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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 3907277 times)

LordKhorne

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5805 on: February 11, 2024, 12:09:19 AM »

if I create a building that generates marines will that add to a planet's defence when it gets attacked?
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cake

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Re: [0.96a] Nexerelin v0.11.1 "Clausewitz Protocol" (update 2024-01-13)
« Reply #5806 on: February 11, 2024, 01:43:57 AM »

Was doing a heavy modded run on nex random core sector and this time one of dominating factions were 9th battlegroup. This on its own isnt a problem but they seemed to be invading awfully frequently compared to other factions and quickly started snowballing that there could be 1-2 invations queued up simulatenously and in 30 days break having more them coming leaving me choice of staying on permanent "core defense duty" or letting them gobble up more systems.

Initially i was playing without strat AI, but then i turned it on and im not sure numbers supposed to be this far apart

this is iron shell invasion points vs 9th


At this point they have 3 full systems conquered, but greater hegemony alliance isn't 8x smaller to be this behind. Or im missing some mechanic and everything functions as intended?
if you ask me, it's because 9th is quite frankly, hilariously powerful, both economically and tactically- they have some hugely powerful ships, and massive econ, they start with a pristine forge and a cryothermic engine, and several large colonies.
having outright invaded the persian league and the IX's systems, the IX actually makes fleets as fast as you can kill them as far as I can tell(or just has that many assets), as opposed to the persian league which runs out of fleets somewhere around the 12th, and the IX's fleets are significantly more threatening. it's a similar thing to what happens with the legio, but to a greater degree, since in general starsector's autoresolve seems to be quite effective(I'd assume that's what nex uses for faction combat when the player isn't around)
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[email protected]

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5807 on: February 11, 2024, 08:02:30 AM »

sign up and log in just to say thanks for the mod lads, love what u all doing and cheers for all you have done !!
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Sloan

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5808 on: February 11, 2024, 10:45:04 AM »

been refreshing the page everyday for the last two weeks because its nexerellin or nothing boys thanks a lot for everything  ;D ;D
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5809 on: February 12, 2024, 05:15:44 AM »

You're welcome folks, glad you're enjoying it!

if I create a building that generates marines will that add to a planet's defence when it gets attacked?
Marine commodity production (e.g. something like IndEvo's Variable Assembler with a marine VPC) won't do anything directly for Nex ground battles. Defenses will only come from specific industries (mainly Ground Defenses/Heavy Batteries, with the military base series and Lion's Guard HQ or mod faction equivalents also having a small contribution) and colony size and stability.

Makes me curious though, if i exclude them from random gen Nex still spawns their non-random system. But would they participate in invasions and other AI aspects as normal, since they weren't marked as faction to be spawned.
If they possess any (invadable, non-hidden) markets they'll be marked as 'alive' under Nex rules, even if random sector gen didn't add markets for them.
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RoboticManiac

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5810 on: February 14, 2024, 04:53:38 AM »

Does starfarer mode increase the severity/number of fleets that occur with colony crises?
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IntoCombat

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5811 on: February 14, 2024, 02:01:31 PM »

Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
I find ship insurance to be useless, and I don't consider the background intel item important (and I think everyone will agree that they don't need to be reminded that they picked the default background every time they check the important intel tab), and I'd like to be able to set certain intel items to be marked as important, like personal info and milestones.
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Matheld

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5812 on: February 14, 2024, 06:02:32 PM »

Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
I find ship insurance to be useless, and I don't consider the background intel item important (and I think everyone will agree that they don't need to be reminded that they picked the default background every time they check the important intel tab), and I'd like to be able to set certain intel items to be marked as important, like personal info and milestones.

You can just click the little yellow exclamation mark to remove/add intel from the important tab.
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coolio

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5813 on: February 14, 2024, 09:55:40 PM »

1. is this the mod that makes it so that i sometimes pick up random crewman in post battle scavenging?
2. Prisoners are mentioned in the mod, do those only apply to officers? Whats their"drop chance", ig thats the proper wording.
Thanks for any reply. ;D
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5814 on: February 15, 2024, 01:48:13 AM »

Does starfarer mode increase the severity/number of fleets that occur with colony crises?
Nex doesn't change colony crises at all currently (aside from the additional defensive factors that were in previous versions).

Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
Aside from what Matheld said, I don't have any plans for adding a setting rn, sorry.

