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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 3908744 times)

Boboy

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6015 on: May 28, 2024, 05:56:08 AM »

Hey, is there a way to disable or limit blockade against NPC, the Hegemony is abusing it against smaller faction and without the player help they simply loose the whole systeme which can be problemetic for small faction like say the dicktat.
anyway the mod is still incredibly good love you guys. :P
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Sominar

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6016 on: May 28, 2024, 07:09:47 AM »

Hi. I apologize in advance if this has been asked already, but I can't find a post on the matter. Is there a way to control how many weapons markets sell in general? The closest thing that I've seen is the mod "Mo' Weapons Mo' Ships" but it's been dead for a while now.

Sometimes I just want to have markets sell a ludicrous amount of weapons like triple digit hellbores and the like simply to skip the whole merry go round of finding weapons in every market even if I have stellar networks to see where to find them, as well as no longer have to bother having to kleptomaniacly hoard every weapon I see into the abandoned station around corvus or equivalent. What's worse, the last part doesn't even do much since if you're playing a modded faction it means you have a ton of weapons of the factions you're playing against and not of your own anyway.

Thanks in advance.
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Shogouki

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6017 on: May 28, 2024, 12:35:06 PM »

Even aside from "hostile to all" factions the amount of blockades seems extremely high and very frequent.  I don't know if there's a way to assign a "cost" to the blockades so that factions can't just throw them out endlessly but they could definitely use some kind of tweaking.

Edit: Just thought I'd ask if there were any way to manually modify the blockade settings so that they're not nearly so frequent as I think the drastic increase in these is hurting game performance.
« Last Edit: May 28, 2024, 02:54:53 PM by Shogouki »
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Histidine

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6018 on: May 29, 2024, 02:51:29 AM »

Edit: Just thought I'd ask if there were any way to manually modify the blockade settings so that they're not nearly so frequent as I think the drastic increase in these is hurting game performance.

There isn't a way to control blockade frequency [without strategic AI] right now, although with strategic AI it's possible to change the blockade action (in data/config/exerelin/strategicAIConfig.json) to alter its frequency (or simply add "enabled":false, to completely block it).

I may expose the (without strategic AI) chance of a raid becoming a blockade in a near-future update; already removed in dev the raid-type discount on invasion points (where raids cost a faction 35% fewer points compared to an invasion with the same fleets). If anyone has other ideas for nerfing them (without making them completely ineffectual, e.g. if they become too small to outmatch defenders) I could try those too.

Hi. I apologize in advance if this has been asked already, but I can't find a post on the matter. Is there a way to control how many weapons markets sell in general? The closest thing that I've seen is the mod "Mo' Weapons Mo' Ships" but it's been dead for a while now.
Closest I've got right now is the doubleSubmarketWeapons setting in the exerelin_config.json file (not available via the LunaLib ingame menu).
« Last Edit: May 29, 2024, 07:42:27 PM by Histidine »
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DownTheDrain

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6019 on: May 29, 2024, 11:14:25 AM »

If anyone has other ideas for nerfing them (without making them completely ineffectual, e.g. if they become too small to outmatch defenders) I could try those too.

You could always go the opposite route and make them a big deal with massive fleets, like it works for the crisis, but only trigger them under very specific circumstances.

Then again, I already feel that way about invasions. It looks a bit silly how often they spawn, especially when the same planets get invaded 4 or 5 times a year. Maybe that's different without modded factions, or maybe I'm to blame for coming to the aid of defenders too often, but for my next playthrough I'll set "pointsRequiredForInvasionFleet" much, much higher. Already doubled it and I honestly don't feel a difference.
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vicegrip

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6020 on: May 29, 2024, 01:22:36 PM »

I think one of the issues is that blockades won't trigger system defense responders if it spawns far from a colony. Making local defenders respond to every blockade would turn the event into an invasion in all but name unless the defenders lose, but on the other hand not making the defenders respond even when they outmatch the blockade means a faction would rather have its system be crushed economically than actually do something about it. I'm not sure what the solution to this might be, but having the defenders sit around doing nothing while a hostile power has a major fleet deployed in-system doesn't seem very sensible.

