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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)  (Read 2835721 times)

Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5565 on: August 25, 2023, 07:29:52 PM »

Nex doesn't make other markets/factions build Planetary Shield. Not sure which one does (it sounds like the sort of thing Starpocalypse or similar would do, but I don't recall explicitly hearing about a feature like that).
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Jack Ardan

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5566 on: August 27, 2023, 12:37:34 PM »

I have an idea:
That AI markets with heavy industy and military base (their upgraded versions also count) can have blueprints to their ships/weapons
(the market can be raided to get the blueprints)
modifiers:
(all modifiers can be adjusted)
stability:
10 points is 15%
with every single stability point it goes down in 1% chance
under stability 5 is impossible to have it drop/appear
it doesnt drop/appear if the market doesnt have a heavy industry or military base (their upgraded versions also count and make a higher chance it will appear) ( you decide the chance)
if the planet was raided 3 or less months ago it drops the chance by 10%
you can add more events and modifiers.

also there will be fleets heavilly protected that transport the blueprints (you can kill them)(naturally a rare event that is NOT announced)
And a bar encounter that tells you about one (it will spawn a fleet)

and one thing to make it spicier when you raid a planet and get a blueprint you cannot use transverse ability, and the whole system (of the faction you raided) will quickly respond so you have hide or kill them All and yeah

Histidine you can modify it however you want.
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Mattias Maximus

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5567 on: August 31, 2023, 02:50:10 AM »

Hi

Anyone able to advises me.
I'm playing with just the vanilla factions, and the Hegemony have run away with the game 2 cycles in.
So I'm going to be restarting again. Is there any setting I can change to stop this. Or should I add a faction mod that can compete with the Hegemony.
I don't mind them getting strong, them "winning" in the first 2 years is not what I had in mind.
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Kadatherion

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5568 on: August 31, 2023, 07:53:03 AM »

Hi

Anyone able to advises me.
I'm playing with just the vanilla factions, and the Hegemony have run away with the game 2 cycles in.
So I'm going to be restarting again. Is there any setting I can change to stop this. Or should I add a faction mod that can compete with the Hegemony.
I don't mind them getting strong, them "winning" in the first 2 years is not what I had in mind.

Yeah, in vanilla without modded factions the hegemony starts with a huge advantage and that's often how it ends up. You can try and decrease the invasion fleets power and frequency values in the mod settings so that at least the process is slowed down and the other factions get more time to live and maybe get an alliance against them (still kinda unlikely with only the vanilla factions in the game, as most are at odds with each other). But in a sense that only slows in the inevitable and gives time for you to grow enough to personally intervene in the war and tip the scales against the Hegemony: otherwise they'll likely still win in the end.

Otherwise, if you want more variety in how the war for the sector can go, yeah, installing a few modded factions can help: most would help as they would all divide the attention of the Hegemony (except those that are coded to be their allies, like the Iron Shell), so first and foremost just go for those you like as a whole. A couple of fairly vanilla friendly ones that are specifically geared towards opposing the Hegemony are the Mayasuran Navy (which allies with the Persean League: they are just one planet, and need babysitting, but can still help) and the Interstellar Imperium (which also often allies with the Diktat). Especially the latter should  give the Hegemony quite the headache.
« Last Edit: August 31, 2023, 07:58:37 AM by Kadatherion »
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Jack Ardan

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5569 on: August 31, 2023, 08:35:40 AM »

i got an idea (this one is simple)

when you attack someone in hyperspace or far away from a planet and you kill/destroy all the ships in the fleet it doesnt impact your relations with the faction
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Zumberge

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5570 on: August 31, 2023, 02:32:32 PM »

A quick search didn't turn anything of the sort up in the thread, but apologies in advance if it was mentioned.

In a recent game I had invaded and taken over Kanta's Den, changing it from pirate control to my faction's.  Kanta could still be spoken to as normal, which is good, because if you couldn't then you would lose the ability to broker a deal with pirates.  However... Kanta's Den wasn't Kanta's Den, if you get me.  She's basically under house arrest.

I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.") but at the same time simply invading the station and telling her off would be cheaper than many of the alternatives.  On the other hand, it's not really good real estate and as such isn't "worth" controlling.  On the other other hand, you could still invade and pass it off to the independents or something.

All of this is predicated on it being a problem, which it may well not be because however much it might break logic, fiddling with it just opens up a can of worms.  But it's still worth bringing up if it wasn't brought up already, I think.
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BFEL

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5571 on: September 01, 2023, 05:24:55 AM »

Y'know, thinking on this after Sindria and a few other major planets decivilized in previous games, am I crazy to think that you should be able to take a bunch of starliners or such to Decivilized places like that and just mass recruit for your own planets?

