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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Author Topic: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)  (Read 2171736 times)

silentsnack

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3765 on: April 29, 2021, 04:29:34 PM »


Why is the shortage and fleet d-mod indicators colored blue instead of red?
Edit the file starsector-core\data\config\settings.json
Find the line ["colorblindMode":false,] and set it to 'true'
What once was red now is blue.


...which is of limited usefulness except for a narrow subtype of colorblindness (which isn't the one I have) but at least the developer put forth a little bit of effort instead of none at all, I guess?
« Last Edit: April 29, 2021, 04:34:14 PM by silentsnack »
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Histidine

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3766 on: April 29, 2021, 06:20:44 PM »

Feature request: the option to override the stabilization commodities for a faction through the faction's nex config.

eg "stabilizationDemandClasses":["luxury_goods","domestic_goods","ore"], which would result in a faction that stabilizes through luxury goods (or lobsters, or some other luxury_good), domestic goods, and big piles of rocks.
Hmm, I can do that.

Not sure if anyone has reported this bug but I found a pather base whose orbital station has been rendered unoperational but still standing, so I satbombed it. The game says that since this is a hidden base, there won't be any rep change.

after I did that, the station was abandoned; however, the game still show that it is still providing support to my colonies' pather bases as a neutral station.
Is there a quick way to remedy this with console command? I have tried to send base strike fleet but since there's no operational market in said system, I cant really do anything.
Yeah, sat bombing Pather stations will cause it to glitch out. Although the base not being killed after losing its station is a bug in itself. Do you know how it happened?

To remove the existing cells, use an agent (but they might reconnect to the zombie base after the disruption ends). Or removecondition pather_cells in console, although if it works the same as in 0.9.1 then the colony will become permanently immune to new cells as a result.

Also under "not sure if bug" discovered that a shortage of organics at a Cryosanctum somehow appears to increase production of harvested organs?
Looks like this is actually intentional on Alex's part! (Also happens with a supply deficit)

My guess: they can't maintain the cryopods at full capacity any longer, so, well, the supply of no-longer-freezable bodies to harvest increases...

Hello,
I love this mod but I have a slight issue in my game. The Hegemony just declared war on TT and TT are getting absolutely steamrolled.  The issue is I'd rather they didn't since I'd eventually like to buy their stuff.  I could commission myself to fight on their behalf but that screws with my relations and considering how many fleets are in the TT home system right now I'm not really sure I could turn the tide even if I did.  I don't suppose there is some other way I can help them that would really make a difference?
If you can do it, taking out the orbital works on Chicomoztoc (and the one on Raesvelg for good measure) will really mess them up.

Finding a way to start a war between Heg and one of the other major factions (Persean League is good) should also take some of the heat off TT.
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Flacman3000

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3767 on: April 29, 2021, 08:03:04 PM »

Hey, Histidine I have a question I'm currently making a mod with minimal scripting, etc. I wanted to know how the Prism Freeport works in terms of blueprint exchanges and ships sold on the high-end market. My mod has no faction attached to it, it's kind of you find it, you use it type of implementation for exploration, kind of like seeker only blueprints and no remnant has them. However, I wanted players to be able to exchange other blueprints for bp's from my mod do I need further implementation besides >data>config>prism? or does it take every BP unless blacklisted anyhow? Also for the ships sold on the HEM do I need further implementation or its like before unless blacklisted in the CSV? I noticed a paragon was for sale once, are ships literally randomly selected at each market refresh, or is there a rarity system in place because I haven't seen a Paragon on sale since.

EDIT: Do BP packages get exchanged too or just single item BP's? Just to be sure. And can I make a ship exclusive only to the independent HEM market like the ship has no bp at all and will only be sold on the market rarely?
« Last Edit: April 29, 2021, 10:02:52 PM by Flacman3000 »
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Buddah

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3768 on: April 29, 2021, 11:16:13 PM »

A question about agents, is there somewhere specific I should be looking for them? I know I saw some for hire in the beginning of the game but now I swear I've been to every core world 3 times over and can't find a single one.
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Histidine

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3769 on: April 30, 2021, 03:53:04 AM »

Missed a couple of posts the first time:

Inconsistency: when docked at an outpost the tooltip for the 'storage' tab says there are no storage fees, but if you actually put items in the storage then the outpost shows up on your monthly income reports as having a storage fee based on the value of items.  The only way to store stuff for free is to put everything in pseudo-colony's local resource stockpile, but that only works for commodities.
Hmm, I'm not getting any storage fee from outposts, although I think people have reported this exact issue before. Maybe one day I'll figure out what's going wrong.

Quote
...also is it intentional that outposts function as a spectacularly kludged playercolony* in that they let you refit ships without the "refit in space" CR penalty?

*having a waystation but no spaceport, you can't install/swap logistic hullmods but somehow even though there isn't a dock the refit screen lets you 'restore' to wipe D-mods???
Not intentional, but it's just how the game works and I don't think I can change it. (The exact same effects are seen with abandoned stations)

I stumbled upon the minWarWearinessForPeace in the config file, but the description just says float. What does this setting do?
It's how much war weariness the faction needs to consider making a ceasefire/peace treaty offer to another faction (see the Diplomacy profiles section in intel screen for how much weariness each faction currently has).

