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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3041643 times)

StarSchulz

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #705 on: December 18, 2015, 09:07:58 PM »

DA is definitely working with SS+ and nexerelin for me. have you got the newest version of everything?

Troika

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #706 on: December 18, 2015, 10:32:58 PM »

It'd be neat if you could change the government of a place you've captured (or, even, install one in the first place) so you can get rid of mods like Decivilized or other horrible stability-killing modifiers.
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SpacePoliticianAndaZealot

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #707 on: December 19, 2015, 01:11:17 AM »

It'd be neat if you could change the government of a place you've captured (or, even, install one in the first place) so you can get rid of mods like Decivilized or other horrible stability-killing modifiers.
STOP! YOU VIOLATED THE LORE! Pay the Loremaster a fine or serve your sentence!
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Nanao-kun

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #708 on: December 19, 2015, 02:11:27 PM »

Not sure if this belongs here, might be some vanilla bug but...
Spoiler
[close]

EDIT: The system I'm in also has nebula looking like this.
« Last Edit: December 19, 2015, 02:23:00 PM by Nanao-kun »
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SpacePoliticianAndaZealot

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #709 on: December 19, 2015, 02:17:44 PM »

^A webula! Must be some super-secret feature!  :)
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StarSchulz

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #710 on: December 19, 2015, 03:13:23 PM »

So, i have conquered everyone but the Templars, but any allied invasion fleets that say they are going to ascalon never enter the system, and just leave when they get there. Do i really have to go there alone?  8)
That would be my fault.  The Templars have a routine to prevent trade fleets and the like from going there, but the problem is it's filtered by DELIVER_CREW etc.  Since Exerelin uses that type of order for invasion fleets, it stops them.  I'll be fixing this (i.e. removing the check completely and allowing fleets to suicide into Antioch occasionally) in the next update.

Is there any way i could easily change this so i could finish my current playthrough?

Weltall

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #711 on: December 19, 2015, 03:36:41 PM »

Is there any way i could easily change this so i could finish my current playthrough?

Create a fleet of capital ships, man them with 20 level officers and attack the Templar. At the same time have a timer on the side running, so you can see how many minutes you will last while attacking their capital. When you will be reduced to dust, come back here and tell me my idea was terrible.
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Histidine

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #712 on: December 19, 2015, 06:24:52 PM »

Not sure if this belongs here, might be some vanilla bug but...
Spoiler
[close]

EDIT: The system I'm in also has nebula looking like this.
That's the "dark" nebula. It won't be used any more in Nex 0.7.1, precisely for the pictured reason.
For now you could open the game's settings.json and make the nebula_dark entry the same as the nebula_blue one:
Code: json
"terrain":{
[...]
"nebula_blue":"graphics/terrain/nebula512_blue.png",
[...]
"nebula_dark":"graphics/terrain/nebula512_blue.png", #"graphics/fx/nebula_dark.png",
[...]
},
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Nanao-kun

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #713 on: December 19, 2015, 06:29:45 PM »

That's the "dark" nebula. It won't be used any more in Nex 0.7.1, precisely for the pictured reason.
For now you could open the game's settings.json and make the nebula_dark entry the same as the nebula_blue one:
Code: json
"terrain":{
[...]
"nebula_blue":"graphics/terrain/nebula512_blue.png",
[...]
"nebula_dark":"graphics/terrain/nebula512_blue.png", #"graphics/fx/nebula_dark.png",
[...]
},
Thanks for the help.
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StarSchulz

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #714 on: December 19, 2015, 06:48:55 PM »

Is there any way i could easily change this so i could finish my current playthrough?

Create a fleet of capital ships, man them with 20 level officers and attack the Templar. At the same time have a timer on the side running, so you can see how many minutes you will last while attacking their capital. When you will be reduced to dust, come back here and tell me my idea was terrible.

Nvm, it was anticlimactic. templar ships don't attack you when your transponder is off, so i just walked right in and took it. any help here?
« Last Edit: December 19, 2015, 07:09:40 PM by StarSchulz »
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Weltall

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #715 on: December 19, 2015, 07:25:25 PM »

That moment that I start a new game, looking at my little Alastor ship in the map up close. Then I zoom out and see that right next to my faction's planet, there is an enemy faction. Orbiting the enemy planet a fleet of.. *counts* 3 capital ships, 4 cruisers, 2 destroyers, 13 frigates, 2 fighter wings and 6 support ships~ Oh the joy!
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ROFLtheWAFL

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #716 on: December 19, 2015, 08:42:57 PM »

DA is definitely working with SS+ and nexerelin for me. have you got the newest version of everything?

I downloaded the newest release of the game and all the mods a couple days or so ago. I can't imagine anything updated enough to break by then.

Can anyone explain the error log I got at the end there?
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StarSchulz

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #717 on: December 20, 2015, 10:35:18 PM »

Selling a prisoner as a slave reduces reputation with the "your" and "neutral" factions.

And on another weird note, i suddenly gained  rep points with the mayorate and gained secure comm access. i was at 74, and suddenly without notification i jumped to 98. i guess i lost two from selling the poor prisoner?
« Last Edit: December 20, 2015, 10:38:10 PM by StarSchulz »
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SpacePoliticianAndaZealot

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #718 on: December 20, 2015, 11:51:14 PM »

I've noticed that too. Not a Nexerelin problem, though.
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Heavy Weapons Pony

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #719 on: December 21, 2015, 12:15:36 AM »

Well, I've discovered a creative use for saboteurs. Using SS+ and this mod I go to a station/planet I know has a fair amount of food, buy it all up and then deploy saboteurs to destroy food stocks. Prices quickly skyrocket, and I make a huge profit. Just make 500K in Prism doing that, and it only took 1 relationship hit.
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