Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 62 63 [64] 65 66 ... 442

Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3897232 times)

Bastion.Systems

  • Captain
  • ****
  • Posts: 445
  • Special Circumstances LCU
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #945 on: March 16, 2016, 11:55:19 AM »

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.
I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?
Logged

Tartiflette

  • Admiral
  • *****
  • Posts: 3529
  • MagicLab discord: https://discord.gg/EVQZaD3naU
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #946 on: March 16, 2016, 12:10:41 PM »

I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?
Short answer: not possible in any real-world context.
Logged
 

Mr. Nobody

  • Commander
  • ***
  • Posts: 236
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #947 on: March 16, 2016, 12:19:56 PM »

I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?
Short answer: not possible in any real-world context.

So: if Dark Revenant can't/doesn't want to implement Nexerelin support in SS+ (and i'm not going to ask for reasons), and pulling a Git (AFAIK it can mumbo-jumbo something something merge multiple edits together) isn't feasible then i wager that the only way to obtain the desired result would be if someone made a 3rd party mod that overrides CreateBattlePlugin (again) allowing for the behavior (and that has the added implications of: "can i go modify that stuff without one or more mod devs getting angry at me?)?
Logged
On the left half of the Bell curve

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2902
    • View Profile
    • Sc2Mafia
Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #948 on: March 16, 2016, 10:26:42 PM »

The reason I couldn't implement it in SS+ is because I'd need to implement not just that little part of Nexerelin, but basically include half of Nexerelin inside my own mod.  It's better to have an API hook I can call from my version to send the code path to Nexerelin's.
Logged

Mr. Nobody

  • Commander
  • ***
  • Posts: 236
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #949 on: March 17, 2016, 02:30:16 AM »

The reason I couldn't implement it in SS+ is because I'd need to implement not just that little part of Nexerelin, but basically include half of Nexerelin inside my own mod.  It's better to have an API hook I can call from my version to send the code path to Nexerelin's.

AKA the option #2?
Logged
On the left half of the Bell curve

hqz

  • Lieutenant
  • **
  • Posts: 73
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #950 on: March 17, 2016, 05:31:42 AM »

Another way to solve the issue at hand would be to make this planet capture plugin a separate mod that would not be compatible with SSP. So players would have to choose between Nexerelin+SSP or Nexerelin+Extras.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #951 on: March 17, 2016, 06:36:41 AM »

An API hook inside Nexerelin that SS+ makes use of is probably manageable (and already has precedent, which is why Nexerelin fleets benefit from SS+ features).

Though I'd still need to work out the player-facing design prior to working on it. Draft idea
Logged

hqz

  • Lieutenant
  • **
  • Posts: 73
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4b "Head Start" (fixes + compat 2016-03-06)
« Reply #952 on: March 17, 2016, 07:00:04 AM »

I've had a look at your draft. It looks good.

Quote
Depending on market size, 0-4 space objectives are seeded around the map; capture them to boost our side

Quote
Okay, logically speaking... why doesn't the invader win the space battle and then worry about boots on the ground?

Maybe we can justify the whole thing by saying that points have to captured in order for the marines to be deployed at all. Basically they would represent entry points to the planet or station. The interesting aspect here is that the player would start with no marines deployed. And then capturing points would increase the rate at which marines get deployed. Which means that even if the player has over 9000 marines and the defender only has 1000, if the player doesn't control enough navigation points at once, and doesn't maintain control on them long enough to deploy a significant amount of marines, these 9000 marines could end up being beaten by the opposing force (because only a few hundred would be fighting at any given time).

It makes the whole thing no longer about bringing enough marines, but also being able to deploy them and support them well enough.

Regardless, I think your current approach is already great. :)
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.7.2a] Nexerelin v0.7.4c "Head Start" (fix update 2016-03-19)
« Reply #953 on: March 19, 2016, 05:48:02 AM »

Small fix update.


