Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

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 - Justinkid

Pages: 1 [2]
16
Mods / Re: [0.95a] Adjusted Sector
« on: March 02, 2022, 04:25:12 PM »
First off I just want to say I love your mod, thank you. It's worked perfectly except for one very minor detail. For whatever reason, no matter what dimensions I choose, no stars seem to spawn within 7-10 light years from the edge of the map.

Do you know what might be causing this? Again, it's very minor and hasn't affected gameplay at all, I just have to account for the empty space when I choose my dimensions.

These are the settings I used for the game shown in the picture. I can send you all config settings if you want, I just didn't want to make a wall of text.

"sectorWidth":210000,
"sectorHeight":164000,
"AdjustedSectorConstellationCount":220,
"AdjustedSectorConstellationSize":2200,
"AdjustedSectorConstellationCellSize":10,


[attachment deleted by admin]

17
General Discussion / Re: Let's talk about the Prometheus MKII...
« on: May 13, 2021, 11:49:38 PM »
I totally agree. I know it's an intentionally mediocre capital ship, but there's no reason why it's dp can't be lower to reflect that.

18
Vengence Fleets are basically just regular expedition fleets but they want your head, trouble is they run at low burn speeds and I don't think I've ever seen the AI use tugs. So they will never catch up aside from hyperspace bouncing or jumpoints

You're undoubtedly correct, but I don't know how much, if any, control histidine has over the burn speed of vengeance fleets (I'm not a modder so I have no idea). That's why I figure increasing the timer, while not exactly an ideal solution, would still  increase the likelihood of you crossing paths them eventually.

19
Did anyone check the vengeance fleet feature in the latest version?

I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that

Can confirm. I've had dozens of incoming vengeance fleet notifications but never actually encountered one. Its not as if I'm hiding either, I just go about my business as usual and after awhile it says the mission's over. I thought maybe they were getting killed en-route so I increased "vengeanceFleetSizeMult" from .8 to 4 in the exerelin config, theoretically making them more than 4x bigger, but they still never could find me. Someone should test if the vengeance fleet can find them if they sit motionless in the core with their transponder on, for science!
Vengeance fleets can only operate for a certain amount of time before being made to go home (time increases with vengeance level), and they have to fly to where the player is, so a player on the move can avoid them for quite a long time. Maybe the timer should be longer (or removed completely).

Yeah, it seems the timer reliably runs out before the vengeance fleets catch the player, at least in my game.

So yeah, assuming there's no way to make them more adept at seeking the player, I agree the timer should be increased. I don't think it should be removed completely though because I could see a balance issue wherein a player slowly accumulates a large number vengeance fleets and essentially turns the core into a mine-field. This could make for some exciting gameplay, but with no way of getting rid of them aside from waiting to be ambushed randomly, it could get annoying or downright game-breaking.

Correct me if I'm wrong, but it seems the timer starts at 1 month? Maybe try increase it to 6 months, with 12 being the max?

edit: Wait I actually don't know, is it possible to have, for example, two or more pirate fleets after you at the same time or is each faction limited to only one vengeance fleet at a time? I had presumed it was the former, but if its the latter I see no issue with removing the timer altogether.

20
I'm not sure if this is a bug or not, but since v0.10.0e (and in v0.10.1) I've noticed a lack of pirate activity in my systems. I've had colonies for ~20 hours now and have not endured a single pirate raid.

Update: I did eventually get a single raid on my system. So it seems raids are possible, they're just exceptionally rare. I have Second-Wave Options installed which makes the game more difficult including decreasing colony growth and income. Because of that my colonies only recently began making a profit, and even then only 50-70k at population 5. So maybe that's part of the problem. Also I know .95a-RC14 made changes aimed at decreasing pirate activity, so that's likely involved as well. Still, it appears others running nex have noticed the same thing.

Assuming .95a-RC14 introduced changes to the variables or the equation responsible for determining raid frequency, I wonder if Nexerelin's settings somehow conflict with the new changes in a way that precludes the raids from occurring?

I have had a similar experience. In fact, I've gone through quite a while of not having any pirate base bounties in addition to no pirate activity for my 3 colonies that are pop 6.

Weird, bases are still spawning normally for me and I'm getting bounties for them. The problem in my game seems to be limited to the frequency of pirate activity in my system.

Did anyone check the vengeance fleet feature in the latest version?

I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that

Can confirm. I've had dozens of incoming vengeance fleet notifications but never actually encountered one. Its not as if I'm hiding either, I just go about my business as usual and after awhile it says the mission's over. I thought maybe they were getting killed en-route so I increased "vengeanceFleetSizeMult" from .8 to 4 in the exerelin config, theoretically making them more than 4x bigger, but they still never could find me. Someone should test if the vengeance fleet can find them if they sit motionless in the core with their transponder on, for science!

21
First time poster here so first of all I just want to say thank you Histidine for all that you do. What a wonderful mod this is!

I'm not sure if this is a bug or not, but since v0.10.0e (and in v0.10.1) I've noticed a lack of pirate activity in my systems. I've had colonies for ~20 hours now and have not endured a single pirate raid.

I initially thought I found the issue when I noticed the pirates had somehow become "inhospitable" with my faction instead of hostile; however, I reset my relationship with them to -100 and there still hasn't been any raids.

Pirates raids on AI factions appear unchanged, so it's only the player faction thats affected. The luddic path cells are spawning correctly.

On a separate note, this is not a bug but rather a point of discussion. It's about abandoning colonies.

In vanilla, abandoning one's own colony is a strategic choice. It allows the player to recoup some of their investment, and as such, it makes perfect sense as a vanilla mechanic.

In nexerelin however, this mechanic seems a little broken when paired with the invasion mechanic. This is because after invading an AI colony, you can immediately abandon it and receive anywhere from 300k-1.2mil credits, and you don't even receive any diplomatic repercussions. To me, this is broken because it essentially makes saturation bombardments useless.

In vanilla if you wanted to delete an AI colony you had to Sat bomb it, which takes time, you don't get paid, and there are severe diplomatic repercussions. In contrast, in Nexerelin you can simply Invade ->abandon, which essentially accomplishes the same thing, except it is immensely profitable, instantaneous, and without any diplomatic repercussions. It would make more sense to me that either you aren't allowed to abandon colonies that were not yours originally, or if you abandon an AI colony it immediately get's returned to it's previous owner.

Pages: 1 [2]