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); Blog post: Skills and Story Points (07/08/19)

Pages: 1 ... 147 148 [149] 150 151 ... 175

Author Topic: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)  (Read 924862 times)

Alex_Kill

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2220 on: July 22, 2019, 12:21:39 AM »

Hey bro, That is my first message, just wanted to tell you about how much I like your Mod, and especially Derelict Mod.
That is thing that made me return to the Startsector.

Few things I wanted to tell that I noticed: Derelict quests for resources(I'm playing mainly as a trader). and I see a lot of quest to deliver goods to derelict station but only few of them can be completed, those which you have to deliver upon arrival, not via planetary command center, because they obviously do no wanna talk=) I do not know how other people think about that, but I personally receive like every 8 contract out of 10 is for derelicts, and you just need to ignore them, any chance it can be canceled for them to provide those missions(that is not that important) and also with the market every time when I check goods for best BUY/SELL spot there is only 5 best markets shown, It definitely shows 3 to 4 markets belonging to derelicts so this info is off no use. so it leave you without the fast info about the markets and prices.

Those 2 thing is likely inconvenient, but The Derelict Mod is absolutely Awesome,


2)Also wanted to ask if that okay that I've established 3 colonies of my own but still getting like 60k Commission from the faction?


UPD(not sure that is for you) 3rd question, with Nexerlin and Vayra and derelict on small Map(Mixed) I have a lot of empty stars in the center of sector like 4 or 5. I can make screenshots if you need(
« Last Edit: July 22, 2019, 12:25:02 AM by Alex_Kill »
Logged

Dostya

  • Lieutenant
  • **
  • Posts: 68
    • View Profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2221 on: July 22, 2019, 10:45:59 PM »

Possible bug report: So, I've been having issues getting even 1500 power strike fleets to kill a pirate base and decided to go for overkill on my base strikes. I've been buying 5 1500 power fleets and siccing them on every base that annoys me. They've been failing at the same rate one fleet does, so I decided to hang around in hyperspace and see what was going down. My giant doom armada consisting of at least a dozen strike fleets gets to the system, exactly one of the fleets enters the system, and the rest just scatter into nowhere. I can't even track them going home, they just scatter into nothing apparently.

This is kind of a problem, and a giant waste of millions of credits for my strike fleets to just not function. What am I doing wrong?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2372
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2222 on: July 23, 2019, 03:48:49 AM »

Glad people are liking the Derelict Empire start (even with its flaws) :)

My own faction didn't launch any invasions at the Derelicts even though I turned player faction invasions on. Not sure if glitch or intended behavior.
It's possible there's a bug somewhere, although the code isn't currently telling me what it might be.
(unless you had a commission with a pirate-type faction while pirate invasions were disabled, that will block it)
I'll keep an eye out when I next playtest.

Hey bro, That is my first message, just wanted to tell you about how much I like your Mod, and especially Derelict Mod.
That is thing that made me return to the Startsector.

Few things I wanted to tell that I noticed: Derelict quests for resources(I'm playing mainly as a trader). and I see a lot of quest to deliver goods to derelict station but only few of them can be completed, those which you have to deliver upon arrival, not via planetary command center, because they obviously do no wanna talk=) I do not know how other people think about that, but I personally receive like every 8 contract out of 10 is for derelicts, and you just need to ignore them, any chance it can be canceled for them to provide those missions(that is not that important) and also with the market every time when I check goods for best BUY/SELL spot there is only 5 best markets shown, It definitely shows 3 to 4 markets belonging to derelicts so this info is off no use. so it leave you without the fast info about the markets and prices.
Yeah that's a bit of a defect with the system currently.
There's a way to make the procurement missions not appear, which I previously didn't want to use because it's more 'invasive' towards the vanilla code than I wanted to deal with, but I'll see about implementing it.
Buy/sell screen can't be helped unfortunately :(

Quote
2)Also wanted to ask if that okay that I've established 3 colonies of my own but still getting like 60k Commission from the faction?
Yeah, it's intended behavior.

