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Author Topic: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)  (Read 1817200 times)

Helldiver

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4125 on: September 04, 2021, 12:13:14 PM »

Got some questions about mining fleet generation.

From poking around files, I found out (if I'm not wrong) that AI mining fleets rely on "addMiningShipToFleet" for ensuring that mining ships are part of the composition and that the only one listed as such in "NexUtilsFleet" is the Sheperd's Frontier variant (with the option of adding a "miningVariantsOrWings" line to faction config files).

1. Is this the only way that "miner" ships are selected for mining fleets (meaning any "mining" ship that's not a Frontier Sheperd or something listed under "miningVariantsOrWings" in the given faction's config is actually just there as a random spawn) ?
2. If it's the only way, is there a way to list ship variants as miners game-wide (making them valid miners from any faction that has access to the hull/variant) or does "miningVariantsOrWings" have to be set for each faction?

Thank you in advance.
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SpaceDrake

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4126 on: September 04, 2021, 12:59:16 PM »

just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?

Go into "Custom Stars" and pick the Tutorial Start option. Be warned, starting at level 1 is a bit buggy due to how this start holds a skill point back (and this makes Nex freak out a little); start at level 2, and when the game tries to "level you up" to 2, you'll still have the right amount of skillpoints and still remain at level 2, and everything else will proceed normally.
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Histidine

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4127 on: September 04, 2021, 06:44:34 PM »

Got some questions about mining fleet generation.

From poking around files, I found out (if I'm not wrong) that AI mining fleets rely on "addMiningShipToFleet" for ensuring that mining ships are part of the composition and that the only one listed as such in "NexUtilsFleet" is the Sheperd's Frontier variant (with the option of adding a "miningVariantsOrWings" line to faction config files).

1. Is this the only way that "miner" ships are selected for mining fleets (meaning any "mining" ship that's not a Frontier Sheperd or something listed under "miningVariantsOrWings" in the given faction's config is actually just there as a random spawn) ?
2. If it's the only way, is there a way to list ship variants as miners game-wide (making them valid miners from any faction that has access to the hull/variant) or does "miningVariantsOrWings" have to be set for each faction?

Thank you in advance.
Currently the only way to get a faction to use a specific mining ship is to add to its specific miningVariantsOrWings table, yeah.

I've considered switching to using entries in default_ship_roles.json before, but I'm not sure how to do this in a reverse-compatible way.
Maybe I'll make it use the miningVariantsOrWings lists by default, but a faction that doesn't have it uses the default ship roles file. Then modders can remove their miningVariantsOrWings over time.
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Helldiver

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4128 on: September 05, 2021, 01:40:38 AM »

Currently the only way to get a faction to use a specific mining ship is to add to its specific miningVariantsOrWings table, yeah.

I've considered switching to using entries in default_ship_roles.json before, but I'm not sure how to do this in a reverse-compatible way.
Maybe I'll make it use the miningVariantsOrWings lists by default, but a faction that doesn't have it uses the default ship roles file. Then modders can remove their miningVariantsOrWings over time.

Thank you for the fast answer. I think the current implementation is fine (it allows even more precise control than I used to think, which is great), but I wanted some info since I'm a noob at anything involving code lol.
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geminitiger

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4129 on: September 07, 2021, 02:38:42 AM »

bar : carefully approach the angry man/woman in the expensive suit
dialogue typo/error: look at $dcom_hisOrHer tripad
love the mod.
edit: woke up and realized this is likely just a quest that came with the new update. IDK.  :-[
« Last Edit: September 07, 2021, 08:42:34 PM by geminitiger »
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geminitiger

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4130 on: September 08, 2021, 02:45:17 AM »

I'm guessing this is Nex code but I don't know for sure, regarding bonus admins for population size. To get past 6 admins you need a population of 80, but with 3+6 colonizes all size 6, that's a soft limit of only 54. I believe this was setup on the old system where planets could get past six, but now they can't so the requirements should be drastically reduced.
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JAL28

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4131 on: September 08, 2021, 05:12:00 AM »

My assumption is that that is unintentional, though it might just be a mechanic used to coerce the player into putting alphas into admin roles
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default

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4132 on: September 08, 2021, 05:00:29 PM »

So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?

Spoiler
Mainly the ability to use gates. I don't care too much about the Ziggurat...
[close]
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Histidine

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4133 on: September 08, 2021, 05:25:41 PM »

I'm guessing this is Nex code but I don't know for sure, regarding bonus admins for population size. To get past 6 admins you need a population of 80, but with 3+6 colonizes all size 6, that's a soft limit of only 54. I believe this was setup on the old system where planets could get past six, but now they can't so the requirements should be drastically reduced.
I haven't decided to rebalance the bonus admin increments, yeah. Though note that colonies with alpha core admins and autonomous colonies also count towards the population requirement.

So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?

Spoiler
Mainly the ability to use gates. I don't care too much about the Ziggurat...
[close]
Spoiler
You still can't do story in random sector. But it gives the gate ability at start, and in the Discord-only beta (official release soon), it also gives player both Neutrino Detector and Transverse Jump.
Random sector doesn't touch Ziggurat, the Alpha Site still spawns at the same coordinates and you can go there if you know where to look.
[close]
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default

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4134 on: September 08, 2021, 07:03:53 PM »

So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?

Spoiler
Mainly the ability to use gates. I don't care too much about the Ziggurat...
[close]
Spoiler
You still can't do story in random sector. But it gives the gate ability at start, and in the Discord-only beta (official release soon), it also gives player both Neutrino Detector and Transverse Jump.
Random sector doesn't touch Ziggurat, the Alpha Site still spawns at the same coordinates and you can go there if you know where to look.
[close]

Awesome. That works for me.
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geminitiger

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4135 on: September 08, 2021, 08:59:21 PM »

I haven't decided to rebalance the bonus admin increments, yeah. Though note that colonies with alpha core admins and autonomous colonies also count towards the population requirement.

