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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 3879955 times)

malgrumm

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5910 on: March 23, 2024, 09:59:19 PM »

Nex Remnant relations haven't been integrated with colony crises yet. I'll make it so having Midnight as a contact will stop all Remnant contribution to crises.
For now don't accept any nexus construction jobs in a place you want to colonize, or sneakily kill the nexus afterwards (unlike normal Remnant fleets it doesn't always know who you are, so transponder-off works).

That's good to know all that, i'll hold off on accepting those for now then.
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Sinigr

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5911 on: March 24, 2024, 04:20:23 AM »

How to disable alliance invites?
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

doujinftw96

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5912 on: March 24, 2024, 08:44:55 AM »

how do i get high value prisoner? and are there any file i can change to increase the chance for them to show up?
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5913 on: March 24, 2024, 09:02:30 AM »

How to disable alliance invites?

Per my previous post: "Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try."
(turning off strategic AI off might also work)

how do i get high value prisoner? and are there any file i can change to increase the chance for them to show up?
They're random drops based on officers in the enemy fleets. The prisonerLootChancePer10Fp setting in exerelin_config.json modifies their frequency (I didn't add it to LunaLib mod UI, so you'll have to edit the file).
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doujinftw96

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5914 on: March 24, 2024, 09:09:43 AM »

How to disable alliance invites?
Per my previous post: "Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try."
(turning off strategic AI off might also work)

how do i get high value prisoner? and are there any file i can change to increase the chance for them to show up?
They're random drops based on officers in the enemy fleets. The prisonerLootChancePer10Fp setting in exerelin_config.json modifies their frequency (I didn't add it to LunaLib mod UI, so you'll have to edit the file).
thx so that where they from, i thought it from some sort of special salvage
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Sinigr

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5915 on: March 24, 2024, 10:59:53 AM »

How to disable alliance invites?

Per my previous post: "Potential quick workaround is to enter in console: CreateAlliance player independent, this alliance won't be joinable by (most?) other factions so they shouldn't try."
(turning off strategic AI off might also work)
I would like something without such methods, just a button to turn it off, thanks for the answer, I’ll wait for more answers.
Ah, you are the last option, oke, tnx!
« Last Edit: March 24, 2024, 01:14:13 PM by Sinigr »
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

Dazs

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5916 on: March 24, 2024, 12:04:54 PM »

Histidine,
When you have some time I could use some help for a much requested modification to Hiver Swarm that delays their invasions by a year. I know there is a option in the exerelin_config that delays all invasions but I am trying to have that only effect Hivers. I know the command line, modifyinvasionGracePeriod,  I use is wrong in line 27 but it was a stab in the dark using the wording of the option in the config. Here is what I have so far in HIVERmodPlugin:
Spoiler
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.HIVER_gen;
import exerelin.campaign.SectorManager;
import exerelin.campaign.fleets.InvasionFleetManager;


public class HIVERmodPlugin extends BaseModPlugin {

    @Override
    public void onNewGame() {
   boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
   if (!haveNexerelin || SectorManager.getManager().getCorvusMode()){
            new HIVER_gen().generate(Global.getSector());
        }
    }
     @Override
 public void onGameLoad() {
    InvasionFleetManager.getManager().modifyinvasionGracePeriod("HIVER", 365);
}

}
[close]

Any help in this or if it is actually doable would be appreciated.
Thank you.

digitalizedMind

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5917 on: March 26, 2024, 01:48:04 AM »

Ever since I last updated my mods, Midnight's Showdown mission has been buggy. If the nexus spawns any new remnant fleets during the battle, they will be hostile and chase the player. I don't remember having this issue in earlier versions of Nexerelin.

This time it happened however, ALL remnant fleets became hostile and started chasing me. This happened shortly after a small hegemony fleet fought the nexus, although it is still intact and I have not failed the showdown mission yet, so I don't know if that had anything to do with it. And no, I didn't attack any remnant fleets, if I did I wouldn't be treating this as a bug.

Screenshot (all visible remnant fleets besides the nexus are hostile, despite the showdown mission being ongoing)
« Last Edit: March 26, 2024, 01:50:01 AM by digitalizedMind »
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5918 on: March 26, 2024, 03:28:20 AM »

Hmmm, no idea how that could happen, I'll see if it happens in my current playthrough. Did you end up hostile to Remnant fleets in other systems, and/or the faction as a whole?

