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Author Topic: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)  (Read 1441502 times)

e

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2955 on: February 29, 2020, 06:39:04 PM »

Hmm, does it happen anytime a fleet tooltip or similar thing is generated (when mousing over a fleet, or looking at the faction doctrine screen where it generates a sample heavy patrol, or named bounty intel screen, etc.)?

Actually, i tried to do this with the "ceasefireNotificationPopup" set on false to see if i it was that one pop up, but it happened again regardless, so now i'm not sure it's nex, but i'm also not sure what's causing it.
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crash7ds

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2956 on: March 01, 2020, 12:44:56 PM »

Is it possible for blueprints from other mods to appear in the bp trade option from Prism Station, or is that only going to rotate vanilla prints in and out?
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e

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2957 on: March 01, 2020, 12:53:42 PM »

Is it possible for blueprints from other mods to appear in the bp trade option from Prism Station, or is that only going to rotate vanilla prints in and out?

It is possible for other BPs to appear in prism spaceport, for example, you can find some ships from Ship and Weapon Pack available there.
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Lycaon

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2958 on: March 02, 2020, 12:48:14 AM »

Starting a new run with modded factions, does anything specific need to be done for them to also spawn special forces fleets or do they revert to a default type (or not at all)?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2959 on: March 02, 2020, 03:55:55 AM »

The SF fleets will spawn with some default settings if the faction doesn't configure them.
(They may take a while to appear depending on the faction's economy though)
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Viking8008

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2960 on: March 03, 2020, 01:28:56 AM »

Hi again! Mb it a little bit offtop but ...
I saw somewhere and can't remember now that there is a option in files or mod that makes pirate bases and LP bases not respawn if they lost all their planets. Can someone help me?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2961 on: March 05, 2020, 03:25:40 AM »

I saw somewhere and can't remember now that there is a option in files or mod that makes pirate bases and LP bases not respawn if they lost all their planets. Can someone help me?
That feature is from Vayra's Sector
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TaylorItaly

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2962 on: March 05, 2020, 05:01:17 AM »

It is also in Archean Order , when you set up a Game .
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Viking8008

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2963 on: March 05, 2020, 08:57:48 AM »

I saw somewhere and can't remember now that there is a option in files or mod that makes pirate bases and LP bases not respawn if they lost all their planets. Can someone help me?
That feature is from Vayra's Sector

ty!
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TheSAguy

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2964 on: March 07, 2020, 10:39:58 AM »

Man, this is a great game and mod  :)

I have a few questions,

How does one pay off fleets so they don’t attack you?
Can one ask for peace/ceasefire?
Can I declare war so my allies vote to start?

Thanks
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Cyber Von Cyberus

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2965 on: March 07, 2020, 10:56:02 AM »

Man, this is a great game and mod  :)

I have a few questions,

How does one pay off fleets so they don’t attack you?
Can one ask for peace/ceasefire?
Can I declare war so my allies vote to start?

Thanks
Vengeance fleets can not be bribed, they'll chase you no matter what.  Your best bet if you can't defeat them is either juke them with transverse jump or by entering a system and exiting from a different jump point or lead them into a system owned by a faction hostile to them (they won't try to avoid it).
 Invasion fleets also can't be bribed, you're best bet of stopping one if you can't defeat it is raise your relations with the faction before they reach your colony or invade the planet from which they will be launched before they appear. Only AI inspections, saturation bombardment fleets (if you built a colony in another faction's territory) and expedition fleets can be bribed in the intel screen.

 To make peace you simply need to raise your relations with the faction you're hostile to either via missions, AI core bribes, prisoner exchange or agents. You, the player, cannot ask for a ceasefire. However if a faction's war weariness goes too high from fighting enemies (go to intel, dipl.profile, search for the faction you want info on and you should see their war weariness, their alignment (which determines if they'd be willing to go on an alliance with you and their traits that increase/decrease their relations with you depending on circumstances (AI usage, owning more markets than them, having a free port... etc) ).
 When a faction's war weariness gets too high they will eventually offer their enemies (including you) a ceasefire which you can accept or reject (note: if you're in an alliance and the other factions that are with you refuse to make peace then only yours won't be hostile to them while the other will still wage war on them)


