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Author Topic: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)  (Read 3449597 times)

BFEL

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5565 on: September 01, 2023, 05:24:55 AM »

Y'know, thinking on this after Sindria and a few other major planets decivilized in previous games, am I crazy to think that you should be able to take a bunch of starliners or such to Decivilized places like that and just mass recruit for your own planets?

Like just a one time "offer refuge" thing for them that would like, add a big growth spurt to one of your planets for a big stability hit or such?
Kinda weird in the case of major planets like Sindria in particular where it's like "oh this world with millions and millions of people is non viable now, so those people are just totally gone forever except as a condition specific to that planet"
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5566 on: September 02, 2023, 06:56:03 PM »

Some interesting ideas recently posted! Even if the use cases are perhaps too niche for me to want to implement...
(In particular blueprint raiding is already in the game and I don't think it needs new mechanics at present)

A quick search didn't turn anything of the sort up in the thread, but apologies in advance if it was mentioned.

In a recent game I had invaded and taken over Kanta's Den, changing it from pirate control to my faction's.  Kanta could still be spoken to as normal, which is good, because if you couldn't then you would lose the ability to broker a deal with pirates.  However... Kanta's Den wasn't Kanta's Den, if you get me.  She's basically under house arrest.

I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.") but at the same time simply invading the station and telling her off would be cheaper than many of the alternatives.  On the other hand, it's not really good real estate and as such isn't "worth" controlling.  On the other other hand, you could still invade and pass it off to the independents or something.

All of this is predicated on it being a problem, which it may well not be because however much it might break logic, fiddling with it just opens up a can of worms.  But it's still worth bringing up if it wasn't brought up already, I think.
You're right, that is a can of worms. (Now you know why the base game doesn't want to ever have a general planetary conquest mechanic!)

Couple thoughts I had while writing this post:
  • Easy way for me to handle this particular case would be to just disable Kanta's wrath modifier if player controls the Den
  • ...which isn't quite the same since full protection removes all pirate contribution to HA, but also if you own her home now then Kanta is no longer the pirate top dog and her protection shouldn't be respected by other pirates
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Nick9

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5567 on: September 02, 2023, 09:42:52 PM »

I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.")

Yep. Exactly. When I found out this doesn't work this way, I simply abandoned Kanta's Den, removing the whole colony.
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Zalpha

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5568 on: September 02, 2023, 11:15:41 PM »

PS: Random settings were 5 planets and 5 stations max per system in random setting (default) or with rouge domain AI colony wars setting. In far from core worlds option.

Hi, I just wanted to give a bit of feedback and ideas. I would like the option for different starts in a randomly generated sector. I have been playing with a random generated start and so far I have always (in my couple of new games) started off with one to three planets with spars solar objects (basically near blank slate systems) and only once did I start off in an actual star system with many solar objects (planets and asteroids). I am no complaining, I am just stating that with solo starts when choosing a starting for a faction (of course with it I get my own planet/colony start) I start it alone by myself in the system.

Now my suggestion is to have a choice between the two starts, one is to start off alone in a system (this is awesome) and two to start in a system with two more more factions in it. The reason I am suggesting this is because I have been trying out the special Rogue Domain AI colony wars setting and I found myself alone while all other factions had only multiple Domain AI planets and bases in their systems and I got jelly that I couldn't have what they had. I like the idea of building a salvaging yard and milking or struggling to survive under those conditions.

So my suggestion is an option for two starts, one being single and alone and the other with an option for one or more other factions to spawn with you. Maybe an option for weather they are friend/foe/mix.
« Last Edit: September 02, 2023, 11:28:08 PM by Zalpha »
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TheSAguy

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5569 on: September 05, 2023, 12:07:35 PM »

Is there a way to disable the "Spacer Obligation" in an existing game?
What in the campaign.xml should I edit?

Thanks.
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scorpico69

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5570 on: September 06, 2023, 11:35:36 AM »

@Mattias Maximus

play with random core worlds and flatten relations.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5571 on: September 07, 2023, 06:54:03 PM »

I'll see if I can add a 'have neighbors' setting for the own faction start at some point.

