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Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

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Author Topic: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)  (Read 990601 times)

Sheluna

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Re: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)
« Reply #2700 on: November 10, 2019, 06:58:46 AM »

Greetings there. I'm coming "a bit" late on the topic, but I had a few questions.
Lately, I've played a lot with the config files in order to tweak a specific detail in Nexerelin. As it turns the game into an epic and really fun xxxx, with conquest's wars and the likes, I quickly felt disappointed to see so few new colonized planets. I mean, they do fight a lot against each other, sometimes even between factions which started and were supposed to stay allied. So for the conquest's part, it's perfect. Yet, that doesn't represent a huge challenge as soon as you reach the end game, or as soon as a faction got the advantage on all the others. Plenty of them are weak and don't really defend themselves by trying to take back their home worlds, or to colonize new ones. So I've tweaked that in order to reduce the impressively HUGE delay between colonisations. It made my games much funnier, though more than the half of the new colonies are decivilizating.

So, now, the questions ! :D

- Do you plan to add an option at the beginning of a game in order to allow to choose the rythme of the new founded colonies ? It would make a greater challenge and help the weakest to find relief far from all their ennemies.
- Could they become a bit smarter and focus on stabilizing their new founded colonies instead of trying to *** the player's butt for whatever puny reason twice a month ?


Thanks a lot for reading and, more important, THANKS A LOT for this mod, since it actually kept me alive during a while (yup. I lost internet for two weeks. I've geeked on nexerelin all along)
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Crimson Sky Gaurdian

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Re: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)
« Reply #2701 on: November 10, 2019, 08:24:48 AM »

But if the fleet is always going to be scale to your defenses, what's the point in even having defenses (well, beyond that needed to fend off vanilla fleets)?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)
« Reply #2702 on: November 11, 2019, 03:54:54 AM »

Strength calc gets the estimated patrols' number/size in the target star system, and the strength of the target market's orbital station (including officers). It then creates fleets with enough total fleet points (hidden measure of ships' strength) to match an underestimate of that defensive strength.

However, there's also a random modifier (Gaussian distribution) which can rarely produce huge positive/negative multipliers to the invasion force's strength. I'll cap it at max +/- 40% in next version.

Launching big invasion fleets in the first place will delay the next invasion event for that faction, but after that killing the fleets does nothing. It might well make the difference between the invasion succeeding and failing, however.
Can even a tiny faction launch an arbitrarily large attack if your system is say crammed full of large Fleet HQed up colonies? 10 of them at say size 7 would be uh 30 pickets, 30 medium and 30 heavy at 200% size or something.
It's capped to a level based on the faction's availability of ships/marines/supplies/fuel (this is also used for invasion point accumulation), so a sufficiently small faction won't be able to send large invasion forces.
(The cap is greatly increased for the "resurgence" events when a faction is trying to respawn)

But if the fleet is always going to be scale to your defenses, what's the point in even having defenses (well, beyond that needed to fend off vanilla fleets)?
The defense strength increases faster than the corresponding invasion strength. Also, if the enemy can take your planets with smaller forces, they can send them more often.
(There's also a market size element to the invasion strength, so a larger market with insufficient defenses is at risk, but having enough defenses for expeditions should cover this)

@Sheluna: Glad you're liking it!
- Do you plan to add an option at the beginning of a game in order to allow to choose the rythme of the new founded colonies ? It would make a greater challenge and help the weakest to find relief far from all their ennemies.
If you mean specify the colony interval in the new game options, I can do that, yeah. (And maybe other settings currently in the config files as well; although honestly, it'd work much better if I had access to a proper GUI).

Quote
- Could they become a bit smarter and focus on stabilizing their new founded colonies instead of trying to *** the player's butt for whatever puny reason twice a month ?
New NPC colonies shouldn't normally have zero stability. If you ever check some of them out, do you see in the stability tooltip what's causing them to destabilize?
Either way I could counteract whatever problem is happening by letting NPC factions use a version of the player's credits-to-stabilize mechanic. But I'd prefer not to add abstracted AI buffs that the player can't interact with.

As for continually annoying the player: If it's happening as part of a war that's arguably to be expected, but for other cases... you might be interested in the exerelin_config option to turn expeditions off :)
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_Dividebyzero_

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Re: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)
« Reply #2703 on: November 11, 2019, 11:51:43 PM »

Trying to add a custom faction to Nex--how is the starting system for a faction determined? Right now I am spawning in hyperspace outside of Hybrasil.

EDIT: I'm dumb, just read the front post.

Should I put these in the Nex folder itself or my mod folder?
« Last Edit: November 11, 2019, 11:53:36 PM by _Dividebyzero_ »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)
« Reply #2704 on: November 12, 2019, 03:40:13 AM »

Include a copy of each of the files in your mod's folder, with the copy only containing entries for your mod (the vanilla factions etc. should remain in Nexerelin's master copy). When you run the game, the copies of the files in different mods will automatically merge.

(Edited the FAQ entry; the original wasn't clear on this point)
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n3xuiz

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Re: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)
« Reply #2705 on: November 15, 2019, 12:08:02 PM »

i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?

how much can it increase to and what are the tiers?
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I_is_nublet

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Re: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)
« Reply #2706 on: November 15, 2019, 12:40:34 PM »

i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?

how much can it increase to and what are the tiers?

