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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 3908431 times)

robepriority

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5835 on: February 29, 2024, 11:19:56 AM »

I'll see if I need to make factions more aggressive with revanchism (and they should be anyway, if strategic AI is enabled), though in the Diktat case it might be that they don't have the resources to retake it anyway.

I've received a separate suggestion that makes factions generate invasion points more quickly and strengthen their defenses after losing markets; if I implement that it should help here.

As an extension to that - I've been playing with the option that factions don't invade markets not present at game start, and while it helps focus offensives on my own planets, it doesn't really stop me from taking core planets with impunity. Is it possible to implement a suboption where revanchism is allowed when this is checked?

Evangel

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5836 on: February 29, 2024, 04:43:20 PM »

Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
By this, do you mean something like market.getMemoryWithoutUpdate().set("$startingFactionId", market.getFaction().getId())?
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84Reasons

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5837 on: March 01, 2024, 04:54:06 AM »

Wondering if anyone else has had this or can help: Hegemony still send AI inspections even though they don't exist?? in my sector I started with one frigate and didn't adjust any settings so now that I have a colony, persean league have taken over the entire sector. They defeated hegemeony yet because I'm using AI cores hege still send inspections? I assume this is a bug, not sure how to fix it though - can't find any settings for it!
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5838 on: March 01, 2024, 06:08:49 AM »

Hello !
Thanks for the mod, I'm really having a blast, and all this life really gives a new purpose to the game.

I have a question regarding Market Value. Does the Market Value increase when new colonies and new industries are built ?
In vanilla, at first building more colonies helps get a bigger share of the pie, but then it just divides the income between the colonies with increased upkeep cost, so it grealty hinders the economic viability of colonies past a certain point.
I hope Nexerelin allows for a growing economy !

Thanks :)
Hello!
Unfortunately mods don't have access to the setting for whether player colonies contribute to market value, so you'll just have to keep some independent consumers around to increase your revenue.

As an extension to that - I've been playing with the option that factions don't invade markets not present at game start, and while it helps focus offensives on my own planets, it doesn't really stop me from taking core planets with impunity. Is it possible to implement a suboption where revanchism is allowed when this is checked?
I might add a setting for this at some point, yeah!

By this, do you mean something like market.getMemoryWithoutUpdate().set("$startingFactionId", market.getFaction().getId())?
That's right.

Wondering if anyone else has had this or can help: Hegemony still send AI inspections even though they don't exist?? in my sector I started with one frigate and didn't adjust any settings so now that I have a colony, persean league have taken over the entire sector. They defeated hegemeony yet because I'm using AI cores hege still send inspections? I assume this is a bug, not sure how to fix it though - can't find any settings for it!
Are these the Hegemony 'investigator' fleets from passive Colony Crises activity, or full-up 'we will take your AI cores' inspection events? In both cases it should probably stop, but the latter case is a more surprising bug; it shouldn't be able to launch an inspection without an actual Hegemony military base.

Anyway this is vanilla behavior which Nex currently doesn't interface much with; I expect to examine Nex integration with colony crises more broadly in a future version.
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84Reasons

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5839 on: March 01, 2024, 07:14:13 AM »


Wondering if anyone else has had this or can help: Hegemony still send AI inspections even though they don't exist?? in my sector I started with one frigate and didn't adjust any settings so now that I have a colony, persean league have taken over the entire sector. They defeated hegemeony yet because I'm using AI cores hege still send inspections? I assume this is a bug, not sure how to fix it though - can't find any settings for it!
Are these the Hegemony 'investigator' fleets from passive Colony Crises activity, or full-up 'we will take your AI cores' inspection events? In both cases it should probably stop, but the latter case is a more surprising bug; it shouldn't be able to launch an inspection without an actual Hegemony military base.

Anyway this is vanilla behavior which Nex currently doesn't interface much with; I expect to examine Nex integration with colony crises more broadly in a future version.
[/quote]

I'm not sure which it is, I would assume the later as it was three fleets directly attacking my orbital
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mark.sucka

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5840 on: March 01, 2024, 04:05:56 PM »

Awesome mod.  I've got two questions.

First, regarding mining.  I see NPC mining fleets harvesting asteroids and non-colonized planets.  Am I correct that those are spawning from Nex?  What triggers how these spawn?  Like do they spawn from colonies BECAUSE of the presence of a mining industry, or because of the ABSENCE of a mining industry, or do the spawn regardless so long as there is mineable stuff to get in the sector?  Basically I'm trying to figure out whether if I form a cluster of colonies in a sector, do I need mining industries to meet the colony demands, or could I theoretically just build more advanced industries and meet ore/volatiles demand with free mining fleets bringing back ores and volatiles, so long as there were appropriate asteroids / planets for them to mine to get that stuff.

