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Author Topic: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)  (Read 1227196 times)

Histidine

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Re: [0.9a] Nexerelin v0.9c "War, War Never Changes" (update 2019-02-02)
« Reply #1965 on: February 05, 2019, 05:16:37 PM »

Code
* Intel screen accessible from non-dock special menu
You can just press E anytime, can't you?
On the campaign map you can. In the dialog you get by pressing Z though, there was previously no way to access the core tabs (intel, cargo, etc.), and closing the dialog means you have to reconfigure any incomplete fleet request. I found this annoying when I needed to check details of a fleet request target, like "which pirate base is the one I need to kill?"
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Spess Mahren

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Re: [0.9a] Nexerelin v0.9c "War, War Never Changes" (update 2019-02-02)
« Reply #1966 on: February 07, 2019, 06:00:52 AM »

I have been experimenting with invasion/raid auto resolve and sitting in system doing nothing and it seems that you are better off not investing in any defense structures whatsoever other then a star fortress when you personally have to deal with a invasion by sitting on your colony since the scaling is so great even in a best case scenario the auto resolve with a size 10 colony with every defense structure fully upgraded coupled with alphas on the planetary shield plus ground batteries will still fold like a house of cards or be utterly crippled even if the intel screen says your ground defense is superior(perhaps that's a result of all opposing fleets attempting to invade individually).
If you sit in system you first notice how the invading fleets even if overwhelming are very reluctant to invade and spend their time chasing every last frigate down (I'm thinking hovering over your planet with your transponder off might also be a cause, flying a bit a way while still being within system seemed to solve the issue if there was no distraction npc allies), also it appears there is a bug where the event can conclude with the invasion succeeding and all invasions/raids getting cancelled if applicable(this has happened when I had overwhelming ground advantage and just sat in system watching) but you still retain control of the colony. finally with just passively watching in system even if you are massively superior ground defense wise the colony will quickly get disrupted in the majority of its industries and this can easily result in it folding if a single defense structure goes down(I don't include the ground defense from a space station since that will always fall before any invasion starts).
Almost forgot, Raids seem busted currently, even if you are at risk from them on the intel screen it seems they always resolve themselves after a while with no damage done to your colony aside from losing the star fortress when I imagine they should hit you with stab damage(I have gotten the raid successful message and checked my colony in question and there was no stab hit), currently I completely ignore them.


« Last Edit: February 07, 2019, 06:03:20 AM by Spess Mahren »
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Morbo513

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Re: [0.9a] Nexerelin v0.9c "War, War Never Changes" (update 2019-02-02)
« Reply #1967 on: February 08, 2019, 05:46:27 PM »

I've noticed that invasion fleets belonging to other factions will remain hostile even if the war between their target faction ended. This *** me when I stopped by a Diable station to resupply, the invasion fleet was lurking there forcing me into a battle with not only that fleet, but their battlestation too.
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Histidine

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1968 on: February 08, 2019, 09:56:38 PM »

Early update for compatibility with a new mod (currently pre-released on Discord).
Thanks to Spess Mahren for prompting a review of some invasion issues.

Nexerelin v0.9d
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Changelog
Code
v0.9d
* Invasion fixes, adjustments
    * Fix various bugs in non-auto invasion resolution
    * Invasions can't increase recent unrest beyond (number of rounds) * 2
    * Fix per-round damage sometimes being too low
    * Fix possible bug where the same invasion fleet could make multiple invasion attempts
    * Invasions/raids will be canceled if spaceport is disrupted or nonexistent during assemble stage
    * Invasion disruption time reduced if defender's damage that round exceeds attacker's
    * Fix raids not causing stability damage
* Compatibility with Vast Expanse mod
* Add a random event at decivilized worlds
* Ceasefire length 90 -> 150 days
* Aquaculture planets in random sector have lobster pens
* Gain admin cap bonus based on empire size
* Vengeance points from raids lowered 25%
* Alliance intel GUI tweaks; fix invalid text on leaving alliance

I've noticed that invasion fleets belonging to other factions will remain hostile even if the war between their target faction ended. This *** me when I stopped by a Diable station to resupply, the invasion fleet was lurking there forcing me into a battle with not only that fleet, but their battlestation too.
Hmm, this seems unlikely. AFAIK invasion fleets don't work any differently from most normal fleets and should obey current faction relationships (unlike e.g. expedition fleets, which are set to be hostile to player regardless of faction reputation). There isn't even a way I've heard of to make NPC faction fleets have different relations to each other than their factions do.
It sounds like you attacked the fleet with transponder off at some point and it remembered that? (although I'd have expected it to have forgotten after a week)

Well, if you have a save that might help debug it. I'll keep an eye out in the meantime.
« Last Edit: February 11, 2019, 04:46:21 AM by Histidine »
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Cyan Leader

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1969 on: February 09, 2019, 02:11:02 AM »

How likely do you think Nex will break with .91?
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Lordzias

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1970 on: February 09, 2019, 02:26:13 AM »

* Compatibility with Vast Expanse mod

What mod is that?
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DrakonST

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1971 on: February 09, 2019, 05:47:36 AM »

Quote
Add a random event at decivilized worlds

What is it?
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Vulpis

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1972 on: February 09, 2019, 07:40:22 AM »

* Compatibility with Vast Expanse mod
I can't seem to find this mod...
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Shad

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1973 on: February 09, 2019, 10:48:41 AM »

Quote
Add a random event at decivilized worlds

What is it?
Local survivors offer a favourble exchange of resources.

