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Author Topic: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)  (Read 3139823 times)

Takion Kasukedo

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #810 on: January 09, 2016, 08:23:32 PM »

So, as I recall, the player's Followers or faction cannot join an alliance?

If that is so, will we ever see it happen, or is that a certified no?
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Is now able to cook a decent Creamy Salmon Pasta, amok other things.

Still loves purple. Still not skilled enough to make a mod that doesn't get that one damn error.

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #811 on: January 10, 2016, 04:47:57 PM »

So as I sit here trying to set up my player faction I have to wonder if anyone would be so kind as to provide a more in-depth guide for editing the player_npc.faction file, such as the proper way to add ships and illegal commodities.
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c0nr4d1c4l

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #812 on: January 10, 2016, 05:52:32 PM »

So, as I recall, the player's Followers or faction cannot join an alliance?

If that is so, will we ever see it happen, or is that a certified no?

The only way for the player faction to join an alliance is via console commands.
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #813 on: January 10, 2016, 07:35:21 PM »



No donation button i really want to contribute to your effort mate you did a nice work.
Pass my an email so i can send you money through paypal?
Email address PM'd, thanks!

Started a Diable game and the omnifac was in Corvus.
Oops, the home system placement only works with vanilla factions. Fixed for next release, thanks.

So, as I recall, the player's Followers or faction cannot join an alliance?

If that is so, will we ever see it happen, or is that a certified no?
An acquaintance was working on that (you can choose which alliance to join) and had it mostly complete, I might poke him about it and ask him to send a patch. Other than that, I don't have any plans to implement it myself.
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Gezzaman

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #814 on: January 10, 2016, 09:04:09 PM »

oh good, I was wondering why My faction never seems to be able to join any alliances.

Pretty annoying when you play near endgame with 5 factions left and all 3~4 of them has allied together but you're faction cannot
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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #815 on: January 10, 2016, 09:19:39 PM »

I wonder if it would be at all possible to add a small chance to spawn ships belonging to factions that you've taken planets/stations from, with that chance increasing with each station/planet you capture. Would certainly make picking fights with powerful factions like the Templars more rewarding.
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JohnDoe

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #816 on: January 10, 2016, 09:32:13 PM »

Wasn't it added in v0.7.1?

Quote
When market is captured, make previous faction's stuff buyable in submarkets
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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #817 on: January 10, 2016, 09:37:24 PM »

well I honestly would have no way of knowing, I'll check it out in a few hours after I'm done customizing my player faction.
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #818 on: January 11, 2016, 02:47:05 AM »

I wonder if it would be at all possible to add a small chance to spawn ships belonging to factions that you've taken planets/stations from, with that chance increasing with each station/planet you capture. Would certainly make picking fights with powerful factions like the Templars more rewarding.
Wasn't it added in v0.7.1?

Quote
When market is captured, make previous faction's stuff buyable in submarkets
That only applies immediately after capture (it refreshes the stock as if you visited the market while it has the old faction, so it doesn't refresh again with the new faction when you actually dock). Basically, you get a chance to swipe "captured" stuff.
(Other than that, you can still get stuff from factions the market trades with as usual)

Don't really plan to modify that part at present, not least because it won't be SS+ compatible.
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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #819 on: January 11, 2016, 03:48:46 AM »

I meant spawning NPC fleets with the appropriate ships, say one or two templar ships after you capture a templar base because at that point you've earned that kind of power.
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Taverius

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #820 on: January 12, 2016, 09:59:39 AM »

"Scy sponsors pirate rebels" ... I kind of understand what's happening but I think anarchic factions like pirates should be exempt from rebels? Maybe? Hmm ...
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OOZ662

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #821 on: January 12, 2016, 01:28:35 PM »

"Scy sponsors pirate rebels" ... I kind of understand what's happening but I think anarchic factions like pirates should be exempt from rebels? Maybe? Hmm ...

I think that's meant to be read as "SCY sponsors rebels from some other faction that have been deemed Pirates."
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It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Taverius

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #822 on: January 12, 2016, 02:09:12 PM »

No, it was actual pirates and Scy lost standing with pirates because they got caught at it.
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No faction is truly established without a themed Buffalo (TAG) variant.

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #823 on: January 12, 2016, 05:39:32 PM »

I would assume that "pirate rebels" would be people trying to force the loose organization that is the pirates to merge with a more "agreeable" entity such as the hegemony. Basically if they aren't planted saboteurs they're from outside the "pirate culture."
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Smoq2

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #824 on: January 14, 2016, 03:18:50 AM »

I'm trying to invade a size 7 (military) Sindrian Diktat planet and they spam response fleets/detachments every single time I whack them to oblivion and restart the process. I have a station nearby which I go to for repairs/supplies every time I run out of CR from constant fighting.

I have 3 decked out Paragons 1 Onslaught and 2 Eagles and some support ships + 2k marines, maxed out all available skills, so my capture probability is 100%, and I can take on anything that engages me every single time without loosing anything but supplies and CR.

My questions is (after many repetitive battles), whether the Sindrian Diktat will ever run out of response fleets, because otherwise it seems impossible to capture that planet - not because I don't have the resources, but because they interrupt the invasion process every single time due to game/mod mechanics.

Spamming them with saboteurs destroying reserve fleets didn't seem to help.

I assume it's because the fleet logistic module from the original Exerelin was left out and vanilla mechanics just spawn fleets on trigger without considering anything but the player's level. Is this true?
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