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Author Topic: [0.9.1a] Nexerelin v0.9.7c "War and Peace Redux" (update 2020-10-10)  (Read 1409712 times)

Histidine

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3120 on: June 23, 2020, 03:32:35 AM »

Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.
You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.

It might just be something akin to the gambler's fallacy, but I've noticed nexerelin fleets always seem to be an even match for the target, and it's turning colony management into a babysitting chore. It also feels like I should just do the bare minimum to exceed the vanilla fleets, so it's easier to mop up the nex ones with my fleet.
Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.

Is there any way to figure out how many individual fleets an invasion/base strike/defend order will send? When I first sent a 1500 size one I imagined it to all be in one fleet, but instead it was just lots of smaller ones. Still don't know how it works it out after using it a bunch so figured I'd ask here if anyone knew?
Sorry, there isn't an ingame display of how big the fleet(s) will be.
I can tell you the specific math though:
  • Each Nexerelin fleet event (invasions, raids, and a few other things) is X fleet points in size (this is what the fleet request slider controls)
  • While the event still has unspent points, do the following:
    • Base fleet size is 120 for raids/defense fleets, 180 for invasions
    • 33% chance to make fleet 50% bigger
    • Brawl mode increase fleet size by 25%, also apply any faction multipliers
    • Actual fleet size ranges from 85% to 115% of this amount
    • If the (fleet size from step 4) * 1.5 is more than the remaining unspent points, put all unspent points in this fleet
    • Deduct fleet size from event total, spawn next fleet

Also unrelated to the above question but I'm having a little issue with the faction directory. Trying to see what's left in the system and it's showing that the independents are still active even though they have no stations or planets left alive. They still show up in the look up and clicking on their name just gives a prompt saying 'Independent' every time I try.

https://imgur.com/a/BvRJvgc Embed image wasn't working so here's a direct link instead

Is it a bug that they're still showing or am I just missing something here...?
Hmm that's an odd bug, I'll look into it.
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Shuka

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3121 on: June 23, 2020, 07:00:21 PM »

Great info thank you.

Loaded a vanilla run with nex and it asked me to go over some options. Very smooth nicely done.
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Crimson Sky Gaurdian

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3122 on: June 24, 2020, 07:45:31 AM »

Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.
Right but, correct me if I'm wrong, there's a percentage uncertainty in there too? Which makes more defense a double-edged sword, since while they may be less frequent, they're more likely to be massively bigger.
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Nameless

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3123 on: June 24, 2020, 08:53:30 AM »

Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.
You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.

Would you mind explaining how frequent is, say the default, 24000?
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Crimson Sky Gaurdian

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3124 on: June 24, 2020, 08:59:23 AM »

If I set followersAgents to true, what sort of behaviour can I expect? Will they, for example, try to maintain good relations and/or alliances?
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ZeroXSEED

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3125 on: June 25, 2020, 02:45:53 AM »

Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.

Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?

What about their status as [HIDDEN FROM CODEX]?

Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
[close]

Hopefully someone can answer this.
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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 #3126 on: June 25, 2020, 03:47:47 AM »

Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.

Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?

What about their status as [HIDDEN FROM CODEX]?

Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
[close]

Hopefully someone can answer this.
Hello and welcome!
Derelict Empire doesn't change droppability or codex hidden-ness of any ships. For the first, you'll want the Boardable Unboardables mod (note this only affects vanilla derelict/Remnant ships, not those added by mods).

If I set followersAgents to true, what sort of behaviour can I expect? Will they, for example, try to maintain good relations and/or alliances?
They'll use the NPC agent-handling AI, which does whatever seems helpful to their faction. In particular, it can:
- Raise relations with factions that are in the inhospitable-favorable range with us ("us" being the agent's faction)
- Lower relations of factions that are favorable or worse with us
- Sabotage industries or destroy commodity stocks of economic competitors that are neutral or worse with us
- Disrupt military buildings of hostile factions
- Destabilize markets of people who are inhospitable or worse with us

Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.
Right but, correct me if I'm wrong, there's a percentage uncertainty in there too? Which makes more defense a double-edged sword, since while they may be less frequent, they're more likely to be massively bigger.
Maybe? The variability should be quite limited though.

(When calculating the defender's strength, the estimated strength of the patrol fleets in system is deliberately off from the "actual" value (which is in itself an average). It generates a random Gaussian value and multiplies the actual patrol strength by a number ranging from 0.7 (at -3 sigma or lower) to 1.3 (at 3 sigma or higher). Stations are also incorporated in the defense estimate, but no variance is applied to them.)

Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.
You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.

Would you mind explaining how frequent is, say the default, 24000?
I don't actually have a head for how much the values are; the figure is more a benchmark for "this feels right" than anything like "Hegemony averages one invasion every 14 weeks". As in, if you think invasions should be approximately half as frequent as they are now, just set the value to 48000.

