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Author Topic: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)  (Read 1823801 times)

erikem

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3675 on: April 14, 2021, 01:22:12 AM »

Are there any plans to allow getting more agents via story points? Make with some progressively increasing cost so that getting too many of them would be almost impossible
Hmm, not sure I want to have even hypothetically unrestricted agent count. In next version (it's bugged in the current one) the two officer skills will each give +1 agents, which I think is enough.

On the other hand I could just treat them like how contacts work, and those are unlimited. I might change it if enough people ask for it.
Well right now it's unrestricted via config changes but I feel it would be much more natural, satisfying and rewarding if I could get more agents by "earning" them in game instead of just changing configs.
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Colonel_Black

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3676 on: April 14, 2021, 01:36:02 AM »

Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?
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GlenSkunk

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3677 on: April 14, 2021, 02:45:18 AM »

Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?

If memory serves, you have a chance of running into them at planetside bars available for hire; at least that's how it worked back in .91a, not sure if that's the same for this current version. Given how many new bar events there are it may be less frequent.
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Colonel_Black

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3678 on: April 14, 2021, 02:46:05 AM »

Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?

If memory serves, you have a chance of running into them at planetside bars available for hire; at least that's how it worked back in .91a, not sure if that's the same for this current version. Given how many new bar events there are it may be less frequent.

Ah nice one thank you. I keep looking at bars to see any unique people
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afarina1

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3679 on: April 14, 2021, 05:04:31 AM »

Just used this for the first time since I finally took the time to figure out the game and can't stop playing now.

When i was playing Vanilla I explored the whole sector and then was like...."What now?"

I literally did a new game+ to start my first Nex playthru, figured i was probably ruining the game starting off with a head start, but oh well, it would still be fun.

The "headstart" only helped me plant the tiniest of roots.

Persian league and Hedge have allied and are trying to wipe out the Sin Tri Alliance I am a part of.

I helped take one of the Persian Leagues systems, supporting Tri Tac........., we took all 3 colonies.....

In vanilla I started to lack things to do near the end.

With Nex, I have only just begun and I can not wait to wipe the Hedge Per Alliance off the map!

Huzzah!

Thanks for this mod! <3  :) 8)



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DistressBeacon

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3680 on: April 14, 2021, 07:25:21 AM »

Quote
I'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.
See this post
If it's still not there, that's a problem, I'll have to look into it.

I checked the config.json, legacy insurance is false but I still don't see the insurance tab, I disabled all my mods except for nex and it's required mods I still couldn't find an insurance tab or insurance in the important tab. I checked before and after getting a commission in case it was dependent on that but it didn't make a difference.
« Last Edit: April 14, 2021, 07:41:06 AM by DistressBeacon »
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ReklessAbrandon

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3681 on: April 14, 2021, 10:34:29 AM »

Does letting factions restart in a campaign allow you to add new faction mods to existing games?
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Theamson

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3682 on: April 14, 2021, 11:35:34 AM »

@Histidine: You´ve talked about a majer update coming up. Do you have rough ETA for us maybe? (Want to start a new playthrough - but i would wait if the update would be coming in the next month or something :D)
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Histidine

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3683 on: April 14, 2021, 06:23:19 PM »

Quote
I'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.
See this post
If it's still not there, that's a problem, I'll have to look into it.

I checked the config.json, legacy insurance is false but I still don't see the insurance tab, I disabled all my mods except for nex and it's required mods I still couldn't find an insurance tab or insurance in the important tab. I checked before and after getting a commission in case it was dependent on that but it didn't make a difference.
*checks*
Oh for — Guess who left placeholder code in the intel's isHidden check and forgot to update it?
*sigh* Thanks for checking, it'll be fixed next version.

Does letting factions restart in a campaign allow you to add new faction mods to existing games?
It's not optimal (the factions' usual planets and stations won't spawn, for one) but it can work.
You can also gift the added factions colonies you own, even without respawns being enabled.

@Histidine: You´ve talked about a majer update coming up. Do you have rough ETA for us maybe? (Want to start a new playthrough - but i would wait if the update would be coming in the next month or something :D)
No real ETA, but I really don't expect it to come out within a month. It may not come out even in two months.
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Volfgarix

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3684 on: April 15, 2021, 11:16:04 AM »

Question about Nex for 0.91a (but should apply for newest as well).
How do I disable Galatian Academy insurance from free start?
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ottersholdhands

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3685 on: April 15, 2021, 12:27:56 PM »

Thank you for updating Nexerelin for 0.95a. ;D ;D ;D
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RemnantAI

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3686 on: April 15, 2021, 04:33:04 PM »

