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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9.1a] Nexerelin v0.9.6f "Earth and Sky" (update 2020-07-31)  (Read 1261523 times)

xucthclu

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2760 on: December 19, 2019, 10:46:46 AM »

Aight. Another question (I know I've tons of them, but I just try to make things as clear as possible to me all the while trying out different mods and making a list of which to keep and which not).

Does Nex prevent pirate or luddic path bases from spawning once all their colonies are destroyed? I was quite certain Nex didn't do this, but in another thread over at General Discussions, someone mentioned that it does, so I'd like to clear that up.
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bopeepatehersheep

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2761 on: December 19, 2019, 11:26:23 AM »

....
Does Nex prevent pirate or luddic path bases from spawning once all their colonies are destroyed? I was quite certain Nex didn't do this, but in another thread over at General Discussions, someone mentioned that it does, so I'd like to clear that up.

I know Vayra's sector does this.  I don't think Nex does.
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reapermonkey

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2762 on: December 19, 2019, 07:41:03 PM »

a question about getting blueprints from the prism port: since i need to get points by trading in other blueprints what is the restrictions on trade?

can i only trade in blue prints the outpost doe NOT already have?

and if i do a "request" fleet towards a juicy target (aka military 7 hegemony) do i have any chance at getting blueprints from that kind of raid

basically i want to get as many good blueprints as possible so i can make the best fleets
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2763 on: December 20, 2019, 01:27:28 AM »

One last set of fixes. This mostly just integrates the previous hotfix jar into the main download, so if you already have that you don't need to download this version.

Nexerelin v0.9.5h
Download

Changelog
Spoiler
v0.9.5h
* Brawl mode fixes/tweaks
    * Default size mult range 1.5-3 (was 2-4)
    * 25% size increase applied to fleets in brawl mode doesn't stack with random chance for 50% larger fleets
    * Fix brawl mode causing too-long delays between invasions/raids
* NPC colonies should start building new structures immediately after upsizing (previously they had to wait up to 3 days for the next periodic check)
* Fix invasion wait stage (defending market after successful capture) lasting forever
* Fix outposts generating income
* Failsafe for crash due to null thirdFaction in raise/lower relations
* Attempt to fix incorrect fleet counts given in invasion/raid intel
[close]

a question about getting blueprints from the prism port: since i need to get points by trading in other blueprints what is the restrictions on trade?

can i only trade in blue prints the outpost doe NOT already have?

and if i do a "request" fleet towards a juicy target (aka military 7 hegemony) do i have any chance at getting blueprints from that kind of raid

basically i want to get as many good blueprints as possible so i can make the best fleets
- No (although in the future I may reduce the price paid for repeat blueprints)
- No, you have to personally do the raid/invasion to get blueprints
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Priestacity

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2764 on: December 20, 2019, 03:14:36 PM »

Bold of you to assume I didn't want my outposts to make money
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Hoakin Blackforge

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2765 on: December 21, 2019, 04:40:35 AM »

The mod gives me an error that doesnt allow my game to start. How do i fix it?

https://imgur.com/a/ROgUW4y
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2766 on: December 21, 2019, 05:13:12 AM »

The mod gives me an error that doesnt allow my game to start. How do i fix it?

https://imgur.com/a/ROgUW4y
You might need to update Console Commands. Get the dev version at the top here
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reapermonkey

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2767 on: December 23, 2019, 11:07:58 AM »

is there a mechanic like "request fleet"  that instead of invasion, you select a fully surveyed world and colonize it?
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intrinsic_parity

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2768 on: December 24, 2019, 07:56:49 PM »

Ceasefire offers should have the same pop up window as the alliance votes (where it pauses the game and forces you to make a decision. It's very easy to miss the notifications for a very important and time sensitive piece of intel.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2769 on: December 25, 2019, 01:55:21 AM »

is there a mechanic like "request fleet"  that instead of invasion, you select a fully surveyed world and colonize it?
Not yet. It's planned eventually, but I'm hoping I get a way to make the involved GUI not awful first.

Ceasefire offers should have the same pop up window as the alliance votes (where it pauses the game and forces you to make a decision. It's very easy to miss the notifications for a very important and time sensitive piece of intel.
I guess I'll add a notification popup, yeah.
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bopeepatehersheep

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2770 on: December 25, 2019, 03:17:17 AM »

is there a mechanic like "request fleet"  that instead of invasion, you select a fully surveyed world and colonize it?
Not yet. It's planned eventually, but I'm hoping I get a way to make the involved GUI not awful first.

This reminds me - is it possible in the mod currently to find out where a pirate base that is pestering one of your systems is without visiting a bar in the system?  I ask because I know the player can request a fleet to take the pirate base out so the player doesn't have to personally go swat it away but if the player still has to visit the system that's being targeted - it doesn't seem much more to just go swat the pirate base themself.

If not, it would be nice to have some kind of way to find out where the base is remotely. Perhaps like in the special actions submenu - paying an employee to get info on the base's location.

I suppose this is unnecessary but I enjoy this mod quite a bit (185 thread pages makes it kinda obvious ppl like the mod).  Thanks for all your work on it. 
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M07

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2771 on: December 25, 2019, 05:56:07 AM »

I have a question,

I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.

What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.

It's not really immersive when three people look the same in the same station haha
« Last Edit: December 25, 2019, 05:58:47 AM by M07 »
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TheDukeofErl

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2772 on: December 26, 2019, 07:05:29 PM »

I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.
I'm not sure that this has had the desired effect. I'm in cycle 207 and have seen a 3 fleet (cycle 206) and a 2 fleet (cycle 207) invasion targeting Eochu Bres and Culann respectively, each with many capital ships per fleet. I've had to get them back for TT by waiting for the invaders to do the little mad dash for pickets, sneaking in dark, and doing a land invasion. I've not been using Nex long but in my attempts I've seen TT lose these ports both times.
Are fleets of this size targeting these ports this early expected? Is the calculation for defending fleet strength including the station AI core, resulting in an even larger fleet being sent?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2773 on: December 27, 2019, 03:52:05 AM »

I have a question,

I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.

What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.

It's not really immersive when three people look the same in the same station haha
Nex doesn't touch portraits.

Another Portrait Pack and the ReWork edition both only modify vanilla factions, so make sure you're checking those. Also, if you're running Archean Order, I'd expect that to overwrite the faction files and thus the portrait definitions. Other than that, I can't say what might be going on.

I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.
I'm not sure that this has had the desired effect. I'm in cycle 207 and have seen a 3 fleet (cycle 206) and a 2 fleet (cycle 207) invasion targeting Eochu Bres and Culann respectively, each with many capital ships per fleet. I've had to get them back for TT by waiting for the invaders to do the little mad dash for pickets, sneaking in dark, and doing a land invasion. I've not been using Nex long but in my attempts I've seen TT lose these ports both times.
Are fleets of this size targeting these ports this early expected? Is the calculation for defending fleet strength including the station AI core, resulting in an even larger fleet being sent?
They can send fairly big fleets early on if they're at war with people, yeah. (Invasion fleets don't scale with time)
The AI core will make the fleets somewhat bigger, but the strength gain from the core should greatly exceed that.

Not sure what else I'd do to buff TT further, feels like the fundamental problem is they're too small and start with too large enemies (Hegemony with added Luddic Church on top). I could slap an alpha core on the local military base, but I suspect that won't be enough either...
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Streamingfox

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2774 on: December 28, 2019, 12:37:43 AM »

Little quick question. If i have the faction respawn enabled, are newly added factions able to spawn in the world or can only factions respawn that already were installed as the map got created?
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