Is there a way to disable the "Spacer Obligation" in an existing game?
What in the campaign.xml should I edit?

Thanks.
Look for Nex_SpacerObligation and see what you find

Although doing it via console should be easier:
Code: java
runcode Global.getSector().getListenerManager().removeListenerOfClass(exerelin.campaign.customstart.Nex_SpacerObligation.class);
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Texas Redhawk

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5572 on: September 09, 2023, 09:25:18 PM »

Fun fact: if you intervene in a planetary invasion involving a third party (I decided to help the Luddic Church stop TT from taking over Asher) and the planet you're fighting on has a colony item installed in one of its industries and your marines are currently fighting in that industry, you can loot the colony item from it with no repercussions.

And then sell it back to the faction you're helping.

And then loot it again.

Endlessly.

...I think I found an exploit.

Wercho

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5573 on: September 10, 2023, 04:02:05 PM »

Mod combo bug report: Industrial Evolution and Nexerelin

I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).

Spoiler
10588015 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
   at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
   at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)
   at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:226)
   at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:750)
10588086 [Thread-10] INFO 
[close]
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Kadatherion

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5574 on: September 10, 2023, 10:54:11 PM »

Mod combo bug report: Industrial Evolution and Nexerelin

I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).

Yeah, I remember a couple of similar issues with other mods that create systems that can only be accessed via transverse jump (IE: VIC). Normally there shouldn't be colonized or colonizable planets there, but if you place one there (perhaps through some other mods, like IndEvo in your case, or maybe the station construction by the terraforming mod), then the invasion logic from Nex is gonna go bonkers.

To be honest, while I do believe the responsibility lies more on the other mods (in this case the rift generator really should just have an exception for systems without jump points), it might probably be safer in the future if the exception gets into Nex as well, just as a more generic better-safe-than-sorry general compatibility measure.
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mudskipper

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5575 on: September 11, 2023, 10:56:56 AM »

If one faction eliminates other, will they acquire their blueprints and maybe start producing their ships? Is there an option to make so factions cannot be eliminated without significant player's involvement? Or at least give a huge warning about such possibility? Because I was just doing stuff, making money to finally buy some nice ships, when Diable Avionics just eradicated Spindle. I know I can resurrect them by giving my colony, but it's a chore. And I guess their leaders and missions are gone anyway? 
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Kadatherion

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5576 on: September 11, 2023, 12:10:03 PM »

If one faction eliminates other, will they acquire their blueprints and maybe start producing their ships? Is there an option to make so factions cannot be eliminated without significant player's involvement? Or at least give a huge warning about such possibility? Because I was just doing stuff, making money to finally buy some nice ships, when Diable Avionics just eradicated Spindle. I know I can resurrect them by giving my colony, but it's a chore. And I guess their leaders and missions are gone anyway?

No blueprint "inheritance". As for how to prevent faction elimination, well, there's a few things you can do. You can decrease the invasion fleets strength in the config/lunalib settings (and decrease their frequency). That can make it much less likely for invasions to reach the target market. In theory, this should be especially true for small factions like Spindle, or Mayasura, who tend to have a lot of defensive forces all concentrated in one spot. But if those forces are otherwise occupied when the invasion fleet arrives (for instance, an unrelated pirate raid going on), then it might still reach the planet and at that point it's a toss of the dice.

In the settings you can also specify a grace period from game start before the invasion logic kicks in: by default it's 270 days iirc (which isn't a lot), you could also increase that to give you enough time to build yourself up before things heat up in the sector. Perhaps even better, if you don't start as an already established player faction, you can set Nex to ignore invasion logic until you have founded your first colony. It's what I do nowadays: this lets me take my sweet time doing early-to-mid game stuff, and when I feel like I'm ready - and willing - to personally intervene in a more chaotic 4x environment, I create my faction and let things explode.

