Hello!
Hello,
Great mod, firstly. Anyways, I'm doing a Luddic Path run (if the pfp didn't give it away) and I got some bad roles on cell funding base/military station market locations. So I let the other factions nix them to get some better spawns. BUT, they aren't spawning (shocked_Pikachu.png). Is this because I'm commissioned with the Path? Or because I selected the "no faction respawn" in the beginning? Both? It has been at least a cycle and a half (Pirate bases still spawn too). Lastly, if they indeed won't spawn on their own, is there a way to force spawn them somehow? Maybe in the console, or save manipulation?
Edit/Update: I think it was indeed the fact that I was commissioned by the Path and had the faction respawn off. Went into the console and turned it back on, and stations started respawning. Does it work the same for the Pirates? I would think the "anarchistic" trait would enable these two to keep respawning despite the no respawn flag and a commission. Or I could be totally off base lol. Awesome mod though.
(thumbs up)
Nex doesn't modify pirate/pather base spawning behavior directly, except that the bases will stop appearing if the faction has no regular colonies (i.e. wiping the Path out means no new Pather bases). Is this consistent with what you were seeing?
Does it matter what sort of ships I put in task groups?
Do I need to put in logistics ships and the like to make them function or make them better?
or can I just stack as much warships in them and not have a problem at all?
Their logistics capacity isn't simulated (although usage partly is), so go wild with the warships if you like!
Supplies to fight a rebellion doesn't do anything to unrest (that's a separate option), nor does it immediately subdue the rebellion. It just makes the government forces stronger so they can win the rebellion over time.
Thank you for the reply. Can we get an indication for how our contribution has helped the rebellion suppression?
Well if you have a sufficiently high-level operative (or two or more lower-level ones; level needs to sum to 5) you can get the exact strength values. Maybe I'll add a GUI message with the approximate strength added by a transfer to officials (or a sale to black market if you're funding the rebels).
Hey I love this mod loads!
But I noticed a bit of a problem with the "Showdown" quest.
If you don't let any of the Hagemony fleets get close enough to the Nexus, the quest never actually updates to tell you do defend the nexus.
So if you defeat them too fast, the quest gets softlocked entirely.
Will fix, thanks for report
Where in the files can I remove the -50% colony growth speed from starfarer mode? I like fighting big vergence fleet more often and colonies being a bit less of a money printer but don't like artificially drawing out the game.
hardModeColonyGrowthMult in exerelin_config.json
Hello there!
If I set a faction in the faction config from playableFaction true to playableFaction false, do they stop raiding, colonizing, satbombing, sending invasions, and the like?
It (should) indeed do those things in a new game, assuming I didn't hardcode more things for independents than I thought.
If you change playableFaction midgame, that faction will stop invading/raiding others, but I'm not sure what happens with other Nex actions like diplomacy.
Also non-playable factions might still be invaded by others, I hear Legio does this to independents for instance.