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Author Topic: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)  (Read 3013522 times)

Deshara

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3960 on: June 15, 2021, 12:51:43 PM »

having what looks like a (minor) bug; i just conquered the entirely of arcadia (!!!), gave old james to pirates, gave everything except the citadel (gonna upgrade it to HC) & nomios (gonna give it commerce) autonomy, went back to Magec to give Tibicena autonomy while I was at it and... its staying on the colonies screen. Not sure what's up with that. I exited the game & reloaded to see if it'd do it twice and it has
https://imgur.com/a/9DGHzob
Is the issue about Tibicena staying on the colony screen? That's because it has player items stored, hence the "Storage" bit where the size would be.

OH MY GOD THATS SO SMART. This mod is so good that it has features so clever that I just assume that they must be bugs bc theres no way the mod is good enough to have my storage planet show up on my colonies screen so I dont forget where I stored stuff
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AcaMetis

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3961 on: June 15, 2021, 12:59:24 PM »

Quote
OH MY GOD THATS SO SMART. This mod is so good that it has features so clever that I just assume that they must be bugs bc theres no way the mod is good enough to have my storage planet show up on my colonies screen so I dont forget where I stored stuff
I'm pretty sure showing storage on the colonies screen is a vanilla feature, actually. It's usually never seen since you can just store stuff in one of the three abandoned stations. But it can crop up when you use contacts-based production, since you'll be given access to storage on the market they're on in order to actually have a place to drop off whatever you ordered.
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SpaceDrake

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3962 on: June 15, 2021, 04:19:17 PM »

Any chance we can get a "preserved core systems" mode? I'd love to have all the functionalities of nexerelin, but the core sector loosing character by having factions wiped out or bereft of their planets by other factions just makes me sad. So that factions colonise the outer systems and battle for them, but the core remains outside of player agency.

The conquest/unification of the Core Worlds is... kind of the entire point of Nexerelin. :V You're asking for more or less a fundamentally different experience. (And why would conflict over outer colonies not spill into the Core?)
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robepriority

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3963 on: June 15, 2021, 05:19:06 PM »

You can also just disable invasions.

Atrophus

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3964 on: June 16, 2021, 11:30:38 AM »

The conquest/unification of the Core Worlds is... kind of the entire point of Nexerelin. :V You're asking for more or less a fundamentally different experience. (And why would conflict over outer colonies not spill into the Core?)
Uhhh I guess^^
To me the appeal of the mod was that the different factions would colonise worlds as well, expanding markets, and be alive beyond having inconsequential hostilities here and there. Its just that I kept thinking "Nooo Hegemony, you cant just extinguish TriTach!" And had to conquer back their planets for them x)

You can also just disable invasions.
That sounds like a plan, I'll try that. Thanks  :)
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Merieman

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3965 on: June 19, 2021, 12:41:51 AM »

I'm afraid my inexperience is showing. I'm trying to change the Prism Freeport to spawn in hyperspace again, rather than Sitnalta, and I'm blindly looking through the config mentioned in the notes for what to alter. Could anyone lend a hand and make me feel slightly-silly for how simple this probably is?
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DownTheDrain

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3966 on: June 19, 2021, 03:16:03 AM »

Uhhh I guess^^
To me the appeal of the mod was that the different factions would colonise worlds as well, expanding markets, and be alive beyond having inconsequential hostilities here and there. Its just that I kept thinking "Nooo Hegemony, you cant just extinguish TriTach!" And had to conquer back their planets for them x)

I feel you, especially when one of the original powers gets rolled by a mod faction.
You can always just console command (setmarketowner) it back to whomever it belonged to if you feel that a planet is too defining for a faction to be lost.
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dreamdancer

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3967 on: June 20, 2021, 03:57:20 AM »

I'm trying to change the Prism Freeport to spawn in hyperspace again, rather than Sitnalta, and I'm blindly looking through the config mentioned in the notes for what to alter.

The config file "exerelin_config.json" is in the mod directory. Set "prismInHyperspace" to true.
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Patchy

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3968 on: June 22, 2021, 06:59:54 PM »

So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.

Sooo, the whole point of this long winded  post was to ask if there could  be some kind of supported option to stymie expansion outside the core worlds and to slow down the actions of the factions so that, in the event you aren't allied with who has the most friends in 6 months of game time, you don't "lose" the game. before you even have a real chance to win.
« Last Edit: June 22, 2021, 07:01:48 PM by Patchy »
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Helldiver

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3969 on: June 22, 2021, 09:48:05 PM »

So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.

