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Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

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Author Topic: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)  (Read 1227175 times)

Vayra

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2055 on: March 12, 2019, 09:29:14 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.

If there's a hook for this that I can implement on my end, let me know.
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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

Histidine

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2056 on: March 13, 2019, 05:08:45 AM »

Currently it needs me to add handling for each hidden-base-intel Java class to the menu code. (This wouldn't be necessary if vanilla provided a DestructibleBaseIntel class or somesuch that everyone extended, but no such class exists)

Anyway I'll add base strike targeting of Kadur bases later.
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Hague

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2057 on: March 16, 2019, 08:27:25 AM »

A nice feature you might be able to add to Agents is the ability for them to do some local interactions at a market for you. For instance: recruiting administrators or officers, requesting alliances, or releasing a market to another faction.

A more advanced idea I had was that agents could buy/sell goods for you by request from/to a market they were in. They would need the 5k credits to open a storage slot in which to to put resources. This would be a "legal" way to generate a resource shortage in a market or even to remotely move resources to/from your own colonies' storage and resource supplies.
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angrytigerp

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2058 on: March 20, 2019, 11:49:16 AM »

Can anyone guide me on building a random-gen sector with only one station or colony per sector? I'm trying to play a game where I don't have to ally-by-necessity and/or conquer whoever happens to spawn in my sector, but I think I keep messing up something about the gen options that confuses the game.

I'll do something like "30 populated Systems", goal of "15 populated Planets" and "15 populated Stations", set 1 colonized planet per system, and the last option (planets OR stations per system) to 2, to allow some systems to have a random station just to spread stuff out.

I might be messing up the numbers, but all I know is I spent like 20 minutes crashing and restarting till I dialed in something that worked, which ended up with me in a system with a Junk Pirate base and Tri-Tach with a planet, and me owning the planet (I think I just kicked down number of colonies, although I could be wrong -- I didn't write down exactly what I had).

Anyways, short version: does anyone have values for a one, MAYBE (but not always) 2 colonies/stations per system sector generation? I just want to own a system without having to waste money buying Marines to conquer the random faction Nex sticks with me.
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Wyvern

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2059 on: March 25, 2019, 09:38:58 AM »

@angrytigerp: Personally, what I do is go for one of the start-without-a-colony options, and then establish my first colony wherever makes sense.  If you'd rather start with a colony, you can use console commands and give yourself the necessary resources to start one in an empty system somewhere.  (It's also possible, albeit a more advanced use, to use console commands to outright create a new planet to order; see, for example, this post.

On a possibly-a-bug-report note, how long is it supposed to take the pather terrorists to re-establish a cell after one is broken up by an Agent?  Because at least so far I've never had a cell re-establish itself, after at least a couple of in-game years.
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Wyvern is 100% correct about the math.

Histidine

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2060 on: March 26, 2019, 04:45:01 AM »

On a possibly-a-bug-report note, how long is it supposed to take the pather terrorists to re-establish a cell after one is broken up by an Agent?  Because at least so far I've never had a cell re-establish itself, after at least a couple of in-game years.
I didn't intentionally code it or anything, but it seems like they'll never respawn (and I think I can spot why in the vanilla cell code).
I could make the agent action disrupt the cell for something like 2 years instead of removing it outright, I guess?
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Wyvern

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2061 on: March 26, 2019, 08:23:44 AM »

I'd suggest one year at most - that's how long you get if you blow up their base, after all.  (Speaking of: I haven't looked at the code, but maybe having the agent reduce the pather cell to the same inactive state you get from blowing up the base would work better than removing the condition entirely?  From a player perspective, it would be nice to have that condition still there with the timer on it to when it's going to be a problem again.)
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Wyvern is 100% correct about the math.

TMPhoenix

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2062 on: March 31, 2019, 03:22:49 AM »

How about a removal only if the LP has been completely destroyed and a disruption in the case they're still around?
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Cruis.In

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2063 on: April 07, 2019, 11:40:06 AM »

does it make sense to use this mod with 0.9a still or is it redundant?
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ErrantSingularity

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2064 on: April 07, 2019, 11:48:03 AM »

Why would it be redundant? It basically adds parts to the game that should already be there.
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Cruis.In

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2065 on: April 07, 2019, 12:23:01 PM »

faction wars, and diplomacy changes, isn't all that part of the game by default now? I think before it wasn't, but now with colonies etc, these features are standard?

