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Author Topic: [0.9.1a] Nexerelin v0.9.6c "Earth and Sky" (update 2020-03-28)  (Read 1128779 times)

McMuster

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2895 on: February 19, 2020, 12:58:47 PM »

While i'm here, i may as well throw a suggestion, this is something that i'm sure has been requested before or at least i'm sure you have considered: The ability for the player faction to throw raids, just like how the AI does.

Here's what i was considering for it in case it serves for anything:
Spoiler
Raiding parties would be assembled via the "request fleet" menu, instead of targeting a planet, you target a system instead so the list of targets will only reflects inhabitated system names.

There would be three sliders for raid assembling:
-Fleet Size
-Duration of Raid
-Debuff Impact

Naturally, longer raids take more cash, this is assuming the raiding forces don't get defeated during their process. Debuff Impact would have three choices:
1.- -1 stability, -10% access
2.- -2 stability, -30% access
3.- -3 stability, -50% access

And each higher tier of debuff would increase the cost very significantly.

Once the fleet arrives to the system, it'll apply it's debuff to any hostile colonies and will essentially roam around hunting and killing until it's time is up or it's completely destroyed.
[close]
Hmm. The thing is, there isn't a clear benefit for the player to launch a raid against a system, unless I added a feature that the raiders can bring back commodities they loot (which still isn't a very exciting bonus unless you can swipe something high-value like a nanoforge).
Raids cause the player trouble by cutting their colonies' accessibility and stability, thus reducing income. But NPC factions don't use credits, and the increased player income from reducing a competitor's market share is... well, I don't even have an intuitive feel for how much -30% access to a particular system would benefit the player in any particular scenario. But also I don't expect it to exceed the cost of the raid fleet itself.

So I expect the main use case would be to get a large number of friendly ships to assist player invasions, both by fighting local defenses and reducing the target's ground defense strength through lower stability.


one of the main uses for disruption raiding is the creation of trade opportunities. You blow up the spaceport which tanks their accessibility and causes massive shortages and surpluses. You then sell them food, supplies, fuel, guns and drugs to them. This debuff would have a similar effect.

It also can lower a planets defenses as undersupplied military bases and batteries produce smaller fleets and less ground defenses, while stations lose Combat Readiness. Sieging/blockading a system by killing convoys prior to invading is actually a pretty strong tactic when youre trying to crack well defended worlds. This would be another way to soften things up, basically U-boat tactics.

You could also model the raiders giving you a cut of the loot through a credit reward based on the amount of damage they did and ships they destroyed over the duration.
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Lycaon

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2896 on: February 19, 2020, 02:53:56 PM »

Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.

(And yeah, the fleet name isn't generated till the player gets close to its current location)

Awesome. ;D Is there a new link for the fixed version?

Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?

Adjust the following settings in exerelin_config.json in the Nexerelin mod folder;

invasionFleetSizeMult: 1 to 0.3
pointsRequiredForInvasionFleet: 24000 to 75000

specialForcesSizeMult: 1 to 0.3

And the following in diplomacyConfig.json (A few folders in);

eventFrequency: 20 to 45.

This makes faction relationships change gradually, and invasions take longer to set up. When invasions do happen the invaders and defenders are generally evenly matched unless one side can bring its special forces to bear, so territorial changes happen much more slowly (As in more of a vanilla pace, without the boring static feel). In my current playthrough the Hegemony managed to place an ambush for the Persean League's special task force when it was invading Eventide, thus completely destroying it giving them the opening to counter-invade and take over Mairaath. Soon afterwards before the Hegemony could consolidate Mairaath started rebelling. While the Hegemony was busy sending suppression fleets I was busy selling boatloads of marines and heavy weaponry on the black market (presumably going to the rebels) so the rebels eventually won and Mairaath went right back to the Persean League. Unfortunately because of this and a few other things the Hegemony really doesn't like me right now and I'm expecting expeditions on my colony doorstep any day now.
« Last Edit: February 19, 2020, 06:34:39 PM by Lycaon »
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2897 on: February 19, 2020, 03:21:39 PM »

invasionFleetSizeMult: 1 to 0.3
pointsRequiredForInvasionFleet: 24000 to 75000

specialForcesSizeMult: 1 to 0.3

And the following in diplomacyConfig.json (A few folders in);

eventFrequency: 20 to 45.

This makes faction relationships change gradually, and invasions take longer to set up. When invasions do happen the invaders and defenders are generally evenly matched unless one side can bring its special forces to bear, so territorial changes happen much more slowly (As in more of a vanilla pace, without the boring static feel). In my current playthrough the Hegemony managed to place an ambush for the Persean League's special task force when it was invading Eventide, thus completely destroying it giving them the opening to counter-invade and take over Mairaath. Soon afterwards before the Hegemony could consolidate Mairaath started rebelling. While the Hegemony was busy sending suppression fleets I was busy selling boatloads of marines and heavy weaponry on the black market (presumably going to the rebels) so the rebels eventually won and Mairaath went right back to the Persean League. Unfortunately because of this and a few other things the Hegemony really doesn't like me right now and I'm expecting expeditions on my colony doorstep any day now.

Have you tried this config with "Derelict Empire" start?

That game mode is generally very slow to start. (but incredibly fun late game) And i feel this might just make it even slower to set up.
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Lycaon

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2898 on: February 19, 2020, 03:33:08 PM »

Have you tried this config with "Derelict Empire" start?

