Catching up on questions and such in this thread:
How to disable version checker integrated in Nex?
There's now a setting in settings.json for that.
Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station?
It'd be nice in some places, but I'd have to work out a bunch of potential issues. e.g. does making a bunch of autonomous outposts with patrol HQs/military bases in a single star system become the new defense meta?
Well, I might take a look further down the road.
I'm sure this has been said before but are there any plans to add some kind of defensive fleet expedition? Right now Its too easy for the ai to take planets with 8 fleets or lose planets to 8 fleets. There could be some kind of permanent grand defense fleet which goes in between systems under a faction's control which stops for a given amount of time or a defensive form of invasion fleets. I find it strange when a faction loses its a planet without sending any kind of reinforcements to it.
"Brawl mode" (toggled in Nexerelin/data/config/settings.json) generates defense fleets (which are there to compensate for larger invasion fleets).
Beyond that, the expectation is currently that the invasion fleets are more or less balanced against the target system's patrols + stations. Some sort of mobile "strategic reserve" thing that fights both player and NPC invasions would be nice, though. (At least once I figure out what the implementation will actually look like, at any rate)
Found a bug in you generateBlueprintStock function. For fighter wings you're actually checking for knowsWeapon instead of knowsFighter.
Good catch! Thanks, will fix.
i got tricky question
is there way to make work those other starting options from lesser mods ?
nexerelin overrides those starting choices
it would be nice to get e.g. some experimental switch (setting) to try those
Supporting them natively on my end will introduce more code/UI complications than I want to deal with, I think. The modders can always add any Nex custom starts they deem suitable.
Why does it cost a monthly fee to store things at an outpost? The player already pays a monthly upkeep fee and they don't generate an income.
Well, mostly because I hadn't bothered to change the storage code yet. (I plan to, for this and also for autonomous colonies)
For now, you can put normal commodities in the Local Resources submarket. And say the outpost storage fee represents the cost of securing items in it against theft (and AI cores refuse to be put in storage because they'll be lonely in there).
New to the game and trying out different mods. So any faction/ship/arsenal mods that work particularly well with this one? Nothing too unbalanced.
Most of the mods in this category that have been around for some time should work well.
The mods on
DynaSector's supported mod list lists the most famous and reputable ones (although not all of them are available for Starsector 0.9.1 yet); if you ask on the Discord you can get more recommendations.
Why can I find information about what this mod does in more detail than one bullet point list?
"Where", I assume you mean? There isn't really such a list, unfortunately, although I think most people who've already played a game of vanilla Starsector can pick it up as they go.
I ought to write a quickstart guide... eventually.