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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 1129946 times)

TaylorItaly

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2910 on: February 20, 2020, 02:21:16 PM »

Hello !

I downloaded that file for more Admins , really nice ! 8)

But now i don`t have this "Special " Fleets spawning , these Fleets of the Beta ,which were created when an invasion from another
empire was announced.
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StarScum

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2911 on: February 20, 2020, 04:21:36 PM »

Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.
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DarkOmegaMK2

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2912 on: February 20, 2020, 05:12:45 PM »

Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.

Invasions seem to scale in proportion to the defenses of their target, regardless of how poor they are.
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Cyber Von Cyberus

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2913 on: February 20, 2020, 11:29:41 PM »

Hello, is there a way to increase the number of raids you can do on a planet while still getting blueprints or at least disable that limit ? I'm a bit tired of getting a only a single trash blueprint from raiding Raesvelg and having to wait to be able to raid again, especially since it seems that you can't savescum the results.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2914 on: February 21, 2020, 04:03:04 AM »

Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.
There's a cap to invasion size based on the faction's ship hull/marine/supplies/fuel production, precisely to avoid this sort of issue with weak factions sending huge invasions. But the cap may be scaling too fast, and is disabled completely in brawl mode.
If it's not brawl mode, I can take a look at the save if you feel like it.

Hello, is there a way to increase the number of raids you can do on a planet while still getting blueprints or at least disable that limit ? I'm a bit tired of getting a only a single trash blueprint from raiding Raesvelg and having to wait to be able to raid again, especially since it seems that you can't savescum the results.
You can change the cooldown in settings.json -> nex_raidBPCooldown
In the 0.9.6 beta there are also settings to control how many blueprints you get per raid.
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crash7ds

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2915 on: February 21, 2020, 06:57:21 AM »

What file dictates starting ships? More specifically, what if I wish to change what ship I start with in place of the Pathfinder for instance in case I want something that isn't a cap that other starts do not include?
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TaylorItaly

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2916 on: February 21, 2020, 07:06:50 AM »

In my game i have lots of rebellion ongoing in the Core Worlds, never had this before.
And i say it again , when Faction A announce to invade a Planet from Faction B , normally Faction B would get some sort
of Special Fleet , but not now.
Also there were 2 or more special events , where colonies were completly wiped out , i don`t know why.

With my playtime in other games i allready had found some officers in pods , this time i found two administrators ,
could the increase of that admins level have something to do with that ?
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TimeDiver

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2917 on: February 21, 2020, 11:00:05 AM »

What file dictates starting ships? More specifically, what if I wish to change what ship I start with in place of the Pathfinder for instance in case I want something that isn't a cap that other starts do not include?
\mods\Nexerelin\data\config\exerelinFactionConfig\player.json

I strongly recommend making a backup of the original, in case you mess something up.

Take note that what's listed in that file are variant file names (but w/o the .variant extension, of course).
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crash7ds

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2918 on: February 21, 2020, 11:24:13 AM »

Thanks.

Though something seems off with that file: some of it's data is not consistent with the starting ship options in game and is even missing a few of them. Explorer (Large) is missing options 2 and 3 and has an Alastor as one of the solo frigate starts, yet in game they are the Centurion or Groundhog for instance.
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th3boodlebot

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2919 on: February 21, 2020, 11:54:58 AM »

can you help with this?

158931 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManagerV2  - Trying mining fleet for market Yeg
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - timer expired, spawning siege fleet
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - picked Isin to spawn siege fleet
161066 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
   at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
   at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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AllanV

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2920 on: February 21, 2020, 12:18:43 PM »

Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.

Indeed, I did a head count on one such fleet, ran it through a calculator and my agents' intel reports and concluded that the cost of that one fleet was greater than five years GDP of that entire nation.  Yet the game spawns fleets like these every two minutes.

