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

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Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3906885 times)

Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4650 on: May 27, 2022, 07:39:44 PM »

hi,

please add the option to sell ai cores to Midnight Dissonant to improve relations with the remnants.
Hmm, maybe. I thought it'd be a bit odd if Midnight sells you AI cores but you could also return them for rep.

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
:thumbs up:
They appear when you discover the shunt (with the notification and XP gain), you don't need to interact with it.
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Twilight Sentinel

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4651 on: May 28, 2022, 11:19:40 AM »

hi,

please add the option to sell ai cores to Midnight Dissonant to improve relations with the remnants.
Hmm, maybe. I thought it'd be a bit odd if Midnight sells you AI cores but you could also return them for rep.

What if it also costs rep to buy them?  Either so that turning a core you buy back in is net neutral or negative for rep?
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JKL Blacksun

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4652 on: May 28, 2022, 01:54:49 PM »

i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.
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Robin Shaw

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4653 on: May 28, 2022, 03:04:45 PM »

hi, ive got a pretty simple question for you guys. if i disable a faction when starting a new game,

 will the factions' ships still show up in the game?
 if yes, do they get spread out evenly or do specific other factions get them?
 do the bluprints for the ships get sold anywhere?

liking the mod a lot, despite a lot of uncertainties about how things ultimately work :)
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wvmmhxkh

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4654 on: May 29, 2022, 09:37:42 PM »

Histidine, could you add something like
Code
    @Override
public static int applyRaidStabiltyPenalty(MarketAPI target, java.lang.String desc, float re, float maxPenalty) {
if(!(Math.pow(10, market.getSize()) <= marineTokens * 20)) {
return applyRaidStabiltyPenalty(target, desc, re, maxPenalty);
}

return 0;
}
}

into Nex_MarketCMD ?

My rationale for this being that right now you can decivilize a world with billions of people by raiding it a few times. This doesn't seem correct or logical. In fact, i thought about this when i wanted to raid meridian station, after deciving a few small pirates, and realized it has millions of people.

Now, i really began to doubt that my 500 marines could devastate what is essentially a small nation by raiding its fancy shoes warehouse. But, i also don't want to remove destabilization through raids completely. So you can see the solution i arrived at - if you have at least 1/100th the targeted population in marine numbers then you can actually destabilize the market. Otherwise, there's just not enough guys to make an impact. As in one regiment can easily devastate a small city. But if you have an entire populated planet then they're just not gonna have enough of an impact. So in order to deciv them you'd have to get more involved - for example repeatedly destroy their food and domestic goods stocks so that they're starving to death and civilization actually collapses.

Gameplay-wise this seems really necessary right now because deciving is way way too simple to achieve in the core, just raid anything 4 or 5 times. But you can still destroy annoying npc colonies(and they can wreck your colonies) if there's enough marines.
« Last Edit: May 29, 2022, 09:40:11 PM by wvmmhxkh »
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Mikomikomiko

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4655 on: May 29, 2022, 11:35:34 PM »

i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.

I would like to second this request. Makes sense from a fluff stand point too given her initial quest for the player

It doesn't have to be a lot, maybe similar to how we gain rep pts when we turn over cores to planet npcs?
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TerranEmpire

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4656 on: May 30, 2022, 05:43:05 AM »

Hi Histidine!

A couple of days ago I had some thoughts about the endgame. I define the endgame as the phase when you conquer and wage war on your enemies. So I reached the conclusion that in the endgame phase the vengeance fleets/ambush fleets are very detrimental to the user experience.  I know I can beat them but they keep coming and I have to fight the same battles again and again and again. They are not challenging, they are just boring and repetitive.

On the other hand, I believe the attrition that comes from fighting them might be a useful feature. So I'm not exactly against these fleets. I just don't want to fight the battles myself.

So is there a way to automate this process? Like with an auto-resolve? I know that this auto-resolve exists, but could you make it so, that the threshold for using them against vengeance/ambush fleets is a lot lower?

