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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 3879651 times)

Jet Black

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4800 on: August 15, 2022, 09:00:14 AM »

So.. I think I just "finished" the showdown quest? I lost the fleet, they went off and died I guess, no idea where I was supposed to defend. But is that it? I get a small cash reward and it's over? Nothing else from Midnight Dissonant?
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BeyondTheHorizon

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4801 on: August 19, 2022, 06:42:18 PM »

May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4802 on: August 19, 2022, 07:31:33 PM »

May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?

Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?

Tyrgalon

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4803 on: August 20, 2022, 03:56:47 AM »

In two games the faction I am with just does not seem to like expanding, meanwhile other factions are grabbing stuff left and right, any idea why this might be?

And is there any way I can help them to actually start doing something usefull?
« Last Edit: August 20, 2022, 04:24:17 AM by Tyrgalon »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4804 on: August 20, 2022, 09:38:40 AM »

May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?

Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Yes, which faction? Some mods may not have been set up to obey the "don't generate handmade systems in random sector" behavior.

In two games the faction I am with just does not seem to like expanding, meanwhile other factions are grabbing stuff left and right, any idea why this might be?

And is there any way I can help them to actually start doing something usefull?
If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?

So.. I think I just "finished" the showdown quest? I lost the fleet, they went off and died I guess, no idea where I was supposed to defend. But is that it? I get a small cash reward and it's over? Nothing else from Midnight Dissonant?
That's currently the last mission, yeah.

It should probably straight-up fail the mission if you lose track of the fleet completely. But I'd like it there to be (rare, to be sure) situations where the player doesn't have the fleet in sight, but can make a guess where it's going and complete the mission that way. Hmm.
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Tyrgalon

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4805 on: August 20, 2022, 09:46:42 AM »

If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?

Comissioning, roider union and mayasura.
I guess they both start of pretty weak with only 1 planet and so the more established factions just have a much easier time to start expanding and both these factions can easily get kinda screwed and left weak and vulnerable then yeah.

Can I for example support them economically by selling them everything I find and fulfilling planet requirements or such to boost them?
Also if I request a colonization mission from them it says its a "player" mission, does that mean I would gain that planet or would it colonize it for the comissioned faction?
« Last Edit: August 20, 2022, 10:02:13 AM by Tyrgalon »
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Brainwright

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4806 on: August 20, 2022, 01:45:59 PM »

May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?

Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Yes, which faction? Some mods may not have been set up to obey the "don't generate handmade systems in random sector" behavior.

Ah, I suppose that's why trying to do random sector crashes?  I tracked it down to Tahlan Shipworks, but it seems to be an intermittent crash.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4807 on: August 20, 2022, 06:45:53 PM »

If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?

Comissioning, roider union and mayasura.
I guess they both start of pretty weak with only 1 planet and so the more established factions just have a much easier time to start expanding and both these factions can easily get kinda screwed and left weak and vulnerable then yeah.

Can I for example support them economically by selling them everything I find and fulfilling planet requirements or such to boost them?
Also if I request a colonization mission from them it says its a "player" mission, does that mean I would gain that planet or would it colonize it for the comissioned faction?
A planet having all its demand met will be stronger, but at some point the only thing that will help is more/bigger planets and more industry.

Requested colony expeditions IIRC always go to the player, but you can go to the resulting planet and transfer it to your faction.

Ah, I suppose that's why trying to do random sector crashes?  I tracked it down to Tahlan Shipworks, but it seems to be an intermittent crash.
Crashing outright shouldn't happen in random sector or the mod in general; you'll likely want to look at the specific error in the log to find out which mod is causing it and why.
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Tyrgalon

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4808 on: August 21, 2022, 05:26:53 AM »


A planet having all its demand met will be stronger, but at some point the only thing that will help is more/bigger planets and more industry.

Requested colony expeditions IIRC always go to the player, but you can go to the resulting planet and transfer it to your faction.

I actually got a couple of big hauls of resources and just dumped it all on my comission factions capital even if it payed less, they pretty soon after started actually actively doing things so feeding a strugling faction resources to buff its economy actually works :D

And thanks for the colony info.
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Yawb

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4809 on: August 22, 2022, 02:39:11 PM »

Hello.

I have a config suggestion if you are open to it.

Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.

I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.

Thanks
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4810 on: August 22, 2022, 03:05:30 PM »

Hello.

I have a config suggestion if you are open to it.

Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.

I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.

Thanks

Technically, story relevant planets are exempt from invasions, but you are correct that if you only have nex, Hegemony gets a pop victory quickly. For many people that use faction mods, however, this steamroll doesn't happen because there is an enemy that tanks Hegemony invasions (LoA, Legio).

Yawb

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4811 on: August 23, 2022, 04:22:20 PM »

Hello.

I have a config suggestion if you are open to it.

Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.

I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.

Another idea of mine is to enable invasions after you create your own faction. This would let me build my fleet then start building a planet when im ready to start battling other factions.

Thanks

Technically, story relevant planets are exempt from invasions, but you are correct that if you only have nex, Hegemony gets a pop victory quickly. For many people that use faction mods, however, this steamroll doesn't happen because there is an enemy that tanks Hegemony invasions (LoA, Legio).

I prefer to play the game with vanilla ships, its odd to me that this mod would be balanced around having other faction mods to be balanced. Does the mod author have an intended list of faction mods i should be running along side this mod?

So yeah, my suggestion i hope is still an open possibility and maybe including a hegemony nerf for those playing mostly vannila / without killing storymode for those who prefer it.
I also have another idea for an option that would be nice; invasions start after you create your own faction! thoughts?

Currently, im running this to try slow it down in the config.
pointsRequiredForInvasionFleet": 527000
« Last Edit: August 24, 2022, 09:37:45 AM by Yawb »
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Setmaster

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4812 on: August 23, 2022, 11:07:22 PM »

Are there instructions on yow to increase sector density with Nexerelin? I see people mentioning it is possible if random core gen is used, but the random gen options only allows inhabited/controlled systems to be added.
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sqrt(-1)

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4813 on: August 25, 2022, 03:30:21 AM »

As always, thank you very much Histidine for your relentless and quality efforts for the community.

One question: What is meant with the "new MagicLib asteroid plugin"? I couldn't find anything with forum search.
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BeyondTheHorizon

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4814 on: August 25, 2022, 06:31:36 AM »

May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?

Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Sorry for the late reply. I've tried the Hegemony subfaction from Vayra's sector, Diable Avionics they didn't disable and my mod consists of multiple factions and a player said he want to disable a certain faction from my mod.
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