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Messages - Lycaon

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1
I have the exact same issue with fuel tanks not updating until inventory play when first loading in. I also suspect it's a problem with the game itself delaying updating the hullmods after first loading in.

My modlist for reference:

Nexerelin
Luddic Enhancement Mod
Ship/Weapon Pack
Starship Legends
Dassault-Mikoyan Engineering
Diable Avionics
Interstellar Imperium
Mayasuran Navy
Neutrino Corp
Tiandong Heavy Industries
GraphicsLib
LazyLib
MagicLib
Interesting Portraits Pack
Portrait Pack by HELMUT
Audio Plus
Combat Chatter

Additionally, I'm currently using only vanilla ships and hullmods in my fleet.

2
Found another bug. The officer deaths system is amazing. Playing with permadeath (including yourself) makes everything a lot more tense...and frustrating when you lose a multi-day game because of a mistake.

However the system does not work in battles with IBB bounty fleets that are found in Ship/Weapon Pack 1.10.5. If your officers die in those battles, the after action report makes no mention of it (essentially a vanilla report is produced) and the officers are still alive afterwards. The system works in every non-IBB battle.

I've gotten around it for now by dismissing any officer whose ship dies (if my ship gets destroyed I delete the save).

3
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)?

4
Are you unchecking the "important" button (the (!)) on the intel? Important intel items hang around forever in the current version of Starsector.

Yes I've unchecked both and played on for an ingame year after that.

5
Noticed a minor issue in my last playthrough with the pirate start. After resigning the pirate commission, the "you resigned the pirate commission" message remains stuck in the mission and pirate intel boards permanently. If you rejoin and re-resign the pirate commission it produces a duplicate message that also remains stuck. Other than that no gameplay effects, and I haven't tested with other faction commissions.

Thanks for the new update!  ;D

6
Yep, use the link above

Edit: Found it!

7
This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:

Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.

Every time I've seen a rebellion it's right after a foreign faction invades and conquers the planet. So that probably has to happen first I think.

8
Have you tried this config with "Derelict Empire" start?

That game mode is generally very slow to start. (but incredibly fun late game) And i feel this might just make it even slower to set up.

The only start I've played so far is Spacer (the one where you only start with a kite) in the default core setting.

9
Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.

(And yeah, the fleet name isn't generated till the player gets close to its current location)

Awesome. ;D Is there a new link for the fixed version?

Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?

Adjust the following settings in exerelin_config.json in the Nexerelin mod folder;

invasionFleetSizeMult: 1 to 0.3
pointsRequiredForInvasionFleet: 24000 to 75000

specialForcesSizeMult: 1 to 0.3

And the following in diplomacyConfig.json (A few folders in);

eventFrequency: 20 to 45.

This makes faction relationships change gradually, and invasions take longer to set up. When invasions do happen the invaders and defenders are generally evenly matched unless one side can bring its special forces to bear, so territorial changes happen much more slowly (As in more of a vanilla pace, without the boring static feel). In my current playthrough the Hegemony managed to place an ambush for the Persean League's special task force when it was invading Eventide, thus completely destroying it giving them the opening to counter-invade and take over Mairaath. Soon afterwards before the Hegemony could consolidate Mairaath started rebelling. While the Hegemony was busy sending suppression fleets I was busy selling boatloads of marines and heavy weaponry on the black market (presumably going to the rebels) so the rebels eventually won and Mairaath went right back to the Persean League. Unfortunately because of this and a few other things the Hegemony really doesn't like me right now and I'm expecting expeditions on my colony doorstep any day now.

10


Been playing the beta version for a day now and this is the only thing I caught that was odd, though it's probably supposed to be there since it's a beta.

Also, a second Hegemony special forces fleet spawned but this one doesn't have a unique name like the first. It's just called "Hegemony Special Task Group"

11
I'm also interested in knowing if updating to the beta version will break current saves or not.

12
However it did take some fiddling with the settings before it got to the point I'm enjoying best. With the mod itself added unchanged the sector flipped from one extreme to the other; relationships between factions degraded in only a few months, massive capital fleets appear out of nowhere trampling everything in the first cycle, and by the second cycle at least one of the factions (usually Tri-Tachyon) has bit the dust after losing their core industrial worlds. While certainly dynamic, for me it was too chaotic and rapidly ending to be a fun experience; the remaining worlds and factions gradually fall apart because they really can't stand up to each other's endless supply of invasion fleets. And this was in a game with just the vanilla factions +/- one of the other modded factions.

