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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 2167606 times)

Snosibsnob

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Re: [0.95.1a] Nexerelin v0.10.4b "Dissonance" (hotfix 2022-01-30)
« Reply #4515 on: March 03, 2022, 02:16:21 PM »

Spoiler
Anybody else having problems with the "Showdown" quest for Midnight Dissonant? I beat all of the Hegemony forces but the quest hasn't been completed or continued.
[close]
It's possible one fleet got missed somehow. Try turning on devmode (easiest to do it in console) and press Ctrl+Z (toggles sensor mechanic) to see if any fleets are still lurking in the target system, the origin system or hyperspace.
(Note that you don't need to completely kill each fleet; due to a bug it counts as defeated if it takes any losses at all)

Hello, I checked, no fleets remain. I think the quest bugged out.

Is there any way to force complete quests? I kinda want to move on with Midnight Dissonent and can't without completing this quest.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4516 on: March 03, 2022, 06:40:23 PM »

I found a config called invasionFleetSizeMult and it's set to 1. Does that mean 0.8 would be normal?
Also, does that "20% higher than config setting" thing apply to task forces too? specialForcesSizeMult is set to 1 like the invasion one.
The multiplier only affects the number of "fleet points" the fleet can use to generate its ships (higher can mean more ships but also bigger/stronger ones); there's no config for max ship count.
Special task groups don't apply any modifier to max ship count.

Hello, I checked, no fleets remain. I think the quest bugged out.

Is there any way to force complete quests? I kinda want to move on with Midnight Dissonent and can't without completing this quest.
There's no standard command to complete a quest, but entering this in the Console Commands mod (copy and paste) will make the Showdown quest end with the appropriate rewards:
Code: java
runcode import exerelin.campaign.intel.missions.remnant.RemnantBrawl;
import com.fs.starfarer.api.impl.campaign.intel.contacts.ContactIntel;
RemnantBrawl brawl = (RemnantBrawl)Global.getSector().getMemoryWithoutUpdate().get("$nex_remBrawl_ref");
brawl.setCurrentStage(RemnantBrawl.Stage.COMPLETED, null, null);
brawl.getPerson().setImportance(brawl.getPerson().getImportance().next());
ContactIntel ci = ContactIntel.getContactIntel(brawl.getPerson());
if (ci != null) ci.sendUpdateIfPlayerHasIntel(null, false, false);
(although this is the last story quest anyhow)
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Greatgreengoo

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4517 on: March 04, 2022, 12:29:54 AM »

Here is an idea, im sure its been discussed before and I dont know how it would be implemented but with the Cryo Sleeper Ship, it would be awesome to be able to get a colony to 7 or 8. But only 1 colony. It would be lore friendly.
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"There is no absolute truth in the universe, but in saying so this must also be false"

MoyaOto

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4518 on: March 04, 2022, 12:09:38 PM »

Sorry for my English, I'm using google translate.

Thanks for the mod.

When I switched the invasions to the old version, I noticed that the balance has changed.
In the past, the AI took over just about every planet it invaded. With the old invasion interface, the AI often fails when invaded.

This is fine?

UPD:
I don't mind in principle.
Too annoying was the fact that in the early years, the Sindrian Diktat was losing almost all of its planets.
AI defenders are now better at dealing with invasion, making the sector a bit more static, which is good for me.

But... I'm afraid I broke something.
Is the old version of invasion still viable in the current mod version (0.10.4c)?

UPD(2):
Hmm... I noticed that when playing with the old version of the invasion, the defenders send out Special Task Group.

Weird because when I played with the new invasion UI, the invasion fleet just logged in, wiped out the patrols if there were any, and took over the planet.
At the same time, the defenders did not have Special Task Group.

Ah, I'm confused figuring out the mechanics of the mod...

UPD(3):
In general, I state the fact that with the old invasion system, the defenders for some reason repulse the invasion, while with the new system, the sector loses the Sindrian Diktat or the Church already in the first years of the game, since each invasion is successful, unless of course the player intervenes.
« Last Edit: March 04, 2022, 04:32:29 PM by MoyaOto »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4519 on: March 06, 2022, 06:13:16 PM »

Hello!

That's odd, switching between old/new invasion ground battles shouldn't affect what happens in space (including the behavior of attacker/defender special task groups).

(Next playthrough I'll probably look more closely at what the Diktat special task group is doing; the faction only has one system so it shouldn't usually have a reason to leave. You can see STG actions in your own game by using dev mode, or creating the file Starsector/saves/common/nex_dev.data)

Quote
In general, I state the fact that with the old invasion system, the defenders for some reason repulse the invasion, while with the new system, the sector loses the Sindrian Diktat or the Church already in the first years of the game, since each invasion is successful, unless of course the player intervenes.
I've found that new invasions seem to always succeed (if they win the space battle) if they're allowed to use a tactical bombardment the planet (they won't do it on non-polluted habitables, or they may fail the ground defense check). This sort of works, but in the future I may find a way to make the outcome less certain.
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MeinGott

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4520 on: March 07, 2022, 06:43:48 AM »

Is it me or do special task fleet ships revert to their standard variants after recovery? So no customisation, unless they always survive?

