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Author Topic: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)  (Read 1357099 times)

Volfgarix

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3330 on: October 18, 2020, 06:00:27 AM »

* Add independent "vulture scavengers" which sometimes compete with player for battle salvage

AWESOME.
Haven't seen them in my current playthrough yet, maybe because of my fleet size, but with fresh save I have meet them, quite scary.
Is the speed of their appearance depending on value of the debris and derelicts? It took a while before they showed up when I was loitering around Hege-Tri-Ludd conflict in one of the systems at the start of the game. Admittedly, there wasn't much stuff but still I could snatch a few frigates before they showed up.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3331 on: October 18, 2020, 08:04:20 AM »

You can already give the planet to your commissioning faction after creating a colony (talk to the admin that spawns on comm board after undocking and redocking), then buy the governorship for 1 credit.

Does the AU upgrade commissioned planets?

Tmi gave a planet to the Tri tachyon and even after about 100 cycles it still didn't uograd the battlestation
NPCs will build new industries (and upgrade existing defenses at times) when received/taken from someone else, or on growing in size, yeah.
(They won't build stuff like heavy batteries or star fortresses unless the market is big enough)

Is the speed of their appearance depending on value of the debris and derelicts? It took a while before they showed up when I was loitering around Hege-Tri-Ludd conflict in one of the systems at the start of the game. Admittedly, there wasn't much stuff but still I could snatch a few frigates before they showed up.
They spawn at certain intervals (not sure exactly how often), with a limit on the maximum number of fleets based on amount of salvage floating around the system and the number of ongoing raids/invasions in the system.

There's currently a bit of a tension between not letting the player have free loot from other people's battles, and not trying to steal things dropped from player battles, but I hope it's in a decent place right now.

(Glad you like them!)
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Albreo

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3332 on: October 18, 2020, 11:39:08 PM »

This is getting better and better. Thanks a bunch.

They are now properly protecting their planet agaisnt raid, invasion and such which is good to see. The scavenger is a nice addition although they didn't pose much of a threat to my road to capital. I did see a raid of 9 fleets retreating with out action which is a bit strange.

But still, I think the amount of invasion per month right now is too excessive. Planets change hands too quick and break the immersion. Before the player even has enough strength to take on some of the faction, the entire sector is already a wreck with each system having a rainbow color in case of abundance faction mods. Some of these lone planets in mess up system don't even have patrol and easy for the taking as the one that has is owned by other faction and doesn't contribute to protection at all.


I suggest a priority system for invasion target with factions prioritise in retaking lost original planet in their home system first even if they are not hostile at the moment then aiming for other planets (including independent/depends on trait) in their claimed system or system that they has at least 1 planet so that they will have a strengthened base of operation. This will prevent a cripling moment, in case, the first planet to fall is the only one that has high command and they suddenly turn friendly with each other. The rest will have zero protection agaisnt raid and everything without permanent roaming fleets. There will be a single home system for every faction that also has highest aggressiveness in retaking, all other claimed system are interchangable between faction. They should also start claiming closest hostile faction systems one at a time for they will have a very clear goal to strike with said system turning into a full battlefield with one side trying to claim multiple planets and one side trying to retake and not pick a random planet litter all over the sector to capture (sounds like Stellaris). If the war weariness reach a certain thresshold, one faction will likely to lose the claimed system with reduce retaking and invasion capability.

Some of a very detached faction trait should also has very agressive retaking fleet to ensure their longivity. With this, in hope that, the full picture of the sector will more likely to be preserved, no faction wiped out too soon before player act and faction planets will be more likely to concentrate as to prevent lone planet easy capture.

They should also prioritise colonise a planet in their claimed system if it has 150% harzard and lower. A decivilizing planet should sometimes turns independent instead.
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AcaMetis

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3333 on: October 21, 2020, 03:02:20 AM »

Few questions:
  • Is it possible to make factions prioritize colonizing planets that are close to them instead of, as the Hegemony did in my game, travelling dozens of lightyears to colonize places when there's better planets available inside one of their controlled core systems? It's really frustrating to see the NPC factions colonize places that I might be interested in instead of the places that would be better for them and that I wouldn't colonize anyway.
  • Could the Tri-Tachyon be given some kind of buff in the standard core worlds start? In my last game the Persean League took their only heavy industry world very early, which completely crippled them, and it was only through me capturing and gifting multiple low defence pirate worlds (including Kaptain Starworks and it's heavy industry) that they managed to survive until the end of that game.
  • Is it intended that NPC faction-backed rebellions fail every single time? Across an entire playthrough I've never seen a single rebellion succeed unless I actively aided it, which seems like a waste of the mechanic? Not sure how you'd go about changing it, though.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3334 on: October 21, 2020, 07:56:37 PM »

