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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Nexerelin v0.12.0b "Abyssal Gaze" (reupload 2025-04-22)  (Read 3749990 times)

Bungee_man

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5715 on: December 26, 2023, 01:41:33 AM »

The hegemony is kinda expanding like crazy by invading everyone. How do I protect my colonies from ground invasion? I remember a post where someone else lost lots of progress because one successful invasion. I did the ground battle tutorial but like how do you increase the amount of people you have in your colony by default.

I believe that scales with your ground defense stat. Ground defenses, military base/patrol hub/high command, planetary shield, and other defensive buffs all help with that.

That said, the general strategy is to destroy the enemy before they make landfall. A star fortress will generally let you break any faction's invasion force before it meets your ground defenses.
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Warnoise

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5716 on: December 27, 2023, 08:12:58 PM »

Is there a way to increase the number of fleets during raids and invasions? Currently it seems that the max is set to 5 fleets. I enjoyed the old style where sometimes AI sends like up to 18 fleets when invading or raiding a heavily protected sector, ending up in a huge between defense fleet and Attack fleet.

I tried to change the numbers in nexelerin setting but it looks like it doesn't change the fleet number but instead the fleet dp. For example when I set it to 5 they sent a fleet full of capital ships. I want to make it they sent multiple fleets but with balanced compositions
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LordKhorne

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5717 on: December 28, 2023, 11:28:48 AM »

hello admiral Histidine. If I could have a moment of your time. I've run into a bug that I can't figure out. The stater fleets for my custom faction do not appear on start. It's just blank. what am I doing wrong here? how do I fix it


mod download link: https://fractalsoftworks.com/forum/index.php?topic=28121.msg417946#msg417946
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5718 on: December 29, 2023, 03:27:19 AM »

Think I noticed something strange - after wiping out every other faction, I'm able to gift a new colony to every faction except for Independent. This includes pirates and Pathers, as well as the conventional factions, like Hegemony, League, and Tri-Tach - Independents are the only ones who aren't on the list.
Fixed for next version, thanks!

Is there a way to increase the number of fleets during raids and invasions? Currently it seems that the max is set to 5 fleets. I enjoyed the old style where sometimes AI sends like up to 18 fleets when invading or raiding a heavily protected sector, ending up in a huge between defense fleet and Attack fleet.

I tried to change the numbers in nexelerin setting but it looks like it doesn't change the fleet number but instead the fleet dp. For example when I set it to 5 they sent a fleet full of capital ships. I want to make it they sent multiple fleets but with balanced compositions
You probably want to try brawl mode; look for nex_brawlMode in Nexerelin/data/config/settings.json.

hello admiral Histidine. If I could have a moment of your time. I've run into a bug that I can't figure out. The stater fleets for my custom faction do not appear on start. It's just blank. what am I doing wrong here? how do I fix it
Took a look and it turns out your faction config was messed up in a bunch of ways. Here's a fixed version:
Spoiler
Code: json
{
    "playableFaction":true,
    "corvusCompatible":true,
    "startingFaction": true,
    "rebelFleetSuffix":"Traitors",
   
    "marketSpawnWeight":2,
    "difficultyString":"hard",

    #"startRelationships":{
"tritachyon": -0.72,
"persean":-0.66,
"sindrian_diktat": -0.69,
"hegemony": 0.9,
#"ironshell": 0.75,
#"battlefleets_imperium": -0.54,
#"sevencorp": -0.5,
#"xlu": -0.75,

    "maxRelationships":{ "remnant":-0.51,"luddic_path":-0.7,"luddic_church": -0.35},
    "diplomacyPositiveChance":{
"tritachyon":1.2,
"hegemony":0.8
 },
    "diplomacyNegativeChance":{
"tritachyon":0.8,
"hegemony":1.2
},
    "dispositions":{
        "persean": -80,
        "sindrian_diktat": -69,
        #"hegemony": 80,
#"tritachyon": -72,
    },
   
