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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)  (Read 3436704 times)

Histidine

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6030 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 #6031 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
« Last Edit: June 06, 2024, 08:08:23 AM by ros »
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Violen

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6032 on: June 09, 2024, 06:11:17 PM »

Many forum posts tell me that if i am allied/have a commission with the hegemony I would not get inspection fleets. This appears to be not true. Got inspections both with a commission and allied (yes I left the commission too try the allied root)
Also have the hegemony breathing down my neck like we aren't allied - - (investigator feets are swarming my own system and harassing me) I have 100 relations with them, iron shell, and the UAF(who I helped usher in to the alliance)
This is immersion breaking.
     
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Stormy Fairweather

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6033 on: June 09, 2024, 10:09:25 PM »

hegemony HATES ai with a passion. so, imo, it is more immersive having them on your ass. but i think what you are referencing is that if you join the persean league they will use their influence to prevent those inspections. im not sure if you have to join them as part of their crisis event, or just sign a commission with them to get this effect though.
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DownTheDrain

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6034 on: June 10, 2024, 12:02:22 AM »

Yeah, given the lore I'd rather expect the Hegemony to break an alliance due to AI use than look the other way.
Still wish I could order the player faction defense fleets to engage all those technically-not-hostile harassers instead of having to deal with all of them myself.
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Histidine

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6035 on: June 10, 2024, 04:36:37 AM »

For anyone wondering, alliances stopped protecting against AI inspections with the new colony crisis system and I haven't decided to add it back yet.

(Commissions were never intended to block them, but did for some time due to a bug in the check)

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?
Thanks, but what I need is a screenshot of the star system involved :-X
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ros

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MisterKill

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6037 on: June 10, 2024, 07:55:55 PM »

Howdy! Thank you for this mod, I've used it for a long while now and almost consider it just another part of the base game.
I've tried out the strategic AI and was wondering if there was something weird going on with alliances. From previous posts it seems that alliance spam was an issue, but now the exact opposite seems to be happening.

In my game, no alliances ever form in strategic AI mode and the ability to ask for an alliance from the special options menu is gone. An alliance that would most definitely happen right-off-the-bat (i.e. Mayasura/Persean League) do not occur no matter the LunaLib setting. Factions who are far more than cooperative will never form a new alliance.

Funnily enough, the Iron Shell and Hegemony will always start off allied as the Greater Hegemony. When Iron Shell is installed, its existence allows for the joining and leaving of the player faction so long as the normal prerequisites are met. This forced alliance seems to return the ability for me to ask another NPC faction to join as allies in-person using the special functions menu. However, NPC factions still never form new alliances nor freely join the Greater Hegemony in Strategic AI mode.

This is my current modlist;
Spoiler
Phillip Andrada: Gas Station Manager v1.14.1
Amazigh's Ship Foundry 1.2.0
Arma Armatura 3.0.6.1
ArmA - Anime
BigBeans Ship Compilation 0.1.98.4
Combat Chatter 1.14.1
Commissioned Crews 1.999999gggg
Grand.Colonies 2.0.e
Industrial.Evolution 3.3.e
LazyLib 2.8b
Luddic Enhancement 1.2.6e
Luddic Enhancement IED 1.2.6a
LunaLib 1.8.5
MagicLib 1.4.4
Mayasuran Navy 11.0.0 RC1
Nexerelin 0.11.2b
PMMM 1.7.5
Progressive S-Mods 1.0.0
Starship Legends 2.5.2
Substance.Abuse 1.1.b
Terraforming & Station Construction 9.0.8
Unknown Skies 1.0.11
VIC 1.6.3a
zz GraphicsLib 1.9.0
[close]
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Histidine

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6038 on: June 11, 2024, 05:34:00 AM »

https://imgur.com/a/TT8BRgY
Thanks!

I found that the affected star systems are from Stop Gap Measures; informed 'em on how to fix.

Howdy! Thank you for this mod, I've used it for a long while now and almost consider it just another part of the base game.
I've tried out the strategic AI and was wondering if there was something weird going on with alliances. From previous posts it seems that alliance spam was an issue, but now the exact opposite seems to be happening.

In my game, no alliances ever form in strategic AI mode and the ability to ask for an alliance from the special options menu is gone. An alliance that would most definitely happen right-off-the-bat (i.e. Mayasura/Persean League) do not occur no matter the LunaLib setting. Factions who are far more than cooperative will never form a new alliance.

Funnily enough, the Iron Shell and Hegemony will always start off allied as the Greater Hegemony. When Iron Shell is installed, its existence allows for the joining and leaving of the player faction so long as the normal prerequisites are met. This forced alliance seems to return the ability for me to ask another NPC faction to join as allies in-person using the special functions menu. However, NPC factions still never form new alliances nor freely join the Greater Hegemony in Strategic AI mode.
Hello and thanks!

