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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3640209 times)

Mazrim

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6345 on: February 08, 2025, 01:56:56 AM »

Make sure you don't have Devmode active in the Console.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6346 on: February 08, 2025, 06:56:01 AM »

Would it be possible to choose faction weights in random sector including derelicts in a future update? That way you would basically have scenario editor.

also does invasion fleet size affects amount of marines they have? i want to have stronger invasion fleets but i dont want them to always succeed. would setting invasion fleet size to 2x and invasion troop size to 0.5 work?
- Hmm, maybe someday!

- That sounds like it might work (although I suspect invasions at half marine strength might well always fail; experiment with the exact numbers a bit)

Something I feel should be a feature is if a faction has the "Loves AI" trait that they should be able to be sold drone ships and be able to store them as well.  I can't imagine a faction that likes AI would pass up an opportunity to study them.  Could even make it so that their markets sometimes generate drone ships for sale.
I'll probably make automated ships sellable to factions that have that trait or AI cores as a legal commodity, yeah. Although I wouldn't expect random markets (outside of specific contacts or mod factions) to have automated ships to sell even if they want to.

Hello, I been using Nexerlin for a while but im getting this "issue" only now, somehow when I go to procure ships, I can see some hidde content ships like, superstuff locked behind quests or achievements. Was there a recent tweak with it making everything visible (and not just ships from the faction) ?

It could be from one of my other mod as I see the same thing with Stellarnetwork and the "market / ship" window
If unique ships are appearing in operative procure ship action then it sounds like the mod is set up incorrectly, or a third mod is tampering with it.
(to appear in the procurement list, the ship must be not UNBOARDABLE, not on Prism Freeport's list of prohibited ships, and not have an agent procurement cost multiplier of <0)
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Bald_Greg

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6347 on: February 08, 2025, 07:22:21 PM »

Yeah I think I found where it was from, a faction that made fleet of ALL EXISTING FACTIONS, did mess up what was and what wasn't supposed to be available

That + me mismatching a few mods, since all are piloteable in that list
« Last Edit: February 08, 2025, 08:29:36 PM by Bald_Greg »
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Imperial_Chicken

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6348 on: February 14, 2025, 05:34:30 PM »

I completed the Showdown mission quite a while ago and raised my relations to both Midnight and the Remnants to max, but I'm not seeing the Salvation mission appear. What's the condition for it to appear on Midnight's mission list? I'm using random core worlds with no faction respawns, and some factions (namely Tri-Tachyon) have been wiped off the map, so I'm thinking one of those things might be causing issues.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6349 on: February 15, 2025, 06:18:51 PM »

Persean League, Luddic Church and Tri-Tachyon all need to have at least one market for Salvation to start, yeah (Church market also needs to be a habitable planet).
It also needs a valid star system for the first encounter (conditions include being uninhabited and within 15 LY of the selected League market)
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Imperial_Chicken

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6350 on: February 15, 2025, 09:41:36 PM »

Persean League, Luddic Church and Tri-Tachyon all need to have at least one market for Salvation to start, yeah (Church market also needs to be a habitable planet).
It also needs a valid star system for the first encounter (conditions include being uninhabited and within 15 LY of the selected League market)

ah, guess I need to start a new game then. ty for the response.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6351 on: February 16, 2025, 03:09:41 AM »

If you want to do the mission within your current save, transfer a planet each to the relevant factions (with TransferMarket console, or conquer it and then talk to an admin).
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Imperial_Chicken

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6352 on: February 16, 2025, 11:37:33 PM »

If you want to do the mission within your current save, transfer a planet each to the relevant factions (with TransferMarket console, or conquer it and then talk to an admin).

oh I had no idea you could manually resurrect factions through market transfer, thank you.
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Stage

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6353 on: February 17, 2025, 03:33:53 AM »

Hi there!

Thanks for Nexerelin, I just love to play Starsector with it (and barely play without it)!

I don't know if this was suggested (haven't found a post), so here it comes:

Have you considered introducing some sort of "dynamic hazard pay" into the game?

What bothers me a bit in mid-lategame is when you arrive at larger colonies, you have "only" natural growth and a couple of buildings (depending on the mod list), but next to no other means.
In earlygame you have at least hazard pay (in lategame too, but its usefullness diminishes), but no counterpart in lategame. Furthermore as hazard pay is fixed, so you can't just throw more money at the problem.

