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Author Topic: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)  (Read 2492981 times)

BreenBB

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4860 on: September 09, 2022, 12:15:22 AM »

Can I ask some modding related questions? I had one mod which have "technical" faction which should not appear except one system, but Random Sector generates planets for them, and its works kinda wacky since they have no patrols, no diplomacy and such, and I want to remove that, also this faction not appear in faction list so I cannot disable it. (Unofficial own made port of abandoned BB+ mod, except DME's Deserters its adds another technical Deserter faction for neutral station in on system)

And second one, my custom start gives player a colony planet from start in Random Sector, which wasn't intended, maybe I missed something. Here its code:

Spoiler
public class CswpBBBetrayerStart extends CustomStart {
    protected List<String> ships = new ArrayList<>(Arrays.asList("istl_stormkestrel_proto_test", "istl_desertersupply_sm_std", "dram_Light"));

    public void execute(InteractionDialogAPI dialog, Map<String, MemoryAPI> memoryMap) {
        PlayerFactionStore.setPlayerFactionIdNGC("the_deserter");
        CharacterCreationData data = (CharacterCreationData) ((MemoryAPI) memoryMap.get("local")).get("$characterData");
        NGCAddStartingShipsByFleetType.generateFleetFromVariantIds(dialog, data, null, this.ships);
        NGCAddStartingShipsByFleetType.addStartingDModScript(memoryMap.get("local"));

        data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_ships_package", null), 1.0F);
        data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_weapons_package", null), 1.0F);

        data.getStartingCargo().addHullmods("istl_bbassault", 1);
        data.getStartingCargo().addHullmods("istl_bbdefense", 1);
        data.getStartingCargo().addHullmods("istl_bbsupport", 1);

        FireBest.fire(null, dialog, memoryMap, "ExerelinNGCStep4");
    }
}
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Slomes

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4861 on: September 09, 2022, 04:36:04 AM »

Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4862 on: September 09, 2022, 06:12:54 AM »

I have no suggestions, but I wish there was a less clunky way to repeatedly mine.

Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?

Following up with a suggestion of my own:

Would it be possible to automatically open the inventory screen upon dismissing the Mining dialog (after actually mining, of course)?
This way, if a fleet's cargo capacity is exceeded due to picking up ores, the player can decide what ores/items to discard so as to not immediately incur a supply consumption penalty. (Even a scant few seconds between exiting the dialog and spamming spacebar to pause the campaign can result in some supply loss).
Hmm. I don't think the bar needs changing as the player should be able to figure out what it means very quickly. But I could add an option on dialog close (which becomes enforced if over capacity, in which case there will also be a warning message) to open the cargo screen.

Can I ask some modding related questions? I had one mod which have "technical" faction which should not appear except one system, but Random Sector generates planets for them, and its works kinda wacky since they have no patrols, no diplomacy and such, and I want to remove that, also this faction not appear in faction list so I cannot disable it. (Unofficial own made port of abandoned BB+ mod, except DME's Deserters its adds another technical Deserter faction for neutral station in on system)

And second one, my custom start gives player a colony planet from start in Random Sector, which wasn't intended, maybe I missed something. Here its code:

Spoiler
public class CswpBBBetrayerStart extends CustomStart {
    protected List<String> ships = new ArrayList<>(Arrays.asList("istl_stormkestrel_proto_test", "istl_desertersupply_sm_std", "dram_Light"));

    public void execute(InteractionDialogAPI dialog, Map<String, MemoryAPI> memoryMap) {
        PlayerFactionStore.setPlayerFactionIdNGC("the_deserter");
        CharacterCreationData data = (CharacterCreationData) ((MemoryAPI) memoryMap.get("local")).get("$characterData");
        NGCAddStartingShipsByFleetType.generateFleetFromVariantIds(dialog, data, null, this.ships);
        NGCAddStartingShipsByFleetType.addStartingDModScript(memoryMap.get("local"));

        data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_ships_package", null), 1.0F);
        data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_weapons_package", null), 1.0F);

        data.getStartingCargo().addHullmods("istl_bbassault", 1);
        data.getStartingCargo().addHullmods("istl_bbdefense", 1);
        data.getStartingCargo().addHullmods("istl_bbsupport", 1);

        FireBest.fire(null, dialog, memoryMap, "ExerelinNGCStep4");
    }
}
[close]
Did you set up a Nex faction config file for your faction? (data/config/exerelinFactionConfig)
If I'm rereading the code right, a faction set to non-playable in its Nex config won't have planets or stations in random sector, and won't appear in the new game faction toggle.*
For the second issue of having a colony at start when starting as that faction, make sure freeStart is set to true in the faction config.

All this is in the existing DME Deserter start which I just tested again, so it ought to work. If you're still having problems, send me the mod and I can see what's wrong. Might be a Nex bug I need to fix.

*next version I'll let playable factions also have no markets in random sector, by reading the freeStart setting
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4863 on: September 09, 2022, 08:43:36 AM »

Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise

I think having expensive Maintenance is fine, since you have operatives for pirate/pathers, and multiple ways to invalidate expeditions that aren't taskforces (alliance, aversion, not having AI cores/freeport, defensive structures/industries).

although it's pretty weird how high it is in comparison to restoring it from death.

