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Messages - Histidine

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2416
Suggestions / Re: Add a scroll bar to blueprint packages
« on: August 29, 2019, 05:48:12 AM »
For BP packages, rather than a scrollbar in a tooltip (which would be weird to interact with) it should be expandable with F1 (like ships have).

2417
Nexerelin implements a reduction in the Pirate Activity condition effects based on reputation with pirates.

2418
Modding / Re: Adding a condition to core world markets
« on: August 28, 2019, 05:44:54 AM »
For the programmatic adding of conditions, I suspect the issue is you need to get the condition afterward (market.getCondition(id)) and call condition.setSurveyed(true).

I don't have the slightest clue why it's breaking when added to the economy JSON though...

2419
Does the local resources submarket not update for hidden markets? If so, is there a way to change this that isn't "add the things yourself in an EveryFrameScript"?

2420
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 28, 2019, 04:59:52 AM »
I've got a question regarding invasions. Does the FP value scale with the general strenghth of a faction or can a faction with just one size 3 colony generate a 2k FP invasion fleet?
It can make a 2k FP fleet, yes.
Someone else brought it up earlier in the thread though, so I'll probably add an economy-based limiter in next version.

Hi, can I ask to add a scroll slider? Not all sliders fit into a small monitor.
monitor 1366x768
I can't add a scrollbar unfortunately; could move some of the options to a new menu, although that's kind of a pain.
(tbh I'm hoping Alex will fix stuff for me)

I have to ask, but how does the AI decide what world to colonize? Too much randomness or scripts without logic is bad.

A faction should have a list of surveyed worlds. That list gets populated as player does survey mission, sells survey data and when a faction sends a survey expedition (which they should periodically do).
then when a faction decides to colonize it would select a world from the list of known world hat matches it's needs - does it need metals, fuel, farming, etc? Much more organic and allows a player to influence colonization by selling planet data or intercepting survey fleets.
Right now what it does is
- Pick a random eligible faction
- Pick a random eligible market from that faction
- Check all colonizable planets in range of that market, and assign them a score based on local conditions and distance. Any planet meeting a minimum score gets added to a random picker (with weight == score).
- Pick a random planet from previous list
- If the picker fails at any previous point, try again in 15 days

Relevant code/data here and here

Currently it's not tied to selling survey data in any way, because there isn't a method to associate survey data with the specific planet it's from. Nor is it tied to the planet's surveyed/unsurveyed state, because that creates weird incentives to not survey planets until the player is ready to colonize.

NPC survey fleets might be an interesting way to do it, although I'm not sure it's worth doing the amount of work needed to get it past the "simulated just enough to be obviously unrealistic" stage.
e.g. among the considerations that would need working out: When a faction surveys a planet, is it shared with other factions? Even enemies? If not, does the player get to try and stop a half-dozen or more survey expeditions from different factions? Given the player complaints about having to babysit planets (their own or the NPC factions'), will anyone bother dealing with mere survey fleets?

2421
This is the second complaint about the displayed issue in Nex, so I'd like to repeat my request for a scrollbar:



(user's screen size was 1366x768)

I could move the sliders to another menu, but if this keeps up I'll end up having paginated menus inside other paginated menus.

(Although in this particular case, just utilizing the empty space at the top would solve it)

2422
Quote
So basically, by copying that SectorManager.java into my mod folder, it should work without Nex?
SectorManager itself has other Nexerelin dependencies, so if you go that route you'll basically end up needing to bundle the entirety of Nex with your mod. If you can't reliably import SectorManager from a script, it sounds like the only option is to compile a jar.
Could also use some other way to detect non-random sector mode; e.g. checking if Jangala or the Corvus system exist.

Next version of Nex might just set a flag in Sector memory.

2423
Lore, Fan Media & Fiction / Re: For Hearth and Home
« on: August 27, 2019, 06:05:18 AM »
Nice!

- I particularly liked the style of Burning Man's dialog (both in terms of formatting and word choice/sentence structure); wouldn't have thought of it myself. And "//Fee//Fi//Fo//Fum//Open The Door, You Lazy Bum" is good for a giggle.
- Only complaint: I find dialog text reads better when there's a new paragraph each time the speaker changes.

2424
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 27, 2019, 04:59:03 AM »
Would you considered adding that as a config? I don't care for the border gore caused by the random invasion target selection as the game goes on.

Potentially, give a 3rd option for successful invasions "loot and leave" (essentially a beefier raid that loots and disrupts) and have a config that forces AI to always select that option.
Config might be good yeah.

Probably not gonna change invasion options; "loot and leave" would have to work in some weird ways to not make the player go "why not just raid twice?"

