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Author Topic: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)  (Read 1773871 times)

e

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Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« Reply #3240 on: September 02, 2020, 07:40:07 PM »

Is it possible to have a certain degree of set parameters during random world generations? What i am going with this is that, while i want the random core worlds, to be generated as they should be, i would also like the capital planets (or maybe even capital star systems) to be predetermined, so we get "Chicomoztoc, the barren-desert world, with these specific conditions" instead of "random planet name, being of a random quality and random conditions" for example.

My guess is that this wasn't put into consideration cuz maybe only 2-3 people actually enjoy playing random core worlds more than standard core worlds >.>...
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Harmful Mechanic

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Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« Reply #3241 on: September 03, 2020, 10:10:14 AM »

I think semi-random capital planets would be an interesting addition (it could even be just a .csv with fields for possible names and possible planet types, perhaps also with an ID field for a custom description), but more than that defeats the purpose of random mode, which is to improve performance.

That said, it wouldn't be hard to add custom Core Worlds to random mode if you so desired; it's a simple check to see if Random Mode is running. You could also look at creating a custom scenario, although I haven't looked at that in depth yet.
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Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« Reply #3242 on: September 03, 2020, 01:41:55 PM »

I think semi-random capital planets would be an interesting addition (it could even be just a .csv with fields for possible names and possible planet types, perhaps also with an ID field for a custom description), but more than that defeats the purpose of random mode, which is to improve performance.

That said, it wouldn't be hard to add custom Core Worlds to random mode if you so desired; it's a simple check to see if Random Mode is running. You could also look at creating a custom scenario, although I haven't looked at that in depth yet.

I tried and, to put it bluntly, i found nothing. But i do know that some mods do impose their own system and planets for their mods on random core worlds. (like Underworld's Styx and Templar's Antioch) But i'm not nearly skilled enough to see what these mods do in particular to make their systems appear.
« Last Edit: September 03, 2020, 01:46:39 PM by DarkOmegaMK2 »
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.6g "Earth and Sky" (fixes 2020-08-09)
« Reply #3243 on: September 04, 2020, 04:07:23 AM »

I could do something like "Aztlan appears, but Corvus doesn't" (with a pre-game dialog to determine which systems appear and which don't), but it really doesn't seem very interesting, and would be a bunch of work for modders besides. Per-planet basis would be even more work.
If a mod wants its handmade specific star system to appear in random sector it can already do that easily.
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3244 on: September 06, 2020, 12:23:29 AM »

Big update. Appears save-compatible.

Nexerelin v0.9.7
Download

Changelog
Spoiler
v0.9.7
* Special forces tweaks/fixes
    * 33% point generation rate
    * Lower max point stockpile
    * When fleet is killed, delay spawning of next one
    * Fix fleets not defending vs. invasions and sat bombs
* Fix raids failing immediately on arrival for unclear reasons
    * This happened when all targets were too strongly defended for raiders
    * Now the raid will either take its chances with the weakest target, or retreat and say so clearly
* Random sector improvements
    * Rebalance and refactor random sector economy generation
        * Not so many heavy industries or fuel productions, particularly in large sectors
        * Less likely to build some industries if they're already common in sector
    * Random sector core world generator can create more/less systems than current
        * This should allow it to avoid inhabited worlds spilling over into other constellations
    * Shift random sector core worlds to the west, like non-random sector
    * Fix indies not always having heavy industry; add corrupted nanoforge
    * Add STDF Requisitions submarket to Spindle homeworld in random sector
    * Tiandong's Shanghai can no longer be disabled
    * Fix ApproLight Chaos Rift's name
* Templar improvements
    * Invasion rate mult 0.3 -> 0.7, hate Luddics more in random sector; add super start ship options
    * Toggling of Templars' Antioch system in random sector now done in new game dialog instead of config file
    * Lower frequency of faction bounties for hostile-to-all factions (e.g. Templars)
    * Add Templar Apostate custom start
* Add independent "vulture scavengers" which sometimes compete with player for battle salvage
* Mining is now instant with cooldown rather than taking time
* NPC agents can instigate rebellions
* Destabilize Market and Infiltrate Luddic Cell agent actions give more XP
* Player alliance joining/invitations obeys same relationship rules as for NPCs
* Don't issue conquest missions targeting commission faction
* Market value for market transfer includes installed AI cores and special items
* Governed colonies count towards faction size for bonus admins
* Can buy governorship of size 3 player-founded colonies for 1 credit
* New game: Turn off transponder when spawning player in hyperspace, in case anyone is hostile
* Disable prisoner repatriation when already at max relations
* Bugfixes
    * Fix Version Checker error (migrated version file to GitHub)
    * Invasions and raids should give more accurate fleet count
    * Fix some cases of relationship changes not working while commissioned
        * This is most obvious when using an agent to end hostilities with player faction
        * Fix will not fully apply to existing commissions in save
    * Fix a case where player becoming non-hostile to a faction would be reverted by still-hostile commissioning faction
    * Fix NPC markets building Star Fortresses on size up at smaller market sizes than intended
    * Prevent bug where market gets stuck in "suspend autonomy" state forever
    * Fix Prism High-End Seller being capped at 40 ships available
    * Fix Derelict Empire not being hostile to independents, or factions not present at game start
    * Don't show option to "reroll random start ships" in most custom starts (causes NPE) or super ship starts (does nothing)
    * Remove Approlight config (moved to own mod)
    * Disable some devmode-related stuff when playtestingMode is enabled in settings.json
* Text
    * Alliances created between vanilla factions can have pre-defined names for specific faction pairings
    * Update captured planet descs
    * Add some Ace Combat countries to procgen planet names
    * Fix target faction name in base strike intel
    * Fix some typos in "bring refugees aboard" decivilized event
[close]
« Last Edit: September 06, 2020, 12:25:53 AM by Histidine »
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Kakroom

