Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 389 390 [391] 392 393 ... 442

Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3901593 times)

DancingFox45

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5850 on: March 04, 2024, 10:01:06 PM »

Forgive me if this is a known issue, but I'm having a problem with the Comradery Background. I chose to give my comrade the Perfect Planning skill as his unique, but once I was in game he had zero skills despite being level 1. Now he's just sort of a gibbed officer. Also, is it possible to add that skill back to the officer somehow?
Logged

robepriority

  • Captain
  • ****
  • Posts: 459
  • robepriority#2626
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5851 on: March 05, 2024, 08:13:31 AM »

Forgive me if this is a known issue, but I'm having a problem with the Comradery Background. I chose to give my comrade the Perfect Planning skill as his unique, but once I was in game he had zero skills despite being level 1. Now he's just sort of a gibbed officer. Also, is it possible to add that skill back to the officer somehow?
Comradery is from Random Assortment of Things, might have better luck posting there

Brainwright

  • Admiral
  • *****
  • Posts: 879
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5852 on: March 05, 2024, 10:25:55 AM »

The relentless spam of alliance offers is getting pretty annoying.  Could one form an alliance with the Independents in order to adhere to the most milquetoast politics?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5853 on: March 05, 2024, 05:50:23 PM »

Any reason why starfarer income mult (hardModeColonyIncomeMult) is capped at 0.5 or easy way to get around it without removing lunalib?
Ideally I'd like to be able to have a colony and not instantly get a 300-1000k income
You can override the min/max in the GUI settings by editing exerelin_config.json directly with a value outside the bounds.
Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).

Is there a way to enable dead factions re spawning if you started the game with it disabled?
ReloadNexConfig console command will have the setting.

The relentless spam of alliance offers is getting pretty annoying.  Could one form an alliance with the Independents in order to adhere to the most milquetoast politics?
Not 'legitimately', but CreateAlliance player independent in console will probably do it.
(There's apparently a bug where alliance offers are made way more often than they should be, haven't tried to track it down yet)
Logged

Tempest1243

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5854 on: March 06, 2024, 05:38:48 PM »

so I don't know if this has been addressed in an earlier part of this thread but I've changed the setting in the config file "invasionsOnlyAfterPlayerColony" to true which should stop invasions until I colonize but it's still happening for whatever reason before then and yes I made sure to save the change, does starting commissioned by a faction break it somehow? cause that's the only thing I think would break it in my game
Logged

JohnVicres

  • Lieutenant
  • **
  • Posts: 75
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5855 on: March 08, 2024, 05:30:59 AM »

I have a similar issue to Tempest's, I've fully disabled invasions in the config file but they still happen. Is it only for new games?
Logged

nullen_voiden

  • Ensign
  • *
  • Posts: 9
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5856 on: March 08, 2024, 06:44:51 AM »

I'm still getting Hegemony Investigators even after wiping them out.  I'm guessing the main game doesn't have an option for a faction getting destroyed so the spawning of Heg Investigators is independent from the faction actually existing.  Can't find Heg in the settings.json though so I don't know.
Logged

Zuthal

  • Ensign
  • *
  • Posts: 49
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5857 on: March 08, 2024, 07:09:17 AM »

so I don't know if this has been addressed in an earlier part of this thread but I've changed the setting in the config file "invasionsOnlyAfterPlayerColony" to true which should stop invasions until I colonize but it's still happening for whatever reason before then and yes I made sure to save the change, does starting commissioned by a faction break it somehow? cause that's the only thing I think would break it in my game

I have a similar issue to Tempest's, I've fully disabled invasions in the config file but they still happen. Is it only for new games?

Do you have LunaLib installed? If yes, the settings made via its in-game UI will generally override manual changes to config files. This includes the default settings if the LunaLib settings have not been modified.
Logged

eert5rty7u8i9i7u6yrewqdef

  • Admiral
  • *****
  • Posts: 775
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5858 on: March 09, 2024, 12:55:21 AM »

What is the point of invasion points?
I didn't get into a fight with the Heg until they had beaten everyone else.
By the time I had finished fighting them and stopped countless invasions, they were at -1,000,000 invasion points.

I assume it's meant for random invasions, and player provoked invasions are what caused it to drop so extremely.
Logged

doll

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5859 on: March 09, 2024, 03:50:13 AM »

Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).
If by "modded nonsense" you mean "nex's extra colonies" (and some extra factions), sure.
Size 3 is a literal minimum of 130k x 0.9 - upkeep (~20k) with just farm and drugs and -90% accessibility from wars, size 4 with cores and improvements and tech and one war is a minimum of 400k pre-starfarer and upkeep, and size 4 happens in the time it takes to fly across the map.
Logged

Warnoise

  • Commander
  • ***
  • Posts: 211
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5860 on: March 09, 2024, 04:59:13 AM »

I have a strange phenomenon. I get commission by a faction (Luddic Church for example) after a while, the Luddic Church canceled my commission and suddenly became -70 relationship with me. This happened as well with another faction that I got commission from, after a while they somehow became my enemies.
Has there been changes to commission system? Because I noticed the commission money are way lower than before, it used to be around 90k am but now I get 6k or 10k
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5861 on: March 09, 2024, 05:34:01 AM »

What is the point of invasion points?
I didn't get into a fight with the Heg until they had beaten everyone else.
By the time I had finished fighting them and stopped countless invasions, they were at -1,000,000 invasion points.

