Fractal Softworks Forum

Starsector => Mods => Topic started by: Zaphide on April 20, 2013, 06:43:49 AM

Title: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on April 20, 2013, 06:43:49 AM
First off thanks to Alex and Co for such a great game!

Exerelin is a mod based around the concept of meaningful multi-system war between factions in a dynamic and ever-changing sector generated from scratch each new game. The main goal is to give a more alive/active feel to a game, with the player able to influence and dictate the events that occur.

Compatible: StarSector 0.6.2a-RC3
Current Mod Version: v0.644

DOWNLOAD:
Release:https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.644.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.644.zip)
Note: Completely delete and remove any older Exerelin mod versions

Requirments:
LazyWizard's LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0)
Dark.Revenants ShaderLib (http://fractalsoftworks.com/forum/index.php?topic=7958.0) (may be required for additional modded factions)


IMPORTANT Mod Memory Requirements:
Depending on your game setup/number of faction mods you will need to increase the memory available to StarSector.
 - Adjust Memory http://fractalsoftworks.com/forum/index.php?topic=5310.msg111235#msg111235 (http://fractalsoftworks.com/forum/index.php?topic=5310.msg111235#msg111235)
    - You will want to increase this (I use 1024 - 2048 with 64bit JRE)

Highly Recommended: You can also use the 64bit version of Java if that is supported by your OS and you have it installed.
 - 64bit Java http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg100834#msg100834)
 - 64bit Java http://fractalsoftworks.com/forum/index.php?topic=6053.msg116470#msg116470 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg116470#msg116470)
 - 64bit Java http://fractalsoftworks.com/forum/index.php?topic=6053.msg116483#msg116483 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg116483#msg116483)
 - 64bit Java Windows http://fractalsoftworks.com/forum/index.php?topic=6053.msg120109#msg120109 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg120109#msg120109)

If you continue to have OutOfMemory issues you may need to (in this order of effectiveness):
 - Reduce the max number of stations per system (critical impact)
 - Reduce the number of total systems (major impact)
 - Reduce the number of loaded faction mods (moderate impact)
 - Reduce the number of concurrent factions in the game (minimal impact)
 - Reduce the max number of asteroids per system (minimal impact)
 - Reduce the max number of planets per system (minimal impact)

Features:
 - Dynamic sector every game (different systems, different planets, moon, asteroids and stations)
 - Dynamic Faction diplomacy including wars, alliances
   - Diplomacy based on events that occur within the sector
   - Player can influence diplomacy with certain actions and items
 - Factions conquer stations, increasing their presence in Exerelin and eliminating their enemies
 - NPC fleets cost resources (supplies, fuel, crew, marines)
   - Stations generate resources, with a bonus based on the planet type they are orbiting
   - Stations trade their excess resources with other faction-owned and allied stations
   - Player can mine resources
 - Player can join/leave factions
   - Includes support for a number of great community made factions
 - Influence mechanic for accessing higher tier ships and items


Videos (somewhat outdated)
Spoiler
Tokshen's  Exerelin+Zorg Series (http://www.youtube.com/watch?v=wX4zXLBACJM)
Tokshen's  Exerelin+NeutrinoCorp Series  (http://www.youtube.com/watch?v=QSDSfA8BMtk)
Tokshen's  Exerelin+Blackrock Driveyards Series  (http://www.youtube.com/watch?v=zowBXEMK59w)
Tokshen's  Exerelin+Gedune Series  (http://www.youtube.com/watch?v=yhBlcO7AwAA)
Tokshen's  Exerelin+Junk Pirates Series  (http://www.youtube.com/watch?v=Rgnv1HoJBq0)
Axiege's  Exerelin+Gedune Series  (http://www.youtube.com/watch?v=WY7Cl3xRKbY&list=UUoaHFN5QutPNaC_dwgB0hjw)
Tokshen's Exerelin+Nomds Series (http://www.youtube.com/watch?v=9vn_Jaavtpg)
Tokshen's Exerelin+Shadowyards Series (https://www.youtube.com/watch?v=SVOvEM49O-k)
Tokshen's Exerelin+Zorg Series (https://www.youtube.com/watch?v=22ZzIdGP4Bw)
Tokshen's Exerelin+Citadel Defenders Series (https://www.youtube.com/watch?v=IM1Oa2gUMA8)
Tokshen's Exerelin+Kadur Theocracy Series (https://www.youtube.com/watch?v=ovnZAT9NusY)
Tokshen's Exerelin+Objectless Research Institute Series (https://www.youtube.com/watch?v=QTqw-liaDGY)
Tokshen's Exerelin+Valkyrian Series (https://www.youtube.com/watch?v=LyGmVH--Ozs)
Axiege's Exerelin+Valkyrian Series (https://www.youtube.com/watch?v=DI4Bq7spzF0)
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Exerelin Quick Guide
Spoiler
Starting Out
Faction-aligned: The initial popup will tell you where your faction has started.
Unaligned: Starting unaligned is a harder start, and you will need to gain influence before you are able to even trade with other factions.

Station Takeover
Once you have your first station, your faction will automatically start taking over other available stations, or stations that your faction is at war with. You can still take over stations, but you will need (at minimum) a super-freighter (i.e atlas or equivalent) and a troop transport (i.e valkyrie or equivalent) in your fleet. Boarding is expensive; you will loose the super-freighter, and any extra supplies/marines/crew on a successful board. If your boarding fails (the defenders kill all the marines in your fleet) you can loose a number of ships.

Factions
Factions will send out boarding fleets, attack fleets (during war), patrol fleets, defense fleets and logistics convoys. Defense and attack fleets are pretty self explanatory; patrol fleets will change from patrol/raid/attack/defend depending on certain circumstances. Logistics Convoys deliver resources to stations under heavy attack.

Your faction will also deploy mining fleets from it's stations to gather supplies/fuel, which are used (in conjunction with crew and marines) to fund their fleets. A lot of resources will result in larger faction fleets. A prolonged war will strain a factions resources.

Station Efficiency
Stations have an efficiency value that dictates resource generation for that station. Stations with a low efficiency will produce crew/marines slower, and mining fleets will deliver less supplies/fuel.

Station efficiency will be reduced by accidents and after station takeover. Reduced station efficiency will slower recover to normal levels over time.

Mining
You can mine by 'hovering' over an asteroid or gas giant and having mining drone wings (or Zorg Worker drones) in your fleet. The number of wings dictates how much you mine.

Diplomacy Items
 - High Value Prisoner; increases your factions relationship with the faction you deliver the prisoner to
 - Agent; attempts to create a relationship division between the faction you plant the agent at and another faction (not yours)
   - Small chance to backfire, resulting in a relationship loss between your faction and thiers
   - Small chance to fail with no penalties
 - Saboteur; causes a station explosion that reduces a station efficiency and destroys resources (including marines), weapons and ships on the station they are planted on. Good for softening up before boarding.
[close]

Mod Compatibility:
Modded Factions Supported By Exerelin (these need to be downloaded separately, and 'ticked' along with Exerelin)
Gotcha's Bushi (http://fractalsoftworks.com/forum/index.php?topic=6413.0)
Gotcha's Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.0)
Hyph_K31's Gedune (http://fractalsoftworks.com/forum/index.php?topic=3865.0)
FlashFrozen's Neutrino Corp (http://fractalsoftworks.com/forum/index.php?topic=2345.0)
mendonca's Junk Pirates (http://fractalsoftworks.com/forum/index.php?topic=161.0)
MShadowy's Shadowyards Heavy Industries (http://fractalsoftworks.com/forum/index.php?topic=3491.0) NOTE: Latest DEV version, Link (http://fractalsoftworks.com/forum/index.php?topic=3491.630)
Erick Doe's Zorg  (http://fractalsoftworks.com/forum/index.php?topic=6522.0)
Varya's  Kadur Theocracy (http://fractalsoftworks.com/forum/index.php?topic=6649.0)
mendonca's ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.0)
Cycerin's Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Trylobot's Nomads (http://fractalsoftworks.com/forum/index.php?topic=162.0)
ValkyriaL's Valkyrians (http://fractalsoftworks.com/forum/index.php?topic=5066.0)
Foxer360's Citadel Fleet (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Runoved's Objectless Research Institute (http://fractalsoftworks.com/forum/index.php?topic=7243.0)
Erick Doe's Project Batavia (http://fractalsoftworks.com/forum/index.php?topic=7458.0)
kazi's Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
NikolaiLev's Patrian Navy (http://fractalsoftworks.com/forum/index.php?topic=7329.0) NOTE: Requires changes SEE BELOW *
Zudgemud's P9 Colony Group (http://fractalsoftworks.com/forum/index.php?topic=7430.0)
DSMK2's DSTech Corp Fleet (http://fractalsoftworks.com/forum/index.php?topic=2711.0) NOTE: Currently unbalanced/WIP, see last posts in thread for details (link (http://fractalsoftworks.com/forum/index.php?topic=2711.msg125421#msg125421))
Erick Doe's Tore Up Plenty (http://fractalsoftworks.com/forum/index.php?topic=5762.0) NOTE: Expands possible pirate ships and ships that are available in stations.
keptin's Interstellar Federation (http://fractalsoftworks.com/forum/index.php?topic=2012.0)
mendonca's P.A.C.K (http://fractalsoftworks.com/forum/index.php?topic=6437.0)
Dark.Revenant's Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
SniZipGun's Eleutheria Federation (http://fractalsoftworks.com/forum/index.php?topic=7570.0) NOTE: non-TC standalone (under discontinued mods)
MesoTronik's Exigency Incorporated and Ahriman Association (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Sundog's Idoneus Citadel Exiles (http://fractalsoftworks.com/forum/index.php?topic=7625.0)
Dante80's Lotus Conglomerate (http://fractalsoftworks.com/forum/index.php?topic=1619.195) NOTE: Use latest V2.0+ by Brainbread Link (http://fractalsoftworks.com/forum/index.php?topic=1619.195)

* - Patrian Navy mod requires changes to it's Patria/data/scripts/PatriaModPlugin.java file:
Change the initPatria method to this:
Code
private static void initPatria()
    {
     try
        {
            Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
            //Exerelin active, so just load Exerelin
        }
        
        catch (ClassNotFoundException ex)
        {
         // Exerelin not found so continue and run normal generation code
            new PatriaGen().generate(Global.getSector());
        }
    }

Additional Credits
Uomoz (coding examples, ideas)
LazyWizard (LazyLib, OmniFactory, coding examples)
Carabus (coding)
Kilomann (coding)
Trylobot (Nomad support)
Tecrys (DSTech Corp support)


Adding support for additional faction mods
Spoiler
Any mod that changes dialog plugins or does any sector/system generation is unlikely to be compatible with Exerelin.

If you wish to have another modded faction appear in Exerelin the following steps need to occur:
 - Ensure that the other mod is not attempting to load a ModPlugin
   - Check the mod_info.json file in the other mod and comment (#) the ModPlugin definition line
   - Alternative;
   - Rework the generator code in the other mods modPlugin in the following fashion:
Code
try
{
     Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
     // Exerelin installed/activated, do nothing
}
catch (ClassNotFoundException ex)
{
// Run normal mod generation code
        new otherModGen().generate(Global.getSector());
}

 - Ensure that the other mod is not loading a CharacterCreationPlugin.
  - Either rename or remove the other mods CharacterCreationPlugin
 - Create <factionId>.json file in the Exerelin mod' data/config/exerelinFactionConfig/ folder
   - See existing <factionId>.json files for examples/format
   - Note: the 'uniqueModClassName' needs to be the name of a class unique to the other mod; modPlugin or generator files are usually a good bet.
   - Specify possible starting variants for your faction in 'startingVariants'
 - Add your factions factionId to data/config/exerelinConfig.json in the 'supportedModFactions' line
[close]

Removing Vanilla Factions
Spoiler
- Go to mods/Exerelin/config/exerelin_config.json
 - Change the builtInFactions array to include only those Vanilla factions you wish to have available
[close]

Getting involved with Exerelin's Development
Spoiler
Exerelin development is hosted on BitBucket (http://bitbucket.org) on a Git repository and is open if anyone wishes to join in.

If you would like to contribute changes to Exerelin please PM me the following details:
 - Your email or BitBucket username (NOTE: If you do not have a BitBucket username yet, please PM me your email so I can refer you and get a additional free user account)
 - Your reason for wanting to contribute
 - Any work you have done so far that you think should be included in Exerelin main (if you have done any yet)
 - Your plans for future development work (if you have any)

The repository is a public repository and is therefore open if anyone wishes to download the development build:
https://bitbucket.org/zaphide/exerelin/overview (https://bitbucket.org/zaphide/exerelin/overview)
Just use the link on the right of the overview page
OR
Downloads -> Branches -> master

Note that this version may be unstable from time to time.

If you have a BitBucket account you can also create issues and/or edit the Exerelin wiki if you so desire.
[close]


Changelog
Spoiler
Code
v0.644
- Updated support for batavia (v10)
- Updated support for Valkyrian (v1.4)

v0.643
- Added support for Lotus Conglomerate (v2.0)

- Updated citadel support (0.7.2)
- Updated support for Exigency v0.6

- Changed base level influence with faction (if player is a member of faction) to 60, down from 70

- Fixed some potential thread safe violations
- Fixed un-selectable ships in retrieve ships station option
- Fixed not being able to leave current faction from another factions station

v0.642
- Added faction nice names for initial faction selection

- Changed the effect of using High Value Prisoner and Agent
  - Prisoner exchange now has a more substantial effect if relationship between factions is terrible
  - Agent now has a greater effect if relationship between two factions is great
    - Can easily break alliances
- Access to large weapons is now restricted to 70+ influence with faction (thanks LazyWizard)
- Increased resource cost of extra large AI-controlled fleets
  - Should result in less extra large AI fleets when resources are abundant

- Updated compatibility for SHI latest DEV
- Updated compatibility for ICE
- Updated compatibility for P9

- Fixed joining a faction now sets all stations to balanced stance


v0.641
 - Fixed menu issue for OmniFactory and Personal Storage station


v0.64
 - Added faction influence mechanic
  - Access to technology and faction support is gated behind different influence levels
 - Added personal storage and personal hanger space in each station
  - Thank you Uomoz for USS example for hanger space, I was stumped for ages on the CR problem :)
 - Added support for Intersetellar Imperium
 - Added support for Exigency
 - Added support for Eleutheria Federation (Eternal Nox After)
 - Added start option to start with partially/fully populated sector
 - Added start option to start unaligned with any factions
 - Player can now join/leave factions
 - Added initial check on new game or load game for supported mod compatibility
 - Player (when unaligned) can now bribe for peace with a faction

 - Updated support for a huge number of mods
 - New games now start with factions owning 1 or more stations
 - Changed fleet compositions of AI fleets
  - Balanced, Carrier, Frigate, Large Ships and Medium Ships are possible fleet types
 - Crew now drop from battles
 - High value prisoners now drop from battles
 - Agents/Sabotuers now appear in factions stations (if player is a member of that faction)

 - Removed pirates as a playable faction
 - Removed faction skill tree
 - Removed alliance betrayal chance for factions in an alliance
 - Removed option for factions to respawn (temporary)

 - Fixed a bunch of stuffs :)

v0.632
- Added support for P.A.C.K

- Updated support for Valkyrian
- Updated support for Blackrock
- Updated support for P9
- Updated support for Mayorate

