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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3012883 times)

Tartiflette

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #45 on: March 14, 2015, 01:31:59 AM »

*smartass mode ON*
That means it's better than RC1?  ???
*smartass mode OFF*

Sorry I had to, RC is the last number of the version, it means Release Candidate I believe, and you are using RC1 (0.65.2a RC1) so you are one version of Starsector behind.

« Last Edit: March 14, 2015, 10:25:23 AM by Tartiflette »
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Blaze

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #46 on: March 14, 2015, 09:25:39 AM »

  • Starsector+ is now compatible with Nexerelin
*Squeeeeeeeeeeeeee*
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HELMUT

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #47 on: March 14, 2015, 09:31:56 AM »

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

+1

Suggested something similar to Zaphide back then. Lone pirates/independents stations would provide some early-game distraction for the player, rather than asteroid grinding.
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connortron7

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #48 on: March 14, 2015, 10:31:50 AM »

That's very confusing but thanks and a guess it explains why a bunch of mods didn't work 

Nanao-kun

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #49 on: March 14, 2015, 10:55:49 AM »

Now that I think about it, enabling the Omnifactory as a mod isn't necessary right?
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garfu

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #50 on: March 14, 2015, 12:44:15 PM »

It seems like I can't take over Templar stations/planets, is this a bug or???

I have the latest version of all mods and am able to take over/invade all other planets/stations that I'm hostile to.
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mendonca

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #51 on: March 14, 2015, 02:31:32 PM »

Here is an updated PACK faction file I have been using, which picks up the new skins for the newer version of JP, for anyone that may be interested:

https://dl.dropboxusercontent.com/u/66536185/pack.json

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"I'm doing it, I'm making them purple! No one can stop me!"

Jim.jhd

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #52 on: March 14, 2015, 05:48:11 PM »

Now that I think about it, enabling the Omnifactory as a mod isn't necessary right?

Yes, you don't need to enabling Omnifactory separately, otherwise you may find two Omni stations in your game.  ;D ;D. And, that's not bad :o
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Tartiflette

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #53 on: March 14, 2015, 06:18:52 PM »

New batch of ideas/feedback:

- When using the largest systems possible, having only two jump points makes traveling a bit of a chore

- An option for an easy start maybe?

- Some of the original Exerelin background make the game much more difficult: too bright or too red, you can't see the incoming threats.

- Coherent orbits periods maybe?

- Capturing seems a bit fast, maybe large/high stability markets should require several rows? Also it would make the agent more useful as they can reduce the stability.
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Blaze

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #54 on: March 14, 2015, 08:05:16 PM »

It's surprising what a small change could do to your playstyle. In this case, the "Green Crew may appear as loot drops.".

I intentionally keep my fleet pretty small so I can remain fast, efficient, and not have to spend too much on logistics. I can just survive on raiding enemy fleets. Fighters, particularly ones that rely on numbers like talons and wasps, were pretty much off limits since it meant I had to run all the way back for more crew. And capturing ships also relied on marines, so I passed on a lot of them.

Now that I can just loot more crew, I can just hurl loads of fighters as a distraction so my flagship and missile ships can tear the enemy apart. And just sacrifice them in droves to capture ships.
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garfu

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #55 on: March 14, 2015, 09:00:33 PM »

Yeah definitely can't take over Templar planets. Going to have to put aside my Nexelerin game for now.
« Last Edit: March 14, 2015, 09:39:40 PM by garfu »
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Toxcity

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #56 on: March 14, 2015, 09:05:26 PM »

Also related to Templar planets is the fact that they only seem to spawn small smuggler and trade fleets. Made it real easy to farm Templar flux cores though, especially since the fleets were all frigate only (the smuggler fleets weren't even Templar ships).
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frogbones

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Re: [0.65.2a] Nexerelin v0.3 (update 2015-03-14)
« Reply #57 on: March 14, 2015, 10:11:22 PM »

Sweet just came across this and saw it's compat. with SS+.  Is the mining still workin' ? Haven't seen any mining drones....
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Histidine

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Re: [0.65.2a] v0.3.1 (update 2015-03-15)
« Reply #58 on: March 15, 2015, 01:59:28 AM »

Nexerelin v0.3.1
Download

Code
v0.31
- Fix invading Templar planets not working
- Fix being able to attack own faction fleets, or invade/sabotage own planets with SS+ (requires new game)
- Factions that don't normally spawn patrols (e.g. Templars) will now do so (may or may not require new game)
- Fix SS+ invasion fleets not having troop transports
- Fix various other possible SS + compatibility issues
- Fix slave trading reputation effects
- Turn off intel screen button at comm relays (avoid NPE)
- Celestial bodies (planets, moons, asteroids, relays, stations, alpha jump point) obey Kepler's third law
- Alpha jump point orbits first planet in system instead of star
- Response fleets despawn instantly once their patrol ends instead of hanging around for a few days
- Response fleet patrol lasts twice as long (60 days)
- Response fleets give up and go straight home if they drop below half their starting FP and their current FP is less than 25
- Tweak response fleet composition in SS+
- Valkyrian starting ship is now an Inquisitor instead of a Longinus
- SCY starting ship is now a Talos instead of a Tisiphone

I plan to overhaul the market capture system eventually, and figure out an easy start option.
Also, do people feel star systems are too large? I could bring the planets in closer together.

Some of the original Exerelin background make the game much more difficult: too bright or too red, you can't see the incoming threats.
If it's not too much trouble, looking in graphics/backgrounds and graphics/exerelin/backgrounds and making a list would be really helpful, thanks!
(Or maybe it's the sun lighting? I could change that as well.)

Is the mining still workin' ? Haven't seen any mining drones....
No mining yet, sorry!
« Last Edit: March 15, 2015, 03:44:08 AM by Histidine »
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matveich

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Re: [0.65.2a] Nexerelin v0.3.1 (update 2015-03-15)
« Reply #59 on: March 15, 2015, 05:22:07 AM »

Hi, Histidine
Could you look into this problem: http://fractalsoftworks.com/forum/index.php?topic=9209.0 ?
It looks like some stations might contain too many goods for the game to handle.

I am using v0.3.0, so I am not sure if this is the problem of the new mod version.
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