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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Author Topic: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)  (Read 1754400 times)

Bob69Joe

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Is this because of Nex? Redacted making raids on core worlds. I haven't noticed them make successful raids yet.
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Bob69Joe

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I'm posting again to attach another image. I received a mission from a contact within my own faction and he now just hangs around in the admin section on my planet without going away or offering anything else. Will he just go away eventually?
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DownTheDrain

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Is this because of Nex? Redacted making raids on core worlds. I haven't noticed them make successful raids yet.

It didn't even occur to me that they're not supposed to do that as I haven't played vanilla in forever.
Haven't seen them succeed yet either but I never was in the system to check what kind of fleets they're bringing.
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Histidine

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I am commissioned to Luddic Path and I am 100% with them yet I still get luddic path cells incidents. Is that intended?

Is it possible to disable luddic path cells in my base?
Not specifically intended, but I have no plans to change this.
The solution to Pather cells will always be to disrupt (use an operative or kill the base), or not do things that attract their attention in the first place.

Questions and comments on the win condition.

What counts as friendly? The "Disposition towards" my faction on the Intel screen's Dipl Profiles category? The Factions screen should be ignored?

I have to take all of the Pirate worlds to win? The Pirate worlds never get invaded by the other factions, logically this would be one of the first things the other factions would take over. Same with the Luddic Path.
Just relationship > 50 as per the factions tab, and factions tagged as pirate-type in their Nex config (for vanilla factions this is pirates and Pathers) don't count.
You also don't need to conquer pirate-type factions for the conquest victory.

...That reminds me, I've been meaning to change conquest victory conditions, now that I'm making invasions costlier. Maybe something like "control 60% of the sum of market sizes in the sector", or maybe "control 66% of all heavy industry worlds".

Is this because of Nex? Redacted making raids on core worlds. I haven't noticed them make successful raids yet.
Yeah it's a Nex feature.
They should succeed if they happen to pick a less-defended system, although this seems to be infrequent lately, possibly because there's no such thing as a less-defended system once all the special task groups arrive in response to the raid.

I'm posting again to attach another image. I received a mission from a contact within my own faction and he now just hangs around in the admin section on my planet without going away or offering anything else. Will he just go away eventually?
That's a vanilla thing AFAIK.
Is he marked as a potential contact in intel? If so, try deleting that and see if he goes away. Although my experience seems to be that quest givers you meet in bars, just hang around forever once created.
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AcaMetis

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Quote
Not specifically intended, but I have no plans to change this.
The solution to Pather cells will always be to disrupt (use an operative or kill the base), or not do things that attract their attention in the first place.
Might be worth mentioning that a vanilla feature is that Pathers will not create cells on Pather or Luddic Church planets, even if they exceed the pather interest value. Not sure if the same is true for when the player buys governorship of one of their planets in Nex, though.
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Excel.exe

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i was the 1.6 millionth view, cool
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EpicMachine

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Hi,

I would like to report a bug.
If you have the skill that allows you salvage [REDACTED] ships, and you have one in your fleet. You are unable to store it in an Outpost you made on a planet, it says "It's illegal to sell it here".

Hope you find the time to get it fixed :)

Love the mod, it's really great. Thank you.
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jackthesmack

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What's going on here? An AI fleet came up to me and I have no option but to either go hostile or burn a story point.





Edit: Found how how to reproduce.

  • Fly by AI fleet in Asteroid belt.
  • Salvage derelict ship.
  • AI fleet comes after me.

https://streamable.com/497qz9
« Last Edit: May 23, 2021, 11:05:52 AM by jackthesmack »
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AcaMetis

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Quote
What's going on here? An AI fleet came up to me and I have no option but to either go hostile or burn a story point.
IIRC it's a bug in vanilla - the remnant fleet is supposed to be flagged so that fighting it won't damage your reputation with the Remnants faction, but the flag is incorrectly applied to your fleet instead of theirs.
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Warlord-616x

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i like the menu changes :)  i mean amongst all the other cool stuff, you guys are great.
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Histidine

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Hi,

I would like to report a bug.
If you have the skill that allows you salvage [REDACTED] ships, and you have one in your fleet. You are unable to store it in an Outpost you made on a planet, it says "It's illegal to sell it here".

Hope you find the time to get it fixed :)

Love the mod, it's really great. Thank you.
Thanks! And fixed the bug.

Quote
What's going on here? An AI fleet came up to me and I have no option but to either go hostile or burn a story point.
IIRC it's a bug in vanilla - the remnant fleet is supposed to be flagged so that fighting it won't damage your reputation with the Remnants faction, but the flag is incorrectly applied to your fleet instead of theirs.
Yep, that's correct.
It's likely not practical for me to fix modside without unwanted changes to other Remnant behavior, so for now just add back your reputation with console.
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SpaceDrake

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So on the subject of "vanilla stuff that isn't quite playing nice with Nex 10.1c", I'm That Dork who actually wanted to do the Tutorial start with Nex for the "story immersion" (I am newish to the game but I have played the default game a fair bit, while some friends heavily recommend Nex as more or less being vital to the game overall). So I started up a new game with the tutorial start, and it turns out that consistently crashes the game - everything else is fine, number of mods doesn't matter, this is specifically a Nex issue. To reproduce, just try to start a new game with the tutorial start option under custom start. It should crash with a short "null: fatal" error asking you to consult the log file.

That said, it manages to save before the crash, so the game still appears to work... however, the game actually also forgets to advance the calendar to March 2nd! I'll have to play more to see if it breaks anything else, but it seems like the game otherwise works, it's just the tuto start that's a bit off. :V Here's the snippet of the crash log on my end, with the big obvious exception. (That is not a small number of zeroes. That is a lot of zeroes!) https://pastebin.com/Yvf7naEa

Anyway, this otherwise seems neat, and hopefully this bug isn't too hard to sort out.
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Aramoro

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Hey, i see there is a feature to trade bps, cool as hell.

i waned to know how it works...and im looking at "campaign\rulecmd\Nex_BlueprintSwap.java" now, didn't think there was so much code behind it


Can this be used to add specific bps(or any item) to a submarket, so they always have it on stock?
ofc a lot of it is interface, but there didn't seem to be any mods that do that so i wonder
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Shuka

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3898 on: May 24, 2021, 01:27:56 PM »

If you can do it, taking out the orbital works on Chicomoztoc (and the one on Raesvelg for good measure) will really mess them up.

Finding a way to start a war between Heg and one of the other major factions (Persean League is good) should also take some of the heat off TT.

This is great advice that has been sitting right under my nose for far too long.
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Warlord-616x

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love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.   

every time i start a game as a faction that faction starts getting invaded almost right away.  ive tried running campaigns as a few different factions but the result always seems to be the same.  in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.

Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.

what am i doing wrong?

edit: just struck me.  im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
« Last Edit: May 25, 2021, 12:38:22 AM by Warlord-616x »
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