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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 3528115 times)

NickO

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6300 on: January 12, 2025, 06:47:39 PM »

If a planet got conquered by another faction and eventually become stable again. Will it keep the same price and produce the same quantity of goods like with the original faction?
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Histidine

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6301 on: January 12, 2025, 07:10:07 PM »

Wahhoooooo!!

... when's next release?  :-X
Could be within 2 weeks if I stop being lazy

If a planet got conquered by another faction and eventually become stable again. Will it keep the same price and produce the same quantity of goods like with the original faction?
Yes to both, as far as I know; the commodity price calculation isn't documented, but I expect that different markets with the same industry supply (as indicated by the icon rows on the commodity info panel) will have the same volumes and prices available
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Mansen

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6302 on: January 13, 2025, 04:02:59 AM »

Howdy.

Just swinging by to mention that the Cabal from the Underworld mod are not correctly applied as your starting faction, if you choose to start with them. You're instead put into the pirates faction with a standard, slightly negative relation to the Cabal (easy to fix via the console mod, but thought I'd mention it, since the integration otherwise seems great)
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Empyrean901

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6303 on: January 13, 2025, 02:39:06 PM »

Hello, I'm trying to add some mercenaries from the AIM representative and it keeps adding random ships.
For example I added a group that is composed of a Dominator, and enforcer, 2 Moras and 1 Condor. When I hire them I keep getting 3 more frigates that I didnt add like a kite and vigilance. How do I remove the random ships from the mercenary bands I added?
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Histidine

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6304 on: January 13, 2025, 05:19:11 PM »

Howdy.

Just swinging by to mention that the Cabal from the Underworld mod are not correctly applied as your starting faction, if you choose to start with them. You're instead put into the pirates faction with a standard, slightly negative relation to the Cabal (easy to fix via the console mod, but thought I'd mention it, since the integration otherwise seems great)
Hewwo!

Yep that's currently intentional, Cabal isn't treated as a 'real' faction that should have a physical presence in the Sector like controlling markets, much like e.g. the Lion's Guard in vanilla.
(If you like, you can change this in Nexerelin/data/config/exerelinFactionConfig/cabal.json, remove the spawnAsFactionId tag)

Hello, I'm trying to add some mercenaries from the AIM representative and it keeps adding random ships.
For example I added a group that is composed of a Dominator, and enforcer, 2 Moras and 1 Condor. When I hire them I keep getting 3 more frigates that I didnt add like a kite and vigilance. How do I remove the random ships from the mercenary bands I added?
Remove the extraFP field in the merc company definition
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my.atlas

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6305 on: January 14, 2025, 04:41:34 PM »

Hello

My created special task group fleet is de spawning. I'm not sure what details you want me to include. Created a fleet with ~7 ships, sent it to a different system to patrol, and it despawned. I also think the automate actions button was toggled.

After it despawned, I went to the system I sent it to. I revived the fleet, and it despawned again after 15-20 seconds. Tried it a good 3-5 times, same results. Let me know if there's any additional info you'd like.

My core worlds are randomized but I'm in the Tragedy star system.

Edit: So I'm reviving the fleet at a siphon station, and within a few seconds it is then "Returning to Catephract (a different colony of mine on a planet in the same system). It seems like as soon as the fleet reaches that planet, it despawns. Even if I give the command to go patrol at another system, it immediately gets "Returning to Catephract" action and then despawns once it reaches the place.


« Last Edit: January 14, 2025, 08:18:44 PM by my.atlas »
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Histidine

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6306 on: January 15, 2025, 12:53:52 AM »

Hi!
Sounds like the bug reported with the Scavenger Den in Indies Expansion Pack, check if the mod has an update, or you may just have to remove the industry.
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Maxconely

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6307 on: January 15, 2025, 11:03:07 PM »

