Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 224 225 [226] 227 228 229

Author Topic: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)  (Read 1409617 times)

Histidine

  • Admiral
  • *****
  • Posts: 2846
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3375 on: November 27, 2020, 07:16:26 AM »

@Histidine
Is there a way to cancel a glitched saturation bombardment event? Despite having a working battlestation and having killed every fleet in sight my colony still gets bombed the moment I leave the system.
If you actually killed every fleet in the system (or even 70% of them) the event should end on its own. If you haven't already, try disabling sensors in devmode (Ctrl+Z) and see if any fleets are hidden somewhere.

There isn't a direct command to directly terminate most events, sorry!

so is there a way to turn off remnant invasions? i have a pretty dang new colony and getting attacked by 6 of the biggest fleets ive ever seen right off the bat of the game when they have only ever attacked one other faction the whole game is pretty broken.   i mean ive done 9 battles in a row trying to save my station now and i can get them all the way to the end...but every single time no matter how well i do the last battleship of the match sprints across the entire field in one move to do a hail mary at longest range of the biggest missile barrage ive ever seen and no matter what my armor or shield he one shots me. in a paragon. other tank went down just fine, but no no after half an hour of straight battling over and over again ive had to take it up the backside by a cheating remnant battleship thats already killed my station and half my fleet too.  9 times in a row the exact same conclusion.

how do i turn this off? because this is straight cheese in a can and it took me forever to get my system going and fought all kinds of battles already just to be brushed aside by a super fleet thats come out of nowhere to attack me when ive barely touched them all game so far.
Well, if it's actually a new colony I'm highly sure it won't attract six invasion fleets at once. And a ship that "sprints across the entire field in one move" and oneshots a Paragon sounds like a broken mod ship.

Anyway there's a setting "enableInvasions" in Nexerelin/exerelin_config.json that you can use to turn invasions off completely, but this won't stop already ongoing events. For those, use the kill command in the Console Commands mod and click on the invasion fleets to make them go away.
Logged

dark lio

  • Ensign
  • *
  • Posts: 1
    • View Profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3376 on: November 28, 2020, 05:46:43 AM »

I apologize if this has been asked/covered before, but 225 pages is a lot to read through and my searches did not pull up a conclusive answer.

is it possible to have more than 48 populated systems and 80 planets / stations when creating a new game. I play with the Adjusted sector mod and about twenty factions and I find the space not populated enough for my taste.

Logged

Warlord-616x

  • Lieutenant
  • **
  • Posts: 71
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3377 on: November 28, 2020, 03:36:36 PM »

been doing some trading recently and noticing that by the time i get to my destination half a dozen products are not only not profitable but in the negatives.  is this due to an increasing galaxy size and too many background npc traders?   whats the best way to predict market values in such a state of flux?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2846
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3378 on: November 28, 2020, 06:13:31 PM »

is it possible to have more than 48 populated systems and 80 planets / stations when creating a new game. I play with the Adjusted sector mod and about twenty factions and I find the space not populated enough for my taste.
Unfortunately the sliders are hardcoded at present. Next version I'll add config options for those, and maybe make the default max higher.

been doing some trading recently and noticing that by the time i get to my destination half a dozen products are not only not profitable but in the negatives.  is this due to an increasing galaxy size and too many background npc traders?   whats the best way to predict market values in such a state of flux?
There isn't a real way to determine how long a shortage will last :(

A common cause of shortages/surpluses is the spaceport getting disrupted, in which case if you know the event that caused it (invasion, agent sabotage, etc.) you can at least guess it will take effect for so many months (for agent sabotage it tells you the exact disruption time). But I don't know of any way to determine how long a shortage from trade disruption (due to trade fleets being killed) will last.

Although high-level pirate activity can also cause shortages and surpluses due to reduced accessibility, and that's semi-permanent.
Logged

Twilight Sentinel

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3379 on: December 01, 2020, 11:38:23 AM »

Are pirates suppose to go after fresh colonies that have nothing on them?  I just setup a colony and pirate activity triggered on it before the spaceport was even finished.  It did turn out that the pirate base was right next door, so them raiding the supply convoys can make a little sense due to convenience.  However they're now launching a raid against the colony and the tech-mining still hasn't been finished yet.  What are they trying to steal?  There's nothing on the planet yet!
Logged

brekmehrkus

  • Ensign
  • *
  • Posts: 7
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3380 on: December 01, 2020, 11:50:39 AM »

What does autonomy exactly do? Do the autonomous colonies with bases still provide fleet points? Can they send fleets themselves like all other factions do?
Mostly they do what it says when you click the autonomy option (reproduced below for convenience):
Quote
An autonomous market will only generate 20% of its usual profit or loss, and will not count towards the player's colony or admin limits. Heavy industry here will not contribute to the player's personal production capacity, although the faction will still benefit from its ship quality bonuses. Tech-mining will not produce items.
Revoking autonomy later will cause 2 points of recent unrest.

For fleet requests by the player, autonomous colonies provide full FP capacity but only 25% of the point accumulation.
Autonomous colonies spawn patrol fleets as usual, but player faction does not normally generate its own invasions/raids or other event fleets, autonomous colony or not. Unless the relevant config settings are changed, in which case IIRC there are no differences involving autonomy.

