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Author Topic: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)  (Read 961108 times)

ZeCaptain

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2610 on: October 11, 2019, 10:42:54 PM »

When can I order saturation bombardment fleets?
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Mar Sara

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2611 on: October 12, 2019, 03:26:00 PM »

So, by changing a couple config options, I can get remnant worlds to spawn in random sector, buuuuut the planets kind of stop existing and are hidden in the intell list of planets and stations. Only the station keeps existing at all in the campaign, irbiting an empty space. If I transfer a colony to remnents it works fine. Anyone know what I'm doing wrong? Or if there's a way to make remnent worlds spawn out on the rim like some hidden pirate bases do?
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Streamingfox

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2612 on: October 14, 2019, 09:50:31 AM »

A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?

I gave every faction 1 system with a planet but i dont see that they expand(after a few hours of playing) or do they need a long time for expanding? Because, i have the feeling i dont get really a chance to do anything to get money. xD there are near no fights and missions are of course often looong trips but near as alway's fuel is really really... rare.  :-\ and trading... i think i dont need to talk about that because its also not possible to make money from that.
« Last Edit: October 14, 2019, 09:57:32 AM by Streamingfox »
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BringerofBabies

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2613 on: October 14, 2019, 09:55:11 AM »

A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?

A recently added feature is that they will slowly colonize new planets; you can choose to interfere with their efforts and block this in game. There are also settings in the configuration file to disable this entirely or tweak the rate at which they colonize.
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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 #2614 on: October 14, 2019, 10:44:31 AM »

Could there be an option to change the additional administrators you get for having a large faction to additional colonies you personally can manage?

I'm feeling particularly British, you see.
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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 #2615 on: October 15, 2019, 05:00:15 AM »

So, by changing a couple config options, I can get remnant worlds to spawn in random sector, buuuuut the planets kind of stop existing and are hidden in the intell list of planets and stations. Only the station keeps existing at all in the campaign, irbiting an empty space. If I transfer a colony to remnents it works fine. Anyone know what I'm doing wrong? Or if there's a way to make remnent worlds spawn out on the rim like some hidden pirate bases do?
Looks like an oversight of sorts in the random sector generation code (it wipes Derelict and Remnant entities in star systems it decides to use as core systems... including planets). I'll fix it for next release; thanks for the report!

A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?

A recently added feature is that they will slowly colonize new planets; you can choose to interfere with their efforts and block this in game. There are also settings in the configuration file to disable this entirely or tweak the rate at which they colonize.
As an addendum, the NPC colonization countdown only starts in cycle 207.

Could there be an option to change the additional administrators you get for having a large faction to additional colonies you personally can manage?
Maybe, if I feel like it
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Streamingfox

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2616 on: October 15, 2019, 08:10:00 AM »

Little Question again. xD Do abandoned stations still exists if i play with a random sector? or do they only exist if i play vanilla sector? The monthly storing cost for bigger ships on faction planets are deadly high in early game phase. :o wanted to store 2 ships till i have weapons... but the ~2k monthly cost in storage is to high for me. :-\

Edit: I found one, i answered my own question. ^-^
« Last Edit: October 15, 2019, 09:48:22 AM by Streamingfox »
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Florian

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2617 on: October 15, 2019, 01:15:30 PM »

Hi ! I've a problem with this mod in early game.

I'm enlisted in diable avionics (a mod) and both Hegemony and Luddic steam roll + invade the home system of the corp (5+ huge fleets)... And this, a couple of monthes after the start.

What should i do ?
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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 #2618 on: October 15, 2019, 07:33:44 PM »

Hi ! I've a problem with this mod in early game.

I'm enlisted in diable avionics (a mod) and both Hegemony and Luddic steam roll + invade the home system of the corp (5+ huge fleets)... And this, a couple of monthes after the start.

What should i do ?
Diable always takes a beating in Nex since they bark louder the they bite diplomacy wise, you gotta git gud quick and get a fleet of capitals before they get destroyed.
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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 #2619 on: October 17, 2019, 05:29:37 AM »

Do i need to do something special to add my ships to the Prism High End seller?

