Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 363 364 [365] 366 367 ... 442

Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3879427 times)

spatial

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5460 on: July 09, 2023, 03:50:56 PM »

Decided to make a new save for a few reasons, not excluding my inability to progress to the third mission. I now have 100 rep with midnight, 65 with remnants, hedge is alive and well in my save, and i even went into a red warning system to ensure that a remnant station was there, which it was. Still, no third mission. I completed the first and second ones over a year ago in my game. No idea why i cant get this third one to start. Any help?

EDIT: Turns out, as expected, i was just an idiot. The issue with my previous save still stands, but im not worried about it now. Apologies.
« Last Edit: July 09, 2023, 04:44:26 PM by spatial »
Logged

Killsode

  • Admiral
  • *****
  • Posts: 507
  • Yipping away as i blast blasted pirates.
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5461 on: July 10, 2023, 02:55:32 AM »

Is it just me or are factions WAAAYYY more invasion happy in the latest version? feels like there's 3-5 every month. am i just paying more attention or did the rate get increased? if so, what would be the setting to adjust down?
Logged

Ragnarok101

  • Commander
  • ***
  • Posts: 223
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5462 on: July 10, 2023, 07:16:13 AM »

So, out of curiosity - I can make fleets out of personally selected ships, neat. Can I make these task groups do things like mining, exploring, et cetera, or are they solely military?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5181
    • View Profile
    • GitHub profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5463 on: July 10, 2023, 06:10:08 PM »

Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?
Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X

May have noticed something strange. Not sure if it's Nex or vanilla.

While doing the missions, I saved the loadout for the Dominator used in Dire Straits, as "Anti-Carrier Variant". While that variant doesn't show up in the in-game autofit screen, it's been showing up in Hegemony fleets. It's very specialized, and kitted out for the player personally, so it doesn't do very well, but it's interesting that a custom design that wasn't even added to the game proper is showing up in AI fleets.
Sounds vanilla!

Is it just me or are factions WAAAYYY more invasion happy in the latest version? feels like there's 3-5 every month. am i just paying more attention or did the rate get increased? if so, what would be the setting to adjust down?
Nothing should have changed there with strategic AI off, and with it on they should be less frequent if anything.

If you have LunaLib, compare the invasion point figures to the ones in the config file on the off chance some of them aren't being read correctly. Else, maybe I should add a player-facing intel item that shows how the invasion points are changing to check these.

So, out of curiosity - I can make fleets out of personally selected ships, neat. Can I make these task groups do things like mining, exploring, et cetera, or are they solely military?
Military only

Legend, that worked.. where's your tip jar, I'll buy you a beer
Hmm, not taking tips right now, but maybe I should set up a Ko-fi sometime!
Logged

Heretic

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5464 on: July 11, 2023, 05:41:34 AM »

Hi this may be a stupid question but is there any further way to join a faction past a commission, as in becoming part of that faction. If there is, how do I join the faction.

Basically, I want to join the faction (if it is possible) so that when I create a colony on a planet, it becomes part of the faction and not that I need to make a faction myself.
« Last Edit: July 11, 2023, 05:44:41 AM by Heretic »
Logged

Sts678

  • Ensign
  • *
  • Posts: 34
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5465 on: July 12, 2023, 06:49:18 AM »

Maybe I met a bug. In a random sector, the Kanta's Den was attacked even though I have turned off the pirate invasion (Retake is allowed).
Logged

justnewaccount3131

  • Lieutenant
  • **
  • Posts: 68
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5466 on: July 12, 2023, 10:58:27 AM »

I seem to have a weird bug:

if there is a system-wide bounty to kill "pirates" in a system clearly plagued by ordinary pirates - sometimes to the extent of having 5 or more pirate fleets clogging up the jump points, I get zero money or reputation increases from the faction when killing normal pirates.
it seemed to work early in game when I did a bounty for one of the core factions. but twice now, one time Mayasuran Navy and another Diable avionics, I get no rewards.

first time I encountered this, I just assumed they were somehow in league with pirates even though the INTEL panel showed nothing, but even then it seemed the pirates were harassing trade and putting the colonies in that system in trouble. but I did not stick around to watch too much

this time, the pirates attacked a neutral scavenger fleet that had just concluded trade on the colony. and the supposed "enemy" factions were nowhere to be seen, but the colony had insane prices for many items - meaning they were clearly suffering from the blockade.

the pirates do *not* show as official enemies in the INTEL faction info. but they should still yield bounties, if they're the ones blockading the colony.

