Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Painting the Stars (02/07/20)

Pages: 1 ... 27 28 [29] 30 31 ... 197

Author Topic: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)  (Read 1096879 times)

D00D

  • Ensign
  • *
  • Posts: 23
    • View Profile
    • Email
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #420 on: October 27, 2015, 11:48:48 PM »

I have a question. Where do high level independent ships spawn in the market? I'm referring to Monitors and Hyperion, I enabled prism freeport and they tend to spawn other factions high level ships. Does the player faction market spawn theses as well?

Also, there should be some sort of cap to how effective Agents are at modifying diplomatic penalties. 30 agents will pretty much make a faction the enemy of all neutral parties or bring your relationship from neutral to cooperative. I recommend capping their effects to either welcoming or suspicious at best.
« Last Edit: October 27, 2015, 11:58:39 PM by D00D »
Logged

Nayru

  • Ensign
  • *
  • Posts: 8
    • View Profile
    • Email
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #421 on: October 28, 2015, 11:42:13 AM »

Spoiler


Note: you still receive what you mined from the planet, but seemingly get no character/crew experience.
[close]

This is happening more often than not when mining, not entirely sure why.. I've added a whole bunch of mods since the last time around (that run before was totally native, this one has AI war, blackrock, citadel, crystanite, diable, exigency, fleaden flu-x, ice, imperium, junk pirates, mayorite, neutrino, ngo, berserks, patrian, pbc, p9, protonian (which I had to manually edit to stop a ***-common crash), scy, shadowyards, tiandong, valkyrians, twiglib and probably the most suspect, starsector +).

Also shown here is the mining of primary non-moon planets as mentioned before (it's really inconsistent in what you can and can't mine..).

Spoiler
I also edited the statistics for mining drones, making a wing of them effectively a max of 40 mining strength, which as it turns out is supreme overkill because starsector + cut their logistics by 1, 20 max strength/logistics is kind of crazy even for drones! That could also be the reason, but I formatted it properly. Unless I'm supposed to go by wings and not hulls, in which case I did not format it properly.

Spoiler
{
   "miningProductionMult":2,
   "cacheSizeMult":1.0,
   "baseCacheChance":0.1,
   "baseAccidentChance":0.5,
   "xpPerMiningStrength":50,
   
   "miningWeapons":{
      "miningblaster":10,
      "mininglaser":1.5,
      "tiandong_heavy_mininglaser":5,
   },
   "miningShips":{
      "shepherd":10,
      "mining_drone":8.5,
      "SCY_telchine":35,
      "brdy_gonodactylus":28,
      "mi_rastrum":6,
      "junk_pirates_the_reaper":180,
      "tiandong_chengdu":6,
      "tiandong_dingjun":6,
      "maqiubiqiu":4,
   },
   "resources":{
      "default":{
         "ore":1,
         "rare_ore":0.1,
         #"organics":0.1,
      },
      "gas_giant":{
         "volatiles":1.75,
         "organics":0.25,
      },
      "ice_giant":{
         "volatiles":1.75,
         "organics":0.25,
      },
      "desert":{
         "ore":1,
         "rare_ore":0.1,
         "organics":0.5
      },
      "frozen":{   # let it go
         "ore":0.7,
         "rare_ore":0.07,
         "volatiles":0.5,
      },
      "cyrovolcanic":{
         "ore":0.7,
         "rare_ore":0.07,
         "volatiles":0.65
      },
      "rocky_ice":{
         "ore":0.8,
         "rare_ore":0.08,
         "volatiles":0.25
      },
      "rocky_metallic":{
         "ore":1.3,
         "rare_ore":0.13,
         #"organics":0.1,
      },
      "rocky_unstable":{
         "ore":1.3,
         "rare_ore":0.13,
         #"organics":0.1,
      },
      "lava":{
         "ore":2,
         "rare_ore":0.2
      },
      "jungle":{
         "ore":0.6,
         "rare_ore":0.06,
         "organics":1,
         "food":0.3
      },
      "water":{
         "ore":0.6,
         "rare_ore":0.06,
         "organics":1,
         "food":0.3
      },
      "toxic":{
         "ore":1,
         "rare_ore":0.1,
         "organics":0.3,
         "volatiles":0.5
      },
      "radiated":{
         "ore":1,
         "rare_ore":0.1,
         "volatiles":0.4,
      },
   },
   "danger":{
      "default":0.2,
      "lava":1,
      "jungle":0.2,
      "desert":0.2,
      "water":0.2,
      "frozen":0.4,
      "rocky_ice":0.4,
      "cyrovolcanic":0.5,
      "rocky_unstable":0.75,
      "toxic":1,
      "radiated":0.8,
      "gas_giant":0.3,
      "ice_giant":0.3,
   }
}
[close]
[close]
Logged

Histidine

  • Admiral
  • *****
  • Posts: 2520
    • View Profile
    • Bitbucket profile
    • Email
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #422 on: October 28, 2015, 05:08:16 PM »

I probably should have specified this earlier, but gas giants and ice giants are the only non-moon non-asteroid mineable types in the current release version.

