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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 3909439 times)

Wrexx Thion

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6180 on: October 24, 2024, 08:40:07 PM »

Hello. Sorry, I'm a bit of an old-timer and not very familiar with Starsector. I'm trying to get a small bit of help concerning some difficulty I'm having with some mods. I'm getting a "failed to load master file from url error" for Nexerelin but it still gives me the options when starting a new game. Options like: choosing a faction, ships, starting cash, etc. So...? Is it working? I'm confused.

I've tried using TriOS and MOSS with the same result. TriOS is saying that the Nexerelin, LazyLib & MagicLib are all 0.97a-RC11 but all 3 are getting the same error.
That message just means the mod failed to check the remote version file, so you won't get automatic update notifications. Game-wise it'll run fine.

I don't remember all the common reasons for this (e.g. version files on Bitbucket IIRC require the new SSL versions provided by Java 8/23, but don't remember if this applies to files on GitHub, like Nex uses). The error message from log could help; but first see if TriOS and MOSS get the version file correctly, it's better to do it there anyway since they can also handle downloading updates.
Thank you. I kinda thought they were working but wanted to be sure. Last night I just said screw it and started playing with all the mods I downloaded, I just wanted to play it finally. And it turns out, I'm terrible lol. But I'm reading that many others were also awful at first so I just need to keep at it. Thanks again.
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RoadTrain

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6181 on: October 25, 2024, 01:54:34 AM »


I uhhh, might have another bug (though am not sure if it might be vanilla behaviour). If commissioned by pirates, taking over sensor arrays/nav bouys/comm relays will not assign them to pirates. Rather, it assigns them to the player. It'd be nice if it actually gave control to the pirates (because I am in essence a pirate)
Yeah it's vanilla behavior; claiming an objective gives it to player faction rather than commissioner (maybe I could add a new dialog option for that)


I'm gonna say that's a bug (or oversight) within the game itself then because realistically if we're commissioned we are essentially part of that faction. Off to suggestions I go.
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Re-bot-S.AI.

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6182 on: October 26, 2024, 03:34:41 PM »

at this time autonomous colonies are a bit of a nightmare to manage. most notable is it's impossible to add or remove colony items or ai cores without taking control, which in turn causes unrest, something you often want to avoid if you can help it as its both harmful to the colony and just outright obtrusive to the player.

additionally, making a colony autonomous is honestly nothing but negatives. You get 1/5th the income from it (i can survive that), the issues pointed out above and, it no longer counts to production budget and, doesn't not count towards population for admin increases (making it hard to really work with that system as you really can't get a notable amount without increasing max colony size and base admins).
it pretty much is just a "colony" with none of the perks aside from at least some of the money and it counting to your fleet budget.

On the topic of fleet budget
i do think this part scales way to high once you start having significant amounts of colonies.
put more simply you scale waaaaaaay past what the ai seems able to do, my 15 colonies in my current save (a few of which have made it to size 8 with the cap increased to size 10) have a fleet budget of 6000 per month
i can out produce hegemonies entire navy on a monthly basis and can easily beat most any threat by casually spamming 3-4k worth of fleet wherever and then forgetting about it.
i feel like not gaining your full budget every single month might help with this, per say like having that 6k budget but only getting a 500-1000 of that budget back on a monthly basis for that size of faction.
having the player effected by the war weariness and invasion points values that the faction ai's work with is another thing that could potentially stop late game fleet ordering from outright trivializing faction wars. perhaps a war weary player faction has less monthly fp budget regen and, perhaps ordering invasion fleets costs invasion points in addition to fleet points, requiring the player to interact with the same system that the ai's have too?


anyways, absolutely love this mod and honestly can't see myself ever playing without it.

oh btw, is it possible for factions like the imperium (ai lovers that dont mistreat them like tritac) being not subject to bounties/spy sat missions and similar stuff when getting missions from Midnight dissonant. it would make sense for them to at bare minimum be far less likely to be on her bad size when spawning missions?
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Sharp

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6183 on: October 28, 2024, 01:17:36 PM »

at this time autonomous colonies are a bit of a nightmare to manage. most notable is it's impossible to add or remove colony items or ai cores without taking control, which in turn causes unrest, something you often want to avoid if you can help it as its both harmful to the colony and just outright obtrusive to the player.

additionally, making a colony autonomous is honestly nothing but negatives. You get 1/5th the income from it (i can survive that), the issues pointed out above and, it no longer counts to production budget and, doesn't not count towards population for admin increases (making it hard to really work with that system as you really can't get a notable amount without increasing max colony size and base admins).
it pretty much is just a "colony" with none of the perks aside from at least some of the money and it counting to your fleet budget.

