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Author Topic: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)  (Read 1820601 times)

geminitiger

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4170 on: September 30, 2021, 07:32:02 AM »

If you set off a transmitter trap while salvaging, this may attract hostile Remnant fleets. Fighting with them will ruin your rep with Remnants (due to a vanilla bug; they're supposed to have reduced rep impact), so try to avoid them.

Yeah that's the other odd thing, it says I can either engage them (and warns me I'm neutral with them and going to loose rep) or I can use a storypoint. feelz bad man.
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Kadatherion

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4171 on: September 30, 2021, 09:18:45 AM »

I might give rebellion handling another look when I return to Nex work.

Just to add my two cents: my experience with them is limited, since my current one is my first really long campaign with Nex so take this with a mandatory grain of salt, but I've definitely had a few rebellions that won in my sector. Mostly in newly founded colonies at the fringes of the sector (where suppression fleets might have some troubles getting in time/safely), but I've even seen Oasis flip because of one (in my game Oasis has a tendency of rebelling because of a Kadur Remnant pretty severe stability malus).

Personally, I would not want to see rebellions succeed more often than this without player intervention. I actually like my Nex universe to be slower than it currently is (not necessarily more static, but surely slower in developing and flipping colonies left and right), which is why I've myself edited it to have weaker and fewer invasion fleets, slower colonization etc. This is because I like having the chance of being somewhat in control of the sandbox (so, for instance, I can take my sweet time in the early game without having to run everywhere to save some weaker faction that would get swallowed in the first cycle etc), which is impossible with the default settings. So, fewer rebellions that might have a bit more chances of winning? Maybe, but sure enough I wouldn't simply want them to only have more chances. Or, at least, I'd ask to have a corresponding value to tweak in the config file, so I could tone them down to my playing pace.
« Last Edit: September 30, 2021, 09:20:18 AM by Kadatherion »
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dark lio

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4172 on: September 30, 2021, 12:19:59 PM »

first thank for having found a way to increase the number of colonized planets from the start. It's a pleasure to play with about twenty faction which has about twenty planets spread over a huge map

but, I have a problem. In order to adjust the fact that each faction has about 20 planets under their control, I wanted to increase the number of planets I can have under my personal control and the number of administrators.
For this there are no problem, I just modify the settings.json files located on starsector-core data like this :

"baseMaxOutposts":20,
"baseMaxAdmins":8,
"colonyOverMaxPenalty":0,

The problems is that I have a management bonus of +20 that decrease only if i colonise a planet.

is there a way to force this bonus to 0 ?

I thought that putting "colonyOverMaxPenalty" to 0 desactivated this bonus but the bonus is still there

Does I miss anything in nexerelin setting ?

thank
« Last Edit: September 30, 2021, 02:33:47 PM by dark lio »
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nDervish

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4173 on: October 01, 2021, 01:34:54 AM »

but, I have a problem. In order to adjust the fact that each faction has about 20 planets under their control, I wanted to increase the number of planets I can have under my personal control and the number of administrators.
For this there are no problem, I just modify the settings.json files located on starsector-core data like this :

"baseMaxOutposts":20,
"baseMaxAdmins":8,
"colonyOverMaxPenalty":0,

The problems is that I have a management bonus of +20 that decrease only if i colonise a planet.

is there a way to force this bonus to 0 ?

Changes to the main settings.json appear to be applied in alphabetical order by mod (directory) name.  So I dealt with this by creating a mods/zzCustom directory for my personal customizations, and then zzCustom/data/config/settings.json will overwrite changes made by nex (or any other mod, until a modder decides to use a zzzSomething directory name).
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LooseTongue

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4174 on: October 05, 2021, 06:13:55 AM »

It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
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Farya

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4175 on: October 05, 2021, 09:29:09 AM »

What about giving Independents something interesting politics wise? Like they would once in a few cicles assemble to take a political talk about some decisions. Player with a colony, good relations with indies and no commission could also participate in it if they arrive at person. They could decide to embargo major faction they don't like (basically they turn inhospitable), attempt to pacify a minor pirate market (essentially invading it to turn it Independent) and some other things. Maybe if the player sat bombs other faction they would also no longer immediately turn hostile and have an emergency summit or something. Which player could turn to their favour by agents, story points or bribes.
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Lance

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4176 on: October 07, 2021, 08:09:50 PM »

i believe that the point of the independants is to have a faction of unorganized planets and governances. If they start to be organized they wont be independant of -each other- and of others factions anymore. So technically, it is faction which doesnt behave as a faction.

theorically we could have a lot of small factions for each independant planets with different behaviours and relations but it's just a pain in the ass to code and a performance killer.
« Last Edit: October 07, 2021, 08:12:13 PM by Lance »
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Histidine

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4177 on: October 07, 2021, 09:26:05 PM »

It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)

For editing start relations in non-random sector, you'll have to use a Java script in a mod.

(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)

What about giving Independents something interesting politics wise? Like they would once in a few cicles assemble to take a political talk about some decisions. Player with a colony, good relations with indies and no commission could also participate in it if they arrive at person. They could decide to embargo major faction they don't like (basically they turn inhospitable), attempt to pacify a minor pirate market (essentially invading it to turn it Independent) and some other things. Maybe if the player sat bombs other faction they would also no longer immediately turn hostile and have an emergency summit or something. Which player could turn to their favour by agents, story points or bribes.
Well that's already more complex diplomacy than currently exists between the major factions :)

The idea is interesting though, might look at it again if I ever get around to doing that advanced diplomacy system.
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Smartfolk

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4178 on: October 08, 2021, 07:26:48 AM »

Here is a video I made on the new ground combat system with strategy and tips.
https://www.youtube.com/watch?v=eQNmw3Bgn5A
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Histidine

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4179 on: October 09, 2021, 05:07:15 AM »

Cool!

