Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 406 407 [408] 409 410 ... 419

Author Topic: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)  (Read 3446424 times)

HQ

  • Ensign
  • *
  • Posts: 19
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6105 on: August 16, 2024, 12:38:18 AM »

 Is there a way to track where I've placed my outposts? They don't show up in the Colony tab and not on the Map either. Even when a Colony Crisis trigger on one I have no idea where it is.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4913
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6106 on: August 17, 2024, 07:47:04 AM »

Outposts will be in the Colonies tab of the command screen if there's anything in storage (it lists locations that deduct storage fees or at least claim to).
Other than that, they'll always be in the intel screen with the Colonies filter.
Logged

AdamLegend

  • Commander
  • ***
  • Posts: 138
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6107 on: August 18, 2024, 05:06:14 PM »

I noticed in the Strategic AI, factions have actions to Build Economic and Military structures on their planets. Does this mean we can eventually see the Hegemony upgrade their Military Base on Chicomoztoc to a High Command, or the Persean League do the same on Kazeron?

I think it would be cool to have that kind of growth over the course of the game, since I've seen Kazeron conquered every game by the Hegemony (which they could have avoided if they had upgraded their homeworld to a High Command or their battlestation to a higher tier)
Logged

jerri

  • Ensign
  • *
  • Posts: 27
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6108 on: August 21, 2024, 02:22:31 PM »

I recently noticed that special task groups of enemy factions seem to turn to piracy when their faction is completely wiped out. Would it be possible to commission these fleets for your own faction (with promise of revenge, perhaps) if you were already friendly to them? It seems a shame to let such talent go to waste.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4913
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6109 on: August 22, 2024, 06:15:12 AM »

I noticed in the Strategic AI, factions have actions to Build Economic and Military structures on their planets. Does this mean we can eventually see the Hegemony upgrade their Military Base on Chicomoztoc to a High Command, or the Persean League do the same on Kazeron?
They AI can upgrade a base (or station, or ground defenses) in response to the 'inadequate defenses' concern, or (if strategic AI is disabled) when the market grows in size. It's not as 'paranoid' about it as a human player would be (or possibly as it should be) though!

I recently noticed that special task groups of enemy factions seem to turn to piracy when their faction is completely wiped out. Would it be possible to commission these fleets for your own faction (with promise of revenge, perhaps) if you were already friendly to them? It seems a shame to let such talent go to waste.
Hmm, might be too niche a feature to actually work on but I will say it'd be interesting if it ever comes up :)
Logged

g00bd0g

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6110 on: August 23, 2024, 03:39:33 PM »

Is it possible to generate a sector that has one planet per faction? I cannot seem to figure out the magix combination of sector generation setting that would allow this? It this is not possible, what is the smallest number of systems and planets that will still have all 8 factions?
Logged

Bigsky

  • Lieutenant
  • **
  • Posts: 53
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6111 on: August 25, 2024, 03:18:45 AM »

Question: How does the X menu's sending a colony fleet work, does it build comms relay etc. and is it cheaper or more expensive to do it yourself
Logged

AdamLegend

  • Commander
  • ***
  • Posts: 138
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6112 on: August 25, 2024, 06:40:23 AM »

Can we can enable response fleets (maybe an exerelinConfig option) for when the AI initiates a station battle / invasion? I dispatched an invasion fleet to conquer Chicomoztoc using the fleet request menu.

To my surprise, when I let my invasion fleet initiate the battle with the station, no response fleet was spawned in, and when I joined the fight, it was just the station we had to fight, making it quite easy.