1. is this the mod that makes it so that i sometimes pick up random crewman in post battle scavenging?
2. Prisoners are mentioned in the mod, do those only apply to officers? Whats their"drop chance", ig thats the proper wording.
Thanks for any reply. ;D
1) Yep

2) Nex sometimes drops a prisoner commodity at random post-battle, and it's based on enemy officers yeah.
The rules are: ship must be disabled but not destroyed, officer must pass the 'survival' roll (base chance 50%, improved by the ship's modifiers to crew loss mult), and then pass the capture roll (base 15%, increases with officer level up to 25%)

Note that this gives a special commodity instead of actual officers; for the latter you'll want the Take No Prisoners mod.
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Ragnarok101

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5815 on: February 15, 2024, 09:28:45 AM »

So, if I have Prism Freeport turned off - I've noticed that Midnight Dissonant still contacts you, but are there any other mechanics that get 'preserved' or is stuff like the blueprint exchange completely turned off?

(I mostly turned it off to avoid Midnight since I didn't know how to disable that entire questline, if not for this seed being really good I'd have turned it back on)
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5816 on: February 15, 2024, 06:57:13 PM »

The blueprint exchange and high-end seller are Prism-exclusive and won't appear if the station isn't created.

For Midnight, if you say no to her at the first encounter she goes away permanently and the quests won't appear. You can also stop midway through the questline by simply not taking the new quests.
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Brainwright

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5817 on: February 15, 2024, 09:38:14 PM »

You know, you probably should reconfigure the Remnant fleets to either use jury-rigged anchors or refurbished survey ships to get to their destinations. :P
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vorpal+5

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5818 on: February 16, 2024, 12:10:06 AM »

Are there any significant plans for the mod, or is it primarily in maintenance mode? I'm asking because it seems there are major features running which still do not make the factions in the game behave as in a 4X game. I'm not referring to the player-centric view and the player fleet being the only possible point of focus; I'm fine with that, and Starsector should remain Starsector in that regard. I'm talking about the fact that most of the fleets generated by the AIs are very loosely tied to actual assets. I would expect at some point that (just as a crude example that would need to be refined) planets, depending on their infrastructure, would generate ships or ship parts, assembled into fleets and either stored on the planet or put in orbit for missions or patrols. However, we know this is not the case in the game; 99% of the ships are generated from thin air (or void). Another example is the indestructibility of stations. Under some very specific circumstances, choices, or hard constraints, it should be possible to destroy a station (the AI would do that too).
So Nexerelin makes SS a 4X in the sense planets can be conquered, but the whole economy and military production is still very much like in a RPG (or Rimworld, Story-generator). Stuff is generated when needed, to make a good story, and that's it.
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5819 on: February 16, 2024, 07:11:21 PM »

Are there any significant plans for the mod, or is it primarily in maintenance mode? I'm asking because it seems there are major features running which still do not make the factions in the game behave as in a 4X game. I'm not referring to the player-centric view and the player fleet being the only possible point of focus; I'm fine with that, and Starsector should remain Starsector in that regard. I'm talking about the fact that most of the fleets generated by the AIs are very loosely tied to actual assets. I would expect at some point that (just as a crude example that would need to be refined) planets, depending on their infrastructure, would generate ships or ship parts, assembled into fleets and either stored on the planet or put in orbit for missions or patrols. However, we know this is not the case in the game; 99% of the ships are generated from thin air (or void). Another example is the indestructibility of stations. Under some very specific circumstances, choices, or hard constraints, it should be possible to destroy a station (the AI would do that too).
So Nexerelin makes SS a 4X in the sense planets can be conquered, but the whole economy and military production is still very much like in a RPG (or Rimworld, Story-generator). Stuff is generated when needed, to make a good story, and that's it.
To answer the opening question: I do have some plans for the mod, some that might actually get done in the near future, some that are "yeah, maybe someday".

The game's economic systems are something I've put a bit of thought into over the years; brief comments in the section below.

NPC faction economies
I have a functional implementation of faction resource pools that are expended for actions in space (generated based on the faction's commodity availability in supplies, ship parts & weapons, and fuel) and ground (supplies, marines, fuel). But then I realized the existing invasion points work the same (in a cruder way) while also having far more playtesting behind the system, so for now I'm just plugging a couple more things into the invasion points mechanic, most recently the base strike missions against pirate/Pather bases. Maybe I'll rename them to 'military assets' or somesuch.

A significant limitation is that I have/can only hook (a portion of) Nex mechanics into the system, most notably invasion/raid fleets. Vanilla fleets like patrols and the colony crisis fleets currently aren't connected to it; I might find a way to do so if/when I want, but it'll need a bunch of thinking over and implementation work that I won't get into here.

In any case I don't yet plan on tracking these resources per-market or implementing them as an actual commodity that gets moved around by trade fleets.

There are any number of cool ideas for economic simulation I can come up with, but if the player doesn't actually perceive a difference in how things behave, then the 'fake' behaviors would've worked just as well. (This was a big concern of mine when developing the strategic AI: whether the super smart and sophisticated system ends up playing in the same manner as the crude 'do things at random' system.)

Destroying stations
Well, is there a particular reason to implement this for either the player or NPCs, beyond the already-extant sat bomb mechanic?
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