- Refactored mod support (for mod detection and starting variants)


v0.631
- StarSector 0.6.2 RC3 compatibility fixes

- Updated support for Hiigaran Descendants
- Updated support for P9
- Updated support for Tore Up Plenty


v0.63
- Added Station Fleet Command
- Added Strategic Fleet Command
- Independent Traders now have a small chance to deliver Tore Up Plenty ships (if installed)
- Added Station Status view

- Renamed Fleet Crew Training skill to Fleet Management
- Added Capital Ship Availability perk to Fleet Deployment skill (increases capital ship sale chance)
- Removed CapitalShipSaleReduction from exerelin_config.json (see above skill)
- Added complimentary faction-specific elite ship to Elite Ship Chance perk in Fleet Deployment skill (spawns in Storage Facility)
- Added effect to Elite Ship Chance perk to add a small chance that an elite ship will be for sale in stations

- Changed starting cargo for first stations
- Changed AI starting fleets to be same as player fleet

- Added Project Batavia support
- Added P9 Colony support
- Added support for Patrian Navy
- Added support for Mayorate
- Added support for DSTech Corp
- Updated support for Intersteller Federation
- Updated support for Valkyrian
- Updated support for ShadowYards
- Updated support for ORI
- Updated support for Zorg
- Updated support for Citadel Defenders
- Updated support for Hiigaran Decsendents
- Updated support for Blackrock Driveyards
- Updated support for Neutrino
- Updated support for Tore Up Plenty

- Fixed issue with calculating station efficiency after skills applied
- Fixed issue with running saboteur allocation code on each subsequent skill up
- Fixed issue with too many asteroid belts per system
- Fixed issue with station target priority within systems

- Moved more stuff into config.json file
- Removed reliance on static ExerelinData class (is now only used on game setup (ExerelinSetupData))
- Refactored a lot into a single JAR for ease


v0.623
- Added support for Foxer360's Citadel Defenders
- Added support for Runoved's ORI faction

- Slightly reduced number of trapezoid fighter wings for Zorg

- Moved Vatican II/III to normal fleet for Valkyrian faction


v0.622
 - Updated support for Zorg

 - Fixed NPE crash on load game


v0.621
- Updated support for Valkyrians
- Updated support for Zorg Hive
- Updated support for Nomads

- Slightly increased AI fleet deployment cost for bushi and hiigaran descendents

- Fixed diplomacy items not spawning more than once
- Fixed diplomacy item spawn chance calculation
- Fixed background image size on bluewhite background to remove black edges
- Fixed crash issue on load after selecting Active Diplomacy perk 1
- Fixed potential crash issue with gas mining fleets
  - Due to script queue issue on load
- Fixed crash issue with boarding fleets
  - Due to script queue issue on load


v0.62
- Added message history, displayable in any station
- Added additional star types and background pictures
- Player fleet will now 'stick' to planets/stations
  - Requires a second mouse click when close to the object

- Changed rebel fleet spawns to hopefully provide a more appropriate challenge
- Changed fleet commander personalities depending on fleet type

- Stations will now stock a stack of green, veteran and elite crew that builds up slowly
- Improved responsiveness of stations fleet spawning at start of game
- Added fleet destruction flash when boarding ships are destroyed in failed boarding attempt
- Leadership skill Advanced Tactics level 5 perk now improves marine station boarding effectiveness
- Saboteur now only requires 3 points in active diplomacy
- Gaining Saboteur perk now grants two saboteurs immeditaly
- Patrol fleets now prioritize own system first
- Stations now deploy extra mining fleets if efficiency > 1.8 (only when a faction respawns)
- Slightly increased spawn chance of diplomacy agents

- Updated support for Nomads
- Updated support for Zorg
- Updated support for Gedune

- Fixed spawn issue with Hiigaran and Bushi cargo ships
- Fixed incorrect marine supply usage from vanilla 0.6.1a
- Fixed crash issue with boarding fleets
- Fixed allowing use of mothballed ships for mining or station boarding
- Fixed occurence of catastrophic accidents on a faction's last station
- Fixed issue with asteroid belt radius being far too large
- Fixed some issues with resupply targets for fleets
- Fixed issue with attack fleets redirecting to abandonded stations on station target switch
- Fixed betray message to show faction real names
- Fixed incorrect hegemony faction color
- Fixed some missing variants/hulls for various factions
- Fixed issue with ally report
- Fixed weapon cargo reduction code

- Added exerelin_config settings for player wages and station transfer
  - Station transfer setting doesn't work until fixed in StarSector core
- Added config setting for capital ship sale reduction
- Added faction specific configuration settings (see data/config/exerelinFactionConfig)
- Added exerelin config setting for loading custom faction configs
- Added configurable option for new stars/backgrounds


0.61
 - Added 2 and 6 system options
 - Added faction alliance and faction enemy reports to stations
 - Added experience gain to mining

 - Changed respawn ship to now be exactly which start ship was picked at start of game
 - Changed some Rebel fleets to more closely align to the players fleet size
 - Changed Rebels to spawn right from start of game
 - Player can no longer attack independent and neutral fleets
 - Fleets will now be correctly ordered from capital to fighters
 - Doubled the amount of resources transferred in Logistics Convoys
 - Sector generation will now only build wormholes if more than 1 system
 - Changed if one system is selected, planet/asteroid/station amounts selected at startup are actual rather than maximums
 - Reduced patrol fleets per station to 1
 - Set supply costs to 1/4 of vanilla starsector (see data/campaign/resources.csv to change)
 - Save compression is now on by default

 - Updated support for Zorg
 - Added support for Kadur Theocracy (regime and insurgency)
 - Updated support for Gedune
 - Updated support for Syndicate ASP
 - Updated support for Hiigaran Descendants
 - Updated support for Bushi
 - Updated OmniFac to 1.8 (added OmniFac settings file)
 - Updated support for Balckrock Driveyards

 - Added config settings (data/config/exerelin_config.json) for minimum planet/asteroid/station amounts
 - Added config setting to have OmniFactory spawn in a random system, on a random planet, off by default
 - Added config settings for station trading lockouts
 - Added config settings for supplies loot reduction
 - Added config settings for Asteroid mining

 - Fixed crash with 'only respawn starting factions' option and vanilla only factions
 - Fixed Rebels from attacking omnifactory/storage
 - Fixed issue with command fleets not despawning when there are no station to takeover
 - Fixed issue with Command Fleets resupply location
 - Fixed Omnifactory free transfer
 - Fixed absurdly rare crash bug in AI fleet station capturing
 - Fixed issue with saboteur not correctly removing cargo/marines/crew/ships at station
 - Fixed issue with factions not using an allies station as resupply location in a system they are attacking
 - Fixed further issues with resupply locations for fleets
 - Fixed diplomacy messages to use correct faction name rather than id


v0.6
 - Added multi system support
   - Select from 1 -> 24 systems
 - Added faction skill tree (position below empty industry skill tree)
   - Added saboteur agent unlocked in skill tree

 - Changed Independent faction to Sindrian Diktat
 - Changed TradeGuild faction to Independent
 - Changed Rebel faction to always be hostile
   - Rebels now spawn periodically in systems
   - Faction fleets in systems that are 100% owned by a faction have a chance to defect
 - Changed station dialog so that hostile/neutral stations cannot be used for trade, refit or repair
 - Changed so that player factions allies stations will have ally factions ships/weapons available for sale

 - Removed out system supply convoys
 - Removed out system reinforcements event
 - Removed supply fleet defection event

 - Updated support for 0.6 compatible versions of Junk Pirate, Bushi, Hiigaran Descendants, Shadowyards HI, Zorg, Gedune, Neutrino faction mods
   - WARNING: Bushi, Hiigaran, Junk Pirates, Shadowyards HI faction mods need their modPlugin definition in mod_info.json commented out(#)

- Fixed issue with alliance ending not correctly applying new relationship status


v0.58
 - Added small possibility of industrial ships (and mining wings) appearing in stations
 - Added support for running the Bushi and Hiigaran Descendants mods in conjunction with Exerelin

 - Changed Exerelin to no longer be a total conversion to support above change

 - Fixed possible duplicate station names
 - Fixed issue with StarSector FactionAPI's not getting updated properly on Exerelin alliance changes

 - Changed SyndicateASP mining fleet to 2 drone wings, two transports

v0.57
- Added 'prisoner of war' item that can be traded to other factions to increase relationship
- Added 'agent' item that can be traded to other factions to cause a rift between 2 factions (10% chance to backfire)
- Added player mining for fuel (gas planets) and supplies (asteroids)

- Changed neutral colour to tradeguild colour

- Fixed IFed station attack fleets not passing isValidStationAttackFleet check
- Fixed bug with distance based relationship calculation
- Fixed message missing from Alliance Betrayal if only 2 in alliance
- Fixed bug when player attacked one of their allies, not correctly handling alliance

- Alliance Betrayal is now less likely


v0.56
- Added asteroid mining fleets for stations
  - Mining fleets go to the nearest asteroid and slowly mine to create supplies
- Added gas mining fleets for stations
  - Mining fleets go to the nearest gas giant and slowly mine to create fuel
- Added escort ships to supply and station attack fleets
  - Extra escorts in wartime
- Added new alliance mechanics
  - If two factions are allied, they must now also each be at war with each others enemies (think coalitions)
  - Once in an alliance, a factions diplomacy is handled by the alliance until they leave the alliance
- Added starting option to set system size at 15000(small), 30000(medium) and 40000(large)
  - An additional asteroid belt is added around star per system size increase
- Added starting option to start with nine other factions
- Added starting option to respawn factions only up to the starting number (will cycle through factions)
- Added starting option to have no asteroid belts (apart from one around the star)

- Changed system to always spawn with an asteroid belt around the star
- Changed system to spawn with at least one gas giant
- Changed Patrol Fleets to take on extra assignments (raid, attack) when at war
- Changed attack, defense and patrol fleets to not have civilian ships
- Changed In System Supply Convoys (spawned form stations) to also deliver ships/weapons if delivering to player stations
- Changed Allied In System Supply Convoys to deliver allied faction ships/weapons if delivering to player stations
- Changed Rebels to always be hostile to Trade Guild

- Fixed a null reference exception with in system supply convoys
- Fixed issue with catastrophic station accidents not occurring
- Fixed (another) issue with ships/weapons not clearing properly on station takeover
- Fixed issue where factions could respawn even though respawn was off
- Fixed issue calculating last faction in certain circumstances
- Fixed issue where trade guild conversions could happen multiple times to same supply fleet
- Fixed issue with stations not updating at the correct rate
- Fixed fleet cost calculation issue
- Fixed issue with trade guild converted fleets not correctly despawning in some situations
- Fixed issue on loading save games not loading the correct settings before doing anything else

- Factions are less likely to declare war on factions that are far away
- Various resource level and transfer amount changes to account for new mining fleets
- Added some missing ships to IFed
- Removed Sparrow as a start ship for Council, and reduced the likelihood of it spawning
- Added cooldown time between system events, and the same system event cannot occur twice in a row

v0.55
 - Changed number of defense fleets per station to 2
 - Changed number of attack fleets per station to 2

 - Fixed null pointer error in reinforcement event
 - Fixed spam of station boarding message
 - Fixed random extra characters in station boarding warning message
 - Fixed spawn issue with in system supply convoys
 - Fixed situation where faction could declare war on itself(!)

 - Increased maximum fleet sizes for all fleets
 - Slightly reduced maximum station takeover time for out system fleets

v0.54
 - Changed reinforcement fleets to pick a more appropriate attack location
   - They also have a chance to defend an under attack station of their faction

 - Fixed issue with starting with one less faction than specified in the system setup
 - Fixed issue with supply convoys stopping delivering resources
 - Fixed issue with the rebel insurrection event (far too few or far too many fleets were switching to rebels)
 - Fixed issue with weapons not being removed correctly when over 30
 - Fixed issue with ships not being removed correctly when over 25
 - Fixed issue with ships not clearing from a station when taken over

 - Slightly increased the resource cost of factions deploying capitals and fighters
 - Slightly reduced  the resource cost of factions deploying cruisers


0.53
 - Added possibility of out system reinforcement fleets for non-leading factions
   - Attack a random enemy station
 - Added possibility of a station explosion destroying resources/weapons/ships and causing a loss in efficiency for a time period
   - Remote possibility of a catastrophic accident causing station to be abandoned
 - Added possibility of a station seceding from a faction to another faction
   - Currently only implemented for factions not present in Exerelin but will be expanded
 - Added Trade Guild Traders
   - Go from station to station and trade resources
   - Will trade to player stations ships/weapons from previous stations faction

 - Changed station names to be unique
 - Changed player to actually be their chosen faction (rather than appear as Player independent Attack Fleet it will now appear as Independent Attack Fleet)
   - Players faction fleets/stations now have appropriate faction colour
   - On respawn after a total defeat, player now starts from one of their stations
   - On respawn after a total defeat, player starts with a frigate from their faction
   - On start or respawn player fleet will now start with appropriate crew/supplies/fuel levels
 - Changed station attack fleets to hover over station they are attacking rather than fly around
   - Changed boarding timer to be different each time
 - Changed rebel fleet insurrection numbers to base off system ownership level
 - Changed neutral colour from grey to invisible (for Omnifactory and Storage)
 
- If ships/weapons are being added to a station over 25/30 it will now remove some weapons
   - Should result in a cycle of ships/weapons through stations
 - Patrol fleets now help defend own factions stations under attack
   - Also will help defend allied stations under attack
 - In System Supply Fleets prioritise own stations under attack
   - Also will help allied stations under attack

 - Further reduced likelihood of small fleets with a capital ship in them

 - Fixed "Varient Id of [Varient ID] not found" error (my silly error)
 - Fixed missing wraith and storm lancer for Valkyrian


0.52
 - Added Thules Legacy faction
 - Added a Atlas with appropriate engine color for Gedune, Blackrock, Valkyrian, Thule, Shadowyards, Antedilivian factions
 - Changed IFed Atlas to Mazerk
 - Changed names for attack/defense/patrol fleets depending on size
 - Changed periodical station resource injection to include ship/weapons for player
 - Fixed incorrect resource delivery amount on out system attack fleet
 - Fixed missing base cost value for nihil Anti fighter wing
 - Fixed rare null pointer crash on station takeover

 - Updated IFed to 1.25

 - Reduced chance of small fleets with a capital ship
 - Reduced chance of capital ships being delivered to player stations
 - Faction relationships now affected by allies of allies, enemies of allies, allies of enemies and enemies of enemies
 - Lowered relationship impacts on other factions when war/peace/alliance declared between two factions
   - The above two changes should increase the chance of alliance of factions vs alliance of other factions wars
   - It should also prolong an alliance war (even if the factions come and go from the alliance)
 - There is now a low possibility that an alliance can end and result in a war between the two previously allied factions
 - Player initiated wars now have the following consequences
   - Lowers player relationship a bit with factions neutral to faction player attacked
   - Lowers player relationship a lot with factions allied to faction player attacked
   - Raises player relationship with factions at war to faction player attacked


0.51
 - Added Nihilic Empire faction
 - Added Storage Facility for player, will be delivered and built at closest planet after getting first station
 - Added Atlas with blue engine flame for appropriate factions
 - Added option to only respawn starting factions
 - Removed option to get free transfer at player owned stations

