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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 2962735 times)

Akekho

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5835 on: February 23, 2024, 11:39:41 AM »

Hello i have a question, is there a way to make AI factions more eager to reclaim their lost planets? I often have situations when one planet gets invaded, invasion fleets get destroyed but ai REFUSES to reclaim their planet (cough cough sindrian dictat lossing curor to early invasion every run cough cough). It would be cool if factions were more eger to reclaim their lost worlds, or at least if factions that are confined to single system had some "stronghold" buff soo they wont be doomed to a death spiral if one planet gets taken, it would also give some more lore reasons why they still exist in sucha a volitile sector.
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5836 on: February 24, 2024, 06:05:41 PM »

Hello i have a question, is there a way to make AI factions more eager to reclaim their lost planets? I often have situations when one planet gets invaded, invasion fleets get destroyed but ai REFUSES to reclaim their planet (cough cough sindrian dictat lossing curor to early invasion every run cough cough). It would be cool if factions were more eger to reclaim their lost worlds, or at least if factions that are confined to single system had some "stronghold" buff soo they wont be doomed to a death spiral if one planet gets taken, it would also give some more lore reasons why they still exist in sucha a volitile sector.
I'll see if I need to make factions more aggressive with revanchism (and they should be anyway, if strategic AI is enabled), though in the Diktat case it might be that they don't have the resources to retake it anyway.

I've received a separate suggestion that makes factions generate invasion points more quickly and strengthen their defenses after losing markets; if I implement that it should help here.

Does befriending the Remnant's via Midnight help lessen the Remnant Colony Crisis? Or should I just clear out any systems with them in there before meeting her to avoid issues?

In .96 I enjoyed having a remnant Nexus in my sector, as they provided a very useful buffer against others as I grew.
Midnight won't help with the Remnant colony crisis until a later update.

So i think there might be some problem between "Terraforming and Station Construction" and "Nexerelin", cause right after building a station i got invasions coming to take that station pretty much constantly, before that i had multiple planets for many cycles and they didn't got invaded once, is there some kind of ai that prevents factions from invading just established colony or something, cause if yes i think that ai ignores stations build by a player.

I've already asked about it on TaSC and the mod maker said that he isn't aware of anything in his mod.
Also just fyi i'm playing on 0.96 and my Nexerelin version is v0.11.1
Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
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Dadada

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5837 on: February 25, 2024, 04:08:19 AM »

I have not played modded for a while so I dunno what the new strategic faction AI is capable of but I have 2 suggestions:
A toggle to mix old and new vengeance fleets and for the AI to send defense fleets to thwart invasions and maybe raid attempts etc., inb4 the AI can do that now.
Maybe the AI could also send invasions if the player is weakened or is invading them... inb4 the AI can do that now.

Thank you for the excellent Mod. Mmm, maybe I'll start a new modded playthrough, actually planned to do a modded one around Mai or June, but ehh, today seems fine too.
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Impertinent

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5838 on: February 26, 2024, 01:26:44 PM »

Hello !
Thanks for the mod, I'm really having a blast, and all this life really gives a new purpose to the game.

I have a question regarding Market Value. Does the Market Value increase when new colonies and new industries are built ?
In vanilla, at first building more colonies helps get a bigger share of the pie, but then it just divides the income between the colonies with increased upkeep cost, so it grealty hinders the economic viability of colonies past a certain point.
I hope Nexerelin allows for a growing economy !

Thanks :)
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