it is either a bug in how factions determine who is messing with them, even in a case where there are swarms of pirate fleets in shouting distance from the station.
the pirates never attacked the station directly, but that could have been because it's a faction capital with two or three massive fleets protecting it.

the whole situation is weird and counterintuitive.

it could also be a bug in how the player gets rewarded -- maybe the base game implicitely rewards bounties, and nex does it based on hostility, but did not implement that pirates are kinda always hostiles, also implicitely unless they're allied or something?

the whole thing seems so weird.

one thing is for sure: the scavenger fleet that the pirates bounced on seemed to come from the colony. or was in system and tried to leave. and the colony is not even half a screen from the jump point. if the scavengers were hostile to the colony, the massive faction fleets would have just killed them.

there was a tiny neutral fleet of just a few ships also trying to leave and the pirates attacked that too

-------------
I watched a bit more and one of the diable fleets went through the jump portal and seemed to guard the entrance. the pirates there did not engage it, and vice versa. the system fleet would be too big for pirates to attack. it seemed the pirates had faster ships on average, so maybe the system fleet could not catch them? but it did not even try to boost.

the impression I got was that they were allies. but then the system would be fine and not under extreme prices with clear massive oversupply of many goods, meaning no trade ships would come in due to the pirate blockade

----------------------------

edit: Diable just posted a bounty for the pirate base blockading their system
(was afk a lot, so not long ingame after this post)

that proves there is an issue with the game managing bounty rewards and maybe even how system fleets deal with pirates in some edge cases
« Last Edit: July 13, 2023, 02:33:00 AM by justnewaccount3131 »
Logged

Marco_Paulo

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5467 on: July 12, 2023, 01:11:34 PM »

Found a small bug in random sector - the Hamatsu still spawns, but a nullpointerexception fires when the player meets it.
Logged

d_ted

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5468 on: July 13, 2023, 05:07:07 PM »

Hello;

My fighters / bombers won't attack anymore. It could be a bug of main game (0.96) but I installed Nexerelin ASAP, so...

I tried different kind of both fighters and bombers as well as only fighters and only bombers mix. Yup, I pressed "Z" key to set it engage mod; brought a tech carrier and re-called them all... nada. Also giving commands via map screen (semi-AI control) won't do a shait. It was a total fresh start, uninstalled both outdated game and mod and reinstalled updated game and mod then started a new game.

What kind of extra info you need, I will -try to- provide everything you need.

Edit_1: There is no problems while playing Missions though.
« Last Edit: July 13, 2023, 05:17:18 PM by d_ted »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5181
    • View Profile
    • GitHub profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5469 on: July 13, 2023, 07:33:15 PM »

Hi this may be a stupid question but is there any further way to join a faction past a commission, as in becoming part of that faction. If there is, how do I join the faction.

Basically, I want to join the faction (if it is possible) so that when I create a colony on a planet, it becomes part of the faction and not that I need to make a faction myself.
There isn't currently such a mechanic. Although for the new colony, you can undock, redock and talk to the secretary on the comm board to transfer the planet to your commissioning faction.

Maybe I met a bug. In a random sector, the Kanta's Den was attacked even though I have turned off the pirate invasion (Retake is allowed).
Hmm, I'll look into it! (Random sector Kanta's Den is spawned in a 'non-standard' way so some values might indeed not be set correctly)

I seem to have a weird bug:

if there is a system-wide bounty to kill "pirates" in a system clearly plagued by ordinary pirates - sometimes to the extent of having 5 or more pirate fleets clogging up the jump points, I get zero money or reputation increases from the faction when killing normal pirates.
it seemed to work early in game when I did a bounty for one of the core factions. but twice now, one time Mayasuran Navy and another Diable avionics, I get no rewards.

[...]

edit: Diable just posted a bounty for the pirate base blockading their system
(was afk a lot, so not long ingame after this post)