I suggest a priority system for invasion target with factions prioritise in retaking lost original planet in their home system first even if they are not hostile at the moment then aiming for other planets (including independent/depends on trait) in their claimed system or system that they has at least 1 planet so that they will have a strengthened base of operation. This will prevent a cripling moment, in case, the first planet to fall is the only one that has high command and they suddenly turn friendly with each other. The rest will have zero protection agaisnt raid and everything without permanent roaming fleets. There will be a single home system for every faction that also has highest aggressiveness in retaking, all other claimed system are interchangable between faction. They should also start claiming closest hostile faction systems one at a time for they will have a very clear goal to strike with said system turning into a full battlefield with one side trying to claim multiple planets and one side trying to retake and not pick a random planet litter all over the sector to capture (sounds like Stellaris). If the war weariness reach a certain thresshold, one faction will likely to lose the claimed system with reduce retaking and invasion capability.

Some of a very detached faction trait should also has very agressive retaking fleet to ensure their longivity. With this, in hope that, the full picture of the sector will more likely to be preserved, no faction wiped out too soon before player act and faction planets will be more likely to concentrate as to prevent lone planet easy capture.

They should also prioritise colonise a planet in their claimed system if it has 150% harzard and lower. A decivilizing planet should sometimes turns independent instead.

Is it possible to make factions prioritize colonizing planets that are close to them instead of, as the Hegemony did in my game, travelling dozens of lightyears to colonize places when there's better planets available inside one of their controlled core systems? It's really frustrating to see the NPC factions colonize places that I might be interested in instead of the places that would be better for them and that I wouldn't colonize anyway.
Yeah, I think I'll make factions prioritize conquering whole systems before trying to get a presence in new ones (though I probably won't make this a strict rule, might make invasion targets too predictable) and make factions strongly prefer in-system colonies.

I'll also extend the grace period during which no invasion points can accumulate. Right now it's 15 days, which I expect it's functionally irrelevant.

I won't give factions free fleets to retake lost markets (if that's the proposal) though, there's enough issues in the game with fleets out of thin air as it is.
(as for decivilization, I can't readily modify that part of the code at present, but if I ever do I might do some stuff with it)

Could the Tri-Tachyon be given some kind of buff in the standard core worlds start? In my last game the Persean League took their only heavy industry world very early, which completely crippled them, and it was only through me capturing and gifting multiple low defence pirate worlds (including Kaptain Starworks and it's heavy industry) that they managed to survive until the end of that game.
Hmm they already get some fairly significant buffs (both the Culann and Eochu Bres stations get alpha cores) and I'm wary of piling on further buffs on top of that to turn Hybrasil into some ultra-fortified system. Well, I'm giving the military base on Culann an alpha core too, that'll help.

Is it intended that NPC faction-backed rebellions fail every single time? Across an entire playthrough I've never seen a single rebellion succeed unless I actively aided it, which seems like a waste of the mechanic? Not sure how you'd go about changing it, though.
Well rebellions aren't generally expected to succeed without outside help.
If the faction aiding the rebellion could smuggle in such help (like the government faction can call in suppression fleets), that would help them and also add another point of possible player interaction. I'll see about implementing that.
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Albreo

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3335 on: October 22, 2020, 05:04:22 AM »

Quote
I won't give factions free fleets to retake lost markets (if that's the proposal) though, there's enough issues in the game with fleets out of thin air as it is.
(as for decivilization, I can't readily modify that part of the code at present, but if I ever do I might do some stuff with it)

No, of course not free recapture fleets out of thin air but their would be invasion fleets. Instead of targeting a new unrelated planet that it can't even defend, it should aim for their lost planet in the home system. For example, I have multiple instances of Sindrian and Tri-tac lost their important planet like Sindria and Culann in the first hour of the play. They were pretty much done for with the loss of said planets which can be easily fixed with just recapture it but of course they don't and went on to capture some random Persean or Hegemony planets which got trashed nonstop because it doesn't have any patrol or even an orbital station.

And the issue of predictable invasion, I don't see the point of worry about that since I would be doing the same in their shoe but any invasion apart from recapture home planets should still be allowed. Only that, it prefers more on target inside an existing system with their colony.

