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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013092 times)

Blacknsilver

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3060 on: May 22, 2020, 10:43:49 AM »

Here are my experiences after playing 20 hours or so with this mod. 

First, the spam. Why is my screen permanently covered with messages? Am I really expected to care that faction 1 lost a bit of rep with faction 2? If it was just a few messages per hour, I could see this as being reasonable. But at 2x speed, it feels like my screen is constantly covered with ads. Not only is this very obnoxious but it also indirectly hides actually important messages- like declarations of war. 
 
Second, the fleets. I spent the last 2 real-world days grinding about 4-5million in-game currency to start a colony in a relatively distant system from the center of the galaxy. Think about what you would expect to happen in this type of situation. 
For myself, I would expect to mostly be left alone. Maybe see the occasional very rare pirate or trade convoy. If I start doing something very questionable, I could imagine seeing 1 major fleet every 2-3 years. 
Here's what actually happened: a pirate base spawns right next to my colony, followed by EIGHT major hostile fleets, followed by a luddite cell, followed by ANOTHER pirate base. This all happened in the span of 6 months. The enemy fleets were so gigantic, I cannot imagine how I'm ever supposed to defeat them. Oh, and more than half the in-game factions declared war on me. I had spent a significant amount of time and resources improving relations up to this point.

Even worse, you'd think after such an absurd expenditure of resources, the in-game factions would be on the verge of collapse. I mean, I counted at least 5 million credits worth of vessels and supplies lost for each major invasion force that assaulted my tiny little colony at the edge of the galaxy. But nope, the next in-game year, the exact same *** happened.
At this point, all my colonies are at 0 stab and it feels like the game is effectively over before I got the chance to do anything. 
 
Other things I didn't like: the spy system. Why is it so absurdly expensive? 100k for a CHANCE at slightly increasing relations with just one faction? This is especially insulting when the factions can randomly reduce our relations by 50 points or more and declare war out of nowhere.   
 
Overall, I feel like an alpha tester for 5 mods pretending to be 1 mod. Not even a beta tester, an alpha tester.

My suggestions would be: add an easy way to remove the message spam and add it to the FAQ section. Warn players that this mod is an extreme increase in difficulty compared to the base game. Maybe consider separating the mod into multiple mini-mods so players can turn each individual thing on and off.   
Also, war should happen much, much slower. It should start with small, scouting fleets and progress to larger combat over many years. 
Similarly, there should be causes and effects for AI factions declaring war on the player. In the base game, it's very clear why you're being attacked- using AIs or cornering a part of the global market. In Nexerelin, I felt like I was being attacked simply because I had the gall to exist.
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eidolad

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3061 on: May 23, 2020, 09:36:41 AM »

I think that you have experienced skewed results in the first game Nex playthrough and should not judge this well-developed, constantly-patched, near-essential mod, based on this one (albeit very well scrutinized from your perspective) play-through.

Give Nex a few more tries!...and look at the long history of players, patching, tweaking, etc. that have gone on.  Please take a fresh perspective and see that this mod is in no way shape or form "in beta".

1.   "I spent the last 2 real-world days grinding about 4-5million"

IMHO, this is a very extreme take on "sprint to late-game funding" sort of move, taking advantage of the game's current state of "free money via a commission even if I do nothing for my faction" mechanic (which I think the Alex is going to address, and is attempted in Ruthless Sector mod):    <-- importantly did your fleet composition also include a battleship or two just for you to swap out in order to fight consecutive end-game fleets as well, plus several fleet carriers and powerful screening elements?  Otherwise you may have been cash-rich but fleet-poor.

If I were to mis-time my first colony and lose it...whelp I guess I need 500 Marines before they rebuild that orbital station...and I would try go and take it back asap while the colony itself is relatively undefended.

Personally, if I'm playing to rush-to-a-colony, I try to simultaneously reach at least a "single battleship escorted by three fleet carriers and screen" fleet weight/composition *and* have a million in the bank.  While at the same time trying to not have too many "vengeful" faction relations if possible.

2.  Yes, events are lively in the Nex galaxy:  When events occur...use the intel "sort" buttons and go through in your own priority order whenever a bunch of stuff happens.  Nice and slow, game paused.

3.  With that kind of cash:  also you can buy several very large fleets and assign them to defend your home space.

4.  Luddic Path gets annoyed by tech mining, AIs, and potentially other things that I'm not aware of...so I do NOT assign AIs or tech mining at the very beginning.  I prioritize ground defenses, a patrol base, and a powerful orbital.  I also expect a pirate expedition Real Soon Now and have to have a fleet ready...or nah, I'll just let them come by and peek at the power ground defenses and go away.

5.   For all the rest of the comments:  this is a big mod that changes things fundamentally, to open StarSector into a 4x experience. 