 - Changed OmniFac to be delivered and built at closest planet after player gets first station
 - Changed initial station distribution to be more regular
 - Changed initial planet distribution to be more regular
 - Changed Rebel mechanic to cause some of the leading factions fleets to rebel against that faction
 - Change TradeGuild mechanic to cause factions (other than the faction coming last) supply fleets to support the faction coming last

 - Fixed issue with finding a random station for a faction
 - Fixed Relic Faithoper, Extinctioner and Queen requiring no crew
 - Fixed Relic Faithoper (player available hull) not having built in weapon
 - Fixed issue with out-system cargo fleet not delivering correct resource amount
 - Fixed issue with spawning fleets sometimes being extremely accident prone
 - Fixed issue with incorrect target station for out system attack fleets
 - Fixed issue calculating fleet cost from resources (was over charging)
 - Fixed missing Council faction ships in fleets

 - Station takeover now has an impact on  faction relationships
 - War weariness now only affects ongoing wars, not all relationships
 - War, peace and alliance declaration now affect inter-relationships of all factions in system to some degree
 - Increased Attack, Defense, Patrol, Out System Attack max fleet sizes
 - Reduced number of attack and defense fleets (to 3 per station)
 - Allies can now send to supplies to each other if they have a surplus


0.5
 - Added Interstellar Federation
 - Added Relics (Purifiers + Elder)
 - Added OmniFactory option
 - Added missing weapons from Hegemony, TriTachyon, Pirate, Independent, Neutrino convoys
 - Added missing ships from Neutrino faction
 - Changed faction selection list to split over two screens
 - Fixed issue where In-System supply fleets could spawn with less than minimum crew


0.41
 - Changed rebel fleet to not hang around quite as long
 - Fixed an issue with diplomacy relationship calculations
 - Slightly reduced the penalty applied to a players dropped off resources


0.4
 - Added neutrino faction
 - Added new diplomacy system
   - Added war weariness for faction fighting constantly in a war
   - Added dislike for leading faction and like for losing faction
   - Added check for player betrayal and peace treaty break
 - Added extra system size start config options
 - Added start config to set starting number of attack fleets
   - Added vanilla only settings for starting factions
   - Added start config for respawn wait time (if respawn is selected)
 - Added extra starting ships for each faction
 - Added patrol fleets that spawn from station
 - Added ship systems to Nomad and LotusConglomerate factions

 - Changed the balance of some factions slightly
 - Changed valkyrian and council fleet composition slightly
 - Changed off map attack fleets to spawn more fleets if target station is rich (up to 3)
 - Changed Attack/Defense fleets to respond faster to relationship changes
 - Changed number of rebel fleets to take into account number of stations
 - Changed rebel fleets to spawn less frequently

 - Fixed out system attack fleets dropping too many resources sometimes
 - Fixed (hopefully) 0 crew/fuel/supplies/marines bug


0.32
 - Fixed some Exerelin setup data not correctly passing across quit/crash of StarSector


0.31
 - Fixed Shadowyards variants used in fleets


0.3
 - Added custom factions
   - shadowyards, syndicateasp, junkpirate, nomad, council, blackrock, antediluvian, valkyrian, lotusconglomerate, gedune
 - Added Exerelin system setup options when starting a new game
   - Number of planets, asteroid belts, stations, faction respawn
 - Added small wage paid weekly when playing with the option 'paying for things'
 - Changed out system faction fleets to not appear until 6 months have passed
 - Slightly reduced amount of fuel and crew generated in stations
 - Slightly reduced amount of all resources generated and delivered for players faction


0.2
 - Added faction rebel blockades
   - Will target 1 or 2 of a leading factions stations and attempt to blockade it, wasting valuable resources for that faction
 - Added trade guild supply runs
   - Will attempt to deliver resources to a lagging faction to give them a bit of help
 - Changed out system fleets to conquer stations immediately at start of game
 - Changed out system fleets only come when faction is not in system
 - Changed station attack ships to spawn less
 - Changed as many references to player to say players chosen faction
 - Increased likelihood of pd weapons for independent
 - Renamed inter-system fleets to in-system fleets


0.11  
 - Added faction weapon sets
 - Added delay on station capture
 - Increased faction respawn chance if wiped out
 - Player faction will respawn immediatly if wiped out
 - Added a check to ensure planet name only applied once
 - A few other bits and pieces


0.1  
 - Initial Release

[close]

Note: Please contact me if you wish to use Exerelin in your own creations. Also, as the extra factions are not my work, please contact their creator (or me, and I will forward the request on).

Please leave any feedback, issues, suggestions etc. and we will endeavor to improve Exerelin!

Happy playing!
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Sproginator on April 20, 2013, 06:58:27 AM
Screens please? :D
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Upgradecap on April 20, 2013, 07:24:23 AM
Oh damn. Mind if integrate this into a few mods of mine? Saves me (and wizzy, in the long run :P) a ton of work. :D
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Teh_Wolf on April 20, 2013, 09:38:50 AM
Only been playing it for 5 minutes, but I already love it!
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: theSONY on April 20, 2013, 09:47:44 AM
suddenly a mysterious Zaphide appears
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Sproginator on April 20, 2013, 09:50:21 AM
I'll play this tonight and, if it's good, make a playthrough :)
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Talkie Toaster on April 20, 2013, 10:00:30 AM
Ah, this is pretty nice. Is the number of factions randomised? I've got a system with just 'player' (Independent, I assume, as that's who I selected during chargen) and the pirates. Will TriTach/Hegemony show up later, or did I just end up with a 2-person system by chance?
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Teh_Wolf on April 20, 2013, 10:31:36 AM
Ah, this is pretty nice. Is the number of factions randomised? I've got a system with just 'player' (Independent, I assume, as that's who I selected during chargen) and the pirates. Will TriTach/Hegemony show up later, or did I just end up with a 2-person system by chance?
I got a 2-faction system as well :/
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: theSONY on April 20, 2013, 10:36:14 AM
as a Tri-Tach's i got 2 as well , pirates & hegemony

Edited: just remember that I smash 1'st independents fleet at the very beginning ;p
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: PCCL on April 20, 2013, 11:37:37 AM
Well, guess that makes my mod obsolete

not that i mind, exar wasnt very well written

nice job! Will try once able

EDIT: WOW!!! The awesomeness! I'm beyond words :)

Title: Re: Exerelin - Dynamic system and faction war mod
Post by: theSONY on April 20, 2013, 12:12:32 PM
no worry Gunny, old dogs remember your mod ;)

@Zaphide it would be lovley if defited factions spawn a bigger asault-captured fleet so they can comeback to the game after time (3 months or more ) cuz well... i'm.... well I LOST :D somehow tri-bastards rule all the stations & nothing mine or other faction is spawning :)

Edited: New game , 4 starting fleets (includes player) TriTech 2x no hegemony (i'm a independents)
Spoiler
(http://i.imgur.com/uMBtIKR.png)
[close]
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: PCCL on April 20, 2013, 01:03:21 PM
I'm on my 2nd month right now and there's 0 missile weapons in the whole system... does this  change the further in i go?

Also when stations get captured (from other factions, not abandoned) they don't change color, might want to look into that
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: phyrex on April 20, 2013, 01:56:33 PM
whats the difference between paying for things and getting them free ? i mean, why wouldnt i want free stuff ?
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: PCCL on April 20, 2013, 02:58:08 PM
balance, I'd think...
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: phyrex on April 20, 2013, 03:05:14 PM
balance, I'd think...

could you be more specific ?
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: PCCL on April 20, 2013, 03:07:23 PM
getting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: phyrex on April 20, 2013, 03:10:18 PM
getting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone

well thats not how its been going for me up to now. if anything, my current save would have been absolutely unplayable if it wasent for me choosing free stuff at the start
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: theSONY on April 20, 2013, 03:17:07 PM
getting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone

well thats not how its been going for me up to now. if anything, my current save would have been absolutely unplayable if it wasent for me choosing free stuff at the start
well i chose "pay" option at the first time & it was OK
but then i'll start a NEW game (dunno why) & i choosen FREE option & if your not plaing as Tritech's your done
i think theres way TOO many atlas/capture ships spawning ,or is it just me ?
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: phyrex on April 20, 2013, 03:21:06 PM
when not playing as tri-tach would screw me up ?
(i might have an idea, right now im allied to them but in my save, they have huuuuuge fleet defending theire based while mine are all tiny :(
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: PCCL on April 20, 2013, 03:21:33 PM
@the SONY: not just you.... camping for lone atlases and selling off the copious amount of supplies + fuel has made me much profit
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Zaphide on April 20, 2013, 03:22:28 PM
Oh damn. Mind if integrate this into a few mods of mine? Saves me (and wizzy, in the long run :P) a ton of work. :D

No problem  :)

Ah, this is pretty nice. Is the number of factions randomised? I've got a system with just 'player' (Independent, I assume, as that's who I selected during chargen) and the pirates. Will TriTach/Hegemony show up later, or did I just end up with a 2-person system by chance?

Yep, starting factiosn are randomised. Every once in a while a faction that is not active in the system will respawn an out system fleet to try to take back a station (and hopefully more from there!).

no worry Gunny, old dogs remember your mod ;)

@Zaphide it would be lovley if defited factions spawn a bigger asault-captured fleet so they can comeback to the game after time (3 months or more ) cuz well... i'm.... well I LOST :D somehow tri-bastards rule all the stations & nothing mine or other faction is spawning :)

Edited: New game , 4 starting fleets (includes player) TriTech 2x no hegemony (i'm a independents)
Spoiler
(http://i.imgur.com/uMBtIKR.png)
[close]

Yep I need to add a quick comeback fleet for the player (will be in next version) :)

I'm on my 2nd month right now and there's 0 missile weapons in the whole system... does this  change the further in i go?

Also when stations get captured (from other factions, not abandoned) they don't change color, might want to look into that

Stations can't change color, unfortuantely a limitation of the vanilla game (unless I have missed something?)

And yeah the weapons thing can be annoying, more weapons get delivered by the supply fleets but it can be slim pickings at the start. I may need to up the number that are delivered per supply convoy :)

getting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone

well thats not how its been going for me up to now. if anything, my current save would have been absolutely unplayable if it wasent for me choosing free stuff at the start

This is actually why I included the free option. Due to the randomness of it all, it can sometimes work out very difficult, and the free stuff takes the edge off. Also, when a faction conquers another factions station the cargo in that station is cleared.
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Zaphide on April 20, 2013, 03:24:00 PM
getting things for free gets boring since you can easily get a huge fleet (take all the reserve in your faction) and steamroll everyone

well thats not how its been going for me up to now. if anything, my current save would have been absolutely unplayable if it wasent for me choosing free stuff at the start
well i chose "pay" option at the first time & it was OK
but then i'll start a NEW game (dunno why) & i choosen FREE option & if your not plaing as Tritech's your done
i think theres way TOO many atlas/capture ships spawning ,or is it just me ?

Yeah it could possibly do with a tonedown. As noted below above though, it can be a good way to scum for some money if you choose the pay option (especially if you can board one).
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: phyrex on April 20, 2013, 03:57:49 PM
ok so...im playing tri-tach now and im only receiving ballistic weapons...
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: PCCL on April 21, 2013, 03:09:54 AM
nice mod, again. Just getting a bearing on how these things work right now.

a few suggestions/things I'd like to point out:

a) faction specific weapon delivery (no tachyon lance for hegemony, for example)

b) faction specific ships (tri-tach don't use tarsus, they use buffalo)

c) maybe lengthier take over process (something more than just an atlas landing)

what I did for Exar was I had the take over fleet (which, given, is a huge armada instead of a lone ship) hovering on the station for about 2 weeks before finishing the capture, this more or less eliminates "ninja capping" whereby the defenders are distracted while an atlas sneaks in and clears the station's supplies
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Zaphide on April 21, 2013, 03:27:21 AM
nice mod, again. Just getting a bearing on how these things work right now.

a few suggestions/things I'd like to point out:

a) faction specific weapon delivery (no tachyon lance for hegemony, for example)

b) faction specific ships (tri-tach don't use tarsus, they use buffalo)

c) maybe lengthier take over process (something more than just an atlas landing)

what I did for Exar was I had the take over fleet (which, given, is a huge armada instead of a lone ship) hovering on the station for about 2 weeks before finishing the capture, this more or less eliminates "ninja capping" whereby the defenders are distracted while an atlas sneaks in and clears the station's supplies

Thanks Gunny, really appreciate the feedback! I've actually already added your suggestions a and b into my own dev version already (along with a few other bits and bobs) so they'll be in the next version :)

As for c yeah I agree the ninja capping is a bit of an issue, but I quite like the vulnerable single atlas doing the takeover bit as it can allow you to defend a station with a small fleet (while dodging all the big fleets!) Perhaps it shouldn't be instantaneous, that would probably fix the ninja issue, as a single atlas runs away from pretty much anything.
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: theSONY on April 21, 2013, 05:42:58 AM
i had 3-4 battles with "friendly" faction & still Friendly ^^
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: phyrex on April 21, 2013, 09:58:40 AM
having faction specific weapons being delivered is the biggest problem i hope gets solved soon.

i played tri-tach for super long the other night and i was having the hardest time ever to deck the few ship i had. i kept getting ballistic weapons. large one more often than smaller one too !
even if i had played hegemony i would be in doodoo
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: theSONY on April 21, 2013, 10:14:34 AM
having faction specific weapons being delivered is the biggest problem i hope gets solved soon.

i played tri-tach for super long the other night and i was having the hardest time ever to deck the few ship i had. i kept getting ballistic weapons. large one more often than smaller one too !
even if i had played hegemony i would be in doodoo
its just like RPG Diablo like games , play as barbarian get rouge/sorcerer epic loot :D


PS: sad thing is sad, when you conQer the whole system finally i can look myself in the mirror  ;D
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: PCCL on April 21, 2013, 11:36:43 AM
hmm...

I just started a new game and 3 planets are called Sanctuary....

Maybe you should remove a name from the list after you use it
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Decer304 on April 21, 2013, 11:11:00 PM
I tried runnig it, it just kept crashing my game. It said that there was a compiling error.
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: PCCL on April 21, 2013, 11:16:53 PM
do u have lazylib?
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: Decer304 on April 22, 2013, 12:12:17 AM
Whats that? I probably dont have it. So from you asking it, i'm assuming that i should get it right?

EDIT: Derp. I never read the full post. didnt see it says that it was a requirement.
Title: Re: Exerelin - Dynamic system and faction war mod
Post by: theSONY on April 22, 2013, 01:13:12 AM
Whats that? I probably dont have it. So from you asking it, i'm assuming that i should get it right?

EDIT: Derp. I never read the full post. didnt see it says that it was a requirement.
http://fractalsoftworks.com/forum/index.php?topic=5444.0
download it , EXTRACT it, put in mod folder , check in as a regular mode when starting game, have fun
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Zaphide on April 22, 2013, 02:07:22 AM
Thanks all for the feedback (especially gunny!), I've uploaded a new version with a few changes that should hopefully help out a bit.