Can that be changed? I always viewed Player character as this kind of warlord who established a new nation, very influential due to having a fief of a few planets and whose words and advices are heeded but not the part of its bureaucracy like that Sindrian dictator, sitting on a throne and micromanaging everything. PC is basically like Garibaldi (the guy who was a face of reunification of Italy), who once deemed his part in revolution over went back to his farm while Player once no threats are facing his colonies goes back to exploration and trade.
The events which affect diplomatic relationships already kind of subscribe to it, with PC faction's government doing things outside of player's purview.

Ideally autonomies would split some fleet point into a separate pool and allow them to do everything other factions already do - wage war, send disruption fleets, colonize. And if the hundred autonomous colonies accidentally conquer Chicomoztoc severely cutting into export earnings, well, thats your own fault for granting them autonomy. Maybe giving some options to limit their autonomy would prevent that, but imho that wouldnt be a real autonomy.
Logged

hollow

  • Ensign
  • *
  • Posts: 39
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3381 on: December 03, 2020, 01:03:30 PM »

hello

I was just wondering if there is a way to disable ai faction invasions from the settings
it gets very hectic when you have lots of faction mods on
Logged

Chairman Suryasari

  • Commander
  • ***
  • Posts: 224
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3382 on: December 03, 2020, 01:15:34 PM »

Check exerelin_config.json in Nexerelin folder.
Logged
"Do what the entire universe does, submit to the laws of nature."

Chairman Suryasari

  • Commander
  • ***
  • Posts: 224
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3383 on: December 03, 2020, 01:21:34 PM »

But it getting really un-fun really fast, try join faction that have perk of getting less raid and invasion like pirate and tri-tachyoon, you can check other faction info on your PDA (or tri-pad if you will), it's include modded faction that support Nexerelin.
Logged
"Do what the entire universe does, submit to the laws of nature."

Histidine

  • Admiral
  • *****
  • Posts: 2846
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3384 on: December 03, 2020, 05:15:15 PM »

Ideally autonomies would split some fleet point into a separate pool and allow them to do everything other factions already do - wage war, send disruption fleets, colonize.
Hmm, that's an idea. I'll experiment with this when I get back to working on Nex; hopefully not making it too good for player (free invasions and new colonies) won't require too much messing with the values involved.

(My mental concept of autonomous colonies was more like what autonomous regions are like on present-day Earth; different autonomous colonies of a single country don't have any particular reason to cooperate with each other as a unified entity any more than they do with the central government, and invading someone is more foreign policy than they're usually allowed to have)
Logged

Modo44

  • Commander
  • ***
  • Posts: 120
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3385 on: December 03, 2020, 11:30:49 PM »

Are pirates suppose to go after fresh colonies that have nothing on them?
That is a feature of vanilla. Pirate raids can start almost immediately if build close to existing pirate bases. This is why it is recommended to save up for some defensive structures before establishing a colony.
Logged

Chairman Suryasari

  • Commander
  • ***
  • Posts: 224
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3386 on: December 04, 2020, 03:04:05 AM »

Pirate is more of a doer than a thinker.
Logged
"Do what the entire universe does, submit to the laws of nature."

Twilight Sentinel

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3387 on: December 04, 2020, 07:59:27 PM »

I'd have said that a better way to handle your own faction's invasions and expeditions would be through the command interface.  This would be where you'd make war declarations, then choose which planets/stations you want to invade/raid.  Your faction then sends what it can based on its overall military capability (military bases?).  However since adding this directly to the commands tab through a mod probably isn't possible, a special action could be used to bring up the menu instead.  An automate button could be added for players who don't want to manage their faction's wars.
Logged

TerranEmpire

  • Ensign
  • *
  • Posts: 32
    • View Profile
    • Email
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3388 on: December 05, 2020, 08:26:24 PM »

Ideally autonomies would split some fleet point into a separate pool and allow them to do everything other factions already do - wage war, send disruption fleets, colonize.
Hmm, that's an idea. I'll experiment with this when I get back to working on Nex; hopefully not making it too good for player (free invasions and new colonies) won't require too much messing with the values involved.

(My mental concept of autonomous colonies was more like what autonomous regions are like on present-day Earth; different autonomous colonies of a single country don't have any particular reason to cooperate with each other as a unified entity any more than they do with the central government, and invading someone is more foreign policy than they're usually allowed to have)

Hi!

I'm glad to hear that. When I talked about vassalisation, I imagined something like this. So basically if you choose so, you create a vassal and afterward when they cn act like any other NPC, except they can be controlled to a degree by you. Basically, that's a choice: you choose not to care that much about them, so they generate less revenue, but at the same time they can defend themselves, create defense fleets, invasion fleets, etc.
Maybe the player could have some say in any invasion, like when you have to click a button to accept a peace offer.
Also if the vassals could improve their planets, that would be nice, too.

Great mod, keep up the good work!
Logged

Dreamslayer

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)
« Reply #3389 on: December 07, 2020, 01:57:16 PM »

I just wanted to firstly, say great mod!

Secondly I was wondering if there's a list somewhere of what mods that add more High value Bounties or more to the IBB bounties?

Thanks
Logged
Pages: 1 ... 224 225 [226] 227 228 229