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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 3879731 times)

Superharem

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4755 on: July 18, 2022, 06:52:59 AM »

Sick. Will hop on as soon as I'm home.
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Farya

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4756 on: July 19, 2022, 01:56:15 AM »

Aaaaaaaaaaaaand warcrimes are even less fun then ever before now. Was reputation cap really that neccessary considering how it's just as possible to throw a colony into perpetual chaos by constant raids and starport bombings? Though maybe now there could be a new function for negotiator type of agent.
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JohnVicres

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4757 on: July 19, 2022, 10:40:08 AM »

Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?
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Lotoran

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4758 on: July 19, 2022, 10:30:28 PM »

Sorry to bother, hope this issue is just a me thing, but my fleet doctrine won't update with priorities selected. It

I tried to narrow things down as much as I can. I deleted StarSector, fresh install, updated Nex, and activated only Nex and the required libs.

For some reason, on new games, no matter what blueprints I have available, no matter what priorities I select, it just keeps to what I think are the default hulls (ventures, condors, etc).

Now, for some reason, when I go back to my old vanilla game, with Nex+libs mods turned on, it works just fine and I can configure the doctrine however I want.

Has anyone else run into this issue? To test I started a new game, started with a new faction, on the picker grabbed some blueprints, learned them, and then tried to change priorities.

Hopefully I'm just a dumb and there's an easy solution. Thank you!
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4759 on: July 20, 2022, 12:36:26 AM »

Aaaaaaaaaaaaand warcrimes are even less fun then ever before now. Was reputation cap really that neccessary considering how it's just as possible to throw a colony into perpetual chaos by constant raids and starport bombings? Though maybe now there could be a new function for negotiator type of agent.
TBH I just added that effect because one or more people (don't remember more than one of them) asked me to.

That said, the way I see it: If someone is sat bombing they either don't care about making a long-term enemy of the cares-about-atrocities factions (in which case this change won't affect them), or they do, in which case they can try not committing mass murder :thinking emoji:

Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?
It stores a variable in market memory that's automatically generated based after economy load based on the owner at the time, or can be set at any time by a mod.
The flag's memory ID is $startingFactionId, so you can search for it in the save or have a console/mod script modify it.

Sorry to bother, hope this issue is just a me thing, but my fleet doctrine won't update with priorities selected. It

I tried to narrow things down as much as I can. I deleted StarSector, fresh install, updated Nex, and activated only Nex and the required libs.

For some reason, on new games, no matter what blueprints I have available, no matter what priorities I select, it just keeps to what I think are the default hulls (ventures, condors, etc).

Now, for some reason, when I go back to my old vanilla game, with Nex+libs mods turned on, it works just fine and I can configure the doctrine however I want.

Has anyone else run into this issue? To test I started a new game, started with a new faction, on the picker grabbed some blueprints, learned them, and then tried to change priorities.

Hopefully I'm just a dumb and there's an easy solution. Thank you!
Hulls and weapons outside the base package are only usable if the player faction has Heavy Industry (or Orbital Works, or one of the mod buildings that provide similar functionality), and the doctrine configuration screen has a prompt over this. Are you having the issue even with heavy industry?
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TheDukeofErl

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4760 on: July 20, 2022, 01:10:09 AM »

Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?
I was just looking at that as well, actually. I colonized a planet that was previously owned by the Persean League but it decivilized: upon starting a colony on the planet, it was once again marked as "Originally held by Persean League" and the revanchist claim was visible in the diplomatic profiles screen. Is that intended to be that way? I would imagine that if a market were to decivilize they would lose some degree of claim on it, though, at the same time, I suppose that the planet itself could remained claimed, even if they horribly mismanaged it to the point of the leadership on the planet collapsing.

That said, I think that this is probably editable in the save file: it looks like starting faction exists in the save file:
Code
<name>Olinadu</name>
...
<e>
<st>$startingFactionId</st>
<st>persean</st>
</e>
I would guess that simply deleting that entire section (<e> to </e>) would remove the claim. Note that I haven't tested this: make sure to back up your save before doing any editing ;)

Edit: whoops, somehow missed Histidine's response in regards to the save editing, though I suppose my question still stands, ish. I think I've started to convince myself that not losing the claim on decivilization makes sense, as the land itself (stellar body itself?) remains claimed.
« Last Edit: July 20, 2022, 01:13:10 AM by TheDukeofErl »
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JohnVicres

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4761 on: July 20, 2022, 05:14:39 AM »

Quote
It stores a variable in market memory that's automatically generated based after economy load based on the owner at the time, or can be set at any time by a mod.
The flag's memory ID is $startingFactionId, so you can search for it in the save or have a console/mod script modify it.
Thank you very much!
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econ_intern

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4762 on: July 20, 2022, 05:24:18 PM »

I saw in the recent patch notes:

" Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use"

What are the old-style fleets? I don't think I ever encountered them, and I'm curious how you can enable old vs. new. A bit confused how new-style fleets can be in use if old-style are now the default as well.

