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Author Topic: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)  (Read 1447187 times)

Sarissofoi

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2385 on: August 25, 2019, 12:46:19 PM »

Question.
If AI colonize and have enabled planetary growth(both for colonies and core worlds) do they build new industries when they can? Or rebuild destroyed ones?

Ambient

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2386 on: August 25, 2019, 04:05:25 PM »

I'm doing my 1st Nexerelin playtrough and have a question; Can you ever initiate things like alliances and ceasefires or is it all automated?
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helmacon

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2387 on: August 25, 2019, 11:29:05 PM »

Experiencing a weird bug. See pic below.

Spoiler
[close]

54+19 is 73. Not sure how it's coming up otherwise.

Honestly, this does not effect gameplay at all as far as I can tell, but it feels like it might be indicative of something more important breaking down behind the scenes. Just thought you should be aware of it.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2388 on: August 26, 2019, 04:08:58 AM »

Is there a way to disable AI planet conquest? I prefer the vanilla behavior of the AI skirmishing and raiding each other with the occasional small world getting decivilized but the overall borders stay the same(ie: dark ages style limited warfare). I've tried setting "baseInvasionPointsPerFaction" to 0 but this also seems to disable raiding missions as well.

Is there a way to keep the AI throwing fleets at eachother (creating market disruptions, salvage and fleet fights) without them actually taking territory?
Raids are currently tied to invasions (each faction will invade, then raid, then invade, and so forth) and there isn't a setting to separate them. Sorry!

Experiencing a weird bug. See pic below.

Spoiler
[close]

54+19 is 73. Not sure how it's coming up otherwise.

Honestly, this does not effect gameplay at all as far as I can tell, but it feels like it might be indicative of something more important breaking down behind the scenes. Just thought you should be aware of it.
Turns out the function used for each member faction's size was excluding non-invadable markets (when it shouldn't have), while the alliance total was counting them. This affected a bunch of stuff, although apparently not anything with any real effect.
Fixed, thanks!
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sotanaht

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2389 on: August 26, 2019, 07:23:28 AM »

I'm seeing Remnant Nexus respawn/new ones pop up the instant I kill one.  I'm not 100% sure that it's not another mod conflict, but if you know anything about this... It's only a medium threat system but I'm getting fully operational stations here too.
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Agile

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2390 on: August 26, 2019, 09:10:44 AM »

Is there a setting to make invasions when you have a commision worth it?

When I invade a planet and let my commisioned faction take it, they pay me a pittance and only like 2+ rep, whereas if I don't commision myself and hand the place I invade to a faction they tend to give me 5 rep if not more depending on what industries are on the planet. Sometimes they even give Conquest missions which pay out hundreds of thousands while being commissioned I get payed like nothing.

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McMuster

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2391 on: August 26, 2019, 10:12:31 AM »

Is there a way to disable AI planet conquest? I prefer the vanilla behavior of the AI skirmishing and raiding each other with the occasional small world getting decivilized but the overall borders stay the same(ie: dark ages style limited warfare). I've tried setting "baseInvasionPointsPerFaction" to 0 but this also seems to disable raiding missions as well.

Is there a way to keep the AI throwing fleets at eachother (creating market disruptions, salvage and fleet fights) without them actually taking territory?
Raids are currently tied to invasions (each faction will invade, then raid, then invade, and so forth) and there isn't a setting to separate them. Sorry!

Would you considered adding that as a config? I don't care for the border gore caused by the random invasion target selection as the game goes on.

Potentially, give a 3rd option for successful invasions "loot and leave" (essentially a beefier raid that loots and disrupts) and have a config that forces AI to always select that option.
« Last Edit: August 26, 2019, 02:18:25 PM by McMuster »
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goduranus

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2392 on: August 26, 2019, 05:38:03 PM »

I've noticed that colonies will decivilize even if you help stabilize it after you get a notification, is there anything that can be done about that?
« Last Edit: August 27, 2019, 01:19:16 AM by goduranus »
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Gen Waffle

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2393 on: August 26, 2019, 07:22:37 PM »

With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.
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The Rogue Scavenger

tzuridis

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2394 on: August 26, 2019, 07:23:34 PM »

Histidine you are the best, thank you for making this  8)
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helmacon

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2395 on: August 26, 2019, 09:08:55 PM »

With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.