Btw, love special task fleet feature; Histidine, you da man
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gentulf

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4521 on: March 08, 2022, 04:32:01 AM »

The Special Task Force AI can get stuck in "patrolling system" state where I can't give it any order to override that behavior. It seems it tries to follow orders for a moment and then reverts back to patrolling a single planet.
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DARK170

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4522 on: March 08, 2022, 11:30:59 PM »

Hey guys, I have painful problem in my current. I can't get any BP from Prism for last year in game, I was getting  them before on same save and I can't invade it! Don't  know why, and I was hoping someone could help me :( I do have bootleg Varya's Sector, could that be the issue? On a new save, I can get new BP but can't invade Prism.
« Last Edit: March 09, 2022, 12:08:31 AM by DARK170 »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4523 on: March 10, 2022, 05:52:55 AM »

Hmm, I'll need to look into the special task group bugs (in particular, if player STG ships change their variants on dying and respawning that's something that really shouldn't be able to happen)

Hey guys, I have painful problem in my current. I can't get any BP from Prism for last year in game, I was getting  them before on same save and I can't invade it! Don't  know why, and I was hoping someone could help me :( I do have bootleg Varya's Sector, could that be the issue? On a new save, I can get new BP but can't invade Prism.
Are you using Prism in hyperspace? That version is always uninvadable, since a bunch of things would crash otherwise.

If you can't purchase blueprints when talking to an official, it's possible you already have all the blueprints that Prism can sell.
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SpaceDrake

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4524 on: March 10, 2022, 07:37:48 AM »

Quote
In general, I state the fact that with the old invasion system, the defenders for some reason repulse the invasion, while with the new system, the sector loses the Sindrian Diktat or the Church already in the first years of the game, since each invasion is successful, unless of course the player intervenes.
I've found that new invasions seem to always succeed (if they win the space battle) if they're allowed to use a tactical bombardment the planet (they won't do it on non-polluted habitables, or they may fail the ground defense check). This sort of works, but in the future I may find a way to make the outcome less certain.

I sort of figured this was a subtle encouragement for the player to join in - like "heeeeey, maybe you can come help these dudes out since they're struggling a little bit~" since the new invasion system allows you to Do That now. It would be nice for defenders to have a little more oomph, though.
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DARK170

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4525 on: March 11, 2022, 11:40:33 PM »


To get to Prism i need to use jump point and can i change in mod settings for  Prism to sell all BP instead of default group?
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Vundaex

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4526 on: March 12, 2022, 07:53:05 AM »

Legio Infernalis has launched an invasion fleet (5-star) on my only planet (I created my own faction) after only a few months in the game. I'm not sure if that is normal. It's not clear to me what to do about it.
Random core worlds weren't activated and I had 0 interaction with Legio Infernalis so far.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4527 on: March 12, 2022, 07:10:44 PM »

To get to Prism i need to use jump point and can i change in mod settings for  Prism to sell all BP instead of default group?
Just did a quick test with a new game and the invade option is there on Prism.
Are you on latest version of Nexerelin? (updating won't remove the no-invade tag in existing saves)

The trader always excludes items that don't normally occur as single blueprints, and anything with the NO_DROP or NO_BP_DROP tags, and blueprints that player already knows; this is hardcoded. There's also a list of banned blueprints provided by mods; you could go through each mod and remove/clear the relevant file if you really wanted, but I don't recommend it.

Legio Infernalis has launched an invasion fleet (5-star) on my only planet (I created my own faction) after only a few months in the game. I'm not sure if that is normal. It's not clear to me what to do about it.
Random core worlds weren't activated and I had 0 interaction with Legio Infernalis so far.
Legio starts hostile to pretty much everyone including player, so if you have a juicy colony they might well decide to munch on it. Might be good to do something to make them non-hostile before they invade; handing over a prisoner or AI core should do the job.
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Vundaex

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4528 on: March 12, 2022, 08:36:53 PM »

I'm wondering if that's from Nexerelin, but there's a planet owned by Hegemony and the station is owned by pirates. If I buy the planet from Hegemony, I can build my own buildings as per usual, but if I try to invade the station owned by pirates, I see they also own the same planet with different buildings on it. Not sure if that's a bug or working as intended.
Edit: So after capturing the station, now I have 2 different "planets" with the same name at the same spot.
Edit 2: See pictures
https://imgur.com/a/EGjIKsW
« Last Edit: March 12, 2022, 09:02:38 PM by Vundaex »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4c "Dissonance" (fixes 2022-02-26)
« Reply #4529 on: March 14, 2022, 04:53:26 AM »

I'm wondering if that's from Nexerelin, but there's a planet owned by Hegemony and the station is owned by pirates. If I buy the planet from Hegemony, I can build my own buildings as per usual, but if I try to invade the station owned by pirates, I see they also own the same planet with different buildings on it. Not sure if that's a bug or working as intended.
Edit: So after capturing the station, now I have 2 different "planets" with the same name at the same spot.
Edit 2: See pictures
https://imgur.com/a/EGjIKsW
Is that random sector? I'm guessing this is the bug where a mod that doesn't support random sector adds a planet with a market, then Nex random sector generator adds another market to the same planet*. To confirm this, you could generate a new non-random sector and look for a planet/star system with the same names.

*although I thought I'd already prevented this from happening

(If it's not random sector, well, sounds like that mod itself is adding the market twice on its own)
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