I'll check out the null reference exception (at a guess it breaks when it tries to generate a hidden cache), thanks. Do you have an excerpt from starsector.log?
Logged

Nayru

  • Ensign
  • *
  • Posts: 8
    • View Profile
    • Email
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #423 on: October 28, 2015, 11:02:57 PM »

Seems like it.

Spoiler
824906 [Thread-5] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.GetMiningResults: null
java.lang.NullPointerException
   at exerelin.campaign.MiningHelper.handleAccidents(MiningHelper.java:374)
   at exerelin.campaign.MiningHelper.getMiningResults(MiningHelper.java:480)
   at com.fs.starfarer.api.impl.campaign.rulecmd.GetMiningResults.execute(GetMiningResults.java:43)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.O0OO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:110)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.init(RuleBasedInteractionDialogPluginImpl.java:93)
   at com.fs.starfarer.ui.D.O00O.Óoo000(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.ui.D.O00O.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.showInteractionDialog(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.Wait$1.advance(Wait.java:114)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

(Also, the exception has occurred plenty of times without caches involved, since it happens anywhere from 50-75% of the time.)
[close]

This also seems to show up a lot, though I'm not sure if it has any real consequences..

Spoiler
876401 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
876402 [Thread-5] WARN  exerelin.utilities.ExerelinConfig  - Faction config not found: neutral
[close]

These are supposed to be supported, aren't they?

Spoiler
1066456 [Thread-5] INFO  exerelin.campaign.ExerelinSetupData  - Getting modded factions
1066461 [Thread-5] WARN  exerelin.campaign.ExerelinSetupData  - EXERELIN ERROR: Couldn't determine faction for:oculus
1066461 [Thread-5] WARN  exerelin.campaign.ExerelinSetupData  - EXERELIN ERROR: Couldn't determine faction for:ptech
[close]

Other than that, can't really find much interesting in the logs.

Further info on the edited mining pods, with their reduction to 2 logistics in SS+ and having the 40 strength per wing at base, only 10 of these (taking up about 1/5.5 of a full size fleet with extra logistics from extended crew) can generate tremendous amounts of yield (~1600 average) per day, mostly due to CR upping their mining strength further beyond 40 once it gets high enough.

It seems like it'd be quite hard to make these a viable alternative to shepherds without making them + atlas/mod freighter inherently superior, but that might just be due to the polarizing nature of the shepherd (1 logistics + good cargo per logistics + low cost + heavy availability even without omnifactory + high mining strength per logistics (without needing mining blasters!) + potentially dangerous in combat).

If only native Starsector had more civilian/mining-ish ships, there'd be some actual variety to work with numbers-wise..
« Last Edit: October 28, 2015, 11:05:43 PM by Nayru »
Logged

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #424 on: October 30, 2015, 11:56:18 AM »

I'm not sure if I should post it here or in Templars topic, so please correct me if I decided wrongly :)

Anyways, are they supposed to fight each other?

[attachment deleted by admin]
Logged

00lewnor

  • Lieutenant
  • **
  • Posts: 70
    • View Profile
    • Email
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #425 on: October 31, 2015, 09:55:17 AM »

Sort of bug I found; when a faction is wiped from the sector its relationships are reset.
This means that if you capture a market to wipe someone out and then jump on any of their fleets that are still in play you may suffer the 'unprovoked atack' hit to you diplomatic relations.
Logged

Megas

  • Admiral
  • *****
  • Posts: 7729
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #426 on: October 31, 2015, 11:57:57 AM »

Just started another game to try things out... and discovered that attacking non-hostile factions lowers reputation of your faction and your allies.  (I play with the "player" faction.)  Okay, I understand established factions, but my faction?!

Yet another thing that makes it feel like your faction is not truly yours, only a parasite that wears your face as a mask and uses you like a tool before throwing you under the bus as soon as you outlive your usefulness.