That game mode is generally very slow to start. (but incredibly fun late game) And i feel this might just make it even slower to set up.

The only start I've played so far is Spacer (the one where you only start with a kite) in the default core setting.
« Last Edit: February 19, 2020, 03:59:00 PM by Lycaon »
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NephilimNexus

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2899 on: February 19, 2020, 03:52:44 PM »

Have you tried this config with "Derelict Empire" start?

I have, and it is rather interesting.  Every faction reduced to one or two planets at most and everyone constantly trying to invade "Remnants" - it becomes a complete roll of the dice to see who ends up in the lead by the time all those Remnant worlds finally get claimed, and I enjoy that a lot. 

It certainly beats the entirely predictable path of vanilla, that's for sure (i.e. Tri-Tachyon gets ganged up by everyone and dies in the first five years, then the Hegemony slowly conquers everything and the Luddics are the only survivors because they start spamming colonies across the entire map on day one).
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McMuster

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2900 on: February 19, 2020, 04:19:33 PM »

Have you tried this config with "Derelict Empire" start?

I have, and it is rather interesting.  Every faction reduced to one or two planets at most and everyone constantly trying to invade "Remnants" - it becomes a complete roll of the dice to see who ends up in the lead by the time all those Remnant worlds finally get claimed, and I enjoy that a lot. 

It certainly beats the entirely predictable path of vanilla, that's for sure (i.e. Tri-Tachyon gets ganged up by everyone and dies in the first five years, then the Hegemony slowly conquers everything and the Luddics are the only survivors because they start spamming colonies across the entire map on day one).

That's why I play with invasions turned off for a more vanilla-style static sector.
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2901 on: February 19, 2020, 05:51:30 PM »

Have you tried this config with "Derelict Empire" start?

I have, and it is rather interesting.  Every faction reduced to one or two planets at most and everyone constantly trying to invade "Remnants" - it becomes a complete roll of the dice to see who ends up in the lead by the time all those Remnant worlds finally get claimed, and I enjoy that a lot. 

It certainly beats the entirely predictable path of vanilla, that's for sure (i.e. Tri-Tachyon gets ganged up by everyone and dies in the first five years, then the Hegemony slowly conquers everything and the Luddics are the only survivors because they start spamming colonies across the entire map on day one).

Yeah for similar reasons i started doing Derelict Empire also, it is the most interesting of the starting options for me because it is more unpredictable on both what the factions will do and how the core worlds will be assembled.
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crash7ds

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2902 on: February 19, 2020, 06:09:11 PM »

So will factions ever make pushes into non-core worlds? Are Dusahk and Penelope fair game? What about all those systems in the deep periphery where all the high-threat Remnant killer fleets hang out?
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2903 on: February 19, 2020, 09:02:02 PM »

This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:

Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.
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Lycaon

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2904 on: February 19, 2020, 09:52:35 PM »

This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:

Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.

Every time I've seen a rebellion it's right after a foreign faction invades and conquers the planet. So that probably has to happen first I think.
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2905 on: February 19, 2020, 09:58:55 PM »

This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:

Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.

Every time I've seen a rebellion it's right after a foreign faction invades and conquers the planet. So that probably has to happen first I think.

But when a rebellion starts, it is already aligned with a determined faction, isn't it?
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StarScum

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2906 on: February 19, 2020, 11:49:02 PM »

Is it possible to disable invasions or, even better, restrict them to planets smaller than size 5?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2907 on: February 20, 2020, 04:15:58 AM »

Is it possible to disable invasions or, even better, restrict them to planets smaller than size 5?
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?
exerelin_config.json -> set enableInvasions to false
Note that rebellions, decivilizations and such will still occur.

Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.
Yeah, there's no method for the player to deliberately incite a rebellion yet. I'll probably (re-)implement the 'incite rebellion' action for agents at some point, though not necessarily in the release version of 0.9.6.

-- Edit: I managed to find a section of code in Nexerelin\jars\src.zip\sources\ExerelinCore\exerelin\campaign\ColonyManager.java that might affect what I wish to change. Would there be any negative effects to changing line 91 in this file to have more bonus levels on a smoother curve?


You can edit the file, but you'd then have to recompile the mod code, which I don't recommend because it's kind of a pain.
Though I can put the values in the config... there. Put this file in Nexerelin/jars, and add this line to Nexerelin/data/config/settings.json (will crash without it):
Code: json
	"nex_bonusAdminLevels":[0, 10, 25, 50, 80, 120, 200, 300],
(you can change the values or insert new ones as you please)

Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.

(And yeah, the fleet name isn't generated till the player gets close to its current location)

Awesome. ;D Is there a new link for the fixed version?
Yep, use the link above
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Coconutsales

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2908 on: February 20, 2020, 07:08:56 AM »

You can edit the file, but you'd then have to recompile the mod code, which I don't recommend because it's kind of a pain.
Though I can put the values in the config... there. Put this file in Nexerelin/jars, and add this line to Nexerelin/data/config/settings.json (will crash without it):
Code: json
	"nex_bonusAdminLevels":[0, 10, 25, 50, 80, 120, 200, 300],
(you can change the values or insert new ones as you please)

Fantastic! Thank you, now I can aspire to be the space capitalist I always wanted to be haha
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Lycaon

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2909 on: February 20, 2020, 09:59:53 AM »

Yep, use the link above

Edit: Found it!
« Last Edit: February 20, 2020, 03:14:53 PM by Lycaon »
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