that proves there is an issue with the game managing bounty rewards and maybe even how system fleets deal with pirates in some edge cases
Well this stuff is mostly vanilla behavior (albeit in some cases it's partly that Nex doesn't fix it as much as it could)
Specifically:
  • Pirate Activity market condition will still affect factions that aren't hostile to pirates (vanilla behavior; Nex reduces the effect at higher relationship levels, but maybe should start doing so earlier)
  • Vanilla system bounty (unchanged by Nex) doesn't pay out for killed pirates if pirates aren't hostile to the faction, even if Pirate Activity is ongoing
  • In contrast, vanilla pirate base bounties (unchanged by Nex, except for payout amounts) can still be issued by factions that aren't hostile to pirates if one or more of their markets have Pirate Activity, and will be paid on kill as expected
  • Faction fleets won't fight pirates if the pirate faction isn't hostile (as seen in intel screen), regardless of the Pirate Activity effects. Not that killing the pirate fleets would do much anyway; need to remove the base for that.
  • A faction that is non-hostile to you can still affect your colony by attacking trade convoys of third parties that the faction is hostile to (this is why setting up a colony in a Remnant system can have problems)
Hmm, I'll need to review the code to see whether it's more trouble than I want, but I'm considering just taking the most direct approach and making pirate bases not generate Pirate Activity for any non-hostile (NPC) market, and not being targeted by base bounties from such factions.
So factions that aren't hostile to pirates won't be bothered by them in any way, except for opportunistic kills of trade fleets.

Hello;

My fighters / bombers won't attack anymore. It could be a bug of main game (0.96) but I installed Nexerelin ASAP, so...

I tried different kind of both fighters and bombers as well as only fighters and only bombers mix. Yup, I pressed "Z" key to set it engage mod; brought a tech carrier and re-called them all... nada. Also giving commands via map screen (semi-AI control) won't do a shait. It was a total fresh start, uninstalled both outdated game and mod and reinstalled updated game and mod then started a new game.

What kind of extra info you need, I will -try to- provide everything you need.

Edit_1: There is no problems while playing Missions though.
Not related to Nex :)
First check if your ship has Defensive Targeting Array hullmod, that makes fighters unable to leave the ship. (And make sure the fighters themselves have nonzero engagement range while you're at it)

Found a small bug in random sector - the Hamatsu still spawns, but a nullpointerexception fires when the player meets it.
Yep, it's trying to start the 'return the Hamatsu' mission but can't. The error is harmless so haven't bothered to fix it though :-X
Logged

d_ted

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5470 on: July 14, 2023, 12:07:00 AM »

Hello;

My fighters / bombers won't attack anymore. It could be a bug of main game (0.96) but I installed Nexerelin ASAP, so...

I tried different kind of both fighters and bombers as well as only fighters and only bombers mix. Yup, I pressed "Z" key to set it engage mod; brought a tech carrier and re-called them all... nada. Also giving commands via map screen (semi-AI control) won't do a shait. It was a total fresh start, uninstalled both outdated game and mod and reinstalled updated game and mod then started a new game.

What kind of extra info you need, I will -try to- provide everything you need.

Edit_1: There is no problems while playing Missions though.

Not related to Nex :)
First check if your ship has Defensive Targeting Array hullmod, that makes fighters unable to leave the ship. (And make sure the fighters themselves have nonzero engagement range while you're at it)

Holly banana!

I was almost sure it happened because of a -buggy- ship I salvaged... almost. Thank you for info, I did not read rest of the description after "%50 percent damage" and sorry for wrong report.
Logged

justnewaccount3131

  • Lieutenant
  • **
  • Posts: 68
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5471 on: July 14, 2023, 03:47:43 AM »

[
Well this stuff is mostly vanilla behavior (albeit in some cases it's partly that Nex doesn't fix it as much as it could)
Specifically:
  • Pirate Activity market condition will still affect factions that aren't hostile to pirates (vanilla behavior; Nex reduces the effect at higher relationship levels, but maybe should start doing so earlier)
  • Vanilla system bounty (unchanged by Nex) doesn't pay out for killed pirates if pirates aren't hostile to the faction, even if Pirate Activity is ongoing
  • In contrast, vanilla pirate base bounties (unchanged by Nex, except for payout amounts) can still be issued by factions that aren't hostile to pirates if one or more of their markets have Pirate Activity, and will be paid on kill as expected
  • Faction fleets won't fight pirates if the pirate faction isn't hostile (as seen in intel screen), regardless of the Pirate Activity effects. Not that killing the pirate fleets would do much anyway; need to remove the base for that.
  • A faction that is non-hostile to you can still affect your colony by attacking trade convoys of third parties that the faction is hostile to (this is why setting up a colony in a Remnant system can have problems)
Hmm, I'll need to review the code to see whether it's more trouble than I want, but I'm considering just taking the most direct approach and making pirate bases not generate Pirate Activity for any non-hostile (NPC) market, and not being targeted by base bounties from such factions.
So factions that aren't hostile to pirates won't be bothered by them in any way, except for opportunistic kills of trade fleets.


thank you for the reply and explanation. that explains what I saw, yeah. I think it's something that would trip up normal players who simply look for system bounties, travel to there and expect that that can quickly increase reputation and money with that.

