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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)  (Read 3436815 times)

Mekkakak

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2280 on: August 12, 2019, 01:22:14 PM »

Not sure whether this had been addressed, but is it, or will it be possible to claim colonies for the benefit of other factions? I kind of want to know if I can go full on interstellar Mount and Blade on this game.
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It's official. I've made terrible lapses in judgement and got my fleet destroyed 1000 times now. In honor of this achievement I am now naming my band "Wayfarer and the Kite".

KingJasper

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2281 on: August 12, 2019, 08:55:13 PM »

Right I have a Write up for new players and also a bug

Spoiler
[close]

First off this is not a how to Nexerelin guide but just a guide on the build as it is right now and what set up you need to do to get it working.
Because if you like me read the write up and saw mentions of followers and alliances and other things like it and then when you went to play they didn't show up you may also have been confused as hell so here is the run down

First off were going to edit some config files
if you want to see your own faction in the Intel screen as in the one you made when you colonized a planet (note this is the faction you control "the followers" are part of a different function). Go to the file path \Starsector\starsector-core\data\world\factions where ever you have the game installed and find the player.faction file. Find the line in the file "showInIntelTab":false, and set it to "showInIntelTab":true, they should mirror you own relations but it can help to know who dose and doesn't like you in a simple split list.

Next up go to \Starsector\mods\Nexerelin
and find exerelin_config.json
I would recommend you have a read of this file as it is well documented intently and lets you control lots of things about the world of the game you are now playing but there are some critical settings you will want to look at first off
"followersDiplomacy": true,
I trust the AI so long as I can see them and I can't see the shady deal they did to get me in to this *** alliance so that *** is out
 "followersDiplomacy": false,

That being said I would be nice to have some allies so
"factionRuler": false
with this true you can go to the port of a faction who likes you and ask for an alliance under the special functions tab I have been informed it must be a military planet but any how set that to
"factionRuler": true

Right with that out of the way the question still stands what was that part about a different function for "the followers". Well if you use the follow me command or get a fleet to invade somewhere they will be part of the faction "the followers". You can use them in fights to help out just like a normal ally who is in a fight they will deploy first if you attack something when they are following you just make sure they are close enough when you go to fight.

Big thanks to Techpriest over on the starsector discord for helping me find all this stuff and to Histidine for the amazing mod.


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Faremann

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2282 on: August 13, 2019, 09:22:06 AM »

okay is it normal that my reputation just constantly plummets with factions at random after making my own faction ?
i was neutral  to positive with every one except the league path and pirates then founded a colony and immediately  everyone but the independents are hostile to me.
testing with the command console and resetting reputation does work for a while and then immediately i am down on minus 50  or worse with almost all of them.

Are you maybe commissioned by another faction?, If that is the case your reputation will always default towards what theirs are even if you start your own colony. make sure you cancel any commission you currently have with a factions before striking out on your own.
nope not commissioned or other way bound to another faction only thing i could think of is my use of AI cores but   there where no inspections to affect that
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Agile

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2283 on: August 13, 2019, 01:07:22 PM »

Been using the mod and man.

It is amazing that this mod makes the NPC's actually lift off their ass and raid pirate bases via expeditions (instead of just you) and also makes it so the factions actually COLONIZE.

Amazing work.

I found the same issue another player posted, however, in which the Stormhawks attacked... a system with nothing to raid.

They just went there, floated about, then left.

I think its Vajyra's sector factions itself.
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Yackwabbit

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2284 on: August 13, 2019, 01:52:37 PM »

I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.

I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.

I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.
« Last Edit: August 13, 2019, 01:55:01 PM by Yackwabbit »
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Agile

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2285 on: August 13, 2019, 01:59:04 PM »

I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.

I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.

I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.

When your creating a new game, there should be a Factions option you can click under Sector Generation or Faction Settings I believe its called. You can then enable / disable factions.
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Clibanarius

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2286 on: August 13, 2019, 08:53:19 PM »

I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.

I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.

I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.
When you launch Starsector, there should be a button on the launcher that says 'mods', have you enabled them in there? If not, that's the thing.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2287 on: August 14, 2019, 04:55:22 AM »

I've created an account just to ask this.
I have Nexrelin now, brilliant mod that changes everything about as I'd hoped, but it seems to have buggered with all the lovely portrait packs I have.
As in only one of them, the 'Portrait Pack' mod is being retreived by Nexrelin. All others aren't, and most characters in stations and planets show up as the generic blank profile picture.
Not sure what's causing it, I went into the files to see and from what I see it's not even recalling the correct ID's for the Portrait Pack it is using, yet those still display.
Hmm, not seeing this. I just started a new game with 5 different portrait packs and they all appear to work. Could you post a screenshot and modlist?

