Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
exerelin_config.json -> colonyExpeditionInterval
Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?
I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.
It's November 212 and the NPCs only colonized two new systems.
It's possible they simply ran out of planets they decided were worth colonizing. The default range limit (from the random planet it picks) is 20 LY, and it's moderately fussy about the planets it picks. (You can search for "colony" in starsector.log to see some debugging information)
Also the time before retry if its attempt to pick a colonization target fails is hardcoded at 15 days, so that can act as a slowing factor. I'll cap the delay to the same value as colonyExpeditionInterval in the next version.
(There's also a bug where colony expeditions don't check if someone else is already going there, because it never comes up with default settings)
If you're sufficiently annoyed, you can enter (copy and paste) the following in console to try and spawn a bunch of events. (Press Up in console to run last command)
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
Or if you're willing to wait a bit, I can upload a patch later to make the thing work properly on its own.
I really enjoy the mod!
I have a question about Free Port status on autonomous colonies in the player faction. I'm in the late game of a playthrough, and the situation I encounter most is that I conquer a market and immediately grant it autonomy so it won't push me over the colony limit, but would like them to be designated Free Ports when the space port comes back online, as it is usually disrupted in the invasion. This doesn't seem to be elegantly possible, and I'd like to have some kind of player faction menu where I can just say "Everything is a free port" for my faction.
Is there a setting in a player-faction menu or something I'm missing that would allow me to make all the autonomous colonies become free ports, or any other mechanism to get autonomous colonies to be free ports without traveling to the colony and revoking autonomy and doing it that way?
- Thanks!
- Sorry, there's no way to do that sort of thing at present.
Although I think I'll ask Alex to let free port always be toggleable, just that it doesn't take effect if the spaceport is down.
One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.
That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json
At the bottom you have the following:
"startShipsSolo":["istl_starsylph_deserter_test"],
"startShipsCombatSmall":["istl_slammer_std"],
"startShipsCarrierSmall":["istl_curse_proto_test"],
"startShipsSuper":["istl_stormkestrel_proto_test"],
Change the specified variants to whatever you like. You can look in the mod's data/variants folder for a list.
Im sure is not a bug but this works wonky:
From the start of my recent game ludd church expanded to a planet in the extreme border of the sector and im using a 1.5 bigger sector so is like almost 50 ly from core worlds.
The thing is somehow this planet is SO NEEDY that 6 of 7 (somethimes more) bar carry-cargo missions are there and im conteplating carpet bombing of the entire sector cause i cant make my normal shenanigans because.
They are good missions give lots of credits and all, but is so damn far and have nothing to do while coming back.
I dont know if is probably a vanilla problem as im so used to nex that i dont really know where npc expansion really belongs.
There is any way the bars can give a more varied sets of missions?
If i do enough for them they will stop crying for help in every single bar of the game to let the normal missions appear again?
The only solution is erasing their ludd-loving faces from existence?
Ouch. Yeah, the current bar quest delivery system seems to be very heavily weighed towards long trips. I may replace it in the future with my own version.
For now, yeah, you I guess you could sat bomb the colony (unlike core worlds it won't make you insta-hostile with the factions that hate atrocities, although you'll still lose a lot of reputation with them).
(Or dock with the market and enter the DestroyColony command)
Found a bug where my own faction invaded one of my colonies with an invasion force when another faction was supposed to. I was allied to DA at the time and Persean League was set to invade my colony. I placed my fleet in orbit around the colony and lo-and-behold a DA invasion force came to take it over and it was transferred to Persean League control. When interacting with the force while it was invading I got a friendly message (100/100).
That... sounds
really broken. Do you have a save from before the invasion (or saved no more than once afterwards, so it can be restored from the backup files)?
I don't know how the issue as described could even happen, but if I can see what exactly is going on I expect I can fix it.