Should a player of native Mount and Blade expect to jump right into Prophecy of Pendor and know how to field an army to win against unique spawns filled with elite troops?  Um no.    In the first few days of Pendor...hoofa was I having a negative experience until I spent some time reading the forums to get a clue.  Even so, https://pop3.fandom.com/wiki/Dread_Legion  *those dudes ATE MY FACE in the first engagement*.

Should a player of X3 Terran Conflict, proud that they just finished all of the Hub missions, jump right into Litcube's Universe/Mayhem mods and expect to win?  Not even.  There's little hope of having a clue about Litcube's without reading http://litcube.xtimelines.net/wiki/index.php/Main_Page.   Then, one can experience the joys of using MLCC to summon and control a fleet as only Litcube's can offer.  After weeks of study.  And then it's aaah Bach.

« Last Edit: May 23, 2020, 09:46:37 AM by eidolad »
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DuoTian

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3062 on: May 24, 2020, 07:27:11 PM »

3.  With that kind of cash:  also you can buy several very large fleets and assign them to defend your home space.

Does Nexerelin allow direct ships transfer from my fleet to colony fleet or direct ships buy to colony fleets?
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3063 on: May 24, 2020, 09:07:18 PM »

Welcome to the forum!

@Blacknsilver a bunch of quick comments:

- I find that diplomacy events are reasonably infrequent (unless there are a ton of factions in play, I haven't tried those scenarios). However, you can filter out low-importance diplomacy and agent events with the diplomacyEventFilterLevel and agentEventFilterLevel settings in Nexerelin/exerelin_config.json.

- Pirate base and Luddic cell spawning are vanilla functions, not Nex. However, cells are almost irrelevant under normal conditions, and if I'm reading the code right the first pirate base spawning in response to the player's first colony (size 3) will similarly only be the level 1 base, whose pirate activity effect is minimal.
Or did a high-level base (whose pirate activity causes -40/50% accessibility) happen to target your colony? That's an unfortunate RNG outcome.

- Agent raise/lower relations action is 60k credits, not 100k. It's likely overpriced early game, but once you get a steady colony income it's barely relevant.

- When you say eight fleets in six months, is that eight separate invasion/raid events? That sounds very unlikely unless you've managed to make enemies of many factions (or allowed one or more pirate raids to succeed, due to a bug in how vanilla handles pirate raids).
Even if it does happen, with 4-5 million in the bank (less the amount spent on the colony) and the player levels gained in the process of getting that money, you should have no problem getting a fleet that can crush each invasion/raid force getting sent against a one-colony system, especially with a battlestation to help.

3.  With that kind of cash:  also you can buy several very large fleets and assign them to defend your home space.
Does Nexerelin allow direct ships transfer from my fleet to colony fleet or direct ships buy to colony fleets?
There's currently no way to get player-owned/stored ships into an NPC fleet.
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eidolad

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3064 on: May 26, 2020, 04:08:05 PM »

So had a very enjoyable Mayasura faction start in my last Nexerelin playthrough!

Desperate times called for getting new markets asap to take the heat off the Mayasuran homeworld.  I took shameless advantage of enemy colonies that have no orbital defense...once I had 500 Marines I went around and captured the pirate worlds that had only ground defenses.  I gained a really nice number of markets with just a cruiser-weight fleet and my Marines.  I did the same thing with other enemy colonies until I got the homeworld sector bumped down in the invasion priority list for the enemy factions, and gave myself time to clear the home sector of enemies and to fully upgrade the defenses.

Yes:

1.  The AI isn't as fast at invading back-to-back as the player and so spamming a bunch of planetary invasions is gaming the AI a bit.  I stopped doing this once I had the homeworld relatively safe.

2.  The enemy factions would take a few of these easy targets back.

3.  Faction core systems were well defended with powerful orbitals and fleets.


So are there startup options to:

1.  Increase the instance of defensive fleets for *any* colonized core planet?  Those people and their ground defenses are just waiting to be captured.  A bonus:  up the weight of an average defensive fleet to ward off cruiser-weight annoyances.  Someone want a core colony?  Need to bring some heavy metal.

a.  and perhaps make a defensive fleet "sticky"...it should stay very close to the planet.

2.  Or is there a startup option to have all planets have an orbital at game start that I missed, or is hiding in an .ini?  (possibly only in random starts sure, as I understand the hand-crafted core systems are usually not configurable).

edit:  Yes precious! the answer may be in another mod:
[0.9.1a] Second Wave Options

https://fractalsoftworks.com/forum/index.php?topic=17086.0, in the .ini

   "SMaddStations":1,               #Integer (0-2). Default 1.
      #1: Adds Stations to non-Pirate/LP markets of a given size (if they did not have any before).
      #2: Adds Stations to all markets of a given size (if they did not have any before).
      #0 or Otherwise: No effect.
      "SMsizeForStarFortress":7,      #Integer. Default 7.
         #Minimum market size for Star Fortress of random type to be added if applicable.
      "SMsizeForBattleStation":6,      #Integer. Default 6.
         #Minimum market size for Battle Station of random type to be added if applicable.
      "SMsizeForOrbitalStation":5,   #Integer. Default 5.
         #Minimum market size for Orbital Station of random type to be added if applicable.