BreenBB

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4864 on: September 09, 2022, 10:50:52 AM »

Did you set up a Nex faction config file for your faction? (data/config/exerelinFactionConfig)

Speaking of faction configuration in this folder, it had "playableFaction":false, and freeStart parameter was commented, I uncommend it and set is as "freeStart":true, but didn't tested yet.

Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise

Speaking of my feedback on Strike Force, while on paper its sounds as good variant of putting to use ships which you put in storage, on practice what hurts them most, is what all off screen battles are calculated via hidden fleet point stats of each ship, which represent "strength" each ship for off-screen battle calculation, and there both issues with it, one is what your ship loadout really don't matter at all, no matter how your loadout is powerful enough, the fleet points will be same, and second, man modders neglect this stat, and its not always represent actual power of ship, and vanilla XIV ships have highest fleet point stat, XIV Onslaught have more fleet points than Paragon or Radiant, so unless your strike force consist of purely XIV ships you will loose your strike force alot.

And to be honest I'm not sure how to resolve this issue nicely. As option, maybe when strike group enters combat, give two options, either auto resolve it, or enter the combat and command your strike group as you command your own fleet in battle.
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Nesano

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4865 on: September 09, 2022, 06:48:21 PM »

Does the player have any sway in which alliance their commissioned faction joins/leaves?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4866 on: September 09, 2022, 07:10:55 PM »

For those who missed the Discord discussion, there's a couple of bugs in the supply cost calculation (in particular it includes CR recovery/repair costs, when it wasn't intended to because of the incentives this creates) which will be fixed.

Does the player have any sway in which alliance their commissioned faction joins/leaves?
Other than manipulating relations with the alliance members (or adding more members to the alliance, as the chance of joining already-large alliances is reduced), the player can't influence this decision.
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robepriority

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4867 on: September 10, 2022, 03:18:33 PM »

Speaking of task group costs, unless I'm reading my income tab wrong, it seems to only charge me for my most recent taskforce, even if I have multiple up and running.

renegade_sock

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4868 on: September 10, 2022, 09:14:36 PM »

Hi, is it intentional that when I gift a market to a friendly faction, I only get a very minor reputation boost, but when said market then gets invaded by a hostile faction, I get a huge reputation penalty to my friendly faction? It seems odd to be so heavily penalised for gifting a faction a market, even if it is later inavded.
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renegade_sock

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4869 on: September 10, 2022, 09:17:12 PM »

On a side note, is it possible to add an option to reduce the stability penalty to raiding? It seems a bit too easy to decivilize hostile colonies with just a few raids
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4870 on: September 11, 2022, 05:36:17 PM »

Hi, is it intentional that when I gift a market to a friendly faction, I only get a very minor reputation boost, but when said market then gets invaded by a hostile faction, I get a huge reputation penalty to my friendly faction? It seems odd to be so heavily penalised for gifting a faction a market, even if it is later inavded.
You don't lose rep for a friendly planet getting invaded (unless there's some obscure bug involved), so I'm not sure what you mean. If something like it happens again, look at the surrounding notifications and intel items and see if there's any cause of the rep loss (which may not have anything to do with the invasion itself).

On a side note, is it possible to add an option to reduce the stability penalty to raiding? It seems a bit too easy to decivilize hostile colonies with just a few raids
Next update implements a minimum raid strength (based on market size) to cause nonzero unrest. At some point I may also add diminishing returns to the unrest caused by raids.

Speaking of task group costs, unless I'm reading my income tab wrong, it seems to only charge me for my most recent taskforce, even if I have multiple up and running.
Yeah, I guess I didn't change the cost records to support multiple task groups. Will fix, thanks!
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sterr

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4871 on: September 14, 2022, 07:47:07 PM »

Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4872 on: September 16, 2022, 02:35:57 AM »

Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.
Increasing the diplomacy interval in data/config/exerelin/diplomacyConfig.json might do the job.

(In the same file, you can also reduce the chance of the four or so random negative events with "repLimit":"hostile", i.e. the ones that can push factions into war without either making an explicit decision to declare war)
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sterr

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Re: [0.95.1a] Nexerelin v0.10.5 "Sierra Nevada" (update 2022-07-17)
« Reply #4873 on: September 16, 2022, 06:02:00 PM »

Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.
Increasing the diplomacy interval in data/config/exerelin/diplomacyConfig.json might do the job.

(In the same file, you can also reduce the chance of the four or so random negative events with "repLimit":"hostile", i.e. the ones that can push factions into war without either making an explicit decision to declare war)
Will try it, thank you friendly amino acid.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4874 on: September 16, 2022, 07:21:33 PM »

Sat on this update for rather longer than necessary, but hopefully no bugs need fixing.

Nexerelin v0.10.5b
Download

Changelog
Spoiler
### Gameplay ###
* Introduce system for faction-specific market conditions
    * Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well

### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
    * Fix having multiple special task groups but only paying for one
    * Fix player special task groups costing supplies for repairs and CR recovery
    * Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting

### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message

### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
    * New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector

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