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Starsector 0.9.1a is out! (05/10/19); Blog post: Personal Contacts (08/13/20)

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Author Topic: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)  (Read 1302139 times)

xucthclu

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)
« Reply #2745 on: December 10, 2019, 01:53:47 PM »

I've just been getting a tad annoyed with the other factions bombing some colonies into oblivion. "Don't kill them, I might want to fight them later!"

By the way, in my current playthrough, Luddic Church invaded a colony previously owned by Diable Avionics. This colony had AI cores set up in the industries and buildings, and now the Ludds Knights are merrily using AI cores, whilst basically hating AI and having a disposition penalty towards other factions utilising AI cores. Any way to make it so that they don't use the AI cores upon invading colonies that use them? This would make sense when applied to most factions that are wary of AI.



Also, in conjunction with a faction mod called Legacy of Arkgneisis, which brings Anarakis Reparation Society, there is a bit of an oddity if you have Prism Freeport enabled. Basically, if you have good rep with ARS, you can buy some blueprints on their military markets. One blueprint is literally for just one weapon, but when you exchange it at the PF, it was worth like 1,5k or 2,5k points, an absolutely obscene amount for its actual value. If the ARS has several colonies with military markets, you can basically keep going around buying their blueprints, trading them in at the freeport for other blueprints. I think I mentioned it in that mods thread, as well.



EDIT: Found what seems to be a bug. So, a colony that had an orbital station got decivilized. Upon arriving in the system, it shows the orbital station as "Under Construction". Upon interacting with the station, it let me explore the ruins, and, after that, form a colony. Now, the issue is, after I set up a colony, I can still interact with said orbital station, and it gives me an option to start a colony on the same planet that already has a colony. Upon selecting the option, it withdraws resources.

Edit 2: It's queued up a second spaceport building.

Spoiler

[close]
« Last Edit: December 11, 2019, 09:34:17 AM by xucthclu »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)
« Reply #2746 on: December 12, 2019, 05:20:21 AM »

By the way, in my current playthrough, Luddic Church invaded a colony previously owned by Diable Avionics. This colony had AI cores set up in the industries and buildings, and now the Ludds Knights are merrily using AI cores, whilst basically hating AI and having a disposition penalty towards other factions utilising AI cores. Any way to make it so that they don't use the AI cores upon invading colonies that use them? This would make sense when applied to most factions that are wary of AI.
I might do something about that issue that sometime, yeah.
(It'd likely be hugely annoying to destroy cores outright if it's the player colony that gets captured, but the cores could go in storage maybe)

Quote
Also, in conjunction with a faction mod called Legacy of Arkgneisis, which brings Anarakis Reparation Society, there is a bit of an oddity if you have Prism Freeport enabled. Basically, if you have good rep with ARS, you can buy some blueprints on their military markets. One blueprint is literally for just one weapon, but when you exchange it at the PF, it was worth like 1,5k or 2,5k points, an absolutely obscene amount for its actual value. If the ARS has several colonies with military markets, you can basically keep going around buying their blueprints, trading them in at the freeport for other blueprints. I think I mentioned it in that mods thread, as well.
Yea it's a known issue. I told Gwyvern how to lower the Prism trading value of the blueprints, so this may be fixed when LoA updates.

Quote
EDIT: Found what seems to be a bug. So, a colony that had an orbital station got decivilized. Upon arriving in the system, it shows the orbital station as "Under Construction". Upon interacting with the station, it let me explore the ruins, and, after that, form a colony. Now, the issue is, after I set up a colony, I can still interact with said orbital station, and it gives me an option to start a colony on the same planet that already has a colony. Upon selecting the option, it withdraws resources.

Edit 2: It's queued up a second spaceport building.

Spoiler

[close]
Hmm, couldn't reproduce using the minimal way (console DestroyColony), the defense station just disappears and for custom station entities (like Jangala) the planet can't be re-colonized through interacting with the station, it just acts like the abandoned station. Nexerelin doesn't modify the player colonization process, anyway.

I thought it might be Boggled's station mod, but that works a different way.

