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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 3901497 times)

Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4965 on: November 12, 2022, 05:55:09 PM »

Hmm... I colonize, go to comms, and there's no one there at all.  How long does it take to get a secretary?
Should happen immediately on undock+redock. (Though there's a bug where the secretary can be removed and sometimes not be readded when you change the planet's admin)

Not even sure if they are from this mod but… does N have any specific spawning locations? I would rather her spawn in my own base since I am pretty much going to take on everyone and conquer the sector in my current run. If N is not from this mod and anyone knows what mod she is from that would also be great. Hard to know what Is what with 90 some mods running around.
N is from Nex, yeah.
She always appears in the same location where her bar event spawns, which is always Prism Freeport if it exists. If Prism isn't around, can be any independent market (and if you don't like the current one, IIRC you can avoid clicking on the bar event and go somewhere you like better).

A small complain/suggestion: When random core worlds is enabled I frequently find hyper valuable industry items like Pristine Nanoforges/Syncotron Cores/Alpha Cores/etc on tiny colonies with little to no defense. I get that it's random generation (and I obviously benefit from finding these unguarded treasures) but I feel like these types of items should be reserved for the bigger colonies.
It does try to put special items on larger colonies, but that may not always be possible (e.g. none of the large planets have no atmosphere and/or fuel production). Hmm, I could try at least making stronger defense structures on colonies when they receive an industry item.
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YourLocalMairaaboo

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4966 on: November 13, 2022, 03:54:01 AM »

You can just grant them to them the moment the spaceport is complete and then pay one cred.

So I colonize a planet. Do the normal "create a faction" stuff and once the spaceport is complete I somehow gift the colony to a faction and it instantly removes my faction? Okay tested this. I can colonize a planet, wait for the spaceport to be completed. Then talk to the planetary admin and govern a colony in the factions name that I'm working with. The player faction is instantly eliminated afterwards.

you CAN pull an Andrada by refusing to hand over your conquests in quick succession.

Can you ELI5 (Explain to me Like I'm 5) this? Refusing to hand over my conquests in a quick succession. Pull an Andrada? Today I did figure out I can take over a colony if I re-invade it few days after my own faction lost it and pull a Sindrian Dictat in a way, but I think that's not an independent faction, just grabbing the governors chair for a reputation hit.
If you are comissioned and invade a world, it normally goes to the comissioner faction, not you. But then you get two options in the market capture notification. Buy governorship, with it staying with the comissioner, but you administering it (if size allows it, discounted compared to doing it afterwards.) or take it over (hands it over to your faction, gives a rep penalty with the comissioner, based on the market size).
In this context, pulling an andrada is taking over worlds, after your comissioner softens them up, in quick succession, until they break off the comission due to low rep.
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Soban

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4967 on: November 13, 2022, 09:23:11 AM »

If you are comissioned and invade a world, it normally goes to the comissioner faction, not you. But then you get two options in the market capture notification. Buy governorship, with it staying with the comissioner, but you administering it (if size allows it, discounted compared to doing it afterwards.) or take it over (hands it over to your faction, gives a rep penalty with the comissioner, based on the market size).
In this context, pulling an andrada is taking over worlds, after your comissioner softens them up, in quick succession, until they break off the comission due to low rep.

Its a bit silly that you have to pay half a mil to a million+ probably for a governorship if you took over a planet under your commissioned factions name. Its like me making a pizza, paying for the ingredients and production, bringing it to work and then having to pay my boss so I can have few slices from it. Perhaps something that should be reworked to be a massive discount? Big as I've seen it is 0.5x factor for lowering the price so 50% off.
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Cas

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4968 on: November 17, 2022, 01:52:33 AM »

Is there a way to auto-vote no for peace votes, as well as automatically decline all peace/cease-fire proposals?
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sqrt(-1)

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4969 on: November 17, 2022, 09:55:13 AM »

Hi. Thanks again for this great mod.

Just tried a new run, and again and as virtually always, Sindria falls as the first planet very early in the game.

Thanks for fixing this.
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BeltfedVendetta

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4970 on: November 19, 2022, 01:34:49 PM »

Not sure if this crash is related to Nexerelin or not.

Quote
2090448 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.MissingFormatArgumentException: Format specifier 's'
java.util.MissingFormatArgumentException: Format specifier 's'
   at java.util.Formatter.format(Unknown Source)
   at java.util.Formatter.format(Unknown Source)
   at java.lang.String.format(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
   at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.WIP.IndEvo_D ronesAbilityPlugin.addTooltip(IndEvo_DronesAbilityPlugin.java:53)
   at com.fs.starfarer.api.campaign.impl.items.consumables.singleUseItemPlugins.IndEv o_BaseConsumableItemPlugin.createTooltip(IndEvo_BaseConsumableItemPlugin.java:159)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
   at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.O0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4971 on: November 20, 2022, 03:37:25 AM »

Is there a way to auto-vote no for peace votes, as well as automatically decline all peace/cease-fire proposals?
Not currently, sorry! Maybe as part of a planned voting rework.

