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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 v0.10.5b "Sierra Nevada" (update 2022-09-17)  (Read 2338479 times)

Aldazar

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4890 on: September 25, 2022, 10:31:44 AM »

Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.
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nimtiz22

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4891 on: September 25, 2022, 05:36:01 PM »

i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4892 on: September 25, 2022, 07:03:36 PM »

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?
You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
If you already missed the decision window, enter setmarketowner <planet name> player in the Console Commands console.

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
Are you the one who pinged me on Discord the other day?
If not, at a guess you need to navigate to the Starsector website and download the newest installer (I'd recommend tethering your phone to PC rather than downloading it direct to phone).

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?
Copy and paste the following into console:
Code: java
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}
(note that colonies created by Vayra's Sector factions will also be protected)

Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.
Sorry, can't be disabled currently! Maybe a setting in the future.
(Also I'll try to find out what's causing this slowdown and report to Alex if relevant)

i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
The big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):
Code: java
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);

If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
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nimtiz22

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4893 on: September 26, 2022, 09:22:51 AM »

thank you for the suggestions
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zanthiem

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4894 on: September 26, 2022, 12:34:11 PM »

Hi i love the mod and was wandering if modded ships can be added so you can start with the ships from added factions (ie star wars mod)
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Corelious

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4895 on: September 26, 2022, 05:08:48 PM »

Sat on this update for rather longer than necessary, but hopefully no bugs need fixing.

Nexerelin v0.10.5b
Download

Changelog
Spoiler
### Gameplay ###
* Introduce system for faction-specific market conditions
    * Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well

### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
    * Fix having multiple special task groups but only paying for one
    * Fix player special task groups costing supplies for repairs and CR recovery
    * Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting

### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message

### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
    * New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector

[close]

I some how missed that this updated this month - does it break saves?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4896 on: September 27, 2022, 04:40:44 AM »

Well I found out what causes the new game picker slowdown, workaround in next mod update (and next Starsector version will fix it generally).

Hi i love the mod and was wandering if modded ships can be added so you can start with the ships from added factions (ie star wars mod)
Most factions already implement their own starts, where you get their ships and a commission with that faction. If it doesn't, or you want different ships, you can add starting ships to the faction configs in data/config/exerelinFactionConfig/ (in the Nex folder for player and vanilla factions, or in the mod folder for third-party factions).

I some how missed that this updated this month - does it break saves?
Nex updates are always save-compatible at least with the previous version, unless otherwise specified (or there's a bug) :)
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Bluedeferum

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4897 on: September 27, 2022, 10:13:12 AM »

Hello, my game crashed every time I interact with my own created special task group. any solution for this?  :'(
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4898 on: September 27, 2022, 12:21:36 PM »

Hello, my game crashed every time I interact with my own created special task group. any solution for this?  :'(

You may want to check starsector.log in order to see what the problem is.

Gus979

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4899 on: September 28, 2022, 06:40:28 AM »

Feature request:

Thanks for the mod.  Its excellent.  I just finished the story mission and have built up Penelope system with 4 planets, the 5th being outside the system for organics.

I'm starting to engage in warfare with the other factions and have a decent sized fleet and I'm finding it harder/time consuming to get fuel/supplies due to the fights & the syndic fuel depot world got taken by a strong Persian/hegemony alliance.

Any chance of setting up a logistics officer/operative that supplies the player fleet with intervals of supplies & fuel so player can spend more time plotting/exploring/fighting factions?  Sorry If I don't understand the scope of what I'm asking.

Either way, great mod.
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4900 on: September 28, 2022, 07:32:44 AM »

There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)
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Gus979

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4901 on: September 28, 2022, 09:48:34 AM »

There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)

Thanks for the tip- I was ignoring waystations because I started in Penelope.  I've only considered them for their access boost and not a means of supplies and fuel for my fleet.

I'm not at home looking at the game now- I think the outpost detail was kind of generic- are they any good?  I got the impression they were a exploration tool when you are far out.  Do they make supplies and fuel at planets for you at cost?  Does it make any sense to put one in Penelope alongside my colonized planets?

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Dadada

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4902 on: September 28, 2022, 11:15:05 AM »

You should try it all out once you are home, but since you don't have way stations this will be the solution, they pile huge amounts of supplies and fuel, one is usually enough to supply more than one huuuge fleet, but the 10% or so access you gain may also be worth it, access multiplies your export value and the way station upkeep is cheap, you can supply at every single of your colonies if you build them on all your colonies, I recommend doing that. Remember that a blue redacted core makes them stock even more.
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xZarif

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4903 on: September 28, 2022, 05:31:02 PM »

Do defense fleets (requested task force ones) factor into the invasion autoresolve, if the player is absent from the system? Let's say I get a notification for an incoming invasion, so I hire a defense fleet targeting that market. Even if the defense fleet is "fairly strong" versus the invading "fairly capable", the intel estimation on the invasion vs. defenders still says "superior" i.e., unchanged after the defense arrives. The invaders defeat the station and deploy their marines while the defense fleet is still 'alive' in my intel, as if the defense task force doesn't exist.
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spazza

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4904 on: September 29, 2022, 01:56:55 PM »

immediately invaded tigra city and installed an alpha core admin, the first step towards n o h e g e m o n y except mine
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