At the Mid game of my new save I tried to Make a colony, but it gave the colony to my commissioned faction. This is a deal-breaker.
To cover my history, I have played for like a thousand hours, made a dozen campaigns, and reached endgame plenty of times. I have played most of that time modded as well. I play the game maybe once a year, whenever I get the itch to play again. I love starsector.
My last two campaigns have been centered around the UAF. OP and fun, and it pays to ally with them immediately. Usually around the mid-game, once I can defeat the omega and find the thing that lets you unlock the end of the research tree for Ashes of the Domain, I always create a faction of my own. In my latest campaign I have reached that point again. However, now the moment I colonize a new planet, it immediately falls under the jurisdiction of the UAF. This is a dealbreaker for me, and refuse to move forward like this. I have tried to figure out why this is happening, but no one has made similar comments that I can find. The reason I am making this comment here is because this mod is the most likely source of the problem.
To be clear, when I played this game last, this did not happen, and my mod list has not significantly changed or been added to. However, the UI for getting a promotion has evolved since the last time I played. Whichever mod changed the way promotion works is likely the culprit. I have attached a screenshot showing the new promotion screen. The final level of promotion is Grand Moff, and it gives you unlimited ability to colonize BUT will be under the control of the Aurora Federation. I checked to make sure, and this UI is similar for all faction promotion screens. I am a MASSIVE FAN of this new promotion system, and the benefits are great. EXCEPT for taking away the ability to make my OWN faction.
If I am in the wrong place to ask, sorry. If the solution is a simple toggle in the MOD SETTINGS, sorry, and tell me where it is. Guys, how do I fix this? And don't say abandon the waifus and their faction, create my own faction, then make my way back up the ladder a second time. Surely I am not the only one with this problem?
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Histidine

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6308 on: January 16, 2025, 01:16:57 AM »

This stuff is from Ashes of the Domain's Question of Loyalty submod, I'm pretty sure
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Maxconely

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6309 on: January 16, 2025, 08:19:31 PM »

Thanks, Histidine. That appears to be the case. At least now I know what tree to bark up. :)
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SturmOgre

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6310 on: January 16, 2025, 09:35:12 PM »

Spoiler for Midnight's Questline/Reward
I just finished Salvation, and while it was quite hard (2 cruisers, 1 mine, 1 LC, were the only survivors), I must say that it seemed rather easier than the Remnant Nexus defense mission. I feel like Mauve might've done better if they used the Aspect Seeker less.

Also, I was wondering about the built-in Ops Center on the Silverlight. Is it meant for use with Neural Link, or is there some way to normally use it as a flagship that I missed?
[close]
« Last Edit: January 16, 2025, 10:06:58 PM by SturmOgre »
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Reshy

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6311 on: January 16, 2025, 10:05:01 PM »

Might be worth modifying some remnant behavior for when you're not hostile towards them since they can randomly go hostile and suicidally charge your fleet if you salvage certain things like groups of derelicts.  Alternatively, at least warn the player for that behavior to prevent unnecessary reloads.
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Histidine

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6312 on: January 18, 2025, 05:09:58 PM »

Spoiler for Midnight's Questline/Reward
Also, I was wondering about the built-in Ops Center on the Silverlight. Is it meant for use with Neural Link, or is there some way to normally use it as a flagship that I missed?
[close]
It's kinda there for flavor reasons but also Neural Link (and some other options in mods) are a thing yeah.
(Note: I have not verified if flagship-only bonuses like ops center actually work with Neural Link)

Might be worth modifying some remnant behavior for when you're not hostile towards them since they can randomly go hostile and suicidally charge your fleet if you salvage certain things like groups of derelicts.  Alternatively, at least warn the player for that behavior to prevent unnecessary reloads.
The Remnant transmitter trap is currently vanilla behavior that I haven't found annoying enough to figure out how to override yet. Alex did fix the bug where fighting them made the faction insta-hostile a few versions back, at least.

(Someone tell Alex to consider highlighting the text in the transmitter trap dialog so player knows they're about to have trouble)
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SturmOgre

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Re: [0.97a] Nexerelin v0.11.3 "Planet Tales" (update 2024-11-30)
« Reply #6313 on: January 18, 2025, 05:18:14 PM »

Spoiler for Midnight's Questline/Reward
Also, I was wondering about the built-in Ops Center on the Silverlight. Is it meant for use with Neural Link, or is there some way to normally use it as a flagship that I missed?
[close]
It's kinda there for flavor reasons but also Neural Link (and some other options in mods) are a thing yeah.
(Note: I have not verified if flagship-only bonuses like ops center actually work with Neural Link)
Ah right, it does make sense lore-wise for that to be built-in. And I'm pretty sure Ops Center does work with Neural Link. My command points were certainly regenerating much quicker than normal.
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Pancakeofdooms

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Re: [0.97a] Nexerelin v0.11.3b "Planet Tales" (fixes 2024-12-25)
« Reply #6314 on: January 18, 2025, 05:34:49 PM »

Iv eliminated the Hegemony they are still spawning pest fleets
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