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Author Topic: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)  (Read 1324505 times)

Histidine

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Re: [0.7.2a] Nexerelin v0.7.4d "Head Start" (compat. + fixes 2016-04-03)
« Reply #1005 on: April 05, 2016, 07:00:24 AM »

Is it intended that your own faction can stop you for a smuggling scan? Or is there an option somewhere to turn that off?
Not at present. You can circumvent it with "freeMarket":true in Nexerelin/data/config/exerelinFactionConfig/player_npc.json, but this has some side effects and won't work in Corvus mode.
I may look into a more sophisticated solution.
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CitizenJoe

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Re: [0.7.2a] Nexerelin v0.7.4d "Head Start" (compat. + fixes 2016-04-03)
« Reply #1006 on: April 05, 2016, 09:30:34 PM »

Could you... not disable Prism in Corvus mode? The SCY version is extremely not-good. I hadn't even realised it existed until you pointed it out in the patch notes =_=
« Last Edit: April 05, 2016, 09:59:13 PM by CitizenJoe »
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Tartiflette

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Re: [0.7.2a] Nexerelin v0.7.4d "Head Start" (compat. + fixes 2016-04-03)
« Reply #1007 on: April 05, 2016, 11:33:34 PM »

Could you... not disable Prism in Corvus mode? The SCY version is extremely not-good. I hadn't even realised it existed until you pointed it out in the patch notes =_=
Both are exactly the same. As in, they have the exact same code now.
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Diare

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Re: [0.7.2a] Nexerelin v0.7.4d "Head Start" (compat. + fixes 2016-04-03)
« Reply #1008 on: April 06, 2016, 10:06:13 AM »

Hey. Seems the option to disable unauthorized follower alliances does not work - made a new game with auto join alliances set to false and the alliance grace period set to 1, transferred the save data with high reputation in hegemony and they allied by the first month. Maybe diplomacy is a t fault, haven't tried that yet.

Kinda sad, I wanted to have a "friend of all" playthrough.
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Gorgonson

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Re: [0.7.2a] Nexerelin v0.7.4d "Head Start" (compat. + fixes 2016-04-03)
« Reply #1009 on: April 06, 2016, 10:15:20 PM »

I have a question for Nexerelin users: Which starting settings do you prefer, and have you found any 'game-modes' that are fun?

I've had some luck with a short-game that uses only a single solar system, filled with the maximum number of planets and stations.  Working towards system dominance as a member of a single faction, or playing them against each other to secure victory for yourself - this game usually only lasts a few hours, as one faction invariably snowballs to victory.  If the Templars show up, it probably won't last long.

Another mode involved populating the maximum number of empty star-systems, then focusing on mining, piracy, and boarding as the main sources of income and acquisition.  This mode can be somewhat unforgiving when it comes to being stranded in a system, though.

How do you all use Nexerelin?
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MesoTroniK

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Re: [0.7.2a] Nexerelin v0.7.4d "Head Start" (compat. + fixes 2016-04-03)
« Reply #1010 on: April 06, 2016, 11:21:36 PM »

Corvus mode + Starfarer mode + Iron mode.

Histidine

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1011 on: April 09, 2016, 03:19:07 AM »

More fixes. Get 'em while they're fresh!


Changelog
Code
v0.7.4e
* Use SS+'s doctrine hax for patrol, invasion, strike, defense and response fleets if SS+ is present (big fleets prefer big ships over small ones)
* ICE exiles can't launch or be targeted by invasions
* Reset smuggling suspicion on market capture
* Followers patrols will chase player for smuggling suspicion, but won't actually perform the scan
* Battles from refusing to submit to a smuggling suspicion scan won't cause warmonger event
* All invasion fleet events are tagged as important
* Add Blackrock's obsidianBG (2).jpg background (was deleted from BRDY; fixes crash on entering system)
* Failsafe for DiplomacyManager crash if a battle has no winner and/or no loser
* Fix boss ships not being consistently cleaned up and piling up in store
* Fix prismUseIBBProgressForBossShips config setting
* Fix followers auto-forming alliances when told not to
* When adding Nexerelin to an existing game, replace other CoreScripts with Nexerelin's own

How do you all use Nexerelin?
I play with fairly standard settings, but mixing and matching the faction set for variety. Either Corvus mode or a procedural Sector with 6-10 populated systems, usually with Starfarer mode on. Prism Freeport is pretty much always on, Omnifactory always off.
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radekplug

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1012 on: April 09, 2016, 04:09:03 AM »

where find this starsector hax doctrine for ss+ ?
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CitizenJoe

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1013 on: April 09, 2016, 12:54:15 PM »

Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
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cpmartins

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1014 on: April 09, 2016, 02:51:05 PM »

Omnifactory always off.

You have the patient of a saint my man.
Loving the mod so far. Nexerelin + SS+ and of course all the faction mods (Blackrock, Scy, Shadowyards, Imperium, Knight's ***, Junk Pirates and Neutrino) is heaven. Or hell, depending on the perspective.

Here's a SS from my current fleet (not shown are 25 wings of assorted fighters and bombers)



I'm yet to tackle the Templar BB fleet.
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1015 on: April 09, 2016, 06:17:20 PM »

where find this starsector hax doctrine for ss+ ?
It's built-in, the player doesn't do anything. If you want to see the code: here

Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
No way. Though you can control which factions' stuff the followers get with Starsector Plus/nexerelinOptions.json.
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Blaze

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1016 on: April 09, 2016, 09:01:39 PM »

Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.

There IS a rather hack-y way to do it.

Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.

Their loadout will still be randomized; in order to change that, you'll have to edit entry within ssp_fleetinjector and ssp_submarketutils (which means you'll have to recompile the jar).

Alternatively, you can make each variant you've created as a separate hull with built-in weapons. Whether that's worth the effort is up to you.
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CitizenJoe

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1017 on: April 09, 2016, 11:25:32 PM »

Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
[...]
Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.
[...]

Thats basically exactly what I was looking for. Much obliged!
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Mr. Nobody

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1018 on: April 10, 2016, 08:53:28 AM »

I'm playing 0.7.1a ('cuz Tiandong) and...

What? Follower hit-fleet?

[attachment deleted by admin]
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On the left half of the Bell curve

Ahne

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Re: [0.7.2a] Nexerelin v0.7.4e "Head Start" (more fixes 2016-04-09)
« Reply #1019 on: April 10, 2016, 09:04:00 AM »

You can play tiandong with 0.72a with the hotfix at page 8 i believe in the THI thread.
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