In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income.  If you want to get more detailed then factor in things like the availability of ship hulls commodities.  This would make selective targeting of a nations' infrastructure a valid strategy, instead of what we have now - namely, grinding our way through infinite waves of magic fleet spawns.
Exactly this. Agreed with every word. I need to experiment - create invasion fleet and see what it cost to move it from system to system with occasional fights.

@Hisitdine
Is it possible to edit outpost settings? I want remove supplies and fuel generation.
Also did invasion points generation depends on ships types or it is generic? Its 24000 for Hegemony fleet with 30 battleships and 24000 for TT with 30 wolves?
Thanks.

Is this being considered? If it is, can we also have an option to sell ships to an up and coming invasion fleet? You know like the trade missions where we deliver supplies and goods but this time we deliver slightly-used/pre-loved (read: structurally damaged) Onslaughts at premium prices for more war profiteering enjoyment?
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connortron7

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2921 on: February 21, 2020, 09:56:53 PM »

can you help with this?

158931 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager  - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO  exerelin.campaign.fleets.MiningFleetManagerV2  - Trying mining fleet for market Yeg
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - timer expired, spawning siege fleet
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO  data.scripts.campaign.siege.LegioSiegeManager  - picked Isin to spawn siege fleet
161066 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
   at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
   at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Maybe ask that in Tahlans thread, not a mods that isnt mentioned anywhere in that log.

Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2922 on: February 21, 2020, 10:06:12 PM »

In my game i have lots of rebellion ongoing in the Core Worlds, never had this before.
Rebellions are new in 0.9.6, yeah. They always happen after a successful invasion (unless it's a faction retaking a planet that originally belonged to it), and can also happen over time when stability stays low enough for a while.

Quote
And i say it again , when Faction A announce to invade a Planet from Faction B , normally Faction B would get some sort
of Special Fleet , but not now.
Not sure what you mean by "special fleet".
Defense fleets in response to invasions will silently* spawn if brawl mode is enabled in config.
The new special task groups may also appear during an invasion or raid, although whether they'll show up depends on several factors (they need to exist in the first place, then the target needs to be more important than anything else they might be doing right now, then they need to get there in time...)

*there's a bug in the zipped version that makes them non-silent, but the hotfix .jar fixes this

Quote
Also there were 2 or more special events , where colonies were completly wiped out , i don`t know why.
Colonies can decivilize (vanilla feature) if they're at zero stability for long enough, that may have been what happened.
Also if a faction decides to saturation bomb a colony and it's size 4 or smaller, it'll be instantly destroyed.

Is this being considered? If it is, can we also have an option to sell ships to an up and coming invasion fleet? You know like the trade missions where we deliver supplies and goods but this time we deliver slightly-used/pre-loved (read: structurally damaged) Onslaughts at premium prices for more war profiteering enjoyment?
- Invasion spawn frequency and (to an extent) maximum fleet size already depend on the faction's industrial production, as noted in a couple of the recent previous posts.
- Ship procurement missions sound neat :) I'll look at them some time down the road.
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FrackaMir

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2923 on: February 22, 2020, 07:00:59 AM »

Dunno about the zip version bug but when applying the Hotfix jar to the beta branch, the save game seems to stop loading as it says its incompatible or outdated mods, yet without it the save does work fine with the mod updated

I'm practically using all mods and Nex mostly affects faction mods and nothing else besides Vayra yes?

Granted a new save start would be fine but I did found a good Nebula system to colonize, and got lucky for once in having several Terran worlds close to each other, excluding the one at the very fringe of the galaxy

Is the jar file supposed to fix it or is the fix already included and up to date and Im just using an outdated one?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2924 on: February 22, 2020, 07:40:49 AM »

Dunno about the zip version bug but when applying the Hotfix jar to the beta branch, the save game seems to stop loading as it says its incompatible or outdated mods, yet without it the save does work fine with the mod updated

[...]

Is the jar file supposed to fix it or is the fix already included and up to date and Im just using an outdated one?
The .jar gets installed over the beta zip, yeah.
Make sure you've edited the settings.json file as described in this post
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