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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 1754373 times)

Histidine

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3990 on: June 28, 2021, 02:32:20 AM »

Please make L4R affect agents in some way!
What, as in beyond the existing +1 agent shared with L4L? I don't know what I'd change there or why, but if you have ideas feel free to post them.

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
If you keep the largest military planet (or the largest planet period if no military bases are present in the system) that'll keep you as the owner. (Note that this isn't reflected in the colonization screen text, because I can't change that)

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?
I've deliberately made the HVB ships available, yeah.

Quote
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?
Yeah, you need to undock for a bit for it to progress. I think that's just how vanilla works seeing as I copied the code from there, although there's probably a way to make it instant and I just haven't looked for it yet.
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Kryzaec

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3991 on: June 28, 2021, 06:48:49 PM »

Lmao, just started a campaign with nex, no other mods.

After 1 Minute: Hegemony and Luddic Church formed the Alliance "Galactic Federation"

After 5 Minutes: Persean League joined "Galactic Federation"

After 5 Minutes: "Hegemony and its allies have become the dominant force in the Galaxy with others slipping into irrelevance" "Hegemony Conquest Victory"

Gave me a good chuckle  ;D

Guess i'll have to send an Agent to remind the Persean League why they formed in the first place
« Last Edit: June 28, 2021, 06:52:05 PM by Kryzaec »
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hollow

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3992 on: June 29, 2021, 12:29:42 PM »

Hi there!
I was just wondering If there is a setting to increase the size of the markets I can purchase from the factions I am commissioned by.
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capshades

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3993 on: June 29, 2021, 03:55:35 PM »

Sorry if this has already been discussed, I just can't find it in the settings:

Is it possible to make Automated ships storable in outposts?
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Marco

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3994 on: June 30, 2021, 08:31:00 PM »

If you, like me, dislike the Vulture Salvager fleets gobbling up all the good stuff, here's how to disable them.

Go to mods\Nexerelin\data\config\ and look for settings.json. You can open it with any text editor, I use Notepad++.

On line 63, about a fifth of the way through the file, look for this line:

   "nex_vultureSpawnRateMult":1,   # unsure what this actually does tbh

If you set this to 0, it stops the Vulture fleets from spawning.
« Last Edit: June 30, 2021, 08:42:07 PM by Marco »
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mora

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3995 on: July 01, 2021, 08:24:16 AM »

Found this bug while fiddling around with Arsenal Expansion since that mod also has the same issue.
It is possible to clone "permanently assigned" mercenaries by storing their ships in any storage and then assigning them onto any other ship.
The top row are the cloned mercs.


Been fiddling around with the Misc.isUnremovable() function and I've come to the conclusion that this was probably never meant to be used with anything that isn't an AI core. Or more precisely anything that doesn't use the AI core officer interface.
The reason behind that is because AI cores do not persistently exist in the officer interface and will not show up in the officer list if you do not have any of them in your cargo while human officers will not disappear from the interface unless you dismiss them, leading to this issue. I'm guessing this is a vanilla limitation and fixing this smells tricky unless there is a way to prevent storing ships, which sounds like digging into to obfuscated parts of the vanilla code so I suggest making company mercs non-permanent for an easy fix.
« Last Edit: July 01, 2021, 08:26:11 AM by mora »
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megabot

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3996 on: July 01, 2021, 08:51:49 AM »

hey umm, if i may request something, could you make it possible for relief fleets to be sent out more often(aka the down timer not being so long) or that they reduce unrest by more?

so far using industrial evolution the colonies seem to fall one by one simply because of the industrial raids, and also because of the way deterioation works currently. i wish this was not the case to be honest
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Wanker

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3997 on: July 01, 2021, 07:18:56 PM »

Not sure if this is the place to report a bug/exploit, but high hazard, low stability planets using the hazard pay option can become so unprofitable that you get PAID to buy governorship of them.
https://cdn.discordapp.com/attachments/818909403331297333/860342299527086100/unknown.png
Perhaps a 0 credits low cap on payouts?