Was this with a random sector core world? Or a handmade (non-procgen) planet added by a mod? (Doesn't look like either, but I want to be sure)

It may be best to make a thread in the modded bug reports subforum; maybe I'll do that later.
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xucthclu

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)
« Reply #2747 on: December 12, 2019, 02:29:59 PM »

Well, cores aren't THAT hard to farm, but it could be an annoyance, yeah. On a side note, Tri-Tach took over one of my Alpha Core governed colonies, and they now have a colony with an Alpha Core governing it. This one makes sense, tho, since it's Tri-Tach, after all.

I hadn't seen Boggled's mod before, it's not that. It's the handmade sector, and it's not a system added by any mod, as far as I know.

I think originally it was one of the colonies formed by a tri-tach expedition, the colony got decivilized, most likely, while building the orbital station. The second spaceport never ended up being built, it disappeared. The phantom station kept being there until I started building a real orbital station to replace it.

Edit: Is there any way to tweak blueprint drops from raids? It's gotten a tad ridiculous, fighting a star fortress and then wasting tons of fuel on bordbardment, only to get a blueprint for a weapon, and a lot of the time these are already known. So far, exploration has been way more valuable in obtaining blueprints. I've literally not once seen a capital bp drop from raids, cruisers, tops.
« Last Edit: December 13, 2019, 02:23:22 PM by xucthclu »
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Namesarehard

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)
« Reply #2748 on: December 13, 2019, 02:31:03 PM »

Approlight doesn't work properly with alliances right now
currently you don't count as being commissioned if you are in an alliance with the faction
I'm making a comment here as I'm not certain if this is something that Histidine needs to fix or the Approlight mod dev needs to fix or both.
also if you don't mind me asking what part of the mod's files adds alliance commissions?
« Last Edit: December 13, 2019, 09:45:53 PM by Namesarehard »
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Daynen

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)
« Reply #2749 on: December 13, 2019, 04:20:43 PM »

Honestly?  The church using cores they stole makes perfect sense because religious zealots DON'T MAKE SENSE.  They make CONVERTS who DON'T QUESTION THEIR FAITH.

Now GET BACK TO CRUSADING. >:(
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xucthclu

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)
« Reply #2750 on: December 13, 2019, 05:11:55 PM »

Zealots or not, they have to be consistent with their own narratives and motivations. It makes sense for Tri-Tach to use AI cores, hell, maybe even Hegemony, since it fits with them trying to be dominant over the sector, but not the Luddic Church or Path. The whole idea behind factions is that they have different ideologies, motives, and technologies to deal with whatever they face in the Sector.

Honestly?  The church using cores they stole makes perfect sense because religious zealots DON'T MAKE SENSE.  They make CONVERTS who DON'T QUESTION THEIR FAITH.

Now GET BACK TO CRUSADING. >:(



EDIT


By the way, had a thing happen to me where I was nonhostile to Hegemony and they were gonna do an AI inspection. Bribed them. Then later on they declare war on me. Next thing I know is they confiscated 13 Alpha cores. Declaring the war happened shortly before the inspection arrived, didn't seem to refund the 1 mil of bribes, yet it doesn't seem like my colony was resisting the inspection (generally, it's impenetrable to almost anything, since I have alpha cores plugged into heavy batteries and planetary shield, as well as max admin skills). Upon reloading the save prior to inspection arrival and them declaring war on me, it shows that the inspection forces are outmatched. Basically, if hegemony declares war on you just the moment before an inspection that you've bribed off, it seems like, instead of resisting, your colony complies with the inspection. Every other time they visited that colony, they weren't able to take anything.
« Last Edit: December 14, 2019, 01:49:17 PM by xucthclu »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (fixes 2019-12-01)
« Reply #2751 on: December 15, 2019, 02:16:42 AM »

Has anyone experienced an issue where invasion intel items aren't being cleared after success (they stay at the stage where the invasion fleets defend the target forever?)
I've prepared a hotfix for that, let me know if it works.

Edit: Is there any way to tweak blueprint drops from raids? It's gotten a tad ridiculous, fighting a star fortress and then wasting tons of fuel on bordbardment, only to get a blueprint for a weapon, and a lot of the time these are already known. So far, exploration has been way more valuable in obtaining blueprints. I've literally not once seen a capital bp drop from raids, cruisers, tops.
The number of blueprints dropping in a raid is hardcoded (same as vanilla).
Although you can go into settings.json to remove the blueprint raid cooldown (nex_raidBPCooldown) and then raid the target repeatedly to get more blueprints, at least.