So when you dock at an autonomous colony and talk to the boss you have an option named "Take temporary control of the colony". This allows you to make changes without losing stability.

Autonomous colonies are supposed to be worse than normal colonies (for player) because they are autonomous. If you don't want them to be autonomous get more AI cores or admins.
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Re-bot-S.AI.

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6184 on: October 28, 2024, 02:14:02 PM »


So when you dock at an autonomous colony and talk to the boss you have an option named "Take temporary control of the colony". This allows you to make changes without losing stability.

Autonomous colonies are supposed to be worse than normal colonies (for player) because they are autonomous. If you don't want them to be autonomous get more AI cores or admins.

Wait so I've been using the wrong "Take temporary control of the colony" option this whole time? (the button you can get to through the main screen without talking to anyone)
cause the one I've been using instantly throws me to the screen you get by pressing the D button
which counts the player as not being present at the physical location, even if you got to that menu by docking with that exact location. perhaps a change needs to be made so it knows you're at that place when you use the other option rather than being fooled into thinking there's missing functionality

as for the second half, the thing is, if you wish to not delegate all your colonies to ai's for some reason often with some level of rp. then you need admins to run colonies
BUT
you need more colonies to get the admins to run those colonies

it's a catch 22 situation where you need to get one to get the other in order to get the first thing which you can't do because you don't have the first thing yet. like making a box cutter come in a box that can only be opened with a box cutter, you're in a situation where you need the very item you're trying to get in order to get said item in the first place.

having at least a partial count of population from autonomous colonies would at least make the admin increase system feel like it has at least some purpose for existing while still making the player interact with autonomous colonies if they wish to avoid using alpha cores.

(edit): basically, if the player is ok with using alpha cores, they probably don't care about the extra admins from extra population because they can just plug more alpha cores in and call it a day

meanwhile someone who isn't using alpha cores can't get more than just 2-3 extras if all their colonies are huge, and past that it's impossible to acquire more admins as autonomous colonies don't count towards that count at all.

basically, the only way to get more then the first few bonus admins is to use the option that entirely invalidates using admins in the first place
and if you wish to only use admins, then you just never get to have more admins. It's a clashing system that basically forces the player to do what they can to just outright avoid using it whatsoever.
« Last Edit: October 28, 2024, 02:22:22 PM by Re-bot-S.AI. »
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Sparkymark87

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6185 on: October 28, 2024, 02:56:36 PM »

If you don't want them to be autonomous get more AI cores or admins.

I'm aware that your administrator cap increases with total faction population. Is there a way to alter that with the mod?
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Phenir

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6186 on: October 28, 2024, 03:07:11 PM »

as for the second half, the thing is, if you wish to not delegate all your colonies to ai's for some reason often with some level of rp. then you need admins to run colonies
BUT
you need more colonies to get the admins to run those colonies

it's a catch 22 situation where you need to get one to get the other in order to get the first thing which you can't do because you don't have the first thing yet. like making a box cutter come in a box that can only be opened with a box cutter, you're in a situation where you need the very item you're trying to get in order to get said item in the first place.

having at least a partial count of population from autonomous colonies would at least make the admin increase system feel like it has at least some purpose for existing while still making the player interact with autonomous colonies if they wish to avoid using alpha cores.

(edit): basically, if the player is ok with using alpha cores, they probably don't care about the extra admins from extra population because they can just plug more alpha cores in and call it a day

meanwhile someone who isn't using alpha cores can't get more than just 2-3 extras if all their colonies are huge, and past that it's impossible to acquire more admins as autonomous colonies don't count towards that count at all.

basically, the only way to get more then the first few bonus admins is to use the option that entirely invalidates using admins in the first place
and if you wish to only use admins, then you just never get to have more admins. It's a clashing system that basically forces the player to do what they can to just outright avoid using it whatsoever.
Pretty sure autonomous colonies do count towards getting more admin capacity. It's just that each extra admin needs more total pop than the previous.  By default you get extra admins at 10, 25, 40, 60, 80, 100, 125, 160, 200, 250, and 300 total pop. The first one just needs 10, then you need to get 15 more, then 15 again, then 20, 20, 20, 25, 35, 40, 50, 50.

