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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013693 times)

Histidine

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Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
« Reply #330 on: August 23, 2015, 01:14:46 AM »

Done and done!

Alliances
Mining

BTW: Accidents seem a bit too frequent at present, so I'd suggest going into the config and lowering it. (baseAccidentChance is currently 0.8 IIRC; it'll be 0.5 in next version)
« Last Edit: August 23, 2015, 01:16:41 AM by Histidine »
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Nemerid

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Re: [0.65.2a] Nexerelin v0.5.1 "Feast or Famine" (small update 2015-08-21)
« Reply #331 on: August 23, 2015, 03:56:52 PM »

Done and done!

Alliances
Mining

BTW: Accidents seem a bit too frequent at present, so I'd suggest going into the config and lowering it. (baseAccidentChance is currently 0.8 IIRC; it'll be 0.5 in next version)

Thank you for your help!
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Histidine

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #332 on: August 25, 2015, 06:18:58 AM »

Bob the Builder!
Can we fix it?
Bob the Builder!
Yes, we can!


Changelog
Code
v0.5.2
* Sector generator improvements/fixes
    * Planet spacing more regular
    * Relays orbit further from bigger stars
    * Entities have a 20% chance to orbit in the reverse direction
    * Fix screwy planet number handling in some places (like which planet should be the system capital)
* Base mining accident chance 0.8 -> 0.5
* New Galactic Order has fewer enemies; remove invasion bonuses (no longer needed)
* Templars can't participate in alliances
* Fix patrols not caring about comm sniffer installation or market invasions
* Fix player reputation gains with alliances
* Fix player_npc being able to form alliances
* Fix player relationship with newly formed alliance not being properly averaged
* Fix SyncRelationships command
* Fix mothballed ships still contributing mining strength
    * Ships under 40% CR also get a penalty to their mining strength
* Fix mining fleets spawning too infrequently (practically never)
* Fix mining fleet size being modified by faction's response fleet size mod
« Last Edit: August 25, 2015, 06:36:13 AM by Histidine »
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Ahne

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (small update 2015-08-25)
« Reply #333 on: August 25, 2015, 06:25:42 AM »

Nice!
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00lewnor

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #334 on: August 28, 2015, 08:28:26 AM »

Does the (I believe SS+) perk, "special ops; 100% increase in marine and crew effectiveness in boarding or ground actions." affect invading stations? If so it is not mentioned in the help file. If it currently does not is that likely to change?
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Histidine

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #335 on: August 28, 2015, 10:06:24 AM »

Special Ops increases station (and planet) invasion strength, yes.
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Roflzozicals

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #336 on: August 28, 2015, 02:49:54 PM »

Found a new bug, when you start mining any nearby pickets, patrols etc. re-roll whether to scan you or not. It gets really annoying when you're trying to turn a profit, especially around factions you're low-neutral with as they have a higher chance to scan you. Keep up the great work  :)
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Ahne

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #337 on: August 29, 2015, 08:58:40 AM »

"crash" and stuck on open up the Intel Screen on a planet menu

http://fs1.directupload.net/images/150829/2ewnwx2u.jpg
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Ahne

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #338 on: August 29, 2015, 02:40:20 PM »

YES SO AWESOME ! BEWARE GALAXY! The Interstellar Alliance will crush you!

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Carabus

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #339 on: August 30, 2015, 12:00:49 AM »

I would like to ask some questions about how Player Faction works in Nexerelin.
1. What are the advantages of player playing in his own faction as opposed to being member of a bigger faction?
The disadvantages I quite understand - no support from a powerful faction.
2. What are the effects of leaving or joining faction on player relationships with all factions and alliances?
3. What extra control (if any) player has on the assets (bases and fleets) of Player Faction compared to when he is member of another faction?

Thanks in advance for explanation.
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Tartiflette

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #340 on: August 30, 2015, 01:38:56 AM »

1- You and your fleets get to use most of the ships of the game instead of being limited to the faction's ship. (also it's allows you to NOT be part of those big factions with rather muddy records)

2- You are instantly hostile to them, and their alliance members.

3- None, it's a normal faction. But you do not have any precedent relations when starting a new game (neutral to everyone) and do not get specifically targeted by any either.

Again, the interest of playing as your own faction is to get all the ships available for you and your fleet.
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joey4track

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #341 on: August 30, 2015, 11:54:19 AM »

Has anyone actually gotten this to work using all the 'compatible' factions listed in the OP? I am getting an error reading:

JSONObject["logo"] not found

And I have all the linked factions from the OP installed. Anyone have the same problem?

EDIT: The author of the ORI mod has an outdated link in the OP for his mod. The current and compatible version is in a post towards the end of the thread...
« Last Edit: August 30, 2015, 01:49:59 PM by joey4track »
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Half-full

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #342 on: August 30, 2015, 06:35:56 PM »

Hi, I just recently reinstalled Starfarer after a very long time and decided to try this mod with around nineteen of its listed compatible mods and it loaded, and I can play it, however there seems to be an issue with interactions between factions in the sector where one faction can send a strike-fleet at a planet and the one being attacked by the other faction either doesn't register the declaration of war or some other type of error which means that the strike fleet will arrive at its destination, then circle it endlessly and ignore the defending forces. Here are some screen shots:

Spoiler






[close]

As you may have noticed from the images I provided, both factions in this would-be conflict do not consider each other enemies despite the strike fleet's orders, which leads me to believe there's a disconnect between the structure responsible for delegating fleet orders and the one that changes faction relations that keeps the battle from progressing.
« Last Edit: August 30, 2015, 06:40:02 PM by Half-full »
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Histidine

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #343 on: August 30, 2015, 07:31:01 PM »

Was there a peace treaty or other diplomatic event restoring the relationship of the two factions before the strike fleets got there? Invasion fleets turn around and go home if this happens, but strike fleets don't.
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Half-full

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Re: [0.65.2a] Nexerelin v0.5.2 "Can We Fix It?" (fix update 2015-08-25)
« Reply #344 on: August 30, 2015, 07:32:33 PM »

I will check. [reserved]

There's nothing in my log of such an event and given that this save is only one month old (the oldest entries in the log are also one month old) my conclusion is that it didn't happen or that diplomatic event is not saved in the log.
« Last Edit: August 30, 2015, 07:40:43 PM by Half-full »
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