Quote
Hmm they already get some fairly significant buffs (both the Culann and Eochu Bres stations get alpha cores) and I'm wary of piling on further buffs on top of that to turn Hybrasil into some ultra-fortified system. Well, I'm giving the military base on Culann an alpha core too, that'll help.

Adding alpha cores to those stations only makes it harder for the player to capture. What I usually saw was that it never pose any resistance to multiple invasion fleets ganging it since they will always spawn enough fleets to bring it down.
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Canaris

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3336 on: October 22, 2020, 02:18:28 PM »

Any ideas what may cause this bug?

Code
85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
My game refuses to even start..
Modlist in the attachment
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Alphascrub

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3337 on: October 22, 2020, 05:26:03 PM »

Any ideas what may cause this bug?

Code
85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)
My game refuses to even start..
Modlist in the attachment

From what I can see one or more of the mods on your list require Graphics Lib which you don't have according to your list. Here's a link.
http://fractalsoftworks.com/forum/index.php?topic=10982.0
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Canaris

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3338 on: October 22, 2020, 10:02:17 PM »

Quote
Code
[quote author=Alphascrub link=topic=9175.msg300798#msg300798 date=1603412763]
[quote author=Canaris link=topic=9175.msg300783#msg300783 date=1603401508]
Any ideas what may cause this bug?

My game refuses to even start..
Modlist in the attachment


From what I can see one or more of the mods on your list require Graphics Lib which you don't have according to your list. Here's a link.
http://fractalsoftworks.com/forum/index.php?topic=10982.0

How the *** did i missed that one, i thought i got them all... The perils of mass modding i guess..

Thanks brah.
« Last Edit: October 22, 2020, 11:07:45 PM by Canaris »
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Cyber Von Cyberus

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3339 on: October 26, 2020, 10:55:41 AM »

Hey, I wanted to know how the "Special task group" fleets that randomly spawn work. (I hope it's this mod which adds them and I'm not being off topic) I once had an invasion headed to one of my colonies, but it was a weak fleet so I let my defenders do the work, however it suddenly succeeded and I noticed that one of those large special task group fleets came into my system to destroy my star fortress. So how do they work ? Do they wander around the world and then either escort one of their faction's fleets during an invasion or was I really really unlucky and they happened to randomly come to my system ?
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shoi

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3340 on: October 26, 2020, 03:49:57 PM »

Hey, I wanted to know how the "Special task group" fleets that randomly spawn work. (I hope it's this mod which adds them and I'm not being off topic) I once had an invasion headed to one of my colonies, but it was a weak fleet so I let my defenders do the work, however it suddenly succeeded and I noticed that one of those large special task group fleets came into my system to destroy my star fortress. So how do they work ? Do they wander around the world and then either escort one of their faction's fleets during an invasion or was I really really unlucky and they happened to randomly come to my system ?

They basically go around helping other fleets with raids/invasions and with the system defense of their faction or allies. Histi can probably correct me if I missed something
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Cyber Von Cyberus

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3341 on: October 26, 2020, 03:51:42 PM »

I see, then I should be wary of them when I see them traveling in hyperspace. Thanks.
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Arcagnello

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3342 on: October 27, 2020, 02:55:37 AM »

I see, then I should be wary of them when I see them traveling in hyperspace. Thanks.

Also be aware of Kill Fleets. Those spawn when you've got a vengeance fleet on you and they WILL find you no matter what if they jump into a solar system with you in it.

P.S: They'll also attack you if you're near an allied battlestation, try and use that if you think it's necessary!
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Cyber Von Cyberus

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3343 on: October 27, 2020, 10:10:22 AM »

Ah yes, the revenge fleets. Of course, those are an obvious danger. Although personally I find that the bounty hunter fleets from Vayra sector are far more dangerous considering how big they are and how quickly you rack up high bounties.
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Arcagnello

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Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3344 on: October 27, 2020, 04:25:58 PM »

Ah yes, the revenge fleets. Of course, those are an obvious danger. Although personally I find that the bounty hunter fleets from Vayra sector are far more dangerous considering how big they are and how quickly you rack up high bounties.

True that. Having Three max size bounty hunters four-way you the moment you come out of a jump point has more or less become a meme to me at this point. It is a very necessary mechanic tough, and I am under the opinion something like that could even find it's way into vanilla in the future.

So many things you can do go unpunished without mods, while Nex just shoots your bounty straight up the moment you start raiding planets or raiding convoys or dealing with invasions/raids yourself. That is probably the thing I like most about this mod, besides buying governance for allied colonies and having the AI babysit them for me of course.
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