Found a minor text bug. When an agent is detected manipulating the political process, the agent's faction should lose standing with the two targets, in this case H.M.I and United Pamed. The text instead shows one of the targets twice, but the standing impact looks correct.
Thanks, fixed!

A question about agents, is there somewhere specific I should be looking for them? I know I saw some for hire in the beginning of the game but now I swear I've been to every core world 3 times over and can't find a single one.
Just keep checking bars I guess, they ought to turn up eventually.

Hey, Histidine I have a question I'm currently making a mod with minimal scripting, etc. I wanted to know how the Prism Freeport works in terms of blueprint exchanges and ships sold on the high-end market. My mod has no faction attached to it, it's kind of you find it, you use it type of implementation for exploration, kind of like seeker only blueprints and no remnant has them. However, I wanted players to be able to exchange other blueprints for bp's from my mod do I need further implementation besides >data>config>prism? or does it take every BP unless blacklisted anyhow? Also for the ships sold on the HEM do I need further implementation or its like before unless blacklisted in the CSV? I noticed a paragon was for sale once, are ships literally randomly selected at each market refresh, or is there a rarity system in place because I haven't seen a Paragon on sale since.

EDIT: Do BP packages get exchanged too or just single item BP's? Just to be sure. And can I make a ship exclusive only to the independent HEM market like the ship has no bp at all and will only be sold on the market rarely?
- Blueprint trader sells BPs for any ship with a "rare_bp" tag, unless it's blocked in the CSV or by having the "no_drop" or "no_bp_drop" tags. It never sells packages, although it will buy them from the player.

- For each ship on the high-end seller, it just picks a random whitelisted faction in the game, then a random ship role (small freighter, large tanker, medium combat ship, etc.) then generates a ship with that faction and role.
If the resulting ship is prohibited for whatever reason (aside from the blacklist, there are FP thresholds for each size class, and it can't have D-mods), it tries again.
It doesn't care whether blueprints of the ship are technically available, just needs to be known to a faction.
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Flacman3000

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3770 on: April 30, 2021, 06:34:49 AM »

I see so is it possible to have ships that have no blueprints show up without a faction knowing it? Because the ship I want on the HEM doesn't belong to any faction. And can the player's faction be whitelisted so any bp the player learns the HEM begins to sell I would like to enable this actually myself!
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Gimmick Account

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3771 on: April 30, 2021, 10:44:02 AM »

Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
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shoi

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3772 on: April 30, 2021, 11:55:42 AM »

Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.

unless im misunderstanding you, player does even worse dumping 1000 people on random planets, which i would argue is even more immersion breaking
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Alphonselle

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3773 on: April 30, 2021, 12:34:05 PM »


Yeah, sat bombing Pather stations will cause it to glitch out. Although the base not being killed after losing its station is a bug in itself. Do you know how it happened?


AFAIR some other faction sent a raid fleet to the pather base instead of a base strike fleet. either way, the station got fucc'd. I tried to recolonize the abandoned station, build an orbital station and give it to the pathers, then attacked it again and it disintegrated properly. weird.
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Alphonselle

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3774 on: April 30, 2021, 12:57:38 PM »

Spoiler

[close]
Bug report: Seems like there's another 'pirate' faction that spawned with a pirate base and when I send a base strike fleet to them, my alliance declared with said faction too. weird.
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Gimmick Account

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3775 on: April 30, 2021, 01:14:13 PM »

Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.

unless im misunderstanding you, player does even worse dumping 1000 people on random planets, which i would argue is even more immersion breaking

What do you mean? Those planets are potentially habitable, and even the smallest of them has more room to expand than the biggest possible starbase in the sector. What's unnatural about starting new colonies? That it's too easy? If that's your idea, then I agree, but it wouldn't change the my opinion about settled orbital structures.
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NoMercyForLudds_

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3776 on: April 30, 2021, 03:17:47 PM »

Question:

Do factions currently use the items I sell to them? Including blueprints, colony items, and planet surveys?

Edit: Also ships/weapons?
« Last Edit: April 30, 2021, 05:02:05 PM by NoMercyForLudds_ »
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shoi

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3777 on: April 30, 2021, 03:33:52 PM »

Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.

unless im misunderstanding you, player does even worse dumping 1000 people on random planets, which i would argue is even more immersion breaking

What do you mean? Those planets are potentially habitable, and even the smallest of them has more room to expand than the biggest possible starbase in the sector. What's unnatural about starting new colonies? That it's too easy? If that's your idea, then I agree, but it wouldn't change the my opinion about settled orbital structures.

misread your post
« Last Edit: May 01, 2021, 01:45:02 AM by shoi »
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HollandOats

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3778 on: April 30, 2021, 10:24:10 PM »

I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.
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Flacman3000

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Re: [0.95a] Nexerelin v0.10.0e "Space Hero Academia" (fixes 2021-04-21)
« Reply #3779 on: May 01, 2021, 01:13:35 AM »

I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.

Ouch that's an amazing feature to disable I'd understand if we didn't have agents but oh well.
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