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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013627 times)

Offensive_Name

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2340 on: August 19, 2019, 10:26:06 AM »

If I add a new faction mod to my game, and have faction spawning enabled, will the new factions spawn?
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Shuhei

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2341 on: August 19, 2019, 11:19:22 AM »

Quote
Not readily fixable. Well, you can change "personNamePrefix":"pirate", to uppercase in [starsector-core]/data/world/factions/pirates.faction, but this will have other effects.
I could ask Alex to uppercase it in the vanilla commission intel, I suppose.

Please! Do that, if possible!
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dorgus

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2342 on: August 19, 2019, 12:23:25 PM »

Quote
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval

Alright, that makes sense. I set the number to 1, and nex_expeditionDelayPerExistinColony also to 1. I didn't see everyone rushing to colonize though. We'll see what happens (or I'm thinking about it wrongly)

Also, I just wanted to thank you not only for making Nexerelin, but also for being active and answering our questions. You basically made Starsector into what it was supposed to be. The game is immensely better, and you deserve have more recognition.
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Offensive_Name

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2343 on: August 19, 2019, 12:38:14 PM »

I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!

I am also Mid 207 and a decent amount of junk pirate and luddic path colonies are failing. i am using the 2x vast expanse mod and and a randomly generated sector with the max amount of colonized planets. The planets that are destabilized are way out in the fringes and I feel that they are just too far from supply lines to be getting what they need. I will try to head out there in check but some of these systems are out of my reach.
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crowman

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2344 on: August 19, 2019, 02:12:46 PM »

Can I enable Starfarer mode mid-save? I just started my own colony and noticed I forgot to enable it.

EDIT: Nevermind, it was enabled, it's just that you need to exit and load the save for the penalties to apply to newly established markets.
« Last Edit: August 19, 2019, 04:31:02 PM by crowman »
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Clibanarius

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2345 on: August 19, 2019, 03:13:59 PM »

I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!

I am also Mid 207 and a decent amount of junk pirate and luddic path colonies are failing. i am using the 2x vast expanse mod and and a randomly generated sector with the max amount of colonized planets. The planets that are destabilized are way out in the fringes and I feel that they are just too far from supply lines to be getting what they need. I will try to head out there in check but some of these systems are out of my reach.
Using the 1.3x size Grand Sector mod myself. Might be the case, as they ARE colonies out in the boonies that're getting depopped.
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Kastor

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2346 on: August 20, 2019, 12:52:57 AM »

As I cannot find any documentations or wiki, got some questions:

1. Why I can have only two agents? How to increase limits?
2. What does destabilize markes do?
3. What are prisoners? How to get them?
« Last Edit: August 20, 2019, 12:54:31 AM by Kastor »
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TrashMan

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2347 on: August 20, 2019, 02:41:34 AM »

1. Go to your Nex folder. Look for the config file.

2. It reduces market stability

3. It's a random drop from enemies.
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Hircine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2348 on: August 20, 2019, 04:23:14 AM »

Which folder do I place this mod into? I keep getting error messages.
(it's really different than modding a steam game lol)
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Hrothgar

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2349 on: August 20, 2019, 04:30:18 AM »

You need to have it in folder which go directly into mod files. For example you have mod named Blob. So your line of folders should look starsector/mods/Blob/files of mod Blob. If mod looks like this for example after unpack starsector/mods/Blobmk2/Blob/files of mod, you need to cut Blobmk2 and put Blob in mods folder.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2350 on: August 20, 2019, 04:40:17 AM »

Is there a way to reduce the amount of negative diplomacy events the player faction gets via config file? Or the frequency?

While I like everything else about this mod, being at war with every alliance despite basically doing exploration (no black market, no transponder off, no missions against any factions except pirates, no market share to speak off) only really sucks.
There isn't a specific chance modifier for player diplomacy, unfortunately. You could reduce the chance of negative events for everyone by editing the entries in data/config/exerelin/diplomacy_config.json, or turn player diplomacy off entirely with the followersDiplomacy tag in exerelin_config.json.

How to disable version checker integrated in Nex?
No way at present.

If I add a new faction mod to my game, and have faction spawning enabled, will the new factions spawn?
If you enabled respawning of factions not available at start, yes.
(If you forgot to do so, you can enable it mid-game with OpenNexConfig command in console)

Also, I just wanted to thank you not only for making Nexerelin, but also for being active and answering our questions. You basically made Starsector into what it was supposed to be. The game is immensely better, and you deserve have more recognition.
Thanks :D
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Hircine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2351 on: August 20, 2019, 04:56:11 AM »

You need to have it in folder which go directly into mod files. For example you have mod named Blob. So your line of folders should look starsector/mods/Blob/files of mod Blob. If mod looks like this for example after unpack starsector/mods/Blobmk2/Blob/files of mod, you need to cut Blobmk2 and put Blob in mods folder.
Is this the correct? Is there literally just a folder for mods? haha

 
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Hrothgar

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2352 on: August 20, 2019, 04:58:06 AM »

Yes, it should be correct.
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Hircine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2353 on: August 20, 2019, 05:07:56 AM »

Hmm... the game still starts the same. Do I need to turn it on manually?
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Taverius

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2354 on: August 20, 2019, 05:21:18 AM »

Yes, use the mods button on the launcher. But install the required LazyLib first as well or you'll just crash.
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No faction is truly established without a themed Buffalo (TAG) variant.
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