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Messages - Innominandum

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106
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 04, 2019, 12:28:52 AM »
What exactly do the multipliers below it dictate, fleet sizes?
Pretty much that, its a random multiplier range where you'll get vanilla fleet size multiplied by a random value somewhere between min and max. The standard settings are min 2 max 4 which can result in some 30+ invading fleets and something close to the same amount of defenders, which is kinda overkill for ppl playing on symbian Nokia 3310's.

As far as i have observed 7 out of 10 invasions usually succeed in capturing the market, the rest is usually defended by the ground forces not the in system defense fleets.

107
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 03, 2019, 05:21:33 PM »
I haven't seen any defense forces is that normal?
Spoiler
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108
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 03, 2019, 04:06:47 PM »
Quote
Which file in particular does this need to be edited in? I don't want to break everything
Spoiler
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109
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 03, 2019, 02:55:07 PM »
Is there a way to mod the amount of governed colonies by the player? I cant find enough Alpha cores or freelance admins around.

Spoiler
Code
"baseMaxOutposts":4,
"baseMaxAdmins":4,
"colonyOverMaxPenalty":2,

settings.json 205 - 207
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110
General Discussion / Re: Overrated (overpriced) ships
« on: September 03, 2019, 02:36:02 PM »
Intermission
EDIT:
I think you misunderstand my post. Maybe I should have clarified that your fleet needs to work in concert.

Ahh, I see where the misunderstanding is, my musical education isn't really the best. Only tactic I know is the Cavalry Charge™
Cavalry Charge™
Spoiler
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111
General Discussion / Re: Overrated (overpriced) ships
« on: September 03, 2019, 12:38:24 PM »

Try this and tell me it's bad.

EDIT: I already said speed is very nice, but in the end doesn't make that much of a difference. It's almost as Odyssey is meant to be a glass cannon, but lacks the cannon part.
Not bad, not bad at all, still prefer my own loadout though.

Spoiler
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112
Suggestions / Re: Make maxShipsInFleet soft cap instead of hard cap
« on: September 03, 2019, 11:50:12 AM »
Hopefully we will still be able to modify it in setting.json like we can currently
Seconded

113
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: September 03, 2019, 11:36:06 AM »
If it could be added as a mod, I'd install that in a heartbeat. It sounds like a lot of work though, since the bots will need to become "aware" of their fuel and supplies, or else we're going to be getting a whole lot more distress signals.
Well lets say, hypothetically, all those fleets in your current starsector session, suddenly become aware of their fuel and supply needs ... what would change ?

Well they wouldn't have the ability to send 6 fleets, each containing 12 battlecruisers, 12 cruisers, and 16 other ships, all the way across the sector at me, without bankrupting themselves 10 times over. (As it is, they just bankrupt me by making me fly back and forth all the time)
That's not rly a fleets being self aware issue but a balance and strategy issue, those will change with upcoming updates. Generally once you understand the game a bit better you will see that those 6 fleets aren't anything special. Right now they are there to keep you from making early mistakes and to keep the late game from becoming to boring.
Get yourself nexerelin if you don't have it already it has some options as does settings.json that can stop those invasions from occurring or at least make them rarer

114
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: September 03, 2019, 11:06:50 AM »
If it could be added as a mod, I'd install that in a heartbeat. It sounds like a lot of work though, since the bots will need to become "aware" of their fuel and supplies, or else we're going to be getting a whole lot more distress signals.
Well lets say, hypothetically, all those fleets in your current starsector session, suddenly become aware of their fuel and supply needs ... what would change ?

115
I'll just have to remember to run it on admin mode every time so I don't end up not being able to save.

O lol m8, r click starsector shortcut - properties - shorcut - lower right corner advanced - put a check on (always) run as administrator. You screwed up your permissions i guess, well done that's not smthing that happens that easily, not blaming you stuff like that can happen to anyone but its exceedingly rare. You can reset your permission for a folder and its contents on the security tab once you open a folders properties.