As for nerfing them without making them ineffectual, I think it's fine to make them somewhat ineffectual, at least at the start of the game. Invasions fail all the time, and usually take time to ramp up in size, so why not do the same for blockades? The League isn't invading Chicomoztoc with a full battleship armada 6 months into the game, they shouldn't be throwing around that kind of firepower on a blockade either.

Killsode

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6021 on: May 30, 2024, 04:45:28 AM »

I havent really experienced the effects of blockades yet, but i agree with DownTheDrain, making it that local defenses will deal with the blockades when they equal or overmatch them would make sense. It doesnt make much sense for local defenses to throw themselves at a blockade they cant destroy, but it makes even less sense for local defenses to not attack a blockade they can destroy.

And as vicegrip kind of mentioned, factions already send out ineffectual missions all the time, especially at the start of the game.

My view of seeing the core worlds churn with raids, invasions, and blockades is that it gives a feeling of active combat and things going on, even if in 90% of the cases they fail. Things are happening.
If invasions were weighted as such that factions only dedicated resources to actions that are guaranteed to succeed, the feeling would be entirely different. And unless they were slowed down to the point where only one or two of these invasions happened a cycle the core worlds would feel too volatile.
The factions throwing away men and ships at actions that just fail is a bit silly, but i dont mind it. It keeps the sector feeling active.

A decent idea for a new feature would actually be able to select from a few different activity presets during sector creation. A good option for one of these settings, perhaps it could just be the one alternate, would be 'total war' or something similar where factions only send fleets that are 50/50 or higher to actually succeed, but will do so more infrequently.
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Histidine

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6022 on: May 30, 2024, 07:11:22 AM »

I havent really experienced the effects of blockades yet, but i agree with DownTheDrain, making it that local defenses will deal with the blockades when they equal or overmatch them would make sense.
Might explore this yeah, do a periodic (monthly?) check for force-resolving a blockade.
Would be a bit annoying for players who want to help a currently ineffective blockade succeed by thinning out defenders, but would also avoid issues involving a bunch of hostile fleets building up in-system (and potentially tilting the strength balance of regular raids/invasions), and clean up intel clutter a bit.

In the meantime I've got a quick beta version with some adjustments (and a couple of unrelated bugfixes) if anyone wants to try it out:
Download
* When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
    * Conversion ratio is configurable as nex_raidToBlockadeConversionFreq value in settings.json
* When strategic AI is on, blockade action has 50% chance to not be considered as an action for any given concern
* Remove 35% invasion point discount for blockades
* Blockade period 180 -> 120 days
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Violen

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6023 on: May 30, 2024, 12:59:15 PM »

Got a conquest mission on a station? Said I had to kill it to invade, so i did, Deleted the station and auto canceled the contract.. Rip the mil credit bounty and the extreme logistical costs :/ Let me tell you what, Fielding a invasion fleet(even for one mission) is not easy xD Maybe I need a colony or something. Was like a 300k ordeal. Tho at least all the guns and supply's softened the blow.       
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Histidine

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Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6024 on: June 01, 2024, 08:00:12 AM »

Well if the station dying kills the whole market that's an issue with whichever mod adds the market (well vanilla pirate/Pather bases also do this, but Nex doesn't allow invasion requests on them). It should be marked as non-invadable by the mod.
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Histidine

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6025 on: June 01, 2024, 07:56:23 PM »

Small (official) update for the first-stage blockade nerfs and a couple of crash fixes.

