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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 3897111 times)

Lucretius

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #930 on: March 14, 2016, 07:57:30 AM »

greetings, im fairly new here im playing with this mod for a while but for some reason i can only load one faction mod at a time any idea why?
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hqz

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #931 on: March 14, 2016, 03:13:57 PM »

Quote
My wishlist
...
Revamped capture system

Random suggestion about this: would it be possible to transform the invading action into a standard battle against the response fleet but with some custom strategic points on the map that would boost the strength of the marines (attacking or defending) depending of who is controlling them? It would make the process less random, more player skill-based, and the player would no longer be able to win by just showing up with 2000+ marines, they would actually have to "win" the invasion with their fleet.

I'm just starting with modding right now (trying the basic stuff of adding custom hullmods) so I have no idea yet if this is possible.
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hqz

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #932 on: March 14, 2016, 03:17:34 PM »

Quick question about the random generation: is it possible to change the max planets and stations in the configuration?

I'm trying to play a game in a single system that would be big enough to host all factions (vanilla only) with a few planets or stations per faction. Currently 12 planets and 6 stations maximum sometimes leads to very few markets per faction and usually one or two factions disappear from the game quite quickly.

PS: this mod is awesome. :)
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Surge

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #933 on: March 15, 2016, 04:18:00 AM »

Just checked the faction directory and noticed that Blackrock wasn't listed, is this a thing because I'm allied with them or what?
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #934 on: March 15, 2016, 06:52:06 AM »

Quick question about the random generation: is it possible to change the max planets and stations in the configuration?

I'm trying to play a game in a single system that would be big enough to host all factions (vanilla only) with a few planets or stations per faction. Currently 12 planets and 6 stations maximum sometimes leads to very few markets per faction and usually one or two factions disappear from the game quite quickly.
You can add your own starting planets/stations options or modify the existing ones to get enough planets/stations. (Nexerelin/data/campaign/rules.csv, lines 33-59)

Quote
My wishlist
...
Revamped capture system

Random suggestion about this: would it be possible to transform the invading action into a standard battle against the response fleet but with some custom strategic points on the map that would boost the strength of the marines (attacking or defending) depending of who is controlling them? It would make the process less random, more player skill-based, and the player would no longer be able to win by just showing up with 2000+ marines, they would actually have to "win" the invasion with their fleet.
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)

Just checked the faction directory and noticed that Blackrock wasn't listed, is this a thing because I'm allied with them or what?
Works for me. If it's not just because Blackrock is dead (or someone broke rules.csv), put up a save and I can take a look at it.
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JustNoEffort

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #935 on: March 15, 2016, 03:53:59 PM »

Hi, I just got into Star Sector and after one vanilla playthrough and one SS+ playthrough, I'm finally up to Nexerelin :)  I'm really enjoying this mod a lot and I can see it adding a ton of replayability to the game.

I have two questions about the gameplay:

-Does capping additional starports for my faction actually increase their strength in terms of number of invasion fleets they launch (and resistance to enemy invasions)?
-If the first answer is yes, is there a way in the config to "up the difficulty" by giving a few enemy factions a disproportionate number of starting worlds?

Apologies if this is in a readme somewhere or maybe part of the intro text that I missed.  If so please just point me that way instead.  And thanks for your work!
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Bastion.Systems

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #936 on: March 15, 2016, 03:55:12 PM »

New idea for Nexerelin: ability to colonize a planet.
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Surge

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #937 on: March 15, 2016, 05:28:49 PM »

wasn't that in a very old version of exerlin?
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Weltall

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #938 on: March 15, 2016, 05:54:45 PM »

How would colonization work anyway? Just a timer that the player would have to wait until the planet becomes like the other planets habitable? Maybe having a faction that is "savage" and the player would have to battle a couple of battles, from easier to harder to remove them? Really large amount of money? Would the AI be able to colonize too? Would it be a station created or actually terraforming? >.> Would we be able to colonize suns? (I laughed so hard when this bug happened in one of my games)