I am doing a pirate play on Nexerelin, and I found it somewhat odd that Freeport is a hostile port to Pirates. I know they are part of independents, but their incredibly expensive wares are off limits. Just seems strange.
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nullmana

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3687 on: April 15, 2021, 07:17:32 PM »

Bug report:
AI factions appear to not pay for hazard pay when it is active, instead accumulating debt as long as hazard pay is active on a colony. The AI never has to pay for this, however if the player invades one of these colonies, the debt remains and will be charged to the player in full at the end of the month.
One example of this can be found in the Luddic Church colonies at Penelope's Star. After several cycles, the two colonies there will accumulate several million credits in debt.
If possible, invaded colonies should reset 'Hazard Pay spent this month' to zero upon being conquered by another faction.
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Achilles42x

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Re: [0.95a] Nexerelin v0.10b "Space Hero Academia" (hotfix 2021-04-12)
« Reply #3688 on: April 15, 2021, 11:11:22 PM »

Hi Histidine,

I'm getting a crash when I use Industrial Evolution:

java.lang.NullPointerException
   at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:507)
   at exerelin.campaign.fleets.InvasionFleetManager.getTargetMarketForFleet(InvasionFleetManager.java:493)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:644)
   at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:458)
   at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:942)
   at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1302)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It happens if and only if I add IE. Added it mid-game and had it start crashing on me, started a new game thinking it was a mid-save mod-add issue and, it was still crashing (note- did not start crashing until I colonized a planet). No issues once I went back to an old save of the original without IE. ScalarTech solutions was my faction, if that's useful.
« Last Edit: April 16, 2021, 04:53:45 PM by Achilles42x »
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Histidine

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Re: [0.95a] Nexerelin v0.10.0d "Space Hero Academia" (fixes 2021-04-17)
« Reply #3689 on: April 16, 2021, 08:41:11 PM »

Last fix update. I've overdosed on Starsector lately, so I expect I'll be taking a break for a while.

Nexerelin v0.10.0d
Download

Changelog
Spoiler
## v0.10.0d ##
* Disrupt competitor mission: Scale payout with target defenses; dialog gives more information
* Colonies created by NPC expeditions cease hazard pay when reaching size 5
* Partial fix for handling of Shadowyards modular fab series in random sector
* Fix duplication of Shadowyards' Redwings Command in random sector
* Fix Gun Barrel Sequence milestone being granted by NPC agent actions
* Fix player having to pay for accumulated hazard pay debt on market takeover
* Fix player outposts being targeted for missions

## v0.10.0c ##
* Add a quest that grants a Remnant contact, with a distinct set of missions
* Add tutorial custom start
* Mining players will face hostile parties every so often
    * Can be modified/disabled in settings.json
* Add two new player milestones for agents
* SRA's Redwings Command spawns in random sector
* Synchrotron and catalytic core work on station-only markets
    * The better solution would be to make stations all have the no atmosphere condition, but that's too big a change right now
* Fix/improve fuel production seeding in random sector
    * Make sure synchrotron gets placed where it actually functions, and try to place fuel production accordingly
    * Hegemony gets a synchrotron, matching non-random sector
* Fix insurance intel not appearing
* Fix invasion/raid fleets having bloated numbers of tankers
* Fix +1 max agents from officer skills not applying
* Prevent getting stuck in new game dialog due to custom start with nonexistent class
* Fix some cases where things that checked player/officer levels were not updated for level rescaling
* Fix one random colony always spawning in new game even when slider was set to zero
* Fix governorship max size accidentally being set to 6
* Fix starting number of skill points in Spacer start
[close]

I am doing a pirate play on Nexerelin, and I found it somewhat odd that Freeport is a hostile port to Pirates. I know they are part of independents, but their incredibly expensive wares are off limits. Just seems strange.
Hm. The rule is kind of a leftover from SCY version of Prism Freeport, maybe I'll remove it.

Question about Nex for 0.91a (but should apply for newest as well).
How do I disable Galatian Academy insurance from free start?
It's not disable-able independently of the Academy stipend, unfortunately.
Although the new insurance system in 0.95 isn't based on having the stipend (or commissions) any longer.

Bug report:
AI factions appear to not pay for hazard pay when it is active, instead accumulating debt as long as hazard pay is active on a colony. The AI never has to pay for this, however if the player invades one of these colonies, the debt remains and will be charged to the player in full at the end of the month.
One example of this can be found in the Luddic Church colonies at Penelope's Star. After several cycles, the two colonies there will accumulate several million credits in debt.
If possible, invaded colonies should reset 'Hazard Pay spent this month' to zero upon being conquered by another faction.
Oh, so that's what happened in that screenshot earlier in the thread...
Thanks for the good catch! Fixed in latest version.
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