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Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20); Updated the Forum Rules and Guidelines (02/29/20)

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Author Topic: [0.9.1a] Nexerelin v0.9.6c "Earth and Sky" (update 2020-03-28)  (Read 1138214 times)

BringerofBabies

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2850 on: February 03, 2020, 05:35:49 AM »

I'd like to suggest something:

When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
Hmm that's an idea; I'll think about it.
(Things to consider: What happens if you revoke autonomy later; whether this interacts weirdly with admin cap; maybe some other stuff)

Would it be possible to force that admin to be available for hiring at the no-longer-autonomous colony?
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2851 on: February 03, 2020, 12:17:21 PM »

I'd like to suggest something:

When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
Hmm that's an idea; I'll think about it.
(Things to consider: What happens if you revoke autonomy later; whether this interacts weirdly with admin cap; maybe some other stuff)

If you revoke autonomy, the admin could simply be gone for good, that way increasing the stakes, colony is safer and more profitable (depending on it's skills) but if you want to reclaim it later you'll have to pay a higher price than just a bit of instability. (in this case, the admin set in charge will be gone forever and depending on it's quality and availability, could be a big loss or a minor loss.)

When i was thinking of this suggesting, my mindset was "you leave an admin in an autonomous colony, he's basically gone for good, forever. no refunds"
« Last Edit: February 03, 2020, 12:22:53 PM by DarkOmegaMK2 »
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NephilimNexus

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2852 on: February 05, 2020, 10:16:08 AM »

I have a question (and am too lazy to sift through 190 pages) about agents.  I noticed in the mod's files that there are two extra mission types of agents, one called "steal blueprints" and another called "incite rebellion."

Well, I have three level 5 agents and I've yet to see either of these actions show up as options anywhere for any of them.  Is this a bug?  An unfinished feature?  Leftovers from something that was planned but then abandoned?  Or am I just doing something wrong?
« Last Edit: February 05, 2020, 10:19:56 AM by NephilimNexus »
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Shadowkiller

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2853 on: February 05, 2020, 11:06:57 PM »

So im having an issue with governorship and free port status, i used the mod Player Station Construction to create a mining station, gave it to the league and then purchased governorship of it, every time i turn on free port it turns itself off after a few days, i tried the same on a governorship of a normal planet and it did the same thing. do you have any idea what might be causing this?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2854 on: February 06, 2020, 02:02:44 AM »

So im having an issue with governorship and free port status, i used the mod Player Station Construction to create a mining station, gave it to the league and then purchased governorship of it, every time i turn on free port it turns itself off after a few days, i tried the same on a governorship of a normal planet and it did the same thing. do you have any idea what might be causing this?
Whoops, that's a bug (it tries to set the free port state to what the commissioning faction wants, even when the player is the governor). Fixed in dev, thanks!

If you're not playing in a random sector, you can work around it by docking at the market and entering in console (untested):
runcode Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket().getMemoryWithoutUpdate().setBoolean("$startingFreeMarket", true)
and if you want to turn free port off later, run the code again except it sets the value to false.

I have a question (and am too lazy to sift through 190 pages) about agents.  I noticed in the mod's files that there are two extra mission types of agents, one called "steal blueprints" and another called "incite rebellion."

Well, I have three level 5 agents and I've yet to see either of these actions show up as options anywhere for any of them.  Is this a bug?  An unfinished feature?  Leftovers from something that was planned but then abandoned?  Or am I just doing something wrong?
Non-implemented features.
I don't plan to introduce blueprint stealing, but there'll be a "steal ship" function next version. Agents causing rebellion may be done later.
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Shadowkiller

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2855 on: February 06, 2020, 10:17:52 AM »

When I enter the code tells me that the compilation failed. Org.codehaus.commons.compilre.compile.exception Line 1, column 137 - a method named setboolean Is not declared in any enclosing class nor any supertype, nor through a static import.

I have no idea what any of that means XD
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NephilimNexus

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2856 on: February 06, 2020, 12:37:11 PM »

I found what I feel is flaw in the spawning of ambush pirates and vengeance fleets, namely that they just magically appear at a fixed distance and magically beeline for the player's fleet.

For example, if you do a scan that triggers a pirate spawn, they don't appear at a jump point and start searching for you.  Instead they just show up at a random spot in the system and somehow, without any scanning or searching required, automatically know where your fleet is... even if you're running dark inside an asteroid belt with a signature of literally 50.

Now that might just be a vanilla thing (I can't even remember what vanilla is like anymore, TBH), but there is one that is definitely a Nexerelin thing and that's vengeance fleets and how they also magically appear at fixed ranges.  While the game says they are launching from a specific location, I looked into the mod's code and it doesn't look like that's what actually happens.  Instead when you exit into hyperspace it just teleports them to a fixed distance near you (again) and they automatically zero in you (again) regardless of sensor strength or fleet signature (again) with no searching required (again).

So my question is this: Are there any plans on making this more realistic/immersive down the line?  Can it even be done, for that matter?
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Avanitia

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2857 on: February 06, 2020, 10:31:01 PM »

I found what I feel is flaw in the spawning of ambush pirates and vengeance fleets, namely that they just magically appear at a fixed distance and magically beeline for the player's fleet.

For example, if you do a scan that triggers a pirate spawn, they don't appear at a jump point and start searching for you.  Instead they just show up at a random spot in the system and somehow, without any scanning or searching required, automatically know where your fleet is... even if you're running dark inside an asteroid belt with a signature of literally 50.

Now that might just be a vanilla thing (I can't even remember what vanilla is like anymore, TBH), but there is one that is definitely a Nexerelin thing and that's vengeance fleets and how they also magically appear at fixed ranges.  While the game says they are launching from a specific location, I looked into the mod's code and it doesn't look like that's what actually happens.  Instead when you exit into hyperspace it just teleports them to a fixed distance near you (again) and they automatically zero in you (again) regardless of sensor strength or fleet signature (again) with no searching required (again).