Thanks!
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Lotoran

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4763 on: July 20, 2022, 06:42:19 PM »

Quote
Hulls and weapons outside the base package are only usable if the player faction has Heavy Industry (or Orbital Works, or one of the mod buildings that provide similar functionality), and the doctrine configuration screen has a prompt over this. Are you having the issue even with heavy industry?

Damn, that's it. My mistake. Thank you for your help!

Turns out reading is important!
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S

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4764 on: July 20, 2022, 11:49:55 PM »

Hi first thanks for all your efforts and works put into the modding scene !

Second i was wondering is it really your mod that  add the "rebellion" dynamic ? Cause i encountered a crash when an intel pop up came giving me two choices for the rebellion so just by curiosity and to check each choice i  was going to click on  "send a repression fleet" or something like that but then the game instantaneously crashed :c !

Ho also maybe not related to your mod either kinda is when i started my modded game first i had "custom scenario"  3 in fact but then for some reason they won't appear anymore if i start other games is it normal to have this kinda of incompatibility ?
« Last Edit: July 20, 2022, 11:58:20 PM by S »
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Farya

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4765 on: July 21, 2022, 03:25:16 AM »

New mechanic with pledging your agriworld to the Church looks really great and something vanilla game really lacks to make the Church standout more (and also look a little bit more appealing as potential ally). But could you, please, better explain how it works?
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Dadada

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Farya

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4767 on: July 21, 2022, 02:47:04 PM »

@Farya: You don't happen to mean this:
https://fractalsoftworks.com/forum/index.php?topic=17103.msg370418#msg370418
?
Gambare. Now I need not only WhichShip but something similar for other features as well it seems.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4768 on: July 21, 2022, 06:19:41 PM »

I saw in the recent patch notes:

" Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use"

What are the old-style fleets? I don't think I ever encountered them, and I'm curious how you can enable old vs. new. A bit confused how new-style fleets can be in use if old-style are now the default as well.

Thanks!
I added these comments to the config for next version:
   # old vengeance fleets have the intel item, spawn at a location, then chase you around the map
   # new vengeance fleets just appear outside a system and try to catch you, like some vanilla encounters

Hi first thanks for all your efforts and works put into the modding scene !

Second i was wondering is it really your mod that  add the "rebellion" dynamic ? Cause i encountered a crash when an intel pop up came giving me two choices for the rebellion so just by curiosity and to check each choice i  was going to click on  "send a repression fleet" or something like that but then the game instantaneously crashed :c !

Ho also maybe not related to your mod either kinda is when i started my modded game first i had "custom scenario"  3 in fact but then for some reason they won't appear anymore if i start other games is it normal to have this kinda of incompatibility ?
Hi!

The rebellion mechanic is indeed Nex. But the buttons in the rebellion intel are debug commands that only appear in devmode, so well, now you know not to press them, I guess. (I wouldn't recommend playing a 'proper game' with devmode on anyway)

The custom scenario menu (although there's only one such scenario currently) and custom start menus should still be there regardless of mods, can you send a screenshot?
(My first suspicion is they're being pushed off the screen due to there being too many dialog options on a low resolution)
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MrTwister

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4769 on: July 22, 2022, 10:49:16 PM »

I saw in the recent patch notes:

" Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use"

What are the old-style fleets? I don't think I ever encountered them, and I'm curious how you can enable old vs. new. A bit confused how new-style fleets can be in use if old-style are now the default as well.

Thanks!
I added these comments to the config for next version:
   # old vengeance fleets have the intel item, spawn at a location, then chase you around the map
   # new vengeance fleets just appear outside a system and try to catch you, like some vanilla encounters

Hi first thanks for all your efforts and works put into the modding scene !

Second i was wondering is it really your mod that  add the "rebellion" dynamic ? Cause i encountered a crash when an intel pop up came giving me two choices for the rebellion so just by curiosity and to check each choice i  was going to click on  "send a repression fleet" or something like that but then the game instantaneously crashed :c !

Ho also maybe not related to your mod either kinda is when i started my modded game first i had "custom scenario"  3 in fact but then for some reason they won't appear anymore if i start other games is it normal to have this kinda of incompatibility ?
Hi!

The rebellion mechanic is indeed Nex. But the buttons in the rebellion intel are debug commands that only appear in devmode, so well, now you know not to press them, I guess. (I wouldn't recommend playing a 'proper game' with devmode on anyway)

The custom scenario menu (although there's only one such scenario currently) and custom start menus should still be there regardless of mods, can you send a screenshot?
(My first suspicion is they're being pushed off the screen due to there being too many dialog options on a low resolution)

Just some feedback - "new" vengeance encounters feel lame and cheap - it is visible how they are always spawning in half a screen away in hyper in your face, whole thing feels very artificial and cheap.

Old style vengeance fleets had to be launched from the markets and were actively searching for you - much better. Suggest developing old style vengeance fleets instead. It would be even better if they didn't come free for the offended faction and some kind of industry capacity and available resources check was implemented. Also, player doesn't necessarily need to be warned about being hunted (old style fleets), out of the blue is more interesting. Good job on the mod.
« Last Edit: July 22, 2022, 11:03:18 PM by MrTwister »
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