By the way, had a thing happen to me where I was nonhostile to Hegemony and they were gonna do an AI inspection. Bribed them. Then later on they declare war on me. Next thing I know is they confiscated 13 Alpha cores. Declaring the war happened shortly before the inspection arrived, didn't seem to refund the 1 mil of bribes, yet it doesn't seem like my colony was resisting the inspection (generally, it's impenetrable to almost anything, since I have alpha cores plugged into heavy batteries and planetary shield, as well as max admin skills). Upon reloading the save prior to inspection arrival and them declaring war on me, it shows that the inspection forces are outmatched. Basically, if hegemony declares war on you just the moment before an inspection that you've bribed off, it seems like, instead of resisting, your colony complies with the inspection. Every other time they visited that colony, they weren't able to take anything.
Yeah, the inspection event doesn't handle faction hostile/not hostile state changes properly right now. I expect I'll fix it in the next major release.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2752 on: December 16, 2019, 05:28:19 AM »

Actually, looking at the vanilla inspection code, it already does the usual attacker vs. defender strength comparison if Hegemony is hostile to player at the autoresolve moment (regardless of what the original orders were). So I'm not sure what's going on.

...When you say the inspection forces were outmatched, was this for space, ground or both? If the inspection fleet loses the space fight it doesn't get any cores, but if they win that then they have a chance of taking each core (rolled individually) equal to their raid mult (the percentage strength figure you see in the raid dialog). Although it should be pretty hard even then if there's heavy batteries and a planetary shield with alpha cores.

I've encountered inspections taking cores against strong ground defenses before, back in vanilla 0.9; this may be worth looking further into.
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xucthclu

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2753 on: December 16, 2019, 01:09:17 PM »

Oh, thanks, I tweaked my setting to drop blueprints once per month.

I think definitely for ground, but the space ones were probably superior. Still, whenever they tried to inspect that planet, they have always failed, and then, suddenly, they managed to get all 13 cores, which seemed very odd.
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reapermonkey

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2754 on: December 16, 2019, 07:15:37 PM »

pardon my ignorance if this is a dumb question that has already been answered:

has the stats on salvaging ships changed?  i have fought about 5 fleets with capitols ( one fleet had 2 astrals for example) and found about 3 legions and some other battleships i cannot remember the name of.  however i could only salvage 1 legion from all the encounters

i already maxed my salvage skills and i have one salvage rig in my fleet.  would more help? 

i have been trying to find an answer in this forum but with nearly 200 pages i have not had any luck
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2755 on: December 17, 2019, 06:20:49 AM »

Nex doesn't change ship salvaging.

After a battle, you only get as many ships available to choose for salvage as you have free slots in your fleet (default maximum number of ships is 30), so that may be what you're seeing. I recommend going into [starsector-core]/data/config/settings.json and changing maxShipsInFleet to a larger value; I set mine to 999.
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reapermonkey

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2756 on: December 18, 2019, 10:21:42 AM »

Nex doesn't change ship salvaging.

After a battle, you only get as many ships available to choose for salvage as you have free slots in your fleet (default maximum number of ships is 30), so that may be what you're seeing. I recommend going into [starsector-core]/data/config/settings.json and changing maxShipsInFleet to a larger value; I set mine to 999.

thank you.  after a while i may have just been having bad RNG because the times in question i only had 15 ships. now that i have done a  lot more battles my spread of recoverable ships has become more normal. i did put my fleet size up to 300 though 
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intrinsic_parity

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2757 on: December 18, 2019, 11:02:50 AM »

I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
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xucthclu

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2758 on: December 19, 2019, 02:54:15 AM »

Something I noticed. Some NPC colonies seem to not max out their industries. They will have 3/4 or even 2/4 industries at times and not seem too keen on building any more. Is this intentional?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5g "Corporate Warfare" (+hotfix 2019-12-15)
« Reply #2759 on: December 19, 2019, 05:28:18 AM »

I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.
In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.

Something I noticed. Some NPC colonies seem to not max out their industries. They will have 3/4 or even 2/4 industries at times and not seem too keen on building any more. Is this intentional?
It's working as intended, yeah. NPC colonies in vanilla sector often have unused industry slots (Nex only changes this slightly), and in random sector (or when a colony upsizes) Nex can make the colony decide not to build any industry when it could do so. This is intended as a small thing to increase variety a bit, pretty much.
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