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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3014233 times)

th3boodlebot

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3555 on: April 08, 2021, 08:31:28 AM »

thanks histidine!
for the zoom help and the content youve created
cheers!
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TerranEmpire

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3556 on: April 08, 2021, 11:30:02 AM »

@Histidine

Are you going to disable the story missions for Nex?
Having unkillable markets for the story really interferes with Nex...
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Kakroom

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3557 on: April 08, 2021, 12:51:00 PM »

@Histidine

Are you going to disable the story missions for Nex?
Having unkillable markets for the story really interferes with Nex...

At least an .ini option would be nice
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3558 on: April 08, 2021, 06:55:30 PM »

No disable (although the story missions won't appear in random sector regardless).

By default, invasions won't target locations marked as story-important (can be changed in exerelin_config.json). There'll also be a warning in the dialog if the player tries to invade such a market, which you can choose to pointedly ignore.

Sat bombing the affected markets to death is unsupported (as it is in vanilla), I may or may not do something about that later.
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SCC

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3559 on: April 09, 2021, 12:47:15 AM »

Hey Hist, do you reckon you can add a hard mode derelict empire, where the derelicts get Derelict Contingent skill?

Wobby

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3560 on: April 09, 2021, 09:18:18 AM »

I didn't realize just how much Nex added until I tried to play without it. Thank you Hist for all your hard work, super excited for your next update whenever it comes out :D
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iseethings

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3561 on: April 09, 2021, 09:21:58 AM »

Same feelings here wobby. This mod changed the game in absurd ways.

In other news I am extremely excited and filled with anticipation for its release. I could wait years and still be happy. The mods just that good.
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Paragon Bane

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3562 on: April 09, 2021, 11:31:46 AM »

Starsector is not a complete game without Nexerelin.
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QuiteDrunk

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3563 on: April 10, 2021, 09:43:14 AM »

First time posting, just wanted to jump in and say how much i love your mod, Nex really dose add so much depth to Starsector that playing vinillia seems a little flat even with the new content.... On that note can i ask if there is any news on timeframe as to when Nex will be updated? please do not take this the wrong way, I am by no means wanting you to rush or even put yourself out, I understand this is done if spare time and many of you modders have full time job's ect, It's just I am on my second playthrough with 9.5, done standard HedgeMonkey playthrough had full fleet 30 ships all with 3 built in mods, got to point where no fleet was a challange and game got boaring... second playthrough i went full pirate with redacted ships got to endgame, again no fleets are a challange games gets boaring real fast...

So here is where i am now, I still have a full 10 days off work and i want to get in some good gaming in the time i have left, should i hang around waiting for Nex to get updated in next few days or should i move on to Elite Dangerous Odysey and come back to starsector in a few weeks?

again, love your work, please only answer if you have time and i am by no means rushing you just trying to plan my game time efficiantly.
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That_Dude

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3564 on: April 10, 2021, 12:47:20 PM »

@QuiteDrunk

Read the previous comments; a loose time-frame as well as a closed release was mentioned.
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Jet Black

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Re: [0.9.1a] Nexerelin v0.9.8b "Job Specialization" (hotfix 2021-02-11)
« Reply #3565 on: April 10, 2021, 01:50:18 PM »

It's really nice seeing all of the praise for modders and dev in the community. Not to mention how nice the community for this is as well. I was very surprised to see it.
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Histidine

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Re: [0.95a] Nexerelin v0.10 "Job Specialization" (update 2021-04-11)
« Reply #3566 on: April 10, 2021, 08:15:27 PM »

Boy you lot sure really want this huh
Well, here you go!

Thanks to user Manpapper who was a big help in the coding this release needed to get out.

Nexerelin v0.10
Download

Changelog
Spoiler
## v0.10.0 ##
* Updated for Starsector 0.95; various behaviors updated to match vanilla changes
   * Note: No warranty for or protection against breakage (minor of major) of Galatian Academy quests caused by invasions is provided. Use at your own risk. As always, it is recommended to have played at least one game of Starsector without Nexerelin.