Quote
UPD(not sure that is for you) 3rd question, with Nexerlin and Vayra and derelict on small Map(Mixed) I have a lot of empty stars in the center of sector like 4 or 5. I can make screenshots if you need(
It's possible for core systems not to be inhabited, if all the planets there are bad. If you think there's a system that should be inhabited but isn't, go ahead and post the screenshots or the save :)

Possible bug report: So, I've been having issues getting even 1500 power strike fleets to kill a pirate base and decided to go for overkill on my base strikes. I've been buying 5 1500 power fleets and siccing them on every base that annoys me. They've been failing at the same rate one fleet does, so I decided to hang around in hyperspace and see what was going down. My giant doom armada consisting of at least a dozen strike fleets gets to the system, exactly one of the fleets enters the system, and the rest just scatter into nowhere. I can't even track them going home, they just scatter into nothing apparently.

This is kind of a problem, and a giant waste of millions of credits for my strike fleets to just not function. What am I doing wrong?
Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.
Logged

Alex_Kill

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2223 on: July 23, 2019, 04:30:41 AM »

Quote
UPD(not sure that is for you) 3rd question, with Nexerlin and Vayra and derelict on small Map(Mixed) I have a lot of empty stars in the center of sector like 4 or 5. I can make screenshots if you need(
It's possible for core systems not to be inhabited, if all the planets there are bad. If you think there's a system that should be inhabited but isn't, go ahead and post the screenshots or the save :)

there is no planets at all, simply empty
 stars, with only stars in it

Logged

Histidine

  • Admiral
  • *****
  • Posts: 2372
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2224 on: July 23, 2019, 05:47:31 AM »

Ah, yeah. That sounds like it shouldn't happen, although it's possible another constellation is "creeping" into the core area.

If you post the sector gen seed, I'll see if I can reproduce it.
Logged

Dostya

  • Lieutenant
  • **
  • Posts: 68
    • View Profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2225 on: July 23, 2019, 08:36:38 AM »

Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.

I'm pretty sure this is a different bug since none of them are outright immune and it happens to every base I've seen. One or two fleets will go into the system, but then the rest of the fleets go away. Commission a few 1500 strength base strikes on one target and then hang out near the targeted system in hyperspace and watch what happens when the attack approaches.
Logged

_Dividebyzero_

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2226 on: July 23, 2019, 08:05:39 PM »

How open are you to custom scenario suggestions? Or rather (since I am interested) is there a straightforward way to go about adding one's own scenarios?

I generated a Derelict Empire sector with mostly stations (and fewer planets) and I noticed that fuel was in shortage on every major spaceport and one had to go into the black market to actually find fuel. I actually loved this--it gave good reasons to want to be a pirate (plundering is fun!) and fuel efficiency becomes more important and forces you to play a little differently. Until one finds a synchrotron core that is. I was thinking about a custom scenario that's sort of like Mad Max--independents everywhere, and initial colonies are scattered around the sector instead of being clustered together. Between them is a huge wasteland of stars and one often turns to violence in order to make ends meet.
« Last Edit: July 23, 2019, 08:08:32 PM by _Dividebyzero_ »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2372
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2227 on: July 24, 2019, 04:52:34 AM »

Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.

I'm pretty sure this is a different bug since none of them are outright immune and it happens to every base I've seen. One or two fleets will go into the system, but then the rest of the fleets go away. Commission a few 1500 strength base strikes on one target and then hang out near the targeted system in hyperspace and watch what happens when the attack approaches.
Okay, I've managed to reproduce the issue, and an apparently related one where the strikes fail to assemble if the player is present in the spawning system.
What seems to be happening (at least in the latter case) is that the route manager code thinks all the fleets are "stragglers" and thus thinks too few ships failed to reach their destination, so it considers the mission to be failed.

I'm investigating further for a possible fix in Nex and/or vanilla code. For now, try spawning just one mission at a time; it should be more than adequate to deal with any base.


EDIT #2: Okay, no, that's not the problem. The problem seems to be that the calculation for "how many ships made it" is screwed up: it assumes the fleets are using the source market's fleet size mult when determining the number of ships that should be present, when Nexerelin does not use it.

You might be able to work around it by reducing the fleet size mult (take alpha cores off military bases, for instance) for the source market, or launching the expeditions from a source with a smaller fleet mult (this won't affect the strike mission). Or just stay away from both origin and destination till the strike force has completed its mission.

