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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 924841 times)

Histidine

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Re: [0.9.1a] Nexerelin v0.9.4b "Mambo No. 9" (update 2019-09-07)
« Reply #2520 on: September 13, 2019, 05:20:23 AM »

Catching up on questions and such in this thread:

How to disable version checker integrated in Nex?
There's now a setting in settings.json for that.

Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station?
It'd be nice in some places, but I'd have to work out a bunch of potential issues. e.g. does making a bunch of autonomous outposts with patrol HQs/military bases in a single star system become the new defense meta?
Well, I might take a look further down the road.

I'm sure this has been said before but are there any plans to add some kind of defensive fleet expedition? Right now Its too easy for the ai to take planets with 8 fleets or lose planets to 8 fleets. There could be some kind of permanent grand defense fleet which goes in between systems under a faction's control which stops for a given amount of time or a defensive form of invasion fleets. I find it strange when a faction loses its a planet without sending any kind of reinforcements to it.
"Brawl mode" (toggled in Nexerelin/data/config/settings.json) generates defense fleets (which are there to compensate for larger invasion fleets).
Beyond that, the expectation is currently that the invasion fleets are more or less balanced against the target system's patrols + stations. Some sort of mobile "strategic reserve" thing that fights both player and NPC invasions would be nice, though. (At least once I figure out what the implementation will actually look like, at any rate)

Found a bug in you generateBlueprintStock function. For fighter wings you're actually checking for knowsWeapon instead of knowsFighter.
Good catch! Thanks, will fix.

i got tricky question

is there way to make work those other starting options from lesser mods ?
nexerelin overrides those starting choices

it would be nice to get e.g. some experimental switch (setting) to try those
Supporting them natively on my end will introduce more code/UI complications than I want to deal with, I think. The modders can always add any Nex custom starts they deem suitable.

Why does it cost a monthly fee to store things at an outpost? The player already pays a monthly upkeep fee and they don't generate an income.
Well, mostly because I hadn't bothered to change the storage code yet. (I plan to, for this and also for autonomous colonies)
For now, you can put normal commodities in the Local Resources submarket. And say the outpost storage fee represents the cost of securing items in it against theft (and AI cores refuse to be put in storage because they'll be lonely in there).

New to the game and trying out different mods. So any faction/ship/arsenal mods that work particularly well with this one? Nothing too unbalanced.
Most of the mods in this category that have been around for some time should work well.
The mods on DynaSector's supported mod list lists the most famous and reputable ones (although not all of them are available for Starsector 0.9.1 yet); if you ask on the Discord you can get more recommendations.

Why can I find information about what this mod does in more detail than one bullet point list?
"Where", I assume you mean? There isn't really such a list, unfortunately, although I think most people who've already played a game of vanilla Starsector can pick it up as they go.
I ought to write a quickstart guide... eventually.
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Dwarden

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2521 on: September 13, 2019, 07:55:43 AM »

oh, so one can add premade custom starts similar like faction config etc.?
\%mod%\data\config\exerelin
\%mod%\data\config\exerelinFactionConfig

is anywhere example how to define those to seamlessly expand existing Nexerelin custom starts ?

i don't see it in the first post / FAQ nor wiki https://bitbucket.org/Histidine/exerelin/wiki/browse/
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Pokpaul

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2522 on: September 13, 2019, 08:33:07 AM »

I was just wondering if there was a way to sort of calm things down when it comes to wars and invasions. I'm barely starting and factions are losing home systems already.

I've done some searching, and found that increasing the PointsRequiredForInvasionFleet means invasions happen less frequently, is there anything else in the config that can be fiddled with to make wars and invasions less common?

Thanks.
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Agile

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2523 on: September 13, 2019, 01:42:22 PM »

I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.

Just spit balling ideas.
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sotanaht

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2524 on: September 13, 2019, 01:47:13 PM »

I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.

Just spit balling ideas.
I expect those fleets will just get whittled down by random battles long before the player has anything to do with them
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Shad

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2525 on: September 13, 2019, 03:39:41 PM »

I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.