    "alignments":{
        "technocratic":-0.5,
        "hierarchical":1,
        "militarist":1,
        "diplomatic":-0.5,
        "ideological":-0.5,
    },
    "diplomacyTraits":["selfrighteous", "irredentist", "foreverwar","paranoid"],
    # chance of the faction being picked to send a colony expedition. Default 0 (disabled)
    "colonyExpeditionChance":1.2, # baseline expansion behaviour
    "colonyTargetValuator":"exerelin.campaign.colony.IndustrialColonyTargetValuator",
   
    "groundBattleSettings":{
        "moraleDamageTakenMult":1.3,
    },
   
    "specialForcesNamerClass":"exerelin.campaign.intel.specialforces.namer.PlanetNamer",
    #"specialForcesFlagshipVariants":{ "paragon_Elite":1, "astral_Strike":0.5 },
   
    "startShipsSolo":[
  ["wasa_domain"],
  ["christian_domain"]
],
    "startShipsCombatSmall":[
      ["Brig_domain", "hosho_domain", "Geobukseon_domain"],
      ["Brig_domain", "hosho_domain", "Z23_domain"]
    ],
    "startShipsTradeSmall":[["liberty_domain", "hosho_domain", "Virginia_domain"]],
    "startShipsCombatLarge":[
      ["Furious_domain", "christian_domain", "Wichita_domain"],
      ["yorktown_domain", "wasa_domain", "indianopolis_domain"]
    ],
    "startShipsTradeLarge":[["christian_domain", "hosho_domain", "gearing_domain"]],
    "startShipsExplorerLarge":[["christian_domain", "wasa_domain", "Brig_domain"]],
    "startShipsCarrierSmall":[["condor_Attack", "lasher_Standard", "hound_hegemony_Standard"]],
    "startShipsCarrierLarge":[["mora_Assault", "enforcer_Escort", "lasher_Strike"]],
# "startShipsGrandFleet":[["yamato_domain"], ["Ford_domain"]],
   
    "startSpecialItems":[
        [["DR_package", null]],
    ],
   
    "defenceStations":[
        {"ids":["orbitalstation", "battlestation", "starfortress"]},
        {"ids":["comet_Keep", "moonCastle", "DR_starFortress"], "weight":0.9},
    ],
   
    #"industrySeeds":[
        #{"id":""heavyindustry"", "mult":0.9},
        #{"id":"fuelprod", "mult":0.1},
        #{"id":"heavyindustry", "mult":0.1},
    #],
   
    "bonusSeeds":[
        #{"id":"population_upsize", "count":1},
        {"id":"nanoforge_corrupted", "count":1},
        #{"id":"synchrotron", "count":1},
    ],
    "invasionStrengthBonusDefend":1.5,
    "maxColonyDistance": 40,
    "invasionPointMult":1.125,
    "invasionFleetSizeMod":1.2,
    "responseFleetSizeMod": 1.6,
    "morality":"amoral",

    # Number of entries must equal number of vengeance tiers (0-3)
    "vengeanceLevelNames":["restoration", "retribution", "extermination"],
    "vengeanceFleetNames":["Restoration", "Retribution", "Extermination"],
    "vengeanceFleetNamesSingle":["a Restoration fleet", "a Retribution Fleet", "an Extermination Armada"],
    "vengeanceFleetSizeMult":2.0,

"specialForcesSizeMult":1.2,
"specialForcesPointMult": 1,

}
[close]
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matt1

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5719 on: December 31, 2023, 10:54:57 AM »

Is there any way to disable operative diplomatic actions, or AI operatives entirely using the mod settings?

Basically, I disabled diplomacy because I wanted factions to have static relations with each other, but it turns out even with diplomacy disabled operatives can still use the Raise/Lower Relation missions. Is there any way to stop them from doing that? I'm all right with operatives doing all the other missions, but messing with relations in this way is something I would rather avoid.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5720 on: January 02, 2024, 05:20:56 PM »

Is there any way to disable operative diplomatic actions, or AI operatives entirely using the mod settings?

