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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 3879393 times)

Shyguy

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #765 on: December 27, 2015, 06:28:01 PM »

Do you mean while you are being a pirate? If you are not a pirate, why would you care of course what happens to them.

Pirate factions needs taxes too, to pay for it's workers, crew and anything else that needs for the faction to have money in it's coffers. When you sell in the blakc market, only you and the buyer make money. That drops the stability of the pirates of course. If they find out you are the one that messed up their economy, they will of course not be happy.

I never noticed the pirates having an economy like the other factions in vanilla or SS+ so I thought it was the same for Nexerelin, that and most of the decent stuff for pirates happens to be in the black market due to me never seeing a market with above 2 stability for the pirates.
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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 #766 on: December 27, 2015, 06:40:37 PM »

In a vanilla play, use command console mod and raise your reputation to 100 with pirates. Then go and trade in the black market. You will see it will affect them. Pirates are considered a faction on their own after all. Their economy is always bad for the simple reason everyone hates them and smugglers come and go from their planet all the time. Their convoys get attacked all the time. Their fleets get attacked all the time. All major factions want them dead. It would be actually weird to find a high stability market, except if of course the player helped them to take over the galaxy~
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Ignorance is bliss..

Histidine

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #767 on: December 28, 2015, 04:23:08 AM »

You have to start a new save, since the background filename changed from .jpg to .png.  Also, you should delete your II folder and replace it; copying over an existing folder isn't supported, if you did any of that.

Should ExerelinSectorGen.java line 180 be changed too?
Good catch, I'll update soon-ish (hopefully).

Any chance you can make the omnifactory spawn in your chosen faction home system in Corvus mode?
Good idea, I'll do that.

Does the blast doors hull mod reduce crew losses during mining accidents?
It'll crew losses from hull damage if that occurs. Doesn't do anything for the direct crew losses at present.

What is the difference between starting with your own faction or as a lone wolf?
No difference in Corvus mode. (in random generation mode the own faction start gives you a planet to start with and free start doesn't)

If you play as lone wolf can you still make your own faction, or you can only join other factions?
You can capture a planet/station, then it belongs to the followers (own faction). It'll generally work the same as if you had it all along to begin with.

Also does the your own faction option makes it possible to make your own faction in corvus mod?
There's no specific faction creation, but you can edit the follower faction details (as detailed here).

Question regarding pirates, why is it that when I buy or sell at a pirate black market  do I end up getting an investigation launched as well as a stability drop?
All pirate markets in random generation mode have the Free Port market condition, so smuggling will have no effect on stability and cause no investigations (assuming no bugs). Many pirate markets in the vanilla sector have it too; but Umbra, Kanta's Den and Qaras don't. Are any of those locations where you saw this?
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StarSchulz

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #768 on: December 28, 2015, 10:13:34 PM »

I wasn't sure whether this belongs in the Knights Templar thread or here, but if the Templars capture a station they remove the military market there. IE in my current game i finally recaptured the Hephaistos SCY station back, but the military market is gone.

Histidine

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #769 on: December 28, 2015, 10:51:08 PM »

I wasn't sure whether this belongs in the Knights Templar thread or here, but if the Templars capture a station they remove the military market there. IE in my current game i finally recaptured the Hephaistos SCY station back, but the military market is gone.
Nexerelin removes the regular submarkets when a market is captured by Templars, and adds them if a Templar market is captured.
It looks for the Military Base condition to determine whether to readd the military submarket, but Hephaistos doesn't have one (it manually adds the submarket during sector generation).

I'll add a hardcoded check for Hephaistos. In the meantime, try copypasting this console command:
Code
runcode Global.getSector().getEconomy().getMarket("SCY_hephaistosStation").addSubmarket("generic_military")

EDIT: On that note, does it now have a black market? It shouldn't; I'll have to check for that as well.
Code
runcode Global.getSector().getEconomy().getMarket("SCY_hephaistosStation").removeSubmarket("black_market")
« Last Edit: December 28, 2015, 10:55:58 PM by Histidine »
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StarSchulz

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #770 on: December 28, 2015, 11:00:12 PM »

Woa, Thanks! i didn't think it would be possible to fix like that! thank you VERY much! it was a huge pain to get the SCY ships i was looking for.

miljan

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #771 on: December 29, 2015, 12:16:30 PM »

Ok, been playing it for some time now, really great mod. Have some more questions and suggestion (note, sorry if its already asked, but the topic us really big, and also my suggestion are made without the knowledge of how much option or how hard it is to mod this game).

First questions:
-When you summon a defense fleet, will they patrol permanently, or there is time limit, after witch they will disappear.
-Will my faction invade others on their own, as it seems they do agent missions alone
-Does planet stability (and similar) have a impact on forces they spawn (not counting when you invade them)?