Comment I left on the Reddit thread, crossposting here because others might find the background of the feature interesting:
Quote
Quote
Anybody feeling the EU4 combat's influence on this? From the morale and health with the unit low on morale refusing your order, organizing infantry units with armaments = death stack/army composition, military district = forts, rebellion from conquered planets = rebellion on provinces, are few things i recognize.

Incredible job Sir Nexerelin!
Thanks!

I haven't actually played EU4 (or any Paradox game, besides a bit of fiddling with CK2 that one time). I'd say similarities with the Nex invasion system are due mainly to both being based (loosely, in my case) on real life warfare.

The morale mechanic was the result of reading Bret Devereaux's blog (you may know it from his series on topics like  EU4 Lord of the RingsGame of Thrones, but also real-world topics like  ancient farming or  Sparta ). Little fun fact: wanting to incorporate morale was the reason I created the unit-based system, rather than  the very early draft which had simple per-industry stacks of marine/heavy arms commodity units.

The 'reorganizing' state (when units with low morale refuse to move) in particular was cribbed from  The Operational Art of War  ( hyper-realistic strategic wargame ).
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Duloth

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4180 on: October 14, 2021, 05:59:44 PM »

Ooof. Current version of ground combat implementation is.... a bit wonky. Moved in on a size-7 world after their starbase was destroyed by a failed hegemony invasion fleet. Brought in thousands of marines and supplies, millions of credits worth, as well as plenty of heavy weaponry and some ships with ground support mods. Actually had greater firepower than the defenders, yay! But.... the amount of troops I could deploy each day? Insignificant. Each location on the ground had more troops than I could deploy in a day; so many that my max per day would often be entirely wiped out before I could deploy further.

Interesting, and clearly had quite a bit of work put into it... but nonfunctional. Will be backtracking to the oldest version that still works with 0.95.
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SpaceDrake

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4181 on: October 14, 2021, 06:58:40 PM »

I mean, congratulations, it's actually much harder to invade a planet that has tens of millions of people on it all by yourself. If anything, the new version is doing its job, in my opinion; taking super-markets was far too easy previously.

If you want to take a market that big, you are going to need to consider using a *lot* of bombardment and leadership skills.
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Histidine

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4182 on: October 15, 2021, 03:27:02 AM »

Ooof. Current version of ground combat implementation is.... a bit wonky. Moved in on a size-7 world after their starbase was destroyed by a failed hegemony invasion fleet. Brought in thousands of marines and supplies, millions of credits worth, as well as plenty of heavy weaponry and some ships with ground support mods. Actually had greater firepower than the defenders, yay! But.... the amount of troops I could deploy each day? Insignificant. Each location on the ground had more troops than I could deploy in a day; so many that my max per day would often be entirely wiped out before I could deploy further.
Hmm, which planet was this? Did you disrupt the ground defenses/heavy batteries present (with an operative or a tactical bombardment)?

I don't think I've encountered a scenario where you can't drop more strength on turn 1 than any particular industry has defending it. The EW ability helps too (reduces all enemy attack power by 30%, and keeps them from moving reinforcements from other industries, for 1-2 turns).
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Duloth

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4183 on: October 15, 2021, 03:35:27 PM »

The first time I ran into that sort of issue was a modded world, one of the Diable Avionics worlds; then later I ran into the same situation on Gilead. Over 9000 marines on my fleet, each enemy location had over a thousand troops; it wouldn't let me deploy more than a few hundred in a day; my available move points would drop into the negative at a point where the enemy outnumbered my forces still by better than 3:1. On the plus side, apparently turning on auto-move can resolve it; I tried that and on day 2 was at around -3000 move points and wouldn't be able to issue any commands until the invasion was over but enough troops had deployed to get the job done.
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Helldiver

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4184 on: October 19, 2021, 01:50:44 PM »

When asking to list all mining ships and weapons ingame, I get a nullpointer error line on the UI (no game crash) where the usual list normally appears. It was working before, so I figure that some recent change in a mod is responsible, but none of the mining_ships/mining_weapons.csv files seem incorrect (same with lines in modSettings.json for the few mods that use that instead) and disabling recently modified/added mods hasn't fixed it.
Listing mining strength of ships currently in player fleet works fine.

Here is the relevant part on the log:
Spoiler
445474 [Thread-3] WARN  com.fs.starfarer.campaign.rules.super  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo: null
java.lang.NullPointerException
   at exerelin.campaign.MiningHelperLegacy.getWingMiningStrength(MiningHelperLegacy.java:525)
   at exerelin.campaign.MiningHelperLegacy.getWingMiningStrength(MiningHelperLegacy.java:520)
   at exerelin.campaign.MiningHelperLegacy.getVariantMiningStrength(MiningHelperLegacy.java:511)
   at exerelin.campaign.MiningHelperLegacy.getShipMiningStrength(MiningHelperLegacy.java:545)
   at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.printMiningTools(Nex_PrintMiningInfo.java:203)
   at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo.execute(Nex_PrintMiningInfo.java:60)
   at com.fs.starfarer.campaign.rules.super.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.Stringsuper$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.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)
[close]

If someone can figure any sort of pointer (pun non-intended) towards what broke I'd be grateful.
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