Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Pages: 1 ... 137 138 [139] 140 141 ... 210

Author Topic: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)  (Read 1234871 times)

eidolad

  • Commander
  • ***
  • Posts: 143
    • View Profile
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2070 on: May 05, 2019, 07:45:13 PM »

Is this a known issue?:  I repatriate a prisoner, and my carefully ordered inventory gets "auto-sorted"...which is a disaster since I like to collect every weapon and have my inventory arranged just so...
Logged

Singrana

  • Ensign
  • *
  • Posts: 21
    • View Profile
    • Email
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2071 on: May 06, 2019, 03:32:52 AM »

i rly wish the game had a "configurable auto sell" gui ingame like the faction fleet blueprint screen, i dont want to NOT pick up weapons, but all this junk takes a lot of space, sorting it takes a lot of time, and selling from the auto sorted state is horrible, honestly i just store all the junk and buy more atlas ships that i do not want, but i wish there was a better way
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2647
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2072 on: May 06, 2019, 04:45:00 AM »

Is this a known issue?:  I repatriate a prisoner, and my carefully ordered inventory gets "auto-sorted"...which is a disaster since I like to collect every weapon and have my inventory arranged just so...
Tried it and if my prisoner count drops to zero, it removes all the empty spaces between stacks, but the order of the stacks is preserved. Is that what you're seeing?

Although the code involved is pretty weird anyway (I think it's a leftover from back when it was Exerelin) so I've cleaned it up. It won't move items at all in the next version.
Logged

eidolad

  • Commander
  • ***
  • Posts: 143
    • View Profile
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2073 on: May 06, 2019, 06:31:37 PM »

Yeah I think you have crushed the exact bug! (cue the squish.wav).  Huzzah!

a) I have a sorting scheme where the right five columns are for my weapons and fighter stash.  Everything else is clumped on the right columns.  Yes, often there is an empty column to keep me sane.

b) Bonus:  you have also provided a workaround to keep me sane in the current release:  keep at least one prisoner at all times. 

They'll just have to wait until the next patch to return home....good for them that I've upgraded my prison food to AN ENTIRE CAN of tuna a day.
« Last Edit: May 06, 2019, 06:36:59 PM by eidolad »
Logged

eidolad

  • Commander
  • ***
  • Posts: 143
    • View Profile
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2074 on: May 07, 2019, 11:04:34 AM »

Not sure where to put this big report (or if it is a known issue) but will try here:

Diable Avionics ships for sale have many d-mods, but if I save/reload, the d-mods go away and the entire ships market have pristine ships (yay!).  I will try with other factions when time permits.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 2498
    • View Profile
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2075 on: May 07, 2019, 11:07:49 AM »

Not sure where to put this big report (or if it is a known issue) but will try here:

Diable Avionics ships for sale have many d-mods, but if I save/reload, the d-mods go away and the entire ships market have pristine ships (yay!).  I will try with other factions when time permits.
Known vanilla bug, will be fixed in 0.9.1.
Logged
Wyvern is 100% correct about the math.

eidolad

  • Commander
  • ***
  • Posts: 143
    • View Profile
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2076 on: May 07, 2019, 10:08:58 PM »

thanks Wyvern for the info...I'm not so sure I want this particular bug squashed :) but I can understand from a game balance perspective why it should be...
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2647
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2077 on: May 10, 2019, 11:35:47 PM »

PSA: Nexerelin 0.9.1c is not compatible with Starsector 0.9.1 (it will crash when attempting to launch a raid or invasion).

You may be able to work around this by disabling invasions (set pointsRequiredForInvasionFleet in config file to a very large value, and the invasion point generation values to zero).
I intend to release a fixed version in the near future.
Logged

InfinitySquared

  • Commander
  • ***
  • Posts: 118
    • View Profile
    • Email
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2078 on: May 11, 2019, 04:43:29 PM »

Hi! Nexerelin is pretty amazing so far, but I feel that it might lack some QOL improvements especially regarding Agents. Would it be possible to use the Command UI for them so it'd be easier to move them around and command them? If not, would it be possible to have the planets they can move to list what's there (especially Pather cells)?
Logged

SapphireSage

  • Commander
  • ***
  • Posts: 179
    • View Profile
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2079 on: May 12, 2019, 09:33:39 PM »

Good day!

I've been having a lot of fun with Nex for several patches now but, is it possible to use the spacer start in Nex? I decided to try it out for the first time along with the changes to 0.9.1 to lengthen the early game and I have to say that I've been having a great deal of fun with it though I'm only a few months in.

(Also digressing, I'm guessing the Spire ain't coming back?)
Logged

Euripides

  • Ensign
  • *
  • Posts: 23
    • View Profile
    • Email
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2080 on: May 13, 2019, 12:14:12 AM »

PSA: Nexerelin 0.9.1c is not compatible with Starsector 0.9.1 (it will crash when attempting to launch a raid or invasion).