I think it's like 10,30,50,80,125,180? (not sure on after). 1 admin per tier. With 1 admin per tier. Don't forget you can use alpha cores in place of admins too if you think it's "safe" and not count towards being an admin.
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Morrokain

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Re: [0.9.1a] Nexerelin v0.9.5e "Corporate Warfare" (fixes 2019-11-06)
« Reply #2707 on: November 15, 2019, 01:33:31 PM »

Thanks for the clarification on spawning points and faction capitals in the FAQ. I can also confirm regarding point one that you can skip importing:

Code

import exerelin.campaign.SectorManager;


- by checking if the vanilla sector exists first and returning out of the generation script if not. That was my duck-taped version of getting random mode to work with Archean Order. I still need to polish it in the sense that I think it still sometimes generates the custom systems though. Anyway, just figured I would make this info available.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5f "Corporate Warfare" (fixes 2019-11-17)
« Reply #2708 on: November 17, 2019, 05:22:21 AM »

Update for compatibility with an upcoming release of Scy, and some more fixes.

Nexerelin v0.9.5f
Download

Changelog
Spoiler
v0.9.5f
* Limit invasion force size random variation to ±30%; reduce overall variation; halve effect of target station's officer
* Scy mod no longer disables Prism Freeport
* Fix faction bounties generally not paying out when they should
* Fix hidden markets being targeted for industry disruption missions, for real this time
* Hopefully fix invasion fleet AI behavior for good
* Fix reinforced defenses condition not expiring
* Fix new NPC colonies getting lobster pens
* Fix some interaction dialog stuff not updating on market transfer
[close]

i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?

how much can it increase to and what are the tiers?
1 admin upon reaching each of the following empire sizes:
10, 25, 50, 80, 120, 200, 300
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puffzor

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Re: [0.9.1a] Nexerelin v0.9.5f "Corporate Warfare" (fixes 2019-11-17)
« Reply #2709 on: November 17, 2019, 02:01:37 PM »

what does it mean "halve the effect of the target station officer"? Does that mean alpha cores slotted in star fortresses will be vulnerable to invasion fleets now?
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Florian

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Re: [0.9.1a] Nexerelin v0.9.5f "Corporate Warfare" (fixes 2019-11-17)
« Reply #2710 on: November 17, 2019, 03:36:28 PM »

Thanx  ;)

However, i guess i found a way to prevent abusive early invasions: harassing easy targets (fast pickets, convoys, planets without combat stations) while avoiding "armadas". Ennemy war weariness score goes up = they want peace = rep "almost" reset,  then everybody is happy.  8)
« Last Edit: November 17, 2019, 03:38:34 PM by Florian »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5f "Corporate Warfare" (fixes 2019-11-17)
« Reply #2711 on: November 18, 2019, 06:37:08 AM »

what does it mean "halve the effect of the target station officer"? Does that mean alpha cores slotted in star fortresses will be vulnerable to invasion fleets now?
It reduces the effect of the station's officer on the estimated station strength for invasion/raid scaling.
(Previously it used 50% of the difference in the vanilla strength estimates between "take officer into account" and "don't take officer into account"; now it's 25%)

However, i guess i found a way to prevent abusive early invasions: harassing easy targets (fast pickets, convoys, planets without combat stations) while avoiding "armadas". Ennemy war weariness score goes up = they want peace = rep "almost" reset,  then everybody is happy.  8)
Ha, nice. Good guerrilla tactics there; fight where they're weak and evade where they're strong, till they give up and go home!
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Smartfolk

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Re: [0.9.1a] Nexerelin v0.9.5f "Corporate Warfare" (fixes 2019-11-17)
« Reply #2712 on: November 19, 2019, 03:14:52 PM »

Hey I was wondering if there is an "observe" mode in nexerelin like in many paradox games where I just leave the game up and let time pass and see the results.
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xucthclu

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Re: [0.9.1a] Nexerelin v0.9.5f "Corporate Warfare" (fixes 2019-11-17)
« Reply #2713 on: November 19, 2019, 04:30:43 PM »

Hello. I'd like to start with well-deserved praise for this mod making Starsector a lot more replayable and entertaining. The different factions waging war against each other, conquering each others planets as well as making new colonies are all very welcome additions.

There is, however, one issue that I keep having. Whenever I get notifications about attempted invasions or raids, even after I prevent those by defeating the fleets, the notifications remain in my "Important" tab in the Intel screen, forever. This has been less annoying during a playthrough where I was having my own faction, however, during another one, where I had a commission, when I'd open my intel screen, and the "important" tab in particular, the entire map would be riddled with notifications about stuff that has been long, long dealt with and should not be cluttering my map. This is bothersome due to obstructing the view of actually currently relevant information or any contracts that I've accepted. Any idea how to deal with this?

Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.
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morriganj

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Re: [0.9.1a] Nexerelin v0.9.5f "Corporate Warfare" (fixes 2019-11-17)
« Reply #2714 on: November 19, 2019, 05:42:52 PM »

I have no idea how alliances work... is the help guide up to date?
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