Not sure whether this had been addressed, but is it, or will it be possible to claim colonies for the benefit of other factions? I kind of want to know if I can go full on interstellar Mount and Blade on this game.
You can give colonies to other factions, if that's what you're asking. (Talk to one of the staff on the comm board)
If you have a commission and successfully invade a market, by default it goes to your commissioning faction. You can take it for yourself at the cost of some reputation as well.

EDIT:
also is  there a way to disable factions colonizing? I had Hagemony at almost 30 planets last game from it + waging war and taking planets.
In exerelin_config.json you can set colonyExpeditionInterval to something like 999999.
« Last Edit: August 14, 2019, 05:21:56 AM by Histidine »
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ZuRTr

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2288 on: August 14, 2019, 12:41:39 PM »

good mod
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danila

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2289 on: August 14, 2019, 10:24:41 PM »

is there a way to disable expeditions to raid your colonies by other factions entirely? its the single mechanic that ruins the fun in this game for me... also, not sure if its a bug or intended but i have done few pirate campaigns and some pirates are still hostile even at 100 relations, if one happens to jump on you, after fight you relations goes to -60.

EDIT

i think i found it, u have to make change to each faction

"punitiveExpeditionData":{
         "vsCompetitors":false,
         "vsFreePort":false,

in data/world/factions and in modded ones
« Last Edit: August 16, 2019, 12:32:00 AM by danila »
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kedarking

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2290 on: August 15, 2019, 09:09:28 AM »

So I thought I heard/read somewhere that you could actually give orders to fleets to go conquer a planet or kill a pirate base or whatever but I don't seem to be able to find that. Am I wrong or am I blind?
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Kyle700

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2291 on: August 15, 2019, 10:50:27 AM »

I downloaded this last night and was a bit off put by the constant random events and large diplomacy point swings. If it isn't possible to outright disable the random events, is there a way to adjust the frequency of events? I'd like to slow it down by like 3x or 4x
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crowman

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2292 on: August 15, 2019, 12:46:46 PM »

So, how is one supposed to deal with 7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?

https://imgur.com/a/jODizPF
« Last Edit: August 15, 2019, 01:18:28 PM by crowman »
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helmacon

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Re: [0.9.1a] Nexerelin v0.9.3 (update 2019-08-01)
« Reply #2293 on: August 15, 2019, 04:26:14 PM »

So, how is one supposed to deal with 7(seven) ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?

https://imgur.com/a/jODizPF

There are more options to deal with this than you think. While a star fortress might be overrun by just a few of these fleets on its own, *you* can make the difference. A handful of auxiliaries can keep the attackers off the stations flanks, funneling them into a chokepoint. As the station rotates, each side will have an opening to vent and repair, since they aren't surrounded, and then rotates back into the main firing line. Additionally, if they are not destroyed completely, stations repair very quickly. This makes it important to break up the fleet a bit to give the station time between engagements. You can do this by using the "follow me!" Ability to kite patrols or fast pickets into clumps of invasion fleets. Quickly salvaging the debris field from an engagment can earn you tend of thousands of credits and enough supplies to repair before the next engagement.

I find high tech stations work best, since they are less relent on hull hp that can be wilted down over several engagements. Flux and fighters fully replenish on each new engagement.


This is how I stood against a joint invasion of nearly 20 fleets with my allies at the start of a new game. Though the station eventually fell around the 16th fleet mark, (my own hubris in taking my ships of escort for the station) I had savaged enough ships and credits by then to start my own colonies, and almost a decade later, we took it back. :)

This mod has the potential to create some incredible stories, but it definitely does force you to reevaluate how you play the game in the first place.

(Ps. I play with the battle limit turned up to max, so my invasion fleets were even bigger. It's kind of amazing when the wreckage from dead ships blocking sightlines becomes such a major factor that you have to dedicate ships to pushing it out of the way for your station.)
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kilerdude56

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NullPointerException while going to a planetary bar
« Reply #2294 on: August 15, 2019, 05:44:34 PM »

Hey everybody, for some reason, every time I want to play with this mod, the game gives me 'NullPointerException:Null' if I ever visit a bar, but the game doesn't crash, I'm just stuck in the bar and the game continues on. Anyone else had this sort of problem, and/or does someone know how to fix it? Thanks.
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