To achieve this: Have enough credits for an initial buyout. Shut down everything, enable free port and hazard pay, then cede the planet back. When you go back to buy it, the deficit from hazard pay is still taken into account and nukes the income value of a planet, allowing you to circle spam buying and ceding governorship for infinite space dosh.
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Histidine

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3998 on: July 02, 2021, 07:40:55 AM »

Thanks for the bug reports!

Hi there!
I was just wondering If there is a setting to increase the size of the markets I can purchase from the factions I am commissioned by.
Nexerelin/data/config/setting.json: nex_governorship_maxSize

Sorry if this has already been discussed, I just can't find it in the settings:

Is it possible to make Automated ships storable in outposts?
It's not configurable by a non-modder, but I've fixed the oversight (outposts should not block any storage as illegal) for next version :)

Found this bug while fiddling around with Arsenal Expansion since that mod also has the same issue.
It is possible to clone "permanently assigned" mercenaries by storing their ships in any storage and then assigning them onto any other ship.
[...]
Been fiddling around with the Misc.isUnremovable() function and I've come to the conclusion that this was probably never meant to be used with anything that isn't an AI core. Or more precisely anything that doesn't use the AI core officer interface.
The reason behind that is because AI cores do not persistently exist in the officer interface and will not show up in the officer list if you do not have any of them in your cargo while human officers will not disappear from the interface unless you dismiss them, leading to this issue. I'm guessing this is a vanilla limitation and fixing this smells tricky unless there is a way to prevent storing ships, which sounds like digging into to obfuscated parts of the vanilla code so I suggest making company mercs non-permanent for an easy fix.
Interesting, thanks for looking into it!

I'll see if I can remove the officer from the fleet when the ship is stored, without too much hax. If not, guess I'll have to make them non-permanent, even though that kinda detracts from the flavor.

Not sure if this is the place to report a bug/exploit, but high hazard, low stability planets using the hazard pay option can become so unprofitable that you get PAID to buy governorship of them.
https://cdn.discordapp.com/attachments/818909403331297333/860342299527086100/unknown.png
Perhaps a 0 credits low cap on payouts?

To achieve this: Have enough credits for an initial buyout. Shut down everything, enable free port and hazard pay, then cede the planet back. When you go back to buy it, the deficit from hazard pay is still taken into account and nukes the income value of a planet, allowing you to circle spam buying and ceding governorship for infinite space dosh.
Ouch, lol. Yeah adding a floor to the price sounds good.

hey umm, if i may request something, could you make it possible for relief fleets to be sent out more often(aka the down timer not being so long) or that they reduce unrest by more?

so far using industrial evolution the colonies seem to fall one by one simply because of the industrial raids, and also because of the way deterioation works currently. i wish this was not the case to be honest
Hmm I could lower it somewhat. The cooldown is kinda long right now (30 days * destination market size).
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ASSIMKO

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Contact bounty timers are defined in vanilla code.

And what is the way to get to this code, please
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AdmiralRem

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4000 on: July 03, 2021, 04:57:36 AM »

So I took an allies home planet back for them but now im stuck with it? Is there a way to give it back to them? I dont want to govern some rando planet! Plus its their home planet I want strong allies!  Thanks!
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Deshara

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4001 on: July 03, 2021, 10:21:28 AM »

So I took an allies home planet back for them but now im stuck with it? Is there a way to give it back to them? I dont want to govern some rando planet! Plus its their home planet I want strong allies!  Thanks!

talk to their station commander or equivalent
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SpaceDrake

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4002 on: July 03, 2021, 12:28:26 PM »

Yes, talk to one of the lead officials at a port in order to hand it to a different faction.

That said, you also need a functioning spaceport in order to do so, so if it got disrupted, you'll have to wait.
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AdmiralRem

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4003 on: July 03, 2021, 03:09:44 PM »

Ohhhh awesome thanks a bunch guys/gals!
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Starareo

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4004 on: July 03, 2021, 09:27:38 PM »

I'm sorry if this is the wrong mod, but I get an issue when encountering the remnant agent (Save two cores from a planet). Specifically, it happens when the Remnant quest giver shows up for the first time. The game crashes to a white screen and when I reload, I can accept the quest no problem.

2371601 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.advance(Unknown Source)
    at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
    at com.fs.starfarer.ui.Q.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(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.super(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Thread.java:745)
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