Second, regarding planetary defense and storage.  If I leave a bunch of marines and heavy armaments in storage on my colony, do they serve any help in planetary defense of my colony?  Or do they just hide in the warehouse while the enemy takes over my planet?  And if the latter, if I take over the planet again will they still be there (assuming it didn't get destroyed / decived)?  Trying to think of a way to beef up planetary defense beyond what heavy batteries, a star fortress, and supporting AI cores & modules can offer.
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angrychut

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5841 on: March 02, 2024, 10:09:41 AM »

The random nexerelin war declarations with the recent basegame colony difficulty increase make the game borderline unplayable, that 60%+ access hit is waaay too much from hostilities.
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IntoCombat

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5842 on: March 02, 2024, 03:25:35 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.
I know but it's a little annoying to do that every single time I start a new game

anyways I think it'd be nice if the personal info intel item had a section for mining stats; including: ore mined, transplutonic ore mined, volatiles mined, organics mined, hidden caches found, and maybe current mining power
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5843 on: March 02, 2024, 06:03:18 PM »

Awesome mod.  I've got two questions.

First, regarding mining.  I see NPC mining fleets harvesting asteroids and non-colonized planets.  Am I correct that those are spawning from Nex?  What triggers how these spawn?  Like do they spawn from colonies BECAUSE of the presence of a mining industry, or because of the ABSENCE of a mining industry, or do the spawn regardless so long as there is mineable stuff to get in the sector?  Basically I'm trying to figure out whether if I form a cluster of colonies in a sector, do I need mining industries to meet the colony demands, or could I theoretically just build more advanced industries and meet ore/volatiles demand with free mining fleets bringing back ores and volatiles, so long as there were appropriate asteroids / planets for them to mine to get that stuff.

Second, regarding planetary defense and storage.  If I leave a bunch of marines and heavy armaments in storage on my colony, do they serve any help in planetary defense of my colony?  Or do they just hide in the warehouse while the enemy takes over my planet?  And if the latter, if I take over the planet again will they still be there (assuming it didn't get destroyed / decived)?  Trying to think of a way to beef up planetary defense beyond what heavy batteries, a star fortress, and supporting AI cores & modules can offer.
Thanks!

Colonies will generate ore mining fleets if they have a mining or refining industry, and/or volatiles mining fleets if they have a mining or fuel production industry (and there are suitable resources to mine in the system). But the fleets are mostly decorative; they won't contribute to a colony's availability of commodities, although they can cause a shortage with enough mining fleet losses. You'll need to build industries (or rely on the automatic imports) to supply your colonies.

Marines and heavy armaments in storage won't be used or touched when a ground battle occurs. The military base series will contribute a bit to defender count in ground battles, and an alpha core admin will give a strength buff IIRC; other than that, it sounds like you've taken all the defense boosts already. (If you're around the colony and can't defeat the invasion fleets directly, participating in a ground battle personally will also tip the scales quite handily).

The random nexerelin war declarations with the recent basegame colony difficulty increase make the game borderline unplayable, that 60%+ access hit is waaay too much from hostilities.
Well, you shouldn't be getting a 60 percentage point increase in the access penalty just from one faction or even two declaring war on you. (Just tested it with my 6-6-4 colonies in an otherwise completely vanilla sector: flipping Heg to hostile made penalty go from 12% to 35%; adding PL to the bargain sent it to 56%)

For now I'd recommend recruiting an operative and/or doing some jobs to butter the big players up a bit before starting a colony; even if the random events all go the wrong way it'll give you some margin before things go wrong.
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MPK

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5844 on: March 03, 2024, 03:48:06 AM »

Hi! Im new to messing around with nexerelin but i saw that you could edit the player.json to change the ships you start with but when i did the category just disappeared?

I did my best to emulate the format [editing in Notepad++] but it doesnt appear and when i try to add a ship to a set, that category disappears.

Any suggestions? I just want to start with a ship of my choosing :(
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Dadada

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5845 on: March 03, 2024, 03:51:23 AM »

Ship browser or console commands could also be an option to get a desired starting ship.
https://fractalsoftworks.com/forum/index.php?topic=26261.0
https://fractalsoftworks.com/forum/index.php?topic=4106.0
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doll

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5846 on: March 03, 2024, 01:05:30 PM »

Any reason why starfarer income mult (hardModeColonyIncomeMult) is capped at 0.5 or easy way to get around it without removing lunalib?
Ideally I'd like to be able to have a colony and not instantly get a 300-1000k income
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Cosmic Bananas

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5847 on: March 03, 2024, 01:49:22 PM »

could you add a option to weaken outposts? just checked in at my outpost and it had a insane amount of resources for a rather low cost to make. good 75k fuel and 7k supplies. the outpost was active for 2-3 years, whats preventing me from just building a whole solar system's worth and just profiting off of supplies.
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Bungee_man

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5848 on: March 03, 2024, 05:35:59 PM »

could you add a option to weaken outposts? just checked in at my outpost and it had a insane amount of resources for a rather low cost to make. good 75k fuel and 7k supplies. the outpost was active for 2-3 years, whats preventing me from just building a whole solar system's worth and just profiting off of supplies.

Outposts use default colony behavior - the supplies stored aren't yours, they belong to the colony, and you'll be charged for them at the end of the month.
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84Reasons

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5849 on: March 04, 2024, 01:31:59 PM »

Is there a way to enable dead factions re spawning if you started the game with it disabled?
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