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Starsector 0.95.1a is out! (12/10/21); Blog post: Hostile Activity (09/01/22)

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Author Topic: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)  (Read 2256335 times)

Maethendias

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4905 on: September 30, 2022, 12:36:20 AM »

There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)

Thanks for the tip- I was ignoring waystations because I started in Penelope.  I've only considered them for their access boost and not a means of supplies and fuel for my fleet.

I'm not at home looking at the game now- I think the outpost detail was kind of generic- are they any good?  I got the impression they were a exploration tool when you are far out.  Do they make supplies and fuel at planets for you at cost?  Does it make any sense to put one in Penelope alongside my colonized planets?

Be mindfull however, since drawing supplies /fuel from a waystation still costs you money
a better way is to use variable manufactories with supply/fuelsupply vlc slotted into them
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4906 on: September 30, 2022, 01:03:30 AM »

variable manufactories with supply/fuelsupply vlc slotted into them
That is Industrial Evolution aka mod content and not a vanilla aka base game feature...
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4907 on: September 30, 2022, 07:21:04 PM »

Do defense fleets (requested task force ones) factor into the invasion autoresolve, if the player is absent from the system? Let's say I get a notification for an incoming invasion, so I hire a defense fleet targeting that market. Even if the defense fleet is "fairly strong" versus the invading "fairly capable", the intel estimation on the invasion vs. defenders still says "superior" i.e., unchanged after the defense arrives. The invaders defeat the station and deploy their marines while the defense fleet is still 'alive' in my intel, as if the defense task force doesn't exist.
The autoresolve basically just sums the 'fleet point' strength of all fleets belonging to the attacking and defending faction, and the station around the specific target. This includes the requested defense fleets. The side with more points wins. (Third parties aren't counted even if they're friendly/hostile to one side or the other, which is a bit annoying)

One thing that can shift the strength comparison (without otherwise being known to the player) is if a special task group or two on either side decides to invite themselves to the battle.

Also fleets can't die in autoresolve, so if e.g. you encounter fleets in hyperspace returning from a failed raid they'll all be at full strength.
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nimtiz22

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4908 on: September 30, 2022, 07:54:25 PM »


i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
The big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):
Code: java
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);

If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
do i need to run the code of every save load?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4909 on: October 01, 2022, 07:57:41 PM »

It should only be needed once from what I can see, but I haven't actually tried it.

If the hostility events are disappearing every game load, guess you'll have to do the runcode every load (or consider the idea shot, since I assume it forgets what it was doing before the reload).
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Catscrath

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4910 on: October 02, 2022, 12:41:02 PM »

Can Pirates and Luddic Path make alliances with the other main factions, or be offered by the main factions to join them? I am currently doing a Pather run and really want to make a Player+Pather+Pirate+Church alliance, but I am unsure if it can even be done to begin with. If I just need to wait or give some sort of offer in one of the menus.
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