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Messages - Xobra

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31
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.4.2)
« on: August 18, 2020, 07:40:51 AM »
Suggestion: Add option to upgrade Makeshift Comms etc. instead of having to dismantle and build the new Domain one


>Me wanting to replace the Makeshift Object with the better one in an ally/commissioned/shared system
>Getting hit with -5 Rep every time, or not being able to do it, because a fleet is patrolling the relay

32
Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-07-12)
« on: August 16, 2020, 01:13:43 PM »
is it possible to rename planets/stations/markets with a command?

33
Iirc the Production Numbers are like Colony Size: Exponential; so producing 8 Units of Fuel means you produce 10^8 = 100.000.000 Units. But Production Units are obviously different then the ones in Storage.

Also it means that the colony can produces 8 Units infinitely; only Demands over 8 Units will have shortages under normal circumstances

If you look into the market date in a new game, you'll notice that Sindria always has Volatiles shortages, because there isn't a big enough Producer yet, same for Drugs on the Biggest Colonies

34
Modding / Re: Commerce Market Faction
« on: August 13, 2020, 07:32:53 AM »
a) this is not a bug report, and in the completely wrong forum channel.

I though, this being also a Bug Reports & Support channel, such questions were OK here

You could also just wait for the next Industrial.Evolution update, which will have something in that direction.
Guess I'll wait

35
Modding / Re: Commerce Market Faction
« on: August 13, 2020, 07:06:07 AM »
Is it also possible to add or make it a Military Market?

36
Bug Reports & Support (modded) / Change other Factions Doctrines
« on: August 13, 2020, 06:16:38 AM »
My Current Situation:
  • New Nex. Game starting with Mayasura. Which mean I got Governorship of Mairaath on Day 1.
  • Adjusting Fleet Doctrine; especially more emphasis on Quality
  • Going to Mairaath Market; Fleet Size& Ship Quality still using Mayasuras Doctrine, Patrol Ships included
  • Noticing, that technically the Market still belongs to Mayasura, not my own Faction (first time I "bought" Governorship)
  • Creating my own Faction; still no change on Mairaath
  • Tried ceding and rebuying my own colony and Mairaath; still no change, and my own colony I ceded now also "belongs" to Mayasura and uses their Doctrine
  • For now I just cede Planets and rebuy them with Money I cheat in.

For RP reasons I don't want my own Faction (yet); I usually Cede new Colonies or invaded ones to Mayasura; gives me NPC markets too. But those Patrols having 3-4 D-Mods (no Nanoforges yet), and seeing that Patrol ships are subpar Ships despite having food Blueprints is frustrating. Basically I try to RP as a more competent Independent Governor.

My Questions:
  • Is it possible to change a Factions Doctrine or make it use my own?
  • Should I just "become" Mayasura, aka using commands to change Market Owners and use their Flag? Although I'd like it not to be a Player Faction, since NPC Factions have Auto-Invasion Fleets and some scripted Relations/ Events.


37
Modding / Commerce Market Faction
« on: August 13, 2020, 06:08:47 AM »
Is it possible to Change the Market created by Commerce Industry to be a different one than Independent, for examples a Persean Market?

If possible, would that Market have different Items and Ships to sell, and could it affect relations with it?

Is it also possible to have that market without the Commerce Building via savegame edit, mods etc.?

38
Mods / Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« on: August 09, 2020, 10:14:30 AM »
A little Suggestion born from the Frustration of not getting a Paragon Blueprint after 4 Cycles, and not having enough Points when it was on sale:

Add Empty Blueprints for Purchase in Independent Military Markets (aka Reputation locked) which are expensive and have the sole purpose of trading them in for Points at Prism Freeport.
Maybe add an option to also find them rarely on Black Markets, or even Pirate Military Markets

For Example:
  • Favorable: Nothing yet
  • Welcoming: 200.000 Credits for a small 100 Points Blueprint
  • Friendly: 2.000.000 Credits for a 1.000 Points Blueprint
  • Cooperative: 1.000.000 Credits for a 1.000 Points "Deluxe" Blueprint (basically just a Discount)

39
Mods / Re: [0.9.1a] Console Commands v3.0 (latest build 2020-07-12)
« on: August 06, 2020, 03:28:28 AM »
cool mod, but where do you download it from?

