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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3633812 times)

Simbach Vazo

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6120 on: September 03, 2024, 04:22:42 PM »

This may sound silly but is there a way to do the exact opposite? Keep the quest / Prism Freeport and gut Nexerelin mechanics?
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G r o o v y
We moddin' up in dis 'oe.

Wyvern

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6121 on: September 03, 2024, 06:02:58 PM »

This may sound silly but is there a way to do the exact opposite? Keep the quest / Prism Freeport and gut Nexerelin mechanics?
Yep; this is what I typically do, actually: I like most of the things Nex adds (especially the improved starting options), but am not interested in the 4x mechanics. So I turn AI invasions and colonization off, and just don't do any invasions myself.

Assuming you're using LunaLib for adjusting Nex settings, you want to adjust:
• Under "Fleets and battles", turn off "Enable invasions", "Allow NPC saturation bombardments", and crank "Colony expedition interval" to the max. (There doesn't currently seem to be a way to turn colonies off entirely via LunaLib, but 10,000 days per colonization fleet is good enough.)
• Under "Diplomacy and alliances", turn off "Enable diplomacy", "Player faction has diplomacy events", and "Enable faction alliances".
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Alertiko

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6122 on: September 04, 2024, 12:04:02 AM »

Can I turn off faction warfare?
Can I bring back the war like in the original version?
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vicegrip

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6123 on: September 04, 2024, 01:39:06 AM »

Encountered a bug where one faction in an alliance sent an agent to sabotage a colony which was conquered by an ally. The mission was never cancelled, and when the agent was caught, it caused a -102 reputation drop which instantly split up the alliance.

LeetKroo

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6124 on: September 05, 2024, 05:46:58 AM »

I've been unable to delay invasion using invasionsOnlyAfterPlayerColony ever since 0.97a came out. Any ideas? I've copy pasted both config file on the main (with version number) folder and the Nexerelin folder.

Nvm, I'ts LunaLib. Why on earth do they even override manual config.
« Last Edit: September 05, 2024, 05:52:33 AM by LeetKroo »
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6125 on: September 07, 2024, 07:38:26 PM »

Can I turn off faction warfare?
Can I bring back the war like in the original version?
For disabling faction warfare, the post right above yours has the needed settings.
Not sure what war like the 'original' version means here, could you elaborate?

Encountered a bug where one faction in an alliance sent an agent to sabotage a colony which was conquered by an ally. The mission was never cancelled, and when the agent was caught, it caused a -102 reputation drop which instantly split up the alliance.
Welp. Lemme see what I can do.

Nvm, I'ts LunaLib. Why on earth do they even override manual config.
That's kind of what it's for, so you can edit the config ingame rather than in the file (it does use the file as defaults).
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Dev2150

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6126 on: September 09, 2024, 01:41:19 PM »

what's the formula for "Hostilities with other factions"?
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ssssigma

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6127 on: September 11, 2024, 04:08:16 AM »

Can we got a different alliance system? It's upset that forming a alliance would synchronize player's diplomatic relations with allies, which will negatively affect trade experience. What if there are separate levels of alliance? For high level alliance, player need to help defending all kinds of hostile activities, but for low level alliance, player only help defending invasion while allies have to defend strike and other hostile activities. In the latter case player's diplomatic relations only obtain like a half of influence compare with high level alliance.
Just try to make alliance more useful because at least for me the random influence like suddenly declaring a war is not so pleasing.  :)
« Last Edit: September 12, 2024, 08:33:26 PM by ssssigma »
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6128 on: September 11, 2024, 07:55:41 PM »

what's the formula for "Hostilities with other factions"?
If you're talking about the accessibility penalty, that's a vanilla function so I don't know how it works for sure, but IIRC it's just [% of sum of market size in the sector that belongs to a hostile faction].

Can we got a different alliance system? It's upset that forming a alliance would synchronize player's diplomatic relations with allies, which will negatively affect trade experience. What if there are separate levels of alliance? For high level alliance, player need to help defending all kinds of hostile activities, but for low level alliance, player only help defending invasion while allies have to defend strike and other hostile activities. In the latter case player's diplomatic relations only obtain like a half of influence compare with high level alliance.
Just try to make alliance more useful because at least for me the random influence like suddenly declaring a war is not so pleasure.  :)
First the quick suggestion: If you really want to both stay in the alliance and not join whatever war happens, use the 'defy vote' option when the war vote dialog appears. That will cost -10 rep with each of your allies if the vote passes, but it can be worth it.