Also how do i add a start option using my ships (no faction start)?
« Last Edit: October 17, 2019, 05:53:58 AM by Ed »
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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 #2620 on: October 17, 2019, 04:59:31 PM »

any plans to enable possibility to support faction one is playing for (e.g. starting commission ) with sales of weapon / hull etc. blueprints ?

it's the commented section in
\ExerelinCore\exerelin\campaign\submarkets\Nex_MilitarySubmarketPlugin.java
with
BlackMarketPlugin.delayedLearnBlueprintsFromTransaction

my suggestion would be to make it option in the game settings
A. for starting faction
B. for all factions

only for military markets

for option B this shall be accompanied with config ratio weight or % of those ships vs native faction sets
of course per each faction separately as some got enough ships while others could utilize more designers

plus others modders could define non-native design ratio weights themselves in the \exerelinFactionConfig\faction.json

and as usual, great work with Nexerelin, keep up the spirit and thanks for the fun it offers
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5c "Corporate Warfare" (update 2019-10-20)
« Reply #2621 on: October 20, 2019, 12:36:36 AM »

Big update. There's more stuff I wanted to put in, but it's too big as it is.
Thanks to all my unpaid beta testers on Discord for this one

Nexerelin v0.9.5c
Download

Changelog
Spoiler
v0.9.5c
* Invasion fleets cost 25% more to request than base strike fleets, in addition to marine count multiplier
    * This is a balancing placeholder pending a rework of the fleet request system
* Config toggle for raids only dropping blueprints once
* Fix Grand Sector support
* Fix mining fleets not spawning with the correct combat readiness

v0.9.5b
* Some anti-savescum functionality for Prism blueprint trader stock, high-end seller
* Insurance default mult 1x -> 0.8x, hard mode modifier 0.5x -> 0.625x (hard mode total payment unchanged)
* Fix insurance being paid without commission
* Fix an agent/economy crash
* Fix storage submarket losing ships and unlock state on applying reverse compatibility/existing save
* Fix random sector generation potentially cleaning up entities it shouldn't
* NPC colony growth messages can be hidden via settings

