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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)  (Read 2334943 times)

Maethendias

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4905 on: September 30, 2022, 12:36:20 AM »

There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)

Thanks for the tip- I was ignoring waystations because I started in Penelope.  I've only considered them for their access boost and not a means of supplies and fuel for my fleet.

I'm not at home looking at the game now- I think the outpost detail was kind of generic- are they any good?  I got the impression they were a exploration tool when you are far out.  Do they make supplies and fuel at planets for you at cost?  Does it make any sense to put one in Penelope alongside my colonized planets?

Be mindfull however, since drawing supplies /fuel from a waystation still costs you money
a better way is to use variable manufactories with supply/fuelsupply vlc slotted into them
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4906 on: September 30, 2022, 01:03:30 AM »

variable manufactories with supply/fuelsupply vlc slotted into them
That is Industrial Evolution aka mod content and not a vanilla aka base game feature...
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4907 on: September 30, 2022, 07:21:04 PM »

Do defense fleets (requested task force ones) factor into the invasion autoresolve, if the player is absent from the system? Let's say I get a notification for an incoming invasion, so I hire a defense fleet targeting that market. Even if the defense fleet is "fairly strong" versus the invading "fairly capable", the intel estimation on the invasion vs. defenders still says "superior" i.e., unchanged after the defense arrives. The invaders defeat the station and deploy their marines while the defense fleet is still 'alive' in my intel, as if the defense task force doesn't exist.
The autoresolve basically just sums the 'fleet point' strength of all fleets belonging to the attacking and defending faction, and the station around the specific target. This includes the requested defense fleets. The side with more points wins. (Third parties aren't counted even if they're friendly/hostile to one side or the other, which is a bit annoying)

One thing that can shift the strength comparison (without otherwise being known to the player) is if a special task group or two on either side decides to invite themselves to the battle.

Also fleets can't die in autoresolve, so if e.g. you encounter fleets in hyperspace returning from a failed raid they'll all be at full strength.
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nimtiz22

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4908 on: September 30, 2022, 07:54:25 PM »


i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factions
The big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):
Code: java
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);

If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
do i need to run the code of every save load?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4909 on: October 01, 2022, 07:57:41 PM »

It should only be needed once from what I can see, but I haven't actually tried it.

If the hostility events are disappearing every game load, guess you'll have to do the runcode every load (or consider the idea shot, since I assume it forgets what it was doing before the reload).
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Catscrath

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4910 on: October 02, 2022, 12:41:02 PM »

Can Pirates and Luddic Path make alliances with the other main factions, or be offered by the main factions to join them? I am currently doing a Pather run and really want to make a Player+Pather+Pirate+Church alliance, but I am unsure if it can even be done to begin with. If I just need to wait or give some sort of offer in one of the menus.

I also remember there is a way to make pirates and pathers get counted as main factions but I don't remember where that option was. Would be super thankful is anyone who knows could tell me. (Found it. It's count pirate factions for victory condition.)
« Last Edit: October 03, 2022, 05:24:31 PM by Catscrath »
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Damonvi

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4911 on: October 05, 2022, 08:07:58 PM »

kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.

alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.

so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?

i would assume there's no cap to how many factions can be in an alliance, but i could be wrong
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Catscrath

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4912 on: October 05, 2022, 11:40:57 PM »

kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.

alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.

so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?

i would assume there's no cap to how many factions can be in an alliance, but i could be wrong

Could be that the factions have beliefs that oppose the core beliefs of your alliance. If a faction is against the core ideology of an alliance they will not be able to join no matter how high their standing is with the members of said alliance.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4913 on: October 06, 2022, 01:01:26 AM »

Can Pirates and Luddic Path make alliances with the other main factions, or be offered by the main factions to join them? I am currently doing a Pather run and really want to make a Player+Pather+Pirate+Church alliance, but I am unsure if it can even be done to begin with. If I just need to wait or give some sort of offer in one of the menus.

I also remember there is a way to make pirates and pathers get counted as main factions but I don't remember where that option was. Would be super thankful is anyone who knows could tell me. (Found it. It's count pirate factions for victory condition.)
You might also find it desirable to enable pirate invasions in the same config, if you're trying to make them 'main factions'.