Not sure if this crash is related to Nexerelin or not.
If you haven't already found out: It's from IndEvo, looks like a 'drones' consumable which I haven't encountered myself. (Maybe it's not supposed to be usable yet?)

Hi. Thanks again for this great mod.

Just tried a new run, and again and as virtually always, Sindria falls as the first planet very early in the game.

Thanks for fixing this.
Funny how my Sindria always sticks around pretty long even if Volturn and Cruor go down :thinking emoji:

I might just put an alpha core on the station and/or the LG HQ at some point; in the meantime use Diktat Enhancement if your Sindria is dying off too easily.
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SirHartley

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4972 on: November 20, 2022, 06:49:55 AM »

Not sure if this crash is related to Nexerelin or not.
happens when you try to console in an unfinished IndEvo consumable item!
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BreenBB

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4973 on: November 22, 2022, 12:43:28 PM »

Hello, I have some ideas which might be cool to have.

First one about selling blueprints at Prism Free Port, how about option option to make independent faction able to teach blueprints which players sell them? Like pirates do when you sell them at black market? Its funny what only player and pirates know how to use blueprints, but rest of factions is not, and I'd like to have more options to affect the sector. Also I think its might be expanded to other faction as well, so they can teach sold blueprints, but limit it by their doctrine, like if faction is Midline, it will teach only Midline blueprints and so on.

Second about alliances, I think cool ideas, raise relation with faction for all factions of alliance which player joined, lets say you want some faction to join your alliance. And another idea, is simple alliance relation, like when faction joins alliance, they have shared relationship with all other factions, and work like one faction in this regard.

And about relations, some mods force max relationship between two faction, I think cool idea to make game more random is option to ignore max relationships. Also about options, I think good one is marine multiplier for invasions, and option not to send futile invasions, where faction sends invasion force less than needed for capture.
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YourLocalMairaaboo

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4974 on: November 22, 2022, 01:13:34 PM »

Hello, I have some ideas which might be cool to have.

First one about selling blueprints at Prism Free Port, how about option option to make independent faction able to teach blueprints which players sell them? Like pirates do when you sell them at black market? Its funny what only player and pirates know how to use blueprints, but rest of factions is not, and I'd like to have more options to affect the sector. Also I think its might be expanded to other faction as well, so they can teach sold blueprints, but limit it by their doctrine, like if faction is Midline, it will teach only Midline blueprints and so on.

Second about alliances, I think cool ideas, raise relation with faction for all factions of alliance which player joined, lets say you want some faction to join your alliance. And another idea, is simple alliance relation, like when faction joins alliance, they have shared relationship with all other factions, and work like one faction in this regard.

And about relations, some mods force max relationship between two faction, I think cool idea to make game more random is option to ignore max relationships. Also about options, I think good one is marine multiplier for invasions, and option not to send futile invasions, where faction sends invasion force less than needed for capture.
I always thought they don't use them more due to doctrinal conservatism, not due to inability. Hege is not gonna roll out paragons, even if they have the BP.
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calantlar

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4975 on: November 25, 2022, 12:10:19 PM »

So I recently got my own colony back after it being invaded.
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
If you already missed the decision window, enter setmarketowner <planet name> player in the Console Commands console.

I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json error
Are you the one who pinged me on Discord the other day?
If not, at a guess you need to navigate to the Starsector website and download the newest installer (I'd recommend tethering your phone to PC rather than downloading it direct to phone).

So I've been trying to get a specific behaviour set up.

I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.

Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?
Copy and paste the following into console:
Code: java
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}
(note that colonies created by Vayra's Sector factions will also be protected)

Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.
Sorry, can't be disabled currently! Maybe a setting in the future.
(Also I'll try to find out what's causing this slowdown and report to Alex if relevant)

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).

Much appreciated, will try this next run for sure.
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Reshy

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4976 on: November 27, 2022, 09:03:17 PM »

I noticed an issue but it seems like for invasions the game isn't properly calculating if it's outmatched or not.  An invasion fleet with 3 flotillas was labeled outmatched against a 400% fleet power fleet, but the actual ships were able to easily beat the fleets using the auto-resolve mechanic.  That indicates to me that the fleets aren't being calculated accurately.  I also noticed that invasion fleets similarly are always "evenly matched" even when it's overwhelming in advantage, and it's basically impossible to see an invasion fleet spawn that's not powerful enough to actually invade a planet (of like a few dozen invasions that happened of my planets, only one was unsuccessful without player intervention).

