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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 3897127 times)

Roguepizza

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6600 on: May 29, 2025, 09:43:34 AM »

Just downloaded this mod a week ago and I'm loving it. I've had no issues with it thus far expect for the fact that I can't seem to find Atmospheric Ammunition anywhere. I feel like I've checked most markets but still came up zilch. Is there something I'm missing, can they not be found in market places or have I just had rotten luck with finding them?

Atmospheric Ammunition or Atmospheric Munitions?  if the prior, no idea, if the latter then that is from the Auroran Federation faction mod and you get them from their markets in their systems only.  Be aware they are illegal everywhere else so if you get custom checked they will take them and give you the rep hit.

Found it! It was Atmospheric Munitions, and it was on Lunamun in the UAF. I checked New Aurora earlier but failed to check its neighbor. Thanks for the help!
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Histidine

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6601 on: May 29, 2025, 06:04:28 PM »

Hey, i might have encountered a bug in my current save. When a faction colonize a planet they don't build a spaceport which cause the colony to decivilize after some time. I'm playing with quite a lot of mods so i'm unsure which mod could be the cause of this but i'm pretty sure the faction expeditions to colonize a planet are from Nexerelin so i'm asking here.
Sounds like a mod conflict, if anyone ever manages to identify a specific mod causing it (do any change the spaceport/megaport building series?) that'd be really convenient, else I'll just keep an eye out for now.

if i had 5 planet in one system and i colonize 2 of them.
can the ai colonize the rest of it?
did they use expedition or war to me?
did ai need i to be commission?
They won't send colony expeditions to a system that Nex considers owned by someone else, there's currently no special logic like commissions in it.
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Gniwu

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6602 on: June 01, 2025, 11:00:21 AM »

It's been a few versions since I last played, but I remember that the Remnant contact could offer missions to deliver building materials for Nexus-type base constructions. However, this would only result in 'damaged' stations, like the ones you can already find in medium danger systems. Are there any plans for follow-up delivery missions that would see such stations completed?
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Mathias99

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6603 on: June 02, 2025, 03:25:00 PM »

Love the mod, but I feel like getting operatives is absolutely harrowing.
They literally extremely rarely appear to the point they might very well be non-existent. Getting your first operative is literally dumb luck levels of RNG. After getting one to level 3 it gets so much easier since you can have him recruit more operatives.
Would be less of a pain if this mod allowed you to start with literally one or make their spawn rate a tad higher.
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SCMDR_Aramantha

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6604 on: June 03, 2025, 12:09:07 AM »

Will there be a story skip option for the Abyssal Oddity quest for the next update, it’s getting really annoying having to wait or get lucky to start the quest and go hunting for the Threat, would really love it if I already have the Oldslaught and ability to see Threat fleets at the start
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Histidine

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6605 on: June 03, 2025, 12:15:16 AM »

It's been a few versions since I last played, but I remember that the Remnant contact could offer missions to deliver building materials for Nexus-type base constructions. However, this would only result in 'damaged' stations, like the ones you can already find in medium danger systems. Are there any plans for follow-up delivery missions that would see such stations completed?
It's a good idea, but no plans to do anything yet.

Love the mod, but I feel like getting operatives is absolutely harrowing.
They literally extremely rarely appear to the point they might very well be non-existent. Getting your first operative is literally dumb luck levels of RNG. After getting one to level 3 it gets so much easier since you can have him recruit more operatives.
Would be less of a pain if this mod allowed you to start with literally one or make their spawn rate a tad higher.
Hmm, IME they show up reasonably quickly when bar-hopping across the core worlds, and I didn't want to make it annoying.
Adding a new game option to start with one does seem like a good solution.

Will there be a story skip option for the Abyssal Oddity quest for the next update, it’s getting really annoying having to wait or get lucky to start the quest and go hunting for the Threat, would really love it if I already have the Oldslaught and ability to see Threat fleets at the start
This also might be good to have; added to the todo list.
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NeoWolfen

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6606 on: June 03, 2025, 04:22:15 AM »

Love the mod, but I feel like getting operatives is absolutely harrowing.
They literally extremely rarely appear to the point they might very well be non-existent. Getting your first operative is literally dumb luck levels of RNG. After getting one to level 3 it gets so much easier since you can have him recruit more operatives.
Would be less of a pain if this mod allowed you to start with literally one or make their spawn rate a tad higher.

They really aren't that uncommon, if you fly around and visit a bunch of planets you will find them easy enough.  That said though if you are having issues finding any after the first, keep in mind every operative can "Recruit Operative" as an operative assignment ;)
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Mathias99

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6607 on: June 04, 2025, 08:33:22 AM »

It's been a few versions since I last played, but I remember that the Remnant contact could offer missions to deliver building materials for Nexus-type base constructions. However, this would only result in 'damaged' stations, like the ones you can already find in medium danger systems. Are there any plans for follow-up delivery missions that would see such stations completed?
It's a good idea, but no plans to do anything yet.