### Gameplay ###
* Add a "story victory" for completing the Galatian Academy quest chain up to its existing extent
* Add "milestone" system (earn story points for doing specific things in the game)
    * Can be disabled in settings.json
* New insurance system
    * Purchased for specific ships in intel screen (no longer auto-paid by faction), premiums go up and down based on player's ship losses
    * Old insurance system can be re-enabled with setting `legacyInsurance` in exerelin_config.json
* Fleet adjustments for new spawning behavior
    * Invasion, raid, etc. fleets are about 30% smaller but have 43% more autoresolve strength for their size
    * Special task groups 40% smaller, but ships have two S-mods on average
* Agents can spend a story point to prevent failure, detection, or both
* Random sector: Janus Device granted at start
* Derelict Empire now uses own custom faction; should be stronger and have nicer UI
* Deciv colony event: Try not to pick a barter commodity the player doesn't have
* Pirate base bounties doubled compared to vanilla (even more at level 5)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)

### Bugfixes ###
* Fixed agent actions using the fail detection chance when action was successful, and success detection change when action failed
* Fix dev mode start crash and make it available on new game during intro
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)

### Changes from unofficial beta 0.9.9 ###
* Add protection against invasions messing with Academy story-critical markets
* Reduce Starfarer mode and tribute income penalties, to account for removal of stability bonus to income
* Max NPC colony size 10 -> 6 (match restriction on player)
* Update handling of growth incentives for new NPC colonies
* Add officer generator for Derelict Empire
* Add spoiler tag for two milestones
* Set importance and voice of added market people
* Delete officer tier description from special forces intel (no longer meaningful)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
* Fix go back option when using faction directory or fleet request options in field
* Fix station milestone also granting capital milestone
* Fix conquest mission minimum level
* Fix agent order dialog handling of whether to show success chance/allow SP use
* Fix insurance expiry not listing ships properly
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
[close]
« Last Edit: April 10, 2021, 11:40:39 PM by Histidine »
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Daynen

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Re: [0.95a] Nexerelin v0.10 "Job Specialization" (update 2021-04-11)
« Reply #3567 on: April 10, 2021, 08:27:38 PM »

Ohhhh ho ho ho HO it is ON NOW, SON...
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Histidine

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Re: [0.95a] Nexerelin v0.10 "Job Specialization" (update 2021-04-11)
« Reply #3568 on: April 10, 2021, 08:30:56 PM »

Ninja-reuploaded for missing file. Anyone who downloaded before seeing this message, please redownload!
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shoi

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Re: [0.95a] Nexerelin v0.10 "Job Specialization" (update 2021-04-11)
« Reply #3569 on: April 10, 2021, 08:40:18 PM »

Boy you lot sure really want this huh
Well, here you go!

Nexerelin v0.10
Download

Changelog
Spoiler
## v0.10.0 ##
* Updated for Starsector 0.95; various behaviors updated to match vanilla changes
   * Note: No warranty for or protection against breakage (minor of major) of Galatian Academy quests caused by invasions is provided. Use at your own risk. As always, it is recommended to have played at least one game of Starsector without Nexerelin.

### Gameplay ###
* Add a "story victory" for completing the Galatian Academy quest chain up to its existing extent
* Add "milestone" system (earn story points for doing specific things in the game)
    * Can be disabled in settings.json
* New insurance system
    * Purchased for specific ships in intel screen (no longer auto-paid by faction), premiums go up and down based on player's ship losses
    * Old insurance system can be re-enabled with setting `legacyInsurance` in exerelin_config.json
* Fleet adjustments for new spawning behavior
    * Invasion, raid, etc. fleets are about 30% smaller but have 43% more autoresolve strength for their size
    * Special task groups 40% smaller, but ships have two S-mods on average
* Agents can spend a story point to prevent failure, detection, or both
* Random sector: Janus Device granted at start
* Derelict Empire now uses own custom faction; should be stronger and have nicer UI
* Deciv colony event: Try not to pick a barter commodity the player doesn't have
* Pirate base bounties doubled compared to vanilla (even more at level 5)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)

### Bugfixes ###
* Fixed agent actions using the fail detection chance when action was successful, and success detection change when action failed
* Fix dev mode start crash and make it available on new game during intro
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)

### Changes from unofficial beta 0.9.9 ###
* Add protection against invasions messing with Academy story-critical markets
* Reduce Starfarer mode and tribute income penalties, to account for removal of stability bonus to income
* Max NPC colony size 10 -> 6 (match restriction on player)
* Update handling of growth incentives for new NPC colonies
* Add officer generator for Derelict Empire
* Add spoiler tag for two milestones
* Set importance and voice of added market people
* Delete officer tier description from special forces intel (no longer meaningful)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
* Fix go back option when using faction directory or fleet request options in field
* Fix station milestone also granting capital milestone
* Fix conquest mission minimum level
* Fix agent order dialog handling of whether to show success chance/allow SP use
* Fix insurance expiry not listing ships properly
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
[close]

nice, been waiting on this~
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