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); In-development patch notes for Starsector 0.98a (2/8/25)

Pages: 1 ... 418 419 [420] 421 422 ... 426

Author Topic: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)  (Read 3653194 times)

drchaos820

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.97a] Nexerelin v0.11.2 "Concert of Persea" (update 2024-05-18)
« Reply #6285 on: January 01, 2025, 06:49:33 PM »

Rayan arroyo refuses to spawn in the mission Salvation. I restarted a campaign thinking my devmode shenanigans broke something, but no.

both times I defeated the enemy fleet before trying to talk to him, as the game points you to that system first. so I go there, fly around the system until I find them, defeat them, go through the dialogue, then the game points me to Eochu Bres. I get there and see this:

the respective dialogue screens show this:

he refuses to spawn, and the fleet does nothing. this is my only active mission. I tried loading from before I destroyed the fleet and go strait to Eochu Bres but again all I see is this:

I tried adjusting relations via console to see if that spawned him but no. I have spend a few hours trying to get this to work and looking for a solution, but it seems that I simply cannot do this story line.

The same is happening to me.
The Contact simply wont spawn.
Is there a way to force it to spawn somebody please help me.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4981
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6286 on: January 01, 2025, 07:18:26 PM »

As stated a couple of posts after the quoted one, you need to talk to Midnight to make Arroyo appear (if he hasn't already by doing or skipping the Academy questline)


Okay checked a market an npc faction invaded got attached screenshot there too.
I have console commands mod is there a way to get more troubleshooting info, from that i.e. commands that reveal why nex isn't showing the invasion text.
There isn't a one-click debug, but you can check the market's current state against the code here

Is "Tyle Outpost" a player-built outpost (the Nex feature)? Those definitely shouldn't be getting invaded by anyone (and aren't, in unmodified Nex). Did you happen to see how it got taken over?

Are the Independent Narcotic Inspector hunting fleets from here?
 - They attack me without consideration for fleet strength. (Starfortress + full engame fleet and they still run at me)
 - why dont they get attacked by my faction fleets?
 - its also not clear why they are after me from their dialogue
They're part of the independent colony crisis from Nex. The intel tooltips for that + the dialog should tell you exactly what they're after.

The fleet behaviors sound like, presumably you're not hostile to the independent faction, so the fleet AI for both your fleets and theirs don't do any checking for hostile behavior (until you actually refuse their cargo scan). I checked rules.csv again and it seems like they shouldn't press the issue if you refuse the scan while being significantly stronger (though the game has questionable detection for this sometimes, based on the previous complaints about vulture scavengers)
Are you seeing differently ingame?

This mod really needs a list of all things that it adds, because its so big that its not obvious anymore what is from it and what isnt.
In fact it might be good to follow Hazard Mining Incorperated's / Ashes of the Domain examples and cut it into parts.
The big features are on the thread's front page, although some things may be missing; feel free to mention ones you think should be there but aren't.
I'm probably not listing every single thing even if I were to split the mod, though.

Speaking of mod split, my current thought process is that right now Nex has three main feature groups:
  • 'Core' Nex, i.e. all the invasion and warfare stuff
  • Remnant quests
  • A hundred random little things, most of which would not merit their own mod: Prism Freeport, decivilized market encounters, the personal intel, operatives, the various new game features

#2 would be split already if I weren't so lazy (breaking compatibility is also a concern, so I was thinking I might do it during a Starsector version change). #3 wouldn't be split unless I decided "sure, let's make a second Random Assortment of Things" (note to self: find a way to backronym this to MOUSE/MICE)

How in Ludd's name are you supposed to defeat
Spoiler
Muave Towering
[close]
in the Salvation quest?
I've got three Paragons, a bunch of VIC capital ships, a fleet of high tech/remnant ships, the aid of the Gilead Star Fortress and the defending Luddic fleet, but that damn
Spoiler
Ascendant Dronenought
[close]
pretty much singlehandedly takes us all out while his fleet takes out the star fortress.
If multiple capitals get stomped by the boss almost alone I'm not sure what you're doing wrong tbh :/
Post fleet (probably in the unofficial Discord server rather than here) and someone might help. A video, or at least a more detailed description of the combat, could be helpful too.
Logged

mllhild

  • Commander
  • ***
  • Posts: 119
    • View Profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6287 on: January 02, 2025, 09:32:57 AM »

Are the Independent Narcotic Inspector hunting fleets from here?
 - They attack me without consideration for fleet strength. (Starfortress + full engame fleet and they still run at me)
 - why dont they get attacked by my faction fleets?
 - its also not clear why they are after me from their dialogue
They're part of the independent colony crisis from Nex. The intel tooltips for that + the dialog should tell you exactly what they're after.

