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

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Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3909538 times)

Wyvern

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5940 on: April 06, 2024, 11:41:01 AM »

Is there any way I can update my save to make it completely compatible with 0.97, as that is the version I am running now, or am I just sort of out of luck on it?
Just out of luck, mostly. You can use something like console commands to re-grant yourself XP, credits, ships, blueprints, etc., but are largely out of luck for colony development, officers, and plot progression. (Well, okay, colony progression has some useful console commands, too, but unless you did something like colonize a fixed planet in a core system - I recommend Crocodile - you'll still need to find a new place to call home.)
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Wyvern is 100% correct about the math.

Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5941 on: April 06, 2024, 07:08:59 PM »

after finishing midnight resonant, i seem to be getting a permanent positive identified with remnants, is this normal?
It's vanilla (but doesn't normally come up since you can't become non-hostile to Remnants), the normal Remnant fleets in beacon systems will always know who you are.
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TheDefend

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5942 on: April 07, 2024, 12:19:54 AM »

after finishing midnight resonant, i seem to be getting a permanent positive identified with remnants, is this normal?
It's vanilla (but doesn't normally come up since you can't become non-hostile to Remnants), the normal Remnant fleets in beacon systems will always know who you are.

figure out why i got permanent positive ID on all remnant fleet, i had a mission to pick a scholar to one of the outer rim decivilized planet, once i finish that, the permanent identified modifier is gone


EDIT: now it appear again... SIIGH

It seems to affect on all remnants on any planets, not just the beacon ones
« Last Edit: April 07, 2024, 03:22:11 AM by TheDefend »
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Stormy Fairweather

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5943 on: April 07, 2024, 12:03:06 PM »

what exactly are the story ramifications of skipping the tutorial? started a new game with a faction start, then got dialogue when speaking to someone about how i saved the academy system which actually made me restart since those events didnt happen in that game. but i screwed up my new game making a colony too soon so im starting again, but i did enjoy the faction start and want to do that again... but i dont want to miss out on content. and running through the tutorial on a new game isnt that big an ordeal assuming it actually matters.

i mean, if you skip the tutorial why would you even meet the academy guys and hit up their questline?
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Phenir

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5944 on: April 07, 2024, 01:16:43 PM »

what exactly are the story ramifications of skipping the tutorial? started a new game with a faction start, then got dialogue when speaking to someone about how i saved the academy system which actually made me restart since those events didnt happen in that game. but i screwed up my new game making a colony too soon so im starting again, but i did enjoy the faction start and want to do that again... but i dont want to miss out on content. and running through the tutorial on a new game isnt that big an ordeal assuming it actually matters.

i mean, if you skip the tutorial why would you even meet the academy guys and hit up their questline?
Have you played the tutorial? The one from the base game? In it, you do a short questline that ends with you stabilizing the jump points of the system which had been destabilized by an academy experiment. Skipping it just puts you after that questline with it already completed. Skipping it is also a vanilla option, not nex specific.
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doujinftw96

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5945 on: April 07, 2024, 04:12:41 PM »

hey does nexelin create own private ships squad need to have weapon on ship? does npc ai battle actually taken into account if there are weapons on board the ship?
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BFEL

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5946 on: April 09, 2024, 07:12:38 AM »

So slightly weird thing.
Does this now make it so that you inherit the faction relations of whatever planet you start on as a free start?
Cuz that's what happened in my latest game and the only mods I can think of that would cause it are either this or maybe Ruthless Sector?

Either way it's weird.
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Stormy Fairweather

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5947 on: April 09, 2024, 08:57:24 AM »

is there a simple way to reduce the frequency of pirate raids? soon as i make a colony there is pretty much a constant flow to my planet.
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AnXel LG

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5948 on: April 09, 2024, 10:26:35 AM »

is there a simple way to reduce the frequency of pirate raids? soon as i make a colony there is pretty much a constant flow to my planet.

