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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Author Topic: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)  (Read 894679 times)

dorgus

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2370 on: August 22, 2019, 10:00:54 PM »

Quote
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval

Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?

I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.

It's November 212 and the NPCs only colonized two new systems.
It's possible they simply ran out of planets they decided were worth colonizing. The default range limit (from the random planet it picks) is 20 LY, and it's moderately fussy about the planets it picks. (You can search for "colony" in starsector.log to see some debugging information)
Also the time before retry if its attempt to pick a colonization target fails is hardcoded at 15 days, so that can act as a slowing factor. I'll cap the delay to the same value as colonyExpeditionInterval in the next version.

(There's also a bug where colony expeditions don't check if someone else is already going there, because it never comes up with default settings)

If you're sufficiently annoyed, you can enter (copy and paste) the following in console to try and spawn a bunch of events. (Press Up in console to run last command)
Code: java
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
Or if you're willing to wait a bit, I can upload a patch later to make the thing work properly on its own.

Thanks a lot! I'll try the code a bit. But I'm definitely willing to wait too!
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Harpuea

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2371 on: August 23, 2019, 12:25:37 AM »

Found a bug I believe is from Nexerelin. Visit Novy Mir Starforge from DME with a contract and Nexerelin loads mining config. Couldn't exit the dialog menu.

Quote
232378 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 36
232379 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 37
232380 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 38
232380 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 39 - last
330897 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin/miningConfig.json]
330902 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Dassault-Mikoyan Engineering]
330903 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Extratential Lanestate Union]
330904 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Foundation Of Borken]
330905 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\HMI]
330906 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Mayasuran Navy]
330906 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Neutrino corp]
330907 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
330908 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Tyrador Safeguard Coalition]
330909 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Vayra's Sector DEV]
330912 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Dassault-Mikoyan Engineering]
330913 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Extratential Lanestate Union]
330914 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\HMI]
330915 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Neutrino corp]
330916 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
330917 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Vayra's Sector DEV]
330920 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Fractal Softworks\Starsector91a\starsector-core\..\mods\Nexerelin]
380736 [Thread-4] INFO  com.fs.starfarer.util.E  - Saving screenshot to C:\Fractal Softworks\Starsector91a\starsector-core\..\screenshots\screenshot000.png...

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Vensalir

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2372 on: August 23, 2019, 01:32:01 AM »


One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.

That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json
At the bottom you have the following:
Code: json
    "startShipsSolo":["istl_starsylph_deserter_test"],
    "startShipsCombatSmall":["istl_slammer_std"],
    "startShipsCarrierSmall":["istl_curse_proto_test"],
    "startShipsSuper":["istl_stormkestrel_proto_test"],
Change the specified variants to whatever you like. You can look in the mod's data/variants folder for a list.


Thanks a lot, much appreciated !
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2373 on: August 23, 2019, 02:05:43 AM »

Updated the hotfix jar with the colony expedition improvements. Place in Nexerelin/jars

This seems unreasonable...

Spoiler
[close]

I think there was also some associated bug. Blackrock was eliminated from the sector but had a resurgence. Immediately after the resurgence was successful, this raid was sent. I then went and captured the only Blackrock world, eliminating them again, but the raid was not canceled even though it was still 70+ days before the raid gathered when I captured the planet.
Hm. Well that is a lot of fleets, but I expect it wouldn't spawn that many if the defenses didn't have a chance. How many stations & military bases do you have in that system, and do they have alpha cores?

On the raid not being cancelled: It's coming from the resurgence base, not the planet... which it shouldn't do. Fixed (not retroactively, sorry!) in above hotfix.

Im not sure what could cause this but every time i generate a new sector there it is, in the farthest place sometimes left and some right, a goddamit luddic church planet.
What i have to change in the configs to stop npcs expanding?
Disable for one faction: open its config file (vanilla factions have theirs in Nexerelin/data/config/exerelinFactionConfig) and delete the colonyExpeditionChance line, or set it to zero
Disable for all factions: Nexerelin/exerelin_config.json, set colonyExpeditionInterval to 99999

Found a bug I believe is from Nexerelin. Visit Novy Mir Starforge from DME with a contract and Nexerelin loads mining config. Couldn't exit the dialog menu.
Looks more like a weird interaction with the (vanilla) bar delivery missions, but I'll keep an eye out.
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Morathar

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2374 on: August 23, 2019, 06:06:06 AM »


Im not sure what could cause this but every time i generate a new sector there it is, in the farthest place sometimes left and some right, a goddamit luddic church planet.
What i have to change in the configs to stop npcs expanding?
Disable for one faction: open its config file (vanilla factions have theirs in Nexerelin/data/config/exerelinFactionConfig) and delete the colonyExpeditionChance line, or set it to zero
Disable for all factions: Nexerelin/exerelin_config.json, set colonyExpeditionInterval to 99999

FYI, that Luddic Church colony may not actually be coming from this mod. Do you happen to have Vayra's Sector mod enabled? As an example of how to use its procgen entity feature, that mod adds a Luddic Church station named Blessed Reach to a random system when creating a new game. So, if the station that's annoying you is named "Blessed Reach" then disabling Nexerelin's colony expeditions won't help...
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dorgus

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2375 on: August 23, 2019, 08:08:26 AM »

Updated the hotfix jar with the colony expedition improvements. Place in Nexerelin/jars

You're amazing! Thank you so much!
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intrinsic_parity

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2376 on: August 23, 2019, 08:12:59 AM »

This seems unreasonable...

