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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 3776640 times)

Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4905 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 #4906 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 #4907 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 #4908 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 #4909 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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Astrefernal

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4910 on: October 08, 2022, 04:32:43 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.

I'm playing on random sector with default weight value to try and balance their conquest (not really sucsessful so far). And I actually play with Arsenal Expansion. I can modify the value to stop the Eye from popping no matter what but that's it. Still leagues better than what at had before.

Thanks.
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e

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4911 on: October 08, 2022, 02:25:50 PM »

I'd like to make a petty suggestion:
The ability to change the agent/operative's portrait, usually i have to dive into a save game to change it to whatever i like and it would be cool if the option was there in-game.
« Last Edit: October 08, 2022, 02:28:04 PM by e »
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JenkoRun

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4912 on: October 09, 2022, 06:57:30 AM »

Suggestion: An option to prevent invasions from occurring until you have founded your own faction, similar to the GracePeriod setting but controlled by whether you have made your own faction instead of a set number of days.

This is good for players who want to have their own faction formed before having to worry about planets switching hands, this can be justified as the players faction forming upsetting the balance of power enough that the other factions step up their game using invasions instead of just raids.
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RAMEN_NOODLES

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4913 on: October 09, 2022, 10:23:52 PM »

What happens to my invasion fleet after it successfully invades a planet? Does it randomly disappear? Or does it stay forever in that system for defense? Can I get them to follow me?
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Micah_Lamar

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4914 on: October 12, 2022, 11:17:52 AM »

I love this mod and I want you to know that ;D
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SpaceDrake

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4915 on: October 12, 2022, 03:22:54 PM »

What happens to my invasion fleet after it successfully invades a planet? Does it randomly disappear? Or does it stay forever in that system for defense? Can I get them to follow me?

I haven't actually used the new player invasion fleets, funnily enough, but if they operate at all like the NPC ones, they will remain in orbit around the invasion target until any starbase is back online and help guard the conquest during that period, and then they will return to their spawning point and despawn in a manner similar to a military patrol despawning.
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TypicalPilot

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4916 on: October 13, 2022, 04:45:42 AM »

Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.
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Viking8008

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4917 on: October 13, 2022, 03:19:13 PM »

Mr Modder or anyone can you help me pls? I satured planet so it has like -40 unrest what do I need to change here

"decivSamplingMonths":
"decivZeroStabilityMinFraction":
"decivMinStreak":
"decivProbPerMonthOverStreak":

So that planet will deciv almost now. Like 3 months max. Wanna deciv the whole galaxy ;D
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4918 on: October 14, 2022, 02:15:39 AM »

What happens to my invasion fleet after it successfully invades a planet? Does it randomly disappear? Or does it stay forever in that system for defense? Can I get them to follow me?
(Successful) invasion fleets, including ones sent by the player, will orbit the target for 90 days then go home. They won't obey the Follow Me command and can't be ordered around in general.

Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.
Any military submarket, or just the November/Automata ones?
If it's the regular military submarket, might be Yunru or some other mod overriding it, unless UAF is doing something hidden. See if you can access the Hegemony military submarket while having an IS commission, or vice-versa.

Mr Modder or anyone can you help me pls? I satured planet so it has like -40 unrest what do I need to change here

"decivSamplingMonths":
"decivZeroStabilityMinFraction":
"decivMinStreak":
"decivProbPerMonthOverStreak":

So that planet will deciv almost now. Like 3 months max. Wanna deciv the whole galaxy ;D
If you really want stuff to deciv ASAP, set sampling months to like 3, min fraction and min streak to zero, and decivProbPerMonthOverStreak to 1.
(The logic is in the com.fs.starfarer.api.impl.campaign.intel.deciv.DecivTracker class in Starsector API, for anyone who wants to go digging
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Yunru

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4919 on: October 14, 2022, 02:17:27 AM »

Wouldn't be me, I've never (successfully) touched market code*.

(*The Bazaar technically counts, but all that does is C&P vanilla code, and then adjust numbers based on industry id.)
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