Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.98a is out! (03/27/25)

Pages: 1 ... 423 424 [425] 426 427 ... 442

Author Topic: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)  (Read 3897038 times)

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6360 on: February 22, 2025, 06:40:58 PM »

Might be good to add, yeah. (For player colonies it's already recorded in the vanilla story log intel, at least)

Also is there anymore plans on having the Prime port have a custom Station when it's goes in to battle. And is the random barren planet spawing there natural?
- A new station would be a lot of work I'd have to commission and Prism doesn't really need it I think.
- If there's a planet in the Sitnalta nebula, it's added by someone else :)
Logged

AnXel LG

  • Lieutenant
  • **
  • Posts: 77
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6361 on: February 23, 2025, 01:58:48 AM »

Might be good to add, yeah. (For player colonies it's already recorded in the vanilla story log intel, at least)

Also is there anymore plans on having the Prime port have a custom Station when it's goes in to battle. And is the random barren planet spawing there natural?
- A new station would be a lot of work I'd have to commission and Prism doesn't really need it I think.
- If there's a planet in the Sitnalta nebula, it's added by someone else :)

I once managed to bring one out of hyperspace. Ind.Evo introduces lost Domain ruined industries in some of the fringe star systems. As it turned out, one of them had a GIANT HYPERDRIVE system in one of its planets that allowed it to travel towards the Core, ending up in the Sitnalta Nebula. The planet's accesibility was boosted enormously and it became the center of activity and HQ for my player faction. AWESOME!
« Last Edit: February 23, 2025, 02:01:51 AM by AnXel LG »
Logged

Bummelei

  • Commander
  • ***
  • Posts: 120
  • Sabot is Love. Sabot is Life.
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6362 on: February 23, 2025, 06:56:09 AM »

Hello there. I've been using your mod for a long time and I'd like to thank you for your work, for keeping the mod afloat for so long.
And by the way, I'd like to ask a question.

The last patches I played, I have a problem with the exceptional bloodthirstiness of the Hegemony. At the beginning of the game, after the timer expires, they immediately rush into a genocidal invasion fest, capturing planets every two months without a single defeat until they capture the entire sector. No peace treaties, no blockades, no raids, only invasions. Is this intentional, or does it just seem to me that it was more peaceful before? It's just a little sad that I haven't had time to found a colony yet, and Diktat has ceased to exist during this time.

Is it possible to create a separate option for the start, in which invasions would be a rare extreme measure? I just wish there was more variety with more "non-lethal" events, war doesn't always have to look like Ragnarok.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6363 on: February 24, 2025, 05:56:32 AM »

Hello!

Reading your post more closely: no raids at all? With strategic AI off (default) factions should always alternate raids and invasions; with it on they don't strictly do the one-two, but there should nevertheless be a limit to how many invasions they can launch consecutively.

For safety I'd start by resetting Nex settings to default (this can be done easily in the LunaLib settings menu, but it uses the exerelin_config.json file to set defaults, so if you've edited that file you'll need to reinstall it).
Then in general, there are a bunch of settings that can be adjusted to mitigate conquest sprees (e.g. invasions can be turned off completely, or the frequency of offensive fleet events can also be reduced). Turning on strategic AI may also help, it should make factions more goal-directed instead of indiscriminately picking fights, and perhaps more importantly the other factions will react better to threats.

If the nothing-but-invasions issue persists, and you're not running too many mods (<50 would be best), post the save + any modified config files (including saves\common\LunaSettings\nexerelin.json.data if present) and I can take a closer look.
Logged

Bummelei

  • Commander
  • ***
  • Posts: 120
  • Sabot is Love. Sabot is Life.
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6364 on: February 24, 2025, 07:32:48 AM »

Most factions behave relatively normally, alternating raids and invasions in an adequate manner. A bit awkwardly, without a clear goal. The problem lies more in the "snowballing" faction. While all the others carry out Brownian motion, attacking random neighbors, the "warmonger" purposefully destroys a specific faction, without being distracted by raids and other opponents. And it would also be understandable if the rest all attacked the aggressor, but this does not happen.

I usually play on default settings, because without invasions it becomes too static, and when changing the frequency of invasions, nothing fundamentally changes, the process just slows down.

And about the strategic AI, I was 100% sure that it was enabled by default. Strange. I tried to edit the settings through the config file, but it did not help, I will try to reset according to your advice and edit through lunalib.