Pirate-type factions (this is pirates and Pathers in vanilla) don't enter alliances on their own, but player can invite them the same as other factions (dock at market -> special functions).

kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.

alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.

so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?

i would assume there's no cap to how many factions can be in an alliance, but i could be wrong
There's no max alliance size, although there are factors tending to push larger alliances apart.
As Catscrath said it may be an alignment mismatch; if not, you may need to raise their relations with the existing members. Check the alliance entry in the intel screen to see what's happening here.
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Damonvi

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4914 on: October 06, 2022, 05:19:41 PM »

There's no max alliance size, although there are factors tending to push larger alliances apart.
As Catscrath said it may be an alignment mismatch; if not, you may need to raise their relations with the existing members. Check the alliance entry in the intel screen to see what's happening here.

i know there's a screen that shows which factions "can and cant" join an alliance, or rather, are "eligible or ineligible", i reference it constantly as i try to expand the alliance, as well as see what factions exist that would be good candidates. currently, my alliance is technocratic, which is a broad one, and allows for several factions to join. i also have a small whiteboard with all of the factions listed that i'd want, with their respective commissioned crew buffs, so i can curate who to enlist next.

i wasnt certain if factions needed to only have a high standing with the player faction, or all factions involved in an alliance. if it goes off of the latter, how would one influence the AI factions to gain standing among each other? afaik, you cant really directly influence actions/diplomacy between the AI.
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4915 on: October 06, 2022, 06:31:27 PM »

The existing members need to all be at least Welcoming or better with the prospective member.
You can raise relations between two NPC factions with negotiator or hybrid operatives (recruited from bars or by an existing level 3 operative),
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Astrefernal

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4916 on: October 07, 2022, 10:00:48 AM »

I've been playing with Nexerelin for some time and I've had a problem in my most recent games with the Ninth Battle Group.

They changed from being isolationists that sometimes launch raids to Steamrolling over everyone. They are the first to invade after the grace period and they win invision 4 times out of 5 against any faction and any planet size. It goes to the point where they get two third of the core sector after two in game years and still going.
I even began a new game where I disabled all factions from mods I downloaded to keep only the vanilla ones and after only one in game day got a message saying that the Ninth Battle Group won.

I tried to deactivate them in game but they always spawn in there default system with their default weight no matter the option I choose.
I also tried to find their file in nexerelin to see if I could change them back and they don't appear anywhere.

Any ideas what caused this ? Or am I the only one with this problem ?
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Damonvi

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4917 on: October 07, 2022, 02:58:47 PM »

The existing members need to all be at least Welcoming or better with the prospective member.
You can raise relations between two NPC factions with negotiator or hybrid operatives (recruited from bars or by an existing level 3 operative),

MY MAN!!! everything i needed to know in that one reply!
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Space_Lettuce_OG

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4918 on: October 07, 2022, 03:27:07 PM »

So, how do things like cataphrats from the arma mod, that are supposed to simulate a number of marines in grounds battles, work in the Nexerelin ground battle system?
I don't see where they are able to contribute to the fight?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4919 on: October 08, 2022, 03:10:42 AM »

I've been playing with Nexerelin for some time and I've had a problem in my most recent games with the Ninth Battle Group.

They changed from being isolationists that sometimes launch raids to Steamrolling over everyone. They are the first to invade after the grace period and they win invision 4 times out of 5 against any faction and any planet size. It goes to the point where they get two third of the core sector after two in game years and still going.
I even began a new game where I disabled all factions from mods I downloaded to keep only the vanilla ones and after only one in game day got a message saying that the Ninth Battle Group won.

I tried to deactivate them in game but they always spawn in there default system with their default weight no matter the option I choose.
I also tried to find their file in nexerelin to see if I could change them back and they don't appear anywhere.
Hmm, I don't think I've heard of anything similar with 9th BG (especially the win-at-start thing, that shouldn't be possible unless literally all other playable factions are disabled). They also didn't show unusual (or indeed, any) conquests in the test game I ran.

Their faction config file is in the Arsenal Expansion mod, you could try changing the values there and/or bring up the issue to Inventor Raccoon. Are you playing on random sector?

So, how do things like cataphrats from the arma mod, that are supposed to simulate a number of marines in grounds battles, work in the Nexerelin ground battle system?
I don't see where they are able to contribute to the fight?
They should contribute ground support strength (visible in the tab with the other modifiers). As a bonus, it doesn't cost the carrier CR to do this, unlike with normal raids.
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