« Last Edit: May 27, 2020, 09:59:32 PM by eidolad »
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Kandiell

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3065 on: May 27, 2020, 10:44:00 PM »

is anyone aware of a glitch making ship procurement impossible? ive tried a ship procurement mission about 11 times with failure every time. my agent is level 4 and im trying to procure a pandemonium class dreadnought from diable avionics with whom i have a standing of 60ish. i initially had a 100 standing with them but after the first botched procurement mission i lost about 35 standing one shot.
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enigma74

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3066 on: May 28, 2020, 10:32:41 AM »

Hi all, I have a question about pirate activity.

In vanilla options, I changed:

"minPirateBases":0,
"maxPirateBases":0,
   
"minLPBases":0,
"maxLPBases":0,

but I still get some pirates targetting my colones with a nearby base (no Luddics though).  I've removed these pirate activity bases 3 times and they come back instantly. If I completely destroy the pirate faction in-game, will these respawning bases stop permanently?
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Gaudium

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3067 on: May 29, 2020, 09:26:57 AM »

Hello,
I have a dialogue option that leads no where, meaning i can't exit back or continue it.
Says something about a grizzled spacer drinking cheapest booze at the bar and you want to buy him\her a drink?

I'm back to SS after a long down time, so i basically installed all of the faction mods and some utilities and yours.
Would be glad to get some assistance to understand if it is from Nexerlin or? and maybe it is already known?
Thank you for your time, and thank you for an amazing mod!

Edit: Alright i am getting same hang ups on other dialogues as soon as i get to the planet's bar, at the bottom of the dialogue it says something like "NullException..." None of the options work and can't exit back.
« Last Edit: May 29, 2020, 09:38:26 AM by Gaudium »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3068 on: May 29, 2020, 06:36:40 PM »

is anyone aware of a glitch making ship procurement impossible? ive tried a ship procurement mission about 11 times with failure every time. my agent is level 4 and im trying to procure a pandemonium class dreadnought from diable avionics with whom i have a standing of 60ish. i initially had a 100 standing with them but after the first botched procurement mission i lost about 35 standing one shot.
Did you savescum most/all of the 11 tries?
If yes: Agent actions use a shared RNG that is created at the start of the game, so you'll want another agent action to happen (ones launched by NPCs work) before trying the ship theft again.
If no: That sounds either like really bad luck or something I may need to check.

So are there startup options to:

1.  Increase the instance of defensive fleets for *any* colonized core planet?  Those people and their ground defenses are just waiting to be captured.  A bonus:  up the weight of an average defensive fleet to ward off cruiser-weight annoyances.  Someone want a core colony?  Need to bring some heavy metal.

a.  and perhaps make a defensive fleet "sticky"...it should stay very close to the planet.
I've been planning to make invasions more complex (and in particular have more chance for the enemy to respond), although pirate worlds may still be easy pickings.
Don't have a good idea for stronger defenses as such though, without also nerfing the player's colony raids in a way I don't currently think is desirable.

Hello,
I have a dialogue option that leads no where, meaning i can't exit back or continue it.
Says something about a grizzled spacer drinking cheapest booze at the bar and you want to buy him\her a drink?

I'm back to SS after a long down time, so i basically installed all of the faction mods and some utilities and yours.
Would be glad to get some assistance to understand if it is from Nexerlin or? and maybe it is already known?
Thank you for your time, and thank you for an amazing mod!

Edit: Alright i am getting same hang ups on other dialogues as soon as i get to the planet's bar, at the bottom of the dialogue it says something like "NullException..." None of the options work and can't exit back.
The spacer bar event is from vanilla, although there has been a case in the past where a mod causes bar dialogs to break.
What's the error in [starsector-core]/starsector.log* (get it from the bottom of the file immediately after seeing the error?) The file also contains the mod list after starting up the game's launcher; post that here.

In the meantime, you get stuck in a dialog you can escape using the ForceDismissDialog command in the console mod.
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Gaudium

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3069 on: May 29, 2020, 11:57:20 PM »

Hello,
Thank you very much for the work around, works like a charm!
I'm having trouble attaching the log here or even pasting the mod list or the error for some reason, maybe it's too large for a reply.
I will add a 3rd party download link if that is ok?
https://easyupload.io/e0z765

I can barely make what causes this, to me it looks like maybe the Vesperon faction mod?
I just now realize it shouldn't even be compatible since it is not 0.9.1a, if that is the case i apologize for wasting your time.
You helped me a lot though, i'll be keeping an eye on that log now that i know where to look!
Thank you!