Though the last time this happened, the game crashed with a "Exception Null" crash.
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DanRowan

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1974 on: February 09, 2019, 01:14:56 PM »

* Compatibility with Vast Expanse mod
I can't seem to find this mod...

You can get the link to it on the official discord but here it is. https://www.dropbox.com/s/8zvku5d54bwy9v3/Vast%20Expanse.7z?dl=0
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NightfallGemini

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1975 on: February 10, 2019, 01:04:17 AM »

Quote
Add a random event at decivilized worlds

What is it?
Local survivors offer a favourble exchange of resources.

Though the last time this happened, the game crashed with a "Exception Null" crash.

I got the same crash from trying to explore ruins on a planet that had that event. Part of me is curious if it's Nex or if it's an interaction with that mod that fills 'empty' planets; some of the planets I ran into had both widespread ruins AND scattered ruins, giving me a visually broken exploration option.

For the record, the planet that caused the crash only had Decivilized, the Decivilized trade event, and Vast Ruins.

Another update, reloaded the save, surveyed and explored the ruins *first*, no crash. I have no idea why the sequence changed things, but that's my best guess.
« Last Edit: February 10, 2019, 01:10:52 AM by NightfallGemini »
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Histidine

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1976 on: February 10, 2019, 01:13:57 AM »

If anyone could provide an error log and/or a save from just before the crash that would be really helpful, thanks!
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Dreamyr

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1977 on: February 10, 2019, 12:09:53 PM »

I think your balance may need some changes. I have one size 4 colony and just got wardecc'd by the Sindria/Persean alliance and invaded. They sent across 5 fleets:

9 Conquests
6 Victories
4 Chronos
7 Triumph's

Plus assorted cruisers and others(including enough venture's to blot out the sun) I'm in the process of trying to beat it the main issue being CR and insufficient ships for me to fly of sufficient firepower to keep them from gutting my star fortress. But this is a bit overkill for a faction with only one size 4 colony to its name.
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Histidine

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Re: [0.9a] Nexerelin v0.9d "War, War Never Changes" (update 2019-02-09)
« Reply #1978 on: February 11, 2019, 04:48:50 AM »

Edited changelogs with a note that got left out:
  • Invasion disruption time reduced if defender's damage that round exceeds attacker's

I think your balance may need some changes. I have one size 4 colony and just got wardecc'd by the Sindria/Persean alliance and invaded. They sent across 5 fleets:

9 Conquests
6 Victories
4 Chronos
7 Triumph's

Plus assorted cruisers and others(including enough venture's to blot out the sun) I'm in the process of trying to beat it the main issue being CR and insufficient ships for me to fly of sufficient firepower to keep them from gutting my star fortress. But this is a bit overkill for a faction with only one size 4 colony to its name.
That sounds like it shouldn't be happening, except from two invasion events at once (and even then not for a size 4, except under certain circumstances). Is that's what's occurred?
(Generating an invasion fleet from Kazeron to Jangala (a size 6) with a new level 16 character gets me 9 Conquests (and 7 Atlases))

If you like, I can look at your save and see what factors (intended or otherwise) are resulting in those fleets.
In the meantime I'll change the opportunistic war declaration a bit so some "nicer" factions require worse relations to do it. That won't help with Diktat, but I might also change the alliance vote logic so Perseans won't get also pulled in if they like you enough.
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Histidine

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Re: [0.9a] Nexerelin v0.9e "War, War Never Changes" (+fixes 2019-02-11)
« Reply #1979 on: February 11, 2019, 06:56:56 AM »

Fast fix release since I managed to identify and fix the deciv event crash.

Nexerelin v0.9e
Download

Changelog
Code
v0.9e
* Player can start with some special items (e.g. blueprints) depending on starting faction; implemented starting blueprints for some factions
* Alliance members will vote no to declaring war on someone they're Friendly or better with
    * Will defy a yes vote if they like the target more than the ally involved
* Factions may require inhospitable relations to declare war (or may not do it all), depending on alignments
* Periodically set/unset free port status for NPC markets if they should/shouldn't have it
* Deciv event: Fix crash; refugee event chance is multiplied by hazard rating
* Remove random variation from console-spawned invasion fleet size
* Fix a bug in invasion/raid strength estimates shown in GUI
* Fix devmode dialog options sometimes appearing without devmode
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