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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)  (Read 1680323 times)

Helldiver

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3975 on: June 22, 2021, 09:48:05 PM »

So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.

Sooo, the whole point of this long winded  post was to ask if there could  be some kind of supported option to stymie expansion outside the core worlds and to slow down the actions of the factions so that, in the event you aren't allied with who has the most friends in 6 months of game time, you don't "lose" the game. before you even have a real chance to win.

You can disable victory conditions (note that "victories" don't end your campaign) in settings. Most parameters including factions colonizing new worlds can be disabled or adjusted (i.e delay before colonization efforts start, frequency of invasions), usually what config line does what is explained next to it. Main parameters are spread between "exerelin_config.json" and "settings.json" - make sure to look at both!
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dreamdancer

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3976 on: June 23, 2021, 06:34:51 AM »

Sooo, the whole point of this long winded  post was to ask if there could  be some kind of supported option to stymie expansion outside the core worlds

They don't expand all that fast. Don't sell survey data, that speeds up their expansion. If you choose Old Sector for the Galaxy generation, there should be a decent amount of good systems with habitable planets.

Quote
the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...

Have you done the Galatia story line? Have you talked to Yaribay?
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Big Bee

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3977 on: June 23, 2021, 09:31:52 AM »

Weird how the Hazard Mining Incorporated systems still appear in the same spot even with randomized core worlds, even though systems from other mods seem to still be random
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SpaceDrake

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3978 on: June 23, 2021, 10:33:02 AM »

So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.

The other "issue" here is that Nex is really meant to be used in conjunction with at least a few faction mods, in order to expand the board a little and increase the number of players. If you just stick with the vanilla four factions, a result like this is possible due to random diplo rolls - it's unlikely, yes, because the Hege and League are initially disposed mildly negatively to one another (both in raw relation score and in diplo profile), but it is possible for the two to ally, given the right set of circumstances. Adding more players increases the complexity of the situation and makes for a larger area someone has to ally with or conquer in order to win, and prevents early win scenarios.

If you want a decent bit of variety without feeling too overwhelmed, I'd go with four or five faction mods to start with. Specifically, Volkov Industrial, Diable Avionics, ScalarTech, Kadur Remnant and Xhan Empire (which includes United Pamed). Diable and ScalarTech will tend to ally very early, ditto with Volkov and the Hege, and Pamed and TriTach usually end up buddies too, so that gives several of the major players a buddy and makes it a bit less likely the big players will pair off with each other; meanwhile, Kadur will put the screws on the Hege from the start (though will probably get wiped out without help) and Xhan sits at the edge of space being *** to everyone. :V They also add a ton of variety to the game, so that's another plus!

But yeah, no matter how you go about it, Nex is best played with some faction mods to spice the sector up. When it's just the initial four, you can get results like what you posted.
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Wyvern

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3979 on: June 23, 2021, 02:17:24 PM »

You can go into the mod's settings and effectively 'turn off' colonization by cranking up the amount of time before/between colonization attempts.

It's one of the settings I usually mess with myself; while having the AI colonize places makes some degree of lore-sense, it works poorly with gameplay; exploration as the player is rather slow, while the AI can just pick wherever it likes.

...Also, I've seen the AI cheerfully colonize medium or high hazard systems, and unless I'm right there when the colony fleet arrives, they tend to succeed at this, rather than getting blown out of the sky by the remnants like they ought to.

That all said, it's a setting I'm also happy enough to revert to original values once I've got myself comfortably settled. I know Nex is kindof made with the assumption that the player starts with either a colony or a commission, but I prefer to go with free start - and would really like an option along the lines of 'no invasions, alliances, or colonization until the player has a size four colony and is ready to play the game on that level'.
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Helldiver

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3980 on: June 23, 2021, 07:32:03 PM »

I know Nex is kindof made with the assumption that the player starts with either a colony or a commission,

Since when?

while having the AI colonize places makes some degree of lore-sense, it works poorly with gameplay; exploration as the player is rather slow, while the AI can just pick wherever it likes.

Even with default settings factions are very slow to colonize anything IMO. It takes little time for the player, even with Starfarer mode+Ruthless Sector+Starpocalypse, to have surveyed a large span of the sector and assembled the required crew and supplies/HM to start multiple colonies. It's even easier now that size 3 colonies are effectively protected by god mode and you don't have to prepare funds in advance to build big defenses.

