for better ships/weapons/hull mods/upgrades
  • Espionage
  • Drastically simplified trading

Luxury Features I hope to get to:
  • Special resources that apply passive faction wide benefits
  • Improved boarding where you fly the marines in
  • Adjustable difficulty (start of new game only)
  • Pirates can be bribed to attack certain factions
  • Random Events (Space Monsters, Templar Crusade, meteor shower, etc. etc.)

Features I may include but will need help with...
  • Making it a TC with unique factions
  • Integrating other player mods

This is just the rough outline of what I have started.  My Photoshop skills are marginal at best so I'm enlisting a friend to help with it but he's  just as busy as I am with work and life.  Getting old sucks.  I'll continue to post as I finish more stuff, right now if I had a version I'd call it ProjectGZ 0.2, except it crashes StarSector, although it may work in 0.62 since it doesn't have trading.  I'm posting this early for hopes on feedback, encouragement, or advice.

Bug Reports & Support / Another Food Shortage exploit
« on: November 24, 2014, 09:24:56 AM »
Normally when you trade enough food to a market to end the shortage it removes all of the food from the Black Market and the Open Market, but it seems to miss Military markets.  Hence I was able to buy back all of the food I traded to stop a shortage, put it in storage, and wait for another shortage.

Side note, if you're being scanned, then get attacked while being scanned, the scanning fleet leaves you alone with no rep hit or toll, I'm guessing that is normal?

General Discussion / Random Rep improvement?
« on: November 16, 2014, 12:16:11 PM »
Not sure if this is a bug or not, but I've been trying to abuse the cash pinatas that are bounties in Corvus on a new game and have only visited Askonia and Corvus, but somehow I got a random 15 point rep boost to Tri Tachyon.  It's not a bad thing but it seems strange to get it randomly without doing anything for them.  Any thoughts?


Suggestions / New tariff system
« on: November 16, 2014, 08:22:35 AM »
Trying to go 100% legit is very very difficult without abusing the food shortage events.  The tariff system encourages one to use the black market, but the ridiculous rep hits early on discourage it since most of the lucrative routes involve abusing trade disruptions that frequently happen on the pirate planets.

The Intel screen says that you may be given trade concessions for a high rep, but that just seems to mean you can trade with their military at the exact same price.  How about this for the new tariff?

Tariff = 20% - (Rep * 0.15%)

This way when your rep is 100 your tariff will only be 5%, but it will climb the lower rep you obtain.  I suggested 20% instead of 30% since I feel that 30% is too high since it applies it on both the buying and selling of goods thus meaning at 30% you need to sell a good at about 1.85 times the amount you paid for it just to break even.  With 20% you only need to sell it at 1.5 times higher than what you bought it for.  (Assuming my math is correct)

Bug Reports & Support / 0.65.1a FPS Drop
« on: November 14, 2014, 08:30:21 AM »
I finally updated to 0.65.1a from 0.65

Every once in awhile the FPS randomly drops down, usually during combat or when I buy ships.  I kept my memory settings the same as I did in 0.65 at -Xms1024m -Xmx2048m  The strange part is if I Alt+Tab out of the game and Alt+Tab back in it runs just fine then.  I was running 100% pure Vanilla with both versions as well so I can't blame any mods on it.  Any thoughts why this happens and why Alt+Tabbing fixes it?

Bug Reports & Support / Losing Comm Access
« on: November 04, 2014, 07:26:34 PM »
I've been losing secure comm access from the Hegemony every other day it seems ever since I've gone full pirate...  Not that I really cared, but it's still annoying getting messaged about it so much

General Discussion / They can have their cake and eat it too
« on: October 29, 2014, 08:58:09 PM »
So this is what happens when you sell ~70,000 units of food to Sindria while it has a food shortage...



Suggestions / Transferring Cargo
« on: October 29, 2014, 08:10:32 PM »
I'm in the process of transporting 124k food to Sindria from Tartessus and plan to wait and see if a food shortage can happen on Sindria for ridiculous profits. Problem is I can only move about 12k at a time.

What I would like is a shortcut to press that I can transfer 1000 units of goods from a stack instantly like Ctrl+Click transfers the whole stack or shift click grabs just one...  Clicking and dragging is alright, but my hand is getting tired from having to do it 124 times...

Maybe make it so Alt+Click or Ctrl+Shift+Click does like 100 units or 1000 units or something besides all or one...

Bug Reports & Support / Event bug?
« on: October 26, 2014, 06:15:58 PM »
Not sure if this is a bug or not...

Jangala was out of food (because I bought all of it and was storing it in the abandoned station waiting for this to happen), so how did they send a relief fleet when they had no food?  I don't think it's a bug, but highly amusing regardless.

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