Code
0.11 - Added faction weapon sets
     - Added delay on station capture
     - Increased faction respawn chance if wiped out
       - Player faction will respawn immediatly if wiped out
     - Added check to ensure planet name only applied once
     - A few other bits and pieces
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: theSONY on April 22, 2013, 04:47:23 AM
1'st game - so far so good, glad about capture delay :) wish i have more time to check it all out BUT... time is a penny & i need MY PENNY !!
but as for now i can tell there's no such issue with the camping just to NOT let any capture fleets to take over your last bastion (station) ;p
PS: hope there will be next version (if needed ;p) till weekend :) so i can play some
PS2: still problem with "Friendly's" player can ( i think) hunt them with no consequences
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: NITROtbomb on April 22, 2013, 07:55:04 AM
played as independents and on two separate saves are getting no supply convoys so i am stuck with captured buffalos and the starter ship any ideas
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: ganjou234 on April 22, 2013, 08:23:42 AM
I haven't tried the mod yet, but I wanted to ask a question. Does it include a feature where the faction you just conquered, after a few days, would try to retaliate with many gigantic fleets and you'd have to defend your newly claimed territory. Kinda like an event. EVENT : Hegemony Reclaimer fleet Inbound....


just askin :D  ???
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: ciago92 on April 22, 2013, 12:42:09 PM
trying out the mod and loving it! I have to ask, is it possible to mix this and UC? I would love to see that happen but I have none of the skills needed to make it happen on my own. Anybody know how to do that/already done it? thanks!

edit: also, suggestion. I think it would be nice if we could set some constants at the beginning of the game rather than have it all be random. number of factions, number of planets, that kind of stuff.
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: phyrex on April 22, 2013, 01:02:09 PM
hum...so i started a new game as tri-tach and got all factions to spawn.
i guess ship flying stupidly around a station for 90seconds (i timed it) is how you stop "ninja capping" (its horribly annoying to watch, especially when its with you first fleet after game start and enemy ship capture the base while turning around it for half the time (i also timed it).

and err...so im 20minutes in. everyone captured like 3 stations on average. i decide to attack hegemony atlas ship to delay them. after some raids i go back to HQ
and theres this huge out-of-system hegemony fleet camping my base (a planet with 3 stations around it).

erhm...i dont recall that faction having any trouble surviving up to now in my game. where the **** did that fleet come from ?

not to be vulgar, its just a nice mod that i cant enjoy because i keep encountering dumb/frustrating moment like those
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Talkie Toaster on April 22, 2013, 01:38:05 PM
Having played for a while, this is definitely great.

Another few questions, though:
1. Are we supposed to be unable to buy weapons/ships from neutral/friendly factions? Their stations, even ones that've been established for quite a long time, only ever seem to have crew and cargo.
2. What sort of metric is used to determine how many fleets a station spawns, and is there a cap? So
2a. If we take weapons/fuel/cargo from defeated fleets and drop them in our own stations, will that improve them?
2b. If we have 1 station with say 2000 cargo, are we better off manually transporting 1000 cargo to a station with none?
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Uomoz on April 22, 2013, 02:41:57 PM
trying out the mod and loving it! I have to ask, is it possible to mix this and UC? I would love to see that happen but I have none of the skills needed to make it happen on my own. Anybody know how to do that/already done it? thanks!

edit: also, suggestion. I think it would be nice if we could set some constants at the beginning of the game rather than have it all be random. number of factions, number of planets, that kind of stuff.

I like this concept, if you need any help integrating something from the community I have a lot of interesting stuff (like weapon_ids and ship_ids lists for all modded factions, divided by tiers and classes to have very specific drop lists).
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Zaphide on April 22, 2013, 02:47:41 PM
played as independents and on two separate saves are getting no supply convoys so i am stuck with captured buffalos and the starter ship any ideas

Sorry, that hasn't happened to me. :( Maybe delete the Exerelin mod folder (and maybe LazyLib) and re-download

I haven't tried the mod yet, but I wanted to ask a question. Does it include a feature where the faction you just conquered, after a few days, would try to retaliate with many gigantic fleets and you'd have to defend your newly claimed territory. Kinda like an event. EVENT : Hegemony Reclaimer fleet Inbound....


just askin :D  ???

Yep if a faction is knocked out (or doesn't start) it has a chance to come back with a large fleet and hopefully conquer a station.

trying out the mod and loving it! I have to ask, is it possible to mix this and UC? I would love to see that happen but I have none of the skills needed to make it happen on my own. Anybody know how to do that/already done it? thanks!

edit: also, suggestion. I think it would be nice if we could set some constants at the beginning of the game rather than have it all be random. number of factions, number of planets, that kind of stuff.

You can but it is a bit fiddly. I've included some instructions in the first post but understandably they are not very straightforward. I'll try and work out a better way.

And yeah, I'll expand the constant selection at the start to include things like that. On my things to do list :)

hum...so i started a new game as tri-tach and got all factions to spawn.
i guess ship flying stupidly around a station for 90seconds (i timed it) is how you stop "ninja capping" (its horribly annoying to watch, especially when its with you first fleet after game start and enemy ship capture the base while turning around it for half the time (i also timed it).

and err...so im 20minutes in. everyone captured like 3 stations on average. i decide to attack hegemony atlas ship to delay them. after some raids i go back to HQ
and theres this huge out-of-system hegemony fleet camping my base (a planet with 3 stations around it).

erhm...i dont recall that faction having any trouble surviving up to now in my game. where the **** did that fleet come from ?

not to be vulgar, its just a nice mod that i cant enjoy because i keep encountering dumb/frustrating moment like those

No worries, all feedback is good! Out system attack fleets (other than the starting ones) will hang round and defend the station they conquer, which can be annoying at the start of the game. I might put a timer so that only happens after 6 months of game time or similar.

Having played for a while, this is definitely great.

Another few questions, though:
1. Are we supposed to be unable to buy weapons/ships from neutral/friendly factions? Their stations, even ones that've been established for quite a long time, only ever seem to have crew and cargo.
2. What sort of metric is used to determine how many fleets a station spawns, and is there a cap? So
2a. If we take weapons/fuel/cargo from defeated fleets and drop them in our own stations, will that improve them?
2b. If we have 1 station with say 2000 cargo, are we better off manually transporting 1000 cargo to a station with none?

1. No, other factions weapons and ships are only available via combat. The idea is to keep a factionish feel and make the starting faction choice meaningful.
2. Max 5 attack fleets and 5 defense fleets per station. They will differ in size depending on available resources.
2a. Crew, Fuel, Marines and Supplies are used to build fleets (the amount depends on the number of ships in the fleet). If you give supplies/fuel/crew/marines to your stations the should spawn faster/larger fleets but you need to have enough of each resource.
2b. I suspect so, but there are inter-system convoys that do this for you (to a degree). They trigger off at 2000 of a resource and transfer in lots of 500. So if you have 2000 fuel and supplies at a station a inter-system convoy will transport 500 fuel and 500 supplies, reducing the station to 1500 of each. Also, whatever planet type (gas, normal, moon) determines extra resources a station gets periodically. gas = fuel, normal planet = crew/marines and moon = supplies.
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Sproginator on April 22, 2013, 02:51:39 PM
This seems rather cool and unique :D
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: NITROtbomb on April 22, 2013, 05:51:28 PM
nah it was just some of the other mods that conflicted lol got rid of those now it works :D
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: PCCL on April 22, 2013, 09:28:01 PM
more language nitpicking I'm afraid :P

the prefix "inter-" means between, not within. So international means between nations and intercontinental means between continents

therefore, by calling fleets "inter-system" you're saying they operate between different systems, not that they operate within the system. For that, "in-system" would be more appropriate, and the current "out-system" could be named "inter-system" instead

damn that makes me feel like a nitpicking ****, again, great mod and all, I'm not saying it's bad by any means, hope you don't take it as such :)
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: ciago92 on April 22, 2013, 10:07:07 PM
you may want to clean up system generation a little bit. that's four stations pretty much over top of each other. two to each planet, which are almost colliding. not a huge deal, just threw me for a bit.

also @ Uomoz I wish, but I haven't the foggiest idea where to start combining this and yours lol. if anyone else does and needs a bugtester or anything I will gladly step up, but I don't have the coding skills myself to do so lol



[attachment deleted by admin]
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Zaphide on April 22, 2013, 10:53:12 PM
more language nitpicking I'm afraid :P

the prefix "inter-" means between, not within. So international means between nations and intercontinental means between continents

therefore, by calling fleets "inter-system" you're saying they operate between different systems, not that they operate within the system. For that, "in-system" would be more appropriate, and the current "out-system" could be named "inter-system" instead

damn that makes me feel like a nitpicking ****, again, great mod and all, I'm not saying it's bad by any means, hope you don't take it as such :)

Haha your right, weird I never noticed that! I will change inter to just in but I think I will leave out system as out, a bit easier to identify when just looking at the names :)
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Talkie Toaster on April 23, 2013, 12:15:37 AM
1. No, other factions weapons and ships are only available via combat. The idea is to keep a factionish feel and make the starting faction choice meaningful.
2. Max 5 attack fleets and 5 defense fleets per station. They will differ in size depending on available resources.
2a. Crew, Fuel, Marines and Supplies are used to build fleets (the amount depends on the number of ships in the fleet). If you give supplies/fuel/crew/marines to your stations the should spawn faster/larger fleets but you need to have enough of each resource.
2b. I suspect so, but there are inter-system convoys that do this for you (to a degree). They trigger off at 2000 of a resource and transfer in lots of 500. So if you have 2000 fuel and supplies at a station a inter-system convoy will transport 500 fuel and 500 supplies, reducing the station to 1500 of each. Also, whatever planet type (gas, normal, moon) determines extra resources a station gets periodically. gas = fuel, normal planet = crew/marines and moon = supplies.
Ah, okay. Thanks for elaborating.

therefore, by calling fleets "inter-system" you're saying they operate between different systems, not that they operate within the system. For that, "in-system" would be more appropriate, and the current "out-system" could be named "inter-system" instead
As a counter-nitpick, the opposite of inter- would be intra- (but the two words are pretty awkwardly similar).
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: arcibalde on April 23, 2013, 12:41:04 AM


Haha your right, weird I never noticed that! I will change inter to just in but I think I will leave out system as out, a bit easier to identify when just looking at the names :)
Why not: inner system and outer system?
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Zaphide on April 23, 2013, 01:07:16 AM
trying out the mod and loving it! I have to ask, is it possible to mix this and UC? I would love to see that happen but I have none of the skills needed to make it happen on my own. Anybody know how to do that/already done it? thanks!

edit: also, suggestion. I think it would be nice if we could set some constants at the beginning of the game rather than have it all be random. number of factions, number of planets, that kind of stuff.

I like this concept, if you need any help integrating something from the community I have a lot of interesting stuff (like weapon_ids and ship_ids lists for all modded factions, divided by tiers and classes to have very specific drop lists).

Thanks Uomoz, I definitely want to expand it to include other factions and I would probably like to start with some of the ones from Uomoz Corvus! Exerelin already supports other factions, I was hoping to have it just pick up factions from other mods you had installed but I don't think that will be possible (yet), and that leaves bundling other mods with Exerelin. No problem but I want to get the OK from mod authors before bundling their stuff :)
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Talkie Toaster on April 23, 2013, 11:21:05 AM
Why not: inner system and outer system?
Those terms would both refer to 'intra-system' fleets. Really, in-system and out-system works best.

I've found an interesting little bug:
1. 0-count crew stack in a station (http://i.imgur.com/P9PGA3o.png)
2. That apparently is infinitely large when picked up (http://i.imgur.com/rTV1QEb.png)

Also, could the number of PD weapons per shipment get upped? It's actually quite hard to load out Eagles with enough PD playing as Independent.
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: Zaphide on April 23, 2013, 06:17:56 PM
Why not: inner system and outer system?
Those terms would both refer to 'intra-system' fleets. Really, in-system and out-system works best.

I've found an interesting little bug:
1. 0-count crew stack in a station (http://i.imgur.com/P9PGA3o.png)
2. That apparently is infinitely large when picked up (http://i.imgur.com/rTV1QEb.png)

Also, could the number of PD weapons per shipment get upped? It's actually quite hard to load out Eagles with enough PD playing as Independent.

Yeah can't quite seem to chase that issue down. I *think* it happens when crew gets reduced below 0 when two fleets spawn at once, very irritating when it happens tho :(

I'll look into the pd issue, I might just raise the chance of pd weapons a bit. I kind of like the idea of not having exactly what you need :)
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: PCCL on April 23, 2013, 08:09:20 PM
Quote
Yeah can't quite seem to chase that issue down. I *think* it happens when crew gets reduced below 0 when two fleets spawn at once, very irritating when it happens tho

shouldn't be.... I spawn 3 fleets at once and that never happened... but then again I never had crew drop so low either...

maybe add an if statement to set crew to 0 if under 0, just for good measure?

Quote
I'll look into the pd issue, I might just raise the chance of pd weapons a bit. I kind of like the idea of not having exactly what you need

while balance isn't quite there yet, I agree with the second point. The main reason I love this mod is I think it points nicely to what starfarer might be like in the future, what with all the constant warfare and making do with a makeshift fleet that's really poorly put together.

I was running a conquest with 3 main (large) guns for months before I got a hellbore off a dominator, then I ran 3 mjonir and a hellbore... That awkwardness is awesome in its own way ;D
Title: Re: Exerelin - Dynamic System and Faction War - v0.3
Post by: Zaphide on April 25, 2013, 10:49:17 PM
Bit of an update. I had originally planned a 0.2 but got carried away and ended up doing most of my 0.3 planned work too!

Code
0.3
 - Added custom factions
   - shadowyards, syndicateasp, junkpirate, nomad, council, blackrock, antediluvian, valkyrian, lotusconglomerate, gedune
 - Added Exerelin system setup options when starting a new game
   - Number of planets, asteroid belts, stations, faction respawn
 - Added small wage paid weekly when playing with the option 'paying for things'
 - Changed out system faction fleets to not appear until 6 months have passed
 - Slightly reduced amount of fuel and crew generated in stations
 - Slightly reduced amount of all resources generated and delivered for players faction

0.2
 - Added faction rebel blockades
   - Will target 1 or 2 of a leading factions stations and attempt to blockade it, wasting valuable resources for that faction
 - Added trade guild supply runs
   - Will attempt to deliver resources to a lagging faction to give them a bit of help
 - Changed out system fleets to conquer stations immediately at start of game
 - Changed out system fleets only come when faction is not in system
 - Changed station attack ships to spawn less
 - Changed as many references to player to say players chosen faction
 - Increased likelihood of pd weapons for independent
 - Renamed inter-system fleets to in-system fleets

Given the number of new factions there will no doubt be some balance issues and/or integration issues with the new community factions. Please let me know of any issues you encounter.

Again, many thanks to the community factions authors for allowing me to include their outstanding work :)
Title: Re: Exerelin - Dynamic system and faction war mod - V0.11
Post by: theSONY on April 26, 2013, 02:43:42 AM
hope there will be next version (if needed ;p) till weekend :) so i can play some

praise the lord
can't wait till i check it out :D
... tomorrow  :(
Title: Re: Exerelin - Dynamic System and Faction War - v0.3
Post by: CopperCoyote on April 26, 2013, 03:26:11 AM
I think i may have gotten a little carried away trying out this mod...  I'm not even sure when i started.

Does buying up all the AI personnel and supplies actually adversely affect their spawns? I couldn't tell for sure. Once i put it in my bases it'd spawn one or two large fleets the next day.

Is there a benefit to choosing pirates? Or is it self imposed challenge mode?

If i choose hegemony and a brown hegemony fleet shows up is it my ally? I haven't had a chance to interact with that fleet yet.