So my question is this: Are there any plans on making this more realistic/immersive down the line?  Can it even be done, for that matter?

Tripping a trap transmitter, which in turn spawns a pirate fleet / angers Remnant fleets in system is indeed vanilla.

I am not sure about how exactly Vengeance fleets work, but I feel like them knowing your location at any point is better, because they are a threat (which you can bait into other faction's fleets and cause them to get killed anyway)
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Lycaon

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2858 on: February 09, 2020, 06:33:50 PM »

Been playing the game for about a month now and I have to say Nexerelin is the mod it needs to feel like a complete game. While Vanilla was definitely fun for the first week eventually it got rather stale quickly as nothing really happened or changed in the sector as the game went on, apart from actions made directly from the player. Nex adds the dynamic events and faction interactions that really finish the game in my opinion; the sector actually feels alive around you regardless of what you're doing yourself.

However it did take some fiddling with the settings before it got to the point I'm enjoying best. With the mod itself added unchanged the sector flipped from one extreme to the other; relationships between factions degraded in only a few months, massive capital fleets appear out of nowhere trampling everything in the first cycle, and by the second cycle at least one of the factions (usually Tri-Tachyon) has bit the dust after losing their core industrial worlds. While certainly dynamic, for me it was too chaotic and rapidly ending to be a fun experience; the remaining worlds and factions gradually fall apart because they really can't stand up to each other's endless supply of invasion fleets. And this was in a game with just the vanilla factions +/- one of the other modded factions.

After reading through the thread I came upon the settings recommendations which I did as follows. I avoided changing more since the other settings were less clear as to what they actually did.

In exerelin_config I changed these values:

invasionFleetSizeMult; Changed to 0.5 from 1.0

pointsRequiredForInvasionFleet; Changed from 24000 to between 50 and 75000

vengeanceFleetSizeMult: 0.5 from 0.8

In diplomacyConfig I changed the following:

eventFrequency: from 15 to 45

This made it so that faction relationships changed much more gradually so at least a cycle or two would pass before a faction started getting really *** off at another. Invasions and raids happened much less frequently and when they did happen the attacking fleets were a reasonable size that in most cases were able to be repulsed by the defenders at heavy cost. This left the defending world severely weakened but not conquered, and shortly afterwards the defending faction sends it an aid fleet that can restabilize it (But not before I take advantage of the wartime shortages to sell everything under the sun at insane prices). Wars like this went on for some time before peace treaties were signed leaving both sides blooded (but still standing). Smaller scale skirmishes between faction trading fleets and pirates still happened regularly, but on the whole each faction was able to retain enough markets in order to keep their worlds civilized, with little help from my profiteering needed.

The game kept the feeling of being a living world, but one that didn't collapse under its own weight before I felt like I could do anything. I didn't feel rushed by events and took things slowly; it felt more like a vanilla game except there was a lot more fighting and interesting events going on, except actual massive changes would still need the player's influence to take place, which to me was the right balance.

Really appreciate the work from the modder and community in making this mod so great. ;D Just wanted to add in what helped me get a better gameplay experience if anyone is curious.

 
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tedesco

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2859 on: February 10, 2020, 05:50:40 AM »

Hi. First post and big fan of the mod :)

Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2860 on: February 10, 2020, 09:04:41 PM »

I understand why the changes were made to the raids and the cooldown for blueprints is not something that bothers me at all.

That being said, is there a way to make it so that blueprints dropped from raids are guaranteed to be something the player doesn't know?

Thanks!
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Viking8008

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2861 on: February 11, 2020, 07:14:25 AM »

I understand why the changes were made to the raids and the cooldown for blueprints is not something that bothers me at all.

That being said, is there a way to make it so that blueprints dropped from raids are guaranteed to be something the player doesn't know?

Thanks!

Ye, I want this too.
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StarScum

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2862 on: February 11, 2020, 08:48:30 PM »

Is it possible to get Diktat, Perseus, and Tritakeon in an alliance with the player? I want to counter the Hegemony once and for all.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2863 on: February 12, 2020, 04:29:40 AM »

The raid blueprint drop thing is currently hardcoded, although I may add a config setting for it later. Sorry!

but there is one that is definitely a Nexerelin thing and that's vengeance fleets and how they also magically appear at fixed ranges.  While the game says they are launching from a specific location, I looked into the mod's code and it doesn't look like that's what actually happens.  Instead when you exit into hyperspace it just teleports them to a fixed distance near you (again) and they automatically zero in you (again) regardless of sensor strength or fleet signature (again) with no searching required (again).
Vengeance fleets don't insta-appear, they spawn at a planet and have to fly to where you are (and can be killed on the way without you ever encountering them). They do have the ability to always follow an out-of-sight player, although they lose it when they get close and have to complete the search manually.

Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.
Hmm, would require some work to do it well, perhaps in the future.
(The idea I have is to add a button to the pirate/Pather base intel screen, bringing up the fleet request dialog with appropriate settings already set. That requires doing stuff to replace the game's pirate/Pather base code)

Is it possible to get Diktat, Perseus, and Tritakeon in an alliance with the player? I want to counter the Hegemony once and for all.
Make them like you and each other (agents help) and you can. (Don't use TT as the founding partner, since this can cause alignment incompatibilities)

Although I find that player doesn't really need help to kick the Hegemony around (or almost anyone else).
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2864 on: February 12, 2020, 11:11:26 AM »

The raid blueprint drop thing is currently hardcoded, although I may add a config setting for it later. Sorry!

It's alright, thanks! :)
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