After reading through the thread I came upon the settings recommendations which I did as follows. I avoided changing more since the other settings were less clear as to what they actually did.

In exerelin_config I changed these values:

invasionFleetSizeMult; Changed to 0.5 from 1.0

pointsRequiredForInvasionFleet; Changed from 24000 to between 50 and 75000

In diplomacyConfig I changed the following:

eventFrequency: from 15 to 45

This made it so that faction relationships changed much more gradually so at least a cycle or two would pass before a faction started getting really *** off at another. Invasions and raids happened much less frequently and when they did happen the attacking fleets were a reasonable size that in most cases were able to be repulsed by the defenders at heavy cost. This left the defending world severely weakened but not conquered, and shortly afterwards the defending faction sends it an aid fleet that can restabilize it (But not before I take advantage of the wartime shortages to sell everything under the sun at insane prices). Wars like this went on for some time before peace treaties were signed leaving both sides blooded (but still standing). Smaller scale skirmishes between faction trading fleets and pirates still happened regularly, but on the whole each faction was able to retain enough markets in order to keep their worlds civilized, with little help from my profiteering needed.

Reposting what I mentioned last page. Changing these settings really fixes a lot of what's unsatisfying (namely the insanely large and frequent invasion fleets and rapidly flip flopping diplomatic relations). If you want planets to rarely exchange hands (if at all) change
invasionFleetSizeMult to 0.3 instead of 0.5. It's not quite the same as basing the fleet sizes off the faction's actual economic production but the numbers they put out now are far more reasonable.

Edit: Having played with these settings for a while now another positive result is that factions (now under less pressure) are sending out more colonization fleets and successfully colonizing new worlds (mostly in the core, but in my current playthrough the Luddic Church has planted a colony down 10 LY away on some random water world in deep space).

13
Been playing the game for about a month now and I have to say Nexerelin is the mod it needs to feel like a complete game. While Vanilla was definitely fun for the first week eventually it got rather stale quickly as nothing really happened or changed in the sector as the game went on, apart from actions made directly from the player. Nex adds the dynamic events and faction interactions that really finish the game in my opinion; the sector actually feels alive around you regardless of what you're doing yourself.

However it did take some fiddling with the settings before it got to the point I'm enjoying best. With the mod itself added unchanged the sector flipped from one extreme to the other; relationships between factions degraded in only a few months, massive capital fleets appear out of nowhere trampling everything in the first cycle, and by the second cycle at least one of the factions (usually Tri-Tachyon) has bit the dust after losing their core industrial worlds. While certainly dynamic, for me it was too chaotic and rapidly ending to be a fun experience; the remaining worlds and factions gradually fall apart because they really can't stand up to each other's endless supply of invasion fleets. And this was in a game with just the vanilla factions +/- one of the other modded factions.

After reading through the thread I came upon the settings recommendations which I did as follows. I avoided changing more since the other settings were less clear as to what they actually did.

In exerelin_config I changed these values:

invasionFleetSizeMult; Changed to 0.5 from 1.0

pointsRequiredForInvasionFleet; Changed from 24000 to between 50 and 75000

vengeanceFleetSizeMult: 0.5 from 0.8

In diplomacyConfig I changed the following:

eventFrequency: from 15 to 45

This made it so that faction relationships changed much more gradually so at least a cycle or two would pass before a faction started getting really *** off at another. Invasions and raids happened much less frequently and when they did happen the attacking fleets were a reasonable size that in most cases were able to be repulsed by the defenders at heavy cost. This left the defending world severely weakened but not conquered, and shortly afterwards the defending faction sends it an aid fleet that can restabilize it (But not before I take advantage of the wartime shortages to sell everything under the sun at insane prices). Wars like this went on for some time before peace treaties were signed leaving both sides blooded (but still standing). Smaller scale skirmishes between faction trading fleets and pirates still happened regularly, but on the whole each faction was able to retain enough markets in order to keep their worlds civilized, with little help from my profiteering needed.

The game kept the feeling of being a living world, but one that didn't collapse under its own weight before I felt like I could do anything. I didn't feel rushed by events and took things slowly; it felt more like a vanilla game except there was a lot more fighting and interesting events going on, except actual massive changes would still need the player's influence to take place, which to me was the right balance.

Really appreciate the work from the modder and community in making this mod so great. ;D Just wanted to add in what helped me get a better gameplay experience if anyone is curious.

 

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