Just spit balling ideas.
I expect those fleets will just get whittled down by random battles long before the player has anything to do with them
Make them Dickerson-sized fleets.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2526 on: September 13, 2019, 07:36:31 PM »

I'm wondering what a good way to fix the "give small planet with heavy industry to someone else then raid it for blueprints" exploit is. Preferably in a way where the restrictions are made obvious to the player.
  • Limit BP drops based on market size/stability?
  • Auto-sell the heavy industry on market transfer, if the faction already has one?
  • Something else?
is anywhere example how to define those to seamlessly expand existing Nexerelin custom starts ?
Interstellar Imperium has an example: config file, script. It does require a bit of Java knowledge to implement.

I was just wondering if there was a way to sort of calm things down when it comes to wars and invasions. I'm barely starting and factions are losing home systems already.

I've done some searching, and found that increasing the PointsRequiredForInvasionFleet means invasions happen less frequently, is there anything else in the config that can be fiddled with to make wars and invasions less common?

Thanks.
You could also increase the eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json, to slow down the tempo of faction relation changes so to speak.
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Avallac

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2527 on: September 13, 2019, 09:11:30 PM »

Not sure if this is a vanilla bug, only played with this mod - a system was claimed by pirates that had one planet in it, there were two other planets from two other factions in the system. I captured pirate relays (nav and comm) then captured the pirate planet, which should have made the system claimed by me and kept the relays under my control, however other two AI faction each captured one of my relays just like that without declaring war and if I try to take them back after being stolen I have to go to war with both of them. Not only that, but I planted a couple colonies to tech  mine on a couple planets in this pirate system and got a warning at the colonization screen that pirates were gonna wipe em out in short order, yet after capturing the pirate planet, system control instead of passing to me went to one of the other factions in the system so on top of stealing my relays for free they also send me tribute demands for other colonies in system (except the original pirate planet). Quite buggy stuff.
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StrikeEcho

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2528 on: September 13, 2019, 10:25:10 PM »

I think 'Limit BP drops based on market size/stability?' would be the best way to at least somewhat mitigate the exploit.
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Shad

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2529 on: September 14, 2019, 04:44:18 AM »

I also agree that liming drops based on market size/stability is best.

Also, want to re-report an issue:

Noticed that Invasion fleets are a little too easily distracted. They will happily forget whatever they were doing a and chase a couple of pirate frigates. They try to get back to the mission, but as soon as the pirate frigate gets closer, they instnatly turn after it again. The fleet can spend months massing about instead of reaching their main objective. The only solution is to stay well away from the fleet, so it's abstracted, then it moves to the target properly.

Invasion fleets should just outright ignore anything with less than say, half of their FP, of the fleet and just move to their objective.
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Pokpaul

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2530 on: September 14, 2019, 05:36:51 AM »

You could also increase the eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json, to slow down the tempo of faction relation changes so to speak.

Nice, thank you. In my searches I read that the events tend towards neutral, I didn't see any parameters that would seem to affect that in the diplomacyConfig, unless it's the min/max RepLevelToOccur?
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SCC

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2531 on: September 14, 2019, 07:30:10 AM »

I'm wondering what a good way to fix the "give small planet with heavy industry to someone else then raid it for blueprints" exploit is. Preferably in a way where the restrictions are made obvious to the player.
Auto-selling heavy industry seems to be the best band-aid solution. What I'd like you to do is to make only the faction's biggest shipyard drop blueprints. What I'd like Alex to do (and I have seen it suggested once, but I don't remember where) is to make heavy industry more granular, with higher levels required for bigger ships and better gear.

CheekyBreeky

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2532 on: September 14, 2019, 05:12:03 PM »

Hi, can I somehow lower the diplomacy penalty of "Starfarer Mode"?

i.e.: Disposition Penalty + Negative Event Modifier
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Tackywheat1

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2533 on: September 14, 2019, 10:24:30 PM »

I can't request alliance for some reason.. For 1. it shows prisoner actions
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Turbo Torsten

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2534 on: September 15, 2019, 05:07:39 AM »

Can the Prism Freeport be destroyed? I know I found this thing once, but can't find it anymore (been searching for over 2 hours straight now), neither does it show on the independent station list, nor when checking for buyers/sellers for products (which was a suggested method to find at least a direction).

Is there any other way to get the location (if it isn't destroyed) of this damned thing?
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