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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 v0.10.3c "SpaceLand Battle" (update 2021-09-18)  (Read 1745043 times)

robepriority

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4080 on: August 04, 2021, 08:35:26 AM »

Do you guys and gals think it would be awesome if your own faction can deploy special task groups?

You can request fleets at any point. A quality modifier would be nice though.

Parcell

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4081 on: August 04, 2021, 08:21:13 PM »

You can request fleets at any point. A quality modifier would be nice though.

I found them interesting because special task groups can do a variety of tasks and are almost independent unlike defense or invasion fleets. I really hope Histidine adds an option where you can assemble one and order them around, But I'll leave it to Histidine and other veteran players to decide if they think that's a good idea.
« Last Edit: August 04, 2021, 08:23:33 PM by Parcell »
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Histidine

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4082 on: August 05, 2021, 04:46:56 AM »

Was gonna go to v0.10.3 with this, but I found and fixed the last (known) hang in the decivilized planet encounter, and decided I couldn't hold it up for the couple of art assets I need for the planned 0.10.3 feature.

Nexerelin v0.10.2e
Download

Changelog

Compatibility note: Let me know if your operatives' current/queued actions are lost on loading save.

Spoiler
## v0.10.2e ##
* Fix broken fleet previews
* NPC colony expditions: Fix relationship requirement to invade a queue-jumping player colony (now needs inhospitable instead of neutral)
    * Also reduce rep penalty for queue jumping (15 -> 10)

## v0.10.2d (Discord-only) ##
* Gameplay
    * Rework recent unrest effect from player raids
        * Now still in 1-3 range, instead of being directly based on raid strength ratio, it counts the number of marine icons used
        * Every 3 icons adds one point of unrest
        * Effect is also floored based on the danger level of the objectives, so hitting an Extreme danger target will always apply 3 points of unrest
    * Player can request colony fleets and send them to any surveyed planet
    * Revise/refactor conquest victory requirements and externalize thresholds to settings.json
        * Now the largest faction must also be at least twice as big as the runner-up to win by market size
    * Lower cooldown for NPC relief fleets
        * Was 30 * size, now 20 * (size + 1)
    * VIC mod support
        * VIC can sometimes use regular sat bomb instead of virus bomb
        * NPC markets will build relevant structures in response to viral contamination
        * Random sector will generate VIC structures
    * Rebellion suppression fleets' scaling changed; no longer become ridiculously large with the biggest markets
    * Remnant contact mission 1 tries to pick markets within a certain range of ground defense strengths
    * Player outposts now have spaceport (can be used for functions requiring a dock, like logistics hullmods)
        * Does not affect existing outposts in saves
    * Random sector tries to make factions which also spawn their own systems/markets less bloated
    * Add a bit of random variance to vengeance fleet spawn times
    * Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
    * Hegemony and Persean League like each other less
* Fixes
    * Fix remaining case of freeze on deciv planet encounter
    * Fix a temporary memory leak in new game
    * Fix automated ships not being storable at outposts or autonomous colonies
    * Fix cloning merc officers by storing their ships
    * Fix being able to buy colony governorship at negative price
    * Fix Derelict Empire not knowing ships with Archean Order TC
    * NPC colony expeditions don't target systems cut off from hyper, or planets marked as invalid targets for random mission locations
    * Fix error messages when opening comm link with Remnant station while non-hostile
    * Try to keep colony expedition fleets from getting distracted while in target system
* UI/Text
    * Invasion intel nofification plays colony threat sound when commissioning faction is targeted
    * Improve tutorial start's explanation of its bugs
    * Tweak a Midnight dialog
    * Update some credits
    * Show the number of ships player will have after hiring a mercenary company (to help avoid going over the limit)
* Modding
    * Add `nex_preferredAdmin` and `nex_preferredAdmin_factionId` memory keys (for PersonAPIs) to enforce specific admins on markets
[close]

I just started a colony and then 2 days after I left the system it just switched over to another faction's control.  No invasion mission, nothing.  I jumped right back into the system and there was no fleet there or anything.  I used console commands to instantly teleport there and loaded older saves from the day and checked.  There's no reason, I just get an alert at the same time every time that my market is transferred to Legio Infernalis for no reason.

This is ridiculous design if it's not a bug.

They were sending a colony expedition there.  They sent that colony expedition 4 in-game days after I discovered it and before I sold the survey data anywhere.  This is also terrible design.  If the colony expedition conquered my colony that I founded first, that's garbage.

