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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 3839605 times)

Brainwright

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4695 on: June 19, 2022, 12:52:20 AM »

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?

Pretty sure you can start a vote by rigging a faction's relations to below -50 with operatives.  So if two members of an alliance have bad juju with some other guy, but one's at -46, and the other is at -20, you can use an operative to lower relations of the -46 to below -50.  The 46 will go to war and then call a vote for war, which is likely to pass.
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Kadatherion

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4696 on: June 19, 2022, 12:21:07 PM »

I see the issue being mentioned a few times here in the past few months: player special task groups tend to ignore orders (regardless whether the "independent mode" is turned on or off) and are just eternally stuck in the "patrolling system" (actually seems just one planet) order.
Today I first tried the feature and, indeed, that's what I'm experiencing: none of the task groups I tried to create followed any orders, they maybe try it for 5 seconds (IE: you see them engaging the burn and having the "travelling" order if you told them to go orbit a certain location) but immediately revert to the patrol.

Has anybody found a workaround, or has any insight into what exactly triggers the bug and if it's in any way avoidable?

This would be one of the recently introduced features I'm most interested in (finally some way to put to use all those unique modded ships that you can't take with you: themed task groups!), but currently it looks pretty much broken to me.
« Last Edit: June 19, 2022, 12:37:47 PM by Kadatherion »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4697 on: June 20, 2022, 02:19:36 AM »

I've found and fixed some bugs involving task groups thinking they should do something else, hopefully next release catches all the issues.

(Still working on the one where the ships forget their loadouts sometimes)

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.
Not generating stuff in random sector (or deliberately choosing to do so) is the faction mod's responsibility :)
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Jimbob

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4698 on: June 21, 2022, 07:45:57 PM »

Trying to launch Starsector with Nexerelin and it doesn’t launch giving me a popup that says      Fatal: JSONObject[“id”] not found.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4699 on: June 21, 2022, 11:03:59 PM »

Trying to launch Starsector with Nexerelin and it doesn’t launch giving me a popup that says      Fatal: JSONObject[“id”] not found.
Are you on the latest version of Starsector (0.95.1a-RC6)? If not, download the new installer from the website (can follow the link in the Announcements thread).
Are all your mods up to date for your version of the game?
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Marcus Brutus V

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4700 on: June 24, 2022, 03:59:50 AM »

Hi Histidine,

First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:

1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The enemy faction's alliance votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.

Is the above scenario intended gameplay?


EDIT: Modified the text of #4 to be clearer.
« Last Edit: June 24, 2022, 10:51:50 AM by Marcus Brutus V »
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Draconas

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4701 on: June 24, 2022, 09:41:20 AM »

Hi Histidine,

First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:

1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The faction votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.

Is the above scenario intended gameplay?

I've run into this Scenario many times, that is huge part of being in an Alliance and being a smaller portion of it. unless you gain dominance of Alliance (most power) you can and will lose fleets. I'm not sure if this is fully intended or if Dev will add a partial refund to these scenarios, assuming not because in lore those fleets hired would still need pay.
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Draconas

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4702 on: June 24, 2022, 09:48:27 AM »

Question for mod developer, is there any possibility to add a customizable grace period to start of game? I do get that these factions have existed for quite some time so the universe is already established from point of view of game.
ie.
You start alongside an existing faction, and can set a window where your faction will not involve itself with any alliances or wars for x period of time, up to maximum of maybe a year.

Another setting maybe centered around invasions, where factions can get into wars, but sending invasion fleets (AI Included) is blocked for x period of time. (Pirate/Luddic/Faction raids still available as it doesn't cost you a planet completely)

Points of the above is to add options for smaller starts to have a chance without losing their home planet to invasion in first 20 minutes of play. I've done some small start with RP elements and noticed how hard small starts are when some factions are in Burn the Universe mode from day 1. I enjoy these factions, would just be nice to have a buffer at start if its possible to add this function.

Will just add here that I count Nex as a core mode to game now, can't play it without Nex.
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StrikeEcho

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4703 on: June 24, 2022, 10:36:32 AM »

Question for mod developer, is there any possibility to add a customizable grace period to start of game? I do get that these factions have existed for quite some time so the universe is already established from point of view of game.
ie.
You start alongside an existing faction, and can set a window where your faction will not involve itself with any alliances or wars for x period of time, up to maximum of maybe a year.

Another setting maybe centered around invasions, where factions can get into wars, but sending invasion fleets (AI Included) is blocked for x period of time. (Pirate/Luddic/Faction raids still available as it doesn't cost you a planet completely)

Points of the above is to add options for smaller starts to have a chance without losing their home planet to invasion in first 20 minutes of play. I've done some small start with RP elements and noticed how hard small starts are when some factions are in Burn the Universe mode from day 1. I enjoy these factions, would just be nice to have a buffer at start if its possible to add this function.

Will just add here that I count Nex as a core mode to game now, can't play it without Nex.
Yeah, you can adjust in the Nex settings json to config how long before a faction can start to accumulate invasion points, and how many points a faction needs to launch an invasion.
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Marcus Brutus V

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4704 on: June 24, 2022, 10:47:18 AM »

Hi Histidine,

First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:

1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The faction votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.

Is the above scenario intended gameplay?

I've run into this Scenario many times, that is huge part of being in an Alliance and being a smaller portion of it. unless you gain dominance of Alliance (most power) you can and will lose fleets. I'm not sure if this is fully intended or if Dev will add a partial refund to these scenarios, assuming not because in lore those fleets hired would still need pay.

You misunderstand the scenario. I am not in an alliance. The AI is able to avoid being attacked because IT is an alliance.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4705 on: June 24, 2022, 06:41:27 PM »

The alliance vote only happens if one of the members makes peace with an enemy faction or alliance (you, in this case). "Make peace" is if relationship goes above -50 for whatever reason such as a diplomacy event or a specific rep-raising action, or (although this is technically just a subset of the first one) the player specifically accepts the ceasefire offer from the other faction.

If the relationship is becoming non-hostile without a diplo event or any action to raise relations... well, someone recently reported that their relationship with Iron Shell was getting raised to >50 on its own on day zero of invasions, though I'm not sure that's the same thing, and neither Tim nor I knew where it might be coming from in any case. Which faction were you fighting?
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Marcus Brutus V

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4706 on: June 24, 2022, 09:32:41 PM »

I am playing with several faction mods. In this instance, I was at war with the Galactic Empire from the Star Wars mod. It seems the Emperor really does have unlimited power. They are in an alliance with the First Order and the Chiss Ascendancy. After engaging one of their planets' defenses on their outskirts to begin open hostilities, I sent 3 invasion fleets to one of the Empire's key worlds, and they somehow orchestrated peace before my fleets got there without a ceasefire or peace prompt on my end.
« Last Edit: June 24, 2022, 10:28:47 PM by Marcus Brutus V »
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Artyom

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Special Task Forces
« Reply #4707 on: June 25, 2022, 02:14:44 AM »

The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fair
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SpaceDrake

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Re: Special Task Forces
« Reply #4708 on: June 25, 2022, 09:13:01 AM »

The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fair

The player faction has two Task Forces. You can guess which the other one is.
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Madcat

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Re: [0.95.1a] Nexerelin v0.10.4d "Dissonance" (fixes 2022-04-09)
« Reply #4709 on: June 26, 2022, 01:39:15 AM »

Is there any way to increase how many point you start with when you make your own faction?
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