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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 1773188 times)

123nick

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4140 on: September 11, 2021, 03:10:55 AM »

Is the update name a reference to Wargame: AirLand Battle?
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JenkoRun

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4141 on: September 11, 2021, 04:53:13 AM »

Is there a way to disable all the mining content from Nexerelin? I want to limit the content to TaSC
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Helldiver

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4142 on: September 11, 2021, 04:54:10 AM »





The madlad does it again.

And what a glorious UI. This feels like a new milestone.
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Nex is life, and my helm is pointier than yours!

geminitiger

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4143 on: September 11, 2021, 07:05:17 AM »

 :o :o :o :o :o
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DownTheDrain

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4144 on: September 11, 2021, 12:30:09 PM »

Nexerelin v0.10.3b
Oh damn, that looks impressive.
Almost seems wasted to use that whole new system just for player invasions.
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TerranEmpire

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4145 on: September 11, 2021, 01:30:47 PM »

Is the update name a reference to Wargame: AirLand Battle?

The aforementioned game is a reference itself to the AirLand Battle doctrine, created by the US at the end of the Cold War.
(https://en.wikipedia.org/wiki/AirLand_Battle)
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TerranEmpire

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4146 on: September 11, 2021, 01:32:14 PM »

The new update looks amazing. You are our hero Histidine!
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Helldiver

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4147 on: September 11, 2021, 01:52:10 PM »

Got a pair of questions after getting myself used to this amazing system:

Is there a downside to sailing away from the planet during the real time battle other than being unable to use certain abilities? Do response fleets do something special (besides obstructing certain abilities) ?

By the way, it just hit me that these are actually the ground battles that people have been clamoring for almost 10 years now. This blows vanilla's raids out of the water, and I love how the planet wrap-around texture is used to create a planetary battle map, very smart and elegant.

This was worth the wait.
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Histidine

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4148 on: September 11, 2021, 06:36:01 PM »

Thanks for the praise, everyone!

[skipping over questions that were answered by me or others on Discord]

Is there a downside to sailing away from the planet during the real time battle other than being unable to use certain abilities? Do response fleets do something special (besides obstructing certain abilities) ?
You lose bonuses from the Ground Support hullmod and similar, so that can cost a fair bit of combat power. Also enemy fleets flying uncontested near the target will let the enemy use the Fire Support and (depending on the fleet's ECM rating) Electronic Warfare abilities, which could be pretty nasty for your troops on the ground.
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Helldiver

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4149 on: September 11, 2021, 08:07:32 PM »

You lose bonuses from the Ground Support hullmod and similar, so that can cost a fair bit of combat power. Also enemy fleets flying uncontested near the target will let the enemy use the Fire Support and (depending on the fleet's ECM rating) Electronic Warfare abilities, which could be pretty nasty for your troops on the ground.

I didn't even realize the enemy could use those abilities too. This really ties the campaign layer and any space battle above to the whole operation, it's even better than I thought.
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geminitiger

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4150 on: September 13, 2021, 12:56:05 AM »

The faction directory (Z on the campaign map, or special functions submenu when docked at a colony) prints the total size of the selected faction.
Thanks!
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ceemeeoh

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4151 on: September 13, 2021, 10:20:32 AM »

Every time I step away from the game waiting for an Alex update (insert skeleton.gif here), folks like you update and keep me sticking around. 

Love the addition!
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Histidine

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4152 on: September 17, 2021, 08:28:11 PM »

:thumbs up:

Anyway the last version could crash under certain circumstances related to ground battles, so here's an update:

Nexerelin v0.10.3c
Download

Changelog
Spoiler
## v0.10.3c ##
* Ground battle:
    * Military-type structures will not be disrupted by fire support
    * NPCs can't use fire support ability on invalid targets
    * Militia being "unleashed" (able to move to other industries) now reported in intel popup and log, reduce turns needed (now market size×2, was 15 + size×4)
    * Agents display info on the local garrison in their intel item
    * Fix CTD when rebel units don't have a faction defined
    * Don't play combat sound on turn update if no combat occurred the last turn
* Mercenaries:
    * Increase average S-mods of most merc companies by 1
    * Theft prevention: Merc ships can't be sold (transaction will be reversed immediately), and will disappear at contract end if placed in storage
* Add a historian offer for finding coronal hypershunts
* Add a "surprise" for finding a shunt (with or without historian)
* If sat bombing leaves a market over its max industry count, the cheapest industry will be removed
* Add "Militia Power" rule for Unofficial New Game Plus
* Don't launch faction respawn invasions if `enableInvasions` is false in config
* Ceasefire offers can be handled directly from the popup dialog
* Victory state can be removed from the intel item; removed the old console command to do this
[close]
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Helldiver

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4153 on: September 18, 2021, 06:01:28 PM »

I've got another pair of questions regarding "miningVariantsOrWings":

Can it be added to the "player" faction config file and will it work as with other factions for the player's own faction's mining fleets?

Can a variant of a hull that isn't available to a faction at the start be added on that list and will the faction start using it if they "learn" the hull later?
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Histidine

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4154 on: September 18, 2021, 08:17:44 PM »

I've got another pair of questions regarding "miningVariantsOrWings":

Can it be added to the "player" faction config file and will it work as with other factions for the player's own faction's mining fleets?

Can a variant of a hull that isn't available to a faction at the start be added on that list and will the faction start using it if they "learn" the hull later?
You can add miners to the player faction config, yeah.

You can also add miners to a faction and it'll spawn them despite it not knowing those hulls/wings (another reason I ought to migrate to using ship roles, welp).
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