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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 - Tralalakk

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1
Sorry if this isnt the place for this question or if its been asked before.
Looking at Nexerelin, it has a lot of really awesome features that would be a blast to add to my game. The problem is, I'm not really interested in "winning" starsector, and I definitely dont want to wipe out a whole faction as that feels like it would cut out part of the game's content. This is personal preference and I take no issue with that style of play, and the idea of factions expanding into and fighting over the outer reaches of the sector sounds awesome.
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?
the win condition wont end your game its more like achievement you get a message atleast thats what i got, and if you turn on respawning factions on, if somebody gets wiped out they come back, keep in mind tho if they come back its ususaly just one colony and they might need some help from you to grow, you can also bring them back by giving them planets you own via comm menu

2
I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)

How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.

My current modlist, incase there was an unknown incompatibility with any of them (also for version numbers)
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And my list of current colonies. Currently suffering a meager -2 stability debuff on my colonies because of my conquer-mongering, trying desperately to get more admins.
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you can always use cores, or if you dont want to do that you can increase the admins in config file dont remember where should not be hard to find it on google tho

3
Also is the max Veng fleet 3? If so can you make it atleast 5?

Hang on, let's see if I can find that dominatrix's business card...

LI've seen level 1 fleets sporting 10+ battleships and carriers.  They are already stupidly OP as it is.  To put it in perspective, for a player with $500,000 of industry output it would take them roughly 5+ years to build as many ships as the AI magically pull out of their arses for even one low-level vengeance fleet.  We're talking about ten million bucks worth of ships per level on average, and they often have 2 or 3 running at a time.

Palpatine's mystery armada was more believable than what gets spawned in vengeance fleets.  If anything, IMHO they need to be toned down, not up.
what do you mean op ? maybe its just my luck but i ususaly dont even get to fight them and i did have level 3 after me only to get message that they have been destroyed :D soo where are those op fleets you are talking about ? :D

4
I'd love the option to request patrol fleets that persist in the target system until destroyed - ie. to patrol friendly systems or raise hell in less-than-friendly systems.
yes please ! love that idea maybe patrol fleet just like you said, and a raiding fleet

5
How can I change the 30 ships limit? I need more)
And yes any chance or plans for how to make defense fleet?
Love this mod but there many to add.
setting in the game files you gonna need notebook ++ or something to edit it with you can use google it takes 30 sec to google how to do it, and i thought i needed more ships and turns out i did not need more of them u just needed quality over quantity :)

6
So I took out Sindrian Diktat and their worlds, because no one liked them and the have some nice planets. And two years later they resurge with seven fleets with 7-12 Conquests in each. And they do it two times more with 40-60 days gap after I defeat the first and second wave. Where' the hell did they get these apocalyptic fleets?
i like to think that they get it from the planets you took from them, the population might still be loyal to them and it would probably not be hard to sneak out some ships out to some staging ground in some nebula :D then again you could say its the script magic in the mod code but thats just boring :D

7
they dont sell blueprints on the markets if you want them you need to talk with the npc in the comm menu, keep in mind it does not cost credits but you basicaly trade the blueprints, meaning if you have lets say pirate package that you dont want you can exange it for points and for those points you can buy blueprints from one of the npcs, hope you get it, its hard to explain with my english skill sometime :D its not my native language

I will check it out. Your English is fine and I've have proficiency in non-native English users due to my profession.
Dekuju
neni zac :D

8
Histidine,
Thanks, I was able to (re)install console commands mod and spawn in Freeport using the code:
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);

Appreciate the help. It's just a pity that the place is such a let down, it only spawned in with LPCs after reloading and spawning in the station several times and later after coming back to visit, I thought this was place was supposed to sell blueprints and so far I've seen zero? Would it have anything to do with it being spawned in late or am I just wrong about the blueprints or doing something else wrong?
they dont sell blueprints on the markets if you want them you need to talk with the npc in the comm menu, keep in mind it does not cost credits but you basicaly trade the blueprints, meaning if you have lets say pirate package that you dont want you can exange it for points and for those points you can buy blueprints from one of the npcs, hope you get it, its hard to explain with my english skill sometime :D its not my native language

9
General Discussion / Re: Beacons
« on: January 21, 2020, 12:36:53 PM »
I'm still new.
Is there any way to destroy a beacon?
I started a very nice colony and wiped out all the REDACTED there. The beacon is only Low Level, so why can't I torpedo it?
not that im aware of, but they are just for the player the AI completly ignores them if you have colony in the system, and if you did wipe the blue guys out you should be fine even in Hard beacon systems if you wipe out every thing including the bases they got they wont spawn again

10
General Discussion / Re: Beacons
« on: January 21, 2020, 07:44:19 AM »
i noticed that the medium one i talked about started to spawn bigger fleets of remnants, first it was just the sub ordos and now its the Ordo, so do they get stronger over time ?

11
no problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the time

I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.
that could work but keep in mind if you take a commision you basicaly join that factiom meanin if they are at war with somebody it also mean you are now at war as well, i did this as well but i dit not actualy test if the faction that is in control of the system actualy go and protects you because at that point  my fleet were able to deal with basicaly anything, so you will have to wait and see :D but for things like pirates which are hostile to basicaly everybody it should make it harder for them to actualy reach your colony since any patrol or military fleet will hunt them

12
Hi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps

That helps very much, thank you. This is what I was hoping to hear.
no problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the time

13
I'm a bit of a newbie to the game, thinking of doing a restart. I have a question about this mod.

I very much enjoy 4X games, but the standard tactic in such is to start with grabbing as much 'territory' as possible, as fast as possible, before any of the opponents grab it. If this mod is adding a 4x element to it, does that mean that I must myself immediately start colonizing, desperately trying to keep up with the expansion of much more established competing empires? Or do the established empires jut war among themselves for territory they already own? Can I spend leisurely time exploring space, building up skills, resources, building a bigger and better fleet, etc., and then at some later date create a few colonies that stand any chance whatsoever?
Hi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps

14
General Discussion / Re: Beacons
« on: January 20, 2020, 03:13:22 PM »
DME has been tested a good bit and procedural Blade Breakers shouldn't crowd out Remnants, even on a small sector.

I can test it later and see if there are problems on a small sector, though.




this is the status in my current game no idea if its your mod or not but you can clearly see that those Blade guys are more comon then remnants, also including the map im using

15
General Discussion / Re: Beacons
« on: January 20, 2020, 02:01:10 PM »
so i did it turns out there is one but its kinda weird, see in intel screen it says its hard but when i actualy got there the beacon itself says Medium, maybe its because of the other mod  Dassault-Mikoyan Engineering, the Blade Breakers beacons do have couple red ones, could be that. Got another question do the remnants spread out over time or do they just sit in the system they spawn in ?

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