it's probably so glaring to me cause the rest of the AI in the game and the mod works so well compared to most games.

as a suggestion:

in my mind, pirates are always hostile to everyone, and everyone always hostile to them, unless specifically otherwise -- due to bribes or whatever.
it may be easiest to set all factions hostile to them, and vice versa and would make the most sense. unless some game logic would make that harder to do.
exceptions are pirate-like factions that mods bring in and alliances with pirates some factions may do if they get hostile to pretty much everyone else or something

that would be the solution that most people imho assume being the case anyway

but both would solve the issue. it just depends what if there could be third-order effects down the line if there's less pirate activity or less intrinsic hostility to them.
it would kinda make pirates more like a normal faction for better or worse
« Last Edit: July 14, 2023, 08:57:55 AM by justnewaccount3131 »
Logged

Gniwu

  • Ensign
  • *
  • Posts: 45
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5472 on: July 14, 2023, 11:52:19 AM »

I only recently noticed (after who-knows-how-many playthroughs) that in Nexerelin, planetary descriptions for several of the core worlds will change if the world is taken over by another major non-player faction! That was one of those rare moments where I'm still stunned by something happening in a game that I feel I must know inside out by now. Your wonderful attention to detail never ceases to surprise me, thank you!

My only 'gripe' is that some of the more glorious possible victories result in no changed text... like FINALLY helping a beleaguered Persean League take over Sindria from an unholy Hegemony/Diktat alliance (Those must have been some interesting negotiations, huh.) after an extremely costly and drawn-out ground battle. Are you planning on writing more of these alternate market states, or is that element of the mod considered 'finished as is'?
Logged

Marco_Paulo

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5473 on: July 14, 2023, 12:53:50 PM »

I only recently noticed (after who-knows-how-many playthroughs) that in Nexerelin, planetary descriptions for several of the core worlds will change if the world is taken over by another major non-player faction! That was one of those rare moments where I'm still stunned by something happening in a game that I feel I must know inside out by now. Your wonderful attention to detail never ceases to surprise me, thank you!

My only 'gripe' is that some of the more glorious possible victories result in no changed text... like FINALLY helping a beleaguered Persean League take over Sindria from an unholy Hegemony/Diktat alliance (Those must have been some interesting negotiations, huh.) after an extremely costly and drawn-out ground battle. Are you planning on writing more of these alternate market states, or is that element of the mod considered 'finished as is'?

I've occasionally thought of using language models to write the more generic planets' descriptions after a takeover, in cases like this. The reason games like this usually don't update planet descriptions in response to these things is the fact that each planet, in an otherwise-vanilla game, has a minimum of seven potential states. Five base factions, plus the player, plus decivilized. It comes out to hundreds of descriptions - the sort of thing a human writer would naturally struggle with.

On a tangential note, I've been surprised by how often the Diktat ends up friends with the Heggies and enemies with the League. I think this is due to the alignment system, which treats initial friendliness as a starting value which disappears pretty fast, and treats ideological similarity as a constant adjustment that persists over the entire course of the game. The hierarchical, ultra-authoritarian Diktat ends up having more in common with its enemy, the Hegemony, than it does with the relatively laissez faire Persean League.
Logged

Gniwu

  • Ensign
  • *
  • Posts: 45
    • View Profile
Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5474 on: July 15, 2023, 10:15:51 AM »

On a tangential note, I've been surprised by how often the Diktat ends up friends with the Heggies and enemies with the League. I think this is due to the alignment system, which treats initial friendliness as a starting value which disappears pretty fast, and treats ideological similarity as a constant adjustment that persists over the entire course of the game. The hierarchical, ultra-authoritarian Diktat ends up having more in common with its enemy, the Hegemony, than it does with the relatively laissez faire Persean League.

It's something that I have noticed, as well, although that only seems to start happening some decades into any given playthrough (two in my current one). In narrative terms, I see that as another sign of Andrada himself growing increasingly decrepit and unable to direct policy, to the point where his ambitious underlings from the Usurper quest are now definitely running the show instead. With the very personal enmity between Andrada and his former employers out of the picture as a show-stopping factor and a new generation of Hegemony officers accustomed to the current territorial status gradually filling out various positions of power, the ideological similarity of the Diktat and the Hegemony becomes more and more important. So, yeah: As long as this shift doesn't happen within the first ten years of the game, I'm totally okay with it!
Logged
Pages: 1 ... 363 364 [365] 366 367 ... 442