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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)  (Read 3453515 times)

dro

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5535 on: August 16, 2023, 05:29:53 PM »

I found a good way how we may solve this. I tested a bit today.

vanilla events can be prevented, if military base is tactical bombarded. Maybe apply this to mod events too? In this case also patrol bay and / or spaceport should be enough. I think, an easy check for if(market.has(...) OR market.has(...)) Else: fail Invasion

This is an easy solution to implement and makes gameplay mechanics wise sense. Also player doesn't feel that helpless anymore. You know, there are going to be an invasion, why not kill the invasion before it even started? Vengeance fleet? Bombard the vengeance fleet spawning planet so a new planet spawns the new vengeance fleet and create an endless cycle of war, destruction and sweet war crimes.
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Light Dimf

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5536 on: August 17, 2023, 03:03:20 PM »

What about possibility to trade relic components from industrial evolution from friendly remnants?
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keriv136

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5537 on: August 17, 2023, 03:41:39 PM »

Hello, I know the lunalib settings override the setting changes in the config files for Nexerelin. So my question is, how do I stop this from happening? Can I remove lunalib from Nexerelin somehow or somehow make sure the changes I make in the config files for Nexerelin override lunalib? The reason is, I made many changes to settings in the file that I can't make in the lunalib (like increasing even more how long before diplomacy events, etc.) Lunalib only lets me do like 60 days or something max but I want more. Can anyone help me if possible? Thanks.
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Helldiver

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5538 on: August 17, 2023, 07:13:03 PM »

  • XIV ships being renewable in gameplay is just how Starsector fleet spawning works right now; I can't readily change that and I'm not sure what a desirable change would look like (do XIV ships just stop being accessible if you kill enough of them?)

I personally don't have a problem with XIV ships being renewable - for the Hegemony anyways. I imagine that Hegie engineers with closely guarded knowledge are still able to perform the required modifications when finishing a new hull - only it's done "by hand" rather than by the forge, hence costs and low numbers.
I do think it would be cool if it was somehow possible to have XIV ships only spawn as part of special fleets (elite defense fleets like with the LG, invasion fleets and so on). It would make sense for them to be pulled out where/when it really matters instead of them being found in small numbers kind of all the time.
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Lycaeon

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5539 on: August 18, 2023, 02:10:22 PM »

Got a quick question. Is there a way to set your starting planet for the spacer start in settings? Assuming non-random sector.
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Deadbeat Duahia

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5540 on: August 18, 2023, 02:40:31 PM »

I'm playing the spacer start and i keep on having the message, wait until the enemy approaches you before you engage, even though I don't see any enemy and it's been like 2 in game years already, is there a way to get rid of the message? The message is just above my shortcuts such as 1,2,3 etc
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StargazerRJL

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5541 on: August 18, 2023, 03:41:21 PM »

The best mod hands down. Thank you for the countless hours you have worked on this.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5542 on: August 18, 2023, 08:55:41 PM »

Well, made the thread!

What about possibility to trade relic components from industrial evolution from friendly remnants?
Hmm, I may think of something later (maybe just let Midnight dispense them?)

Hello, I know the lunalib settings override the setting changes in the config files for Nexerelin. So my question is, how do I stop this from happening? Can I remove lunalib from Nexerelin somehow or somehow make sure the changes I make in the config files for Nexerelin override lunalib? The reason is, I made many changes to settings in the file that I can't make in the lunalib (like increasing even more how long before diplomacy events, etc.) Lunalib only lets me do like 60 days or something max but I want more. Can anyone help me if possible? Thanks.
There isn't a setting for this other than just disabling LunaLib completely (or editing Nex code to change the min/max values).
Though you could try the ReloadNexConfig console command to reload settings from file midgame, which I think will last until next application restart.

Although for this specific case, if you're increasing the diplomacy interval that much I'd consider just disabling diplomacy altogether.

Got a quick question. Is there a way to set your starting planet for the spacer start in settings? Assuming non-random sector.
There's no setting for a specific planet, it just picks the best one it can find. There is a core/non-core/any setting for the starting planet in the new game settings, at least.

I'm playing the spacer start and i keep on having the message, wait until the enemy approaches you before you engage, even though I don't see any enemy and it's been like 2 in game years already, is there a way to get rid of the message? The message is just above my shortcuts such as 1,2,3 etc
That message is from the tutorial start. Did you pick that start while having the spacer setting on from the config menu? I'm guessing that doesn't work.