Thanks for your answer in advance.
We love your mod.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4657 on: May 30, 2022, 06:51:08 PM »

Histidine, could you add something like
Code
    @Override
public static int applyRaidStabiltyPenalty(MarketAPI target, java.lang.String desc, float re, float maxPenalty) {
if(!(Math.pow(10, market.getSize()) <= marineTokens * 20)) {
return applyRaidStabiltyPenalty(target, desc, re, maxPenalty);
}

return 0;
}
}

into Nex_MarketCMD ?
That doesn't quite work, since the marine tokens (they're the icons you assign to different objectives during raids) don't directly represent how many marines you actually have or used. There is a way to convert the token count to number of marines, although this might have weird effects here since it works off the defender strength rather than number of marines in player cargo (i.e. past a point bringing more marines won't affect the calculation).

EDIT: Well, if I wanted to make things maximally simple, I can just count the XP-modified marines in player cargo, since it's just a threshold check to see whether we can do any stability damage at all...

I'll think about whether I can implement something similar, or if it'd be better to do some other cap/diminishing returns to destabilization from raiding. I do like the idea of tying it to market size.

(Note that the vanilla stability penalty already works off absolute number of marine tokens deployed, but this doesn't make larger markets significantly harder to destabilize compared to small ones, presumably because of the thing described below)

One other thing I'll have to consider
Market defenses (the main player-facing number used for raid-related calculations) scale linearly with size, but nominal population is 10^size. Working off this population figure would make even medium-sized markets impossible to destabilize without bringing an absurd amount of marines, but maybe using size directly is too easy on the other hand. Could be 2^size or such, I'll see when I get around to doing it.
[close]

Hi Histidine!

A couple of days ago I had some thoughts about the endgame. I define the endgame as the phase when you conquer and wage war on your enemies. So I reached the conclusion that in the endgame phase the vengeance fleets/ambush fleets are very detrimental to the user experience.  I know I can beat them but they keep coming and I have to fight the same battles again and again and again. They are not challenging, they are just boring and repetitive.

On the other hand, I believe the attrition that comes from fighting them might be a useful feature. So I'm not exactly against these fleets. I just don't want to fight the battles myself.

So is there a way to automate this process? Like with an auto-resolve? I know that this auto-resolve exists, but could you make it so, that the threshold for using them against vengeance/ambush fleets is a lot lower?

Thanks for your answer in advance.
We love your mod.
I dislike the autoresolve idea, for a bunch of reasons:
- If I'm going to have a big encounter just for it to then be autoresolved away, may as well remove the encounter to begin with and impose some other cost on the player
- If it's the pursuit-style autoresolve where player can't lose ships, that comes across as kinda nonsensical, especially if it's only for this encounter type
- If there's any real chance of losing ships, players will never use it

It'd probably be better to just modify the frequency directly; the new ambush-style vengeance fleets shouldn't spawn as frequently as the old pursuit-style fleets. (They're also already not going to be generated by dead factions, if that's been an issue)
I may also make the old vengeance fleets the default again.

Anyway, thanks for the praise :)
« Last Edit: May 30, 2022, 07:00:48 PM by Histidine »
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wvmmhxkh

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4658 on: May 31, 2022, 09:40:48 AM »

You know, you could go real radical, since nexerlin claims to be a 4x rework.

Just go with realistic invasions.

What i mean by that is, you shouldn't be able to invade anything larger than size 5 with a player fleet.
Right now I am looking at my faction commands in game, and i can request an invasion fleet with 16k marines(though i haven't tried that yet)
So why not make markets only invadable with a gigantic faction fleet? Just give them exponential garrisons based on size. I don't know how many marines you'd realistically need to invade chicomoztoc, so this should be balanced accordingly - maybe you could give invasion a discount or multiplier for ground sources based on source market size. I'd imagine invasion of a size 7 should cost about half a mil ground forces-wise, since i saw factions offer 1 mil for a rival size 7 conquest.

Actually you might not even need ridiculous amount of marines for chico, since they probably have access to fighter level weaponry, which is sub-ship grade and would be extremely destructive, but you'd need some sort of large garrison force to actually take and hold the planet, and that force would depend in part on how large your planets are. Though i'd imagine you'd still need lots of marines.
« Last Edit: May 31, 2022, 10:00:14 AM by wvmmhxkh »
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wvmmhxkh

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4659 on: May 31, 2022, 10:19:40 AM »

Also, Histidine, could you fix market transfer exploit?