Sooo, the whole point of this long winded  post was to ask if there could  be some kind of supported option to stymie expansion outside the core worlds and to slow down the actions of the factions so that, in the event you aren't allied with who has the most friends in 6 months of game time, you don't "lose" the game. before you even have a real chance to win.

You can disable victory conditions (note that "victories" don't end your campaign) in settings. Most parameters including factions colonizing new worlds can be disabled or adjusted (i.e delay before colonization efforts start, frequency of invasions), usually what config line does what is explained next to it. Main parameters are spread between "exerelin_config.json" and "settings.json" - make sure to look at both!
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dreamdancer

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3970 on: June 23, 2021, 06:34:51 AM »

Sooo, the whole point of this long winded  post was to ask if there could  be some kind of supported option to stymie expansion outside the core worlds

They don't expand all that fast. Don't sell survey data, that speeds up their expansion. If you choose Old Sector for the Galaxy generation, there should be a decent amount of good systems with habitable planets.

Quote
the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...

Have you done the Galatia story line? Have you talked to Yaribay?
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Big Bee

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3971 on: June 23, 2021, 09:31:52 AM »

Weird how the Hazard Mining Incorporated systems still appear in the same spot even with randomized core worlds, even though systems from other mods seem to still be random
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SpaceDrake

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3972 on: June 23, 2021, 10:33:02 AM »

So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.

The other "issue" here is that Nex is really meant to be used in conjunction with at least a few faction mods, in order to expand the board a little and increase the number of players. If you just stick with the vanilla four factions, a result like this is possible due to random diplo rolls - it's unlikely, yes, because the Hege and League are initially disposed mildly negatively to one another (both in raw relation score and in diplo profile), but it is possible for the two to ally, given the right set of circumstances. Adding more players increases the complexity of the situation and makes for a larger area someone has to ally with or conquer in order to win, and prevents early win scenarios.

If you want a decent bit of variety without feeling too overwhelmed, I'd go with four or five faction mods to start with. Specifically, Volkov Industrial, Diable Avionics, ScalarTech, Kadur Remnant and Xhan Empire (which includes United Pamed). Diable and ScalarTech will tend to ally very early, ditto with Volkov and the Hege, and Pamed and TriTach usually end up buddies too, so that gives several of the major players a buddy and makes it a bit less likely the big players will pair off with each other; meanwhile, Kadur will put the screws on the Hege from the start (though will probably get wiped out without help) and Xhan sits at the edge of space being *** to everyone. :V They also add a ton of variety to the game, so that's another plus!

But yeah, no matter how you go about it, Nex is best played with some faction mods to spice the sector up. When it's just the initial four, you can get results like what you posted.
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Wyvern

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3973 on: June 23, 2021, 02:17:24 PM »

You can go into the mod's settings and effectively 'turn off' colonization by cranking up the amount of time before/between colonization attempts.

It's one of the settings I usually mess with myself; while having the AI colonize places makes some degree of lore-sense, it works poorly with gameplay; exploration as the player is rather slow, while the AI can just pick wherever it likes.

...Also, I've seen the AI cheerfully colonize medium or high hazard systems, and unless I'm right there when the colony fleet arrives, they tend to succeed at this, rather than getting blown out of the sky by the remnants like they ought to.

That all said, it's a setting I'm also happy enough to revert to original values once I've got myself comfortably settled. I know Nex is kindof made with the assumption that the player starts with either a colony or a commission, but I prefer to go with free start - and would really like an option along the lines of 'no invasions, alliances, or colonization until the player has a size four colony and is ready to play the game on that level'.
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Helldiver

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Re: [0.95a] Nexerelin v0.10.2c "Mercenaries and Patriots" (fixes 2021-06-12)
« Reply #3974 on: June 23, 2021, 07:32:03 PM »

I know Nex is kindof made with the assumption that the player starts with either a colony or a commission,

Since when?

while having the AI colonize places makes some degree of lore-sense, it works poorly with gameplay; exploration as the player is rather slow, while the AI can just pick wherever it likes.

Even with default settings factions are very slow to colonize anything IMO. It takes little time for the player, even with Starfarer mode+Ruthless Sector+Starpocalypse, to have surveyed a large span of the sector and assembled the required crew and supplies/HM to start multiple colonies. It's even easier now that size 3 colonies are effectively protected by god mode and you don't have to prepare funds in advance to build big defenses.

I do wish that something was changed about how factions actually colonize though, I've sometimes escorted friendly colony fleets myself only to see them loiter near the jump point for days without approaching the target planet (despite no enemies nearby) followed by colonization having "failed" and them retreating.
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