I think the most scary thought is the AI going all out to Colonize too and then being in a world with twice the inhabited planets as the start of the game and my pc being like "Nope, noooope, nope nope! I aaaaaaiiiiiint gonna process that!"
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Mr. Nobody

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #939 on: March 16, 2016, 12:08:09 AM »



That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)



Please: elaborate on the "writing off SS+ compatibility" part
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Histidine

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #940 on: March 16, 2016, 04:45:23 AM »

New idea for Nexerelin: ability to colonize a planet.
How would colonization work anyway? Just a timer that the player would have to wait until the planet becomes like the other planets habitable? Maybe having a faction that is "savage" and the player would have to battle a couple of battles, from easier to harder to remove them? Really large amount of money? Would the AI be able to colonize too? Would it be a station created or actually terraforming? >.> Would we be able to colonize suns? (I laughed so hard when this bug happened in one of my games)
Quick idea draft I wrote up. To answer some questions
  • Having to kill savage natives to colonize a planet... a) wouldn't fit in the lore, and b) reeks of Unfortunate Implications that I'd really rather not deal with.
  • You could "colonize" a sun with a Dyson sphere or somesuch, but I figure this really isn't practical in the post-Collapse Sector (possibly even before).
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)

Please: elaborate on the "writing off SS+ compatibility" part
So far as I can tell, messing with ingame objectives and such would require editing the BattleCreationPlugin. To avoid conflicts with SS+, this means one of two things
  • DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
  • I include the SS+ plugin in Nexerelin, modified appropriately (...could actually be done, but would likely be a maintenance headache or worse)


I'd probably sooner make a Space Rangers style text minigame in rules.csv to handle boarding.
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Bastion.Systems

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #941 on: March 16, 2016, 06:01:33 AM »


So far as I can tell, messing with ingame objectives and such would require editing the BattleCreationPlugin. To avoid conflicts with SS+, this means one of two things
  • DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
  • I include the SS+ plugin in Nexerelin, modified appropriately (...could actually be done, but would likely be a maintenance headache or worse)
That's a shame. If SS had a mod organizing tool that could handle conflicts like this one that would be great.
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Tartiflette

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #942 on: March 16, 2016, 06:39:11 AM »

That's a shame. If SS had a mod organizing tool that could handle conflicts like this one that would be great.
That's not the issue here: Both mods override the same file. Whatever the loading order would be, only the last override loaded would be running.
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Mr. Nobody

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #943 on: March 16, 2016, 09:01:05 AM »

I know very little about java and SS/SS+/Nexerelin program's structure but wouldn't it be possible to have one of the mod's BattleCreationPlugin (ss+? nex? i think it's ss+ since it is also the one that is "allowed" to mess with hullmods due to "gentleman's modding rules"*) include a line that says something along the lines of:
"IF [mod that add stuff to capture points] is installed THEN load [bunch of stuff that allows the capture points to be added] ELSE keep going as if nothing happened"
And have the capture point thingamajig be a separate file (a plugin for a plugin)?
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Tartiflette

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Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #944 on: March 16, 2016, 11:35:48 AM »

I know very little about java and SS/SS+/Nexerelin program's structure but wouldn't it be possible to have one of the mod's BattleCreationPlugin (ss+? nex? i think it's ss+ since it is also the one that is "allowed" to mess with hullmods due to "gentleman's modding rules"*) include a line that says something along the lines of:
"IF [mod that add stuff to capture points] is installed THEN load [bunch of stuff that allows the capture points to be added] ELSE keep going as if nothing happened"
And have the capture point thingamajig be a separate file (a plugin for a plugin)?

If only that would be that simple...
Of course that's the general idea, but then SS+ would have to maintain much more complex version of its fleet creation plugin (not to mention the probable dozen of other places that mechanic will interact with), and both mods would be tied together every time one has to update. On top of that you can add a host of additional playtesting everytime, and you obtain something that is neither practical nor sustainable. SS+ is already extremely time consuming to maintain, and as histidine puts it:
Quote
DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
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