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Author Topic: [0.9a] Nexerelin v0.8.4z2: 0.9 beta (+minor hotfix 2019-01-13)  (Read 621439 times)
Dark.Revenant
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« Reply #1890 on: January 12, 2019, 01:17:57 PM »

That should resolve itself when I update SWP later today.
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YoptbI4
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« Reply #1891 on: January 12, 2019, 03:20:06 PM »

Thx for fixing that and thanks for that awesome mods guys!  Smiley
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Histidine
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« Reply #1892 on: January 12, 2019, 05:01:51 PM »

Should've checked the reverse compatibility code more closely. Sorry! Cry

Anyway: If anyone has been opening comm links and getting annoyed by the null error message, I have a hotfix for you here.
(Place in Nexerelin/data/campaign/)
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Katsumi
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« Reply #1893 on: January 13, 2019, 03:34:33 AM »

I... really, really want to like Nexerelin, but the invasion mechanic has sucked almost all the fun out of the game. I established a single colony on some water world way out in the middle of nowhere, and I've spent the past year and a half of game time camped out on it fending off invasion after invasion, all of which were Superior/Superior despite having fully upgraded star fortresses, high commands, and ground batteries with alpha cores in, orbital works with a pristine nanoforge, and fleet size +400% on a size 7 or 8 world.

Granted, I took the Pirate Start, so literally every faction was hostile to me except for Pirates, Kadur, and the Independents, but even so. Dassault-Mikoyan has sent invasion flights while I was busy fighting off their previous invasion fleets. I can't leave my colony even to go to the core of the sector and back without missing at least one invasion. Is it really supposed to be like this?
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Singrana
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« Reply #1894 on: January 13, 2019, 05:22:23 AM »

you can manually edit your nexerelin config file and change "pointsRequiredForInvasionFleet": 12000 to a higher number to make invasions happen less frequently (at same strength), space stations also tend to fight MUCH better if you observe the battle than if they autoresolve, i agree invasions are too frequent if you run many factions, but for vanilla i think the 12 000 is fine, try raising it to 3x or so of its original value.
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Shad
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« Reply #1895 on: January 13, 2019, 09:02:40 AM »

I... really, really want to like Nexerelin, but the invasion mechanic has sucked almost all the fun out of the game. I established a single colony on some water world way out in the middle of nowhere, and I've spent the past year and a half of game time camped out on it fending off invasion after invasion, all of which were Superior/Superior despite having fully upgraded star fortresses, high commands, and ground batteries with alpha cores in, orbital works with a pristine nanoforge, and fleet size +400% on a size 7 or 8 world.
I went for a regular solo start, and I think I only needed to step in once. The invasion fleets otherwise were dealt with regular forces. And I don't even have a fully upgraded fortress. I think it may be down to pirate start.

On another note re:decivilisation of the sector. I noticed this seems to be more noticeable for station-only markets. And when these markets are gone, you can't interact with them (no resettling, no looting etc.).

On another another note, do people find prisitne nanoforges? I have like 35 corrupted naofroges and synchrotron cores, but no pristine forge. Also, maybe give nanoforges to allied factions for reputation or other goodies on a point system like prism freeport, since there is no use for that many of them. For example, I want a Snow Goose and 6B Kormoran, but neither of them can be found easily even when commission by DME, but maybe in exchange for some forges/cores, they could give you one?
« Last Edit: January 13, 2019, 09:09:16 AM by Shad » Logged
hkmist
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« Reply #1896 on: January 13, 2019, 08:36:09 PM »

Some question on player faction invasion. I have saw my faction want to send out invasion a few time but all of them end in "invasion fleet fail to gather", I had check on one of them and see a invasion fleet(only one) spawned from the planet, then the invasion end a few day later with the "invasion fleet fail to gather" message. What is causing these?

>Shad I have find 3 pristine nanoforge from exploration and i have 12 corrupted nanoforge now. And i like the idea of gifting these item for reputation too, these item is somewhat more rare than Ai core and should make some good reputation to other faction.
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viciousshark
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« Reply #1897 on: January 13, 2019, 09:37:53 PM »

Is it normal for my own faction to start its own wars without consulting me? As soon as I started the faction, it started to declare war on others and sending invasion fleets across the map.....also what's the point of other factions sending me expeditionary forces (shouldn't this be a declaration of war, but isn't)?
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Katsumi
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« Reply #1898 on: January 13, 2019, 11:13:43 PM »

I went for a regular solo start, and I think I only needed to step in once. The invasion fleets otherwise were dealt with regular forces. And I don't even have a fully upgraded fortress. I think it may be down to pirate start.

On another note re:decivilisation of the sector. I noticed this seems to be more noticeable for station-only markets. And when these markets are gone, you can't interact with them (no resettling, no looting etc.).

On another another note, do people find prisitne nanoforges? I have like 35 corrupted naofroges and synchrotron cores, but no pristine forge. Also, maybe give nanoforges to allied factions for reputation or other goodies on a point system like prism freeport, since there is no use for that many of them. For example, I want a Snow Goose and 6B Kormoran, but neither of them can be found easily even when commission by DME, but maybe in exchange for some forges/cores, they could give you one?

