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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 3901335 times)

ApolloStarsector

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5220 on: April 22, 2023, 03:55:33 PM »

I like the buy ship mission (or as I think of it, the sell ship mission). It's useful if you regret spending a story point on an S-mod. Feedback:

1. You can salvage enemy ships with S-mods, sell them via the nexerelin buy-back quest, and receive story points you never had in the first place. Needless to say, that's pretty imbalanced (not sure how you'd fix it, however). Perhaps I can solve this myself by disabling salvaging of ships with S-mods on them.

2. The credit amount is too high - I've sometimes bought a ship through the vanilla mission prompt and then immediately sold it back through the nexerelin buy-back quest, and made money - you should, at best, break even IMO. Partly this could be due to the vanilla buy-a-ship mission being too cheap.
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brizz

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5221 on: April 23, 2023, 11:53:16 AM »

Hello,

i found an exploit / loophole with lower tariffs.

buying enough stock on a planet/station will instantly create a shortage, which in return lets you sell it back with profit, then you can buy it again to normal prices, and repeat this as often as you want, without even having to close the trade window.
lower tariffs make sense, but maybe there should be something to prevent an exploit like this.
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Onyx

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5222 on: April 25, 2023, 10:19:32 AM »

I might just be stupid but I don't seem to have the option to invade planets/stations/etc. My only options are to attack the defenders, raid, or launch an orbital bombardment. And I don't mean it's grayed out or something, I mean it's literally not there. When I started the save this wasn't an issue, but it seems like after I made my own faction it became impossible to invade? Maybe it's because I added mods? idk
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Onyx

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5223 on: April 25, 2023, 11:38:58 AM »

I might just be stupid but I don't seem to have the option to invade planets/stations/etc. My only options are to attack the defenders, raid, or launch an orbital bombardment. And I don't mean it's grayed out or something, I mean it's literally not there. When I started the save this wasn't an issue, but it seems like after I made my own faction it became impossible to invade? Maybe it's because I added mods? idk

Okay, so the issue is the lack of a military HQ. I just needed to get one of those.
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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 #5224 on: April 25, 2023, 05:39:35 PM »

I might just be stupid but I don't seem to have the option to invade planets/stations/etc. My only options are to attack the defenders, raid, or launch an orbital bombardment. And I don't mean it's grayed out or something, I mean it's literally not there. When I started the save this wasn't an issue, but it seems like after I made my own faction it became impossible to invade? Maybe it's because I added mods? idk

Okay, so the issue is the lack of a military HQ. I just needed to get one of those.

Are you using All the Domain Drones+ (ATDD+)? That caused that exact issue for me. Odd that it went away for you after getting a military HQ though.
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FreonRu

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5225 on: April 26, 2023, 11:20:42 AM »

Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.

Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?
Setting colonyExpeditionInterval in exerelin_config.json to 99999 or similar (or in next version, to -1) will disable it. There is currently no (easy) way to make factions only set up colonies in the core worlds.

For taking things from outposts, Industrial.Evolution's Courier Port could do it, but I'm not sure if it works with outposts.
If it doesn't, ask SirHartley so I don't have to code the feature myself

Good day. Thank you very much for the help. I hope sooner or later it will be possible to fine-tune, for example, using lunalib.
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Junker99

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5226 on: April 26, 2023, 03:09:10 PM »

Been wondering for a while about Saturation bombardments. The player gets a hit for it but does the AI,  is it possible for this to be a thing? Has it been suggested and I missed. Also loving this mod btw. :D
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Afterschool

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5227 on: April 28, 2023, 03:45:44 PM »

Hi
I just updated the mod to the newest version for my game and it seems I can't select one of my starting fleet option (with some mod ships) after I copied the ship ids from my older version's player.json file the the new one.

After some testing it seems the ships that was affected are either hided in codex or restricted or some other way(unobtainable by normal means, I think)

Is there some changes to the mod so that I needed to edit the other mod's files in order to use those ships or are there settings that I can disable so that I can use them again?

example ship I used for testing : titanX from interstellar imperium/Virtous from Diable Avionics
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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 #5228 on: April 28, 2023, 07:10:49 PM »

Hello,

i found an exploit / loophole with lower tariffs.

buying enough stock on a planet/station will instantly create a shortage, which in return lets you sell it back with profit, then you can buy it again to normal prices, and repeat this as often as you want, without even having to close the trade window.
lower tariffs make sense, but maybe there should be something to prevent an exploit like this.
TBH I'm considering this a vanilla bug (specifically goods should not be priced such that this is possible) that would require more work than I want to do in order to investigate and fix modside (and it might not even be possible without ugly hax). Ah well.

Been wondering for a while about Saturation bombardments. The player gets a hit for it but does the AI,  is it possible for this to be a thing? Has it been suggested and I missed. Also loving this mod btw. :D
There's no reputation loss for AI factions' sat bombing at present. Changing this is on the todo list, but probably not in the near future.

See this post for more details, including a settings option to turn off most NPC sat bombing.

Hi
I just updated the mod to the newest version for my game and it seems I can't select one of my starting fleet option (with some mod ships) after I copied the ship ids from my older version's player.json file the the new one.

