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Author Topic: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)  (Read 1821765 times)

King Alfonzo

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2670 on: November 01, 2019, 07:12:36 PM »

When you're at a faction market, there'll be an option for 'Special Functions' on the list (like buy cargo, refit ships, etc.). Go there and amongst the options should be 'Prisoner Options'. Go there and you can repatriate (get relations with faction), ransom (get money), or sell as slave (except I don't think that option exists anymore? Or maybe it only shows up in pirate markets? Anyway, that gives you loads of cash, and everyone hates you more (excluding pirates)).

Klokinator

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2671 on: November 01, 2019, 07:14:11 PM »

Awesome, thanks. I only got +4 relations out of it, which feels like a big middle finger. That should probably be like, idk, +10?

Appreciate the help, though. Now I know Special Options is for Nexerelin.
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Yunru

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2672 on: November 02, 2019, 06:14:00 AM »

Is it possible to have empire size increase the number of officers and agents, in addition to the number of admin?

FAX

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2673 on: November 02, 2019, 06:26:46 AM »

Is it possible to have empire size increase the number of officers and agents, in addition to the number of admin?
In fact, the agent could only be increased to 3 by player skill, this may be unfair for those who choose that skill. Omg, It's really a fiddle-faddle to order agents, so I don't like that skill.
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scarface

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2674 on: November 02, 2019, 08:04:44 AM »

Hi. Im running experiment-colonizing every single market.

i found a bug or something. I have 188 markets under me. gave away about 20 to indepentents from that number. the "disruption" mission was crashing my game about every month (found from log)

temporal fix was to do ""nex_disruptMissionIntervalRateMult":0, #temporal fix" it was like 0.125 or something. its in settings in data folder

its nothing serious, i personally dont fulfill these missions. sadly i didnt backup the log and rewrote it while i was trying to find solution so i cant provide the log. i dont know whats actually causing it but the solution above did.
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Greatgreengoo

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2675 on: November 02, 2019, 10:45:44 PM »

Is there a way to alter the AI slightly to attempt less takeovers of planets?
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"There is no absolute truth in the universe, but in saying so this must also be false"

ssss2222

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2676 on: November 03, 2019, 09:52:02 PM »

I've come up to an issue with granting autonomy to my planets.  Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so.  Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first? 
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2677 on: November 04, 2019, 03:35:35 AM »

Anyone who downloaded the patch .jar on page 1, please redownload (the old one had a bug that broke blueprint raids).

Is there a way to alter the AI slightly to attempt less takeovers of planets?
You can lower the invasion frequency by raising pointsRequiredForInvasionFleet in the file Nexerelin/exerelin_config.json.

I've come up to an issue with granting autonomy to my planets.  Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so.  Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first? 
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
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I_is_nublet

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2678 on: November 04, 2019, 07:13:06 AM »

I've come up to an issue with granting autonomy to my planets.  Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so.  Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first? 
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
15-20% is pretty fair. I think 20% is a bit high, but still fair.
Maybe it could be random from 15-20%
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Deko

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2679 on: November 04, 2019, 08:04:42 AM »

Is there a way to override SCY's Prism Freeport? SCY's version has no ability to spawn IBB boss ships for purchase so it would be nice to have both version or simply just the default Prism.
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FAX

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2680 on: November 04, 2019, 08:58:38 PM »

Anyone who downloaded the patch .jar on page 1, please redownload (the old one had a bug that broke blueprint raids).

Is there a way to alter the AI slightly to attempt less takeovers of planets?
You can lower the invasion frequency by raising pointsRequiredForInvasionFleet in the file Nexerelin/exerelin_config.json.

I've come up to an issue with granting autonomy to my planets.  Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so.  Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first? 
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
Amazing news! I'm really glad to hear that, what about seperate the different autonomy level? Lower right of autonomy will be collected a part of their economy, but higher one don't need, of course, player may pay something for controling a low autonomy colony. This is just a personal suggestion, I will be honored if it can help you. :)
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mstachife

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2681 on: November 05, 2019, 03:40:24 AM »

Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.
« Last Edit: November 05, 2019, 03:44:27 AM by mstachife »
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Yunru

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2682 on: November 05, 2019, 08:34:11 AM »

Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.
If you can't afford to wait, it's currently possible with devmode turned on.

Shad

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2683 on: November 05, 2019, 12:16:07 PM »

I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
What if autonomous colonies created a new faction, like the 0.8 era "Followers"? Then as a new faction they would contribute to market, with the trade-off being not directly paying the player.
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BringerofBabies

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Re: [0.9.1a] Nexerelin v0.9.5d "Corporate Warfare" (fixes 2019-10-24)
« Reply #2684 on: November 05, 2019, 04:04:31 PM »

Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.

On a semi-related note, should outposts be valid targets for pirate raids? One was in the last game I started, which I realized when I got the notification that it had happened.
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