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Author Topic: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)  (Read 3435670 times)

Dadada

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5190 on: April 02, 2023, 01:45:37 AM »

Dunno but you could console command them in with the console command mod. Commands should be something like: list ships [name] and addship [name], replace name with medusa if you want that one and so on, use "list ships"  first because names of (mod) ships can be quite complicated like "skfp_deathbringer_p_base_section" or "edshipyard_bernese".
The mod: https://fractalsoftworks.com/forum/index.php?topic=4106.0
Also: help [command] and list commands or something like that, enjoy. :D

E: There is also the ship browser mod: https://fractalsoftworks.com/forum/index.php?topic=26261.0
« Last Edit: April 02, 2023, 01:52:24 AM by Dadada »
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Zordiark Darkeater

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5191 on: April 02, 2023, 04:34:23 PM »

Dunno but you could console command them in with the console command mod. Commands should be something like: list ships [name] and addship [name], replace name with medusa if you want that one and so on, use "list ships"  first because names of (mod) ships can be quite complicated like "skfp_deathbringer_p_base_section" or "edshipyard_bernese".
The mod: https://fractalsoftworks.com/forum/index.php?topic=4106.0
Also: help [command] and list commands or something like that, enjoy. :D

E: There is also the ship browser mod: https://fractalsoftworks.com/forum/index.php?topic=26261.0

I know the console command but adding stuff that way feels sooo out of place/extra work in the game.
Thats why im trying to find a way to edit something somewhere that lets me add ships on the list to be allways there.
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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 #5192 on: April 02, 2023, 06:21:18 PM »

Open the desired faction config files in data/config/exerelinFactionConfig/ * and add the ship(s) to the relevant startShipsX tables. Ask on Discord if you need help doing this; I ought to document the tables at some point.

*Look in the Nex folder for vanilla factions (including player faction), for mod factions go to the mod's folder.

The alternative is just using the custom start fleet option.
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Catscrath

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5193 on: April 03, 2023, 11:29:22 AM »

Is there any way to get main factions ally with minor factions? Like say the Luddic Church and Path? Or even the Path and Pirates. I ask because I am currently doing a run with the path and have them set to be able to invade and be invaded like normal factions, and have a 100 score with the church but they don't seem to care about making a federation with the Path.
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Shogouki

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5194 on: April 06, 2023, 08:22:45 PM »

Is there a way to disable empires from colonization just until the player completes the Galatia quest line?
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TheProtagonists

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5195 on: April 06, 2023, 10:15:29 PM »

Is there any known mod incompatibility or other problem that can cause Nex to seemingly ignore the "diplomacyEventFilterLevel" and "agentEventFilterLevel" settings? I keep getting all diplomacy notifications no matter what number I set for these two.
« Last Edit: April 06, 2023, 10:23:10 PM by TheProtagonists »
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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 #5196 on: April 07, 2023, 03:40:15 AM »

Is there any way to get main factions ally with minor factions? Like say the Luddic Church and Path? Or even the Path and Pirates. I ask because I am currently doing a run with the path and have them set to be able to invade and be invaded like normal factions, and have a 100 score with the church but they don't seem to care about making a federation with the Path.
Pirate-type factions won't form alliances on their own, but if you're not commissioned you e.g. can invite both the Church and Path to the same alliance (then leave it and take a commission again?)

Is there a way to disable empires from colonization just until the player completes the Galatia quest line?
Not currently, I might or might not add it at some point.

Is there any known mod incompatibility or other problem that can cause Nex to seemingly ignore the "diplomacyEventFilterLevel" and "agentEventFilterLevel" settings? I keep getting all diplomacy notifications no matter what number I set for these two.
Are you using the nexIntelQueued setting as well? Eyeballing the code, queued intel may not obey the filter settings.
If not, I could try testing the filters I guess.
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TheProtagonists

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5197 on: April 07, 2023, 11:59:58 PM »

Are you using the nexIntelQueued setting as well? Eyeballing the code, queued intel may not obey the filter settings.
If not, I could try testing the filters I guess.

That seems to be what's happening, after I changed nexIntelQueued back to 0 from 1 it's working as expected. Thank you for the pointer!
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Shogouki

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5198 on: April 08, 2023, 12:19:58 AM »

Is there a way to disable empires from colonization just until the player completes the Galatia quest line?
Not currently, I might or might not add it at some point.

Ok, thanks for the info!
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scorpico69

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5199 on: April 08, 2023, 10:48:46 AM »

@Histidine hi, could you please add the option to permanently destroy a faction? so when all planets are destroyed/conquered, the faction, including pather and pirates, is gone?
it is the only reason i use Vayra's Sector.
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ApolloStarsector

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5200 on: April 09, 2023, 01:25:04 AM »

Nexerelin v0.10.6d
Download

Changelog
### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)


Is there a way to re-enable this accessibility bonus? I'm interested in nerfing trading & also doing a pirate playthough.

Edit: other than reverting to the previous version. Which I may try.
« Last Edit: April 09, 2023, 01:59:25 AM by ApolloStarsector »
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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 #5201 on: April 09, 2023, 02:05:05 AM »

Nexerelin v0.10.6d
Download

Changelog
### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)


Is there a way to re-enable this accessibility bonus? I'm interested in nerfing trading & also doing a pirate playthough.

Edit: other than reverting to the previous version. Which I may try.
Uncomment the "factionConditionSubplugin" line in data/config/exerelinFactionConfig/pirates.json

@Histidine hi, could you please add the option to permanently destroy a faction? so when all planets are destroyed/conquered, the faction, including pather and pirates, is gone?
it is the only reason i use Vayra's Sector.
Nex (should) already prevent new pirate and Luddic Path bases from spawning, if the factions are dead by Nex rules (which pretty much means no regular markets). If this doesn't work, let me know!
(For other base-spawning factions that might be an issue, I'm leaving the management of that behavior to the specific faction mods)
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ApolloStarsector

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5202 on: April 09, 2023, 03:31:48 AM »

Thank you! By the way, thanks for your incredible mod.
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scorpico69

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5203 on: April 09, 2023, 05:22:34 AM »

Thanks for the fast reply. i will start a new game and wipe out the pather planets. if their bases still spawn, i will let you know.
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plebianweeb

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5204 on: April 09, 2023, 08:51:27 PM »

After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?
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