Basically, I disabled diplomacy because I wanted factions to have static relations with each other, but it turns out even with diplomacy disabled operatives can still use the Raise/Lower Relation missions. Is there any way to stop them from doing that? I'm all right with operatives doing all the other missions, but messing with relations in this way is something I would rather avoid.
Nexerelin/data/config/agentConfig.json
set eventFrequency to a large number
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RoboticManiac

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5721 on: January 04, 2024, 05:30:07 AM »

Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
It actually does still work, the only difference is the AI can now raid systems with original colonies + it tends to settle systems with pre-existing colonies.
« Last Edit: January 08, 2024, 02:59:06 AM by RoboticManiac »
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majk

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5722 on: January 05, 2024, 06:56:59 AM »

With random sector enabled, factions are too weak.
Planets with pristine nanoforges are pretty much begging to be raided.
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vorpal+5

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5723 on: January 08, 2024, 01:00:39 AM »

Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.

I have activated the option but I don't see much difference with my previous run. Do you have some insight? Is it experimental or unstable?
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RoboticManiac

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5724 on: January 08, 2024, 03:01:01 AM »

Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.

I have activated the option but I don't see much difference with my previous run. Do you have some insight? Is it experimental or unstable?
I was wrong, as it turns out- sorry about that. The AI can raid pre-existing settlements, but not invade them. I also made the mistake of thinking a colonized world was one that existed at the start, since it was in the same system as other colonies.
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Simbach Vazo

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5725 on: January 08, 2024, 07:13:01 PM »

Little bit stuck on Salvation. Which Exec am I meant to talk to? The CEO? Someone in a different system? CEO won't budge, do I need reputation with Tri-Tach?

Read a bit closer, realized I hat to go talk to N. So, to make this message not entirely redundant, thank you for the amazing mod. Honestly don't know if I would play Starsector without it, for both the features and the questline.
« Last Edit: January 08, 2024, 07:31:06 PM by Simbach Vazo »
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lonmwe

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5726 on: January 09, 2024, 04:40:56 PM »

Loved the 4x, hated the tailing mission. They ran head first into a huge patrol of remnant ship, died, and aggro-ed them onto me. Retried again with +10 rep with remnants, they still died to the patrol around there, and now I'm just going to sit pretty between 2 systems with red warning beacons, waiting for whatever's coming, and nothing happened 4 ingame months later.

Please tell me there's a way to get this done without me tailing? Torch the entire hegemony? Expend all my story point to masquerade as Baikal Daud and get the coordinate? Please?

Completely unrelated: Is hegemony supposed to dominate the core sector? I added some extra ship packs, one for each faction, but hegemony always beat them black and blue.
« Last Edit: January 09, 2024, 05:20:45 PM by lonmwe »
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5727 on: January 09, 2024, 06:10:54 PM »

Please tell me there's a way to get this done without me tailing?
Turn on Nex dev mode temporarily (easiest way is through ingame LunaLib settings) and the intel will list where the fleet was going and which system has the target nexus (though you'll have to match the system name to a location yourself; planet list tab should work).
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Bungee_man

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5728 on: January 09, 2024, 07:53:54 PM »

Completely unrelated: Is hegemony supposed to dominate the core sector? I added some extra ship packs, one for each faction, but hegemony always beat them black and blue.

That's the general trend. Winning in relatively vanilla Nex tends to involve spending early game making life difficult for the Hegemony - taking and raiding their less-defended worlds, using operatives to give them more enemies, thwarting their invasions, and so on.



On an unrelated note, do NPC factions have a "budget" of some sort, where the amount of fleets they can send is based on how much income they're making? I've noticed them building mining, refining, and soforth on their colonies. Does this help them at all, aside from their largest individual industries preventing shortages at the military bases and heavy industries, or it essentially just flavor and a way to make taking over their colonies monetarily worthwhile? I know there's an advanced AI now, I'm trying to figure out what its priorities are, relative to the random invasion mechanic it improves over.
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Cel

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5729 on: January 12, 2024, 11:06:50 AM »

I have selected the option "player faction conducts operative factions" in the settings, and had an operative instigate a rebellion... on my own space station due to "low ship quality concerns". Not sure if it supposed to work like that.
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