Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 311 312 [313] 314 315 ... 442

Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3897273 times)

TerranEmpire

  • Commander
  • ***
  • Posts: 123
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4680 on: June 11, 2022, 12:36:31 PM »

Hi Histidine!

Do you have any idea when the next Nexerelin version will come out?
Logged

Brainwright

  • Admiral
  • *****
  • Posts: 879
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4681 on: June 12, 2022, 07:45:09 PM »

I like the mod.  My biggest problem has been it broadens the gameplay so much I start doing less-than-optimal things because it looks fun.

My second biggest problem has been intense slowdown after extended play of the game.  It seems to happen mostly after playing around a lot of moving fleets.  There is a modest slowdown in generalm play, but saving can take four times as long as usual, and entering a new system can extend up to a minute of just frozen game.

It seems to happen particularly after playing with lots of moving fleets.  I'd almost think it has more to do with determining faction rank than any graphical issue, as it often happens after pursuing a fleet over several engagements.
Logged

SurplusDOS

  • Lieutenant
  • **
  • Posts: 50
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4682 on: June 12, 2022, 08:41:51 PM »

I like the mod.  My biggest problem has been it broadens the gameplay so much I start doing less-than-optimal things because it looks fun.

My second biggest problem has been intense slowdown after extended play of the game.  It seems to happen mostly after playing around a lot of moving fleets.  There is a modest slowdown in generalm play, but saving can take four times as long as usual, and entering a new system can extend up to a minute of just frozen game.

It seems to happen particularly after playing with lots of moving fleets.  I'd almost think it has more to do with determining faction rank than any graphical issue, as it often happens after pursuing a fleet over several engagements.
How many factions do you have installed? I run with about 6 (excluding vanilla) and while there are slowdowns, it's not to the extent you've described.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4683 on: June 13, 2022, 03:03:12 AM »

Hi Histidine!

Do you have any idea when the next Nexerelin version will come out?
I have one feature I want to finish up before playtesting, but I may decide to go have another video game binge instead. Either way, I don't expect a release until next month at least.

I like the mod.  My biggest problem has been it broadens the gameplay so much I start doing less-than-optimal things because it looks fun.

My second biggest problem has been intense slowdown after extended play of the game.  It seems to happen mostly after playing around a lot of moving fleets.  There is a modest slowdown in generalm play, but saving can take four times as long as usual, and entering a new system can extend up to a minute of just frozen game.

It seems to happen particularly after playing with lots of moving fleets.  I'd almost think it has more to do with determining faction rank than any graphical issue, as it often happens after pursuing a fleet over several engagements.
How many factions do you have installed? I run with about 6 (excluding vanilla) and while there are slowdowns, it's not to the extent you've described.
Also worth trying the Java 8 update explained here.
Logged

speeder

  • Captain
  • ****
  • Posts: 365
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4684 on: June 13, 2022, 06:40:27 AM »

Histidine any reason why there are no AI-related alignment?

As a way to ensure ai-loving and ai-hating factions don't end in same alliance.

For example Imperium and Hegemony are both militaristic and mostly similar, but they should NOT be in same faction under any circunstance.
Logged

FriendlyMerchant

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4685 on: June 13, 2022, 11:47:03 AM »

Is there any reason why remnant raids have to have a dozen large fleets that invade my newly established system? It's just not a fair setup.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4686 on: June 13, 2022, 10:08:03 PM »

Histidine any reason why there are no AI-related alignment?

As a way to ensure ai-loving and ai-hating factions don't end in same alliance.

For example Imperium and Hegemony are both militaristic and mostly similar, but they should NOT be in same faction under any circunstance.
There are already 'likes/hates AI' traits (they won't come into play if the other faction doesn't use any AI cores, but I'd argue this is kinda the correct behavior). The Imperium/Hegemony case specifically already has its own handling with maximum relations capped at -40, unless the player is using random/flattened faction relationships.

Is there any reason why remnant raids have to have a dozen large fleets that invade my newly established system? It's just not a fair setup.
Nex's Remnant raid targeting is just RNG, but (unless there's a bug in this code I haven't noticed) they won't target a size 3 player colony, except when it gets caught up by being in the same system as a valid target. This protection is removed on Starfarer mode.
(Also I've never seen a 12 fleet Remnant raid on default settings, seems to peak at 5)

I don't know if any other mod adds Remnant raids, but if one does that may be what's happening here.
Logged

speeder

  • Captain
  • ****
  • Posts: 365
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4687 on: June 14, 2022, 12:53:31 PM »

But are the traits respected when deciding alliances? It feels like certain trait combos should automatically disable certain alliances.

Suppose a very persistant player or a unlikely chain of events cause hegemony to get a lot of opinion bonus toward imperium, right now they can still ally.

Although in a way this makes sense, you sometimes see enemies alliying with other out of need temporarily, only to go happily killing each other again after the threat is gone.
Logged

speeder

  • Captain
  • ****
  • Posts: 365
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4688 on: June 14, 2022, 01:10:54 PM »

While playing as MVS I noticed they have too little faction traits, and now I realize why: it is the trait they need doesn't exist.