Fantastic mod  ;D I'm excited about .3
Title: Re: Exerelin - Dynamic System and Faction War - v0.3
Post by: Zaphide on April 26, 2013, 04:02:00 AM
I think i may have gotten a little carried away trying out this mod...  I'm not even sure when i started.

Does buying up all the AI personnel and supplies actually adversely affect their spawns? I couldn't tell for sure. Once i put it in my bases it'd spawn one or two large fleets the next day.

Is there a benefit to choosing pirates? Or is it self imposed challenge mode?

If i choose hegemony and a brown hegemony fleet shows up is it my ally? I haven't had a chance to interact with that fleet yet.

Fantastic mod  ;D I'm excited about .3

By buying resources from the AI station you'll stop them from building fleets, but stations replenish resources and convoys deliver them so that may have happened in the meantime.

Pirates (and a few of the other factions) are definitely more difficult to get very far with! I'm undecided whether to tweak that too much at the moment, as it does rather nicely give different difficulty levels... :)

Hmmm the last scenario you mention shouldn't be possible, and it hasn't in any of my testing... Can you please make sure both you and them are Hegemony? If you both are then that's a bug... :( However, Rebel fleets will impersonate a faction and will be named something like "Rebel Hegemony Blockade Fleet", and they will be at war with you (if you are Hegemony) so that maybe what you are seeing?
Title: Re: Exerelin - Dynamic System and Faction War - v0.3
Post by: ValkyriaL on April 26, 2013, 05:14:14 AM
I think you forgot the variants folder for Shadowyards HI ... not a single one of theirs ships have weapons mounted.
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: Zaphide on April 26, 2013, 06:09:17 AM
I think you forgot the variants folder for Shadowyards HI ... not a single one of theirs ships have weapons mounted.

Damn, I had specified them as just the hull in the fleet, so yeah ships with no guns... Sigh...  :P

I have fixed and there is a new version 0.31.

Sorry for the bother!   :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: dogboy123 on April 26, 2013, 06:13:13 AM
Hmm... this looks nice, maybe I'll check it out :P
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: MShadowy on April 26, 2013, 06:26:45 AM
I think you forgot the variants folder for Shadowyards HI ... not a single one of theirs ships have weapons mounted.

Damn, I had specified them as just the hull in the fleet, so yeah ships with no guns... Sigh...  :P

I have fixed and there is a new version 0.31.

Sorry for the bother!   :)

Hmmm... sounds like a problem I had when working out the Variant Selector actually.  I wonder what could be wrong.

Edit:  Looking through the folders, it looks like SHIVariantSelector didn't get into the file, so I'm going to try importing it in the various "X"SpawnPoint java files and seeing if I can integrate it.

E: E:  Alright, that wasn't too hard.

The attached file is just the SHIVariantSelector under a different name, but could easily be expanded to include all ships in the mod.  Because the fleet selection gets called by a different .java file in this case, there's no need to bother CollectionUtils and weighted random fleet selections, so all that really needs to be done (besides importing the script) is to tell the spawning script (e.g. AttackFleetSpawnPoint) to randomize the Fleet, like so:

Code
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
ExerelinVariantSelector.randomizeFleet(fleet);
fleet.setPreferredResupplyLocation(getAnchor());

The VariantSelector script works by looking for a specific string in a ships variant ID when it spawns a fleet, this being "_Hull," and then replacing it with a variant from a hash mapped list.  Unfortunately when it doesn't work you get unarmed ships scooting about your solar system, which is exactly the problem reported, though in this case the script simply wasn't implemented rather than wrongly implemented, which was the problem I had been having when I was first trying to implement this.

[attachment deleted by admin]
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: sarducardun on April 26, 2013, 09:03:37 AM
I have found a weird bug. Playing as valkyrians the first fleet invasion fleet is valkyrians, then the team maxi ally becomes independents in every way from the fleets the have to what's in their stations. As I said: very weird.
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: sarducardun on April 26, 2013, 10:06:55 AM
Okay half of my council fleets are named 'Independent' as well but they have council ships.
Title: Re: Exerelin - Dynamic System and Faction War - v0.3
Post by: CopperCoyote on April 26, 2013, 01:45:53 PM
If i choose hegemony and a brown hegemony fleet shows up is it my ally? I haven't had a chance to interact with that fleet yet.
Hmmm the last scenario you mention shouldn't be possible, and it hasn't in any of my testing... Can you please make sure both you and them are Hegemony? If you both are then that's a bug... :( However, Rebel fleets will impersonate a faction and will be named something like "Rebel Hegemony Blockade Fleet", and they will be at war with you (if you are Hegemony) so that maybe what you are seeing?

It is hegemony out-system attack fleet. When i interact with them they're neutral to me. I chose hegemony, and free. When the pop-up happened i thought i was getting a free station, but when i looked at the map they were brown instead of green like the one that spawned when i first started the game. It is still version .1 in case it matters. I still haven't gotten to .3 yet.

I'd like to make a suggestion for the fleet names. While out-system is perfectly understandable it could have a smoother name. Like extrasolar. I forget which prefix is for in though. I want to say intr. Like intravenous or introverted.

I suppose it is largely a stylistic thing though. If your fleets are labeled planetary defence fleet 1-5, and your attack fleets are labeled A-E then out-system is part of that flavor. It would be very interesting to have different naming conventions based on faction though. Like the transports used for station supplies.

That's enough rambling for now. I want to try .31
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: Zaphide on April 26, 2013, 02:21:40 PM
I have found a weird bug. Playing as valkyrians the first fleet invasion fleet is valkyrians, then the team maxi ally becomes independents in every way from the fleets the have to what's in their stations. As I said: very weird.

Okay half of my council fleets are named 'Independent' as well but they have council ships.

Hmmm I'm not quite sure what to make of this one. If you play as valkyrians then your fleets should be something like "Player valkyrian Defense Fleet", "Player valkyrian Attack Fleet" etc. Likewise, if you play as Council, you fleets will be named "Player council Defense Fleet". I just played a couple of games and all seemed to be OK?

If anything goes wrong setting up a chosen faction, Exerelin will default your faction to Independent, so perhaps that is what is happening? If possible, can you delete the Exerelin folder (in the mods folder) and re-download 0.31?
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: Zaphide on April 26, 2013, 02:30:29 PM
@MShadowy

Ah OK, now I understand why they were just hulls :) Exerelin builds it's fleets based on the fleet specified in the .faction file. Once built, it'll remove ships until the station has enough resources to build the fleet and then it will spawn. It is the same code that does this for all factions, the differences are just in the .faction files fleet compositions. I'd probably prefer to keep this approach as it makes it a lot easier when adding other factions and just generally managing the code.

I'm hoping Alex will add a getAllVariantsForShipId() API method at some point (if there is something like that I haven't found it) which would make things like this a lot easier :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: sirboomalot on April 26, 2013, 04:13:42 PM
Alright, I too have had a faction turn into independents, my own. Basically, here I was with three dominators two lashers and a hound trying to defend my three pirate stations against the combined alliance of gedune, council, and lotus. The station defence fleets were completely wiped out, the council were everywhere with their particularly powerful ships, and I was assassinating boarding ships (in-system station attack fleets) in order to keep my stations alive. We had just ended up at peace with the lotus conglomerate when the white background of death reared its ugly head, and I saved my game, restarted starsector, and re-loaded. I don't actually know when the change from pirates to independents was made, nor even if it was before or after the save since I had already made a later save by the time i realized that I was no longer a pirate, but by the time I had finally fought off the other enemy ships and boarders until peace once again reigned in the system, I looked at my fleets and stations and realized that I was independent.

Hopefully the in-depth story will help you to find the bug.

Also, I noticed that once the stations and fleets in the system get up to full power, it is near-impossible for fleets of other allegiances to get a foot-hold past all of the defense fleets when the new arrivals are immediately beset upon by an alliance of three. I noticed a poor antediluvian fleet arrive in the system to be attacked by that triple-threat, and the only thing that remained of them after just a couple in-game days was a fully armed antediluvian capital ship taking part in the attack of my own stations, having been captured by an already large council fleet. I suspect that the fleets such as this are going to need a bit of an increase in power before they are able to really affect much.

Also, I would love for there to be an option for even more than the current number of planets and stations available, even if it does result in a bit of overlapping.

Edit: Oh, and one more thing, the regular attack fleets, while sent out in a time of war, will continue to fly around the opposing stations long after a peace has been reached.
Title: Re: Exerelin - Dynamic System and Faction War - v0.31
Post by: Zaphide on April 26, 2013, 07:55:30 PM
@sarducardun

@sirboomalot

Ugh damn really sorry, silly dumb mistake on my part, unfortunately I play as Independent quite a bit and hadn't noticed it! Please grab new version 0.32, but you will need to start a new game :(

RE late game station attack fleets:
Yeah this is an issue. I've got an idea for a change that should alleviate some of this issue, just need to implement it. Next version :)

RE more game setup options:
Yep will do. Next version :)

RE attack/defense fleet not responding quickly to relationship changes:
Yeah another thing I have been meaning to implement. Next version :)


Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: sirboomalot on April 26, 2013, 08:58:48 PM
The front-page link is give'n me a 404 error...
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 26, 2013, 10:32:07 PM
The front-page link is give'n me a 404 error...

Sorry, laptop went to sleep before sync finished :( Should be up in a couple of minutes.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Uomoz on April 27, 2013, 03:18:39 AM
This mod takes SO many things right.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: sarducardun on April 27, 2013, 04:21:17 AM
New version works fine. Thanks a bunch for this awesome mod.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: theSONY on April 27, 2013, 05:16:08 AM
so far so good, but some old bugs still present like:
friendly faction attacks
2,3,4 ect. stations at one planet
& some issue : when NEW faction apears in the system they dont have a chance to start any action on totally occupied system, maybe add more fleets that will attack same station (do not spread them in all system) so maybe 3-4 attacking bigg fleets
& one last thing that just disturbed me , but words are not enough
Spoiler
(http://i.imgur.com/3SmZHa7.png?1?9987)
[close]
                                                                                                                                                    ::)
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 27, 2013, 07:23:46 AM
so far so good, but some old bugs still present like:
friendly faction attacks
2,3,4 ect. stations at one planet
& some issue : when NEW faction apears in the system they dont have a chance to start any action on totally occupied system, maybe add more fleets that will attack same station (do not spread them in all system) so maybe 3-4 attacking bigg fleets
& one last thing that just disturbed me , but words are not enough
Spoiler
(http://i.imgur.com/3SmZHa7.png?1?9987)
[close]
                                                                                                                                                    ::)

Yeah still a few annoying things...  :P

For the next version I've changed the faction-comeback a bit so they'll spawn up to three (approx 40% larger than they are now) fleets to take a station. Once/If it is conquered they will hang round for a while to help defend, and they will all put resources in so it should get off to a good start. I don't want to go too far and have a faction come in from Out-System and blitz the field though... :)

Unfortunately Friendly-faction attacks may not be that solvable by me. I'm working on a re-work of the faction relationship/diplomacy stuff that will hopefully let me do a few other interesting things, but a player attacking an ally, and not triggering 'hostile'... I'm not sure I'll be able to solve that one just yet... :(

Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Uomoz on April 27, 2013, 08:06:28 AM
so far so good, but some old bugs still present like:
friendly faction attacks
2,3,4 ect. stations at one planet
& some issue : when NEW faction apears in the system they dont have a chance to start any action on totally occupied system, maybe add more fleets that will attack same station (do not spread them in all system) so maybe 3-4 attacking bigg fleets
& one last thing that just disturbed me , but words are not enough
Spoiler
(http://i.imgur.com/3SmZHa7.png?1?9987)
[close]
                                                                                                                                                    ::)

Yeah still a few annoying things...  :P

For the next version I've changed the faction-comeback a bit so they'll spawn up to three (approx 40% larger than they are now) fleets to take a station. Once/If it is conquered they will hang round for a while to help defend, and they will all put resources in so it should get off to a good start. I don't want to go too far and have a faction come in from Out-System and blitz the field though... :)

Unfortunately Friendly-faction attacks may not be that solvable by me. I'm working on a re-work of the faction relationship/diplomacy stuff that will hopefully let me do a few other interesting things, but a player attacking an ally, and not triggering 'hostile'... I'm not sure I'll be able to solve that one just yet... :(



It's possible, I solved it like this:

Code
private void Betrayal_n_Resign() {
        CargoAPI player_cargo = Global.getSector().getPlayerFleet().getCargo();
        if (player_factionapi.getRelationship("independent") < player_factionapi.getRelationship("independent_extra")) {player_factionapi.setRelationship("independent_extra", player_factionapi.getRelationship("independent"));}
        if (player_factionapi.getRelationship("independent_extra") < player_factionapi.getRelationship("independent")) {player_factionapi.setRelationship("independent", player_factionapi.getRelationship("independent_extra"));}
        if (player_factionapi.getRelationship("pirates") < player_factionapi.getRelationship("pirates_extra")) {player_factionapi.setRelationship("pirates_extra", player_factionapi.getRelationship("pirates"));}
        if (player_factionapi.getRelationship("pirates_extra") < player_factionapi.getRelationship("pirates")) {player_factionapi.setRelationship("pirates", player_factionapi.getRelationship("pirates_extra"));}
        if ("Sovereign".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(hegemony.getId()) + player_factionapi.getRelationship(interstellarFederation.getId());}
        else if ("Supremacy".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(tritachyon.getId()) + player_factionapi.getRelationship(shadow_industry.getId());}
        else if ("Pirate".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(pirates.getId()) + player_factionapi.getRelationship(junk_pirates.getId()) + player_factionapi.getRelationship(gedune.getId());}
        else if ("Corporate".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(neutrinocorp.getId()) + player_factionapi.getRelationship(blackrock_driveyards.getId());}
        else if ("Invaders".equals(uscData.player_bloc_name)) {player_bloc_sum = player_factionapi.getRelationship(thulelegacy.getId()) + player_factionapi.getRelationship(valkyrian.getId());}
        if (player_bloc_sum < old_player_bloc_sum) {
            Global.getSector().addMessage("You betrayed the " + uscData.player_bloc_name + " Bloc! The factions turned hostile to you. Every communication is now blocked.", Color.RED);
            uscData.player_bloc_name = "HARDCORE";
            uscData.player_faction_name = "NOFAC";
            uscData.player_faction_id = "player";
            Bloc_Factions(uscData.player_bloc_name);
            player_factionapi.setRelationship(faction_1.getId(), -1);
            player_factionapi.setRelationship(faction_2.getId(), -1);
            player_factionapi.setRelationship(faction_3.getId(), -1);
        }

Basically checks each day if your relationship is even slightly lower the the day before and if that's true trigger the betrayal.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Sproginator on April 27, 2013, 08:16:06 AM
I would like it so that, if you get powerful, just like in sins of a solar empire, your allies rally up to thwart you :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: ArthropodOfDoom on April 27, 2013, 09:03:44 AM
Is it possible to have the mod without all the other factions?
I like playing "vanilla" in terms of factions and ships, but this engine conversion/modification is fine.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: theSONY on April 27, 2013, 12:05:46 PM
--- bug with 0 crew in station still present (solution: buy them & vent them in the space, you will end up with no crew so buy nen ones)
Question;is Valkyrians are original or Uomoz's balanced ? cuz they are far from "balanced"
Spoiler
(http://i.imgur.com/qJobA83.png?1?8456)
[close]
im bored & i think you can cut the spawn rate cuz it's a bit annoying to chase the little ones

