If anyone is having a crash with LocalResourcesSubmarketPlugin in the error message,
this .jar fixes it. Place in Nexerelin/jars
I seem to have a problem with spawning in factions to colonise. When i use the command spawnrespawnfleet it says "unable to spawn fleet" and when i open nex config in the console and toggle "Allow respawn for factions currently not present" to true, the next time i check its been set back to false. I have set the respawn limit to unlimited so i do not know how to introduce new factions.
Seems there were a couple of bugs in it:
- The reconfig screen's "Allow respawn for factions not currently present" setting was defaulting to the opposite state of the one currently set (i.e. if it was currently allowing respawn of absent factions, the setting in the dialog would be set to false). It was setting the correct value when the player clicks Done, at least.
- The console command can try to respawn the player faction, which the rest of the code doesn't allow.
- Not technically a bug, but the console command also wasn't clear on what it was doing.
(Also the respawn can only target hostile factions, so if the faction doesn't have any enemies it won't respawn. I'll have to implement something for that scenario.)
Well, fixed the bugs and clarified the console messages for next version, thanks!
In the meantime, if you have a specific faction you want to respawn, you can enter its faction ID with the command, e.g.
spawnrespawnfleet perseanDo invasion fleets calculate from planetary strength, or opposed strength in the system?
Because I've had one world in a fortress system constantly successfully invaded any time I'm not there, but if I'm there they don't even make it to the planet in question.
(Also is there any way to defeat an invasion fleet if it is just planetary? Said planet is a size 10 with a fully upgraded patrol HQ, ground defences, star fortress and force shield but still keeps getting taken.)
The autoresolve has two stages: simulated battle against system patrols + target's defense station (and sometimes also other fleets that happen to be in-system), and ground action against the target's ground defenses.
The second stage works similar to player invasions, with each invasion fleet having an abstracted load of marines (set when the invasion intel item is generated, based on how much force it thinks it needs to overcome the defenses).
Don't ask me how the first stage is calculated, because I have no idea. (it does use the size of the fleets involved, and also ship and officer quality)
A planet with max defenses should be pretty much untakeable. Although it sounds like you don't have Heavy Batteries? That upgrade is a 50% increase to total defense strength, so you should get it. Also try to make sure your stability is maxed out for even more defense.
If your planet is still getting taken when you think it shouldn't be, you could upload the save and I'll take a look at it.