So traits suggestion:

"Commercial": hates pirates, behaviour similar to monopolist but less extreme, they prefer oligopoly instead (ie: they like trade so they need other economic powerhouses, but they don't want to be left behind in market share by too much).

"Arms Trader": lower limit for selling stuff on military market, but probably won't ever sell their own blueprints willingly (Except for modspecs maybe, since the game doesn't have another way of getting those). Disposition bonus toward factions that are being screwed by others...

idea is "commercial" and "arms trader" traits  would usually be used with each other, with factions suggested for needing these traits being MVS, Dassault-Myiokan, Diable, etc...

Idea is "commercial" factions care about trading and hate trade disruptions, so they don't like pirates, raiders, blockades, etc... don't like competitors that are blocking them out of market (monopolists), and so on.

Idea for "arms trader" is mark specific factions that derive their power from arms trade, and thus trive selling ships and weapons to others, maybe they aren't "commercial" in normal sense and are monopolist instead, or they support pirates. What matters to them is have guns in their clients pockets, and money in their own pocket, also they probably love underdogs that need "help" but have money, like Mayasuran navy (or any faction  reduced to too few markets and risk being wiped out), because this means those factions are desperately in need of weapons and probably would take loans and do whatever it takes to get them, and having them disappear means less clients.

Is it possible for faction mods add new traits to Nex by the way?
Logged

Brainwright

  • Admiral
  • *****
  • Posts: 879
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4689 on: June 14, 2022, 07:39:45 PM »

Also worth trying the Java 8 update explained here.

This describes the issue exactly.  I have the fix installed, and so far, so good.
Logged

greenspade

  • Ensign
  • *
  • Posts: 20
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4690 on: June 15, 2022, 09:06:15 AM »

Any reading material on diplo?

In particular how to effect "traits" and "revanchism" or what they even are, I'm -50 to -70 in these and I'm not totally use how to change/efffect them.

I'm +100 favor in a faction I want in my alliance, but due to "traits" and "revanchism" being in the minus it cancels out the +25 I get from having them +100 rep in the dipl profile screen on intel.

Any kind of alliance/diplo guide?

In particular I'm trying to figure out how to vote on things, or rather, how to bring up votes on things. Can I force my alliance to go hostile verse another faction/alliance if I call a vote for it? Can I call a vote for a coordinated attack or invasion of a system? What about ordering my alliance to sabotage a planet or sector?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4691 on: June 15, 2022, 06:43:00 PM »

Suppose a very persistant player or a unlikely chain of events cause hegemony to get a lot of opinion bonus toward imperium, right now they can still ally.
Like I said, Hegemony and Imperium are capped at -40 and can't ally (they barely stay at peace).

Is it possible for faction mods add new traits to Nex by the way?
Any mod can define traits, but most (maybe all) of the existing ones use hardcoded hooks into the game systems.

Any reading material on diplo?

In particular how to effect "traits" and "revanchism" or what they even are, I'm -50 to -70 in these and I'm not totally use how to change/efffect them.

I'm +100 favor in a faction I want in my alliance, but due to "traits" and "revanchism" being in the minus it cancels out the +25 I get from having them +100 rep in the dipl profile screen on intel.
Revanchism is from holding planets and stations the faction originally held. A list of affected colonies is at the top of the intel item.
The trait modifier is from the faction traits at the bottom of the intel, the trait descriptions should explain where everything is coming from even if it doesn't include exact values.

In particular I'm trying to figure out how to vote on things, or rather, how to bring up votes on things. Can I force my alliance to go hostile verse another faction/alliance if I call a vote for it? Can I call a vote for a coordinated attack or invasion of a system? What about ordering my alliance to sabotage a planet or sector?
There's no such systems at present. The only current mechanic is the war/peace vote, which is only called after hostilities have already commenced or ended between two of the factions involved.
(All this might and should change if I ever get around to doing that diplomacy & strategy update)
Logged

KingsHand

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4692 on: June 16, 2022, 04:54:32 PM »

The biggest issue I've had with this mod so far is in how it doesn't explain the starting options and their effects. If you added to the front page the effects those options have, I'd really appreciate it. Thanks for reading.
Logged

Dwarden

  • Commander
  • ***
  • Posts: 196
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4693 on: June 18, 2022, 01:54:24 AM »

The biggest issue I've had with this mod so far is in how it doesn't explain the starting options and their effects. If you added to the front page the effects those options have, I'd really appreciate it. Thanks for reading.

mouse-over hint isn't enough ?
Logged

iospace

  • Ensign
  • *
  • Posts: 3
    • View Profile
Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4694 on: June 18, 2022, 06:33:40 AM »

Not sure if it's an issue with this specific mod or MVS, but when random core worlds is enabled with everyone getting an equal start, MVS still had its usual two systems.  I also had derelict enabled as well.
Logged
Pages: 1 ... 311 312 [313] 314 315 ... 442