How open are you to custom scenario suggestions? Or rather (since I am interested) is there a straightforward way to go about adding one's own scenarios?
Well, to add scenarios you need to have your own Starsector mod and some modding knowledge. Not much, in itself (the Derelict Empire "core script" is pretty short), but I expect someone trying their own scenario would very quickly run into issues requiring me to change stuff in Nexerelin (Derelicts had to be coded not to do a bunch of different things, for instance).

Best I can say right now is: if some modder tries to add a scenario and has problems, I can change Nex to allow it :)
I don't have any plans to add new scenarios of my own right now though.
« Last Edit: July 24, 2019, 05:27:06 AM by Histidine »
Logged

adimetro00

  • Commander
  • ***
  • Posts: 124
    • View Profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2228 on: July 27, 2019, 10:56:09 AM »

Silly question for this thread, but how do i change the generated planets and systems names?
Before 0.8 i can change the names by changing the sector generation xmls on the Nexerelin mod.
Now sector generation has changed, and i don't know what file to modify.
Any help would be appreciated
Logged

KailaRaZhu

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2229 on: July 27, 2019, 01:49:04 PM »

Silly question for this thread, but how do i change the generated planets and systems names?
Before 0.8 i can change the names by changing the sector generation xmls on the Nexerelin mod.
Now sector generation has changed, and i don't know what file to modify.
Any help would be appreciated

Totally untested but it's probably..
..\Nexerelin\data\campaign\procgen\name_gen_data.csv
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2372
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2230 on: July 27, 2019, 05:35:15 PM »

Vanilla also has its own name gen data, so you might want to (back up and) modify that as well.
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 367
  • Special Circumstances LCU
    • View Profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2231 on: July 30, 2019, 11:15:45 AM »

Any way to get SRA planets/stations to build their high capacitance storage industry?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2372
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2232 on: July 31, 2019, 04:05:35 AM »

Any way to get SRA planets/stations to build their high capacitance storage industry?
You can open SRA's faction config (in Shadowyards/data/config/exerelinFactionConfig) and add an ms_supersolar entry in the industrySeeds table to ensure that they spawn at least one solar collector. (I recommend replacing the orbital works in that table)

EDIT: You also need to edit Nexerelin/data/config/exerelin/industryClassDefs.csv and change "ms_superSolar" to "ms_supersolar"
« Last Edit: July 31, 2019, 04:19:19 AM by Histidine »
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 367
  • Special Circumstances LCU
    • View Profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.2d "No Peace Beyond the Rim" (update 2019-07-16)
« Reply #2233 on: July 31, 2019, 09:49:53 AM »

Thank you, this fixed it.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2372
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2234 on: August 01, 2019, 05:18:07 AM »

Another release where I only have done half the features I was planning on, because I needed to get a bugfix out. *sigh*

Nexerelin v0.9.3
Download

Changelog
Spoiler
v0.9.3
* Add "brawl mode" toggle to settings.json (default off)
    * Creates extra-large invasions (2-4 times normal size); defenders will spawn defense fleets to match the increase
    * Invasion and defense fleets have a 60% chance to use gear of any live faction in the Sector
* Mining nerf:
    * Asteroid volatiles mult 0.05 -> 0.01
    * XP per mining strength 50 -> 20
* Derelict Empire improvements
    * Will no longer generate procurement missions
    * Relationship with all factions capped at -60
    * Will deploy all ships in battle
* Conquest mission generator creates fewer irrelevant missions
* Factions don't claim systems as their territory if player is dominant faction there
* Industry refund mult on shutdown 0.75 -> 0.5
* NPC agent actions don't target hidden markets
* Add two more levels of admin cap bonuses (at 200 and 300 total size)
* Tweak alliance intel display
* Bugfixes
    * Fix duplicated free port condition (again)
    * Fix AI core admin being removed when player conquers a market or revokes autonomy
    * Fix NPC colonies sometimes not building patrol HQ
    * Fix invasion/raid/base strike missions failing at start if source market's fleet mult is too large and player is nearby
    * Fix raids not using faction fleet size doctrine
    * Fix random sector generator handling of Shadowyards solar collector
    * Fix Follow Me command
* Modding
    * Add an API for custom victory event
    * Factions can be marked as disabled-by-default for random sector
    * Externalize some officer death parameters to settings.json
[close]
« Last Edit: August 01, 2019, 05:20:50 AM by Histidine »
Logged
Pages: 1 ... 147 148 [149] 150 151 ... 175