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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)  (Read 2422649 times)

Cjoy1

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4875 on: September 17, 2022, 10:23:53 AM »

It's probably a dumb question but is there any way to track heg. fleet in showdown mission without following it? I can't find it for some reason...
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4876 on: September 17, 2022, 04:07:23 PM »

* Random sector: Constrain min/max stars in central constellation
v0.10.5b - I cannot find such an option when I make a new run, not in sector generation, be it random or non random core worlds, nor in any of the configs (exerelin_config.json, settings.json in configs) in the the mod folder.  :o
« Last Edit: September 17, 2022, 04:08:56 PM by Dadada »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4877 on: September 17, 2022, 07:26:47 PM »

Oh, it's not an option, it's something hardcoded to keep the constellation from growing out of hand with the star system count set too high in the new game dialog.

It's probably a dumb question but is there any way to track heg. fleet in showdown mission without following it? I can't find it for some reason...
If you create a blank file Starsector/saves/common/nex_dev.data the mission intel will show some debug locational info.
If the fleet hasn't reached its destination system yet, you can also go into hyperspace, enable dev mode and press Ctrl+Z to see everything in the location (although playing with this setting left on is not recommended)
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4878 on: September 18, 2022, 01:38:21 AM »

Ah, okay. Thank you for the update. :D
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Maethendias

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Re: [0.9.1a] Nexerelin v0.9.6b "Earth and Sky" (update 2020-02-25)
« Reply #4879 on: September 20, 2022, 11:41:36 AM »

Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.

thats an understatement, despite only getting a -15 rep hit, i completly lost my commission and went from 100 rep to -25 for some reason
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4880 on: September 20, 2022, 02:02:39 PM »

Speaking of funding revolutionaries - is the "trade with enemies" relation malus supposed to factor in black market trade?

Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4881 on: September 20, 2022, 07:12:10 PM »

Reputation changes from trade is handled by vanilla code. Looking at it, it might be intentional, although I don't know if anyone has specifically brought it up to Alex.

Hmm, I think I did say previously I wanted to override this behavior, so maybe I will next version...

Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.

thats an understatement, despite only getting a -15 rep hit, i completly lost my commission and went from 100 rep to -25 for some reason
Needless to say, a -15 rep loss from +100 can't make you lose your commission, barring something like Iron Shell's enforcing of good relations with Hegemony (e.g. it kicks you out and restores relations if you attack Heg while having an IS commission). Did you notice any other reputation events at the time?
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Maethendias

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4882 on: September 20, 2022, 10:19:37 PM »

Reputation changes from trade is handled by vanilla code. Looking at it, it might be intentional, although I don't know if anyone has specifically brought it up to Alex.

Hmm, I think I did say previously I wanted to override this behavior, so maybe I will next version...

Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.

thats an understatement, despite only getting a -15 rep hit, i completly lost my commission and went from 100 rep to -25 for some reason
Needless to say, a -15 rep loss from +100 can't make you lose your commission, barring something like Iron Shell's enforcing of good relations with Hegemony (e.g. it kicks you out and restores relations if you attack Heg while having an IS commission). Did you notice any other reputation events at the time?

nope that was literally it

i even checked what else it could have done, since it left me so baffled why it just kicked me out so hard like that
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raco12

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Nexerelin Breaks Vanilla Market Prices?
« Reply #4883 on: September 22, 2022, 04:04:22 PM »

Hello, I've been using Nexerelin Mod for a week a noticed how the mod changes how the srarsector vanilla market prices behaves.

On Vanilla I was used to play as a smuggler on early game and buy RD (recreational drugs) at 150+ Credits and sell on planets on 500+ Credits.

With the Nexerelin mod this breaks and leaves no only smuggling, but any trade from being profitable.

Even normal trading of commodities.

As an example the maximum price I can sell RD with Nexerelin turned on is 250+ CRT at maximum while with the mod disabled I can sell even in 700+ CRT on some of the more demanding planets of the inner systems.

I want to know if this can be changed via settings or if I have to bear the broken market while using the mod, because it happens with every commodity ingame.

This breaks Trader, Smuggler and Pirates gamestyles in my opinion.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4884 on: September 22, 2022, 07:15:45 PM »

Hm. Vanilla never had such huge price discrepancies 'naturally' either, only during shortages. Nex just removes some of the free perma-shortages (specifically involving Luddic and pirate markets).

Shortages can still occur due to events, or you can create them yourself. Bar delivery quests are also an option. Keep in mind that Nex also reduces the tariffs for legitimate trade considerably (30% -> 18%, or 9% with free port).
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Maethendias

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4885 on: September 23, 2022, 02:18:39 AM »

question, is showdown a unique mission? cause the hegemony fleet got absolutely yeeted into oblivion by hyperstorms (what a fun gamemechanic... -.-) so i completly lost it.

can i do the mission again when it fails for obvious reasons? or am i just done with that?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4886 on: September 23, 2022, 03:17:21 AM »

It's gone if you fail (dunno if devmode brings it back, probably not).
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Xaygon

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4887 on: September 24, 2022, 06:51:37 AM »

So I recently got my own colony back after it being invaded.
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
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ebolamorph

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4888 on: September 24, 2022, 07:52:51 AM »

I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json error
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calantlar

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4889 on: September 24, 2022, 08:16:51 AM »

So I've been trying to get a specific behaviour set up.

I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.

Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?
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