Suggestions:
-I noticed that you get money 30k every month. I would increase the income with every planet you add to your empire
-Would like that there is more control over my faction, or better said that they dont do things on their own (so no sending agents and similar)
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adecoy95

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #772 on: December 29, 2015, 12:49:38 PM »

two questions, is it possible to move the omnifactory somewhere else? its in a hostile starsystem atm, and is it possible to colonize uninhabited planets?
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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 #773 on: December 30, 2015, 03:22:42 AM »

-When you summon a defense fleet, will they patrol permanently, or there is time limit, after witch they will disappear.
-Will my faction invade others on their own, as it seems they do agent missions alone
-Does planet stability (and similar) have a impact on forces they spawn (not counting when you invade them)?
-They hang around for 150 days, although they'll go home early if they take too many losses
-Yes
-For patrols, see this post
Invasion/strike/defense fleets and response fleets also get some size and officer level bonuses (and the points needed to spawn accumulate faster) depending on their market's stability, size and market conditions.

Quote
Suggestions:
-I noticed that you get money 30k every month. I would increase the income with every planet you add to your empire
-Would like that there is more control over my faction, or better said that they dont do things on their own (so no sending agents and similar)
-It's based on the player's level. Modifying by number of markets would make sense yeah, but I think salaries work well for their intended purpose* and tying it to empire size adds slippery slope effects that would complicate it unnecessarily.
-I'll probably add a config option to disable agents/diplomacy by the followers faction. It could use more differentiation (and in ways that don't make it the superior choice) from regular factions at any rate.

*It gives poor players a leg up to get a decent fleet faster, while not hugely benefitting those already doing well. It also helps cover day-to-day costs like fuel, supplies and (late game) SS+ salaries.

two questions, is it possible to move the omnifactory somewhere else? its in a hostile starsystem atm, and is it possible to colonize uninhabited planets?
1) Omnifactory normally spawns around Somnus in Corvus mode, around the player's homeworld otherwise (or at a random location in free start). (if you don't pick the random location option obviously)
There's no way to move it at present unfortunately, although next version it'll spawn in the player's home system in Corvus mode as well.

2) Not at present.
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Spoorthuzad

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Re: [0.7.1a] Nexerelin v0.7.1 "Ho Ho Ho!" (official release 2015-12-25)
« Reply #774 on: December 31, 2015, 12:04:33 PM »

Selling a high value prisoner as a slave will also reduce relations with the neutral faction. not sure if this will give gameplay issues
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #775 on: January 01, 2016, 05:43:35 AM »

Update with some accumulated fixes and updates, released early to ensure compatibility with Interstellar Imperium. Happy New Year!

Note: If you get crashes on sector generation after installing the patch, rename data/campaign/terrain/Nexerelin to nexerelin (lowercase n).


Changelog
Code
v0.7.2
* Actually start with 4 skill points
* When losing faction commission due to low reputation, cease being hostile with enemies of faction
* Workaround for relationship weirdness if commission issuer signs a ceasefire/peace treaty
* Invasion and response fleets restore some of the target/defended market's reserve points when despawning
* Reduce officer level bonus for invasion/strike/response fleets from large markets
* Followers don't execute covert ops by default; can be excluded from diplomacy in config
* Move pirate homeworld from Umbra to Qaras
* Make sure certain Scy markets get the right submarkets back if recaptured from Templars
* Highlight messages for agent actions that bring peace
* Sector generation:
    * Omnifactory spawns in faction home system in Corvus mode
    * Relays orbit pointing down
    * Try to reduce orbits of things overlapping planets
    * Update Thracia background reference (now a .png)
    * Use some nebula maps from mods
* Fix some Corvus mode capitals
* Fix losing reputation with Neutral from slave trade
* Fix Omnifactory, Ascalon flavor texts
* Fix possible crash with some system locales
* Fix some fleet assignment texts not being externalized
* Set correct is/are verb for followers
* Don't use placeholder tooltips for white stars
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Jude

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #776 on: January 01, 2016, 03:40:27 PM »

I have no real way of telling which mod is the problem, but after updating Nexerelin, Combat Chatter and Save Transfer today I'm getting this crash on startup

Spoiler
46752 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
java.lang.NoClassDefFoundError: org/lazywizard/omnifac/OmniFacSettings
   at data.scripts.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:159)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: org.lazywizard.omnifac.OmniFacSettings
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
[close]

Here's my mod folder currently:
Spoiler
[close]
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #777 on: January 01, 2016, 05:57:40 PM »

Make sure you're not trying to install the Nexerelin patch version as a full version (it needs to be extracted over an existing 0.7.1 install).
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Jude

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #778 on: January 01, 2016, 06:53:41 PM »

Hell, that's probably it. Coulda sworn I downloaded the full install, and I always delete the old mod before putting in the new version.
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Alexander86

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #779 on: January 02, 2016, 12:15:20 PM »

I used the search to no avail, Is there a way to process materials? Like turn ore into metal, Through this mod/vanilla/ or another mod? Also i see a blank outpost button, is there a way to manage planets or set up outposts? Sorry for my noobness but I haven't player this game in years.
« Last Edit: January 02, 2016, 12:28:18 PM by Alexander86 »
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