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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Nexerelin v0.12.0 "Abyssal Gaze" (official 2025-04-06)  (Read 3717905 times)

SpaceDrake

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4635 on: May 15, 2022, 06:31:32 PM »


The relation commands work fine, I meant that they don't solve the not-leaving-alliance problem I have. Does the leavealliance command work instantly? If not, it's definitively not working for me, and/or I'm using it wrong.
The syntax that I "learned" from the console is
Code
leavealliance <faction name>
is there something else to it?

I actually had to use this again this morning, and I realized something: it doesn't trigger a pop-up message. The event is still happening, but you'll need to go into the alliance list in the intel screen to verify it's happening.
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Juroguy

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4636 on: May 16, 2022, 08:29:21 PM »

Is there any possible way to stop my faction specifically from getting the random events that change relations?

All my buisness partners keep spontaneously hating me, this might of already been answered but i can't find it.
« Last Edit: May 16, 2022, 08:42:41 PM by Juroguy »
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snopey1

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4637 on: May 17, 2022, 01:13:50 AM »

Playing with a fair number of mods installed (24 active factions at start) and I am currently doing the Showdown quest. I gated over to the system it's meant to start out of and sat in a belt within sight and sensors of the station. Quest updates to "Defend" and I only see patrols around the station. I tried reloading (saved after getting into system for this reason) and waited again. nothing.

hm. okay I'll wait in hyper space, no Heg fleets come out of system after waiting 3 weeks. tried this twice in case I missed it.

okay. Console commands Reveal (I raised sensor strength limit to 200mil in my settings long ago) okay I can see everything in system. no heg fleets aside from patrols. big group of Roiders and Scy ships at war. lets wait. no new ships after "Defend" pops. I'm pretty lost now. go to Hyperspace and wait once more after revealing a lot of hyperspace and see no heg ships, wait for Defend and no heg ships spawn even after waiting 2 weeks.

I've seen no one else have issue of no fleets spawning when I look into google/this post, I don't want to use the runcode you provided to finish it instantly unless I have to.
I saw "put it into dev mode and add a file to Starsector > Saves > Common named nex_dev.data" but not sure how to get it to populate with system information about this quest. Or I'm not sure how to put Nex into dev mode.

Any help is appreciated, I'm off to bed for now, but will check once off work. Thank you!

Edit: I saw in a patch note that if I wait 45 days it'll auto complete and reward me. so I waited 45 days and got it a win. I'll make a copy of save if your interested.
« Last Edit: May 17, 2022, 07:42:26 PM by snopey1 »
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TheTangy

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4638 on: May 17, 2022, 01:49:35 PM »

Is there any way to stop rebellions except for giving/selling supplies to station officials?

I have a bunch of marines stored on the planet I took over for my faction, can I use them somehow?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4639 on: May 17, 2022, 08:19:41 PM »

Is there any possible way to stop my faction specifically from getting the random events that change relations?

All my buisness partners keep spontaneously hating me, this might of already been answered but i can't find it.
followersDiplomacy in Nexerelin/exerelin_config.json

Is there any way to stop rebellions except for giving/selling supplies to station officials?

I have a bunch of marines stored on the planet I took over for my faction, can I use them somehow?
You can give (some of) your marines to the official; heavy armaments also work.
An indirect way to manage a rebellion is to raise local stability.

Playing with a fair number of mods installed (24 active factions at start) and I am currently doing the Showdown quest. I gated over to the system it's meant to start out of and sat in a belt within sight and sensors of the station. Quest updates to "Defend" and I only see patrols around the station. I tried reloading (saved after getting into system for this reason) and waited again. nothing.

hm. okay I'll wait in hyper space, no Heg fleets come out of system after waiting 3 weeks. tried this twice in case I missed it.

okay. Console commands Reveal (I raised sensor strength limit to 200mil in my settings long ago) okay I can see everything in system. no heg fleets aside from patrols. big group of Roiders and Scy ships at war. lets wait. no new ships after "Defend" pops. I'm pretty lost now. go to Hyperspace and wait once more after revealing a lot of hyperspace and see no heg ships, wait for Defend and no heg ships spawn even after waiting 2 weeks.

I've seen no one else have issue of no fleets spawning when I look into google/this post, I don't want to use the runcode you provided to finish it instantly unless I have to.
I saw "put it into dev mode and add a file to Starsector > Saves > Common named nex_dev.data" but not sure how to get it to populate with system information about this quest. Or I'm not sure how to put Nex into dev mode.

Any help is appreciated, I'm off to bed for now, but will check once off work. Thank you!

