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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 3879260 times)

Troika

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5865 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 #5866 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 #5867 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 #5868 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 #5869 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 #5870 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 #5871 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 #5872 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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A_Random_Dude

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5873 on: March 13, 2024, 09:01:11 PM »

Only problem it'll cause is that you won't be made aware IG of new updates for those mods, really. You can play without problem at all.
The "bug" if you can call it that is the URL doesn't redirect correctly, so the checker can't do its job in those cases. The URL problem comes from the mod author's side though, not Nex.

So tldr: won't brick your save, won't ctd. It's just telling you it doesn't know if there are new updates for those mods.
« Last Edit: March 13, 2024, 09:05:30 PM by A_Random_Dude »
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ThatsMyFootThanks

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5874 on: March 13, 2024, 10:20:57 PM »

Only problem it'll cause is that you won't be made aware IG of new updates for those mods, really. You can play without problem at all.
The "bug" if you can call it that is the URL doesn't redirect correctly, so the checker can't do its job in those cases. The URL problem comes from the mod author's side though, not Nex.

So tldr: won't brick your save, won't ctd. It's just telling you it doesn't know if there are new updates for those mods.

Ooh so it's just a case of playing normally and keeping an eye to update them whenever there are new updates? Got it, thanks!
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Axetongler

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5875 on: March 14, 2024, 02:14:54 AM »

Is there any possibility that the sat bombing fleets get a bounty from defending factions?
So I could play as a sort of "good bounty hunter" or something like that.
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Matheld

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5876 on: March 14, 2024, 09:09:46 AM »

You know I wish there was a more concerted effort you could take to help de-civilised populations out and about the sector. I like the little random ones that turns the planet into a full on independent colony. It makes me go back to planets again and again to check in on them.

Wish I could do more of that.
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DarkAxon

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5877 on: March 14, 2024, 12:28:59 PM »

Right now it seems Legacy invasion mode isnt working, its correctly enabled but it uses the standard invasion mode regardless of what i do.
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Phenir

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5878 on: March 14, 2024, 01:13:57 PM »

There seems to be a bug where if you tell an operative to travel whilst they are traveling, other operatives can't travel as can be seen in the image. After the other operative arrives at their first location, this one can now travel.

[attachment deleted by admin]
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Shogouki

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5879 on: March 14, 2024, 04:14:24 PM »

Quick question: if you have Nexerelin set so that no one colonizes until you start your faction what, if anything, happens when selling survey data?  I assume that colonization still won't happen until you start, but will it happen any faster for NPC factions once it does if you've sold a bunch of survey data during the colonization pause?
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