BUT i like the changes so far & i hope the updates will be as much as fast as it is for now :]
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: ArkAngel on April 27, 2013, 12:46:24 PM
so i downloaded the mod and got to ask what file do extract to the mod folder cause their apears to be 4 of them...
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: sarducardun on April 27, 2013, 01:19:55 PM
I'm with Sony on valkyrians. Their frigates are the fastest and have some serious firepower with 4 pointers rivalling lashers if outfitted well, plus they are far faster than hounds. I do think they need some work though I love the sprites and weapons.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Talkie Toaster on April 27, 2013, 01:22:59 PM
I think the rebel blockade fleets might need a little tuning. Playing as Council, as soon as I get a slight upper hand my stations get swamped by 3-cap-ship blockade fleets that prevent me advancing further as my defensive fleets are all frigate-size. Perhaps blockade fleets should be based on the fleet size of the station fleets, or at least be limited to 1-2 stations at a time?
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: theSONY on April 27, 2013, 01:39:40 PM
so i downloaded the mod and got to ask what file do extract to the mod folder cause their apears to be 4 of them...

well if you got windows  just download RAR file extrack it
you will have now 2 folders "__MACOSXput" & "Exerelin" 
put Exerelin in the MOD folder in the game & __MACOSXput you can delete
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: PCCL on April 27, 2013, 01:44:45 PM
I second the vanilla version, not that the races aren't good, but they're quite overwhelming since I'm used to just the good ol' lore
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: SteelRonin on April 27, 2013, 03:10:58 PM
Got another one, this was while picking the ship, it said a hull ID was missing, but i forgot where the log is, can someone tell me?
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: theSONY on April 27, 2013, 03:28:59 PM
Got another one, this was while picking the ship, it said a hull ID was missing, but i forgot where the log is, can someone tell me?
\STARSECTOR\starsector-core
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: ArthropodOfDoom on April 27, 2013, 03:44:09 PM
If Zaphide doesn't want to upload a vanilla-factions version for 0.32, could at least get some pointers to doing it myself?
I only know a little python, and I'm not sure if that will translate well to modding for Starsector in Java.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 27, 2013, 04:08:36 PM
@Uomoz

Thanks, looks great! It'll be slightly different but main idea is the same. No idea why I didn't think about doing that... :)

I would like it so that, if you get powerful, just like in sins of a solar empire, your allies rally up to thwart you :)

Yeah, I'm reworking the relationship/diplomacy stuff so I can do things like this :) could be a while away though...

Is it possible to have the mod without all the other factions?
<snip>

I second the vanilla version <snip>

Good idea, was thinking about this as I also like playing just with the Vanilla factions sometimes. Will implement for next version :)

If Zaphide doesn't want to upload a vanilla-factions version for 0.32, could at least get some pointers to doing it myself?
I only know a little python, and I'm not sure if that will translate well to modding for Starsector in Java.

... and if you want to do it now:
 - Go to mods/Exerelin/data/scripts/world/exerelin/ExerelinData.java
 - Change the possibleFactions array (right at the top) to only list the factions you want to play with :)
   - Leave "player" and at least two other at a minimum
   - i.e
Code
private String[] possibleFactions = new String[] {"player", "hegemony", "tritachyon" };
- That's it!
 - EDIT: I should add that this will play havoc with saved games using other factions so be careful not to mix

--- bug with 0 crew in station still present (solution: buy them & vent them in the space, you will end up with no crew so buy nen ones)
Question;is Valkyrians are original or Uomoz's balanced ? cuz they are far from "balanced"
Spoiler
(http://i.imgur.com/qJobA83.png?1?8456)
[close]
im bored & i think you can cut the spawn rate cuz it's a bit annoying to chase the little ones

BUT i like the changes so far & i hope the updates will be as much as fast as it is for now :]

Yeah 0 crew bug still around.

Valkyrians, yeah they are a bit too powerful in relation to the other races (I also think the problem is partly to do with their super-cap ships), but they are a good complete faction. I kind of see them as a difficulty decider: pick at start if you want an "easier game", if they spawn as an enemy then it's a "harder game". I may slightly lower the max size of their fleets to compensate slightly.

Got another one, this was while picking the ship, it said a hull ID was missing, but i forgot where the log is, can someone tell me?

Which ship were you picking? Starter ship or later in the game from a station?
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: ArthropodOfDoom on April 27, 2013, 05:57:46 PM
AWESOME! Thank you so much!
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: ValkyriaL on April 27, 2013, 07:26:49 PM
The balance issue would be sorted out if you used the military variants instead of advanced ones as intended, and not use the royal armada as a base for all the fleets. :P
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: theSONY on April 28, 2013, 01:09:09 AM
The Lotus Conglomerate ships & nomads have no ship systems
 i dunno did Uomoz's add it in his mod or you have some old lotus version
maybe LORD Uomoz should send you his faction modification cuz i think it would be just lovley :]
but i doubt it because that will decrease his mod followers size ;p
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: SteelRonin on April 28, 2013, 02:31:58 AM
Here you go!

80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 187.49 MB of texture data so far
81094 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
154219 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: ValkyriaL on April 28, 2013, 02:50:51 AM
The Lotus Conglomerate ships & nomads have no ship systems
 i dunno did Uomoz's add it in his mod or you have some old lotus version
maybe LORD Uomoz should send you his faction modification cuz i think it would be just lovley :]
but i doubt it because that will decrease his mod followers size ;p

Lotus and Nomads are extremely outdated as observed, Nomads will be updated by Trylobot once 0.6 is out and lotus is abandoned, they will never get updated.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Silver Silence on April 28, 2013, 04:26:49 AM
Here you go!

80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 187.49 MB of texture data so far
81094 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
154219 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


Is that an out-of-memory crash? That looks similar to the crash that happened in Ascendancy with the background imagery being way too big for lightweight computers to handle.
Other than that, it looks like the game tried to look for thin air, and got just that. Thin air.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 28, 2013, 05:32:24 AM
The balance issue would be sorted out if you used the military variants instead of advanced ones as intended, and not use the royal armada as a base for all the fleets. :P

Ah gotcha :) Will do some play testing with the M variants.

The Lotus Conglomerate ships & nomads have no ship systems
 i dunno did Uomoz's add it in his mod or you have some old lotus version
maybe LORD Uomoz should send you his faction modification cuz i think it would be just lovley :]
but i doubt it because that will decrease his mod followers size ;p

I'll look at this. I'm not quite sure where balance is quite yet. The Nomad's could definitely do with some ship systems but Lotus Conglomerate seem to do fairly well without (admittedly not as fun). More play testing... :P

Here you go!

80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
80282 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 187.49 MB of texture data so far
81094 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
154219 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


Is that an out-of-memory crash? That looks similar to the crash that happened in Ascendancy with the background imagery being way too big for lightweight computers to handle.
Other than that, it looks like the game tried to look for thin air, and got just that. Thin air.

Yeah I don't think this is related to a missing variant... There is a bit of *interesting* code I wrote that determines a hull id from a variant id, but I don't think it would throw this error, and certainly not in the combat system...
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: theSONY on April 28, 2013, 10:13:24 AM
maybe cancel all the "small" fleets that have "attack" staton order cuz they are extremely annoying & makes the game bid boring to endlessly chase them down           maybe just let them wander with no purpose in the system aka- patrol
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: sirboomalot on April 28, 2013, 12:56:53 PM
I don't know, those attack fleets are kinda important to people who haven't yet built up a good fleet, and they usually don't hurt much. I do however think that having a few fleets wander the system would be a good idea. They can be patrolling in times of peace, hoping to intercept supplies in times of war, and overall will add to he mod to where not every ship is either camping a station or moving to a new station.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: SteelRonin on April 28, 2013, 01:44:57 PM
I only had this error on first startup, its perfectly fine now though
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 29, 2013, 02:39:17 AM
maybe cancel all the "small" fleets that have "attack" staton order cuz they are extremely annoying & makes the game bid boring to endlessly chase them down           maybe just let them wander with no purpose in the system aka- patrol

I don't know, those attack fleets are kinda important to people who haven't yet built up a good fleet, and they usually don't hurt much. I do however think that having a few fleets wander the system would be a good idea. They can be patrolling in times of peace, hoping to intercept supplies in times of war, and overall will add to he mod to where not every ship is either camping a station or moving to a new station.

Yeah I have been toying with this idea. I think it would be good to move a couple of fleets from guard/attack duties to patrol (if peace) and raid (if war). Will do for next version :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Sproginator on April 29, 2013, 03:46:02 AM
Sounds good :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: theSONY on April 29, 2013, 04:41:30 AM
its me again  (http://www.youtube.com/watch?feature=player_detailpage&v=mFN6NlgHW6c#t=53s)
can you chante the time that NEW faction will spawn (6 months it's bit too long)
also maybe on New game set at every 2-4 station per faction at the new game cuz i think 4 (includes player) faction spawning at the begining is low , so maybe when yo choose 10 stations per system it will spawn 5 factions (including player) if set 20 stations per system it will set 10 factions OR just spawn everyone & watch the mayhem ;P
& last thing  if player looses last station there must be spawn more fleets cuz that 1 can do manure ;p + even if capture anything its impossible to grown back cuz player is overwelmed by other's
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Sproginator on April 29, 2013, 04:45:29 AM
A configurable options portion located at the top of the script would be a great addition, for skirmish type modes
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Chronosfear on April 29, 2013, 05:27:56 AM
hey,
excellent mod so far.

but i would love to be asked a couple of more questions at the beginning if possible
"Should faction x appear in this sector? "
  answer  : A simple YES or NO
and for all faction already built in.

maybe someone would like to stick to vanilla or doesn't like a specific faction for some reason.

chronosfear

Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 29, 2013, 05:34:35 AM
its me again  (http://www.youtube.com/watch?feature=player_detailpage&v=mFN6NlgHW6c#t=53s)
can you chante the time that NEW faction will spawn (6 months it's bit too long)
also maybe on New game set at every 2-4 station per faction at the new game cuz i think 4 (includes player) faction spawning at the begining is low , so maybe when yo choose 10 stations per system it will spawn 5 factions (including player) if set 20 stations per system it will set 10 factions OR just spawn everyone & watch the mayhem ;P
& last thing  if player looses last station there must be spawn more fleets cuz that 1 can do manure ;p + even if capture anything its impossible to grown back cuz player is overwelmed by other's

A configurable options portion located at the top of the script would be a great addition, for skirmish type modes

Ah I'm ahead of you already! :P

I have added the following starting question:
When you arrive at Exerelin, how many other factions are there with you initially?

With the following options:
1 other Faction
3 other Factions
6 other Factions
All factions you know of!
1 familiar face [Vanilla Only]
A few old friends [Vanilla Only]

1 other faction + no respawn pretty much equals a dual. All factions + largest amount of planets/stations is fun!
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 29, 2013, 05:39:36 AM
hey,
excellent mod so far.

but i would love to be asked a couple of more questions at the beginning if possible
"Should faction x appear in this sector? "
  answer  : A simple YES or NO
and for all faction already built in.

maybe someone would like to stick to vanilla or doesn't like a specific faction for some reason.

chronosfear



Thanks for the feedback :)

See above for some stuff in the next release.

I probably won't include an option to add/remove each faction at the game setup (as that would be A LOT of question/answer pages) but I have included a vanilla only setting. And I start a LOT of new games  :)

Also, somewhere back in the thread I outlined how to set the factions specifically. I'll add it to the initial post as well so that it's slightly more obvious (as it is very easy to edit the file and restrict specific factions).
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: CopperCoyote on April 29, 2013, 04:14:15 PM
An interesting thing happens with CTRL+clicking and 0 crew bug. You can pick up infinite stacks of them. It then spread to all my different crew levels and it wiped out 3k regulars. I'm glad it wasn't a hardcore save.

This was on version .32 for future reference.

Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: sirboomalot on April 29, 2013, 04:26:54 PM
I am greatly looking forward to the next release, any idea for when we can get it? Will you be adding any more factions to the mod such as the neutrinos?
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 29, 2013, 04:49:43 PM
An interesting thing happens with CTRL+clicking and 0 crew bug. You can pick up infinite stacks of them. It then spread to all my different crew levels and it wiped out 3k regulars. I'm glad it wasn't a hardcore save.

This was on version .32 for future reference.



Yeah I need to fix this but i can't ever seem to catch it happening, I just notice it later in the game. I think I might just need to handle it if it happens rather than preventing it. It would be quicker to implement like that but not as nice... :)

I am greatly looking forward to the next release, any idea for when we can get it? Will you be adding any more factions to the mod such as the neutrinos?

Hopefully very soon, I'm reworking the faction relationship stuff a lot, which should make the faction interaction make a bit more sense (and player attacking ally not resulting in a war will be fixed). It is mostly done but needs a bit of tweaking :)

As for neutrinos, im a bit dubious as the auto-resolve tends to give them a too good advantage. I'll get in contact with the author anyway and see how it plays out.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: CopperCoyote on April 29, 2013, 05:24:53 PM
I don't have a lot of helpful info. It was year 207 & at one of my oldest stations. I rarely needed to go there because after the first couple of months i had destroyed 2 of the other 3 factions already. (rushing FTW) I'm not sure if it was my first station or one i had captured. It was also free trade, and i was about to be attacked by rebels. (they had spawned and were approaching)


What is the targeting priority for attack fleets? I thought it was whichever station is nearest, but they sometimes went for other, much further, stations.

What is the criteria for spawning atlases? My stations seem to rarely spawn them, but the other factions spawned tons of 'em. It was nice at first because i'd be able to get lots of supplies for big defence fleets, but then became a hassle because they couldn't chase down the single atlases very well. So i'd have to chase them or suffer the base under attack spam. After a while i was able to cut them off at the source, but then i noticed i had no atlases taking their stations.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Sproginator on April 29, 2013, 11:47:23 PM
its me again  (http://www.youtube.com/watch?feature=player_detailpage&v=mFN6NlgHW6c#t=53s)
can you chante the time that NEW faction will spawn (6 months it's bit too long)
also maybe on New game set at every 2-4 station per faction at the new game cuz i think 4 (includes player) faction spawning at the begining is low , so maybe when yo choose 10 stations per system it will spawn 5 factions (including player) if set 20 stations per system it will set 10 factions OR just spawn everyone & watch the mayhem ;P
& last thing  if player looses last station there must be spawn more fleets cuz that 1 can do manure ;p + even if capture anything its impossible to grown back cuz player is overwelmed by other's

A configurable options portion located at the top of the script would be a great addition, for skirmish type modes

Ah I'm ahead of you already! :P

I have added the following starting question:
When you arrive at Exerelin, how many other factions are there with you initially?

With the following options:
1 other Faction
3 other Factions
6 other Factions
All factions you know of!
1 familiar face [Vanilla Only]
A few old friends [Vanilla Only]

1 other faction + no respawn pretty much equals a dual. All factions + largest amount of planets/stations is fun!

