I've marked v0.9.6b as the "official" version. No change to the mod has been made, this just lets Version Checker tell people to get the new version.
(v0.9.6c won't be coming out for some time, as I have some requested features to implement first)
Found another bug. The officer deaths system is amazing. Playing with permadeath (including yourself) makes everything a lot more tense...and frustrating when you lose a multi-day game because of a mistake.
However the system does not work in battles with IBB bounty fleets that are found in Ship/Weapon Pack 1.10.5. If your officers die in those battles, the after action report makes no mention of it (essentially a vanilla report is produced) and the officers are still alive afterwards. The system works in every non-IBB battle.
Yeah, there's a bit of a limitation in this regard because both mods (and Ruthless Sector too) modify the fleet interaction dialog plugin for their respective purposes, so incompatibilities can occur.
I'll try to port the needed SWP behaviour (IBB guaranteed drop) to Nexerelin, then all the features should work once the aforementioned three mods are updated. Although I can't guarantee it'll stay fixed.
Thanks for the great mod!
I've tried the beta for a bit (so far the upcoming features look great), I however encontered an not closer specified error when a rebellion succeeds.
[...]
rebellions that do not succeed work fine, no crashes involved
:ok_hand:
Your issue looks like the crash from ambassadors in Industrial Evolution. Version 1.4b of that mod should fix it.
Im sure youve had these questions a million times but
is there any way i can modify the frequency of pirate base construction?
is there any way to make it so that i do not lose relations with a faction after they fail to invade me?
also what is a good rule of thumb for spawning invasion/base strike fleets? eg if the base has 600 defence do i want a 601 point fleet or a 1000 point fleet?
one last thing is there anyway to figure out what planet rare commodities like lobster start on in a totally random game start?
(The first two are vanilla features)
- I
think you may be able to make pirate bases less frequent by changing certain values in [starsector-core]/data/config/settings.json ("minPirateBases" and "maxPirateBases")
- The reputation loss from defeating expeditions is hardcoded, but Nexerelin has a setting to remove expeditions completely (exerelin_config.json -> "enablePunitiveExpeditions").
- On fleet request strength: Not really sure, but I find if your ships are high-quality (no D-mods) and have decent officers the strength estimates are positive even with equal or lower fleet point numbers.
- You can check the commodity info screen on a market to see where most commodities are being produced/consumed, but non-standard things like lobsters are AFAIK hidden. Sorry!