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Author Topic: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)  (Read 1821971 times)

helmacon

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2295 on: August 15, 2019, 04:26:14 PM »

So, how is one supposed to deal with 7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?

https://imgur.com/a/jODizPF

There are more options to deal with this than you think. While a star fortress might be overrun by just a few of these fleets on its own, *you* can make the difference. A handful of auxiliaries can keep the attackers off the stations flanks, funneling them into a chokepoint. As the station rotates, each side will have an opening to vent and repair, since they aren't surrounded, and then rotates back into the main firing line. Additionally, if they are not destroyed completely, stations repair very quickly. This makes it important to break up the fleet a bit to give the station time between engagements. You can do this by using the "follow me!" Ability to kite patrols or fast pickets into clumps of invasion fleets. Quickly salvaging the debris field from an engagment can earn you tend of thousands of credits and enough supplies to repair before the next engagement.

I find high tech stations work best, since they are less relent on hull hp that can be wilted down over several engagements. Flux and fighters fully replenish on each new engagement.


This is how I stood against a joint invasion of nearly 20 fleets with my allies at the start of a new game. Though the station eventually fell around the 16th fleet mark, (my own hubris in taking my ships of escort for the station) I had savaged enough ships and credits by then to start my own colonies, and almost a decade later, we took it back. :)

This mod has the potential to create some incredible stories, but it definitely does force you to reevaluate how you play the game in the first place.

(Ps. I play with the battle limit turned up to max, so my invasion fleets were even bigger. It's kind of amazing when the wreckage from dead ships blocking sightlines becomes such a major factor that you have to dedicate ships to pushing it out of the way for your station.)
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kilerdude56

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NullPointerException while going to a planetary bar
« Reply #2296 on: August 15, 2019, 05:44:34 PM »

Hey everybody, for some reason, every time I want to play with this mod, the game gives me 'NullPointerException:Null' if I ever visit a bar, but the game doesn't crash, I'm just stuck in the bar and the game continues on. Anyone else had this sort of problem, and/or does someone know how to fix it? Thanks.
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intrinsic_parity

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2297 on: August 15, 2019, 06:54:21 PM »

This has happened twice to me now. The invasion/raid status says my ground forces outmatch the enemy and then after the intel says the raid/invasion was repelled by my colony, but all my industries get disrupted or the colony gets captured. Is there known bug?

Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.
« Last Edit: August 15, 2019, 07:52:11 PM by intrinsic_parity »
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crowman

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2298 on: August 15, 2019, 09:36:17 PM »

So, how is one supposed to deal with 7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?

https://imgur.com/a/jODizPF

There are more options to deal with this than you think. While a star fortress might be overrun by just a few of these fleets on its own, *you* can make the difference. A handful of auxiliaries can keep the attackers off the stations flanks, funneling them into a chokepoint. As the station rotates, each side will have an opening to vent and repair, since they aren't surrounded, and then rotates back into the main firing line. Additionally, if they are not destroyed completely, stations repair very quickly. This makes it important to break up the fleet a bit to give the station time between engagements. You can do this by using the "follow me!" Ability to kite patrols or fast pickets into clumps of invasion fleets. Quickly salvaging the debris field from an engagment can earn you tend of thousands of credits and enough supplies to repair before the next engagement.

I find high tech stations work best, since they are less relent on hull hp that can be wilted down over several engagements. Flux and fighters fully replenish on each new engagement.


This is how I stood against a joint invasion of nearly 20 fleets with my allies at the start of a new game. Though the station eventually fell around the 16th fleet mark, (my own hubris in taking my ships of escort for the station) I had savaged enough ships and credits by then to start my own colonies, and almost a decade later, we took it back. :)

This mod has the potential to create some incredible stories, but it definitely does force you to reevaluate how you play the game in the first place.

(Ps. I play with the battle limit turned up to max, so my invasion fleets were even bigger. It's kind of amazing when the wreckage from dead ships blocking sightlines becomes such a major factor that you have to dedicate ships to pushing it out of the way for your station.)

20 fleets, holy smokes! I guess this is best played with as few factions as possible since it seems like a chore trying to defend my own colonies from everyone. And I mean everyone. I had 8 modded factions total and they all seem to hate you on starfarer, for no particular reason.

Speaking of allies, how do I make an alliance with another faction? Do I go talk to one of their admins or just build up rep and pray they ally with me instead of someone else?
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Euripides

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2299 on: August 15, 2019, 11:16:22 PM »

The reputation changes that happen feel too disconnected from the gameplay. You get a random bad roll and now you're at war with a faction. I feel as though there should be some friction to slow that down and make it take a bit more than just RNG.
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dorgus

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2300 on: August 15, 2019, 11:26:55 PM »

So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.

