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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Nexerelin v0.12.0b "Abyssal Gaze" (reupload 2025-04-22)  (Read 3739012 times)

Brashin

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5160 on: March 14, 2023, 09:28:55 AM »

Really appreciate the write-up, very helpful.  Question, for the ships that have ground support package, do I need to just keep the fleet hovering over the planet the entire invasion or is this more of an abstract thing where I can go off chasing other fleets down and still get the bonus?
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organicmeme

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5161 on: March 14, 2023, 10:55:50 AM »

Hello, Histidine. What defines the factions starting relations? They do not seem to reflect what's in the config files. Do they take alignments or diplomacy traits into account?
I ask this because I manually changed "startRelationships" along with some other values for several factions in the jsons inside their exerelinFactionconfig folder, but this is not reflected in-game, where their starting relation points are always the same.
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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 #5162 on: March 14, 2023, 06:02:06 PM »

Really appreciate the write-up, very helpful.  Question, for the ships that have ground support package, do I need to just keep the fleet hovering over the planet the entire invasion or is this more of an abstract thing where I can go off chasing other fleets down and still get the bonus?
You need to hover near the planet but you don't have to be right on top of them. basically watch how the AI circle around a planet when they raid or invade, they will move away when threatened but they won't run too far and will get back to position after they are in the clear. I don't know the specific su of the range but golden rule is just to stay near the planet and take care of the flies fleet around the planet.
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st0mpa

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5163 on: March 15, 2023, 11:15:56 PM »

Hi there wanted to ask is the [REDACTED] contact in prism free port in random sector mode, because the tooltips on it only mention the galatea questline not being active or other mod things not being active but as she is part of nexerelin I assumed she would be there. If she is supposed to be there in random sector is there something I have missed to make her spawn in. I just headed straight there after starting a new own faction run.
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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 #5164 on: March 16, 2023, 01:05:59 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
Aside from Crowley_black's helpful post*, there's also a video described here on Reddit, although it's a bit old and I forget what exactly is in it.


*minor correction: each heavy armaments unit requires two marines to crew, not one

Really appreciate the write-up, very helpful.  Question, for the ships that have ground support package, do I need to just keep the fleet hovering over the planet the entire invasion or is this more of an abstract thing where I can go off chasing other fleets down and still get the bonus?
You need to hover near the planet but you don't have to be right on top of them. basically watch how the AI circle around a planet when they raid or invade, they will move away when threatened but they won't run too far and will get back to position after they are in the clear. I don't know the specific su of the range but golden rule is just to stay near the planet and take care of the flies fleet around the planet.
Also the ping circles around the planet show the approximate radius you want to stay in.

Hello, Histidine. What defines the factions starting relations? They do not seem to reflect what's in the config files. Do they take alignments or diplomacy traits into account?
I ask this because I manually changed "startRelationships" along with some other values for several factions in the jsons inside their exerelinFactionconfig folder, but this is not reflected in-game, where their starting relation points are always the same.
By default the config relations are only used in random sector (non-random relations being set in code). To make them apply everywhere, add to the faction's config file:
Code: json
"useConfigRelationshipsInNonRandomSector":true,

Hi there wanted to ask is the [REDACTED] contact in prism free port in random sector mode, because the tooltips on it only mention the galatea questline not being active or other mod things not being active but as she is part of nexerelin I assumed she would be there. If she is supposed to be there in random sector is there something I have missed to make her spawn in. I just headed straight there after starting a new own faction run.
Her bar event can appear after 180 ingame days have passed. If Prism Freeport isn't present, she should appear at any independent market.
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st0mpa

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5165 on: March 16, 2023, 01:27:34 AM »


Her bar event can appear after 180 ingame days have passed. If Prism Freeport isn't present, she should appear at any independent market.
[/quote]

Thank you for the info. I thought that I had gone there right off the start before and was just missing something but clearly not if thats the trigger.
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ciago92

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5166 on: March 16, 2023, 09:05:32 AM »

No idea if anyone has suggested this yet, but could we get a couple more options for faction relationships at the beginning? Like all factions hate us, or all factions hate all other factions kind of thing.
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SpaceDrake

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5167 on: March 16, 2023, 09:23:42 AM »

There's a few other mods that can do things of that sort. Ruthless Sector, for example.
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Kagenou

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5168 on: March 17, 2023, 04:42:29 PM »

Hi got Prism mission bug "Fragments". Finished the mission but dialog to end it will not appear.

Playing with a huge list of mods
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5169 on: March 18, 2023, 01:17:10 PM »

@Histidine:
Hey, there isn't a toggle to enable legacy behaviour for core bloat in random sector, right? I really liked my occasionally huge, thicc core sectors instead of the shitton of factions spreading. Could you make it an option in one of the config files? Pretty please "puppy eyes"? :D
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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 #5170 on: March 20, 2023, 12:43:01 AM »

Hi got Prism mission bug "Fragments". Finished the mission but dialog to end it will not appear.

Playing with a huge list of mods
You already defeated the attacking fleet and salvaged the mothership, then returned to Midnight but didn't get any special convo?
Can you post a screenshot of the mission in intel screen?

Unfortunately I can't debug a save with a huge list of mods, but if you poke me on Discord it might be possible for me to send some testing material your way if the issue persists.

@Histidine:
Hey, there isn't a toggle to enable legacy behaviour for core bloat in random sector, right? I really liked my occasionally huge, thicc core sectors instead of the shitton of factions spreading. Could you make it an option in one of the config files? Pretty please "puppy eyes"? :D
As in, you want each system to have more inhabited planets/stations? I could see if the max planets/stations can be made configurable (and the sector generation made to obey increases in these values), I suppose.
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Dadada

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5171 on: March 20, 2023, 02:12:46 AM »

@Histidine: In the core region that is, does not matter if it yields 12 inhabited stations/planets per system in the core or just more settled core systems. Well, more markets cause more lag I guess and more markets per system causes more lag if you visit such a crowded system I guess, all the fleets need to be calc'd... Well, anyway, I think you recently changed it so that the core, I mean the central constellation has somewhat of an upper limit of inhabited systems and size?

>v0.10.5b (2022-09-17)
>Random sector: Constrain min/max stars in central constellation
https://github.com/Histidine91/Nexerelin/wiki/Changelog#v0105b-2022-09-17
There it is I guess. I'd like a toggle for legacy behaviour if it is not too much of a pain.
« Last Edit: March 20, 2023, 02:14:31 AM by Dadada »
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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 #5172 on: March 20, 2023, 10:29:45 AM »

Thanks everyone for the answers has been real helpful.  Keep up the great work on the mod it takes a real good game and makes it even better.
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Kanjejou

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5173 on: March 22, 2023, 04:50:38 PM »

is it possible to control a bit how a faction diplomatie advance over time?

is it possible for exemple to make pirate join an alliance with somebody?
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HopeFall

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5174 on: March 22, 2023, 05:13:11 PM »

I feel like something needs to be done about Destabilization. Granted, the biggest problem is Ludd damned Kaldur's Revenant Gestalt. But I shouldn't be seeing 19+ unrest on any market. I feel there needs to be a cap on civil unrest, or the ability to remove significantly more the higher it is. So 6 civil unrest, 2 points per relief. 19 civil unrest? How bout 9, but with comparatively much higher cost/relief supplies. Perhaps even the ability to completely remove all remaining unrest by, I dunno. Some massively huge cost if the player is downright determined to not have something destabalize.

Also would be very nice if there was a greater warning for soon to decivilize planets. I've gotten the warning intel maybe two weeks before decivilization - it wasn't enough to actually travel there in time.
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