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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 3879718 times)

Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5145 on: March 04, 2023, 06:11:25 PM »

Hi again, please see attached image.
And where could i send you a save file? I am only running 11 mods i believe.
Hmm, that's not what I expected from 'stop "seeing" each other', I thought the factions had all become neutral to each other or something. Could you explain what you meant?

As for the save, uploading it someplace like Dropbox or Google Drive and sharing the link would be easiest.

Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
Hmm, is this with Fast or Standard version of A New Level?
Although the current settings honestly aren't balanced for colony income in the millions, in any case. I could cap the margin for the XP calc at 200% or such, I guess.

My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.

EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)
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mllhild

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5146 on: March 05, 2023, 04:25:06 AM »

Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
Hmm, is this with Fast or Standard version of A New Level?
Although the current settings honestly aren't balanced for colony income in the millions, in any case. I could cap the margin for the XP calc at 200% or such, I guess.
Its the Standard version of A New Level. So I got those 64 million exp pretty quickly.
Those 200% are of what? I tried to find the code that controls exp, but had no luck.
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mllhild

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5147 on: March 05, 2023, 06:30:30 AM »

Hi Histidine,
is there a way to disable or change the randomly generated missions(exploration,scanning,bar) and bounties you get from a faction?
Question came up because Dazs from the Hiver mod and the insects that are supposed to be hostile to all are giving missions.
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pipai

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5148 on: March 06, 2023, 12:26:39 AM »

My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.

EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)

I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.

I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5149 on: March 06, 2023, 05:03:21 PM »

Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
Hmm, is this with Fast or Standard version of A New Level?
Although the current settings honestly aren't balanced for colony income in the millions, in any case. I could cap the margin for the XP calc at 200% or such, I guess.
Its the Standard version of A New Level. So I got those 64 million exp pretty quickly.
Those 200% are of what? I tried to find the code that controls exp, but had no luck.
200% profit margin (so 3 times as much colony income as profit). Currently there's no cap in the code, so you can't change it.

For now, the best user-side fix is to change nex_xpPerProfitMargin in Nex's data/config/settings.json. Or give highly profitable colonies to an admin or AI core.

Hi Histidine,
is there a way to disable or change the randomly generated missions(exploration,scanning,bar) and bounties you get from a faction?
Question came up because Dazs from the Hiver mod and the insects that are supposed to be hostile to all are giving missions.
There isn't a (good) way to block a faction from survey planet or scan entity missions (see here).

To stop a faction from generating intel screen bounties, just don't add it to the list of participating factions (i.e. don't call SharedData.getData().getPersonBountyEventData().addParticipatingFaction("myFactionId");)

For bar missions, the fastest expedient is probably to just disable the bar outright. In rules.csv, have a rule with a PopulateOptions trigger that disables the marketVisitBar option when on a Hiver market.

My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.

EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)

I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.

I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing
Thanks! Might need to boot up Kubuntu again and see if I can repro/fix the issue...
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Dazs

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5150 on: March 07, 2023, 03:54:11 AM »

Hi Histidine,
is there a way to disable or change the randomly generated missions(exploration,scanning,bar) and bounties you get from a faction?
Question came up because Dazs from the Hiver mod and the insects that are supposed to be hostile to all are giving missions.
There isn't a (good) way to block a faction from survey planet or scan entity missions (see here).

To stop a faction from generating intel screen bounties, just don't add it to the list of participating factions (i.e. don't call SharedData.getData().getPersonBountyEventData().addParticipatingFaction("myFactionId");)

For bar missions, the fastest expedient is probably to just disable the bar outright. In rules.csv, have a rule with a PopulateOptions trigger that disables the marketVisitBar option when on a Hiver market.
Hi Histidine, mllhild brought the question for you regarding Hiver Swarm to my attention. I believe what he would like is to not receive missions given by the Hiver faction or even better have them not give them in the first place. The issue is I have them set as a regular NEX faction so they can colonize and invade but I do not have them by default to be playable by the player. So the AI uses the base NEX code and issues bounties and sometimes in the bar event it is made a target of trade missions which are not completable because they are vengeful to everyone. I have tried on my end in the past as it has come up before but was unable to figure a way.