Love the mod, but I feel like getting operatives is absolutely harrowing.
They literally extremely rarely appear to the point they might very well be non-existent. Getting your first operative is literally dumb luck levels of RNG. After getting one to level 3 it gets so much easier since you can have him recruit more operatives.
Would be less of a pain if this mod allowed you to start with literally one or make their spawn rate a tad higher.
Hmm, IME they show up reasonably quickly when bar-hopping across the core worlds, and I didn't want to make it annoying.
Adding a new game option to start with one does seem like a good solution.

Will there be a story skip option for the Abyssal Oddity quest for the next update, it’s getting really annoying having to wait or get lucky to start the quest and go hunting for the Threat, would really love it if I already have the Oldslaught and ability to see Threat fleets at the start
This also might be good to have; added to the todo list.

So I have higher chances to find one in the core worlds?
Thanks for the info dude.
PS: Agreeing with you on the option to start a new game with one already at your service. So very much. Those Luddic Cells are giving me a headache...
PS2: Also came up with a nifty idea for a building. A Faction Operation Center that would speed up the movement and mission completion of operatives by 20%, as well as a 10% speed up to operative recruitment if you order one of your operative to recruit a new one (as well giving a +1% per level to recruitment speed per operative level). Would be one per faction, can be constructed anywhere, and would require additional Domain Tech as upkeep due to all the advanced equipment used to plan out an operative's priorities more efficiently. Would be unlocked after recruiting 5 operatives.
« Last Edit: June 04, 2025, 01:26:52 PM by Mathias99 »
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Croccoloco

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6608 on: June 05, 2025, 02:50:56 PM »

38507 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/zagan.json)]
38511 [Thread-2] INFO  com.fs.starfarer.campaign.econ.A  - Loading star system: thule.json
38511 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/thule.json)]
38516 [Thread-2] INFO  com.fs.starfarer.campaign.econ.A  - Loading star system: algebbar.json
38516 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/algebbar.json)]
38518 [Thread-2] INFO  com.fs.starfarer.campaign.econ.A  - Loading star system: kumarikandam.json
38519 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/kumarikandam.json)]
38522 [Thread-2] INFO  com.fs.starfarer.campaign.econ.A  - Loading star system: isirah.json
38522 [Thread-2] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/isirah.json)]
38725 [Thread-6] INFO  sound.O  - Cleaning up music with id [miscallenous_main_menu.ogg]
38816 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getCommDirectory()" because "market" is null


I tried to generate random core world and the game crashed mid way in loading
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Dostya

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6609 on: June 05, 2025, 07:09:59 PM »

Hey, i might have encountered a bug in my current save. When a faction colonize a planet they don't build a spaceport which cause the colony to decivilize after some time. I'm playing with quite a lot of mods so i'm unsure which mod could be the cause of this but i'm pretty sure the faction expeditions to colonize a planet are from Nexerelin so i'm asking here.

Are you playing with a bootleg update of Vayra's mods? I've got the same thing and that's the only other mod I've got that messes around with colonization. For reference, this was a bug Vayra's had too for a while so I'd bet it's Vayra's. I've just been tracking down new colonies and console commanding them basic industry on the grounds that having a bootleg mod means taking your chances. AotD's also got the issue that their new T1 industry doesn't get upgraded to vanilla versions, but neither of these are Nex's fault.
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Histidine

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6610 on: June 05, 2025, 09:29:08 PM »

I tried to generate random core world and the game crashed mid way in loading
I'll need the full error message to be sure, but strongly suspect this is a bug in an older release candidate of Starsector 0.98a; get RC8 from the Announcements thread or the website's Buy page.
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Croccoloco

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6611 on: June 05, 2025, 11:36:51 PM »

I tried to generate random core world and the game crashed mid way in loading
I'll need the full error message to be sure, but strongly suspect this is a bug in an older release candidate of Starsector 0.98a; get RC8 from the Announcements thread or the website's Buy page.
Yep, that fixed problem, thanks
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Khaosmachina

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6612 on: June 07, 2025, 07:01:55 AM »

I'm quite confused.
In previous versions, when I colonised a planet while under commission with a faction, I went through the faction creation window, created my own faction and then owned the planet, showing my faction as owner, but now I still get asked to make my faction but it immediately switches ownership over to the faction i'm commissioned with showing "Previously owned by: My Faction".

My fleet doctrines don't apply to the market, and I don't even get any colony crisis despite being able to build and develop it normally, while keeping income and such all to myself.

Is this intentional and is there a way to "tell" my commissioned faction to "GTFO" and leave my stuff alone? I'm trying to roleplay as my own sub-faction here.
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Histidine

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6613 on: June 07, 2025, 06:03:19 PM »

That's the Question of Loyalty submod of Ashes of the Domain.
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HQ

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Re: [0.98a] Nexerelin v0.12.0c "Abyssal Gaze" (update 2025-05-01)
« Reply #6614 on: June 07, 2025, 07:09:49 PM »

Is there an option to send a Suppression Fleet to my own system plagued with a rebellion? Feels weird that every other faction can do it and only the player can't.

Am I the Suppression and Relief Fleet? That'd be silly. I'm a faction leader, not an errant boy. You don't see freaking Daud or Hanan scurrying out of their villas ferrying marines and supplies to every worlds they own.
« Last Edit: June 07, 2025, 07:12:24 PM by HQ »
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