The fleet behaviors sound like, presumably you're not hostile to the independent faction, so the fleet AI for both your fleets and theirs don't do any checking for hostile behavior (until you actually refuse their cargo scan). I checked rules.csv again and it seems like they shouldn't press the issue if you refuse the scan while being significantly stronger (though the game has questionable detection for this sometimes, based on the previous complaints about vulture scavengers)
Are you seeing differently ingame?
The confusion stems from the fact that the dialog talks about scanning for illegal goods, as if you had made black market trades.
Secotrpol is only mentioned in the last line of the second dialog. So unless you noted that there is a Sectorpol part in the Colony Treats and you looked at the tool tip of it, you wont realize that its due to the free market.
Rewording it to mention  "Unregulated Market activity" would make it a bit clearer.


About their overblown resolve, I think they watched the
I think they watched Kuba K's youtube videos of Gremlin vs Starfortress and Kite vs Starfortress. Now they think that their Kites, Sheperts and Gremlins with officers can do the same.
Its likely that the game is overvaluing the fact that they have 16 officers. Not considering that Hounds, SHeperts and Kites with a officers arent exactly the most effective use of officers.



This mod really needs a list of all things that it adds, because its so big that its not obvious anymore what is from it and what isnt.
In fact it might be good to follow Hazard Mining Incorperated's / Ashes of the Domain examples and cut it into parts.
The big features are on the thread's front page, although some things may be missing; feel free to mention ones you think should be there but aren't.
I'm probably not listing every single thing even if I were to split the mod, though.

Speaking of mod split, my current thought process is that right now Nex has three main feature groups:
  • 'Core' Nex, i.e. all the invasion and warfare stuff
  • Remnant quests
  • A hundred random little things, most of which would not merit their own mod: Prism Freeport, decivilized market encounters, the personal intel, operatives, the various new game features

#2 would be split already if I weren't so lazy (breaking compatibility is also a concern, so I was thinking I might do it during a Starsector version change). #3 wouldn't be split unless I decided "sure, let's make a second Random Assortment of Things" (note to self: find a way to backronym this to MOUSE/MICE)
For not breaking compatibility I would suggest to split it into a background mod with all the content and the split off mods only enable it.
Logged

Rzabat

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6288 on: January 03, 2025, 09:38:24 PM »

Is there a way to disable the audio notifications for invasions? I really don't like how it's a split-second jumpscare each and every time.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4981
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6289 on: January 04, 2025, 05:22:51 PM »

It's shared between a couple of events as nex_alarm in Nexerelin/data/config/sounds.json; you can change the pitch or volume (zero volume ought to work), or even replace it with a different sound file.
Logged

Serina

  • Ensign
  • *
  • Posts: 10
    • View Profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6290 on: January 04, 2025, 06:34:54 PM »

How in Ludd's name are you supposed to defeat
Spoiler
Muave Towering
[close]
in the Salvation quest?
I've got three Paragons, a bunch of VIC capital ships, a fleet of high tech/remnant ships, the aid of the Gilead Star Fortress and the defending Luddic fleet, but that damn
Spoiler
Ascendant Dronenought
[close]
pretty much singlehandedly takes us all out while his fleet takes out the star fortress.
If multiple capitals get stomped by the boss almost alone I'm not sure what you're doing wrong tbh :/
Post fleet (probably in the unofficial Discord server rather than here) and someone might help. A video, or at least a more detailed description of the combat, could be helpful too.
I figure it's just that beam-Paragons *** sucks, or just beams in general, especially in a High Tech fleet. At least against mobile, well-shielded [REDACTED] ships. And the Ludd "reinforcements" are beyond worthless. xD
I did manage to take out the Boss once, by employing the tactic of having it ram all of my ships and take damage from the resulting explosion. The only way I could reliably damage it. I did lose my entire combat fleet - I was left commanding a transport ship in the end, after I'd retreated - but it did allow me to find and scavenge the dronenought, in the midst of a slowly-expanding cloud of debris consisting of my fleet, the Ludd fleet, the space fortress, and like 1-2 destroyed enemy ships. Not sure it was worth it.
I did record a video, and I know you told me to post it on discord, but it ended up at a length of 15:32, which is 32 seconds too long for youtube to allow*, so I attached a screenshot here instead, showing the main part of my fleet.
I know there's probably not much to do about it; this save is just dead.
It was surprisingly difficult to find any hits on google for this fight, I guess other people didn't have much issue with it.
Anyway, uh... Besides that, I love the mod, absolutely essential, so good job on that. :D

*
And I cba to go through google verification or finding a video editing software to cut it down.
[close]
Logged

IceFire

  • Commander
  • ***
  • Posts: 108
  • If you find typos, you can keep them.
    • View Profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6291 on: January 05, 2025, 02:48:26 PM »

Could it be that if i resolve the league crisis and than leave again that i cant join factions or be active on the scoreboard?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4981
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6292 on: January 07, 2025, 04:56:15 AM »

Yeah, I wouldn't recommend all-beam loadouts against high-tech ships, for reasons I trust are immediately obvious to anyone who's tried it :)