Part of the reason to play Nexerelin is to play evil overlord and warmonger.
Logged

The Soldier

  • Admiral
  • *****
  • Posts: 3735
  • Quartermaster
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #427 on: October 31, 2015, 12:20:02 PM »

Just started another game to try things out... and discovered that attacking non-hostile factions lowers reputation of your faction and your allies.  (I play with the "player" faction.)  Okay, I understand established factions, but my faction?!
I think the general opinion is that it isn't "your" faction per say - if you're just playing as part of Shadowyards, as an example, you aren't the CEO of that company (and thus don't call all the shots), and it's understandable that the real CEO gets rather fussy over you blowing up the fleet of something they could have had a good business relationship with (or other reasonable cause).

As far as I can tell, however, if you're actually playing as your "own" faction (as chosen from the starting options when creating the world and picking your faction), you can do pretty much whatever you want without any impact your relationship with your own faction (except attack your own faction, since you just can't do that by default), since there, you literally are the evil overlord and warmonger. ;) Not sure how the fleet composition is, however.  Didn't play enough games as the evil overlord to see any patterns.
« Last Edit: October 31, 2015, 12:23:51 PM by The Soldier »
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Megas

  • Admiral
  • *****
  • Posts: 7729
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #428 on: October 31, 2015, 03:53:55 PM »

@ Soldier:  I understand what you mean.  If my allegiance was an established faction, I would effectively be a general or CEO, and the penalty would be justified, and I would get fired if my rep dives too low.  I got the penalty while playing as my "own" faction.  This is akin to custom scans from my own underlings.

So, no, your "own" faction is your "own" faction in name only.  Mechanically, they are the same as any other established faction.
Logged

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #429 on: October 31, 2015, 04:38:22 PM »

So, no, your "own" faction is your "own" faction in name only.  Mechanically, they are the same as any other established faction.
I second this. Today I've got message along the lines "faction Player increased standings with you up to 87" (don't remember exact phrasing). This mean that faction I created, the faction where I must be god, lord, and ultimate good, dared to defy me even below 87? What's the point of having own pets faction then? :(
Logged

The Soldier

  • Admiral
  • *****
  • Posts: 3735
  • Quartermaster
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #430 on: October 31, 2015, 04:59:21 PM »

@Megas
Really?  I swear, the last time I played as my own faction in Nexerelin, I could declare war on whoever I liked without penalty.  If it isn't like that or isn't been changed, I'd change that ASAP.
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2654
  • Your Friendly Forum Friend
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #431 on: October 31, 2015, 05:57:43 PM »

@Megas
Really?  I swear, the last time I played as my own faction in Nexerelin, I could declare war on whoever I liked without penalty.  If it isn't like that or isn't been changed, I'd change that ASAP.
Hist recently added a warmonger penalty that drops your rep with every faction you are friendly with if you attack an non enemy
Logged
Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Megas

  • Admiral
  • *****
  • Posts: 7729
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #432 on: October 31, 2015, 05:59:24 PM »

I started the game as player faction (with the blue-green Lone Star flag), which should be the same as hard start except you start with a homeworld.

"own" faction has the Lone Star flag, right?

When I attacked non-hostile faction, reputation want down.  First, Diktat while at cooperative, and lost -30 rep with my "own" faction.  Later, Ludd while at suspicious, and lost -5 rep.

Months ago in an older version, rep was not lost.  Then again, they did not have mining either.

Losing rep while attacking non-hostiles is something new to me.
Logged

Megas

  • Admiral
  • *****
  • Posts: 7729
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #433 on: October 31, 2015, 06:05:56 PM »

Well, then.  It seems I need to resort to silly things like deliberately cause investigations or other non-violent action that causes reputation loss before I start killing things.

Investigations for smuggling or trading with enemies?!  YES!  Guilty as charged!  Lower my rep now so I can kill you (the enemy faction) without making my friends angry!
Logged

Ranakastrasz

  • Admiral
  • *****
  • Posts: 612
  • Prince Corwin of Amber
    • View Profile
Re: [0.65.2a] Nexerelin v0.6.2 "ICE ICE Baby" (update 2015-10-24)
« Reply #434 on: October 31, 2015, 06:59:43 PM »

Would it be possible to include the Tariff Constant in one of the config files, as well as the modifier for the Freeport and Open Market?
As is, all three are inconvinently stuck inside a class file, meaning you cannot alter them without altering the java files, recompiling, and replacing them.

---
Which, as a side note, didn't work, due to it apprently requiring pretty much everything else as well.
« Last Edit: October 31, 2015, 07:08:47 PM by Ranakastrasz »
Logged
I think is easy for Simba and Mufasa sing the Circle of Life when they're on the top of the food chain, I bet the zebras hate that song.

Cigarettes are a lot like hamsters. Perfectly harmless, until you put one in your mouth and light it on fire
Pages: 1 ... 27 28 [29] 30 31 ... 197