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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Nexerelin v0.9.7b "War and Peace Redux" (update 2020-09-27)  (Read 1309379 times)

Histidine

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2580 on: September 29, 2019, 04:09:23 AM »

If anyone is having a crash with LocalResourcesSubmarketPlugin in the error message, this .jar fixes it. Place in Nexerelin/jars

I seem to have a problem with spawning in factions to colonise. When i use the command spawnrespawnfleet it says "unable to spawn fleet" and when i open nex config in the console and toggle "Allow respawn for factions currently not present" to true, the next time i check its been set back to false. I have set the respawn limit to unlimited so i do not know how to introduce new factions.
Seems there were a couple of bugs in it:
- The reconfig screen's "Allow respawn for factions not currently present" setting was defaulting to the opposite state of the one currently set (i.e. if it was currently allowing respawn of absent factions, the setting in the dialog would be set to false). It was setting the correct value when the player clicks Done, at least.
- The console command can try to respawn the player faction, which the rest of the code doesn't allow.
- Not technically a bug, but the console command also wasn't clear on what it was doing.

(Also the respawn can only target hostile factions, so if the faction doesn't have any enemies it won't respawn. I'll have to implement something for that scenario.)

Well, fixed the bugs and clarified the console messages for next version, thanks!
In the meantime, if you have a specific faction you want to respawn, you can enter its faction ID with the command, e.g. spawnrespawnfleet persean

Do invasion fleets calculate from planetary strength, or opposed strength in the system?
Because I've had one world in a fortress system constantly successfully invaded any time I'm not there, but if I'm there they don't even make it to the planet in question.
(Also is there any way to defeat an invasion fleet if it is just planetary? Said planet is a size 10 with a fully upgraded patrol HQ, ground defences, star fortress and force shield but still keeps getting taken.)
The autoresolve has two stages: simulated battle against system patrols + target's defense station (and sometimes also other fleets that happen to be in-system), and ground action against the target's ground defenses.

The second stage works similar to player invasions, with each invasion fleet having an abstracted load of marines (set when the invasion intel item is generated, based on how much force it thinks it needs to overcome the defenses).
Don't ask me how the first stage is calculated, because I have no idea. (it does use the size of the fleets involved, and also ship and officer quality)

A planet with max defenses should be pretty much untakeable. Although it sounds like you don't have Heavy Batteries? That upgrade is a 50% increase to total defense strength, so you should get it. Also try to make sure your stability is maxed out for even more defense.
If your planet is still getting taken when you think it shouldn't be, you could upload the save and I'll take a look at it.
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Danijellino

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2581 on: September 29, 2019, 04:40:08 AM »

First of all i wanna say this is an absolutely lit mod. Having crazy much fun with it. So thanks.

But i recently updated a few mods and now i keep crashing to desktop with the Error Message: "Fatal: Could not initialize class exerelin.campaign.submarkets.PrismMarket Chechk starsector.log for more info."

I was wondering if you or anyone else could help me with that.
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Caiaphas_Cain

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2582 on: September 29, 2019, 11:23:54 AM »

Sorry, but does anyone know what you're supposed to do with high-value prisoners? I have maybe half a dozen in cold storage at the moment and I can't find the option to trade them with my enemies.
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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 #2583 on: September 29, 2019, 12:42:24 PM »

@Histidine

some small suggestions for the starting setup menus
Faction settings menu when random generation enabled

A. enable all / disable all factions
 (this will help setup games faster)
B. add counters (how many factions are disabled , total count of all factions)
 (that would help to orient in what was setup)
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Crimson Sky Gaurdian

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2584 on: September 29, 2019, 02:51:39 PM »

Sorry, but does anyone know what you're supposed to do with high-value prisoners? I have maybe half a dozen in cold storage at the moment and I can't find the option to trade them with my enemies.
Talk to a planet and select special options (or something similar).
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SYDWAD

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2585 on: September 29, 2019, 04:35:22 PM »

Not related to any on going conversations:

I've been searching online for days now to no avail. How do you trade High Value Targets in Nexerlin??? It says you can trade them for improved relationship but all i can do is sell them or dump  them out the airlock lol.
No matter who i talk to in the coms i don't get an option to hand them over, i've also tried saving then selling them in the market and waiting but i get no relation boost, even with the faction i won them from. Nowhere online i can find an explanation on the process.
Hopefully if someone can give the answer here it will help people searching in the future.
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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 #2586 on: September 29, 2019, 06:07:50 PM »

Prisoners you can trade in the special options (it's the menu on station / planet before you enter trade interface)
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Caiaphas_Cain

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2587 on: September 29, 2019, 06:12:35 PM »

Sorry, but does anyone know what you're supposed to do with high-value prisoners? I have maybe half a dozen in cold storage at the moment and I can't find the option to trade them with my enemies.
Talk to a planet and select special options (or something similar).