Could it be that if i resolve the league crisis and than leave again that i cant join factions or be active on the scoreboard?
You should be able to join any other faction after losing your League commission. Or if you decide not to join one, but have your own colonies, the player faction should appear on the scoreboard.
Check the intel screen to make sure you're not having a lingering commission somewhere; if you're certain, and your save doesn't have too many mods (preferably <50), post it I might be able to check what's happening.
Logged

IceFire

  • Commander
  • ***
  • Posts: 108
  • If you find typos, you can keep them.
    • View Profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6293 on: January 07, 2025, 01:13:24 PM »

Yeah, I wouldn't recommend all-beam loadouts against high-tech ships, for reasons I trust are immediately obvious to anyone who's tried it :)

Could it be that if i resolve the league crisis and than leave again that i cant join factions or be active on the scoreboard?
You should be able to join any other faction after losing your League commission. Or if you decide not to join one, but have your own colonies, the player faction should appear on the scoreboard.
Check the intel screen to make sure you're not having a lingering commission somewhere; if you're certain, and your save doesn't have too many mods (preferably <50), post it I might be able to check what's happening.
You got it. The commission is not connected to the membership. Thx.
Logged

vicegrip

  • Captain
  • ****
  • Posts: 302
    • View Profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6294 on: January 07, 2025, 11:29:46 PM »

Is there a way to exclude a faction's home worlds from free start games? Some players have complained about spawning on top of IX Battlegroup worlds while being hostile to them at the start of the game, and I was wondering if there was a way to remedy this. Faction relations are being set by custom scripts instead of exerelinFactionConfig starting relations, but if tweaking that will prevent players spawning over their worlds, I can add starting values to the json files.

Histidine

  • Admiral
  • *****
  • Posts: 4981
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6295 on: January 08, 2025, 05:38:53 PM »

The relations setting doesn't need to be in the config file but it does need to be done before onNewGameAfterTimePass, if you're doing that.
Logged

netheran

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.97a] Nexerelin v0.11.2c "Concert of Persea" (update 2024-06-15)
« Reply #6296 on: January 10, 2025, 02:10:15 PM »

I am unsure if Nexerelin is the root, but currently whenever I try to start a new game I am always given a colony world despite either picking a faction, or even selecting Free Start where I'm not supposed to get one.

Has this been seen before at all? I'm wondering if I'm missing a new setting perhaps, or if there's something else going on.
I've heard of some people getting a colony even on free start, but getting it with an ordinary faction start is new...
If you have time, it might be worth trying a binary search to narrow down the issue (use only half the mods, if this works fine then try the other half; once the affected half is found divide it in two again and repeat).

Hey so I did do a test, and on a new computer and with a variety of different mods. I went all the way to only running Nexerelin and the necessary libraries, and still I'm getting a colony at start even when selecting Free Start option.

I've attached gdrive link to a flurry of screenshots of the settings I selecting when starting a game (yes I did these nearly identically every time) and showing me selecting Free Start and still getting a colony.
  • Generate Name, turn off help popups
  • Enable random sector, tweak sector generation (more stations than planets)
  • Set relations to random, apply to pirates; all faction respawn; random faction starting weights
  • Enable Random start location; mild starting d-mods; own faction start location non-core *!*
  • Enable Derelict Empire
  • Select Free Start
  • Select Frigate start
  • Tweak starting creds & officers; select custom start
  • Select Unknown origin
  • Select Combat skilll; start
  • Still get Colony at beginning
https://drive.google.com/drive/folders/1-ZZCdYkn4E6iySdTn9mcbnUjKU_Ll4o9?usp=sharing
« Last Edit: January 10, 2025, 02:22:01 PM by netheran »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4981
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6297 on: January 11, 2025, 09:15:13 PM »

Thank you, that's exactly what I needed to track down the bug! Fixing for next release.
(Having random sector + non-core starting homeworld in start settings is enough to cause it)
Logged

RoadTrain

  • Lieutenant
  • **
  • Posts: 56
  • Self-acclaimed professional bugfinder.
    • View Profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6298 on: January 12, 2025, 04:14:28 AM »

Noticing a lot of people having trouble with the Mauve fight. My vision may be bloated because I run with higher level caps than normal, but I found the fight to be appropriately challenging.

I personally used Ziggy (piloted), the Sentinel capitals (with integrated alphas, the slaught was shunted), a special gift from Midnight she offers you right before the fight, and a pegasus that had Xhan's Syr missiles (which holy *** it can spam like crazy).The main thing I find is that Mauve is very VERY eager to ram face-first into Gilead station: Use that. Have the capitals form a line with a station, let the gift just tango with whatever tries to pick a fight with it, it'll eventually die but will trade in your favor. Do keep in mind I fought it a while ago. But it was the big funny.
Logged

netheran

  • Ensign
  • *
  • Posts: 13
    • View Profile
Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6299 on: January 12, 2025, 05:46:13 PM »

Thank you, that's exactly what I needed to track down the bug! Fixing for next release.
(Having random sector + non-core starting homeworld in start settings is enough to cause it)

Wahhoooooo!!

... when's next release?  :-X
Logged
Pages: 1 ... 418 419 [420] 421 422 ... 426