When I reloaded the save and went in front of the invasion fleet so I can initiate the battle first while still staying in range of reinforcement with my invasion fleet, a large response fleet spawned in to help the Chicomoztoc station, and made the battle much more difficult. This seems pretty exploitable, so I'd love to have an option to just let the response fleet always spawn in, regardless of who "initiates" the battle.
« Last Edit: August 25, 2024, 09:12:47 PM by AdamLegend »
Logged

cjy4312

  • Ensign
  • *
  • Posts: 45
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6113 on: August 26, 2024, 02:06:00 AM »

Hellow Histidine
I noticed that if i use custom ships to start a new game, it will cause "memory leak " Message after S/L (Copies of campaign data in memory >=2)
It will not happen when I using "standard fleet"

I have tested it(new game, and S/L immediately) many times with the following mod:
LazyLib 2.8b
MagicLib 1.3.9
Nexerelin 0.11.2c
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4913
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6114 on: August 26, 2024, 08:38:49 AM »

Is it possible to generate a sector that has one planet per faction? I cannot seem to figure out the magix combination of sector generation setting that would allow this? It this is not possible, what is the smallest number of systems and planets that will still have all 8 factions?
Hmm one-planet-per-faction isn't officially supported, but I'd just try setting all the sliders to their minimum and see what happens; IIRC it'll add more systems and planets if needed to fit all the factions. (Alternatively, use Derelict Empire scenario and write a console runcode to destroy all the derelict faction markets at the start of game)

Question: How does the X menu's sending a colony fleet work, does it build comms relay etc. and is it cheaper or more expensive to do it yourself
Set a target, pay the fee, the fleet goes there and creates a colony for you (like NPC colony expeditions do).
It won't make a comm relay or other objectives immediately, but once it gets a patrol HQ up the patrol will take care of it (if possible).

The fleet is somewhat more expensive than doing it manually (it charges the base price of the 200 supplies, 100 heavy machinery and 1000 crew required, plus about 80k for the fleet itself), but it does potentially save the trouble of walking all the way over there and the corresponding ongoing expenses.

Can we can enable response fleets (maybe an exerelinConfig option) for when the AI initiates a station battle / invasion?
There currently isn't a setting for this and I don't currently plan to have one, in part because NPC invasions already have enough trouble with planetary defenses as it is. Not sure what to do about the exploit though (making the response fleet appear if player joins an ongoing station battle is a possible option, but doesn't sound ideal). Hmm.

Hellow Histidine
I noticed that if i use custom ships to start a new game, it will cause "memory leak " Message after S/L (Copies of campaign data in memory >=2)
It will not happen when I using "standard fleet"
Well that's a bit annoying. Thanks for the report, I'll see if I can track it down.
Logged

MxCrossbrand

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6115 on: September 01, 2024, 10:56:58 AM »

Is there an option somewhere disable the questline that this mod adds from appearing?
Logged

AnXel LG

  • Lieutenant
  • **
  • Posts: 69
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6116 on: September 01, 2024, 11:36:48 PM »

  So I wanted to do a Remnant themed run and became aware that the AI factions (Remnants, Dustkeepers etc...) don't have a way to survey planets beside packing a bunch of human meatbags in a human meatbag ship and do the survey for them. The toasters surely must not be very happy with this given their mistrust of all things human. Would it be possible to add some commodity in the lines of "Remnant crew" or "survey robots" that could have the same effects that regular human crew for surveing requisites?  I think Midnight Dissonant would aprove of this...
Logged

n3xuiz

  • Commander
  • ***
  • Posts: 226
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6117 on: September 02, 2024, 12:40:03 AM »

Logged

AnXel LG

  • Lieutenant
  • **
  • Posts: 69
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6118 on: September 02, 2024, 02:04:58 AM »

@AnXel LG this mod offers survey bots:

https://fractalsoftworks.com/forum/index.php?topic=22261.0

   I had no idea there was a mod covering just this issue!!  I will surely include it in the modlist and give it a try, thanks.  Time to wreak havoc in the colonies!!
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4913
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6119 on: September 02, 2024, 08:14:18 PM »

Is there an option somewhere disable the questline that this mod adds from appearing?
There isn't a switch for it, although you can just reject the quest when it happens in the bar.
(If you really want, you can comment out or otherwise the rules.csv row that starts the quest)
Logged
Pages: 1 ... 406 407 [408] 409 410 ... 419