  • On the first Page, there is a Link to the Github page Download latest dev (requires LazyLib)
  • There you can choose which version you want, the Top one is the most recent Dev build (July 12, 2020)
  • Then you can choose to download the Mod as a .zip Console_Commands_3.0_dev_2020-07-12.zip or even the source code (usually only used for modding)

40
Fix/compatibility update for the fix/compatibility update.

Nexerelin v0.9.6f
Download

Changelog
Spoiler

v0.9.6f
* Fix NPC colony expeditions being completely broken
* Add support for some Industrial.Evolution industries/structures
    * Can be seeded at game start, and NPC colonies can build them
    * Applies to Academy, Privateer Base, Restoration Docks, Salvage Yards, Senate
* Fixes/improvements for [EXPUNGED] faction
* Player agents can instigate rebellions
* Raise/lower relations improvements
    * Display current relationship and (if applicable) limit
    * Don't allow relationship to go "backwards" when clamping to limits
* Prism Freeport spawns in its own system "Sitnalta" (can be changed back to a hyperspace station in config)
* Facton diplomacy traits are randomized when random faction relations are enabled (with per-faction and global toggles available)
* Further protection against NPC colonies double building stations; existing stations can be upgraded
* Generate a more complete set of comm board officials for player colonies, and keep it up to date
* Increase independents' spawn weight in random sector
* Randomize player starting location in free start
* Fix a case of last set of factions in new game selection/faction directory not being pickable if there are too many factions
[close]

The Download Link is for the old version 0.9.6e, not 0.9.6f

41
Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.

You mean instead of +15 rep you get -15 or you mean you get +rep but with short time it decays? If second it's normal cuz faction in Nex have eehh viewpoint and they may not match. That makes some factions hate each other just because.

I get -15 Rep instead +15 Rep

42
Mods / Re: [0.9.1a] Kadur Remnant 3.1.2 - un-invincible 2020-02-11
« on: July 30, 2020, 06:14:03 AM »
I had a Raider Activity Bug:

A Kadur Base was targeting my System and gave me the usual -3 Stability etc.
After accepting a Ceasefire, Relations went to Neutral, but the Raider Activity Debuff was still there; not mentioning any Bases, and saying the base was relatively near.

After some time traveling and destroying every Raider Base of every Faction, it turn out, the Debuff was caused by the original Kadur Base (which was nowhere to near as mentioned) targeting the System, but it wasn't listed as a Colony Threat or mentioned in any way.

The Debuff went away after destroying that Base

43
Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.

44
Suggestions / Commerce Stockpile
« on: July 25, 2020, 08:59:16 AM »
The Idea:

Commerce adds an independent Stockpile, in which you can place unwanted Items, which are slowly sold into the Market for maximum Profit. For example X Amount or X Batches of Items per Month. Unaffected for Weapons.

If possible, even draw from the Players Storage on the Planet, if allowed, and if an Item exceeds a set amount. For example Auto-Sell excess if there is more than 5000 Fuel in Storage, or sell excess Tachyone Lances, if you got 30 already.

To spice things further, spawn custom Trade Convoys, who deliver the Items directly to a Market for (more) profit, and a Special Trade Convoy who deliver "Aid" to Markets with deficits.
Perhaps also a Special Smuggler Options, if the origin Market is a Free Port and you got excess amount of Drugs, Weapons or Organs laying around.

45
v0.9.6e

You can accept two separate Ceasefire for additional improvements in Relations, if you get Ceasefire Offers from two Members of an Alliance.

My Scenario: Rimward Venture and Hegemony are in an Alliance; both offered me a Ceasefire around the same time. After accepting one, their Alliance Vote for Peace went through; both Faction are now at ~ -40 Rep. I accept the other one, and I gain additional Rep. for that Faction only, which is now ~0

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