Solution? Dynamic hazard pay/incentives. Want to settle a planet faster? Throw money at the problem (with diminishing returns).
Your size 5 colony grows too slow? Immigration incentives!
Play with other mods that unlock the max colony level? Here you have your money sink!

Edit: E.g. I could see agents operating in core worlds with some sort of "immigration campaign", angering other factions etc.

For me this would fit into the 4x-theme of Nexerelin, what do you think?
Cheers!
« Last Edit: February 17, 2025, 03:37:27 AM by Stage »
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Reshy

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6354 on: February 18, 2025, 01:11:40 AM »

I noticed this wasn't documented but what does the field '"spawnPatrols":true' do for a faction?  Additionally, is there a way through Nexerelin to make a faction's home system unexplored and not on the charts?
« Last Edit: February 18, 2025, 01:59:30 AM by Reshy »
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BrokenMirror

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6355 on: February 18, 2025, 01:58:46 PM »

Not posted here before, any chance we might get options to customize the star system in own faction starts?
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Making the Sector better through excessive amounts of farms.

Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6356 on: February 19, 2025, 01:07:37 AM »

Hi there!

Thanks for Nexerelin, I just love to play Starsector with it (and barely play without it)!

I don't know if this was suggested (haven't found a post), so here it comes:

Have you considered introducing some sort of "dynamic hazard pay" into the game?

What bothers me a bit in mid-lategame is when you arrive at larger colonies, you have "only" natural growth and a couple of buildings (depending on the mod list), but next to no other means.
In earlygame you have at least hazard pay (in lategame too, but its usefullness diminishes), but no counterpart in lategame. Furthermore as hazard pay is fixed, so you can't just throw more money at the problem.

Solution? Dynamic hazard pay/incentives. Want to settle a planet faster? Throw money at the problem (with diminishing returns).
Your size 5 colony grows too slow? Immigration incentives!
Play with other mods that unlock the max colony level? Here you have your money sink!

Edit: E.g. I could see agents operating in core worlds with some sort of "immigration campaign", angering other factions etc.

For me this would fit into the 4x-theme of Nexerelin, what do you think?
Cheers!
Hello and welcome! The idea is interesting, I might take a look in the future.

I noticed this wasn't documented but what does the field '"spawnPatrols":true' do for a faction?
No longer used, any instances in faction configs are a leftover.

Additionally, is there a way through Nexerelin to make a faction's home system unexplored and not on the charts?
Not handled by Nex; StarSystemAPI.setEnteredByPlayer in mod code might work

Not posted here before, any chance we might get options to customize the star system in own faction starts?
Kaysaar's working on something in that area actually!
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AdamLegend

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6357 on: February 20, 2025, 10:35:19 AM »

Would it be possible to allow the player to do diplomacy with other factions? (i.e ask an ally to join a war, or make peace, etc)
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zunwar

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6358 on: February 20, 2025, 11:25:32 AM »

I don't know if it's Nexerelin or not but sometime a npc market might grow from 4 to 5 size. Isn't really consequential but just want to disable this feature.  The ai doesn't really use the extra industry slot and sometime lags the game when a market grows up. Using a Steam Deck and a Linux version of Starsector.  Heavily modded
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Histidine

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Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6359 on: February 20, 2025, 05:34:02 PM »

Would it be possible to allow the player to do diplomacy with other factions? (i.e ask an ally to join a war, or make peace, etc)
Right now player diplomacy is expected to mostly work through the existing relationship tools (give AI cores to raise rep, attack someone to start a war, etc.)
But I do eventually want player and NPC factions to be able to have a war/peace vote before changing their own relationship with the target faction.

I don't know if it's Nexerelin or not but sometime a npc market might grow from 4 to 5 size. Isn't really consequential but just want to disable this feature.  The ai doesn't really use the extra industry slot and sometime lags the game when a market grows up. Using a Steam Deck and a Linux version of Starsector.  Heavily modded
Could open Nexerelin/data/config/settings.json -> set nex_npcColonyGrowthMult to zero
Not entirely desirable in that random NPC colonies the player conquers will have to grow from scratch. Might add a simple toggle for the upsize event at 100% specifically.
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