I do not believe I have any code in Hiver that adds them to PersonBountyEventData so I do not think it is that. As to your second suggestion, I do not think the issue is disabling the bar in Hiver Markets because no one can dock on their stations or planets unless the player uses the optional file that makes them a playable faction in which case they would want bar missions in Hiver markets.

Bit of a sour pickle I am afraid and any advice you could give I would truly appreciate.

Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5151 on: March 08, 2023, 01:55:09 AM »

Bounties are mostly vanilla (with some mods like Vayra's Sector and Bounties Expanded replacing the bounty system), Nex largely doesn't touch them.

Well, which bounties are Hivers offering exactly?
- For the vanilla person bounties: If you don't have the PersonBountyEventData call then I dunno what's happening and can't help you, unfortunately.
- [EDIT] For system bounties, you may need to set postsNoBounties in the .faction file's custom data; see vanilla pirates.faction or luddic_path.faction for an example.
- For sector-wide bounties issued by a faction, they already shouldn't appear for non-playable factions, although this may not be working as intended. You can also make them go away by marking Hivers as a pirate faction in their Nex config, but this has other effects. Next version I'll check if the faction is participating in bounties based on the PersonBountyEventData.


To avoid being a target of trade missions (and some other mission types), I think you need to call market.setInvalidMissionTarget(true); on all the faction's markets. Nex has a faction config setting for automating this, although I don't think it applies to existing saves (until the markets change ownership); set noMissionTarget to true.
« Last Edit: March 08, 2023, 01:57:53 AM by Histidine »
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Dazs

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5152 on: March 09, 2023, 05:48:42 AM »

To avoid being a target of trade missions (and some other mission types), I think you need to call market.setInvalidMissionTarget(true); on all the faction's markets. Nex has a faction config setting for automating this, although I don't think it applies to existing saves (until the markets change ownership); set noMissionTarget to true.
Hello again Histidine thank you for the reply. I already have noMissionTarget to true in their current config. However they still show up as a target for trade missions and today I received a message from a player who said they were doing the red planet missions that the 2nd guy you have to talk to after the old spacer with the malfunction cyber eyes was on a Hiver world. I did find the line, market.setInvalidMissionTarget(true) on the SS API website so it *should* effect vanilla missions but there are so many files that effect a faction's market I am unsure where that would go in the market creation process.

Since it is a Vanilla issue and not a NEX thing I'll post a query on the misc mod questions thread. Sorry to bother you with an issue that is not yours and thank you for taking the time to steer me in the correct direction.

mllhild

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5153 on: March 10, 2023, 08:28:34 AM »

200% profit margin (so 3 times as much colony income as profit). Currently there's no cap in the code, so you can't change it.

For now, the best user-side fix is to change nex_xpPerProfitMargin in Nex's data/config/settings.json. Or give highly profitable colonies to an admin or AI core.
Thanks a lot for all the patience. I swapped the "nex_xpPerProfitMargin":4000 to "nex_xpPerProfitMargin":1 and will see what this will do.
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Zergslayer

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5154 on: March 10, 2023, 05:29:16 PM »

can you change  how the rebelions work?

what happened:
 when hedgemony took over the last tri tach colony, and tri tach then started its rebellion, i supplied alot of troops and heavy armor to help the rebellion...  later the persean league (in alliance with tritach and friendly to me) invaded the now hedge colony.  i then leave the rebellion alone, 2 years later when rebellion finally dies out (and after working hard to save it from -27 stability :p) i loose 30 rep with persean league for helping that rebellion when it was under hedge control. i dont think thats fair.....

any way to detect faction control changes mid rebellion and make it so if control changes, the assistance provided to the rebellion doesnt go away, but the player wont be held liable for pre faction change stuff at the end of the rebellion since it wasnt durring current faction control? while at the same time would still earn the rep change to the faction that instigated it, since they still recieved help from me, and they were still the rebels after the control change.
« Last Edit: March 10, 2023, 07:16:31 PM by Zergslayer »
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Histidine

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5155 on: March 11, 2023, 10:23:00 PM »

I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.

