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Messages - Histidine

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4036
Mods / Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
« on: May 24, 2015, 06:44:12 AM »
Hmm. In the next all the mod scripts will come compiled in the .jar (currently a few are still compiled at runtime, including the mod plugin), which should (hypothetically) fix this unusual bug. In the meantime:

- Have you tried redownloading Nexerelin (as opposed to extracting from the same possibly broken download)?
- What version of Java are you using?
- Are you on the RC2 release of Starsector?
(none of this will probably make a difference, but just checking to be sure)

4037
Suggestions / Re: please remove the CR set.etc
« on: May 24, 2015, 05:27:10 AM »
There's still plenty of fighting in this game and it will likely be so forever.

Anyway, AFAIK removing CR from your local copy is just a matter of deleting or replacing 2-3 .csv columns.

4038
Mods / Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
« on: May 23, 2015, 07:14:00 PM »
Have you tried a clean install of Nexerelin (delete the existing folder)?

4039
As far as I can tell it still obeys all the usual delivery rules (must be within relay coverage; limited propagation speed). Is this intended? (But I'd assume ALWAYS_DELIVER would cover that use case).

4040
> ship that looks like robot
> spammy ribbon trail missiles

Getting some major Strike Suit Zero vibes here!

4041
Mods / Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
« on: May 18, 2015, 04:52:03 AM »
I hadn't said it earlier, so I'll do it now: thanks for the positive feedback, everyone!

Is there any way to expand the inventory on Prism Freeport? I looked around the java files but I didn't find anything related. I'd like to double, or even triple the amount of ships at a time. I found that when playing with all of the supported mods installed it'd be great to have a bigger offering.
Not at the moment. Weapon and ship count already scale with faction count, but I've added relevant multipliers to the config files for next version nevertheless.

For example, the Interstellar Imperium has an neverending unforgiving archenemy "the Hegemony" (lore wise) and because of that (for other faction are other factions the archenemies) they should never ever be able to get the neutral or even friendly reputation to that specific faction.
I've considered that, but decided that games going into predictable patterns diplomacy-wise was worse than breaking the lore. I may add a config option for it, though.

Quote
On top of that i would like to see less often merges of factions with other factions, it should be rare to happen. Sometimes i just fly to the next system and fight one fleet, then i fly back and all my enemies are now friendly. That happens too often in short periodes.
I'll look at increasing the war weariness needed for ceasefires (and make it configurable). It'll need some testing first though, I'm also doing stuff with invasion fleets right now (they'll be more common in larger games).

4042
Mods / Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
« on: May 16, 2015, 09:36:48 AM »
You need the RC2 release of Starsector 0.65.2.a, get it here.

4043
Bug Reports & Support / Re: Random Code Mistakes Thread
« on: May 15, 2015, 06:48:27 AM »
Are the following properties of market conditions intentional?
- Marine demand from Outpost is entirely consuming demand (while Military Base's is 99% non-consuming)
- Cryosanctum demand for regular crew, volatiles, organics and machinery is multiplied by population, but supply of green crew and organs is flat

4044
Blog Posts / Re: Transponder
« on: May 12, 2015, 09:28:29 PM »
Will the current faction-switching behaviour of smuggler and newly-spawned pirate fleets be modified for the new transponder mechanics, and if so, how?

4045
Mods / Re: [0.65.2a] Nexerelin v0.3.8b (hotfix 2015-05-12)
« on: May 12, 2015, 08:01:25 AM »
so I herd you like hotfixes

Nexerelin v0.3.8b

Download (full version)
Patch (0.3.7c -> 0.3.8b)

Changelog
Code
v0.3.8b
* Fix qualityFactor floor not being applied in all instances

PS: Use the patch zip, it's provided for a reason!

4046
General Discussion / Re: Strike Craft Accuracy
« on: May 12, 2015, 07:08:10 AM »
The bad shot Daggers are kind of annoying (though given how often I myself miss with Reapers, I'm not really in a position to criticize), but the one that's really ridiculous is the Dagger that overflies its target without firing.

4047
Mods / Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
« on: May 12, 2015, 04:57:46 AM »
Hi. I started a Nexerelin/SS+ game, playing as the Interstellar Imperium. I've noticed that my faction was sending fleets to attack stations or planets, but they seemsto be just wandering around the station/planet and not actually capturing or fighting (while the tooltip says "attacking planet/station X").
Moreover, they attack the base of a faction with a neutral relationship. How is that supposed to work?
So far it seems that my faction's fleets are stuck on the base/planet they want to attack. That would explain why I don't see much of them in the rest of the sector.
Attack fleets (the ones that say "attacking") don't actually do any planet/station invasions; IIRC some of them are just vanilla patrols that wandered over to cause trouble for an enemy faction. The ones you want are the invasion fleets (most have "Invasion Fleet" in the name, though the Imperium ones are "Exercitus"); they will have the appropriate tooltip text.

There are also "Strike Fleets" ("Classis" for Imperium) that fly around shooting stuff up. They spawn at the same time as the invasion fleets and go to the same system, so if you see one an invasion fleet is usually somewhere behind it (unless it got killed or forced to retreat separately).

Invasion fleets are quite rare (possibly too much so); a new one spawns somewhere in the sector every 8 days on average. I think I'll revise this system somewhat in the next version.

4048
BTW: if you haven't done so yet, pick up the new Nexerelin v0.3.8 sometime before you reach the endgame.

4049
Mods / Re: [0.65.2a] Nexerelin v0.3.8 (update 2015-05-09)
« on: May 09, 2015, 03:53:22 AM »
Pushing this update out for Everlazy's LP.

Nexerelin v0.3.8

Download (full version)
Patch (0.3.7c -> 0.3.8)

Changelog
Code
v0.3.8
* Add victory screen
* Invasion fixes/improvements
    * When picking a faction to invade someone else, Templars get a higher weighting for each faction they're at war with
    * Fix other factions not invading Templars if they aren't at war with anyone else
    * Factions prioritize invading non-Templar planets
    * Templar invasion attack bonus 12.5% -> 15%, defense bonus 12.5% -> 20%
    * Invasion/strike/response fleets have minimum quality factor 0.7 (prevents bugs with them sometimes being empty)
    * Requested fleets move to target immediately instead of orbiting origin market for a few days
    * Halve fleet request costs (both marines and ships)
    * Fix Templar invasion fleet name
    * Fix a couple of invasion text errors
* Templars post bounties
* Maybe fix own faction inspections for real this time
* Add a vanilla background

4050
The shape looks kinda awkward, particularly the bottom of it. Not sure how to say it unfortunately.

Try?
It kinda gives me the impression of it standing up, with those as it's big stubby feet.
... and that thing between the prongs is its head, tilted upwards. Thanks, cannot unsee giant anime robot now.

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