I assume it's meant for random invasions, and player provoked invasions are what caused it to drop so extremely.
Yeaaaah, a bunch of things consume invasion points without needing those points to actually be available. Might need to add a limit to how far into the negatives it can go.

Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).
If by "modded nonsense" you mean "nex's extra colonies" (and some extra factions), sure.
Size 3 is a literal minimum of 130k x 0.9 - upkeep (~20k) with just farm and drugs and -90% accessibility from wars, size 4 with cores and improvements and tech and one war is a minimum of 400k pre-starfarer and upkeep, and size 4 happens in the time it takes to fly across the map.
All I can say is: I just started a new minimally modded game with the option for 50 extra starting colonies, made a colony on the first terran planet I found, threw an absurd amount of stuff on it (and used console to remove unwanted things like transplutonic ore and decivilized subpop). And, well, it's not making a "literal minimum" of 130k gross it's managing about 63% of that, and it sure as hell isn't going to reach size 4 in "the time it takes to fly across the map".
This is with none of the extra colonies producing food, since it turns out they still have to build their starting over time.



...and now I saw this post and yeah, I don't think this is an attempt at serious discussion.

I have a strange phenomenon. I get commission by a faction (Luddic Church for example) after a while, the Luddic Church canceled my commission and suddenly became -70 relationship with me. This happened as well with another faction that I got commission from, after a while they somehow became my enemies.
Has there been changes to commission system? Because I noticed the commission money are way lower than before, it used to be around 90k am but now I get 6k or 10k
I've had two previous bug reports where player took a Luddic Path start and became hostile to them immediately after doing a mission for them. One of the players later narrowed it down to LOST_SECTOR, which I'll check later.
Commission income being 6-10k sounds like Ruthless Sector, dunno if related.
« Last Edit: March 09, 2024, 06:37:09 AM by Histidine »
Logged

doll

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5862 on: March 09, 2024, 07:15:46 AM »

All I can say is: I just started a new minimally modded game with the option for 50 extra starting colonies, made a colony on the first terran planet I found, threw an absurd amount of stuff on it (and used console to remove unwanted things like transplutonic ore and decivilized subpop). And, well, it's not making a "literal minimum" of 130k gross it's managing about 63% of that
Turns out it was modded nonsense, though I'm still not sure what exactly was causing it (something was adding a non-industry that can produce drugs). I mean, I did mention drugs, you could have called me out on that if your goal was just to be snarky.
The fact is that farming is still 80k on a size 3 with subpar accessibility and stability and tons of unresolved extra overhead in a game with a fraction the systems of a game with extra factions, and it basically ends any hint of the game having an economy when your passive income is several times the returns of any quest in the time it takes to do the quest.
I want a colony to have access to the fights etc. surrounding owning a colony, but I don't want to have the colony instantly give me unlimited money, which is why I asked in the first place.
This is with none of the extra colonies producing food, since it turns out they still have to build their starting over time.
In my experience, and especially with non-core worlds sectors, there is always a food deficit. If a planet does produce food, it's not even half way to feeding the rest of the planets in the same system. The same goes probably even more so for drugs.
and it sure as hell isn't going to reach size 4 in "the time it takes to fly across the map".
I spend a lot of time flying around on the map.
...and now I saw this post and yeah, go troll someplace else.
Every part of that post is correct, and as far as I'm aware nobody disagrees. You're being really insulting for something which it feels so ridiculous for you to even say (that onslaught is a good ship) in the first place. I literally test destroyers and cruisers against killing an onslaught and while the AI isn't quite capable of those acrobatics without often losing ships, almost invariably they go down to half their DP or less because with seemingly every fleet doctrine the AI understands to go around behind them. Being able to turn around in a timeframe that isn't measured in human generations on a ship with 80-90% of it's guns facing forwards (and mediocre stats all around to boot) is kind of important in a 2d tactical game.
If you disagree with my post, why not post in that thread?
« Last Edit: March 09, 2024, 07:45:49 AM by doll »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5863 on: March 09, 2024, 07:49:40 AM »

> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"
> 'subpar stability' (apparently hasn't noticed that stability income modifier caps at 5 stab)

> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"
> claiming that "as far as I'm aware nobody disagrees" that, say, Onslaught is "literally the worst ship in the game", especially in a thread about someone specifically asking for it to be nerfed, and the second post after yours straight up goes "Dude"

Please do not post in my thread again.
(And before you complain about someone being "really insulting", read a few of your recent posts back to yourself)
Logged

doll

  • Ensign
  • *
  • Posts: 29
    • View Profile
Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5864 on: March 09, 2024, 09:34:58 AM »

> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"
Event modifiers are basically unavoidable. Kanta's is essentially free, for a start. Just cores and SP improvements and kanta breaks 200, especially if you're not at war with pirates and the planet isn't in deep space.
(And before you complain about someone being "really insulting", read a few of your recent posts back to yourself)
I haven't insulted anyone. I've been repeatedly insulted and several of my posts include quotes of insults directed at myself, sure.
I don't know why you're being so incredibly rude, especially over the quality of the onslaught as a ship. Are we not talking about the same ship?
> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"
It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?
Logged
Pages: 1 ... 389 390 [391] 392 393 ... 442