BTW, there's also a setting at game start to allow faction respawning. Basically after being wiped out they can respawn with an invasion fleet and, if they win, get back in the game. It's a bit random and not often very successful though (even if they win the invasion, they then tend to be killed again soon after), and yeah, any custom npc and related mission that got previously wiped ain't gonna come back.

By default, Nex is setup to be VERY chaotic and fast developing (especially if you've got quite a few modded factions in, it gets messy quick). If you are a player who wants to take things slow, you may want to mess with all the aforementioned settings (and a few others too, like the frequency of diplomatic events that can lead factions to war) to lower the overall 4x pace in the mod.
« Last Edit: September 11, 2023, 12:17:28 PM by Kadatherion »
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XavierLowe

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5577 on: September 12, 2023, 02:52:34 AM »

If one faction eliminates other, will they acquire their blueprints and maybe start producing their ships? Is there an option to make so factions cannot be eliminated without significant player's involvement? Or at least give a huge warning about such possibility? Because I was just doing stuff, making money to finally buy some nice ships, when Diable Avionics just eradicated Spindle. I know I can resurrect them by giving my colony, but it's a chore. And I guess their leaders and missions are gone anyway?

No blueprint "inheritance". As for how to prevent faction elimination, well, there's a few things you can do. You can decrease the invasion fleets strength in the config/lunalib settings (and decrease their frequency). That can make it much less likely for invasions to reach the target market. In theory, this should be especially true for small factions like Spindle, or Mayasura, who tend to have a lot of defensive forces all concentrated in one spot. But if those forces are otherwise occupied when the invasion fleet arrives (for instance, an unrelated pirate raid going on), then it might still reach the planet and at that point it's a toss of the dice.

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In the settings you can also specify a grace period from game start before the invasion logic kicks in: by default it's 270 days iirc (which isn't a lot), you could also increase that to give you enough time to build yourself up before things heat up in the sector. Perhaps even better, if you don't start as an already established player faction, you can set Nex to ignore invasion logic until you have founded your first colony. It's what I do nowadays: this lets me take my sweet time doing early-to-mid game stuff, and when I feel like I'm ready - and willing - to personally intervene in a more chaotic 4x environment, I create my faction and let things explode.

BTW, there's also a setting at game start to allow faction respawning. Basically after being wiped out they can respawn with an invasion fleet and, if they win, get back in the game. It's a bit random and not often very successful though (even if they win the invasion, they then tend to be killed again soon after), and yeah, any custom npc and related mission that got previously wiped ain't gonna come back.

By default, Nex is setup to be VERY chaotic and fast developing (especially if you've got quite a few modded factions in, it gets messy quick). If you are a player who wants to take things slow, you may want to mess with all the aforementioned settings (and a few others too, like the frequency of diplomatic events that can lead factions to war) to lower the overall 4x pace in the mod.

Thanks for the advice, I appreciate it. I will keep it in my mind.
« Last Edit: September 24, 2023, 11:29:29 PM by XavierLowe »
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Rybi87

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5578 on: September 13, 2023, 03:12:48 AM »

I've tried using the setting to disable invasions until first player colony, however it doesn't seem to have worked, I'm still flying around exploring, looking for a home, and the Hegemony has like 5 invasions going on right now. Buuut I also used the experimental strategic AI logic in the game, so maybe that's why. Anyone else encountered this?

Also, what even is the experimental AI logic? It's literally my first Nex game in years, I just ticked it because it seemed cool, what does it actually do?
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Mattias Maximus

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5579 on: September 13, 2023, 04:48:27 AM »

How do I stop rebellion from flipping captured markets back?

So I have invaded and captured a Heg world. I'm still at war with them, and it flips back due to rebellion, I then re-invade the world and captured it. This time I pay attention to the rebellion warning, but there seam be nothing I can do to stop it. I can't do trading with the market as I now own it, I can only put thing in the resource stockpile which I did marines and heavy weapons all the other stuff it needs. I tried moving an Operative there, stopped the war with Heg. Yet now it's flipped back to Heg.
If this is how each world/market is going to be if I take over it, then I might as well stop my game here.

Please tell me how to stop rebellions.

Thanks
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