Thanks. I'm going to restart my game (Diable Avionics got wiped out early on, and I was angling to get a Pandemonium from them) with the new variables, and I'll let you know how it goes.
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FreedomFighter
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« Reply #1899 on: January 14, 2019, 12:07:05 AM »

All factions can respawn one more time. After that, they're gone for good. You can also set them to respawn infinitely if you want more chaotic undying game.
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Histidine
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« Reply #1900 on: January 14, 2019, 04:12:23 AM »

I... really, really want to like Nexerelin, but the invasion mechanic has sucked almost all the fun out of the game. I established a single colony on some water world way out in the middle of nowhere, and I've spent the past year and a half of game time camped out on it fending off invasion after invasion, all of which were Superior/Superior despite having fully upgraded star fortresses, high commands, and ground batteries with alpha cores in, orbital works with a pristine nanoforge, and fleet size +400% on a size 7 or 8 world.

Granted, I took the Pirate Start, so literally every faction was hostile to me except for Pirates, Kadur, and the Independents, but even so. Dassault-Mikoyan has sent invasion flights while I was busy fighting off their previous invasion fleets. I can't leave my colony even to go to the core of the sector and back without missing at least one invasion. Is it really supposed to be like this?
Well, if you're hostile to almost everyone that's not going to work well, yeah.
That said, I'm changing things so that if the player has a pirate commission other factions won't invade player colonies (same as how they don't invade pirate markets). Other relevant changes: fixed a bug where invasion autoresolve strength was still using market size mult, limited simultaneous invasion events to 10, and reduced invasion point accumulation the more invasions are currently active.

Some question on player faction invasion. I have saw my faction want to send out invasion a few time but all of them end in "invasion fleet fail to gather", I had check on one of them and see a invasion fleet(only one) spawned from the planet, then the invasion end a few day later with the "invasion fleet fail to gather" message. What is causing these?
There may be a bug with invasions from player markets (even if I can't imagine what would work differently at this particular moment), I'll look into it. Thanks for mentioning!

Is it normal for my own faction to start its own wars without consulting me? As soon as I started the faction, it started to declare war on others and sending invasion fleets across the map.....also what's the point of other factions sending me expeditionary forces (shouldn't this be a declaration of war, but isn't)?
1) Player diplomacy is a bit of a WIP currently, but one thing I made it unable to do is do the 'declare war' event on someone else (or any of the other diplomacy events whose descriptions imply deliberate actions by a certain party.) Other people can still declare war on you, of course.
If you (or anyone else) sees it again, a screenshot would be good perhaps?

(In the meantime, if you want it to just stop all diplomacy with the player faction completely, there's a followersDiplomacy option in the config file. Bear in mind that it also prevents automatic ceasefires.)

2) The expeditions are vanilla behavior that I could remove but haven't yet felt a particular need to (among other things, mid to late game is kinda easy enough as it is). There's a bunch of discussions about expeditions in other threads you can search for, including complaints like the non-declaration of war thing.

All factions can respawn one more time. After that, they're gone for good. You can also set them to respawn infinitely if you want more chaotic undying game.
Faction respawn is currently disabled and likely won't be reimplemented in time for next version. Although next version, you can give away a market to a dead faction if you want them to (re)spawn.
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Spess Mahren
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« Reply #1901 on: January 14, 2019, 07:51:18 AM »

How many points of stability loss should a failed invasion be able to hit a market with? Also do invasions only have a objective of conquest? I'm asking because I just saw Sylpheed station get hit with a single pirate invasion that failed but managed to disrupt most/all of their industries and they right now have a -22 stability modifier just from the invasion, the station is doomed if it follows normal decivilization mechanics at this point.
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Shad
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« Reply #1902 on: January 14, 2019, 09:35:09 AM »

How many points of stability loss should a failed invasion be able to hit a market with? Also do invasions only have a objective of conquest? I'm asking because I just saw Sylpheed station get hit with a single pirate invasion that failed but managed to disrupt most/all of their industries and they right now have a -22 stability modifier just from the invasion, the station is doomed if it follows normal decivilization mechanics at this point.
Hmm. Sylpheed station was one of the stations I also saw get hit with a -30 penalty. Gave the poor fellas 2 aid packages, but it was a dep in the bucket, so the station still collapsed.
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Donkey Hote
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« Reply #1903 on: January 14, 2019, 01:31:02 PM »

So I've been making sure to have Prism Freeport enabled on sector generation but it hasn't been showing up for me.
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Thyrork
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« Reply #1904 on: January 14, 2019, 01:56:29 PM »

Just touching base since I registered just now to post some of feedback and love for various mods.

Is it considered impolite to ask modders if they're adding/planning to add Nexerelin support? Just making sure I don't get on anyone's nerves with an old unwritten rule. Smiley

So I've been making sure to have Prism Freeport enabled on sector generation but it hasn't been showing up for me.

When I enable it, its an object in hyperspace to go to.

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