A "random variables" option would then be good so that we don't lose that randomness to your mod
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: ValkyriaL on April 29, 2013, 11:49:15 PM
Can the player capture stations? i know i can cut off their supply and such and prevent them from caping by killing supply convoys, but i haven't figured out if i can cap myself.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 30, 2013, 05:06:54 AM
I don't have a lot of helpful info. It was year 207 & at one of my oldest stations. I rarely needed to go there because after the first couple of months i had destroyed 2 of the other 3 factions already. (rushing FTW) I'm not sure if it was my first station or one i had captured. It was also free trade, and i was about to be attacked by rebels. (they had spawned and were approaching)


What is the targeting priority for attack fleets? I thought it was whichever station is nearest, but they sometimes went for other, much further, stations.

What is the criteria for spawning atlases? My stations seem to rarely spawn them, but the other factions spawned tons of 'em. It was nice at first because i'd be able to get lots of supplies for big defence fleets, but then became a hassle because they couldn't chase down the single atlases very well. So i'd have to chase them or suffer the base under attack spam. After a while i was able to cut them off at the source, but then i noticed i had no atlases taking their stations.

The targeting priority for attack fleets and station attack ships should be nearest enemy station. If the attacking faction is not at war with the nearest stations owner then it will look further afield for suitable target.

Atlases spawn fairly regularly (like 1 in 10 days or so) from each station. Your factions stations should also spawn atlases (provided they have enough of each resource).

A "random variables" option would then be good so that we don't lose that randomness to your mod

It will still be random, so the 3 factions option picks 3 other factions randomly from all available factions, like wise but with 1 for the 1 other faction options. If you select the Vanilla options, it will just use the original vanilla factions instead of all the available ones.

Can the player capture stations? i know i can cut off their supply and such and prevent them from caping by killing supply convoys, but i haven't figured out if i can cap myself.

Nah the player can't conquer stations, only the single atlas ships or the out system fleets can. Your factions stations will spawn takeover atlases if your faction is at war with any faction (or there are still abandoned ones around). The idea is that stations should only be conquered once all (or at least most) of the defense fleets are destroyed, as pretty much anything can kill an atlas :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Sproginator on April 30, 2013, 06:41:07 AM
So if I specify that I want 30 factions?
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Zaphide on April 30, 2013, 05:09:10 PM
So if I specify that I want 30 factions?

Well, if you select the 'all factions' option all 15 (i think it is) will start. The choice is only for which factions start, the others can come later (unless you choose vanilla option, then only the 4 vanilla factions will ever appear).
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Dante80 on May 01, 2013, 12:33:51 PM
Lotus and Nomads are extremely outdated as observed, Nomads will be updated by Trylobot once 0.6 is out and lotus is abandoned, they will never get updated.

never say never.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Silver Silence on May 01, 2013, 12:51:01 PM
NEVARRRR  :P

Also very long time no see, Dante.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: conorano on May 01, 2013, 01:17:47 PM
HES ALIVE!!!

quick, someone check if hes not a zombie or something!  :P

hope this is an i'm back message and not just a random one
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: theSONY on May 01, 2013, 02:08:42 PM
Uomoz would say:" it's a bot"  ;D
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Uomoz on May 01, 2013, 03:26:07 PM
BOT CONFIRMED.
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: ValkyriaL on May 01, 2013, 03:42:51 PM
**** **** he is back!? it has to be a bot! but i guess they will also get updated in time to 0.6 then. :P
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Dante80 on May 01, 2013, 10:02:23 PM
(http://kompulsa.com/it/images/spambot.jpg)

NICE TO MEET YOU.
My name is Hadiza.I am a female I was impressed when i saw your profile
today at www.ultimate-guitar.com and I will like to established
a long lasting relationship with you.
In addition,i will like you to reply me through my private email box
([email protected]) So i can give you my pictures, for you to know and see whom i
am and I believe we can move from here! waiting to hear from you soonest.
(Remember the distance or colour even religion does not matter but love matters alot in life)
please contact me here... ([email protected])
Hadiza..

 ;D

Nice to see everyone, it has indeed being a very long time...C:

...ok. I really love the direction the game is going these last months, it has been a looooong time since I last played though. Those filthy Lotus Pirates need a lot of work, the look of their hulls is starting to match their outdated/unbalanced nature.

Sinking deep in the black depths of Eve Online, together with an unhealthy amount of work hours in the hoppy certainly does not help too. I really cannot make any promises for this month, but rest assured those picaroon will be coming back.

With a Vengeance...scratch that, they dont want that hull...XD
Title: Re: Exerelin - Dynamic System and Faction War - v0.32
Post by: Silver Silence on May 01, 2013, 10:19:37 PM
*notsureifshouldclickreportbutton*  ::)



Can't wait to see some new hulls and ship systems on the Lotus Pirates.
Title: Re: Exerelin - Dynamic System and Faction War - v0.4
Post by: Zaphide on May 02, 2013, 04:13:40 AM
Just uploaded an update :)

Code
0.4
 - Added neutrino faction
 - Added new diplomacy system
   - Added war weariness for faction fighting constantly in a war
   - Added dislike for leading faction and like for losing faction
   - Added check for player betrayal and peace treaty break
 - Added extra system size start config options
 - Added start config to set starting number of attack fleets
   - Added vanilla only settings for starting factions
   - Added start config for respawn wait time (if respawn is selected)
 - Added extra starting ships for each faction
 - Added patrol fleets that spawn from station
 - Added ship systems to Nomad and LotusConglomerate factions

 - Changed the balance of some factions slightly
 - Changed valkyrian and council fleet composition slightly
 - Changed off map attack fleets to spawn more fleets if target station is rich (up to 3)
 - Changed Attack/Defense fleets to respond faster to relationship changes
 - Changed number of rebel fleets to take into account number of stations
 - Changed rebel fleets to spawn less frequently

 - Fixed out system attack fleets dropping too many resources sometimes
 - Fixed (hopefully) 0 crew/fuel/supplies/marines bug

It will not be save compatible sorry.
Title: Re: Exerelin - Dynamic System and Faction War - v0.4
Post by: Zaphide on May 03, 2013, 12:21:04 AM
Another update :P

Noticed an issue with the diplomacy calculation that meant not a lot was going on...

Update will be save compatible with v0.4 :)

Code
0.41
 - Changed rebel fleet to not hang around quite as long
 - Fixed an issue with diplomacy relationship calculations
 - Slightly reduced the penalty applied to a players dropped off resources
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: arcibalde on May 03, 2013, 12:34:35 AM
Just one technical thing, could you put version number in zip file name like, Exerelin_v0.41.zip or something cos i have like Exerelin(1), Exerelin(2), Exerelin(3), Exerelin(4), Exerelin(5) etc. It's just easier to track down mod version this way. Or you could ignore me...  ;D
Title: Re: Exerelin - Dynamic System and Faction War - v0.4
Post by: kupan9 on May 03, 2013, 12:38:06 AM
Sounds like fun. I will have to download it and start a new game now, so much for sleep. :D
If you are taking faction requests, the faction that has my favorite ship from Uomoz's mod is the Interstellar Federation (http://fractalsoftworks.com/forum/index.php?topic=2012.0). The Titan is just so much fun, especially with some select weapons from the Valkyrians.

I personally am not a fan of the Neutrino, but since you included such easy directions for disabling factions I don't like this is a non issue. Thank you for that.

I am not sure how the new diplomacy system works, but it will be interesting to find out. Is it fairly transparent via messages? If not could you please explain what you mean by
Quote
   - Added war weariness for faction fighting constantly in a war
   - Added dislike for leading faction and like for losing faction


(Everything below is based off of .32 unless stated otherwise in an edit later)

On to bugs, glitches, and corner cases.
On two separate games I had two factions spawn and head toward the same station. One of which had my player faction fight to the death with another factions spawn fleet before either had a station. I didn't catch for certain that they were heading to the same station or just two so close that they fought each other, but they certainly looked to be on a collision course before they moved to fight. If there isn't anything checking to make certain there isn't a duplicate station when issuing starting fleet orders, it might be worth doing. If there is, it might be worth changing it from station specific to each faction gets a different planet's station until you run out of planets (assuming more starting fleets in newer versions than the 4 in .32).

I had one alliance which kinda threw me, but I am not sure it was a bad thing at all. I was bombing the ever loving *expletive deleted* out of Tri Tach, I had manually declared war on them while we were about 5 stations to 5 stations and just kept driving them back and smashing their fleets. My faction had taken all but one of their stations with an atlas on the way to finish the Tri Tachs for good, when all of a sudden High Command had a thought (uh oh). Next thing I know, while scaring off the Tri Tachs last decent fleet from the atlas knocking on their station door, High Command declares a truce followed by an alliance. I paused at this point and had a little laugh. I don't know there is any real downside to this particular behavior but I needed to share it. If I had to pick a particular thing that I would change, it would probably be disallow alliances for a certain amount of time after a war, but in all the time I have been playing the mod this is the only time it has noticeably been a thing, so it is probably fine.

Suggestions
It would be great if you could order atlas' to attack a specific station. It could probably be pretty easily doable by having a token item that you can buy and sell at the station you want to take over. If you looked at the Modular Fleet (http://fractalsoftworks.com/forum/index.php?topic=5873.0)'s source for the fleet supply order tokens it would probably provide a nice template for how to accomplish this. I would probably set it out as this:
1. Buy Atlas Transponder for 10k-20k
2. Sell Atlas Transponder at target station, taking the difference in price as the loss for calling in the strike or supply drop.
3. When the Atlas Transponder is found in any station besides the player's starting station it calls an atlas to that station to either resupply that station if player owned, try to take over that station if owned by someone at war, or send a message that it is against the Rules of War to ambush a station without declaring war first for any neutral or allied stations.

If you are able to do token based interactions based on buying and selling, it could be fun to have tokens for other functions too, like :
1. Bribes: that give you different levels of chance to make an enemy into a neutral and neutrals into allies. Like 2k for a 5% chance 10k for a 20% chance etc. Make the logic for breaking an alliance have a second check with a 50% chance or so of not breaking the alliance if it was player chosen, just to make it last a little longer if it is a faction you really want to be allied with then spending the money might be worth it.
2. Supply Drops: Sell a Atlas Transponder to an allied station causes them to pick a random player faction station to send a normal supply fleet to and drop off the same sort of stuff as though it were a player faction of that faction resupplying itself.
3. Attack Fleet Orders: I sometimes find myself in an untenable position(that is good) where I am destroying enemy fleets but my faction can't keep up and is getting ground down. It would be nice if I could spend my money to order fleets to join the fight, maybe at 80% the total cost of the fleet and after buying the Attack Fleet it would spawn a fleet from the nearest player faction station. I am not sure how well this idea would balance so I would probably ignore it till the mod is a little more rounded than it currently is, assuming it goes in the direction that would make this feature a viable part of the flavor and mechanics set you are building.

Is there any chance to add the option in the starting menu to pick a "nemesis" or "rival" faction? I would personally like them to work something like this:
1. Forces them to be part of or in addition to the normal starting factions at world spawn.
2. They cannot be allied with the Player Faction.
3. They have a higher likelihood of declaring war with the Player faction, and the Player faction has a higher chance to declare war with them.
Maybe have a bounty setup with a credit reward for killing certain fleet types, nothing huge but a couple thousand credits just to make it feel like you are being supported for killing their defense fleets. More of a flavor thing than a practical income source is what I am looking for I guess. Probably not doable easily enough to be justified for the bounties.

You should ask for some sort of chat filter to stop people from wall of texting with 3 point lists ;D

This is a great mod, I look forward to seeing where you take this. It would be interesting to see if you and Uomoz end up mega modding them together. Custom event fleets, dynamic wars, fifty bazillion factions. The chaos, the beautiful beautiful chaos.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Upgradecap on May 03, 2013, 01:56:59 AM
Weeeellll I had to try and do this.


>Downloads mod
>Butchers mod for own purposes
>Crashes the game.

::)
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 03, 2013, 03:24:24 AM
Just one technical thing, could you put version number in zip file name like, Exerelin_v0.41.zip or something cos i have like Exerelin(1), Exerelin(2), Exerelin(3), Exerelin(4), Exerelin(5) etc. It's just easier to track down mod version this way. Or you could ignore me...  ;D

Haha will do from now on :)

Sounds like fun. I will have to download it and start a new game now, so much for sleep. :D
If you are taking faction requests, the faction that has my favorite ship from Uomoz's mod is the Interstellar Federation (http://fractalsoftworks.com/forum/index.php?topic=2012.0). The Titan is just so much fun, especially with some select weapons from the Valkyrians.

I personally am not a fan of the Neutrino, but since you included such easy directions for disabling factions I don't like this is a non issue. Thank you for that.

I am not sure how the new diplomacy system works, but it will be interesting to find out. Is it fairly transparent via messages? If not could you please explain what you mean by
Quote
  - Added war weariness for faction fighting constantly in a war
   - Added dislike for leading faction and like for losing faction

Intersteller Federation is coming soon :)

It's not really very transparent but I think it would result in too much message spam. I will add some indicators if it becomes necessary. Perhaps things along the lines of "<faction> grows restless..." and so on.

War weariness dictates how keen a faction is for a war. The longer they are involved in a war the less likely they are to go to war with anyone else and the more likely they are to end their current war. It also works the other way, so no war means factions are keen for a fight :)

As for the second point, factions tend to dislike the faction with the most stations, and have less of a problem with the faction with the least stations. It's not as finegrained as I wanted it to be, but the groundwork is there to build a better system on.

Overall it should mean less random changes. The next main things are to implement a few other bits and bobs:
 - Factions don't like having their stations taken over
 - If an ally takes over a station from a faction we hate, we like that ally more
 - etc.

On two separate games I had two factions spawn and head toward the same station. One of which had my player faction fight to the death with another factions spawn fleet before either had a station. I didn't catch for certain that they were heading to the same station or just two so close that they fought each other, but they certainly looked to be on a collision course before they moved to fight. If there isn't anything checking to make certain there isn't a duplicate station when issuing starting fleet orders, it might be worth doing. If there is, it might be worth changing it from station specific to each faction gets a different planet's station until you run out of planets (assuming more starting fleets in newer versions than the 4 in .32).

Yeah unfortunately there is no check. As you say, it is more of a corner case, and is completely dependent upon where a faction starts and the closest station. Declaring war right at the start shouldn't happen as much anymore so it might be partially fixed.

I had one alliance which kinda threw me, but I am not sure it was a bad thing at all. I was bombing the ever loving *expletive deleted* out of Tri Tach, I had manually declared war on them while we were about 5 stations to 5 stations and just kept driving them back and smashing their fleets. My faction had taken all but one of their stations with an atlas on the way to finish the Tri Tachs for good, when all of a sudden High Command had a thought (uh oh). Next thing I know, while scaring off the Tri Tachs last decent fleet from the atlas knocking on their station door, High Command declares a truce followed by an alliance. I paused at this point and had a little laugh. I don't know there is any real downside to this particular behavior but I needed to share it. If I had to pick a particular thing that I would change, it would probably be disallow alliances for a certain amount of time after a war, but in all the time I have been playing the mod this is the only time it has noticeably been a thing, so it is probably fine.

Haha yeah this kind of thing was the drive for the new diplomacy changes. There are now multiple thresholds that need to be passed before war/peace/alliance is declared between two factions, which should make it more of a stable process rather than just a random one.