You may be able to work around this by disabling invasions (set pointsRequiredForInvasionFleet in config file to a very large value, and the invasion point generation values to zero).
I intend to release a fixed version in the near future.

Will the fix be savegame compatible, or not known yet?
Logged

NicoTn

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2081 on: May 13, 2019, 04:23:54 AM »

PSA: Nexerelin 0.9.1c is not compatible with Starsector 0.9.1 (it will crash when attempting to launch a raid or invasion).

You may be able to work around this by disabling invasions (set pointsRequiredForInvasionFleet in config file to a very large value, and the invasion point generation values to zero).
I intend to release a fixed version in the near future.

Tried to do this, but didn't work.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2647
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.1d "Double-Zero Agent" (beta update 2019-05-13)
« Reply #2082 on: May 13, 2019, 05:33:22 AM »

Yeah, turns out it was an issue with Remnant raids specifically, not normal raids.

Okay, here's a fast fix version. Strictly beta, please report bugs. Probably save-compatible.

Nexerelin v0.9.1d
Download

Changelog
Spoiler

v0.9.1d
* Compatible with Starsector 0.9.1a
* Agent fixes/rebalances
    * Only one agent can raise/lower relations for one faction at a time, and there is a 30 day cooldown after action completion
    * Raise relations can raise with faction other than player's own
    * Raise relations cost 30k -> 40k, time 60 -> 75
    * Lower relations time 60 -> 75
    * Agents disrupt Pather cells for 2 years instead of removing them completely
    * Don't list only-hidden-markets faction for travel option in orders dialog
    * Anti-savescum for success/failure and detection
    * Fix behavior when using raise relations on commissioning faction, or when player faction changes before action completes
* Bombardment changes
    * Tactical bombardment stability penalty now -1 (previous was -3, vanilla 0.9.1 value is -1)
    * Tactical bombardment no longer causes pollution on habitable worlds
    * Saturation bombardment of colonies size 3 and smaller will not make factions insta-hostile (will still drop to neutral and otherwise lose rep)
    * Saturation bombardment will not anger factions which are vengeful towards the target
* Faction bounties don't pay for pirates or factions not in intel tab
    * Exceptions are raid/invasion fleets and similar
* Invasions: Increase loot value to match raids; nearby defending fleets will block invade option
* Good relations with pirates decrease impact of pirate activity condition
* Market transfer rep value partly based on cost of industries present
* Resurgence base lifespan 180 -> 360 days
* Don't launch Hegemony inspections or punitive expeditions if faction is dead (i.e. only has a resurgence base)
* Resurgence bases marked as "destroyed" instead of "abandoned" when appropriate
* Base strike request can target Kadur Remnant bases
* NPC max colony size moved to config
* Modify NPC Sustained Burn AI
* Mining caches contain smaller volumes of Heavy Armaments
* Add ResetVictory console command
* Update Version Checker
* Crash, other fixes for random sector generation
* Fix bonus admins not initially applying on game load
* Fix NPC industry construction stopping if market is captured with a queue in progress
* Fix cargo being needlessly rearranged after using last prisoner
* Fix some text errors

[close]

Hi! Nexerelin is pretty amazing so far, but I feel that it might lack some QOL improvements especially regarding Agents. Would it be possible to use the Command UI for them so it'd be easier to move them around and command them? If not, would it be possible to have the planets they can move to list what's there (especially Pather cells)?
If you mean the same thing that I think of as Command UI: it isn't modder-accessible that anyone has done yet. I could tinker with the existing system, but I think it works well enough right now to be a lower priority.

I've been having a lot of fun with Nex for several patches now but, is it possible to use the spacer start in Nex? I decided to try it out for the first time along with the changes to 0.9.1 to lengthen the early game and I have to say that I've been having a great deal of fun with it though I'm only a few months in.
Not at present. You can run spacer start using vanilla, then activate Nexerelin and load your previous save, but this introduces minor bugs. I might add a spacer start option to Nex in the future.

Quote
(Also digressing, I'm guessing the Spire ain't coming back?)
Not unless someone decides they're wacky enough to revive it, no :)
Logged

NicoTn

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.1d "Double-Zero Agent" (beta update 2019-05-13)
« Reply #2083 on: May 13, 2019, 07:01:10 AM »

Getting a new error. On game startup. Not sure if this is caused by VC or Nexerelin.

Enabling VC fixed it.
« Last Edit: May 13, 2019, 07:08:52 AM by NicoTn »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2647
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.1d "Double-Zero Agent" (beta update 2019-05-13)
« Reply #2084 on: May 13, 2019, 07:04:24 AM »

Ah, whoops.

For the moment, just turn on the Version Checker mod and it'll be fine.
Logged
Pages: 1 ... 137 138 [139] 140 141 ... 210