Thank you for your reply!
Logged

Cloudfish

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6365 on: February 27, 2025, 08:53:54 AM »

Don't know where to post, so I reply here. Looking to fix a bug for Graphiclib mod. Shader problem. I changed it to false, but still error.   org.dark.shaders.ShaderModPlugin 
is what it says error from
Logged

Strange and Glorious

  • Ensign
  • *
  • Posts: 8
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6366 on: March 02, 2025, 03:47:19 PM »

The faction settings for my faction.
Technocratic, Militaristic, ect..
Do they have any effect besides relationships?
Like production or combat or something?
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6367 on: March 02, 2025, 06:59:56 PM »

Don't know where to post, so I reply here. Looking to fix a bug for Graphiclib mod. Shader problem. I changed it to false, but still error.   org.dark.shaders.ShaderModPlugin 
is what it says error from
Why would you post here about a GraphicsLib issue
Anyway post the full error from starsector.log if you need help

The faction settings for my faction.
Technocratic, Militaristic, ect..
Do they have any effect besides relationships?
Like production or combat or something?
They affect which factions can join which alliances, also influence some diplomatic decision-making like war/peace and strategic AI. They don't affect gameplay mechanics directly, no.
Logged

Reshy

  • Admiral
  • *****
  • Posts: 1282
  • White
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6368 on: March 02, 2025, 11:01:27 PM »

Something I'd personally like to see is more faction cultural traits to help steer factions towards a logical set of friends and enemies without having to hard code specific alignments.  Could be like "Blue Collar" for factions like the Roider Union and Junk Yard Dogs, or "Corporate" for the various corporate factions.  The alignments system can help but it's pretty limited and a lot of the time kinda irrelevant aside from specifically disallowing specific factions to ally.  It also doesn't really have a use case for like "Alien", for either not being human or from being a human not native to the Persean league (and it's 200 cycles of darkness) and thus the cultural differ and make positive communication harder and misunderstandings much more common.
« Last Edit: March 02, 2025, 11:06:51 PM by Reshy »
Logged

The Scout

  • Ensign
  • *
  • Posts: 18
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6369 on: March 04, 2025, 08:03:51 AM »

Is there any way to change the amount of “Own faction” colony points when you start a new game?

Talking about the picker menu with all the additional ore, and blueprints.

Thanks for the great mod I have used almost every play through!
Logged

Bungee_man

  • Admiral
  • *****
  • Posts: 1031
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6370 on: March 05, 2025, 07:20:33 AM »

I imagine this has been brought up before, but are there any plans to have factions be a bit smarter about creating 'balanced' alliances?

A common experience with Nexerelin is that Hegemony just takes over the entire sector unless the player actively works to prevent that, which happens because the factions you'd expect to work together to oppose them generally don't (and, occasionally, one of them joins the Hegemony).

The way to solve it might be to have a universal (unless explicitly specified) system where being at war with the dominant faction grants a significant relations boost to all other factions (unless the faction is explicitly neutral), and being the dominant faction grants a significant relations penalty to every faction interested in winning. Maybe add "common enemy" to the set of traits an alliance can be formed around, since if, say, the Diktat is about to conquer the entire sector, the Church and Tri-Tachyon might not care that they have different values of 'corporate'.

Maybe there's a cleverer way to implement this, but the end goal would be that the Hegemony declaring war on the League, Diktat, or Tri-Tachyon would cause the other two factions to immediately form an alliance against them in response.
« Last Edit: March 05, 2025, 07:23:49 AM by Bungee_man »
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6371 on: March 05, 2025, 05:27:49 PM »

Is there any way to change the amount of “Own faction” colony points when you start a new game?

Talking about the picker menu with all the additional ore, and blueprints.

Thanks for the great mod I have used almost every play through!
Thank you for the praise!
The number of points is currently hardcoded, but the picker lets you go over the limit.

I imagine this has been brought up before, but are there any plans to have factions be a bit smarter about creating 'balanced' alliances?
If you aren't already using it, try the strategic AI setting and see if it does the job. Could fiddle with the behaviors further as needed, some good ideas in your post I could use.
Logged

Turnus

  • Ensign
  • *
  • Posts: 14
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6372 on: March 11, 2025, 02:11:44 AM »

Is there any benefit to unlocking remnant contact? Other than not being attacked by their fleets? I find it hard to convince myself to do it, especially since the remnant are the only faction other than pirates that are hostile to everyone.

I'm not particularly good at the game, so i guess the main factions are a threat to me as well lol.
Logged

Histidine

  • Admiral
  • *****
  • Posts: 5182
    • View Profile
    • GitHub profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6373 on: March 12, 2025, 06:07:49 AM »

Well being able to explore red beacon systems in peace is probably a good deal all by itself, but I'd do it mostly for the story quest chain (four missions not counting the starting unlock one, a couple of which have pretty good rewards).
Logged

Kerag

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Nexerelin v0.11.3c "Planet Tales" (fixes 2025-01-26)
« Reply #6374 on: March 12, 2025, 03:32:10 PM »

Hi!

So the blueprint station got bombarded to dust by one of the factions, probably hivers or legio.

Is there a way to....turn it back on? Can't colonize that station unfortunately, can't send fleets to colonize either.
Logged
Pages: 1 ... 423 424 [425] 426 427 ... 442