Finally, despite them some how conquering my sovereign territory, we're not at war.  Apparently, invasions are not hostile acts.
If you try to queue jump by making your own colony on the target of a colony expedition, they can invade your new colony. (Although, as you'll note from the changelog, the relationship threshold for attempting this was bugged; fixed now).

NPC colony expeditions are intentionally not tied to selling survey data, for reasons including the one DownTheDrain describes :)

Is there a configuration setting to edit the frequency of random diplomacy events (cooperation deal, cultural boom, etc) that affect faction relations? I definitely want them...but at a much slower pace so that the sector is "stagnant" for longer.
eventFrequency in data/config/exerelin/diplomacyConfig.json

Do you guys and gals think it would be awesome if your own faction can deploy special task groups?
It's an idea I've been considering. The immediate concern is that players would expect to be able to order it around, so I'll have to implement a GUI for doing this.
Although this gives rise to a new issue, namely that a huge buddy fleet that can follow you around would be OP AF if it was free.

Maybe I'll make the task group cost money to create.
Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.

It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.

Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)

Quote from: Unpublished Changelog
Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command

One issue with this change: a Waystation adds supply and fuel demand, as well. This isn't a problem for Chalcedon, but it is a problem for Epiphany, and actually exacerbates their perpetual deficit problems.

I've done some tinkering and found that Chalcedon doesn't see a change in demand (due to already having a Military Base), but Epiphany does.

Maybe look at adding a faction-specific modifier for base game Pirate and Path markets which adds e.g. 20% accessibility? The (currently disabled in base game) Luddic Majority modifier confirms that this sort of faction-specific modifier is already supported. Something like:

Smuggling Network: Shunned by legitimate businesses and even law-abiding freelancers, commerce in $market is dominated by a motley collection of criminals, renegades, and 'legitimate businessmen.' Accessibility is improved if $market is controlled by Pirates or the Luddic Path.

This also helps avoid making them an unduly enticing target for invasion by the player by adding yet another building to a very poorly defended market.
Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.

Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).

Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)
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DownTheDrain

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4083 on: August 05, 2021, 12:15:51 PM »

Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.

I would absolutely love this.
Not necessarily as a special task group, that could be tied to other mechanics or costs, but as a stop-gap measure for early or isolated colonies that can't rely on regular patrols. Might also be cool for invasions or difficult battles where you just want to throw quantity at the enemy without needing a massively bloated player fleet.
It probably wouldn't be very balanced but a lot of fun.

Also, thx for the update, much appreciated.
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idiotekque

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4084 on: August 05, 2021, 03:28:37 PM »

Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.

Absolutely this. If it were possible to put together and name your own AI controlled fleet/s out of ships you choose and set up, that would be amazing. Can't imagine it would be a simple thing to integrate, but that would be such a great addition to colony play.
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Kiddin Me

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4085 on: August 06, 2021, 07:49:00 PM »

Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.

Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).

Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)

Yep, you were right! The smaller proportionate shortages do reduce the huge chunks of money you can make.

I would say that I'm in favor of faction modifiers. Stuff which boosts Pirate and Luddic market defences further (to mitigate the allure of the player 'breaking the rules' and easily conquering them) seems nice.

E.g.

"Pirate Entrenchment: Anyone attacking $market inevitably find themselves wading through a variety of vicious booby-traps, ambushes, and underhanded, asymmetrical combat from the desperate criminals who call it home. [Something something adds moderate-to-large flat defense value.]"

"Pather Entrenchment: Anyone attacking $market must be prepared to face waves of fanatical militants who care far more about the sanctity of their holy stronghold than they do about their own lives. This fanatical adherence to Ludd's Path also means that troublemakers (real or imagined) also quickly find themselves 'dealt with.' [Something something adds a smaller flat defense value and a point or two of stability.]"
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megabot

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #4086 on: August 07, 2021, 05:00:09 AM »

Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.

Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).

Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)

Yep, you were right! The smaller proportionate shortages do reduce the huge chunks of money you can make.

I would say that I'm in favor of faction modifiers. Stuff which boosts Pirate and Luddic market defences further (to mitigate the allure of the player 'breaking the rules' and easily conquering them) seems nice.

E.g.

"Pirate Entrenchment: Anyone attacking $market inevitably find themselves wading through a variety of vicious booby-traps, ambushes, and underhanded, asymmetrical combat from the desperate criminals who call it home. [Something something adds moderate-to-large flat defense value.]"