 And finally if you're in an alliance then simply lowering your relations with whatever faction you want to be at war with will start a vote once you become hostile with them.
« Last Edit: March 07, 2020, 11:00:27 AM by Cyber Von Cyberus »
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PainProjection

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2966 on: March 07, 2020, 09:17:08 PM »

My problem is what i cannot add new factions anymore because of new markets they adding, game just crush on save attempt, so i really don't like what factions in Nerexelin create new colones from time to time, i am afraid one day this can corrupt my entire playrun because i  be not able to save my game at some point after another random established colony. Thats also the reason why i avoid building commerce on my own colonies. Is it possible to make expeditions toggleable?
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Aranov

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2967 on: March 09, 2020, 07:07:34 AM »

Hi, First of all, Great Mod! It's absolutely essential for me.

But I do have a few minor suggestions, if possible.
One, could we have a setting for capping invasion fleet numbers? Feels abit unfair that the NPCs can send 6 full strength fleets, at no supply, fuel or crew costs, with 0-1 D-mods.

Two, A sanity check for faction respawns if set to unlimited. An example from my current game: I wiped out Legio Infernis from Tahlan Shipworks, They they send a repawn fleet. OK.
But, since they are the only destroyed faction, when it's time to check for another respawn, it defaults to LI again. While the first one is still going? See what I'm talking about?

Three, Correct me if I'm wrong, but Autonomous worlds can't build things? Could this be changed? I'd gladly take the money hit, but I need refueling outposts, military outposts, harvesting worlds and shipyards. And again, feels unfair the NPCs don't have to deal with finding or capping out on Admins. Or that Admins can't level up.

I'm also having an issue with the Legio respawn fleets, where combat doesn't end, but that's likely another mod.

Thank you again.
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furl

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2968 on: March 10, 2020, 12:50:54 AM »

A quick question - can I demand tribute from other factions for having colonies in a star system where I also have colonies? Can I somehow claim a certain system and call it mine?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5h "Corporate Warfare" (fixes 2019-12-20)
« Reply #2969 on: March 10, 2020, 04:43:26 AM »

My problem is what i cannot add new factions anymore because of new markets they adding, game just crush on save attempt, so i really don't like what factions in Nerexelin create new colones from time to time, i am afraid one day this can corrupt my entire playrun because i  be not able to save my game at some point after another random established colony. Thats also the reason why i avoid building commerce on my own colonies. Is it possible to make expeditions toggleable?
You can suppress colony expeditions by editing /mods/Nexerelin/exerelin_config.json; set colonyExpeditionInterval to 999999

A quick question - can I demand tribute from other factions for having colonies in a star system where I also have colonies? Can I somehow claim a certain system and call it mine?
You can't collect tribute from others, no.

Hi, First of all, Great Mod! It's absolutely essential for me.

But I do have a few minor suggestions, if possible.
One, could we have a setting for capping invasion fleet numbers? Feels abit unfair that the NPCs can send 6 full strength fleets, at no supply, fuel or crew costs, with 0-1 D-mods.

Two, A sanity check for faction respawns if set to unlimited. An example from my current game: I wiped out Legio Infernis from Tahlan Shipworks, They they send a repawn fleet. OK.
But, since they are the only destroyed faction, when it's time to check for another respawn, it defaults to LI again. While the first one is still going? See what I'm talking about?

Three, Correct me if I'm wrong, but Autonomous worlds can't build things? Could this be changed? I'd gladly take the money hit, but I need refueling outposts, military outposts, harvesting worlds and shipyards. And again, feels unfair the NPCs don't have to deal with finding or capping out on Admins. Or that Admins can't level up.

I'm also having an issue with the Legio respawn fleets, where combat doesn't end, but that's likely another mod.

Thank you again.
Hi!

1) You can open /mods/Nexerelin/exerelin_config.json and search (Ctrl+F) for "invasion", there are some values you can tweak to make invasions less frequent and/or smaller.

2) Yeah, guess I should add a per-faction cooldown to faction respawn events.

3) Hmm, I can't fix that directly, but I could add a system where you can temporarily revoke autonomy (with no penalty) until exiting the dialog, so you can set up stuff then.
For now, as a workaround you can enable devmode in the Console Commands mod and that gives you control over the colony you're docked at (this works on other factions' stuff too). Remember to turn off devmode before you leave though!
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