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3245 on: September 06, 2020, 03:53:33 AM »

Quote
* NPC agents can instigate rebellions

aw yis
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Xobra

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3246 on: September 06, 2020, 04:29:51 AM »

Quote
* NPC agents can instigate rebellions

aw yis

Wondering if Rebellions would be cheaper than troops and arments costs for Invasions; then again Rebellions don't cause instant wars with another faction
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mora

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3247 on: September 06, 2020, 04:46:48 AM »

Very small but the "Back" option on the "Other Options" on new game creation isn't mapped to ESC anymore.

EDIT: Also a debug message gets printed even without devmode when a vulture fleet spawns kinda like the special task forces in devmode.
« Last Edit: September 06, 2020, 12:25:14 PM by mora »
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WeWickYou

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3248 on: September 06, 2020, 08:06:03 AM »

hello,

1st i want to say great job this mod very good.

now i gave question, is there any "issue" with the raid launched by player faction, (privateer base from IR), because game say i outmatch or i'm superior (even something i go help) yet it fail.

(did see something about it in âtch note but i'm not clear if it's the same issue or not)
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Histidine

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3249 on: September 07, 2020, 07:05:35 AM »

Very small but the "Back" option on the "Other Options" on new game creation isn't mapped to ESC anymore.

EDIT: Also a debug message gets printed even without devmode when a vulture fleet spawns kinda like the special task forces in devmode.
Oops; fixed both issues for next version.

now i gave question, is there any "issue" with the raid launched by player faction, (privateer base from IR), because game say i outmatch or i'm superior (even something i go help) yet it fail.
Is the strength message from right before the raid is resolved, or some time before?
A raid result going against the stated message at the time of autoresolve the is something that shouldn't happen AFAIK. But the system defenses (and thus the displayed message) can change if things happen at the target area; one potentially significant cause of this is special task groups moving in and out of the system (potentially in response to the raid itself).
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Minitialize

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3250 on: September 08, 2020, 10:52:56 PM »

Hello, I'd like to suggest adding another option when requesting a defense fleet-- A slider which determines the amount of time a defense fleet stays around a target market (similar to an invasion fleet, where you can choose the amount of marines a fleet can carry).

I've had multiple instances of requesting a defense fleet too early, that by the time an invasion came to one of my markets, the defense fleet already left. Sometimes when I try to time it right (in my head) by requesting a defense fleet after a certain amount of days have passed, I'd occasionally forget about it due to the numerous events that take place in-game that it just slips through my head.
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th3boodlebot

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3251 on: September 09, 2020, 09:05:03 AM »

I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus  (the forum says it is up to date for only as far as .81a)
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e

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3252 on: September 09, 2020, 12:00:55 PM »

I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus  (the forum says it is up to date for only as far as .81a)

There are updated "test" versions in the Discord.
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mora

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3253 on: September 10, 2020, 09:16:14 PM »

If vulture fleets were intended to prevent the player from suddenly going from a solo frigate to a capital ship, maybe they shouldn't spawn when the invading/raiding faction is hostile to the independents.
The reason is because vulture fleets would fight the invaders/raiders and generate even more free stuff and them typically having a somewhat large fleet also helps because they might destroy a capital ship or two in the process.
This scenario wouldn't happen if you don't have pirate invasions turned on(why not) or don't have templars installed but it still happens.
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Modo44

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Re: [0.9.1a] Nexerelin v0.9.7 "War and Peace Redux" (update 2020-09-06)
« Reply #3254 on: September 14, 2020, 01:23:49 AM »

Another vulture fleet issue is that they tend to wreck pirates in a system, which makes system bounties unprofitable. If they could be truly dedicated to salvaging first, that would help.
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