I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing
Okay, turns out some code I was using had a Windows vs. Linux incompatibility (due to them having differing names for obfuscated methods in the game code). For now, I don't have a fix .jar handy so you'll just have to avoid the AIM representatives, but the problem will go away next version. Thanks for the report!

can you change  how the rebelions work?

what happened:
 when hedgemony took over the last tri tach colony, and tri tach then started its rebellion, i supplied alot of troops and heavy armor to help the rebellion...  later the persean league (in alliance with tritach and friendly to me) invaded the now hedge colony.  i then leave the rebellion alone, 2 years later when rebellion finally dies out (and after working hard to save it from -27 stability :p) i loose 30 rep with persean league for helping that rebellion when it was under hedge control. i dont think thats fair.....

any way to detect faction control changes mid rebellion and make it so if control changes, the assistance provided to the rebellion doesnt go away, but the player wont be held liable for pre faction change stuff at the end of the rebellion since it wasnt durring current faction control? while at the same time would still earn the rep change to the faction that instigated it, since they still recieved help from me, and they were still the rebels after the control change.
Makes sense, it probably won't be right away but I'll see about implementing something like this :)
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hidefreek

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5156 on: March 12, 2023, 07:40:20 AM »

in  Showdown mission.
I follow the Hegemony fleet toward jumpoint.
and Hegemony fleet disapear.
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Deshara

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Re: [0.95.1a] Nexerelin v0.10.6 "Lords of War" (update 2022-12-17)
« Reply #5157 on: March 12, 2023, 02:37:59 PM »

Spoiler
* Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses
[close]

hm?
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Brashin

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5158 on: March 13, 2023, 09:56:59 AM »

Hi All,   Looking for some assistance.  I am loving this mod first off, I am very much confused about the planetary invasion stuff.  There is a help menu and even a tutorial but I might just be very slow in the head but I can't figure things out.  I have no idea if I am outgunning the enemy or what not and can't tell how to best make use of it.  Is there a youtube video or something that breaks it all down as this seems like a very important part of the game that I am missing out on.  Appreciate any help, Thanks
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Crowley_black

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5159 on: March 13, 2023, 10:30:08 PM »

Hi All,   Looking for some assistance.  I am loving this mod first off, I am very much confused about the planetary invasion stuff.  There is a help menu and even a tutorial but I might just be very slow in the head but I can't figure things out.  I have no idea if I am outgunning the enemy or what not and can't tell how to best make use of it.  Is there a youtube video or something that breaks it all down as this seems like a very important part of the game that I am missing out on.  Appreciate any help, Thanks
Hi first of all sorry but I don't know any YT vids that breakdown the system but if I can tell you a bit about the invasion from my own experience and understanding. Alternately you can just watch people doing let's play of the game with Nex mod on since at one point they will invade or be invaded.

Anyway, things to note!
Spoiler
1. Planet Defense Rating
You know how on some missions they tell you that you need x number of marines to be successful in the mission? well that number is modified by the defense rating of the planet which you can see on their colony page when you are on the planet. Said defense rating also modifies how powerful the defense of the planet is without player interference.

2. Fleet Size
This one is also on the colony page, Fleet size modifies the size of your AI defense fleets as well as their ship and weapon load outs. the bigger this number the better your defender ships are and the better they are at space battle against raiders/invaders before they actually reach your planets. Don't worry tho, if they die they'll just cost you some ships&weapons commodity and credits but not affect defense rating, they respawn every 14 days unless you modify the numbers in the settings.

