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Author Topic: [0.9.1a] Nexerelin v0.9.5c "Corporate Warfare" (update 2019-10-20)  (Read 930469 times)

Jim.jhd

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Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« Reply #30 on: March 12, 2015, 10:07:45 AM »

Invasion/response fleets: not player side for now, but I could make these scale with player level; is that desirable?

Yep, that would be cool !!   :D :D

More powerful enemy fleets could make the late game more interesting and enjoyable. ;D

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Lcu

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Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« Reply #31 on: March 13, 2015, 04:05:34 AM »

I haven't tried the mod yet, but is the system generation still the same as the original one? (One large Exerelin system plus a few of minor systems?)
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mendonca

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Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« Reply #32 on: March 13, 2015, 05:32:00 AM »

This is cool.

Came across an interesting edge case with respect to system generation - the systems were placed so close together I was receiving bounties from one whilst in the other - presumably I'm still in the catchment area of the adjacent system.

Might be worth thinking about whether it's useful to put in some distance checking of adjacent systems (or just treat it as a feature ...)
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MindsEye

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Re: [0.65.2a] Nexerelin v0.2.3 (update-2 2015-03-08)
« Reply #33 on: March 13, 2015, 07:15:25 AM »

I havent noticed prices being the same on my second run so maybe that was a rare thing.
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Histidine

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #34 on: March 13, 2015, 09:36:55 AM »

Nexerelin v0.3
Download

Code
v0.3
- Work towards SS+ compatibility
- Version Checker support
- Fix pirate starting relationships
- Fix SCY compatibility again
- Stars now seeded in a concentric pattern
- Fleets can drop a few green crew as loot
- Revise invasion fleet, response fleet sizing
- Invasion fleets gain 1 DP per player level (can be configured)
- Max response fleet size also increases by 1 DP per player level (controlled by same tag)
- Invasion fleets can now come with support fleets that fly around shooting stuff
- Free market planets have 10% tariff (previously all planets had 20%)
- Marine losses during invasion vary less with relative strengths
- Reserve strength incrementing works properly
- More backgrounds, including the free set by Psiyon
- Update/fix some text descriptions

I haven't tried the mod yet, but is the system generation still the same as the original one? (One large Exerelin system plus a few of minor systems?)
I'm pretty sure it was always this way, but there are several systems of mostly the same size (Exerelin does have your faction HQ in it).
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connortron7

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #35 on: March 13, 2015, 11:12:22 AM »

Whan ever i try to load the campaign it gives me

(fatal: texture [urban01][urban02][urban03] or [urban00] from category [illustrations] not found)

 ??? ???

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Lopunny Zen

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #36 on: March 13, 2015, 01:01:21 PM »

Can you make the Red & Blue mod compatible for this :D?
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The Soldier

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #37 on: March 13, 2015, 03:08:45 PM »

Can you make the Red & Blue mod compatible for this :D?

That's going to be up to Protonus to do, if he returns to those mod.
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Lopunny Zen

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #38 on: March 13, 2015, 04:35:07 PM »

Ah OK...he stopped making them :|? What about interstellar Federation..I heard someone was keeping that up to date
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Tartiflette

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #39 on: March 13, 2015, 05:12:14 PM »

Some feedback after a rather complete campaign:
- I was about to start by suggesting to try keeping the systems close to the center but I see you took care of that so great!

- A true alliance system would be most beneficial, but maybe you only need to make an attacked market call nearby allies to defend itself? In the case of the player attacking that would have exactly the same effect since they would turn hostile when you fight back (maybe disengaging then could have only minor consequences as long as you don't reengage the market afterward)

- In the same vein, maybe factions that are dominating the sector should get increasingly more negative events, be more targeted by agents and saboteurs. Other factions would tend to get more friendly with each other... Some sort of natural balancing. Of course it shouldn't be perfect or the game could only end with a player victory.

- While trying to capture a market, it's a bit frustrating to be engaged by a fleeing single Thunder wing three time in a row, each time cancelling the capture. Defeated response fleet should give up when they lost around 75% of their initial FP.

- Factions start with random stations witch can lead to an unbalanced game. Instead of choosing the number of planets and stations, maybe we could choose how many stations per faction, and all faction have at least one HQ with a very large market. That would make it difficult to capture, completely wipe out a faction would require a significant investment (end game challenge).

- Partially populated sector? With independent stations ripe for the taking? (Not sure if it's the case or not)

- The omnifactory allows you to refit your ship with free weapons, witch can be exploited for money. It also never seems to stop producing weapons (I got stacks of 200 salamanders!)

- The market keep it's stability upon capture. One would expect the transition shouldn't be so smooth... Also spamming saboteurs could destroy all the stocks and ships, as an incentive to try getting it the hard way.
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Histidine

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #40 on: March 13, 2015, 06:17:49 PM »

Thanks Tartiflette! Some pretty good ideas there, I'll see about implementing them.
Whan ever i try to load the campaign it gives me

(fatal: texture [urban01][urban02][urban03] or [urban00] from category [illustrations] not found)

 ??? ???
Update to the RC2 version of Starsector 0.65.2a
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Tommy

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #41 on: March 13, 2015, 06:57:01 PM »

I got a Fatal Null Error right before the actual map loaded. Everything is up-to-date.

I have chosen to be part of Templars, activated random Omnifactory, and that's about it.

Later edit: Apparently there *was* another version of the Templars :) Stupid me.
« Last Edit: March 13, 2015, 07:15:13 PM by Tommy »
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MesoTroniK

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #42 on: March 13, 2015, 08:06:30 PM »

I got a Fatal Null Error right before the actual map loaded. Everything is up-to-date.

I have chosen to be part of Templars, activated random Omnifactory, and that's about it.

Later edit: Apparently there *was* another version of the Templars :) Stupid me.

Version Checker 1.4b :)
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Tommy

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #43 on: March 13, 2015, 10:41:40 PM »

I had it, it's just not installed properly. I am too lazy to do it. This game moves so fast, that it feels as if I have to change factions and mods daily :)

A bug I just encountered. Head over to the Exerelin Relay and choose Faction list. You'll get a NullPointerException: Name is Null. And you have no option. The only way to exit is to manually kill the game.
« Last Edit: March 13, 2015, 10:51:00 PM by Tommy »
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connortron7

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #44 on: March 14, 2015, 01:15:23 AM »

Forgive my lack of knowledge but what does RC2 mean?
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