Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - dorgus

Pages: [1]
1
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 23, 2019, 08:08:26 AM »
Updated the hotfix jar with the colony expedition improvements. Place in Nexerelin/jars

You're amazing! Thank you so much!

2
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 22, 2019, 10:00:54 PM »
Quote
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval

Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?

I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.

It's November 212 and the NPCs only colonized two new systems.
It's possible they simply ran out of planets they decided were worth colonizing. The default range limit (from the random planet it picks) is 20 LY, and it's moderately fussy about the planets it picks. (You can search for "colony" in starsector.log to see some debugging information)
Also the time before retry if its attempt to pick a colonization target fails is hardcoded at 15 days, so that can act as a slowing factor. I'll cap the delay to the same value as colonyExpeditionInterval in the next version.

(There's also a bug where colony expeditions don't check if someone else is already going there, because it never comes up with default settings)

If you're sufficiently annoyed, you can enter (copy and paste) the following in console to try and spawn a bunch of events. (Press Up in console to run last command)
Code: java
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
Or if you're willing to wait a bit, I can upload a patch later to make the thing work properly on its own.

Thanks a lot! I'll try the code a bit. But I'm definitely willing to wait too!

3
Is it not possible to track the damage of Doom's mine? I think there are a few other ship mechanics that this mod doesn't track.

Even though this mod is amazing. Thank you for developing it. It changed the game for me.

EDIT: it seems the mod does track mine damage. Just noticed my overall damage on the summary is different from the sum of the damage dealt by all my weapons. It just doesn't show the mine damage separately.

4
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 21, 2019, 10:29:57 AM »
Quote
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval

Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?

I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.

It's November 212 and the NPCs only colonized two new systems.

5
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: August 19, 2019, 12:23:25 PM »
Quote
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval

Alright, that makes sense. I set the number to 1, and nex_expeditionDelayPerExistinColony also to 1. I didn't see everyone rushing to colonize though. We'll see what happens (or I'm thinking about it wrongly)

Also, I just wanted to thank you not only for making Nexerelin, but also for being active and answering our questions. You basically made Starsector into what it was supposed to be. The game is immensely better, and you deserve have more recognition.

6
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 18, 2019, 09:11:30 AM »
So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.

I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)

Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.

7
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 16, 2019, 08:45:14 AM »
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)

Not that I remember. They are though fighting each other a LOT. They're in constant war. But no conquests so far. I'll give it a little more time though. Hopefully there are no issues and they're just too invested in fighting each other.

8
Mods / Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« on: August 15, 2019, 11:26:55 PM »
So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.

I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?

Pages: [1]