v0.9.5
* New features
    * Add saturation bombardment event
    * Add industry disruption mission
    * Add colony governorship purchases from commissioning faction
    * Add "reinforce ground defenses" option with base officials
    * Add diplomacy trait system for factions
    * Add NPC relief fleets
* Agent enhancements
    * Agents will specifically target economic competitors
    * Several actions cheaper; buff destabilize market action
    * AI admins reduce agent success chance by 25%
    * Show agent travel on intel map
    * Fix agents showing injury recovery success chance
    * Fix agents possibly attempting to sabotage population industry
    * Fix case where third-faction target of a raise/lower relations actions captures the market the agent is on
* Revamp insurance
    * Show breakdown of payouts
    * Reinstate payment for D-mods
    * Rework payout calculations
* Player raid rebalance
    * Once a market with heavy industry is raided, further raids will not loot blueprints for 60 days
    * Can raid for blueprints already known to player
    * Each blueprint can only appear in raid loot once per game
* Rework Starfarer mode effects on diplomacy
    * Starfarer mode straight multiplies the dominance by 1.5, instead of adding half the difference between dominance and 1
    * Starfarer mode no longer further modifies disposition effect from dominance on top of modifying the dominance value itself
    * Fix direct disposition penalty not applying to commissioned faction
    * Externalize values to settings.json
* Faction respawn event
    * If would-be respawnee has no enemies, make one
    * Clearer messages for console command
    * Fix some behavioral/UI issues
* Conquest mission
    * Reward based partly on target's income
    * Fix mission counting down twice as fast as it should
* Colonies/markets
    * Add enhanced core worlds setting
        * Adds defenses and/or industries to some core worlds in non-random sector; e.g. Eventide gets a high tech battlestation
    * NPC colonies can grow to size 10 by default
        * NPC colonies founded mid-game by a colony expedition are limited to size 6
    * When picking colony targets or industries to build, factions will try to increase the number of commodities supplied in-faction
    * New NPC colonies start with 100k growth incentive
    * Outpost and autonomous colony storage fees removed; can store illegal goods
    * Can't transfer a market to another faction if it lacks a spaceport
    * Counter to "give heavy industry planet away, raid for blueprints" exploit
        * Recipient faction will remove the heavy industry if they already have one and colony's defense rating is too low
    * Orbiting satellite objects of planets (e.g. mirrors, shades) are transferred on market capture
    * Tri-Tachyon gets fewer AI cores in random sector
* Miscellaneous
    * Fuel availability contributes to invasion points
        * Points required for invasion 20000 -> 24000 to compensate
    * Prisoner rep value 0.05 -> 0.04
    * Defenders get a 1.25x defense bonus during invasions
    * Pirate factions more likely to have diplomacy events with each other
    * Don't create procurement missions for commodities that no-one produces
    * Vengeance fleets will only be recalled if faction is neutral to player (instead of inhospitable)
    * Alliance intel shows which factions can join; fix wrong title
    * Reduce Tri-Tachyon and Church's base negative disposition towards each other
    * Fleet request main menu shows target star system
    * Grand Sector support (no need to modify core files any more)
* Bugfixes
    * Hopefully actually fix invasion fleets getting distracted
    * Fix a crash involving local resources submarket
    * Fix player homeworld in random sector being autonomous
    * Fix some start options being inaccessible when too many factions are loaded
    * Fix other factions doing diplomacy with player faction when player is commissioned
    * Fix Cabal still spawning in random sector when disabled in Underworld config
    * Faction raid condition updated when an affected market is transferred
    * Blueprint trader: Fix known fighter check looking in player's known weapons
    * Fix a possible stutter issue with NPC fleets' Sustained Burn
    * Remove legacy stuff involving relationship changes after resigning commission
    * Remove hidden nerf to some factions' vengeance fleet sizes
    * Reinstate max officer level check on application load
[close]

any plans to enable possibility to support faction one is playing for (e.g. starting commission ) with sales of weapon / hull etc. blueprints ?
I decided not to implement this, as it involves a bunch of complications I'd like to avoid with faction modding. Sorry!

Also how do i add a start option using my ships (no faction start)?
Add them in Nexerelin faction configs in your mod, they'll merge with the base files in the Nex folder. See SEEKER for an example.
« Last Edit: October 20, 2019, 01:50:04 AM by Histidine »
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Dwarden

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Re: [0.9.1a] Nexerelin v0.9.5c "Corporate Warfare" (update 2019-10-20)
« Reply #2622 on: October 20, 2019, 01:13:05 AM »

@histidine
alex's answer here https://fractalsoftworks.com/forum/index.php?topic=5061.msg268388#msg268388
was quite promising but it seems according to your answer it isn't

may i ask what complications / problems vs factions modding it introduces ?

note: the download links lead to 0.9.4c not 5c (now only in first post)
« Last Edit: October 20, 2019, 02:16:58 AM by Dwarden »
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Warhydra

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Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« Reply #2623 on: October 20, 2019, 11:06:07 AM »

Hi ! I've a problem with this mod in early game.

I'm enlisted in diable avionics (a mod) and both Hegemony and Luddic steam roll + invade the home system of the corp (5+ huge fleets)... And this, a couple of monthes after the start.

What should i do ?
Not a big deal, let them take the planet, then just take it back with some marines while the star fort is still down.
« Last Edit: October 20, 2019, 11:09:56 AM by Warhydra »
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adecoy95

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Re: [0.9.1a] Nexerelin v0.9.5c "Corporate Warfare" (update 2019-10-20)
« Reply #2624 on: October 20, 2019, 02:14:17 PM »

Quick question, I saw a video where they claimed they got new structures to build from this mod, like medical centres and solar farms and stuff. I have had this mod for a while and I haven't seen those, is there an option I need to enable to see them?
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