I do wish that something was changed about how factions actually colonize though, I've sometimes escorted friendly colony fleets myself only to see them loiter near the jump point for days without approaching the target planet (despite no enemies nearby) followed by colonization having "failed" and them retreating.
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SpaceDrake

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3981 on: June 23, 2021, 10:04:02 PM »

Also note that certain factions are more aggressive about colonization than others, and this includes mod factions.

If you play with Scy Nation or Volkov, prepare for them to be colonizing maggots given no adjustment and plenty of time.
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Seleukus

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3982 on: June 25, 2021, 03:41:55 PM »

Hello, is it ok if I ask for help here regarding a crash?

I'm trying to raid a word every ~3 days to get blueprints, and after a few raids, every time I click "show military options", the game crashes.

Quote
48561 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:365)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:318)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:134)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
   at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.new(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I doubt someone can help, but doesn't hurt asking.
Been really enjoying the mod thus far. Thank you for all.

edit: i don't know javascript or anything about modding this game, but i searched the files and as far as i got was line 365 of Next_MarketCMD.java
Quote
for (CampaignFleetAPI fleet : b.getNonPlayerSide()) {
                     if (fleet == responder) continue;
                     if (!fleet.isStationMode()) {
                        hasNonStation = true;
                        hasOtherButInsignificant &= Misc.isInsignificant(fleet);
                     }
                  }

Looks like it is iterating on fleets that don't belong to my faction, but I don't know how to follow Misc.isInsignificant(fleet).I don't understand if that's a file or a method... can't make sense of it.

edit2: looks like Misc is actually in core game Fractal Softworks\Starsector\starsector-core\starfarer.api.zip. Indeed "isInsignificant" method does not exist. Well, that's as far as my sherlock holmes goes.  :'(

edit3: the lines containing isInsignificant were introduced in commit 84561b5f27c33d193dbd83cb7fb782dd45a715ca in 5/23/2021.
Quote
* Fix battle join logic when taking military action against a market
I'm going to try raid without any ships around or something.

edit4: yup, trying to click "military options" in a station/planet with nearby enemy fleet causes crash consistently. No fleet nearby, no crash.
« Last Edit: June 25, 2021, 05:21:14 PM by Seleukus »
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Histidine

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3983 on: June 25, 2021, 06:34:05 PM »

Might need to think over whether I should change some rules to prevent early Heg/League alliances, or I should just let the player use the console to remove the victory in the rare cases it happens (because more rule complexity is undesirable).

@Seleukus: Update your Starsector (latest is 0.95a-RC15, you can get it on the same release page as previous 0.95 releases).
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Big Bee

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3984 on: June 26, 2021, 03:26:49 AM »

Also note that certain factions are more aggressive about colonization than others, and this includes mod factions.

If you play with Scy Nation or Volkov, prepare for them to be colonizing maggots given no adjustment and plenty of time.

Yeah I'm playing with HMI, Xhan and Scy and HMI has by far the most colonies. They are very aggressive and keen on invading other planets. Right now they have 21 markets while the second largest faction is the Hegemony with 12. Most others have 2-6.
« Last Edit: June 27, 2021, 04:39:29 AM by Big Bee »
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SonnaBanana

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3985 on: June 26, 2021, 08:36:42 PM »

Please make L4R affect agents in some way!
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megabot

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3986 on: June 27, 2021, 06:50:28 AM »

so a small note/request, could you maybe add a feature that makes it so that if i have a planet in a system and give another planet to some other faction(hunting grounds, reviving dead factions) in the same system that they basically have no claim over any planet? they did not seem to act upon anything but so far the game says that the planets are probably are gonna die if i colonize them
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Seleukus

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3987 on: June 27, 2021, 07:49:31 AM »

Hello, in previous game version 091 I would use operative (from nexerelin) to boost standings, buy ships and do other stuff. In new new version 095, I can't find these guys anymore. Please advise.
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mora

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3989 on: June 28, 2021, 01:14:19 AM »

Prism Freeport sells HVB boss ships right off the bat when Vayra's Sector isn't installed. Is this so that you're not locked out of the boss ships without Vayra's Sector or simply because there is no variable associated with the ships so it just defaults to selling them?

There is a minor issue in the special contact mission when you go down the bribe route, I had to talk to the portmaster twice for the "Return to Prism Freeport" mission prompt to show up in the interaction dialog which probably means that returning to Prism without talking twice won't let you progress? Edit:Did it again and it was just the prompt not showing up. Though there is some weirdness like docking immediately with Asharu after buying them makes the "Return to Prism Freeport" show up before "Your fleet approaches Asharu". Is this because of the vanilla mission system and not Nexerelin?
« Last Edit: June 28, 2021, 01:25:48 AM by mora »
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