Upgrading to 0.9a rc10 broke all other mods I used like ship/weapon pack etc.
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cjuicy

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2066 on: April 08, 2019, 11:06:34 AM »

faction wars, and diplomacy changes, isn't all that part of the game by default now? I think before it wasn't, but now with colonies etc, these features are standard?

Upgrading to 0.9a rc10 broke all other mods I used like ship/weapon pack etc.
Nex adds the ability to invade other markets, among other things. Mining, Agents, requesting support fleets, the list goes on.
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"Light the Stars with your Incendiary Rounds!"
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Spess Mahren

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2067 on: April 11, 2019, 06:37:17 PM »

Just wanted to suggest something, could market reserve fleets make a return? To often it seems the AI fleets leave their markets undefended or you can engage in a simple game of attritioning nearby fleets then fighting the station solo and only star fortresses are capable of any real fight. Back when markets had reserve fleets it was always rather fun in a challenging kind of way fighting first through a largish fleet then later fighting the big brother of that fleet and the mod added station at the same time.
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AxleMC131

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2068 on: April 11, 2019, 10:23:16 PM »

You'd have to be careful with it scaling up defense power too much - and completely nullifying the ability of the player to lure fleets away through various means - but if something like this was made to only take effect if no nearby fleets join the fight (ie. you would otherwise be fighting the station alone and nothing else), and would generate a "reserve fleet" of relatively low power, it'd be fine.
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Singrana

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Re: [0.9a] Nexerelin v0.9.1c "Double-Zero Agent" (update 2019-03-07)
« Reply #2069 on: April 17, 2019, 12:31:41 PM »

regarding player invading markets, it should at least not happen instantly, the progress bar could return imho, personally i just outlaw player invasions (the same way i outlaw waiting for a faction to start winning the game only to use agents to then make them my friend) i find requesting an invasion fleet and escorting the landing armada in more interesting in any case.

something i want to bring attention to however is that in my current game of about 5 years NONE of the factions have been wiped out, i wondered for a while what was causing it, and it seems that systems with PIRATE bases just cannot be invaded, this is because the invasion fleet gets stuck on chasing pirate fleets and fighting the pirate base, leaving not nearly enough strength left for the actual invasion, and this is only relevant if the chasing of pirate fleets does not cause the invasion target to sign a cease-fire agreement before they even get to the target, something that happens over 90% of the time (i have followed invasion fleets around many times by now)

to fix this in my own game i ended up turning allow pirate invasions to true, this way the pirate markets will eventually be conquered by a non pirate and allow in or out of that system in the future, i do not play a pirate play style, preferring to pick a faction and try to make it win the game, but i can imagine this solution not being very nice if you want to be hostile to the civilized factions, as you would only have the spawned pirate bases far away as markets to sell or buy from

a fix to this could be to make invasion fleets consider pirate bases in their star system and the destination star system and get a little bit extra strength to compansate for this.

another solution would be to make invasions BIGGER in general, but cause an accompanying "counter invasion" fleet spawn at the invasion target, this would allow to make invasions large enough to swat aside pirate presence, but still have a balanced space fight with the defenders (besides i actually liked the giant fights on the first few patches of 0.9 nexerelin, this would allow for random invasion sizes again, as you could just spawn an appropriate counter-invasion fleet if the invasion is randomly very large)

i think mby invasion fleet buildup could be slow, but states of war end very fast, so mby this is something to look at as well, factions that are at war without a positive diplo event should stay at war a bit longer imho, but if there is friendly relations events then they should stop fighting fast imho.

another thing that bugs me a little bit is that the diplomacy events happen all the time making it hard to keep track of with many factions, i would like if diplomacy events happened at a constant global rate, rather than once every so often per faction (so more events with more factions) the factions involved in a diplo event can still be rolled randomly so it does not feel mechanical
« Last Edit: April 17, 2019, 12:48:40 PM by Singrana »
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