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Topics - SneakyTacts

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General Off-Topic / Online Users' Unusual Activities
« on: May 24, 2019, 04:38:31 AM »
Does anyone else find the current activities of guest users and members interesting to look at but also very odd or unusual? If you don't know what I'm talking about, first go to the main forum page in order to click on one of the lowest buttons in the page about how many guests and users are online. Then, notice that there are (probably) ONE THIRD of the users viewing other users' profiles. The vast majority of the profiles aren't even active, lol. Some have zero posts--how do they find such users? haha

I didn't even know that there was a 'print' option at the top right of each topic page. I thought it would help me print on paper, but it actually made the text and formatting very plain to be digitally copied and read easily--or whatever else. Another question: does anyone use this feature of the forums?

I'm constructing my fleet of eight ships for the wormhole to the center. I'm brainstorming to describe specialized ships in my notes for each system. This is what I've come up with so far, but I'd love to hear what you all have to suggest for the XSTN-K systems:
A medium-sized, unhasty fighter spacecraft carrier with XSTN-K VI for AI pilots.
A relatively small, nimble, and shield-heavy ship for repairs with XSTN-K IV for 10 unarmed turret slots.
A new flag ship for XSTN-K V and excess XSTN-K sytems. It will have: (I won't paste more)

I think that the merchant's XSTN-K IVs, the 10 unarmed turret slots one,  should also be used for a bunch of miners, but that's not militaristic style I'm going for for these special eight ships. I probably could've thought of more, but I've been setting goals for my new flag ship ever since I wrote that third line, lol.

Here are all the systems and their effects for your reference:
XSTN-K I. A "key".
XSTN-K II. +8 armed or unarmed turret slots.
XSTN-K III. +10 armed turret slots.
XSTN-K IV. +10 unarmed turret slots.
    Generated Energy +30%
    Recharge Rate +25%
    Armed Turret Slots +2
    Armed or Unarmed Turret Slots +1
    Unarmed Turret Slots +2
    Shield Durability +25%
    Jump Range +3
    Hyperspace Cooldown -20%
    Recharge Energy -15%
    Cargo Hold +30%
    Velocity +30%
    Loot Collection Range +0.1 km
    Deep Scan Range +3
    Radar Range +5
XSTN-K VI. Zero pilots, gunners, and miners.
XSTN-K VII. Generated Energy +200% and Recharge Rate +125%
XSTN-K VIII. +10 jump, -90% cooldown, -80% recharge energy.

XSTN-K systems claims this: "unique: can only be installed once", which I understand to mean that if I install one permanently, I will not get it back if I uninstall it within 3km an equipment dock, unlike all other upgrades. However, in my creative galaxy, this is not the case as I can uninstall to reclaim my XSTN-K systems. My question is: is my understanding false in creative galaxies, but true in normal galaxies?

By the way, I recently realized that XSTN is a neat-looking abbreviation for XSoTaN. I thought I would share. If anyone believes they know what the 'K' stands for, then please share!

Just something funny that I just experienced: I was playing around with the developer cheat command and I ended up summoning a few dozen military ships of a faction I liked. Then I created a few turret stations to see if I could get lucky. Some of them were natural enemies of this good faction so they died. I had no luck, so I created another resource station so I can split my resources into two giant groups of 30 minute-loads (the new mining is rewarding!).

Eventually, I created a bunch of pirates, raiders, and xsotan ships. Everything became total chaos. I was running at 15 FPS, lol. When the [space] dust cleared a bit, I realized that some stations were being blown to bits and among the unfortunate stations was my cheated resource station that had 1.5 million resources! They must've been hit in the crossfire and in misses so their relations dropped. I couldn't bare to lose so many resources so I cheated-in some repair turrets and swapped some upgrades to smack on 20 turrets each making 700 points of repairs for shield and hull--that's 14000 per second in total! Despite the fact that my nice faction had xsotan, pirates, and other stations to destroy, the dozens they were were savagely obliterating my resource station, lol. I managed to recover my precious loud of resources 10 minutes later with 70% hull strength on that station, but it was tense, haha.