How much any industry is worth is entirely dependent on what other markets and industries are active in the game. If you do a random core worlds sector this can be wildly variable. For example, in my current game, there are only 2 markets for fuel, but everybody needs it, so I make over 100K a month making fuel on a size 4 colony. Likewise, volatile are equally profitable and rarely exploited. On the other hand, everybody has heavy industry, so even with an orbital works and pristine nano-forage I can barely pull in 5-10k a month from that industry.

I do think random core worlds has a tendency to over saturate the mining markets, as seemingly everyone on planets with ore wants to mine them, and most planets have at least some ores.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2396 on: August 27, 2019, 04:59:03 AM »

Would you considered adding that as a config? I don't care for the border gore caused by the random invasion target selection as the game goes on.

Potentially, give a 3rd option for successful invasions "loot and leave" (essentially a beefier raid that loots and disrupts) and have a config that forces AI to always select that option.
Config might be good yeah.

Probably not gonna change invasion options; "loot and leave" would have to work in some weird ways to not make the player go "why not just raid twice?"

With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.

How much any industry is worth is entirely dependent on what other markets and industries are active in the game. If you do a random core worlds sector this can be wildly variable. For example, in my current game, there are only 2 markets for fuel, but everybody needs it, so I make over 100K a month making fuel on a size 4 colony. Likewise, volatile are equally profitable and rarely exploited. On the other hand, everybody has heavy industry, so even with an orbital works and pristine nano-forage I can barely pull in 5-10k a month from that industry.

I do think random core worlds has a tendency to over saturate the mining markets, as seemingly everyone on planets with ore wants to mine them, and most planets have at least some ores.
It always adds mining if the planet supports it, yeah.
Think I might make them not do so for sparse ore resources, but I'm not sure how much that will help.

EDIT:
Question.
If AI colonize and have enabled planetary growth(both for colonies and core worlds) do they build new industries when they can? Or rebuild destroyed ones?
They're supposed to, but looking at the code I'm not sure they actually (re)build anything on growth (only on capturing or receiving market).

I'm doing my 1st Nexerelin playtrough and have a question; Can you ever initiate things like alliances and ceasefires or is it all automated?
Alliances: Dock at their market, look in the "Special options" menu
Ceasefires: You can't offer, but if their war weariness (hidden value) gets high enough they may offer you a ceasefire (it's an intel event). Of course, they might ceasefire with someone else instead.

Note that both of these things only work if you're not commissioned.

I've noticed that colonies will decivilize even if you help stabilize it after you get a notification, is there anything that can be done about that?
No, but at least it'll be fixed in next Starsector version. (see here and here)
« Last Edit: August 27, 2019, 05:41:50 AM by Histidine »
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Salv

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2397 on: August 27, 2019, 05:57:43 AM »

I've got a question regarding invasions. Does the FP value scale with the general strenghth of a faction or can a faction with just one size 3 colony generate a 2k FP invasion fleet?
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TrashMan

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2398 on: August 27, 2019, 09:20:21 AM »

I have to ask, but how does the AI decide what world to colonize? Too much randomness or scripts without logic is bad.

A faction should have a list of surveyed worlds. That list gets populated as player does survey mission, sells survey data and when a faction sends a survey expedition (which they should periodically do).
then when a faction decides to colonize it would select a world from the list of known world hat matches it's needs - does it need metals, fuel, farming, etc? Much more organic and allows a player to influence colonization by selling planet data or intercepting survey fleets.
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Lazulitos

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2399 on: August 27, 2019, 01:03:30 PM »

Hi, can I ask to add a scroll slider? Not all sliders fit into a small monitor.
monitor 1366x768

[attachment deleted by admin]
« Last Edit: August 27, 2019, 01:40:20 PM by Lazulitos »
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