(Did a quick minimal-modlist test with picking the spacer start option while not touching anything else; it doesn't put me in the Galatia tutorial, so something else might have enabled it? If you know how to reproduce the issue, tell me)

The best mod hands down. Thank you for the countless hours you have worked on this.
Thankees! :D
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Deadbeat Duahia

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5543 on: August 18, 2023, 09:32:59 PM »

That message is from the tutorial start. Did you pick that start while having the spacer setting on from the config menu? I'm guessing that doesn't work.

(Did a quick minimal-modlist test with picking the spacer start option while not touching anything else; it doesn't put me in the Galatia tutorial, so something else might have enabled it? If you know how to reproduce the issue, tell me)


No, I think I tried to to choose the classic start before deciding to choose the spacer start. I remember dying a lot on the first tutorial mission alone and just rage quitting because the game kept on reloading with a different ship for me to fight the first enemy with. I dont know if this helps or not, but I did quicksave like it told me to before ultimately deciding to start a spacer run. But like more importantly, theres no way to get rid of the message? like I cant go into the config and delete some lines or something? Its really glaring when I notice it because other than that everything works fine. (p.s) Sorry if i messed up the quoting thing, this is like my first time doing it on this site.
« Last Edit: August 18, 2023, 09:59:16 PM by Deadbeat Duahia »
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5544 on: August 19, 2023, 05:21:58 AM »

Use the quote tag (there's a button on it at the top, or input the tags manually)

Code
[quote][/quote]

To fix your game, install the Console Commands mod and copypaste the following into console after loading the game (open console with Ctrl+Backspace by default)

Code: java
runcode exerelin.world.VanillaSystemsGenerator.exerelinEndGalatiaPortionOfMission();
Global.getSector().getMemoryWithoutUpdate().unset(com.fs.starfarer.api.impl.campaign.tutorial.CampaignTutorialScript.USE_TUTORIAL_RESPAWN);
Global.getSector().getCampaignUI().getHintPanel().clearHints();
Note: This does more than just clear the unwanted message; the fact that the tutorial start happened at all suggests a lot of things are broken so this tries to fix the important ones.
Still it doesn't add the fleet abilities that are removed at the tutorial like transponder, sensor burst, etc.; if they're gone a separate command will be needed to readd them.
« Last Edit: August 19, 2023, 05:37:19 AM by Histidine »
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Deadbeat Duahia

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5545 on: August 19, 2023, 04:08:54 PM »

Use the quote tag (there's a button on it at the top, or input the tags manually)

Code
[quote][/quote]

To fix your game, install the Console Commands mod and copypaste the following into console after loading the game (open console with Ctrl+Backspace by default)

Code: java
runcode exerelin.world.VanillaSystemsGenerator.exerelinEndGalatiaPortionOfMission();
Global.getSector().getMemoryWithoutUpdate().unset(com.fs.starfarer.api.impl.campaign.tutorial.CampaignTutorialScript.USE_TUTORIAL_RESPAWN);
Global.getSector().getCampaignUI().getHintPanel().clearHints();
Note: This does more than just clear the unwanted message; the fact that the tutorial start happened at all suggests a lot of things are broken so this tries to fix the important ones.
Still it doesn't add the fleet abilities that are removed at the tutorial like transponder, sensor burst, etc.; if they're gone a separate command will be needed to readd them.

Thank you so much! Though curiously enough, I do have transpsonder and sensor burst, oh well, thanks again!
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Shogouki

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5546 on: August 19, 2023, 09:25:49 PM »

Question about selling survey data: does selling it decrease the time before another faction attempts to colonize another world?  And if so, does it matter who you sell it to?  Like if I sell a shipload of data all at once to the Persean League will they be much more likely to be the next faction to try and colonize?
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5547 on: August 21, 2023, 08:16:00 PM »

The next colony expedition comes sooner yeah. The choice of which faction you sell it to currently has no effect.
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Mephansteras

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5548 on: August 21, 2023, 10:13:47 PM »

Is there a guide on how to set up blueprint packages and their costs for the Own Faction start?

I've looked through the wiki and various mods that do have their stuff show up, but I must be missing something because I can't find it anywhere.
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Shogouki

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5549 on: August 22, 2023, 12:18:29 PM »

The next colony expedition comes sooner yeah. The choice of which faction you sell it to currently has no effect.

Thanks very much!  Do you think that the choice of who you sell it to having an effect on which faction has the next expedition could be a future feature or would something like that be tricky/time consuming to code?
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