If you don't want them to be autonomous get more AI cores or admins.

I'm aware that your administrator cap increases with total faction population. Is there a way to alter that with the mod?

Settings file at data/config/settings.json. Look for nex_bonusAdminLevels
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Re-bot-S.AI.

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6187 on: October 28, 2024, 08:16:21 PM »

Ah so i was again misinformed by others about autonomous colonies as well  :(

though checking in game it does clearly state that making a colony autonomous
reduces income gained from the colony to 20%
and then immediately states that that colony will NOT count towards the players colony or admin limits, very explicitly.

so, either the info that nex gives in game is outdated by quite a bit or nobody at all knows whether or not autonomous colonies count or not through lack of quantifiable data.

in fact as far as the tool tip is concerned when your considering autonomy, the only things you get out of colonies in that state are 20% of profits or losses and them providing your faction with commodity production. and literally nothing else. leading them to feel like an incredibly awful deal and something the player would want to avoid rather then interact with.

which kinda defeats the purpose of it even being a function in a mod. as far as I'm concerned anything in a game needs to fit one of two bills
either it needs to be required to continue playing as something the player has to interact with
or it needs to be something the player would want to interact with

which autonomous colonies and the bonus admins both sort of fit in neither of those bills
one can argue the the bonus admins do fit that first option, though its more that it kind of just happens, cool convenient the first few times but goes un-noticed past that, and if you want to own alot of worlds your just force to use ai's instead or abuse story points to give the colonies *** tons of stability so your character can own everything themselves (which in theory busts the normal sp progression as you eventually start make stupid amounts of XP from all those colonies being under your rule.
giving you effectively infinite SP to spend on making more colonies you can do with this.

[attachment deleted by admin]
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Re-bot-S.AI.

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6188 on: October 28, 2024, 08:40:54 PM »

basically, your pigeonholed into two options if you want to run alot of colonies and actually make use of more and more admins to have all of them truly contribute

option 1 is to just use ai's, which at that point why use admins at all cause they are outright worse as an option

option 2 spend SP to make all your colonies have giga stability so you can run them all yourself; become the god emperor of your empire earning 8 million levels every month for unlimited SP and then make your colonies unbeatable hyper colonies as you have transcended the realm of balanced play. no longer a pitiful mortal held back suck insignificant limits as "maximum governed colonies".

there are no other options of engagement here
only other option is making colonies autonomous which just feels crumby to work around in its current state of being nothing but downsides just to technically own one more world.
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Phenir

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6189 on: October 29, 2024, 06:43:42 AM »

I believe "player's colony and admin limits" is talking about the 2 colony limit that the player can admin without stability issue and doesn't count towards how many admins you currently have in use.
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Re-bot-S.AI.

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6190 on: October 29, 2024, 08:58:06 AM »

I believe "player's colony and admin limits" is talking about the 2 colony limit that the player can admin without stability issue and doesn't count towards how many admins you currently have in use.

admin is a hard limit; you cannot recruit more than your max.
nor can you use more than your max if you get lucky and get a cryo pod admin.

as for max colonies the player can manage
yes, you can have more than 2, however every colony under your control takes a stability penalty for every colony you are over said limit.

thus, we get back to my point
you need more population to get more admins, and you need more admins to get that population.
thus, you need more admins in order to get more admins.
you need the very thing you need in order to get what you need, which is innately paradoxical and leaves the player with only two play styles

use ai

or break the game by spending story points so you can govern more colonies till you pretty much become a story point god because you have nearly unlimited amounts of story points do to how many colonies you eventually have via said method.

its currently not possible to get to higher population counts required for the bonus admins past the first couple which is weird cause what exactly is the point of including a system you can't use without cheating, breaking the game balance using copious story point spam, or editing the settings file?

which does fall back to autonomous colonies as well, their not counting towards population for admins is the very reason it's not possible to get these later admins without such abnormal efforts. it pushes the player to game breaking strategies rather than engage with the autonomous colony system both because autonomous colonies suck balls and because they do nothing for getting you towards the next bonus admin. thus the entire gig there feels utterly pointless from the perspective of the player.