EDIT:  I also noticed, but if a colony gets Decivilized none of the factions seem interested in trying to recolonize it.
« Last Edit: November 28, 2022, 07:58:44 PM by Reshy »
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tinchek

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4977 on: December 04, 2022, 03:40:26 PM »

Can my faction or my Alliance faction use my awakened gates?
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4978 on: December 04, 2022, 05:36:50 PM »

Can my faction or my Alliance faction use my awakened gates?
NPCs can't use gates, and it probably wouldn't be feasible for me to change this :-X

I noticed an issue but it seems like for invasions the game isn't properly calculating if it's outmatched or not.  An invasion fleet with 3 flotillas was labeled outmatched against a 400% fleet power fleet, but the actual ships were able to easily beat the fleets using the auto-resolve mechanic.  That indicates to me that the fleets aren't being calculated accurately. I also noticed that invasion fleets similarly are always "evenly matched" even when it's overwhelming in advantage, and it's basically impossible to see an invasion fleet spawn that's not powerful enough to actually invade a planet (of like a few dozen invasions that happened of my planets, only one was unsuccessful without player intervention).
By auto-resolve do you mean you actually go into the system and watch the fleets fight each other?

The strength estimate and 'far' autoresolve (when player isn't anywhere near the system, so the fleets are purely abstracted instead of appearing on campaign map) just adds up the strength in 'fleet points' for the attacking and defending faction, and compares the two numbers.
But if the player is close enough that fleets are actually generated, they can end up doing things like repeatedly the invasion fleets always locally overpowering patrols that fail to concentrate force against the attackers. Or conversely, they could wander into a hostile third party's battlestation and die that way.

HOWEVER even in far autoresolve the estimate still seems unreliable. Next playthrough I'll probably make it print debug data to show the actual strengths of participating fleets and see if funky things are going on.

Quote
EDIT:  I also noticed, but if a colony gets Decivilized none of the factions seem interested in trying to recolonize it.
Factions can resettle decivilized colonies that the specific faction previously owned (and should do so with a very high priority if it was a core world colony). The faction that previously owned the colony may just not have been picked for colony expeditions; else, I may need to look into it.
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Reshy

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Re: [0.95.1a] Nexerelin v0.10.5b "Sierra Nevada" (update 2022-09-17)
« Reply #4979 on: December 05, 2022, 01:23:00 AM »

Here's some example of weird colonization oversights in my current playthrough:



Seems like they eventually did recolonize some of them, but there's still a lot of decivilized worlds from frequent invasions that weren't ever reclaimed.  Maybe they're too marginal even if they're habitable?  Not sure.  I did scoop up a couple of the ones that were decivlized (like Diable Avionic's Silvie, a class V)


Also, is it possible to get some tweaks to the reputation system to make it a bit less... silly at times?  Transponders are a pretty big one, even factions who are Welcoming, Friendly, and even Cooperative still get pissy about transponders even if you're "well known across the faction" and are willing to go to war over it.  No diplomatic immunity if you're an established faction, no ignoring the violation if you're friendly to them, no bribing them to look the other way, and they'll still bother you even if you're clearly an invasion fleet looking to gobble up any flounders that wander near you on your way to invade their world while running dark (Really, pickets should maintain contact on much larger fleets if their transponders are off rather than suicide diving to ask them about their license plates).

Similar case with Colony creation, if a faction is "Cooperative" and you're benefiting from trade concessions, that ought to cover establishing a colony in their systems and probably shouldn't ever do expeditions on your faction.  It's kinda like if Britian sent in a team to sabotage or capture the industries of a france principality, it just doesn't make sense to do so given the political climate.  Or if Germany attacked a US military base inside of their borders, just doesn't make a lot of sense.

Maybe worth looking at Saturation Bombings too, the AI factions don't seem to care reputation wise if it happens between two AIs, but if the player does it you get into a hot war with everyone.  Realistically, it should have a more gradual curve.  Allies of the faction that got bombed should get a pretty sizable loss in reputation (let's say 30-40) with you, neutrals to the faction that got bombed lose maybe like 20 reputation with you, and enemies lose maybe 10 reputation with you if any at all.  It should also apply to AI factions as it's kinda weird that factions will saturation bomb each other and that seems to matter less to the political climate of the system than a jilted wedding arrangement. 
« Last Edit: December 05, 2022, 01:36:30 AM by Reshy »
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