(Points are accumulated primarily based on the availability of supplies, ship parts, fuel, marines, and heavy armaments on each of the faction's colonies, with bonuses for in-faction supplies. One of the effects of this is that mods which add new colonies for vanilla factions, and the various things that can happen in game, will affect the frequency of invasions.)
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ZeroXSEED

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3127 on: June 25, 2020, 03:56:06 AM »

Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.

Spoiler
Does the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?

What about their status as [HIDDEN FROM CODEX]?

Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.
[close]

Hopefully someone can answer this.
Hello and welcome!
Derelict Empire doesn't change droppability or codex hidden-ness of any ships. For the first, you'll want the Boardable Unboardables mod (note this only affects vanilla derelict/Remnant ships, not those added by mods).


Thank you!
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runetrantor

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3128 on: June 25, 2020, 09:51:12 PM »

Is there a way to disable respawning factions midgame?

I kind of regret it now that I am getting swarmed by like, 10 fleets the dead faction pulled out of an inactive gate. XD 
I already have enough babysitting my alliance and fighting off bounty hunters.

Unrelatedly, it would be great if we could 'finance' upgrades in allied planets, since the AI is an idiot about building and improving worlds. I would gift them all planet shields and starforts. :P
« Last Edit: June 25, 2020, 09:53:40 PM by runetrantor »
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Strangelove

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3129 on: June 26, 2020, 02:50:55 PM »

I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive. A week or two after defeating one, I would get another, and nothing seems to be stopping them. Every time, I have about 4-5 separate pirate fleets in my system every time, and even calling other faction's fleets to help me is not enough.

EDIT: The latest raid spawned at least 8 pirate fleets.
« Last Edit: June 26, 2020, 03:45:57 PM by Strangelove »
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Ryan390

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3130 on: June 27, 2020, 01:16:47 AM »

Personally not a huge fan of 4x type games, it feels like it's trying to make SS more 4x based, which isn't personally to my taste.
Good effort on the mod though, very polished, never really noticed any bugs, very solid.

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Shuka

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3131 on: June 28, 2020, 06:21:56 AM »

I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive.

I think something else is going on, or perhaps a bit more time has passed than it feels like. It would take 4-5 months to build enough structures to attract raids I think.

What I do is find a system with at least one mining and one farming type planet and colonize them both more or less simultaneously. They supply each other and each draws less attention than one big one. To expound on that, its better if the colonies population growth is the focus and then industries are added at like size 5, when they will be providing enough resources to help fight the raids.

Personally not a huge fan of 4x type games, it feels like it's trying to make SS more 4x based, which isn't personally to my taste.
Good effort on the mod though, very polished, never really noticed any bugs, very solid.

Well to be fair it is the first line of the mod description ;)

I never try to conquer the galaxy but I still roll with it for the increased ways to manage rep. I grab 200 marines, look for a size 3 pirate base that just had its battlestation incapacitated, and invade. Gift the market to someone and voila a little patience and resources opens up access to more ships.

Now the market has a chance to rebel, the faction sends a suppression fleet to handle it, and if the market does rebel I lose some of the rep but not all of it. Makes it worth flying somewhere I've already been a million times.
« Last Edit: June 28, 2020, 06:27:33 AM by Shuka »
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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 #3132 on: June 28, 2020, 05:59:28 PM »

I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive. A week or two after defeating one, I would get another, and nothing seems to be stopping them. Every time, I have about 4-5 separate pirate fleets in my system every time, and even calling other faction's fleets to help me is not enough.

EDIT: The latest raid spawned at least 8 pirate fleets.
Nex doesn't touch pirate raids. Not sure if any other mods do (don't know of any).
There's a known (vanilla) bug where a successful pirate raid allows the next one to spawn almost instantly, but if you're defeating one raid and getting another within 2-3 weeks that shouldn't be happening, although I have no idea what might cause it.

Narrowed down a crash related to Nex and the Console commands mod, attempted to boot only those two (With lazy lib of course) and just gives me a consistent CTD. Downloaded fresh versions, disabled/re-enabled and the problem still persists. Don't know if it's worth noting but game loads up with my 70 something mods enabled without Nexerelin, which is what lead me here.

Modlist;
Spoiler
{"enabledMods": [
  "lw_console",
  "lw_lazylib",
  "nexerelin"
]}
[close]
It works on my end with just those three mods.
Do a clean reinstall of Console Commands, downloading the dev release from here.
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Strangelove

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3133 on: June 29, 2020, 06:14:08 AM »

Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
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Chairman Suryasari

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Re: [0.9.1a] Nexerelin v0.9.6d "Earth and Sky" (update 2020-04-26)
« Reply #3134 on: June 30, 2020, 11:28:33 PM »

Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?

I think trading in open market can strengthen the faction, i do some test and selling 10000000 marines to faction through open market and you know what? they invade everything and raid everything, so trading can strengthen them from the Taxes.
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