These cheats are fun to spawn "pirate"s, especially, because they group up in the center so I only must point in one spot to wreck 8 at a time! Here it is, but DO NOT RUIN YOUR GAME by making things too easy. You'll might not ever enjoy the game again, and this is coming from someone who has abused cheats in other games. Also be careful with certain suspicious buttons and by that I mean don't actually break your game, too, haha. Other than being able to spawn all bosses, enemies, stations, and ship classes, these can also be summoned: each system, random torpedoes, groups of turrets, all events, rifts, gates (?), asteroids, and each of the hundred or so types of goods.

/run Entity():addScript("lib/entitydbg.lua")
/addcrew     -     This is another useful command, in case you haven't discovered it. It's enabled in creative mode, as far as I know. I don't know how knowledgeable you all are so forgive me if these two are well known among you experienced forum users, lol.

Thanks for reading! : )

General Discussion / Our new music is too loud and quiet.
« on: March 23, 2019, 10:21:32 PM »
Does anyone agree with me when I say that the combat music is too quiet and the regular peaceful music is too loud?

Quick edit: what do you all think of the new combat music? I preferred the other tracks, but what we have now is nice. They were previously tracks that we could hum to or remember, but now we cannot do either; they’ve lost their beats so they are only suspenseful.

Another edit: The music goes from loud peaceful stuff to very quiet tense-ful music.  Then the enemy might fly away for 15 seconds and the music immediately becomes loud and peaceful. There ought to be a delay in the switch and the combat stuff should stay for a while longer because it comes and goes every 10 seconds when I obliterate fast bandits.

A tip to some: try triggering the combat music but pause the game. It won't be inturrupted so you can listen to the whole track!

Gameplay Discussion / How do I use force turrets?
« on: March 23, 2019, 08:58:43 PM »
I can't figure out how they work. I have about 9 of them with forces of 70kN, but they've done nothing to tiny asteroids and large ships. How do I use them? Do they even function? Shouldn't they be moving my targets?

Creations / Ship: Vis Invictus ("Undefeated Force")
« on: March 20, 2019, 02:17:45 AM »
Update: renewed downloads at the website. I might find a permanent and free solution another week, lol. Sorry for the post bump, if this edit does that.

Life-sized people included, haha:

I recently made this incredible beast! Thanks, user TESL4, for inspiring me with your modular parts. Your style and methods played a big role.

This is my Vis Invictus ship ("Undefeated Force" in Latin). It has 9 slots and all the other stats that you can see from the screenshots. It's actually "modular" because there are many framework pieces that you can transform into whatever the heck you need them to be so you can make a perfect ship. Although, the one in the pictures is one of my versions after transforming framework pieces. This ship also has 4 torpedo launchers at the top and bottom of the main thing in the center, by the way. And the stats are without the upgrades, except for turrets. A fighter that has a production cost of 4 million will take 12 minutes in my version, sadly, but I guess that's okay.

Tips for transforming framework pieces:
- Merge blocks only when necessary. If you mess up, it's sometimes impossible to make smaller blocks after merging because I have lots of "clipping" blocks inside the ship (blocks inside of blocks).
- The default thrusters that I've added should be enough. Attempting to add any more facing in the correct direction is difficult and a waste of space, in my opinion. I recommend ignoring thrusters. Turning speed is slow (few seconds), but you will wreck everything in front of you so it shouldn't matter.
- There's enough crew space for 100% untrained workers AND pilots. If you use trained crew, you can transform even the giant crew spaces into torpedo storage or whatever.

Download 1 - Modular (Empty Framework) Ship:
634,070 Credits
142,445 Trinium
Download 2 - Decently Transformed Ship:
10,691,671 Credits
104,782 Iron
243,273 Trinium
308,761 Xanion

To download: go into one of your galaxies and into the build menu. Click "Saved Designs" then "Browse". Download the file to the location it brings you to. I haven't done this before, but that should be everything.

General Discussion / How to cross The Barrier?
« on: March 18, 2019, 12:12:15 AM »
Soon I will have all 8 Xsotan artifacts, but I’m not sure exactly how they must be equipped. I think the wiki says I need 8 separate ships with one system piece each, but the pinned board in this “General” section seems to suggest that they can all be equipped on one ship. What is true?

Also, is it possible to have many of each Xsotan system piece? I bought two XSTN-K IVs from two different merchants, but when I killed Bottan for the second time, he did not drop another artifact. I assume this means that all bosses will not drop more artifacts, but I can buy more IVs.