Edit: Found out that Outer Rim Alliance is also causing some error upon loading, so got rid of that as well.
« Last Edit: May 30, 2020, 07:57:40 AM by Gaudium »
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Orcling

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3070 on: May 30, 2020, 11:15:37 AM »

I would very much like to invade Arigato in the Styx system, since there's a pretty decent planet there i want to colonise, specifically Styx III, that 100% hazard tunda planet that has Organics, Ore and Farmland. But if i colonise that planet, i really don't want pirates in the system. Preferably, I'd love to own the station myself, but if I cant have that, I'll have to destroy it(If I even can)
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3071 on: May 30, 2020, 06:25:58 PM »

Hello,
Thank you very much for the work around, works like a charm!
I'm having trouble attaching the log here or even pasting the mod list or the error for some reason, maybe it's too large for a reply.
I will add a 3rd party download link if that is ok?
https://easyupload.io/e0z765

I can barely make what causes this, to me it looks like maybe the Vesperon faction mod?
I just now realize it shouldn't even be compatible since it is not 0.9.1a, if that is the case i apologize for wasting your time.
You helped me a lot though, i'll be keeping an eye on that log now that i know where to look!
Thank you!

Edit: Found out that Outer Rim Alliance is also causing some error upon loading, so got rid of that as well.
Link says "Error 1020: Access denied"
"This website is using a security service to protect itself from online attacks."

You shouldn't need to attach the whole log though. Is the forum preventing even pasting an excerpt from the file? That's really strange.

Anyway: Vesperon will break if there are no independent markets in the game (which happened in Nex's random sector in a past version), but it's strange that this is happening in current version. Not sure what issue ORA would be having, are all your mods (notably MagicLib in ORA's case) up-to-date?

I would very much like to invade Arigato in the Styx system, since there's a pretty decent planet there i want to colonise, specifically Styx III, that 100% hazard tunda planet that has Organics, Ore and Farmland. But if i colonise that planet, i really don't want pirates in the system. Preferably, I'd love to own the station myself, but if I cant have that, I'll have to destroy it(If I even can)
Arigato is set to be non-invadable (for quasi-technical reasons); if you really want it to go away you'll have to do a sat bomb and eat the rep cost, or else do the raid-until-decivilized thing.
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Gaudium

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3072 on: May 31, 2020, 07:44:33 AM »

Yeah everything up to date, ORA works but when the game loads for the first time it gives some kind of CSV errors trying to find some kind of ships or something.
So i just ditched it just in case to avoid crashes mid game.

I am using the random generation of the universe in Nexerlin so i guess that is why there is an issue with the bar from Vesperon mod.

Yeah i'm getting an error trying to paste like 20 lines.

159543 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: F:\Games\Starsector\starsector-core\..\mods\Nexerelin]
160340 [Thread-4] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD: null
java.lang.NullPointerException
   at org.stratic.fs.starsector.api.impl.campaign.intel.bar.events.VesperonMembership BarEvent.setRepMarkets(VesperonMembershipBarEvent.java:106)
   at org.stratic.fs.starsector.api.impl.campaign.intel.bar.events.VesperonMembership BarEvent.shouldShowAtMarket(VesperonMembershipBarEvent.java:60)
   at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.showOptions(BarCMD.java:111)
   at com.fs.starfarer.api.impl.campaign.rulecmd.missions.BarCMD.execute(BarCMD.java:85)
   at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)

Also i've checked the forum on Vesperon's mod page and this seems to be a known issue, so it is all good thank you!
« Last Edit: May 31, 2020, 07:46:56 AM by Gaudium »
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Orcling

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3073 on: June 02, 2020, 11:00:15 AM »

When i use randomized core worlds, any idea how to remove the requirement of Unique resources that come from some planets in the vanilla system, like Lobsters? (including resources from some mods). Even better would be, get some planets to generate said resources, but I'm dum and I don't know how.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3074 on: June 04, 2020, 07:18:20 AM »

When i use randomized core worlds, any idea how to remove the requirement of Unique resources that come from some planets in the vanilla system, like Lobsters? (including resources from some mods). Even better would be, get some planets to generate said resources, but I'm dum and I don't know how.
There's no way to do ensure or add sources of custom commodities (random sector can produce lobsters if someone starts with a water planet, but there's no handling for most mod stuff).

However, if a commodity isn't being produced anywhere in the sector, Nex won't create procurement missions for it. Are you seeing those? Or another thing that wants the missing commodity?
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