"Pather Entrenchment: Anyone attacking $market must be prepared to face waves of fanatical militants who care far more about the sanctity of their holy stronghold than they do about their own lives. This fanatical adherence to Ludd's Path also means that troublemakers (real or imagined) also quickly find themselves 'dealt with.' [Something something adds a smaller flat defense value and a point or two of stability.]"

better yet, what about increasing the rate at which the unrest recovers as well? terrorist groups IRL also seem to still function even though they are being attacked and killed/captured, probably because they do not really have a lot to lose to begin with
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megabot

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4087 on: August 07, 2021, 05:01:38 AM »

so a question about the 0.10.2e version, it is simply here for now to fix bugs but the 0.10.3 release is comming soon/did not have it's features added to the current release yet, correct?
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Troika

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4088 on: August 08, 2021, 08:02:58 AM »

Can we get a gamestart option to make every faction have -100 relations to every other faction? I want to turn the sector into thunderdome.
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6chad.noirlee9

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4089 on: August 08, 2021, 06:16:59 PM »

i apologize in advance but im trying to create a modded 91a because there are some cool mods that may or may not be updated any time soon (ever) and i have this annoying issue
thought maybe you could help

i get this error
Spoiler
386573 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
386806 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
   at data.scripts.ApproLightModPluginAlt.initApproLight(ApproLightModPluginAlt.java:27)
   at data.scripts.ApproLightModPlugin.onNewGame(ApproLightModPlugin.java:62)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
386994 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
386995 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
[close]

it happens in normal and in random sector
im using nex 9.5e, per the recommendation of royal azalea
any ideas?
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

Scorched Earth

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4090 on: August 08, 2021, 06:25:09 PM »

Can we get a gamestart option to make every faction have -100 relations to every other faction? I want to turn the sector into thunderdome.

setrelation all -100 as soon as the game starts

edit: do this (setrelation all [everyfaction one by one] -100

Separate from that, was wondering if a spawnexpedition/colonyfleet command was possible. My main reason being that I find vanilla exploration of the galaxy remarkably slow.

« Last Edit: August 08, 2021, 06:33:20 PM by Scorched Earth »
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6chad.noirlee9

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4091 on: August 08, 2021, 06:39:22 PM »

yea i tend to think that the expansion is slow as well.  if i as the player can do it in x amount of time the hegemony etc should already have several base level colonies started
my opinion anyway
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

megabot

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4092 on: August 09, 2021, 02:30:07 AM »

yea i tend to think that the expansion is slow as well.  if i as the player can do it in x amount of time the hegemony etc should already have several base level colonies started
my opinion anyway

but then they would expand fast as *** is the problem. how long does it take for the player to expand? depends on how long it takes them to get to the point where they have colonies as after it is way easier. untill then the hegemony getting maybe 10 or more extra colonies. actually each faction might do that

having a setting that decides how a faction expands(more often trough warfare or colonization) and how often it does that would be kind of nice tbh
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Histidine

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4093 on: August 09, 2021, 06:45:30 PM »

so a question about the 0.10.2e version, it is simply here for now to fix bugs but the 0.10.3 release is comming soon/did not have it's features added to the current release yet, correct?
0.10.3 release will be whenever I decide it's feature complete, which in turn depends on when I feel like modding.
The beta feature in question is feature-complete but missing some graphical elements, and I found some bugs after the release. It's still accessible in config if you know what it is.

Separate from that, was wondering if a spawnexpedition/colonyfleet command was possible. My main reason being that I find vanilla exploration of the galaxy remarkably slow.
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
Note: It may not find a valid colonization target for any particular run, so may have to be run multiple times before it triggers a colony expedition.

You can also lower colonyExpeditionInterval in exerelin_config.json and nex_expeditionDelayPerExistingColony in settings.json.

i apologize in advance but im trying to create a modded 91a because there are some cool mods that may or may not be updated any time soon (ever) and i have this annoying issue
thought maybe you could help

i get this error
Spoiler
386573 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
386806 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
   at data.scripts.ApproLightModPluginAlt.initApproLight(ApproLightModPluginAlt.java:27)
   at data.scripts.ApproLightModPlugin.onNewGame(ApproLightModPlugin.java:62)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
386994 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
386995 [Thread-10] INFO  sound.null  - Playing music with id [miscallenous_main_menu.ogg]
[close]

it happens in normal and in random sector
im using nex 9.5e, per the recommendation of royal azalea
any ideas?
0.9.5e is pretty old, try 0.9.8x2 (the last release for Starsector 0.9.1).
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JAL28

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4094 on: August 10, 2021, 05:31:45 AM »

I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.
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