116
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 03, 2019, 10:31:38 AM »
Hello, I think I found a bug to report so:

Some faction in allience with Tri-Tachyon declared war on my colony (but never attack, not that I mind), but when they tried to make peace Try-Tachyon voted "No" so the cold war continues.
But what really bothers me is that Try-Tachyon is friendly with my faction, so why do they want me dead?

LoL, well what are friends best at ? At stabbing you in the back obviously. Did HMI declare war on you while not being Hostile ? 

117
General Discussion / Re: Venture, why?
« on: September 03, 2019, 09:52:09 AM »
This sir is what command points SHOULD be for. Not for stopping the AI from being dumb.

Well you know what the funny thing is? The functionality is already partly there, remember how the enemy fleet engages you when you fail to disengage? Yeah exactly ... i find my heart breaking every time that deployment screen comes up ... sniff sniff 

118
Modding / Re: Faction versions of all ships
« on: September 03, 2019, 09:42:08 AM »
Do not seems to know why...
Like a offtopic answer, no?

No Snasha Answer is on Topic, OP's goal (as far i can discern it) is to do something constructive and as you yourself confirmed recoloring ships is pretty much pointless by now. So basically i recommended him something more interesting, at least from my viewpoint, with which he can make an impact on the board and also further his skills. The only other thing i could have recommend him to do is dl an IDE and to start prog. Java which is also cool but he started with Photoshop, for which the market is pretty much saturated already, and i went along the media editing line.

You're recommending me to make videos on Starsector instead? Interesting, I'll consider it. I already have a copy of VEGAS PRO 14. Would I have the same functionality as in After Effects or DaVinci, or should I switch over?
With Vegas you don't need to post process the vids as you would in After effects (if you rly cared for quali), i found Vegas pretty off putting in comparison to, After effects for which you pretty much only need a few days to learn the ropes but in general as far as i heard Vegas is functionally superior to AE. The other thing you could do is to learn the ropes of java proging and edit some of the games Code, its rly not that hard once you get into it.   

119
Modding / Re: [0.9.1a] Relaxed Logistics.
« on: September 03, 2019, 09:22:57 AM »
So, would something like forcing the AI to spawn with logistic hullmods be a better way of balancing than having everyone's processor fry itself?
What if i told you that those supply ships in the AI-Fleet actually had Logistic Hull mods, not that they have them, or do they, i mean how would you know that they have them or they don't ? I mean if its a problem of combat balance, you could always look out for a quick refit place before combat, there a presets in the refit screen that you can adapt.

That sounds like a whole loooot of work, open up starfarer.api.zip and search for FleetfactoryV3 to get a better overview. 

120
Mods / Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« on: September 03, 2019, 09:15:22 AM »
I made this account because I want to thank you for doing such an amazing job. This mod has tremendously increased my enjoyment of Starsector. I'm sure many others feel the same.

Yah, Histidine best man
Quote
1). Will my own faction periodically target Panther & Pirate bases like the major AI factions? If not, is there a setting I can modify to make it so? I would rather not have to drop loads of creds everytime to order an invasion fleet.

Code
 
"followersAgents": false, # does player faction use agents on its own? (default false)
"followersDiplomacy": true, # does player faction participate in diplomacy on its own? (default true)
"followersInvasions": false, # does player faction launch invasions on its own? (default false)
Starsector\mods\Nexerelin\exerelin_config.json Number 3 could solve that or it could make your life miserable or both
Quote
2). I read somewhere that being friendly+ with Pirates will remove raids and reduce the stability penalty to 0. Is this true? Is so does this also apply to the Luddic Path?
3). When changing json settings regarding Diplomacy Frequency, should I increase or decrease the value if I want less diplomacy overall?
4). Is there a way to affect the frequency of cease-fires & peace-treaties? I feel like the current version of Nexerelin is constantly embroiled in war.

2. Pirates mostly yep, Luddic dunno
3. "eventFrequency":10,  should be +F +E but not sure
4. "warWearinessDivisor" "warWearinessCeasefireReduction" and "warWearinessPeaceTreatyReduction" in exerelin config seem to be your best bet

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