Spoiler
[close]

I think there was also some associated bug. Blackrock was eliminated from the sector but had a resurgence. Immediately after the resurgence was successful, this raid was sent. I then went and captured the only Blackrock world, eliminating them again, but the raid was not canceled even though it was still 70+ days before the raid gathered when I captured the planet.
Hm. Well that is a lot of fleets, but I expect it wouldn't spawn that many if the defenses didn't have a chance. How many stations & military bases do you have in that system, and do they have alpha cores?

On the raid not being cancelled: It's coming from the resurgence base, not the planet... which it shouldn't do. Fixed (not retroactively, sorry!) in above hotfix.

I have 2 max stations and 2 high commands in the system and I think I put some alpha cores in them...

But wait, if the attacking fleets just scale to whatever defenses you have, then there's no reason to increase your defenses... I thought putting alpha cores in them would make it so I wouldn't need to babysit, but I guess instead it means I have to chain battle 18 invasion fleets... fun

Maybe the number of fleets should be capped or something.

edit: it also seems like the maximum strength of invasion/raid a faction can send should be related to the strength of the faction. Maybe number of markets or total population at markets with heavy industry or something. It just doesn't make sense that single world (where every industry is disrupted for 100+ days because they just overthrew the government) could assemble an 18 fleet death ball.
« Last Edit: August 23, 2019, 11:59:10 AM by intrinsic_parity »
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Mechanist

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2377 on: August 23, 2019, 10:53:09 AM »

FYI, that Luddic Church colony may not actually be coming from this mod. Do you happen to have Vayra's Sector mod enabled? As an example of how to use its procgen entity feature, that mod adds a Luddic Church station named Blessed Reach to a random system when creating a new game. So, if the station that's annoying you is named "Blessed Reach" then disabling Nexerelin's colony expeditions won't help...
I could be a coincidence but i do have vayras sector, and the system has in fact blessed reach, but turning off their expeditions seemed to stop the spawning, if i see it again ill search in the vayra config, thanks.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2378 on: August 23, 2019, 05:55:07 PM »

But wait, if the attacking fleets just scale to whatever defenses you have, then there's no reason to increase your defenses... I thought putting alpha cores in them would make it so I wouldn't need to babysit, but I guess instead it means I have to chain battle 18 invasion fleets... fun

Maybe the number of fleets should be capped or something.

edit: it also seems like the maximum strength of invasion/raid a faction can send should be related to the strength of the faction. Maybe number of markets or total population at markets with heavy industry or something. It just doesn't make sense that single world (where every industry is disrupted for 100+ days because they just overthrew the government) could assemble an 18 fleet death ball.
It scales to local defenses, but not completely; i.e. the amount of strength the defenses gain from any base/station upgrade is higher than that any would-be attacker gains.
(I realize it doesn't look like that in this particular case. Still, let me know how the battle goes; or you could upload the save, I'm curious and want to try it.)

There's also the downside for the attacker in that they need to wait longer before the next raid/invasion.

Capping strength based on faction economy is a good idea though, I'll probably do something like that in a later version.
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Clibanarius

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2379 on: August 24, 2019, 12:32:37 AM »

Oh, I finally had a destabilizing colony pop up in my game and got to the planet to see what the dealy was. Looks like Xeno-Fungus (shrooms) from Unknown Skies is being a turd and doing -3 stability, which is just enough to put this core world into the red on stability. Screenshot here, not that I imagine it's gonna help with Nexerelin too much, haha.

https://i.imgur.com/mTnHZBi.png
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McMuster

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2380 on: August 24, 2019, 07:26:48 PM »

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?
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Shuhei

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2381 on: August 25, 2019, 12:50:19 AM »

What is the purpose of autonomous market option? From the description I see only cons.
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Alphascrub

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2382 on: August 25, 2019, 02:25:33 AM »

What is the purpose of autonomous market option? From the description I see only cons.

So that you can keep a colony in your faction without your or your admins directly controlling it. There are many possible reasons for doing this. The short list is, your over your control limit for colonies and admins, you have no alphacores, the colony is garbage but you still want to control it or have it fly your flag, ect.
« Last Edit: August 25, 2019, 02:30:44 AM by Alphascrub »
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McMuster

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2383 on: August 25, 2019, 08:56:51 AM »

What is the purpose of autonomous market option? From the description I see only cons.

So that you can keep a colony in your faction without your or your admins directly controlling it. There are many possible reasons for doing this. The short list is, your over your control limit for colonies and admins, you have no alphacores, the colony is garbage but you still want to control it or have it fly your flag, ect.

Also, they still count for market calculations, boosting the profitability of other colonies exports, while also upping their neighbor's accessibility. It's particularly useful for worlds that don't produce much, like techmines or military bases built on a random rock
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intrinsic_parity

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2384 on: August 25, 2019, 10:44:36 AM »

It scales to local defenses, but not completely; i.e. the amount of strength the defenses gain from any base/station upgrade is higher than that any would-be attacker gains.
(I realize it doesn't look like that in this particular case. Still, let me know how the battle goes; or you could upload the save, I'm curious and want to try it.)

Well it's good to know that it doesn't scale perfectly, and I just got unlucky. I unfortunately didn't keep a save from before I fought off the invasion but it actually wasn't as bad as I thought. A lot of the fleets just chased my patrols around in hyperspace, and they trickled into the actual system a few at a time, so I was able to defeat them in relatively even battles with the help of my patrols. It was also super late game so I have like 10 capitals in storage that I could enlist for the defense. It probably took me 2 or 3 hours of battling before it was all said and done though.
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