Bugger, shoulda thought of that. Thanks!
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BulbasaurWizard

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2588 on: September 29, 2019, 07:17:59 PM »

Does Nexerelin change the drop rate for blueprints or similar things. I had a playthrough where I mistakenly thought I had installed Nex, so I restarted with it active, and I am wonder if I am just far less lucky this round or if something in the mid is causing it.
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th3boodlebot

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2589 on: October 01, 2019, 11:47:07 AM »

It would be cool to add support for Steelclad that came out recently

It would also be cool (although this one may be a stretch) to make a Nexerelin that would work with the excellent Archean Order total conversion
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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 #2590 on: October 01, 2019, 01:13:24 PM »

It would be cool to add support for Steelclad that came out recently

strange, i use steelclad with nexerelin w/o issue, even the factions works

(but it's possible i edited something to make it work, as i sorting errors whole time)
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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 #2591 on: October 04, 2019, 08:17:04 PM »

Notes for faction modders on upcoming features
Next version of Nexerelin will add a "diplomacy traits" feature for factions. This is specified by an array in the faction config .json.

For instance, Hegemony has
Code: json
    "diplomacyTraits":["paranoid", "stalwart", "dislikes_ai", "law_and_order", "envious"],
A list of traits can be found in this .json, and is shown in this image:
Spoiler

[close]

Also: I may enable population growth for NPC core worlds by default in next version.
For markets that should not do this (e.g. ORA's Dilapidated Refinery), set a memory key in the market's memory: $nex_colony_growth_limit with value = desired max size



Does Nexerelin change the drop rate for blueprints or similar things. I had a playthrough where I mistakenly thought I had installed Nex, so I restarted with it active, and I am wonder if I am just far less lucky this round or if something in the mid is causing it.
Nex doesn't (try to) do anything to drops.

It would be cool to add support for Steelclad that came out recently

It would also be cool (although this one may be a stretch) to make a Nexerelin that would work with the excellent Archean Order total conversion
It's not a priority for me, but I may see what can be done in the future.
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Ed

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2592 on: October 04, 2019, 08:44:03 PM »

Thats really cool!
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Kadzin

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2593 on: October 05, 2019, 01:29:33 PM »

I love this mod, playing with multiple factions and having them interact with each other was a blast! I am sure this was asked a bunch of times already but is there a way to disable the random reputation events? It was fun to manage them at first but it became annoying as the game kept going.
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Insanity

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Mod Feedback
« Reply #2594 on: October 06, 2019, 01:43:22 AM »

Good day. First of all, thanks for the mod! It was an incredible gaming experience for me with all the faction warfare and extra fun functions.
Now, I'd like to leave my feedback on the matter.
After playing for 100+ hours with Nexerelin, I could see a single major balance issue that I'd like to highlight today.

The issue is the Request Fleet function.
It is RIDICULOUSLY strong. For just 650k you can summon 5+ enormously large fleets to destroy anything you want.
A full (1500) space power fleet costs 650k when you request it with minimum ground power. But do you really need ground power?
Not only these fleets are as strong as Radiant [REDACTED] fleets found in the high danger zones (or even stronger actually), but they are also dirt cheap.
By using Request Fleet, you can literally win the game without ever fighting.

Here's an example:
At the start of the game, you can just explore a bit and gather the 650k necessary. Or 1.3kk to be absolutely sure.
Then you request a fleet or two, buy 500 marines and just go to any system you want.
Summoned fleets obliterate all patrols and orbital stations and you just do tactical bombardment => invade. 500 marines are more than enough after the bombardment.
And the whole Askonia can be yours in just one or two hours after getting into the game. Gotta have those lobsters.

In short, the problem is that price and fleet power are nowhere around balanced. What you get for 650k now should be worth at least 6.5 millions.
And once you have several good planets and make 500k+ per month, you can just launch these invasions every month and take system by system. You don't even have to fight yourself.

Now that I've explained the problem, here's what I propose:

 1) Make a hard cap for the fleet's space power that scales with how many Ship Hulls a faction that provides the fleets produces.
 For example, a faction that produces a total of 40 Ship Hulls across all of its markets will have a cap of 1000 space power when you're requesting fleets from them.
 With this change, you will have to actually work on your colonies and build those Heavy Industries everywhere to be able to summon high-power fleets.

 2) Increase the price to at least 2000-3000 credits per space power. This will still be more or less cheap, but it won't be as free as it is right now.

 3) Make it so only one fleet can be launched at a time, no matter how big or small. This is to prevent spamming 2-3 request fleets on the same system and overwhelming it.
 
I believe that with these changes Request Fleet will be a lot more balanced and be more of an extra help for when you attack a system rather than "I win" button. Most systems tend to have about 1000-1500 space power when it comes to defense, so being able to summon a 1500 space power fleet for 650k just like that is absolutely over the top.
« Last Edit: October 06, 2019, 01:49:47 AM by Insanity »
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