     It is a vanilla feature of the game. The "colony crisis" mechanic is meant to keep you under pressure and ever vigilant. See its evolution and how to fight against the many threats to your colonies in the Intel tab

EDIT: If you use Nexerelin, I could advise you to take a commision with one of the factions and manage your first few colonies as a Commisioned Administrator. In that case you no longer
 have to endure colony crises derived from your own faction since the property of the planet or stations you manage is, in fact, of the faction paying you money to govern in its name
« Last Edit: April 09, 2024, 10:33:14 AM by AnXel LG »
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Stormy Fairweather

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5949 on: April 09, 2024, 10:50:41 AM »

huh. i am commissioned, and havent noticed anything different aside from having a little extra money to invest into this. when i founded my empire i was at -49 with pirates i think, and now im at -70 cause they wont stop coming. seriously feel you shouldnt lose rep for blowing up ships in your turn attacking your ships. but ye, the only time the pirates took a break battlegroup ix came knocking XD.


« Last Edit: April 09, 2024, 11:00:59 AM by Stormy Fairweather »
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5950 on: April 09, 2024, 07:30:07 PM »

hey does nexelin create own private ships squad need to have weapon on ship? does npc ai battle actually taken into account if there are weapons on board the ship?
Autoresolve doesn't check weapons IIRC, although I'd have to look at the autoresolve plugin again to be sure. Of course, if you ever have to actually fight alongside the fleet in an actual battle...

is there a simple way to reduce the frequency of pirate raids? soon as i make a colony there is pretty much a constant flow to my planet.
Pirate raids (of the kind in the screenshot) come if a base is targeting your system; kill the base and they'll stop, or maybe if you wait long enough they'll target someone else instead.
Although in this case one of the raids seems to be coming from a core worlds pirate planet, not sure what's with that (major faction strategic AI can do this, but it doesn't seem to be enabled here).

The Colony Crises intel will also generate pirates in your system, but luckily pirates (via Kanta) are the easiest faction to pay off in the game.

So slightly weird thing.
Does this now make it so that you inherit the faction relations of whatever planet you start on as a free start?
Cuz that's what happened in my latest game and the only mods I can think of that would cause it are either this or maybe Ruthless Sector?

Either way it's weird.
Yeah, that's a bug. Not sure what would cause that; if anyone else reports it I could see if it's a mod conflict or something.
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doujinftw96

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5951 on: April 10, 2024, 09:59:47 PM »

hey does nexelin create own private ships squad need to have weapon on ship? does npc ai battle actually taken into account if there are weapons on board the ship?
Autoresolve doesn't check weapons IIRC, although I'd have to look at the autoresolve plugin again to be sure. Of course, if you ever have to actually fight alongside the fleet in an actual battle...

it seem like it does need to have weapon, cause i keep seeing the squad that i give a bunches of heavy hitter capital class ships set to patrolling a sector I didn't give any weapon cause i were in a rush to travel to another side of the galaxy, then that squad keep losing ships  and turn into dead squad after i gone for a while and come back to the sector, the sector only threats were minor raider and luthid path, it rate of losing ship change drastically after i took back all the ship and put a bunches of  weapons on all of them.Oh and the ai dont auto unmothball some of the ships XD
« Last Edit: April 10, 2024, 10:08:14 PM by doujinftw96 »
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nimtiz22

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5952 on: April 12, 2024, 09:19:28 AM »

i was wondering how to edit the selection of ships when you the custom option when choosing your fleet
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Phalamy

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5953 on: April 13, 2024, 03:14:12 PM »

Hey you need to update the mod to account for the new Colony Crises system.
Specifically the Remnants.

The Colony Crises system makes Remnants saturation bombard your colonies near their Nexus. The only way to stop this is to kill the nexus. I hope its understandable why that is a problem if you do the Midnight Dissonance quests
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Arphar

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5954 on: April 14, 2024, 03:54:10 PM »

I seem to face some sort of problem with invasions.

In my game, the Hegemony does not seem to respect the Invasion point need to launch an invasion fleet, typically launching fleets at about 30k points, and then getting into the negative invasion points.
Furthermore Tri-Tachyon have been unable to launch an invasion fleet despite sitting at their cap of 27k for a few cycles now.

Auto resolve also looks to have some odd results sometimes, with fleets with green D-mods (I assume these are inbuilt mods?) seemingly reducing everything to rubble, with the most egregrious example being when the Hegemony Special Fleet destroyed another fleet with 4 Invictus class ships in it without losing a single ship.
Currently the game is looking quite difficult with the Hegemony having almost achieved the population victory condition 5 cycles in.

Unfortunately I do not know how to post images in here although I will keep a copy of my save if someone desires it (0.97).
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