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Author Topic: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)  (Read 3147954 times)

eert5rty7u8i9i7u6yrewqdef

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5865 on: March 09, 2024, 12:55:21 AM »

What is the point of invasion points?
I didn't get into a fight with the Heg until they had beaten everyone else.
By the time I had finished fighting them and stopped countless invasions, they were at -1,000,000 invasion points.

I assume it's meant for random invasions, and player provoked invasions are what caused it to drop so extremely.
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doll

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5866 on: March 09, 2024, 03:50:13 AM »

Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).
If by "modded nonsense" you mean "nex's extra colonies" (and some extra factions), sure.
Size 3 is a literal minimum of 130k x 0.9 - upkeep (~20k) with just farm and drugs and -90% accessibility from wars, size 4 with cores and improvements and tech and one war is a minimum of 400k pre-starfarer and upkeep, and size 4 happens in the time it takes to fly across the map.
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Warnoise

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5867 on: March 09, 2024, 04:59:13 AM »

I have a strange phenomenon. I get commission by a faction (Luddic Church for example) after a while, the Luddic Church canceled my commission and suddenly became -70 relationship with me. This happened as well with another faction that I got commission from, after a while they somehow became my enemies.
Has there been changes to commission system? Because I noticed the commission money are way lower than before, it used to be around 90k am but now I get 6k or 10k
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5868 on: March 09, 2024, 05:34:01 AM »

What is the point of invasion points?
I didn't get into a fight with the Heg until they had beaten everyone else.
By the time I had finished fighting them and stopped countless invasions, they were at -1,000,000 invasion points.

I assume it's meant for random invasions, and player provoked invasions are what caused it to drop so extremely.
Yeaaaah, a bunch of things consume invasion points without needing those points to actually be available. Might need to add a limit to how far into the negatives it can go.

Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).
If by "modded nonsense" you mean "nex's extra colonies" (and some extra factions), sure.
Size 3 is a literal minimum of 130k x 0.9 - upkeep (~20k) with just farm and drugs and -90% accessibility from wars, size 4 with cores and improvements and tech and one war is a minimum of 400k pre-starfarer and upkeep, and size 4 happens in the time it takes to fly across the map.
All I can say is: I just started a new minimally modded game with the option for 50 extra starting colonies, made a colony on the first terran planet I found, threw an absurd amount of stuff on it (and used console to remove unwanted things like transplutonic ore and decivilized subpop). And, well, it's not making a "literal minimum" of 130k gross it's managing about 63% of that, and it sure as hell isn't going to reach size 4 in "the time it takes to fly across the map".
This is with none of the extra colonies producing food, since it turns out they still have to build their starting over time.



...and now I saw this post and yeah, I don't think this is an attempt at serious discussion.

I have a strange phenomenon. I get commission by a faction (Luddic Church for example) after a while, the Luddic Church canceled my commission and suddenly became -70 relationship with me. This happened as well with another faction that I got commission from, after a while they somehow became my enemies.
Has there been changes to commission system? Because I noticed the commission money are way lower than before, it used to be around 90k am but now I get 6k or 10k
I've had two previous bug reports where player took a Luddic Path start and became hostile to them immediately after doing a mission for them. One of the players later narrowed it down to LOST_SECTOR, which I'll check later.
Commission income being 6-10k sounds like Ruthless Sector, dunno if related.
« Last Edit: March 09, 2024, 06:37:09 AM by Histidine »
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doll

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5869 on: March 09, 2024, 07:15:46 AM »

All I can say is: I just started a new minimally modded game with the option for 50 extra starting colonies, made a colony on the first terran planet I found, threw an absurd amount of stuff on it (and used console to remove unwanted things like transplutonic ore and decivilized subpop). And, well, it's not making a "literal minimum" of 130k gross it's managing about 63% of that
Turns out it was modded nonsense, though I'm still not sure what exactly was causing it (something was adding a non-industry that can produce drugs). I mean, I did mention drugs, you could have called me out on that if your goal was just to be snarky.
The fact is that farming is still 80k on a size 3 with subpar accessibility and stability and tons of unresolved extra overhead in a game with a fraction the systems of a game with extra factions, and it basically ends any hint of the game having an economy when your passive income is several times the returns of any quest in the time it takes to do the quest.
I want a colony to have access to the fights etc. surrounding owning a colony, but I don't want to have the colony instantly give me unlimited money, which is why I asked in the first place.
This is with none of the extra colonies producing food, since it turns out they still have to build their starting over time.
In my experience, and especially with non-core worlds sectors, there is always a food deficit. If a planet does produce food, it's not even half way to feeding the rest of the planets in the same system. The same goes probably even more so for drugs.
and it sure as hell isn't going to reach size 4 in "the time it takes to fly across the map".
I spend a lot of time flying around on the map.
...and now I saw this post and yeah, go troll someplace else.
Every part of that post is correct, and as far as I'm aware nobody disagrees. You're being really insulting for something which it feels so ridiculous for you to even say (that onslaught is a good ship) in the first place. I literally test destroyers and cruisers against killing an onslaught and while the AI isn't quite capable of those acrobatics without often losing ships, almost invariably they go down to half their DP or less because with seemingly every fleet doctrine the AI understands to go around behind them. Being able to turn around in a timeframe that isn't measured in human generations on a ship with 80-90% of it's guns facing forwards (and mediocre stats all around to boot) is kind of important in a 2d tactical game.
If you disagree with my post, why not post in that thread?
« Last Edit: March 09, 2024, 07:45:49 AM by doll »
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5870 on: March 09, 2024, 07:49:40 AM »

> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"
> 'subpar stability' (apparently hasn't noticed that stability income modifier caps at 5 stab)

> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"
> claiming that "as far as I'm aware nobody disagrees" that, say, Onslaught is "literally the worst ship in the game", especially in a thread about someone specifically asking for it to be nerfed, and the second post after yours straight up goes "Dude"

Please do not post in my thread again.
(And before you complain about someone being "really insulting", read a few of your recent posts back to yourself)
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doll

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5871 on: March 09, 2024, 09:34:58 AM »

> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"
Event modifiers are basically unavoidable. Kanta's is essentially free, for a start. Just cores and SP improvements and kanta breaks 200, especially if you're not at war with pirates and the planet isn't in deep space.
(And before you complain about someone being "really insulting", read a few of your recent posts back to yourself)
I haven't insulted anyone. I've been repeatedly insulted and several of my posts include quotes of insults directed at myself, sure.
I don't know why you're being so incredibly rude, especially over the quality of the onslaught as a ship. Are we not talking about the same ship?
> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"
It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?
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Troika

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5872 on: March 09, 2024, 02:10:14 PM »

If you have good relations with Remnants (via working for Midnight Dissonant or whatever), having a Remnant nexus in the system shouldn't cause a colony crisis.
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5873 on: March 09, 2024, 05:07:38 PM »

> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"
Event modifiers are basically unavoidable. Kanta's is essentially free, for a start. Just cores and SP improvements and kanta breaks 200, especially if you're not at war with pirates and the planet isn't in deep space.
- Still not what 'subpar' means
- "just" burning 6 SP on a colony (that's the marginal cost if we take away the one on the Farming itself and accept the ~1/10 reduction in market share, if we keep the farming improvement it's 12 SP)
- Compared to the posted screenshot, SP'ing the post and getting Kanta's protection (217% access) raises the gross to 94,600 (increase of 12,690), a decent but not huge gain

Quote
It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?
I did notice, and this is still exactly as useful to the discussion as saying:
"You can't see the sun from the Earth"
"wtf you can"
"I mean at night, dumbass"

Claiming that people pay 40 DP for the rear of an Onslaught, as if no-one has ever figured out how to actually get the front half to see use, certainly not most of the time

If you have good relations with Remnants (via working for Midnight Dissonant or whatever), having a Remnant nexus in the system shouldn't cause a colony crisis.
Yeah it's on the todo!
« Last Edit: March 09, 2024, 05:09:29 PM by Histidine »
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Cosmic Bananas

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5874 on: March 10, 2024, 03:24:16 PM »

i just realised how outposts work and hot dang are they useful yet pricy. must say they are implemented quite well with the operating costs
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JaroJBWolf

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5875 on: March 11, 2024, 05:23:24 AM »

Im sorry for the maybe stupid question but do I need to start a new game for this mod or can i use an existing save?? thx in advance. I just cant find it anywhere.
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Melanoc3tus II

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5876 on: March 11, 2024, 04:05:01 PM »

> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"
It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?

Do you carefully tailor your battle size so that you never fight in anything but a 1v1 duel? In a group combat engagement there is next to no opportunity for anything but a suicidal Afflictor to get behind an Onslaught — to so do you’d have to go through the entire fleet around it.
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5877 on: March 12, 2024, 03:37:41 AM »

Im sorry for the maybe stupid question but do I need to start a new game for this mod or can i use an existing save?? thx in advance. I just cant find it anywhere.
You can add to an existing save. I'll make a mention this in the thread OP :)
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Melanoc3tus II

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5878 on: March 12, 2024, 12:39:59 PM »

Is there any way to adjust colony sizes in nex's random sector mode? It keeps generating oodles of giant size 7 colonies everywhere which is at cross-purposes with my current intentions.
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ThatsMyFootThanks

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5879 on: March 13, 2024, 08:34:54 PM »

Hey guys, I'm currently running into this issue with both the Hiver Swarm mod and Diable Avionics, were I get this error message for two of the mods I'm running. And after much discussion over at the Hiver Swarm thread and a lil bit of digging I'm starting to think that maybe the version checker integrated with Nexerelin might be the cause.

I'm currently running the latest version of the game (to my knowlege). Game running on Windows 11, using the mod manager that comes with the game and this is the first time I try to run it (The Hiver Swarm mod). It used to run fine just a few days ago.
I deleted the file from my mod game file and redownloaded the one you provide, but it says:

Name: Hiver Swarm (Message is the same for Diable Avionics, chainging the URL and the Installed Version.)
Installed version: v1.1.1
Online version: Failed to get version
failed to load master version file from URL "https://www.dropbox.com/s/hxk0wha4muuqkkp/HIVER.version?dl=1"
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