Suggestions / Hide cluttering notes on the map?
« on: March 10, 2019, 03:01:20 PM »
I can't appreciate my map because I took notes on sectors about the prices of goods. I want to see the faction relation colors on my map but this is all I see, lol:

Edit: I guess it searched for every sector with "" in the description or something. It looks like this:

Can we still disable the little note icon?

Bugs / [0.21.2] Selling thousands of items to tiny outposts.
« on: March 09, 2019, 03:16:50 PM »
screenshot link:
Required Information:

- "Revision" is r14300

- Description:
        Within some stations, I was able to sell thousands of a good (such as medical supplies) despite the fact that it could only hold 100 items.
        View the screenshot link above. I typed the largest number I could (37), but was selling fusion generators in increments between about 8 and 15 (it varied). The station's stock would only increase by 1 or 3 every 10 seconds of clicking despite it buying hundreds in that time span.
        By the way, I got all those supplies by defeating pirate faction stations. It's a win-win situation for my morals (they're just pirates) and my wallet! Now I'm a billionaire.

- Step-by-Step Instructions:
        edit: start steam in offline mode or do not use WiFi because that's what I did.
        1. Acquire many items. I had thousands of medical supplies, fusion generators, mining robots, acid, and a few others by stealing from stations.
        2. Visit sectors with stations and use a trading system to locate stations that will buy your goods. This has only happened with 2 or 3 stations so far, and all of them had a low cargo capacity.
        3. Type maximum number and sell. If the station is bugged, it can purchase more of your goods and its stock will increase slightly or not at all. If it is not bugged, its stock will fill to maximum capacity and it will accept no more. If that is the case, keep searching for more stations. It might take 8 minutes with a 90 second hyperdrive cool-down or whatever to find a station that is bugged and will accept your stuff.

- Log:
        Look between lines at timestamps "2019-03-07 20-40-02" and "2019-03-07 20-47-15" (use ctrl+f on browser and paste my quotes to quickly find them). Notice that I sold 12 fusion generators for a minute and 11 another minute without changing anything. Pastebin link:

- System Specs:
        Windows Version 10.0.17134 (from a month ago or so ago, not the latest)
        CPU - i5 7300HQ - 2.5-3.5 GHz with 4 cores and threads.
        GPU - GTX 1050 - I think it is the GTX 1050 "Mobile" version because I have a laptop.

General Discussion / Poll: How many hours have you played?
« on: March 08, 2019, 12:01:48 AM »
I'm just wondering how many hours that the members of the forum have. I have nearly 200 legitimate hours at this time of writing. 1/3 of that might be from building my ships, lol.

Have a nice day : D

General Discussion / About our New Music
« on: March 02, 2019, 03:40:26 AM »
Is anyone able to listen to the music files? SirCharles and I cannot.  I once was able to convert the files to mp3 online and was able to listen to that, but now every site presents an error message during conversion : (

But that's not too bad. Can't wait to hear it in game right now, lol.

Gameplay Discussion / How big do turrets get?
« on: January 13, 2019, 10:42:16 PM »
I'm only in the Xanion/Trinium zone, so I haven't seen how big turrets get, yet. I'm building modular ship parts (like user TESL4's parts) but I'm not sure how big my turret points should be. I've seen size 6 turrets in the workshop. Are those common? What's the usual size during your late game times? What about for railgun and cannon turrets?

General Discussion / Poll: Do You Use Independent Targeting?
« on: January 04, 2019, 01:47:17 AM »
I’m just wondering who uses that. I don’t use it, but I might if anyone shares a good use for it.

Quick edit: whoops, I meant to put this in the Gameplay section. I’ll do that next time.

Gameplay Discussion / Any tips for building fighters?
« on: January 04, 2019, 12:31:02 AM »
Never mind! I eventually found a nice post here:,4937.0.html

The most helpful comments are at the bottom. One dude showed off his cool fighter-producing buddy ship. Kamo provided detailed information. Others had less to add, although they pointed out the differences between fighter damages and the original turrets. Turns out, the ship save affects only how the fighter appears.

I think I’ll build a relatively large and slow ship with my first ever fighters, tomorrow. Can anyone provide a few tips for when I build the fighters and what stats to strengthen in the factory? Are my fighters better when the selected save has good stats or does the save I pick affect them only visually?

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