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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - ZeroXSEED

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1
Legio's not Industrial Evo, my settings do not affect it.
Don't worry, I am aware. Anyway, thanks for the hard work. Despite my slight I can never play this game without IndEvo anymore, just like I can't play it without Nex and Tahlan, those three mods are mandatory for me.

2
> Artilery disabled
> Legio still have it when everyone else doesn't
> STILL picking fight with my faction unprompted
Truly the biggest plot armor to this final boss faction... okay I'm enabling it and see if you like it, you pirate scum. >:(

3
Mods / Re: [0.95a] Console Commands v2021.04.10
« on: July 27, 2023, 08:18:47 AM »
Spawning a gas giant:

Code
runcode import com.fs.starfarer.api.util.Misc; String planetName = "Gigantus"; float planetOrbitDays = 2000; float planetSize = 300;  Vector2f playerCoords = $playerFleet.getLocation(); float angleCCW = Misc.getAngleInDegreesStrict(playerCoords); StarSystemAPI sys = (StarSystemAPI)$playerFleet.getContainingLocation(); PlanetAPI star = sys.getStar(); float orbitRadius = Misc.getDistance(star.getLocation(), playerCoords); PlanetAPI planet = sys.addPlanet(planetName, star, planetName, "gas_giant", angleCCW, planetSize, orbitRadius, planetOrbitDays ); MarketAPI market = sys.getEntityById(planetName).getMarket(); market.addCondition("volatiles_plentiful"); market.addCondition("IndEvo_RuinsCondition"); market.addCondition("US_floating"); market.addCondition("ruins_vast");

Spawning a coronal tap:

Code
runcode import com.fs.starfarer.api.util.Misc; String planetName = "Gigantus"; Vector2f playerCoords = $playerFleet.getLocation(); float angleCCW = Misc.getAngleInDegreesStrict(playerCoords); StarSystemAPI sys = (StarSystemAPI)$playerFleet.getContainingLocation(); PlanetAPI star = sys.getStar(); float orbitRadius = Misc.getDistance(star.getLocation(), playerCoords); sys.addCustomEntity(null, null, "coronal_tap", null).setCircularOrbitPointingDown(star, angleCCW, orbitRadius, 360);

I am author of coronal tap one, but couldn't figure out how to make the special effects work... the game rules effect work fine ,but you won't see the star glowing more and the gas flowing like you see in systems where the tap was generated on game start.

Hey speeder, does the same command can spawn ice giant?

4
> Artillery was bugged to hell
> Insult people for disabling it anyway
Other than that small ego trip, great mod as always. Patiently waiting for proper updates.

5
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.3.0a
« on: May 23, 2021, 11:27:41 PM »
Ah, there's no version for 0.91, that's sad. Good work on the mod though.

6
Mods / Re: [0.9.1a] DIY Planets - Terraforming and more!
« on: July 22, 2020, 05:39:06 AM »
First of all, HOLY MOLY BATMAN, this mod alone fill me with so much happiness because two factors
1. Can build planets
2. Way to colonize nebula without gimping yourself too much.


With all that said a few question:
1. Does it clash with Boggled's terraforming mod?
2. Is there a way to stop 'natural progression' of planet class change? I mean removing the condition without changing the planet type. I rather like looking at a colorful star system rather than all-terran system even though it's best option.

7
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: July 08, 2020, 12:32:30 AM »
Greetings. Thank you for the hard work for this awesome mod. It made my experience playing star sector much more rich and varied.

One question though, does the shipworks have broadside destroyer? I'm having fun with Metafalica (custom start nexerelin) and Phoca as my guard cruisers, but I'm not finding any in the codex.

Broadside ships are unique in my opinion because they established common defiance against 'modern war' logic, that is, to present frontal profile and minimize side profile as much as possible. But with shields being spherical there's not really much difference is there? The shields always have the same radius on all axis, broadside ships aren't that disadvantaged.

8
Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.

Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?

What about their status as [HIDDEN FROM CODEX]?

Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
[close]

Hopefully someone can answer this.
Hello and welcome!
Derelict Empire doesn't change droppability or codex hidden-ness of any ships. For the first, you'll want the Boardable Unboardables mod (note this only affects vanilla derelict/Remnant ships, not those added by mods).


Thank you!

9
Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.

Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?

What about their status as [HIDDEN FROM CODEX]?

Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
[close]

Hopefully someone can answer this.

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