With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.

How much any industry is worth is entirely dependent on what other markets and industries are active in the game. If you do a random core worlds sector this can be wildly variable. For example, in my current game, there are only 2 markets for fuel, but everybody needs it, so I make over 100K a month making fuel on a size 4 colony. Likewise, volatile are equally profitable and rarely exploited. On the other hand, everybody has heavy industry, so even with an orbital works and pristine nano-forage I can barely pull in 5-10k a month from that industry.

I do think random core worlds has a tendency to over saturate the mining markets, as seemingly everyone on planets with ore wants to mine them, and most planets have at least some ores.
It always adds mining if the planet supports it, yeah.
Think I might make them not do so for sparse ore resources, but I'm not sure how much that will help.

EDIT:
Question.
If AI colonize and have enabled planetary growth(both for colonies and core worlds) do they build new industries when they can? Or rebuild destroyed ones?
They're supposed to, but looking at the code I'm not sure they actually (re)build anything on growth (only on capturing or receiving market).

I'm doing my 1st Nexerelin playtrough and have a question; Can you ever initiate things like alliances and ceasefires or is it all automated?
Alliances: Dock at their market, look in the "Special options" menu
Ceasefires: You can't offer, but if their war weariness (hidden value) gets high enough they may offer you a ceasefire (it's an intel event). Of course, they might ceasefire with someone else instead.

Note that both of these things only work if you're not commissioned.

I've noticed that colonies will decivilize even if you help stabilize it after you get a notification, is there anything that can be done about that?
No, but at least it'll be fixed in next Starsector version. (see here and here)

2425
I'm thinking of new Sylphon start ship sets for Nexerelin

Spoiler
I'm sorry :( :( :(
[close]

2426
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 26, 2019, 04:08:58 AM »
Is there a way to disable AI planet conquest? I prefer the vanilla behavior of the AI skirmishing and raiding each other with the occasional small world getting decivilized but the overall borders stay the same(ie: dark ages style limited warfare). I've tried setting "baseInvasionPointsPerFaction" to 0 but this also seems to disable raiding missions as well.

Is there a way to keep the AI throwing fleets at eachother (creating market disruptions, salvage and fleet fights) without them actually taking territory?
Raids are currently tied to invasions (each faction will invade, then raid, then invade, and so forth) and there isn't a setting to separate them. Sorry!

Experiencing a weird bug. See pic below.

Spoiler
[close]

54+19 is 73. Not sure how it's coming up otherwise.

Honestly, this does not effect gameplay at all as far as I can tell, but it feels like it might be indicative of something more important breaking down behind the scenes. Just thought you should be aware of it.
Turns out the function used for each member faction's size was excluding non-invadable markets (when it shouldn't have), while the alliance total was counting them. This affected a bunch of stuff, although apparently not anything with any real effect.
Fixed, thanks!

2427
Space Janitor is not updated for 0.9.1, and is no longer needed regardless (the bugs involved have been fixed in the base game).

2428
Bug Reports & Support / Re: Random Code Mistakes Thread
« on: August 24, 2019, 10:29:57 PM »
Military Base has the same issue.

2429
General Discussion / Re: Sindrian Diktat looking stronk
« on: August 24, 2019, 06:42:46 PM »
This looks like Nex's brawl mode and the hotfix linked in thread OP fixes the defense fleets not despawning, yes.

2430
Suggestions / Re: My 0.9(.1) suggestions
« on: August 23, 2019, 09:17:50 PM »
Couple more things that came up recently:

Free port toggle
If you want to set a colony as a free port, but it doesn't currently have a functioning spaceport, there's an annoyance where you have to wait for the spaceport to come up before you can press the button. (This is a particular issue with Nex's "grant colony autonomy" feature, since if you set the colony to autonomous you won't be able to change the free port state afterwards, so you have to wait for the spaceport)

Proposal: Make the button always work, but the market condition doesn't apply till the spaceport is up.

Delivery bar missions
These seem to like sending the player to distant places too much.
  • Base destination score == distance in light years, with modifiers for pirate or Pather activity on each end (+10 for pirates, +5 for pathers)
  • Score is then cubed for use as the random picker weight
  • Worse, each possible destination needs at least half the distance of the furthest destination to be even considered for the mission
This means that a sufficiently faraway player or NPC colony can be the only place the mission ever sends the player to.

I plan to experiment with the following changes in Nexerelin:
  • Distance score maxes out at 20 LY, increasing the distance further decreases score
  • Overall score is only squared instead of cubed
  • Remove the half distance minimum

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