Ah, autonomous colonies also count, well that's good, could stand to be lowered though.  ;D Thanks for the answer.

Also, I don't know if it's possible or if I'm the only guy with this opinion but the Nexus blueprint thing is a huge pain the ass with too many mods installed, I've been looking to buy some vanilla blueprints for years like Paragon, I don't have a solution for this problem except to make seperate lists for like "big", "medium","small ships", "weapons" or just another page or something IDK.  ;D

love Nex forvever.  ;)
« Last Edit: September 08, 2021, 10:06:52 PM by geminitiger »
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pmh501vn

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Re: [0.95a] Nexerelin v0.10.2e exploit
« Reply #4136 on: September 09, 2021, 05:56:25 PM »

So I've been messing around with the mod, and apparently, if you hire from AIM, then either sell the ship(s) or store them, when you terminate their contract and refuse to pay (or pay with a 80% discount) you GET the ship AND its captains.
Also, the captain can be removed when you assign a new captain, be it yourself or someone else, to replace him/her. In that case, him/her would get deleted. Idk if they even count towards maximum captain numbers.

So was pretty funny when I found out about this. And if you can find some time, can you fix it? It seems silly to be able to do something like this >.<
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geminitiger

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Re: [0.95a] Nexerelin v0.10.2e "Mercenaries and Patriots" (fixes 2021-08-05)
« Reply #4137 on: September 10, 2021, 12:37:41 AM »

With the alliances intel function you can tell the market sizes of a faction. Is there any way to tell the size of a faction that isn't in an alliance?
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Histidine

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4138 on: September 11, 2021, 12:13:32 AM »

Well, here it is, the special new feature I've been wanting for a while.
(although it hasn't been new on Discord for a week now)





(if it turns out you dislike it, look for the legacyInvasions setting in Nexerelin/exerelin_config.json)

Nexerelin v0.10.3b
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Changelog
Spoiler
## v0.10.3b (2021-09-11) ##
* Vengeance changes
    * Vengeance fleets required to next vengeance level 3 -> 2
    * Reduce vengeance generation from raids (now uses market size instead of square of size)
    * Level 1 vengeance fleets slightly stronger
    * Don't use vengeance greeting in comm link for special task groups
* Rebel ground battle strength 0.8 -> 0.5
* Stolen merc ships have their merc officer (if any) removed when contract ends
* Change Persean League's morality value from good to neutral
* Improve placement of ground battle industries
* Add more help info on ground battles
* Fix player tracker null pointer on some invasions
* Fix ground battle arrow drawing on station-only maps

## v0.10.3 "SpaceLand Battle" (Discord-only, 2021-09-08) ##
### Gameplay
* Add new invasion system, as a turn-based tactical minigame
    * It's quite complex, so read the help panel in the intel item and consult the tooltips for help; don't be afraid to explore
    * Old invasion system can be enabled with `legacyInvasions` setting in exerelin_config.json
    * Currently NPC invasions use the old system regardless
* Allow own faction start in non-random sector (will try to find a decent starting planet for player in/near core worlds)
* Rebellion suppression fleet interval size 60 -> 120
* Invasion fleet target priority uses inverse square distance (previously just inverse distance)
* Offensive fleets have fewer tankers/freighters; mining fleets have fewer freighters
* Don't spawn response fleets from hidden markets (e.g. popup pirate bases)
* Agents have an "internal security mode" toggle that lets them automatically clean up Pather cells and find pirate bases when idle
* Add a rare type of high-level military bounty
* Replace 25% of starting supplies in super ship starts with heavy machinery
* Derelict Empire markets transfer their invasion point output to human factions (specifically the market's "original" owner)
* Factions wait 25% longer on average before sending expeditions against pirate/Pather bases

### Fixes
* Don't target hyperspace markets for invasions etc. (can cause a CTD)
* Fix operative's repeat action creating a 'ghost' action that doesn't appear in operative intel
* Fix response fleets never being afraid of player
* Fix Low Profile trait not actually having an effect on invasion targeting
* Fix merc fleet sizes being affected by market fleet size mult, no more easy huge merc companies for you
    * Increase `extraFP` value of merc companies that use them, to compensate
* Fix merc officers potentially being stuck on a player ship forever when contract ends, if they lost their original ship and were reassigned
* Fix cases of player potentially getting stuck when interrogated by special task group
* Raids don't do anything to markets that were captured by a friendly faction just before the raid fleet does its thing
* Fix Heavy Industry own faction starting bonus not upgrading existing HI to Orbital Works
* Relief fleet only triggers rep gain if unrest removal was not zero
* Try to prevent a case where raid condition sticks around a bit longer than it should
* Fix merc ship tooltips not being visible in company list panel
* Fix the Midnight Dissonant dialog bug

### Text
* Change synchrotron's "no planet" limitation text to "standalone station"

### Modding
* Add Monstrous diplomacy trait
* 'Z key' campaign menu now uses rules.csv (allows third-party additions if needed)
[close]

With the alliances intel function you can tell the market sizes of a faction. Is there any way to tell the size of a faction that isn't in an alliance?
The faction directory (Z on the campaign map, or special functions submenu when docked at a colony) prints the total size of the selected faction.
« Last Edit: September 11, 2021, 01:19:20 AM by Histidine »
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megabot

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Re: [0.95a] Nexerelin v0.10.3b "SpaceLand Battle" (update 2021-09-11)
« Reply #4139 on: September 11, 2021, 12:26:27 AM »

looking at the images i feel like I've been shown EU4/heart of iron :laugh:. well, let's see how it plays out when I'll play the game again
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