Basically you can raid everything in a pirate market, invade it, scrap every building, give it back to pirates, and then either haul a ton of products there, or just immediately invade again.

There are two problems here - firstly market doesn't remember you raiding it after a transfer, so you can induce hypershortage in everything and sell every commodity with a 50 to 800 profit per unit. And it probably should, i would imagine after an invasion it should be absolutely furious with you.

Secondly faction can rebuild buildings forever for free, and you can scrap immediately after invading. Maybe destroy buildings that are being currently built in a market, after a successful invasion? Or add a timed malus that prevents construction for some time after an invasion?

Scrapping something that already exists there seems like a legit way of getting income to me - you're basically sacking the proverbial city, as many armies did during classical period.
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Space_Reptile

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4660 on: May 31, 2022, 12:43:15 PM »

so i went and updated nex as my game was crashing repeatedly
and thankfully updating nex fixed it

but i noticed that invasions now have this wierd and micro hell mini game instead of the old, much nicer "take the bloddy thing" button
whats even worse, i dont even get loot or the descision to take whatever i invaded for myself anymore either

this sucks
id like to know if there is a way to get the old mechanic back
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Afterschool

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Re: [0.95a] Nexerelin v0.10.3c "SpaceLand Battle" (update 2021-09-18)
« Reply #4661 on: May 31, 2022, 01:28:39 PM »

It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)

For editing start relations in non-random sector, you'll have to use a Java script in a mod.

(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)


Hi,may I ask is that config setting finished yet?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4662 on: June 01, 2022, 07:18:21 PM »

You know, you could go real radical, since nexerlin claims to be a 4x rework.

Just go with realistic invasions.

What i mean by that is, you shouldn't be able to invade anything larger than size 5 with a player fleet.
Hmm I don't have a pressing reason to make invasions harder than they already are. But I might well experiment with stuff here, especially if more people chime in to say that big planets are currently too easy to invade.

Also, Histidine, could you fix market transfer exploit?

Basically you can raid everything in a pirate market, invade it, scrap every building, give it back to pirates, and then either haul a ton of products there, or just immediately invade again.

There are two problems here - firstly market doesn't remember you raiding it after a transfer, so you can induce hypershortage in everything and sell every commodity with a 50 to 800 profit per unit. And it probably should, i would imagine after an invasion it should be absolutely furious with you.

Secondly faction can rebuild buildings forever for free, and you can scrap immediately after invading. Maybe destroy buildings that are being currently built in a market, after a successful invasion? Or add a timed malus that prevents construction for some time after an invasion?

Scrapping something that already exists there seems like a legit way of getting income to me - you're basically sacking the proverbial city, as many armies did during classical period.
Destroying unfinished buildings might work (the player could just wait for it to finish, but the delay would hopefully mitigate the exploit at least). Unfortunately I can't block construction easily AFAIK.

The market doesn't remember being raided because it forgets when the player conquers it (so player can access it). Though I might make it re-decide not to trade with player, if given to a hostile faction.

so i went and updated nex as my game was crashing repeatedly
and thankfully updating nex fixed it

but i noticed that invasions now have this wierd and micro hell mini game instead of the old, much nicer "take the bloddy thing" button
whats even worse, i dont even get loot or the descision to take whatever i invaded for myself anymore either

this sucks
id like to know if there is a way to get the old mechanic back
Loot and decision to take are both shown in the ground battle intel item.
If you really want the old way back, look for legacyInvasions in exerelin_config.json

It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!
Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)

For editing start relations in non-random sector, you'll have to use a Java script in a mod.

(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)

Hi,may I ask is that config setting finished yet?
I never did do it. Might take a look for next version.
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Zordiark Darkeater

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4663 on: June 01, 2022, 07:30:13 PM »

i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.

I would like to second this request. Makes sense from a fluff stand point too given her initial quest for the player

It doesn't have to be a lot, maybe similar to how we gain rep pts when we turn over cores to planet npcs?

Okay i HAVE to ask what MOD you get those ships from the ones in your Signature ????? anyone knows ? damn people posting flashy ship models into their signatures without information or a name slowly kills me....
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Helldiver

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4664 on: June 01, 2022, 07:34:05 PM »

Is the "Free port NPC offset" colony growth malus from Nex? If so, is there a way to disable it?
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