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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!
Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)
Updated the hotfix jar with the colony expedition improvements. Place in Nexerelin/jars
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)QuoteGetting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!exerelin_config.json -> colonyExpeditionInterval
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.
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.
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: javaOr if you're willing to wait a bit, I can upload a patch later to make the thing work properly on its own.runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
QuoteGetting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!exerelin_config.json -> colonyExpeditionInterval
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.
QuoteGetting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!exerelin_config.json -> colonyExpeditionInterval
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.
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.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?
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?
(If not, that's really strange and suggests something is broken somewhere)
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)