Like just a one time "offer refuge" thing for them that would like, add a big growth spurt to one of your planets for a big stability hit or such?
Kinda weird in the case of major planets like Sindria in particular where it's like "oh this world with millions and millions of people is non viable now, so those people are just totally gone forever except as a condition specific to that planet"
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5572 on: September 02, 2023, 06:56:03 PM »

Some interesting ideas recently posted! Even if the use cases are perhaps too niche for me to want to implement...
(In particular blueprint raiding is already in the game and I don't think it needs new mechanics at present)

A quick search didn't turn anything of the sort up in the thread, but apologies in advance if it was mentioned.

In a recent game I had invaded and taken over Kanta's Den, changing it from pirate control to my faction's.  Kanta could still be spoken to as normal, which is good, because if you couldn't then you would lose the ability to broker a deal with pirates.  However... Kanta's Den wasn't Kanta's Den, if you get me.  She's basically under house arrest.

I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.") but at the same time simply invading the station and telling her off would be cheaper than many of the alternatives.  On the other hand, it's not really good real estate and as such isn't "worth" controlling.  On the other other hand, you could still invade and pass it off to the independents or something.

All of this is predicated on it being a problem, which it may well not be because however much it might break logic, fiddling with it just opens up a can of worms.  But it's still worth bringing up if it wasn't brought up already, I think.
You're right, that is a can of worms. (Now you know why the base game doesn't want to ever have a general planetary conquest mechanic!)

Couple thoughts I had while writing this post:
  • Easy way for me to handle this particular case would be to just disable Kanta's wrath modifier if player controls the Den
  • ...which isn't quite the same since full protection removes all pirate contribution to HA, but also if you own her home now then Kanta is no longer the pirate top dog and her protection shouldn't be respected by other pirates
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Nick9

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5573 on: September 02, 2023, 09:42:52 PM »

I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.")

Yep. Exactly. When I found out this doesn't work this way, I simply abandoned Kanta's Den, removing the whole colony.

Zalpha

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5574 on: September 02, 2023, 11:15:41 PM »

PS: Random settings were 5 planets and 5 stations max per system in random setting (default) or with rouge domain AI colony wars setting. In far from core worlds option.

Hi, I just wanted to give a bit of feedback and ideas. I would like the option for different starts in a randomly generated sector. I have been playing with a random generated start and so far I have always (in my couple of new games) started off with one to three planets with spars solar objects (basically near blank slate systems) and only once did I start off in an actual star system with many solar objects (planets and asteroids). I am no complaining, I am just stating that with solo starts when choosing a starting for a faction (of course with it I get my own planet/colony start) I start it alone by myself in the system.

Now my suggestion is to have a choice between the two starts, one is to start off alone in a system (this is awesome) and two to start in a system with two more more factions in it. The reason I am suggesting this is because I have been trying out the special Rogue Domain AI colony wars setting and I found myself alone while all other factions had only multiple Domain AI planets and bases in their systems and I got jelly that I couldn't have what they had. I like the idea of building a salvaging yard and milking or struggling to survive under those conditions.

So my suggestion is an option for two starts, one being single and alone and the other with an option for one or more other factions to spawn with you. Maybe an option for weather they are friend/foe/mix.
« Last Edit: September 02, 2023, 11:28:08 PM by Zalpha »
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TheSAguy

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5575 on: September 05, 2023, 12:07:35 PM »

Is there a way to disable the "Spacer Obligation" in an existing game?
What in the campaign.xml should I edit?

Thanks.
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scorpico69

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5576 on: September 06, 2023, 11:35:36 AM »

@Mattias Maximus

play with random core worlds and flatten relations.
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Histidine

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5577 on: September 07, 2023, 06:54:03 PM »

I'll see if I can add a 'have neighbors' setting for the own faction start at some point.

Is there a way to disable the "Spacer Obligation" in an existing game?
What in the campaign.xml should I edit?

Thanks.
Look for Nex_SpacerObligation and see what you find

Although doing it via console should be easier:
Code: java
runcode Global.getSector().getListenerManager().removeListenerOfClass(exerelin.campaign.customstart.Nex_SpacerObligation.class);
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Texas Redhawk

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5578 on: September 09, 2023, 09:25:18 PM »

Fun fact: if you intervene in a planetary invasion involving a third party (I decided to help the Luddic Church stop TT from taking over Asher) and the planet you're fighting on has a colony item installed in one of its industries and your marines are currently fighting in that industry, you can loot the colony item from it with no repercussions.

And then sell it back to the faction you're helping.

And then loot it again.

Endlessly.

...I think I found an exploit.

Wercho

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Re: [0.96a] Nexerelin v0.11.0b "Dark Tower" (fixes 2023-06-17)
« Reply #5579 on: September 10, 2023, 04:02:05 PM »

Mod combo bug report: Industrial Evolution and Nexerelin

I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).

Spoiler
10588015 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
   at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
   at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)
   at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:226)
   at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
   at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
10588086 [Thread-10] INFO 
[close]
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