Edit: I saw in a patch note that if I wait 45 days it'll auto complete and reward me. so I waited 45 days and got it a win. I'll make a copy of save if your interested.
That sounds wacky indeed. If you do have a save (ideally just before/after starting the mission), that might let me debug it, thanks!
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mora

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4640 on: May 19, 2022, 01:03:14 AM »

I got a extreme frame dip when I looked at a ground battle result that ended in peace. The logs don't really say anything but apparently the battle took 153 turns so maybe that has to do with it.

[attachment deleted by admin]
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Brandon0sh

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4641 on: May 19, 2022, 10:32:42 AM »

Any chance we could get a "spawncolonyexpedition <faction> <optional target>" command? :)

for seeding modded factions that I added mid game because I'm dumb
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liam556

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4642 on: May 19, 2022, 08:03:54 PM »

Just a quick question, how and/or where do I get operatives and what types are there?
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Brandon0sh

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4643 on: May 20, 2022, 11:42:40 AM »

is there a setting for how long a defense fleet stays in system? i'm not finding it
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4644 on: May 21, 2022, 07:36:07 PM »

Any chance we could get a "spawncolonyexpedition <faction> <optional target>" command? :)

for seeding modded factions that I added mid game because I'm dumb
I might add one someday, maybe?. Closest thing is the debug runcode:
Code: java
runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("jangala")
"jangala" being the origin market ID, and the expedition is sent to the planet the player is currently docked with.

Just a quick question, how and/or where do I get operatives and what types are there?
Operatives are currently only available as an infrequent bar event. The three types are Negotiator, Saboteur and Hybrid; the actions each type can do is displayed in the intel item or bar encounter for an agent of that particular type.

is there a setting for how long a defense fleet stays in system? i'm not finding it
It's currently hardcoded (150 days).
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Twilight Sentinel

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4645 on: May 23, 2022, 10:56:22 PM »

Uh, are there suppose to be a huge number of pirate armadas hanging out around a random lv 1 pirate base?  I just jumped into the system and faced this battle:



Took me 4 rounds of combat, but I got em!  For eight ships of mine taken out.  Mostly I just won off of wearing down their CR and scoring the usual easy kills on pirate ships.

This was two of those fleets, plus a bounty I'd gone to the system for.  In addition to the normal patrols for a pirate base of this size, there's at least two more large pirate armada fleets left in the system.  I don't think I'm running any other mods that might cause this, they're mostly ship and utility mods plus Talan's Legio.



EDIT: Oh, the other armada fleet has 7 Atlas mk2 in it.  And it's definitely a lv 1 pirate base.


« Last Edit: May 23, 2022, 11:07:19 PM by Twilight Sentinel »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4646 on: May 24, 2022, 03:44:56 AM »

I've seen large pirate fleets around bases when a raid was about to leave (or had just come back). But that seems like an oddly large raid for a non-max-level base.

If there wasn't a raid, then huh, I'm sure Nex doesn't anything that would super-size pirate (or any other) patrols... (Could dock with the base and see if something is inflating its fleet size mult)
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Twilight Sentinel

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4647 on: May 24, 2022, 09:52:08 AM »

I've seen large pirate fleets around bases when a raid was about to leave (or had just come back). But that seems like an oddly large raid for a non-max-level base.

If there wasn't a raid, then huh, I'm sure Nex doesn't anything that would super-size pirate (or any other) patrols... (Could dock with the base and see if something is inflating its fleet size mult)
There's no raid going on, but one of the fleets was called 'pirate raiders', the rest were 'pirate armada'.  All these fleets are unusually low d-mod for pirates too.  You can see the ships from the bounty I was after and the normal patrols in that fight have the normal d-mods too.  There's 13 lv 6 officers in the larger fleet too.  The pirate base's fleet rating is 105% with 0% quality.

EDIT: The base was super easy to pop too for the bounty, once I'd finally gotten through these abnormal pirate fleets.  I did earn like 3 level ups over the course of clearing those fleets out and at least half a million credits in special bounties.
« Last Edit: May 24, 2022, 10:02:25 AM by Twilight Sentinel »
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JKL Blacksun

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4648 on: May 24, 2022, 10:29:10 PM »

hi,

please add the option to sell ai cores to Midnight Dissonant to improve relations with the remnants.

best regards,

jkl
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Killsode

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4649 on: May 27, 2022, 01:07:54 AM »

hey, got a question about the 'doritodust' you can sometimes encounter after finding a hypershunt, do i have to just find the hypershunt, or do i have to interact with it to get them to spawn? i always love encountering those little bits of danger dust as its a wonderful way to get my hands on their weapons without waiting until the end of the game where i can just throw a half dozen paragons at the problem
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