Histidine,
When you have some time I could use some help for a much requested modification to Hiver Swarm that delays their invasions by a year. I know there is a option in the exerelin_config that delays all invasions but I am trying to have that only effect Hivers. I know the command line, modifyinvasionGracePeriod,  I use is wrong in line 27 but it was a stab in the dark using the wording of the option in the config. Here is what I have so far in HIVERmodPlugin:
Spoiler
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.HIVER_gen;
import exerelin.campaign.SectorManager;
import exerelin.campaign.fleets.InvasionFleetManager;


public class HIVERmodPlugin extends BaseModPlugin {

    @Override
    public void onNewGame() {
   boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
   if (!haveNexerelin || SectorManager.getManager().getCorvusMode()){
            new HIVER_gen().generate(Global.getSector());
        }
    }
     @Override
 public void onGameLoad() {
    InvasionFleetManager.getManager().modifyinvasionGracePeriod("HIVER", 365);
}

}
[close]

Any help in this or if it is actually doable would be appreciated.
Thank you.
There's no API method for changing grace period like that (you are using an IDE, right? it would tell you this) and invasion grace period isn't faction-specific in any case.

You could modify a faction's invasion points with the following code, maybe have an EveryFrameScript or an EconomyTickListener depressing Hivers' invasion point income for a year or so:
Code: java
InvasionFleetManager.getManager().modifySpawnCounter(<factionId>, <points (negative amounts to reduce)>);
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Dazs

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5919 on: March 26, 2024, 03:43:36 AM »

Thank you for getting back to me, I will certainly look into it.

digitalizedMind

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5920 on: March 26, 2024, 04:17:01 AM »

Hmmm, no idea how that could happen, I'll see if it happens in my current playthrough. Did you end up hostile to Remnant fleets in other systems, and/or the faction as a whole?

Some details I recall:
- Didn't check my rep at the time because I didn't think it was possible, but as I was typing this I realized I could've remotely called Midnight (not sure what mod adds this feature)
- Our relationship was inhospitable last I remember before starting the mission
- I changed my faction commission (from VRI to Spindle) shortly before starting the mission
- I used the console mod to forcefully adjust the relationship after remnant fleets started chasing me
- I started farming AI cores immediately after the mission ended to see how they like it so they would've been hostile anyway after I left the system. (Never knew why but remnant fleets can always identify you, even if your transponder is off and you don't have ziggy in your fleet.)
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Snowy-Birb

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5921 on: March 31, 2024, 06:32:50 PM »

Just a question to make sure if this is intended behavior or not.

I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.

Is this behavior intended if you disable Invasions, or is there something else I'm missing?
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Matheld

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5922 on: March 31, 2024, 06:49:39 PM »

Just a question to make sure if this is intended behavior or not.

I've made it so that factions can't invade or make colonies until I've made a colony using the provided settings this is the only change I've made. However, in both long-term games I've played during early to mid Cycle 208, Garnir suffers deterioration, then decivilization, with many of the smaller Pirate bases following soon after.

Is this behavior intended if you disable Invasions, or is there something else I'm missing?

Devcivs happen when a planet is unstable for a long period of time. This mostly happen either after invasions (which you've turned off) if you can't get a handle on the situation.
Or if the enemy keeps raiding and tac/sat bombing the planets.

So it's a bit of a weird one, instead of trying to invade the planets and stations of pirates and their enemies. They will just go and bomb the *** out of them. And since Pirates are hated by everyone, and are very decentralised with everyone at war with them.. relief fleets to stop devics from happening rarely make it there.
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float

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5923 on: March 31, 2024, 10:34:00 PM »

API request: can you expose (or create a getter for) claimsHistory in InsuranceIntelV2? I’m writing something that’s susceptible to insurance fraud when combined with this mod, and would like to implement a (non-reflective) way to handle such scenarios. Thanks!
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holyjay

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5924 on: April 01, 2024, 06:14:34 PM »

Can the setting to allow/disallow starting markets to be invaded be adjusted mid-game? Or does it only take effect at game start?
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