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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 3906846 times)

Histidine

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #735 on: December 24, 2015, 08:12:03 AM »

Okay, I think we're ready for an official release. There's still some stuff I wanted to do, but may as well get all the fixes and such out now.

Nexerelin v0.7.1
Download

Changelog
Code
v0.7.1
* Sector generation fixes
    * Improve ring textures for asteroid belts
    * Objects orbit more slowly
    * Better handling of station orbit distances
    * Fix belter stations orbiting in opposite direction to asteroid belt
* Starting skill points 6 -> 4 (match vanilla/SS+)
* Tweaks to economy generation handling of food, supplies, lobsters
* Reduce agent production
* Automatically set hostile status for commission holders if war breaks out
* Invasion fleet event reports for when fleet is turned back or invasion fails
* Tweak special fleet naming by size; reduce officer level bonus
* When market is captured, make previous faction's stuff buyable in submarkets
* Response fleets: don't do enemy size check before deciding to spawn
* Mining stuff:
    * Ingame mining help (gives per-ship mining strength list; list of all mining ships and weapons available in the Sector)
    * Add Tiandong Qianzi as miner
    * Move mining ship/wing definitions to .csv
    * Fix Mining Pod not getting its mining strength bonus
* Update high-end seller's handling of boss ships for new SS+ version
* Don't use dark nebula (ugly)
* More planet names
* Workaround for Follow Me behaviour (use passive orbit for the first day, aggressive thereafter)
* Fix Prism submarket ship spawning (in particular, stop carrying Templar ships)
* Fix Sphinx star market bug
* Fix possible text formatting crash when parsing some .json configs
* Hopefully fix invasions by independents (and other unwanted types) for real this time

Merry Christmas!
« Last Edit: December 24, 2015, 08:44:34 AM by Histidine »
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Snrasha

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #736 on: December 24, 2015, 08:18:01 AM »

A word for this thing:
<3
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I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

SpacePoliticianAndaZealot

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #737 on: December 24, 2015, 11:48:00 AM »

I hope the Independent Reich is gone for good this time.

Merry Christmas  :)
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CrashToDesktop

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #738 on: December 24, 2015, 11:54:57 AM »

Good god, I decided to do some mining to catch up on all the money I'd burned by loosing some freighters of mine.

Now I'm juggling more fighters than I know what to do with. o.O I've gotten about 5 wings of fighters (including a rather nice Scutum Defense Wing) in 10 minutes.  A lot of people are going to come back to their stash and wonder where the hell a bunch of AI controlled fighters wandered off to, heh.
« Last Edit: December 24, 2015, 11:56:28 AM by The Soldier »
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Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

StarSchulz

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #739 on: December 24, 2015, 12:00:34 PM »

is that update going to mess with my current save?

Adraius

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #740 on: December 24, 2015, 05:52:39 PM »

Is it possible to include a faction mod but prevent the faction from being spawned?  Ideally, is it also possible to prevent it's ships from being used at all, leaving only the weapons/hullmods?  I want to use Citadel's weapons without the abnormal supply costs I hear they have at the moment.

I swear something like this was mentioned, but I've been searching the forums for half an hour without any luck.
« Last Edit: December 24, 2015, 06:04:37 PM by Adraius »
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Nanao-kun

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #741 on: December 24, 2015, 06:31:51 PM »

Is it possible to include a faction mod but prevent the faction from being spawned?  Ideally, is it also possible to prevent it's ships from being used at all, leaving only the weapons/hullmods?  I want to use Citadel's weapons without the abnormal supply costs I hear they have at the moment.

I swear something like this was mentioned, but I've been searching the forums for half an hour without any luck.

I've actually asked that not too long ago.

I've noticed that if you have a mod that adds ships and weapons, but for whatever reason it doesn't show up in the game, those ships and weapons occasionally pop up in random markets.

I actually kind of like that, so is there a way to prevent a faction from generating? Cause I kinda want to do that with Approlight.
Open up Nexerelin/Data/config/exerelin/exerelinfactionconfig and alter the faction's json and set "playableFaction" to false.
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Adraius

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #742 on: December 24, 2015, 06:54:26 PM »

Awesome, that's what I remember seeing!  Thanks for hooking me up.
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Blaank

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #743 on: December 24, 2015, 11:39:59 PM »

I'm having a lot of slowdown after many cycles in the game.  I think there are so many fleets flying around it's bogging down the computer.  When I go into hyperspace I usually see 20 separate remnants of pirate armadas, each composed of 1-2 frigates, bunched together in a battle with a few random factions.  Is there a destroy all fleets button?
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TMPhoenix

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #744 on: December 25, 2015, 02:57:21 AM »

A minor note on this:

* Starting skill points 6 -> 4 (match vanilla/SS+)

It seems you only changed the text message. You are still giving out 6 skill points:

NGCAddSkillPoints 6
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JohnDoe

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #745 on: December 25, 2015, 10:42:28 AM »

Thanks for the update, and happy a late Christmas.
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Adraius

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #746 on: December 25, 2015, 05:45:47 PM »

I have a couple questions about how commissions work with Nexerelin.  If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with?  Can the player faction offer commissions?
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #747 on: December 25, 2015, 06:27:04 PM »

I have a couple questions about how commissions work with Nexerelin.  If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with?  Can the player faction offer commissions?
It belongs to the player's faction (followers), and no.

A minor note on this:

* Starting skill points 6 -> 4 (match vanilla/SS+)

It seems you only changed the text message. You are still giving out 6 skill points:

NGCAddSkillPoints 6
Yeah, I noticed that a few hours after the release :(
It's a minor bug though, so fixing it will just have to wait for next version.
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Adraius

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #748 on: December 25, 2015, 06:39:52 PM »

I have a couple questions about how commissions work with Nexerelin.  If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with?  Can the player faction offer commissions?
It belongs to the player's faction (followers), and no.

A minor note on this:

* Starting skill points 6 -> 4 (match vanilla/SS+)

It seems you only changed the text message. You are still giving out 6 skill points:

NGCAddSkillPoints 6
Yeah, I noticed that a few hours after the release :(
It's a minor bug though, so fixing it will just have to wait for next version.
Thanks for the answers, and I don't think anyone is worried about starting with 2 extra skill points. =)

Are allowing the player faction to appear on the factions screen and letting it issue commissions feasible future features?  I like the player faction because it draws from a wide mix of ships and weapons, but I'd like the benefits of having a commission as well.
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Weltall

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #749 on: December 25, 2015, 07:13:54 PM »

Thanks for the answers, and I don't think anyone is worried about starting with 2 extra skill points. =)

I think it is more about consistency rather than anything else XD Most would not mind the two extra points for sure *whispers* I do not X3

Are allowing the player faction to appear on the factions screen and letting it issue commissions feasible future features?  I like the player faction because it draws from a wide mix of ships and weapons, but I'd like the benefits of having a commission as well.

Benefits of having a commission? What are these benefits that the followers lack?

The player faction allows you by default to buy all the ship they offer.
They pay you monthly some money, instead of just a small amount when you kill their enemies.
They always like you with your actions, even without commissions.
They don't force you to keep killing their enemies every time a temporary truce comes to an end.

I do not see what more the commission gives >.> I do see though "less"~ Except if you mean to add to the difficulty of the faction, rather than being all "easy" to have your own faction.
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Ignorance is bliss..
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