Anyway, for now that's just the basic expectations of alliances, everyone participates in a war if there's a consensus.
I'm also not sure what different alliance tiers in your suggestion supposed to do here, for a couple of reasons:
  • Invasions and non-invasion offensive events (raid, blockade, sat bomb) come from the same place anyway, a faction that is hostile to your ally and may or may not be hostile to you, I don't currently have a mechanical concept (or an idea for one) that specifies "will help against invasions but not raids"
  • I don't trust any script I could write to correctly judge whether the player is in fact helping their allies against e.g. invasions, or indeed is capable of doing so
(Nor can I easily do something like separate alliance types/votes based on defensive vs. offensive actions (like in something like Stellaris), since for the most part neither the game nor Nex have a concept of who the offensive vs. defensive side is in a war.)

Having typed all that, I'll say that there's a bunch of reasons I've wanted to do like Paradox and make wars a discrete event instead of an assumed state whenever relations are below -50, then I could distinguish different types of wars etc. Definitely not attempting this for next update though, if I ever do; it's a lot of complexity that's in tension with some fundamental assumptions about how the game and modiverse are written.
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Carlosp00526

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6129 on: September 14, 2024, 10:02:22 AM »

Hi, I have a problem in my recent games I have been encoutering this:
82414 [main] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment.isInSystem(RouteManager.java:152)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getInterpolatedHyperLocation(RouteManager.java:395)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.shouldSpawn(RouteManager.java:672)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:638)
   at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:598)
   at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:132)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)
And then It just crashes my game I have this mods enabled:
-Fleet journal 1.13
-Halo Homesystems 0.6.6
-High tech Expansion
-Lazylib
-Lunalib
-Magiclib
-Nexerilin
-QOL Pack
-Ruthless Sector
-Speedup
-Whichmod
-zz Grapichslib

I have tried starting a new game but it just happens sooner or later in every save I play, Please help me with this
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nimtiz22

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6130 on: September 14, 2024, 04:08:58 PM »

hey i was wondering if this code still worked for turning on vanilla hostilities

runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
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Tranquility

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6131 on: September 14, 2024, 06:38:53 PM »

Just wanted to make a small nitpick for the "Skip Academy Questline" option, but I do not think it should provide Callisto Ibrahim's contract by default. In vanilla, the contract itself only ever appears once you give the Hamatsu to her, but the skip option gives you Ibrahim's contract right away even if you completely forgo recovering the Hamatsu in Alpha Site - and it's also worth mentioning that the associated questline/reward for recovering it remains available despite skipping the story.

I'd suggest a similar thing with Horus Yaribay too, although that's probably of minor impact, as, AFAIK, the skip story option already sets the prerequisites for it - so no real difference aside from having to talk to him to get the actual contract. It'd help with keeping the contact list short, at least.
« Last Edit: September 14, 2024, 06:47:06 PM by Tranquility »
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6132 on: September 15, 2024, 02:50:49 AM »

Hi, I have a problem in my recent games I have been encoutering this:
I recall seeing this or a similar issue with Halo Homesystems before, but I was under the impression it was fixed already (might require new game though, if you started on a pre-0.6.6 version).
Searching my Discord messages, someone also had a problem even with that mod not running, only advice I had was:
see if any factions are missing from the map despite their mod being installed and being in the faction directory
or if any systems on the map are disconnected from hyperspace while having colonies

hey i was wondering if this code still worked for turning on vanilla hostilities

runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
Yeah, nothing should have changed in that regard.

Just wanted to make a small nitpick for the "Skip Academy Questline" option, but I do not think it should provide Callisto Ibrahim's contract by default. In vanilla, the contract itself only ever appears once you give the Hamatsu to her, but the skip option gives you Ibrahim's contract right away even if you completely forgo recovering the Hamatsu in Alpha Site - and it's also worth mentioning that the associated questline/reward for recovering it remains available despite skipping the story.
Good point, think I'll make Ibrahim not be added immediately. (Could go either way on Yaribay)
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cyberinit

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6133 on: September 15, 2024, 04:56:12 PM »

Was wondering, in the ground battle how does reorganizing and morale work. I notice that morale drops extremely quickly and then my units are reorganizing for a very long time, am I misunderstanding how the system works, is there a way besides inspirational speech to protect morale or increase it's regen?
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6134 on: September 16, 2024, 06:44:05 AM »

Morale drops from being in combat, when a unit takes losses or if a friendly industry is lost despite being defended. If it goes under 30% the unit will reorganize until it recovers.
Generally you'll just have to rotate out units that got beat up. Units not in combat will gradually recover morale; taking defended industries also raises morale a bit (with bigger bonus for units that participated directly) so if you have momentum you can keep going.

Exact numbers
-5%/turn for being in combat, +2.5%/turn when not in combat
Hazard rating also modifies this, mouse over the modifier icon for details

Morale loss from taking damage scales with loss percentage: a unit that takes losses equal to 70% of its current size in one turn loses 100% morale

If an industry is captured and any combat happened on that industry this turn, all units on the taking side gain +3% morale (effect tripled for units currently on that industry; all units on the losing side lose -3% morale)
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