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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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Messages - SYDWAD

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46
What's your opinion on the thumbnail for the Atlas Mk II?

Meh, im more ok with it considering it doesn't shoot hot loads out the tip and across the stars

47
Modding / Re: Adding More Portraits
« on: September 23, 2019, 09:37:27 AM »
Doesn't seem to work anymore, says this when i try boot the game:



would love an update to this thread

48
if someone knows how to mod and can replace the model for this gun with LITERALLY ANYTHING ELSE, i would download it in an instant

49
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

50
Back on the original point (kinda... not really) to be honest i really wish it was the gold mine it should be when you find a planet with an abandoned skyhook or space elevator orbiting it. Should increase the accessibility massively. And probably add a bonus to orbital works due to it being much cheaper to move resources up to the factory.

51
Modding / Re: Where are the campaign skills located?
« on: September 23, 2019, 12:34:04 AM »
Posting this as it seems useful to anyone else interested in modding skills

Ya i have no modding skills whatsoever so if someone could make a point by point mini tutorial on how to do this i would love that, i tried to do what you guys were talking about but am completely lost.

What im trying to do is add more administrators per colony management skill to see how balanced it would feel. And maybe allow administrators each handle two colonies if i can but not sure how to do that.

52
(Perhaps this should be changed; the Starsector markets could afford to be bigger. The old economy system couldn't handle it but this one can.)

Really? i assumed when writing that that since many planets say "millions of people live here" that many of the core worlds would have hundreds of millions at least and that it was just a gameplay feature that your fleet uses as many resources as a whole planet and that they just used less/most of their resources weren't accessible to you due to them being produced/imported and immediately made use of, that you're only seeing the access or what people smuggled away.
Now that i know this i dont think it makes sense that you can buy 2000 crew looking for work from a planet with only tens of thousands. Most of them should be at work running the colony. And how the hell is a planet of only millions supposed to support military bases, orbital battle stations and entire high tech defense murder fleets? And to have the excess from your taxes to be producing orbital foundries and crap like that this just makes no sense.
I believe just upping the amount of people it says by 3+ fold and lore'ing it away by saying most of their resources are imported/smuggled or made "in house" would make way more sense.

53
Increasing the max admins is neat but is it the amount you can hire at the start or can you modify the skills so you can get more through upgrades?

And what i would want more is being able to modify admins so each administrator can handle two or more colonies at a time like you can as the player, would just seem more logically consistent.

54
Now, if there was the option to completely wipe out a planet's biosphere and render it uninhabitable

I guess i just kinda assumed since it doesn't just specify population centers. Depending on the type station i would assume it would be 80% people employed there as maintenance and industry, and bombing cities is semi common regardless even in our IRL world, the super libertarian countries send some humanitarian aid but most people look at the country that committed it and go "phhh, oh well. War is hell after all", its only when it comes out that there were no soldiers in the city is when people condemn them, but not even their neighbors are likely to declare war on them, let alone the whole world. At least for a station i would think all factions not involved in the conflict wouldn't care, and the ones that do would be *AT MOST* -5, not -50. 2-3 thousand people dying in a war in a sector of trillions is literally nothing.

55
on a side note i would think at least the Diktat would be more ok tham the others with a saturation bombardment of a world. Maybe this order should be more varried, because even a world owned by the pirates would be less of a big deal than say a Terran world of the hegemony. Maybe take the quality of the world into consideration as well because a small irradiated world with no resources would not be as bad to bombard as a Terran world in the heart of the sector. Should even vary to the point where some wipes would improve your relations like if it was a Luddic Path moon with 2k people on it that was directly supporting violent cells on several Diktat worlds.

56
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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