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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 3879190 times)

doujinftw96

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5985 on: May 03, 2024, 09:39:49 AM »

Colony Crisis is more of an annoyance than benefit wonder anyway to just turn it off
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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 #5986 on: May 03, 2024, 04:58:22 PM »

Can't. If you plan on having colonies with a size of 4+, those crises we'll be unavoidable.
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SpaceDrake

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5987 on: May 03, 2024, 08:53:28 PM »

Colony Crisis is more of an annoyance than benefit wonder anyway to just turn it off

Some of the Crises provide absolutely absurd rewards (especially the Luddic Church one). They are absolutely worth doing.
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5988 on: May 05, 2024, 05:52:42 PM »

Will be pushing the next update sooner than planned because I recently finally found and fixed the damn alliance invite spam bug (also fixes/improves a range of alliance, fleet and ground battle elements, among other things). Here's the beta release in the meantime.

Nexerelin 0.11.1x beta
Download
Changelog
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Abu Muhammad

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5989 on: May 14, 2024, 04:22:31 PM »

Hello,

I messed up severely by failing the final remnant quest (protect LC planet) Twice. Both Gilead and Asher is now a pile of rubble.

First time after Gilead was bombed, Midnight gave me another chance by re-starting the quest from the beginning, However after the second time I get no quest prompt from her again.

Am I completely locked out of the final quest of the mod? If so any console command to fix this?
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Adrian23138

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5990 on: May 14, 2024, 04:46:55 PM »

Das if I disable the "allow invasions on Starting Markets" how exactly does war, if at all, work outside of colony invasions?
I still get the Intel messages that a alliance is at war with someone but without the constant messages of failed and successful invasions I feel like nothing is happening at all or do like just miss what’s actually happening with that setting?
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Hexallium

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5991 on: May 14, 2024, 10:23:07 PM »

Das if I disable the "allow invasions on Starting Markets" how exactly does war, if at all, work outside of colony invasions?
I still get the Intel messages that a alliance is at war with someone but without the constant messages of failed and successful invasions I feel like nothing is happening at all or do like just miss what’s actually happening with that setting?

I did a play through with "allow invasions on Starting Markets" disable and opposing factions just keep raiding the markets until it decivilized and that faction was fully eliminated just like that. They just become raiding party until the end.
« Last Edit: May 17, 2024, 09:56:34 PM by Hexallium »
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5992 on: May 15, 2024, 06:53:23 AM »

Hello,

I messed up severely by failing the final remnant quest (protect LC planet) Twice. Both Gilead and Asher is now a pile of rubble.

First time after Gilead was bombed, Midnight gave me another chance by re-starting the quest from the beginning, However after the second time I get no quest prompt from her again.

Am I completely locked out of the final quest of the mod? If so any console command to fix this?
Hello!

The story missions aren't actually supposed to give second chances at all. I've heard of a similar issue with other missions, so I may look into this at some point?

For now the final mission has the following spawn requirements, if any of them aren't met fix it and see if Midnight offers the mission again (TransferMarket console command may be helpful)
-Any Persean League market
-Any Tri-Tachyon market, if Rayan Arroyo isn't already on one
-Any Luddic Church market of at least size 6 and habitable
-(and an uninhabited star system within 15 LY of the League market for the first Remnant fleet to camp in, although this probably hasn't changed since the last time the quest was offered)
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Sindmar

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5993 on: May 15, 2024, 07:13:36 AM »

So i thought i installed everything right, but im apparently missing something, the Strategic AI menu does not show up in my game, nor is there any option to enable it at character creation/game start, did i somehow get an old version of the mod, or am i missing something obvious? (likely)

EDIT: now that i am thinking about it, i do not currently have any mods that add factions to the game, if that matters
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Wallshrabnic

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5994 on: May 15, 2024, 08:39:43 AM »

So i thought i installed everything right, but im apparently missing something, the Strategic AI menu does not show up in my game, nor is there any option to enable it at character creation/game start, did i somehow get an old version of the mod, or am i missing something obvious? (likely)

EDIT: now that i am thinking about it, i do not currently have any mods that add factions to the game, if that matters
Do you have lunalib installed?
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Saturn_Strom

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5995 on: May 15, 2024, 08:43:57 AM »

Is there a way to forbid faction owned planets building industries?
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Zr0Potential

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5996 on: May 15, 2024, 05:22:53 PM »

Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries

This only happens when Nex is enabled (tried disabling IndEvo first but Ground Defenses still present), I've also checked the Arcadia.json, for the KoC mod it's supposed to be Heavy Batteries while the vanilla .json has no Ground Defenses/Heavy Batteries, modlist below

Spoiler
{"enabledMods": [
  "Everybody loves KoC",
  "IndEvo",
  "lw_lazylib",
  "lunalib",
  "MagicLib",
  "nexerelin"
]}
[close]
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Sindmar

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5997 on: May 16, 2024, 05:46:52 AM »

So i thought i installed everything right, but im apparently missing something, the Strategic AI menu does not show up in my game, nor is there any option to enable it at character creation/game start, did i somehow get an old version of the mod, or am i missing something obvious? (likely)

EDIT: now that i am thinking about it, i do not currently have any mods that add factions to the game, if that matters
Do you have lunalib installed?

You are my hero, that was the problem, thank you!
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Histidine

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5998 on: May 16, 2024, 08:13:58 AM »

Is there a way to forbid faction owned planets building industries?
As in the NPC factions building stuff? There isn't a switch for that, sorry.
(If player-governed or player's autonomous colonies are doing this, that's a bug)

Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries
Nex adds the Ground Defenses as part of its 'enhanced vanilla markets' setting. I'll make it so it doesn't add the GD if the Heavy Batteries from Ko Combine are already there.
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Zr0Potential

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Re: [0.97a] Nexerelin v0.11.1b "Clausewitz Protocol" (update 2024-02-11)
« Reply #5999 on: May 17, 2024, 05:41:02 AM »

Halo, is there a reason why Nex spawns a Ground Defenses in Agreus? I'm using Ko Combine mod and now I have both Ground Defenses and Heavy Batteries
Nex adds the Ground Defenses as part of its 'enhanced vanilla markets' setting. I'll make it so it doesn't add the GD if the Heavy Batteries from Ko Combine are already there.

Well that explains it, what and where does the Enhanced Vanilla Markets add anyways?
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