Changelog
Code
v0.7.4c
* Replace Knight in Blackrock large military fleet start with Stenos
* Allow minPlanets/minStations to exceed max
* Fix commissions not being removed properly on low reputation
* Fix Ascalon not being invadable
* Fix Lieutenant start having wrong level in SS+
* Fix Neutrino being marked as incompatible with Corvus mode
* Update Tiandong dual interaction image handling
Logged

SierraTangoDelta

  • Commander
  • ***
  • Posts: 152
  • Who could it be?
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4c "Head Start" (fix update 2016-03-19)
« Reply #954 on: March 19, 2016, 12:31:58 PM »

Quick question, I noticed that with the recent changes to the intel screen in 7.2a, a large number of events, mostly the political ones, are no longer visible in the Intel screen. Any word on when that might be fixed in Nex?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.7.2a] Nexerelin v0.7.4c "Head Start" (fix update 2016-03-19)
« Reply #955 on: March 19, 2016, 06:19:46 PM »

Quick question, I noticed that with the recent changes to the intel screen in 7.2a, a large number of events, mostly the political ones, are no longer visible in the Intel screen. Any word on when that might be fixed in Nex?
Just the Important tab, or all of the Intel screen? (If it's the former, just click the All tab. If the latter, cannot reproduce.)

In hindsight, invasion fleet events should probably be Important.
Diplomatic events that cause a hostile<->non-hostile change should also be too, but there's no way to control that from the Java code and I didn't feel like duplicating every entry in reports.csv. Maybe I'll decide what to do later.
Logged

jedjad

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4c "Head Start" (fix update 2016-03-19)
« Reply #956 on: March 20, 2016, 01:41:35 AM »

hello, may i have some suggestion what mods you guys use with this? ;D

i would like to know what mods could work with each other
Logged

Weltall

  • Admiral
  • *****
  • Posts: 774
    • View Profile
Re: [0.7.2a] Nexerelin v0.7.4c "Head Start" (fix update 2016-03-19)
« Reply #957 on: March 20, 2016, 02:05:15 AM »

Histidine usually updates the list with every update or change, so you can see which mods it supports on the first post, under the "FAQ" button. Sometimes mods might miss from the list, like for example now ORI or Looters and Artefact from the current one, but if you check the mods, you see they say they are Nexerelin compatible or not. Keep in mind the following list shows which mods are compatible, but not all of them are updated.

Click it :D
Spoiler
What faction mods work with this?
The following mods are supported (later versions of any of these should work as well):
*Does not support Corvus mode

Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!

The following mods are not supported:
    Any mod that doesn't support Starsector 0.7a won't work!
    [close]
    Logged
    Ignorance is bliss..

    djcian

    • Ensign
    • *
    • Posts: 9
      • View Profile
    Re: [0.7.2a] Nexerelin v0.7.4c "Head Start" (fix update 2016-03-19)
    « Reply #958 on: March 24, 2016, 12:12:50 AM »

    Found a bug you might want to know about since it isn't in the known bugs section.  Basically I attacked a pirate planet for my own faction and my marines failed me.  I was then able to get to the planet's opening screen (the one that asks you if you want to trade, refit ships, look at mission postings, ect.) by choosing the option "cancel" and then "back" even though the planet will not let me trade with them due to fighting nearby/being an enemy.  Attempting to trade then resulted in whats on the image and I had to close the game since it did not give me any options after "you decide to" and there was no way to exit.

    [attachment deleted by admin]
    Logged

    figvam

    • Lieutenant
    • **
    • Posts: 70
      • View Profile
    Re: [0.7.2a] Nexerelin v0.7.4c "Head Start" (fix update 2016-03-19)
    « Reply #959 on: March 25, 2016, 03:39:13 AM »

    I somehow managed to become hostile with my own faction ("the followers"). I'm not sure at what point did it happen though, I only noticed it by accident when my smuggling activity caused the relations to drop even further and they became inhospitable to me. Is there any log of relationship change against player somewhere? And it seems "the followers" aren't present in the "Factions" tab at all so I can't even see their relationship with me and other factions.

    I loaded the previous save where the relationship with the followers was still at 100 (BTW, the only way I found to see your relationship with your own faction is via "Special functions" -> "Prisoner actions" -> "Repatriate prisoner").

    In that save my faction has formed an alliance with Diable Avionics, probably because I was at "cooperative" with them - I was in their faction before leaving and starting my own.

    What happened after that save is that I have attacked a Diable planet. The pact has dissolved, and looks like the relationship drop has happened at that point, with Diable *and* my own faction simultaneously.

    Interestingly the newly captured planet doesn't want to trade with me, citing "my recent hostile actions around it" and it will be "many months" until the commotion dies down. How screwed up is it? :)

    [attachment deleted by admin]
    « Last Edit: March 25, 2016, 03:58:32 AM by figvam »
    Logged
    Pages: 1 ... 62 63 [64] 65 66 ... 442