After some testing it seems the ships that was affected are either hided in codex or restricted or some other way(unobtainable by normal means, I think)

Is there some changes to the mod so that I needed to edit the other mod's files in order to use those ships or are there settings that I can disable so that I can use them again?

example ship I used for testing : titanX from interstellar imperium/Virtous from Diable Avionics
Starting fleet options as in one of the lists added to the startShipsSolo etc. tables, right? The only thing that should exclude such a list is if one or more of the variants inside doesn't exist in the game. Check the IDs, check if Diable/II are actually running, try spawning the variant ingame with console and see if it works.

(As for the custom start fleet option, that automatically excludes all ships with the restricted tag or that don't have a role specified in default_ship_roles.json, this behavior is hardcoded)
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LatvianFryingChicken

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5229 on: April 29, 2023, 01:49:21 PM »

Could there be added an option to allow the player to veto faction peace? If you need a big invasion the faction has a decent chance to peace out before it gets off the ground and that gets really annoying really quickly
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Afterschool

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5230 on: April 30, 2023, 01:45:55 PM »

Starting fleet options as in one of the lists added to the startShipsSolo etc. tables, right? The only thing that should exclude such a list is if one or more of the variants inside doesn't exist in the game. Check the IDs, check if Diable/II are actually running, try spawning the variant ingame with console and see if it works.

(As for the custom start fleet option, that automatically excludes all ships with the restricted tag or that don't have a role specified in default_ship_roles.json, this behavior is hardcoded)
[/quote]
Thanks, it seems I might have modded some other files that I didn't realize before updating

Tho speaking of which, is it possible for you make a feature of vassal a faction (yours/other faction's) in the some future update?
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TerranEmpire

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5231 on: May 01, 2023, 10:18:09 AM »

"Tho speaking of which, is it possible for you make a feature of vassal a faction (yours/other faction's) in the some future update?"

@Histidine

I would like to second this. Maybe as part of the diplomatic expansion?

This is just one man's opinion, but it would be nice to implement some kind of war score system. The Sector has a lot more static history compared to the sudden and sweeping changes frequently observed during Nexerelin playthroughs.

In real life, most of the time, the border changes are rarely the same as the frontlines at the end of the war. There is often a peace negotiation, where the territories changing hands are usually determined by the "staying power" of the warring sides at that point of the conflict.

So my suggestion is -and I know it is a lot of work- that if one side reaches exhaustion or for some other reason wants to sign a peace deal, AND the other side is exhausted enough to be willing to negotiate, then the status of the occupied markets should be decided based on the current negotiating position of the two parties.

For example, if the aggressor took a lot of planets but is exhausted and wants to negotiate, then the markets staying under his control should be quite low.

Additionally, if a power is more interested in projecting influence than outright conquest (Tri-Tachion for eg) it could aim for making the other side a vassal or force some kind of unequal relationship (maybe with different levels of dependence, based on the power relation?). Also, vassals should naturally strive to become independent over time, especially if the overlord weakens.

It would also give a nice option to the player to create one or more vassal states instead of the "autonomous colonies". Right now they feel like individual city-states and in my opinion, organizing them into one or more vassals would make a lot more sense (the idea being that they would be strong enough to better defend themselves, but not strong enough to challenge the player - hence the possibility to create more of them: divide and conquer).

Complementing this, markets conquered before a peace settlement should have a very strong "occupied-rebellion ongoing" trait, which shouldn't go away until peace settlement, because of the obvious guerilla activities coordinated by the original owner, and as a result, these planets should not contribute to the occupier's stats in any positive way until a peace deal. After the peace deal, regular unrest should continue, but it wouldn't be a controlled one by the original owner (maybe an option for clandestine support?) and should decline over time.

Anyway, just a bunch of ideas for a more realistic political system and a more realistic model for power dynamics. I know it's very hard to implement, but hey, you never know :)
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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 #5232 on: May 04, 2023, 05:45:29 PM »

(Belated short reply)
Thanks for the ideas! Vassalage mechanics with existing factions are a medium-to-long-term goal once I figure out how I want them to work.

Paradox-style mechanics for war and territorial changes will probably take much longer than that, if ever. At minimum I'll want to do the planned new diplomacy system, for NPC factions to be able to bargain with each other or the player and put a value on what they're giving/receiving.

Could there be added an option to allow the player to veto faction peace? If you need a big invasion the faction has a decent chance to peace out before it gets off the ground and that gets really annoying really quickly
For allies, if the alliance only has two members the player can always block a peace vote by voting no; larger alliances can cause problems but there are/will be mechanics to prevent factions from making peace while an invasion is en route. (If they end up not working, let me know!) For commissioning factions making peace, well that's just how it works for now.
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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 #5233 on: May 05, 2023, 06:25:49 PM »

For anyone wondering: No 0.96 update for Nex until I can verify that it doesn't immediately explode ingame, which I may not attempt right away.
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Guardsmen83

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Re: [0.95.1a] Nexerelin v0.10.6d "Lords of War" (fixes 2023-02-12)
« Reply #5234 on: May 05, 2023, 11:14:35 PM »

Take your time I dought faction  packs will update anytime soon
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