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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013388 times)

Originem

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #885 on: February 07, 2016, 07:29:39 AM »

Approlight's star system's ID has changed. It is named "Agustin" now, not "ApproLight" any more.
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #886 on: February 08, 2016, 06:48:58 AM »

Approlight's star system's ID has changed. It is named "Agustin" now, not "ApproLight" any more.
Alright, I've changed the system name for next version. Question: has the planet entity ID (ApproLight01) also changed?
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Originem

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #887 on: February 08, 2016, 05:42:47 PM »

Approlight's star system's ID has changed. It is named "Agustin" now, not "ApproLight" any more.
Alright, I've changed the system name for next version. Question: has the planet entity ID (ApproLight01) also changed?
nope, it hasn't.
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Ahne

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #888 on: February 10, 2016, 08:07:46 AM »

out of bound jumphole generation,

i just leave that here http://imgur.com/Hp2ntJc


ss+ with nex ( 4 max stations per system, 0 empty systems, 5 max planets per system, 8 systems overall)


greetings
Ahne
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grinningsphinx

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #889 on: February 10, 2016, 03:55:57 PM »

Is there any way to pan the System map? Corvus mode in nexelerin is spawning systems off the map..just wondering if im missing a slider somewhere or what?:)
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OOZ662

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #890 on: February 10, 2016, 04:44:38 PM »

Is there any way to pan the System map? Corvus mode in nexelerin is spawning systems off the map..just wondering if im missing a slider somewhere or what?:)
The one you get when you hit Tab? Right click and drag. The one in the Intel screen? No.
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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.

grinningsphinx

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Re: [0.7.1a] Nexerelin v0.7.2 (update 2016-01-01)
« Reply #891 on: February 10, 2016, 05:53:40 PM »

Ahh ok...yeah, the one in the intel screen.
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Histidine

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Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« Reply #892 on: February 13, 2016, 07:39:01 PM »

Finally got around to finishing (for certain standards of "finishing" anyway) the stuff I was doing. Here, have some chocolates:


Changelog
Code
v0.7.4
* Add conquest missions
    * Factions will pay you to conquer markets belonging to their enemies
    * Capture by an invasion fleet (even a randomly generated one) counts for success
* Add selectable starting fleets
    * Available options: solo frigate, small combat fleet, small trade fleet, large combat fleet, large trade fleet
    * Only used by the SS+ integrated factions, Spire, Infected and Looters at present
    * Not all factions have all options
* Rename normal/fast/extra fast starts to Ensign, Lieutenant, Commander
    * Lieutenant start also adds one officer and Commander adds two
* Followers can auto-join alliances again
    * Joining a new faction makes followers leave their alliance, unless the joined faction is also in the alliance
* Add Bushi, Kadur/Qamar support
* Update ApproLight support
* Vanilla's easy mode can be enabled at start (simultaneously with Starfarer mode, if so desired)
* Limited faction respawns (untested); can be set in config
* Custom ping effects for Follow Me ability
* Fix own faction start not spawning homeworld after a previous free start in the same session
* Fix alliance manager breaking on invalid faction configs

v0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options
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spartan117pr

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Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« Reply #893 on: February 13, 2016, 08:31:13 PM »

Thanks for the work histidane
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Snrasha

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Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« Reply #894 on: February 14, 2016, 01:50:27 AM »

Thank for your work.
I have just a small problem with only one of my mod, if for Looters, i can see all fleets before take.
For Noir, i cannot see two lasts descriptions of fleets, but, i have not problem for take this fleet.
« Last Edit: February 14, 2016, 01:59:07 AM by Snrasha »
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I am pretty bad on english. So, sorry in advance.

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

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

JohnDoe

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Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« Reply #895 on: February 14, 2016, 02:44:29 AM »

Thanks for the Valentine's Day update :D
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Gezzaman

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Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« Reply #896 on: February 14, 2016, 01:20:58 PM »

Conquest missions will be interesting :D
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grinningsphinx

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Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« Reply #897 on: February 15, 2016, 03:08:53 PM »

very much ty hist!
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Takion Kasukedo

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Re: [0.7.1a] Nexerelin v0.7.4 "Head Start" (update 2016-02-14)
« Reply #898 on: February 16, 2016, 11:45:13 AM »

Qamar? Who're they?
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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.

SierraTangoDelta

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Re: [0.7.1a] Nexerelin v0.7+ (new beta available 2015-12-16)
« Reply #899 on: February 17, 2016, 01:34:28 PM »

Wouldn't it be simpler just to make Player a mod faction like brdy, scy, templar etc? Except when planets generate make it maybe just generate one market for the player. Then it would interact with other factions the same way nexerelin does with other factions. Then when players want to customize thier factions they can just do that themselves. I'm not a proficient coder yet but it seems this would be a simpler idea.
That's basically how the followers faction works already, only it's integrated and has a couple of caveats:
  • Player defaults to followers faction when not part of another faction
  • Followers faction can have planets of its own even if you yourself join another faction, and they'll continue to obey you and fight your enemies


(I originally tried making player faction the same one code-wise as the one the fleet you control belongs to, but this had UI issues)

Hmm, is it possible for a game mode to be introduced, where all factions have one market and they have to scramble to take an uninhabited planet/station to expand their markets?

Like, 1 market and up to as many uninhabited planets/stations as plausible?

It'd play like normal Nexerelin in the end, due to each faction having their own markets, but...I dunno, is it like that already? (due to me having extra fast start all the time, I wouldn't e sure if it was like that.)
Yeah, original Exerelin had this and I'd like to implement it eventually. Need to work out proper handling for trade + expansion during the initial phase though.

Spoiler
Some challenges:
  • The economy needs to not break at any point (this likely means the "abandoned" markets still need to participate in trade with others and such)
  • Need a sensible mechanic for the factions to expand (I could reuse the existing invasion code, but doing this cleanly and without screwy behaviours would take time)
[close]
Just finished a game and the end screen made me laugh.

Spoiler

[close]

I destroyed all the factions except the Templar, that they were in Cooperative with me and never disliked me when I traded with others or randomly dislike me. In the end I took 4/5 of the galaxy and the rest were captured by Templar. When I saw Diplomatic Victory, made me laugh for a way. Definitely I used hard diplomacy.. XD

Afar from that I want to point out that I repatriated any prisoner I got with factions, helping myself to boost relationships a lot. I do not know why it shows 0. Also considering I ended with 48 markets, I feel I captured more than just 22. But it might be just me, but I know after a point I started just flying around getting boss bounties and capturing any market I could.
Collaborating with Templars? Oh you evil person.

:D

For the issues: It only counts markets you personally captured (i.e. spawned invasion fleets don't count). The prisoner thing is an odd bug, I'll keep an eye out for it.

Could you just add an extra faction called 'Unclaimed' or something, and make it so the standard factions are all at war with them, causing them to invade the markets and taken them over?
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