I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
« Last Edit: August 15, 2019, 11:36:02 PM by dorgus »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2301 on: August 16, 2019, 05:05:24 AM »

I downloaded this last night and was a bit off put by the constant random events and large diplomacy point swings. If it isn't possible to outright disable the random events, is there a way to adjust the frequency of events? I'd like to slow it down by like 3x or 4x
Nexerelin/data/config/exerelin/diplomacyConfig.json; increase eventFrequency
Although this only affects the periodic random events; the "diplomacy brain" each faction has can also generate events and IIRC there's no way to modify those. If it's just your own personal faction (importantly, not commissioned faction) that you want to avert the issue for, you can open Nexerelin/exerelin_config.json and set followersDiplomacy to false.

This has happened twice to me now. The invasion/raid status says my ground forces outmatch the enemy and then after the intel says the raid/invasion was repelled by my colony, but all my industries get disrupted or the colony gets captured. Is there known bug?
I've heard of a successful capture despite the invasion reportedly failing once. The code currently doesn't look like it should allow this outside of weird race conditions, but I'll keep an eye out.

As for disruption: Yeah, widespread disruption is going to happen if the invasion throws enough force at it. Although if your defenses are strong the damage will be brief (nothing should be disrupted for more than maybe 40 days).

Quote
Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.
Ugh, I forgot I even added that >:( Thanks for report, will try to debug.

Speaking of allies, how do I make an alliance with another faction? Do I go talk to one of their admins or just build up rep and pray they ally with me instead of someone else?
Dock at one of their markets -> special options (must not be commissioned)
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2302 on: August 16, 2019, 07:44:00 AM »

Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.
Here's a fix version. Official release sometime later.

Hey everybody, for some reason, every time I want to play with this mod, the game gives me 'NullPointerException:Null' if I ever visit a bar, but the game doesn't crash, I'm just stuck in the bar and the game continues on. Anyone else had this sort of problem, and/or does someone know how to fix it? Thanks.
Hm. What does the error message in Starsector/[starsector-core on Windows]/starsector.log say immediately after getting the error?
(Vesperon Combine mod has a bar bug, but I'm not sure if this is the same one)

So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.

I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)
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dorgus

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2303 on: August 16, 2019, 08:45:14 AM »

They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)

Not that I remember. They are though fighting each other a LOT. They're in constant war. But no conquests so far. I'll give it a little more time though. Hopefully there are no issues and they're just too invested in fighting each other.
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kilerdude56

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2304 on: August 16, 2019, 09:06:06 PM »

Yep, it was Vesperon. I also have that faction mod installed. Thanks for the tip.
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TrashMan

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2305 on: August 17, 2019, 02:28:46 AM »

I enjoy this mod, but I did notice two issues with it.

1) Starsector was designed with static systems in mind. With all the turmoil and war, the entire sector inevitably collapses completely, and fast. I don't know how to counteract this, but maybe a hidden stability boost or something?

2) When colonies are generated, here seems to be no territory to speak of, no rhyme or reason behind their placement. It wouldn't be a bad idea to implement some grouping, to keep faction territories more sensible. Right now, a faction can end up having a small mining colony on the other side of the core, right next to theirs enemy capital. Basically, limiting then umber of cation per system, favoring colonies of same faction, and favoring placing colonies close.
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hurrdurrmurrgurr

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2306 on: August 17, 2019, 03:02:11 AM »

I agree with Trashman, this doesn't need to turn into Crusader Kings blobs but you certainly shouldn't see hostile factions spawn in the same system, it lets the player break the game by non-stop salvaging ships.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2307 on: August 17, 2019, 04:16:55 AM »

Fix update

Nexerelin v0.9.3b
Download

Changelog
Spoiler
v0.9.3b
* Prism Freeport has patrol HQ + waystation instead of military base
* Reduce hard mode diplomacy penalty a bit
* Diplomacy AI obeys eventFrequency value in diplomacy config
* Check for out-of-date Starsector version and/or malformed exerelin_config file on game start
* Fix agent injury handling
* Fix effect of faction alignments on diplomacy disposition
* Fix easy/hard mode tooltips
[close]

So I thought I heard/read somewhere that you could actually give orders to fleets to go conquer a planet or kill a pirate base or whatever but I don't seem to be able to find that. Am I wrong or am I blind?
Press Z while in campaign view, or dock at a market and look in special options. Select the fleet request option.
« Last Edit: August 20, 2019, 05:07:27 AM by Histidine »
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mxyzptlk

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2308 on: August 17, 2019, 06:33:55 AM »

Nexerelin have the default (vanilla) Starsector economy settings or its unique (more harder, idk) for this mode? Is there any way to change it in settings?
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Semondice

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Re: [0.9.1a] Nexerelin v0.9.3b (fixes 2019-08-17)
« Reply #2309 on: August 17, 2019, 07:15:34 AM »

Hey, someone else having compatybility problems with Dyna? Anyone? Was playing just an hour ago, then I downloaded the latest version, and then nothing. It just does not load the game, gives "error kite_variant not foun, see starsector.log" (not verbatim).

Any ideas?
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