if the autonomous colonies downsides were toned down a bit(the 20% profits or losses is fine though) and, they at least partly counted towards pop count for admins, this would at least partly fix the entire issue with those two systems, it needs to feel worth it to utilize the autonomous colony system. and it counting to those pop limits removes the admin limit being this unmovable wall that can only be beat by breaking the games balance. which is good for players that dont want to become a WH40K reference if they want to run a massive empire.
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Sparkymark87

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6191 on: October 29, 2024, 12:53:33 PM »

I'm aware that your administrator cap increases with total faction population. Is there a way to alter that with the mod?

Quote
Settings file at data/config/settings.json. Look for nex_bonusAdminLevels

Thank you very much.
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Phenir

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6192 on: October 29, 2024, 01:57:36 PM »

I believe "player's colony and admin limits" is talking about the 2 colony limit that the player can admin without stability issue and doesn't count towards how many admins you currently have in use.

admin is a hard limit; you cannot recruit more than your max.
nor can you use more than your max if you get lucky and get a cryo pod admin.

as for max colonies the player can manage
yes, you can have more than 2, however every colony under your control takes a stability penalty for every colony you are over said limit.

thus, we get back to my point
you need more population to get more admins, and you need more admins to get that population.
thus, you need more admins in order to get more admins.
you need the very thing you need in order to get what you need, which is innately paradoxical and leaves the player with only two play styles
Look, you posted a picture in which it states that "autonomous colonies do not contribute to player colony or admin limits" and you interpreted that as autonomous colonies don't count towards raising the limit of number of admins you can have. I was arguing that "player colony or admin limits" does not refer to mechanic which increases your maximum number of admins. It instead refers to how many admins you are currently using and how many colonies you are personally administrating. Read that very carefully. If you have 4 colonies, you have 2 under your personal control and 2 under your admins, you are 2/2 for personal colonies and 2/3 admins. If you turn one of the colonies you are currently personally administrating into an autonomous colony, you will be 1/2 and 2/3.
In the first place, it doesn't make logical sense for autonomous colonies to not contribute to your max admins because then you could lose max admin by making colonies autonomous.
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Re-bot-S.AI.

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6193 on: October 29, 2024, 02:30:08 PM »

Look, you posted a picture in which it states that "autonomous colonies do not contribute to player colony or admin limits" and you interpreted that as autonomous colonies don't count towards raising the limit of number of admins you can have. I was arguing that "player colony or admin limits" does not refer to mechanic which increases your maximum number of admins. It instead refers to how many admins you are currently using and how many colonies you are personally administrating. Read that very carefully. If you have 4 colonies, you have 2 under your personal control and 2 under your admins, you are 2/2 for personal colonies and 2/3 admins. If you turn one of the colonies you are currently personally administrating into an autonomous colony, you will be 1/2 and 2/3.
In the first place, it doesn't make logical sense for autonomous colonies to not contribute to your max admins because then you could lose max admin by making colonies autonomous.

so this more so falls into a bin of being able to be read either way?
it can just as easily be read as the limits for gaining new admins as it can for limits of how many admins you can currently run at that moment
due to both being an "admin limit"

if this is actually the case then we have been all arguing cause easily misconstrued grammar lol.

i guess if it that case my ask simply becomes slightly different grammar for that tool tip and slightly less over the top downsides for autonomous colonies to make them feel less like trying to feed my own buttocks to an alligator.
for instance, letting tech mining keep working normally, or at least let it still give the rare items when it finds them and just lose out on the commodity items, i mean tech mining is already pitiful, we don't need to make it even weaker than it already is.

make a bunch of the stuff more akin to the how the money intake is nerfed and have stuff give partial benefit instead of just ripping away every useful quality of the colony outside of having free storage.
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Histidine

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Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6194 on: October 29, 2024, 06:36:44 PM »

- Autonomous colonies do indeed count towards bonus admins. Maybe I'll disambiguate the description later.

- I don't feel any particular need at present to let the player get arbitrarily high admin counts, not least because at the point where this becomes an actual constraint the player faction is not meaningfully threatened by anyone else. Autonomous colonies are mostly there to enable map painting (without alpha cores) if the player wants to try that for whatever reason.
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