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Author Topic: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)  (Read 1227197 times)

Histidine

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2040 on: March 07, 2019, 04:21:51 AM »

Quick update to fix the cell infiltration crashes, and fix or at least bandaid a couple of issues.
Thanks again for the feedback Hussar! I hope to devise some good solutions in the future.

Nexerelin v0.9.1c
Download

Changelog
Code
* Agent fixes/improvements
    * Security alert level actually relevant now (decrement interval 15 -> 30 days, decrement amount 25% -> 5%)
    * Raise relations cost 20k -> 30k, success chance 70% -> 60%
    * Recruitment bar event doesn't appear on markets where faction is immune to agent actions
    * Fix infiltrate cell crash when supporting base is destroyed or otherwise absent
    * Fix text error while on a hyperspace market
    * Fix GUI issue when number of pages in agent target menu changes
* Fewer, less frequent faction bounties
* Don't add vengeance points from invasion/raid fleets and anything with low rep impact
* Faction respawn check interval 90 -> 120 days
* Offensive fleets using allied equipment are marked as such in fleet name; ships renamed
* Fix a bug in AI deciding whether to offer a ceasefire
* Fix ceasefire auto-accept not working
* Fix factions declaring war on pirate factions

Histidine, could you, please, allow NPC colonies to grow? Specifically(ColonyManager.java):

Code
public static final int MAX_NPC_COLONY_SIZE = 0;
...
if (allowGrowth && !market.isHidden() && market.getSize() < MAX_NPC_COLONY_SIZE
&& Misc.getMarketSizeProgress(market) >= 1) {
...

Or at least move it to json config file?
I could put it in the config file yeah, next version probably.
(I'll also add something so modders can mark specific markets as non-growing)

Yeah, I get (currently) like 6 icons for Pather cells, both on my colonies and apparently some NPC worlds. Maybe it's just the GUI glitching out on me or something I did to the main game config file screwed things over for me. (I swear I only touched officer levels and count...) But it seems like each time a Pather Sleeper cell goes active, another icon/cell gets added rather than just the already existing cell getting activated. Lemme see if I can get you a screenshot... *goes to start SS*

*struggles to get a screenshot...*

*gets screenshot finally...*: https://1drv.ms/u/s!Augwr6cXak-jrAW52JfEpAE6KLc5

The in-game logs for pather activity list 85 items. Two reference bases (of which I've blown up); the other 83 log items reference pather cells. The other thing I can think of is that the in-game log in my game isn't properly purging old entries.
Ah, yeah, the save I have lists the duplicate cells in the intel screen too. Though one cell seems to be actually present (in the sense of having a stability effect) per market, even though Tortuga Station has at least six active cell intel items listed in intel screen.

My guess is a mod is deleting the condition but not the intel event (or vice versa), so new cell events think the market is clear and occur there? Not sure.
I'll ask if any of the other mods are touching this stuff, at least.
« Last Edit: March 07, 2019, 04:25:18 AM by Histidine »
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Vayra

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2041 on: March 07, 2019, 10:39:32 AM »

That last one might be me, will look into it.

E: Almost definitely me -- the reaper was killing the base manager script, which was meant to prevent further bases from spawning while still letting cells "run their course". Of course, the manager script looks like it's also the script that removes stuff when it's finished...

Anyway, it's not a Nexerelin issue and this will be either fixed or the feature removed in the next Kadur release. In the meantime, it can be avoided on new saves by turning the "stopSpawningRaiderBasesWhenFactionDelet" option off in KADUR_SETTINGS.ini.
« Last Edit: March 07, 2019, 05:09:26 PM by Vayra »
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Kadur Remnant: http://fractalsoftworks.com/forum/index.php?topic=6649
Vayra's Sector: http://fractalsoftworks.com/forum/index.php?topic=16058
Vayra's Ship Pack: http://fractalsoftworks.com/forum/index.php?topic=16059

im gonna push jangala into the sun i swear to god im gonna do it

Dostya

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2042 on: March 07, 2019, 06:06:53 PM »

This is probably a known bug or possibly intended behavior, but I figure another report won't hurt - after I've founded a colony and my faction takes a planet in an invasion for the first time (or I take one for the faction, either/or), my production target changes to that planet rather than staying on my selected colony. I haven't founded a colony for the first time after taking one so I actually don't know if it works in reverse though. It only happens the once.
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RustRain

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2043 on: March 08, 2019, 06:27:52 AM »

Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
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Chronosfear

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2044 on: March 08, 2019, 10:14:20 AM »

Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.

you could always bomb the colony to hell and get it de civilized.
Spoiler
[close]


Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.
Thanks in advance.
« Last Edit: March 08, 2019, 10:16:37 AM by Chronosfear »
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Dostya

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2045 on: March 08, 2019, 01:24:41 PM »

Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
1. Human Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'

2. Alpha Core administrators - as many as you have alpha cores, though you can't uninstall them after a period of time.

3. Editing settings.json in nexerelin's data/config folder and the base game's to increase the colony cap

Either/or, whatever works for you.
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Histidine

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2046 on: March 08, 2019, 05:59:28 PM »

Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.

you could always bomb the colony to hell and get it de civilized.
Spoiler
[close]
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
1. Human Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'

2. Alpha Core administrators - as many as you have alpha cores, though you can't uninstall them after a period of time.

3. Editing settings.json in nexerelin's data/config folder and the base game's to increase the colony cap

Either/or, whatever works for you.
Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).

Maybe in the future, I (or Alex, when he gets around to implementing conquest) will think of a good way to handle surplus markets.

Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.
Thanks in advance.
See here
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Chronosfear

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2047 on: March 09, 2019, 01:51:33 AM »

Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.
Thanks in advance.
See here
[/quote]

Thank you.

Also this looks like a bug. both events happened at the same time
Spoiler

or can they make peace against the will of the alliance they are in?
[close]
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Shad

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2048 on: March 09, 2019, 02:42:39 AM »


Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).

Maybe in the future, I (or Alex, when he gets around to implementing conquest) will think of a good way to handle surplus markets.
The "drop off to independents" is what I do right now. For me an ideal solution would have been to have a new spawnable faction like the 0.8 "followers" (playerfactionname_autonomous_colonies). Basically a faction that is auto-allied and locked to +100 relations with you, but does not directly lead to runaway income or micromanagement.
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Hussar

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2049 on: March 09, 2019, 05:04:20 AM »

Quick update to fix the cell infiltration crashes, and fix or at least bandaid a couple of issues.
Thanks again for the feedback Hussar! I hope to devise some good solutions in the future.

No problem. I'd say there's still plenty of ways to abuse 'em but since you're planning on overhaul post 0.9.1 - I'll see how this pans out. I'm free to talk about it tho if you had any ideas.

Code
* Agent fixes/improvements
    * Security alert level actually relevant now (decrement interval 15 -> 30 days, decrement amount 25% -> 5%)

This is a really good change. I was wondering about the alert decay values. Still, once we got an agent leveled up that ain't a big issue.

Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).

Maybe in the future, I (or Alex, when he gets around to implementing conquest) will think of a good way to handle surplus markets.

I'm actually pro-actively colonize planets that are habitable but not that great. Bump 'em to size 5, set up with gamma cores on infrastructure and set off as independent markets that actually make money. It's helpful in many ways. Through networking it raises the accessibility of all colonies (mine and "independent"), also provides additional revenue and backup supplies sources if anything was to happen.

And Alex is considering some way of "letting the markets go". But till he posts something up, we won't know is he coming through with any idea.
« Last Edit: March 09, 2019, 05:15:09 AM by Hussar »
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Histidine

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2050 on: March 09, 2019, 11:15:00 PM »

Also this looks like a bug. both events happened at the same time
Spoiler

or can they make peace against the will of the alliance they are in?
[close]
Sort of. The order of operations is that the individual factions declare war/make peace first, then the alliance votes on whether to do the same thing.
If the vote passes, factions which vote no can also "defy" the action and refuse to do it, but this is rare outside certain circumstances*.

*Specifically, factions will refuse to declare war on a faction they're Friendly or better with
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Hague

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2051 on: March 11, 2019, 06:09:36 PM »

1. Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'



I would definitely appreciate administrators more if they leveled up.
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SCC

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2052 on: March 11, 2019, 11:44:12 PM »

I'm not sure if Histidine can do anything about administrators.
Is there (or will there be) a way to increase number of agents you can have? At the moment I can't have more than two and I have no idea if I can somehow get more. No skill references them, either.

FreedomFighter

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2053 on: March 12, 2019, 02:05:03 AM »

Hey Histidine, is it possible to add Base Strike to Kadur Remnant faction? Varya has his faction spawn those random base that working like pirate in the base game.
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Hussar

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2054 on: March 12, 2019, 04:05:19 AM »

I'm not sure if Histidine can do anything about administrators.
Is there (or will there be) a way to increase number of agents you can have? At the moment I can't have more than two and I have no idea if I can somehow get more. No skill references them, either.

You can have 3 - check the Command & Control perk. Also Agents are still SUPER STRONG even after the latest nerf - so I'm not totally sure that having more than 3 is a good idea. Unless they'll start dying in failed missions but that doesn't seem to be a case for now.
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