I did some debugging and uhh, strategic AI seems unable to create new alliances in current version (though joining existing ones will work). Something for the coming fix update.

Not sure what's wrong with the rest; player forming/joining alliances in particular should always have the option visible as long as player does not have a commission (and the target faction isn't an invalid one like independents); even turning off alliances completely in the settings won't remove it. None of the mods in your list occur to me as known to break something like this, either.
Does turning strategic AI off make the option come back?
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MisterKill

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6039 on: June 11, 2024, 06:56:58 PM »

https://imgur.com/a/TT8BRgY
Thanks!

I found that the affected star systems are from Stop Gap Measures; informed 'em on how to fix.

Howdy! Thank you for this mod, I've used it for a long while now and almost consider it just another part of the base game.
I've tried out the strategic AI and was wondering if there was something weird going on with alliances. From previous posts it seems that alliance spam was an issue, but now the exact opposite seems to be happening.

In my game, no alliances ever form in strategic AI mode and the ability to ask for an alliance from the special options menu is gone. An alliance that would most definitely happen right-off-the-bat (i.e. Mayasura/Persean League) do not occur no matter the LunaLib setting. Factions who are far more than cooperative will never form a new alliance.

Funnily enough, the Iron Shell and Hegemony will always start off allied as the Greater Hegemony. When Iron Shell is installed, its existence allows for the joining and leaving of the player faction so long as the normal prerequisites are met. This forced alliance seems to return the ability for me to ask another NPC faction to join as allies in-person using the special functions menu. However, NPC factions still never form new alliances nor freely join the Greater Hegemony in Strategic AI mode.
Hello and thanks!

I did some debugging and uhh, strategic AI seems unable to create new alliances in current version (though joining existing ones will work). Something for the coming fix update.

Not sure what's wrong with the rest; player forming/joining alliances in particular should always have the option visible as long as player does not have a commission (and the target faction isn't an invalid one like independents); even turning off alliances completely in the settings won't remove it. None of the mods in your list occur to me as known to break something like this, either.
Does turning strategic AI off make the option come back?

Oh! I didn't realize commissions disallowed alliances. Using own faction or free start fixed the issue I was having with not being able to ask for one. Shame about the lack of spontaneous alliances though, for now. Strategic AI is too cool to turn off just to have them back.

Thank you for the response. I look forward to more cool stuff!
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blackrave404

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6040 on: June 11, 2024, 10:30:22 PM »

I have a question about mining
I'm adding mining strength to various mods that have ships, fighters/drones and weapons that look like they should aid mining
But I ran into a bit unexpected problem- assigning mining strength.
How do you balance them?
Tried looking in vanilla mining strengths and only got confused.
Is there some formula/principle that was followed?
What exactly goes into determining mining strength?
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Stormy Fairweather

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6041 on: June 12, 2024, 02:05:39 AM »

what determines the odds of ship procurement succeeding? been trying to get a capital ship from domain phase labs for years. failed at least ten times in a row now.
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AnXel LG

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6042 on: June 12, 2024, 10:51:11 PM »

what determines the odds of ship procurement succeeding? been trying to get a capital ship from domain phase labs for years. failed at least ten times in a row now.

   It gives you a small recount of the factors involving failure or success of the operation. For example, if the ship is Capital sized, the modifier is X0.5 success probability IIRC.
There is also the planetary authorities declaring a state of alarm for a perceived intrusion attempt, which also lowers the success probability and so on and so forth. Read the tooltip before you give the "good to go" order to the opperative.  It seems you have a case of cumulative decreasing factors that leave you very little chance to snatch your target. Best move betwen planets with no suspicion level in effect.
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Stormy Fairweather

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6043 on: June 13, 2024, 01:51:14 AM »

how did i never notice that? XD

thanks, was at x0 due to alert. so much for cleaning out that faction in one stop.
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Histidine

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Re: [0.97a] Nexerelin v0.11.2b "Concert of Persea" (update 2024-06-02)
« Reply #6044 on: June 13, 2024, 02:43:09 AM »

I have a question about mining
I'm adding mining strength to various mods that have ships, fighters/drones and weapons that look like they should aid mining
But I ran into a bit unexpected problem- assigning mining strength.
How do you balance them?
Tried looking in vanilla mining strengths and only got confused.
Is there some formula/principle that was followed?
What exactly goes into determining mining strength?
Honestly I just winged it based on vibes and comparisons to similar weapons (e.g. different variations of Hammer). "Otherwise less useful ships can have a bit of mining strength, as a treat" might also have been a consideration, don't really remember.
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