Nexerelin v0.11.2b
Download

Changelog
* Blockade nerfs
    * When strategic AI is off, conversion ratio from raids 0.3 -> 0.2, further halved if invasions are disabled in config
        * Conversion ratio is configurable as nex_raidToBlockadeConversionFreq value in settings.json
    * When strategic AI is on, blockade action has 50% chance to not be considered as an action for any given concern
    * Remove 35% invasion point discount for blockades
    * Blockade period 180 -> 120 days
* Fix a concurrent modification exception when bulk reviving ships in special task groups
* Prevent a crash with UNGP's John Wick rule
* Fix a dialog interaction in police colony crisis
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ros

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6026 on: June 04, 2024, 03:04:37 AM »

I'm having multiple stations in the same planet, with duplicated names, but controlled by different factions. An agent was only able to travel to one of them. Random Core Worlds.
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AngryShrew

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6027 on: June 05, 2024, 05:47:29 PM »

Is there a way to configure which notifications appear and such or make it so only the ones you have operatives in? The sporadic popups and audio regarding wars between factions in particular are a bit too frequent, and a lot of the stuff I feel like I should not be knowing unless I have good relations or contacts or operatives within those factions, and even then I would kind of want it filtered or in a monthly overview with only the most important things popping up as notifications. So yeah any config options or filter options if existing or known would be quite useful for the FAQ.
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Histidine

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6028 on: June 06, 2024, 02:48:56 AM »

I'm having multiple stations in the same planet, with duplicated names, but controlled by different factions. An agent was only able to travel to one of them. Random Core Worlds.
IIRC this bug is from a mod adding stations (or planets) in random sector, but not adding markets to them until after Nex's own procgen has already done so.
Do you have screenshots? Might be able to tell which mod has this problem.

(Though for fixing your current save, only fix is to destroy one of the copies with something like DestroyMarket console command. Afterwards, the remaining copy might also need to be added back to the sector manually with a console runcode)

Is there a way to configure which notifications appear and such or make it so only the ones you have operatives in? The sporadic popups and audio regarding wars between factions in particular are a bit too frequent, and a lot of the stuff I feel like I should not be knowing unless I have good relations or contacts or operatives within those factions, and even then I would kind of want it filtered or in a monthly overview with only the most important things popping up as notifications. So yeah any config options or filter options if existing or known would be quite useful for the FAQ.
Diplomacy event filter level and Operative event filter level in the ingame mod settings menu, or the corresponding settings in Nexerelin/exerelin_config.json file if you don't have LunaLib

Maybe I should document these somewhere, not sure what a good place would be for them but the FAQ on the thread OP works as well as anything else I suppose
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ros

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6029 on: June 06, 2024, 07:55:14 AM »

I'm having multiple stations in the same planet, with duplicated names, but controlled by different factions. An agent was only able to travel to one of them. Random Core Worlds.
IIRC this bug is from a mod adding stations (or planets) in random sector, but not adding markets to them until after Nex's own procgen has already done so.
Do you have screenshots? Might be able to tell which mod has this problem.

(Though for fixing your current save, only fix is to destroy one of the copies with something like DestroyMarket console command. Afterwards, the remaining copy might also need to be added back to the sector manually with a console runcode)

I'm preferring the static core worlds, but for the sake of informing I'll add the list of mods.

edit: I added an attachment but it isn't showing?

List:

Angry Periphery 1.5.0.2
Autosave 1.2b
BigBeans Ship Compilation 0.1.98.4
Fleet Size By DP 1.0.2b
Girls Frontline Portrait Pack Vanilla Replacer
Hyperdrive 2.5.2
Interstellar Imperium 2.6.4
LOST_SECTOR 0.6.2d
LazyLib 2.8b
Luddic Enhancement 1.2.6e
LunaLib 1.8.4
MagicLib 1.4.3
New Beginnings 1.4.0
Nexerelin 0.11.2b
Officer Extension 0.6.7
QoL Pack 1.2
Quality Captains 1.6.1
R-
Ruthless Sector 1.6.1
SpeedUp 1.0.1
Starship Legends 2.5.2
Stop Gap Measures v 1.2.5
Underworld 1.8.3
Unknown Skies 1.0.11
zz GraphicsLib 1.9.0

[attachment deleted by admin]
« Last Edit: June 06, 2024, 08:08:23 AM by ros »
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