3. Ship Quality
Now this here is a bit funky, the higher the quality bonus the more s-mod your defense fleet will have, the lower they are the more d-mod they'll have. You cannot control what s/d-mod they'll have, which in some cases can be fatal or very powerful combinations.

4. Planetary Invasion
Now to the main topic! The invasion itself has two party, the attacker and the defender. The attacker units are the ones shown above the defender units which is on the bottom, next to the units on the map is their combat strength. Each buildings you have on your planet became what I call control points(CP) and your objective as the attacker is to clear every CP of any defender while as a defender you want to clear every CP of every attacker.

5. Combat
I don't remember if it's called heavy armament or heavy weaponry but i'm sticking to armament. each armament require 1 marine to be used. Imagine 1 marine = 1 combat strength while 1 heavy = 10 combat strength, you want to have as many heavy armament as you can get but remember that these bad boys also eats up cargo space that might or might not be essential for your supplies and fuel. To bomb a planet be it just tactical bombardment or using bombing abilities you need fuel while to deploy units you need supplies. Note that the more supplies you have the more units you can deploy per turn. your deployment point are 10% (I think?) of your supplies, if you have 10000 then your deployment point will be 1000 (at least in my experience). Note that every turn your dp is recalculated so the more you use your supplies to maintain your ship and deploy units, the less DP you'll have next turn.

You will want a mix between marines and heavy to maximize your combat strength but remember, you can recall units and cut your losses anytime if you think you cannot win the battle!

Now how do you do that you ask?
****ATTACKER****
Spoiler
Assuming you have units such as the marines and heavy armaments, you sent out your unit onto the planet by deploying them through the action button or if you're lazy just use q.move and choose which site you'll deploy them on. Now you have a simple yet complicated objective which is to overpower your enemy combat strength through overwhelming numbers, superior firepower (heavy armaments), and fleet support and abilities.

Your fleet gives additional combat strength based on the amount of units are still on your ships and some bonus from ships with the build in mod "atmospheric capable". the more units you have on the ground the more spread out the bonus will be and the less effective they are so be tactical in your deployment!

Abilities are a major thing in invasion use it to your advantage, it can make or break your invasion attempt.

I advise bombing a planet before you invade them as this reduce not only their defense rating which means less defender but it also disable their defensive bonus from buildings and stop those pesky turrets from shooting your ships and unit as they drop onto the planet.

There are actions such as merging units but unless you have manpower to spare or want to be tactical it is not really something you need to worry about. Oh and final note, watch your unit morales because the lower they are the lower their combat strength will be. It is essentially your ground unit combat readiness, just like your ships they perform better when the CR is high.
[close]

****DEFENDER****
Spoiler
Assuming you are in the area and can help the invaded planet, you can first go to the planet and same as attacking you sent out units but this time they increase the defender numbers and combat strength. In my opinion this mode is harder because unlike attacking where you can go wild you need to be careful of enemies bombing your planet and units while also being around to support your people.

It is in your best interest to take down enemy invasion fleets orbiting the planet as quickly as you can while maintaining the stalemate on the ground as killing the fleet would lower the attacker combat strength by a lot and stop their reinforcement from pouring down. heck you might even get heavy armament to further help your defense.

As the defender, you want to avoid using tactical and saturation bombardments as they can and will also harm your own units, using the bombardment ability is fine tho but be ready to disable your own targeted CP building. In a sense you will want to play cat and mouse, fighting like a guerilla fighter by moving out lower morale unit and sending in higher morale unit and replenish their numbers when they are resting. you also want to keep your turrets (ground defense or heavy batteries) manned as they don't fire unless a friendly unit control it.
[close]
[close]

anywho that's about it for a basic explanation I guess? I could be wrong on some parts but in a sense you want to avoid planetary defense as much as possible and take out invaders in space as it is cheaper and less costly
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