It would be great if you could order atlas' to attack a specific station. It could probably be pretty easily doable by having a token item that you can buy and sell at the station you want to take over. If you looked at the Modular Fleet (http://fractalsoftworks.com/forum/index.php?topic=5873.0)'s source for the fleet supply order tokens it would probably provide a nice template for how to accomplish this. I would probably set it out as this:
1. Buy Atlas Transponder for 10k-20k
2. Sell Atlas Transponder at target station, taking the difference in price as the loss for calling in the strike or supply drop.
3. When the Atlas Transponder is found in any station besides the player's starting station it calls an atlas to that station to either resupply that station if player owned, try to take over that station if owned by someone at war, or send a message that it is against the Rules of War to ambush a station without declaring war first for any neutral or allied stations.

Completely agree that it would be great for the player to be able to direct attacks (both takeover attacks and attack fleets) but I am hoping there may be something in StarSector 0.6 that makes this easier (I think I read something about dialog boxes in Alex's preview patch notes) but if not then I'll look at the cargo item way. Just feels a bit clunky is all...


If you are able to do token based interactions based on buying and selling, it could be fun to have tokens for other functions too, like :
1. Bribes: that give you different levels of chance to make an enemy into a neutral and neutrals into allies. Like 2k for a 5% chance 10k for a 20% chance etc. Make the logic for breaking an alliance have a second check with a 50% chance or so of not breaking the alliance if it was player chosen, just to make it last a little longer if it is a faction you really want to be allied with then spending the money might be worth it.
2. Supply Drops: Sell a Atlas Transponder to an allied station causes them to pick a random player faction station to send a normal supply fleet to and drop off the same sort of stuff as though it were a player faction of that faction resupplying itself.
3. Attack Fleet Orders: I sometimes find myself in an untenable position(that is good) where I am destroying enemy fleets but my faction can't keep up and is getting ground down. It would be nice if I could spend my money to order fleets to join the fight, maybe at 80% the total cost of the fleet and after buying the Attack Fleet it would spawn a fleet from the nearest player faction station. I am not sure how well this idea would balance so I would probably ignore it till the mod is a little more rounded than it currently is, assuming it goes in the direction that would make this feature a viable part of the flavor and mechanics set you are building.

And yeah like above. Would love to be able to handle this stuff with some UI elements. The allies-helping-each-other thing is something I would really like to implement.

Is there any chance to add the option in the starting menu to pick a "nemesis" or "rival" faction? I would personally like them to work something like this:
1. Forces them to be part of or in addition to the normal starting factions at world spawn.
2. They cannot be allied with the Player Faction.
3. They have a higher likelihood of declaring war with the Player faction, and the Player faction has a higher chance to declare war with them.
Maybe have a bounty setup with a credit reward for killing certain fleet types, nothing huge but a couple thousand credits just to make it feel like you are being supported for killing their defense fleets. More of a flavor thing than a practical income source is what I am looking for I guess. Probably not doable easily enough to be justified for the bounties.

Could do. I was thinking along those lines, but having it randomly choose a 'max' relationship level (i.e cant ally with this faction or always at war with this other faction) at the start of each game for every faction. The nemesis idea could be good though, bit of a self-difficulty decider if you keep picking the hard factions as a nemesis :)

You should ask for some sort of chat filter to stop people from wall of texting with 3 point lists ;D

This is a great mod, I look forward to seeing where you take this. It would be interesting to see if you and Uomoz end up mega modding them together. Custom event fleets, dynamic wars, fifty bazillion factions. The chaos, the beautiful beautiful chaos.
Thanks :)

and yeah the ultimate mod ;D
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Sproginator on May 03, 2013, 08:41:13 AM
So much text, I've never seen so much on this forum
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: sirboomalot on May 03, 2013, 12:26:42 PM
Another mod you might consider adding is Thule Legacy, if it isn't already in the works. Otherwise, I am love'n the challenge of hold'n my own with the pirates while the system is full to the brim with all the awesome factions.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: kupan9 on May 03, 2013, 07:39:23 PM
So much text, I've never seen so much on this forum
Yah, you shouldn't look at half my other 12 posts then :P

Thanks for your response Zaphide. The new diplomacy system makes alot more sense now, and I like where it is going.

*edit*
Could you increase the box size for the changelog? It is a little irritating to have to copy/paste it to read it, and seems a little gratuitous to have it so small inside a spoiler block.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: theSONY on May 07, 2013, 03:57:00 AM
about v0.41
SyndicateASP - in system supply conv have no crew (no combat  ready ships)
& a little shrange thing http://imgur.com/a/5u3zr
it happens on 2 different games (but same mod ver.)
& is it just ME or there are some weapons that ain't delivered at the station (lances)

PS:
                                                                                                                   ::)
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: CopperCoyote on May 07, 2013, 03:09:32 PM
Would it be possible to have faction selection on more than one screen? I can see 15 right now, and maybe a 16th one, but more than that and i have no idea what is at the bottom of the list.

I noticed the ships don't get reset when stations change hands. Normally this doesn't matter, but when the player sells ships to a stations and then captures it all the sold ships are still there. I typically play on freebies mode so if i was more motivated i could have repeatedly sold the same ships over and over.

What is the criteria for spawning the balancing ships? (the pair of transports) I'd estimate that half of the time a faction thats not doing so well spawns one it has no personnel so when i catch them they surrender (or sabotage).
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: LostInTheWired on May 07, 2013, 06:06:55 PM
I'm having some good fun with this one, I have to admit.  It's nice to see a bit of that Mount and Blade feel with the crazy diplomacy going down.

To me, the only thing that's missing is the Omnifactory.  Still love that mod.  I'll have to find a way to integrate it so I can have even more fun.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 07, 2013, 07:14:28 PM
Thules Legacy

Yep this one will be added in a bit (after Thule releases his next main build, should be soon).

So much text, I've never seen so much on this forum
*edit*
Could you increase the box size for the changelog? It is a little irritating to have to copy/paste it to read it, and seems a little gratuitous to have it so small inside a spoiler block.

Hmm it looks alright for me (Firefox) might be a browser thing?

about v0.41
SyndicateASP - in system supply conv have no crew (no combat  ready ships)
& a little shrange thing http://imgur.com/a/5u3zr
it happens on 2 different games (but same mod ver.)
& is it just ME or there are some weapons that ain't delivered at the station (lances)

PS:
                                                                                                                   ::)

Whoops yeah missing some weapons for the vanilla factions, possibly others, I'll have a look through.

The no crew for in system convoys is a bug, fixed for next version.

Not sure about the no ships issue, possibly you tried to fight them when they were despawning?

Would it be possible to have faction selection on more than one screen? I can see 15 right now, and maybe a 16th one, but more than that and i have no idea what is at the bottom of the list.

I noticed the ships don't get reset when stations change hands. Normally this doesn't matter, but when the player sells ships to a stations and then captures it all the sold ships are still there. I typically play on freebies mode so if i was more motivated i could have repeatedly sold the same ships over and over.

What is the criteria for spawning the balancing ships? (the pair of transports) I'd estimate that half of the time a faction thats not doing so well spawns one it has no personnel so when i catch them they surrender (or sabotage).

Yeah I'll do a paged thing for faction selection for next release.

Ships in station should get cleared on takeover so I'll check it out.

Yeah the uncrewed convoys are a bug, I'll fix for next version.

 
I'm having some good fun with this one, I have to admit.  It's nice to see a bit of that Mount and Blade feel with the crazy diplomacy going down.

To me, the only thing that's missing is the Omnifactory.  Still love that mod.  I'll have to find a way to integrate it so I can have even more fun.

Not 100% sure but I think the omnifactory is a utility so it should work alongside Exerelin (if you download the omnifactory mod itself).
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: theSONY on May 07, 2013, 07:49:50 PM

Whoops yeah missing some weapons for the vanilla factions, possibly others, I'll have a look through.

The no crew for in system convoys is a bug, fixed for next version.

Not sure about the no ships issue, possibly you tried to fight them when they were despawning?


1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
2#- cool
3#-can't rly tell, but i'll keep that in mind, but (can't rly tell for 100%) i think the Empty fleets are on the SyndicateASP side, BUT on the MAP screen you can see the fleet as you target them with the cursor but when you confront them then its *PUF* ghost fleet
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: LostInTheWired on May 07, 2013, 08:21:09 PM
I'm having some good fun with this one, I have to admit.  It's nice to see a bit of that Mount and Blade feel with the crazy diplomacy going down.

To me, the only thing that's missing is the Omnifactory.  Still love that mod.  I'll have to find a way to integrate it so I can have even more fun.

Not 100% sure but I think the omnifactory is a utility so it should work alongside Exerelin (if you download the omnifactory mod itself).

While it is a utility, it will spawn at the sun every, unless there's any planets without a station.  I was hoping to randomize it with the rest of the stations, but I'm having trouble getting the class to register, sadly.  I'll probably go back to the default, load Omnifac up, and work on this another time.  I don't work with java much, was never a fan, so I'm not particularly great on doing proper includes and such, I was hoping I'd be able to access it in data.scripts.world.exerelin even though it's packed in data.scripts.world.  Shows what I know about java...
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 07, 2013, 08:58:17 PM
1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
2#- cool
3#-can't rly tell, but i'll keep that in mind, but (can't rly tell for 100%) i think the Empty fleets are on the SyndicateASP side, BUT on the MAP screen you can see the fleet as you target them with the cursor but when you confront them then its *PUF* ghost fleet

Do you mean the Tachyon Lance (long range energy, it's a vanilla weapon) or a different one?

I've added it to possible weapons for tri tach and independent for the next release. Or was it missing for a different faction?
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: LostInTheWired on May 07, 2013, 09:20:24 PM
Jesus, that was frustrating.  Just having it in my load order didn't do it, despite it being a utility mod.  It wouldn't run it's creation script.  I ended up including the files into Exerelin directly, adding the omnifactory's creation script into the generation csv, and I had to change a faction name from neutral to another one, since neutral is not included.  I'm going to try "player" to see if I can at least have it in my hands at all times or somesuch, but we'll see.

Oddly enough, it spawned around one of the planets.  I guess it doesn't see the other stations as stations.

EDIT:  As it turns out, nothing seems to be able to dock at this.  I'm not surprised, tbh.  The real issue is that everything seems to be trying.  Had to edit the utils to basically make the Omnifac ignored, since I don't really want to look for why they aren't docking, although the omnifactory changing hands would be interesting.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: theSONY on May 08, 2013, 12:28:41 AM
1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
2#- cool
3#-can't rly tell, but i'll keep that in mind, but (can't rly tell for 100%) i think the Empty fleets are on the SyndicateASP side, BUT on the MAP screen you can see the fleet as you target them with the cursor but when you confront them then its *PUF* ghost fleet

Do you mean the Tachyon Lance (long range energy, it's a vanilla weapon) or a different one?

I've added it to possible weapons for tri tach and independent for the next release. Or was it missing for a different faction?

Tachion lance , yes i know its a Vanilla, sorry about that it was 5AM at my time
what i meant t it was  Neutron Lance (but both Lances are missing, well  i just never saw it delivered at my station & i own the biggest possibly system so i didn;t play 3 months in the game) BUT its lootabe so they ARE in the game
ALSO i didnt saw - Adventure Civilian Battleship -  in the game or in the stations
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 08, 2013, 05:38:57 AM
Jesus, that was frustrating.  Just having it in my load order didn't do it, despite it being a utility mod.  It wouldn't run it's creation script.  I ended up including the files into Exerelin directly, adding the omnifactory's creation script into the generation csv, and I had to change a faction name from neutral to another one, since neutral is not included.  I'm going to try "player" to see if I can at least have it in my hands at all times or somesuch, but we'll see.

Oddly enough, it spawned around one of the planets.  I guess it doesn't see the other stations as stations.

EDIT:  As it turns out, nothing seems to be able to dock at this.  I'm not surprised, tbh.  The real issue is that everything seems to be trying.  Had to edit the utils to basically make the Omnifac ignored, since I don't really want to look for why they aren't docking, although the omnifactory changing hands would be interesting.

Hmmm try leaving it as "Neutral" and copying the neutral.faction file from base StarSector into the Exerelin/data/world/factions folder and adding  neutral.faction to factions.csv in the same folder. This should give you access to the Neutral faction, and all other factions should be at peace with neutral, which will stop them all from trying to take over the OmniFactory :P

Next version I will include the neutral faction files in so that hopefully the OmniFactory 'just works' out of the box for those that want it. I don't really want to include the OmniFactory as a base rule as I prefer the idea of only using your own factions ships/weapons, and having those choices not being ideal, but on the other hand I imagine there are a few people that want to use it :)

1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
2#- cool
3#-can't rly tell, but i'll keep that in mind, but (can't rly tell for 100%) i think the Empty fleets are on the SyndicateASP side, BUT on the MAP screen you can see the fleet as you target them with the cursor but when you confront them then its *PUF* ghost fleet

Do you mean the Tachyon Lance (long range energy, it's a vanilla weapon) or a different one?

I've added it to possible weapons for tri tach and independent for the next release. Or was it missing for a different faction?

Tachion lance , yes i know its a Vanilla, sorry about that it was 5AM at my time
what i meant t it was  Neutron Lance (but both Lances are missing, well  i just never saw it delivered at my station & i own the biggest possibly system so i didn;t play 3 months in the game) BUT its lootabe so they ARE in the game
ALSO i didnt saw - Adventure Civilian Battleship -  in the game or in the stations


Aha yeah OK there were a bunch of weapons missing from the Neutrino faction supply as well. I have added them for next version. Thanks for chasing that down for me :)

I'm not sure where the Adventure Civilian Battleship comes in, which mod is that from?
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: theSONY on May 08, 2013, 06:43:28 AM
 Adventure Civilian Battleship is from Neutrino Corp
also never saw the Blowtorch Construction Ship also from Neutrino
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: LostInTheWired on May 08, 2013, 10:20:31 AM
Jesus, that was frustrating.  Just having it in my load order didn't do it, despite it being a utility mod.  It wouldn't run it's creation script.  I ended up including the files into Exerelin directly, adding the omnifactory's creation script into the generation csv, and I had to change a faction name from neutral to another one, since neutral is not included.  I'm going to try "player" to see if I can at least have it in my hands at all times or somesuch, but we'll see.

Oddly enough, it spawned around one of the planets.  I guess it doesn't see the other stations as stations.

EDIT:  As it turns out, nothing seems to be able to dock at this.  I'm not surprised, tbh.  The real issue is that everything seems to be trying.  Had to edit the utils to basically make the Omnifac ignored, since I don't really want to look for why they aren't docking, although the omnifactory changing hands would be interesting.

Hmmm try leaving it as "Neutral" and copying the neutral.faction file from base StarSector into the Exerelin/data/world/factions folder and adding  neutral.faction to factions.csv in the same folder. This should give you access to the Neutral faction, and all other factions should be at peace with neutral, which will stop them all from trying to take over the OmniFactory :P

Next version I will include the neutral faction files in so that hopefully the OmniFactory 'just works' out of the box for those that want it. I don't really want to include the OmniFactory as a base rule as I prefer the idea of only using your own factions ships/weapons, and having those choices not being ideal, but on the other hand I imagine there are a few people that want to use it :)

I'm down with that.  Honestly though, with the current state of the game, the variety an playing with all the different ships is what keeps me playing.  I'd just run out of steam without the variety, an the omnifac gives me a tool to do it which isn't really "cheating".

And including the neutral faction files is what I was originally going to do, but, I thought about it, and didn't really know if it would suddenly cause any issues, like the game trying to spawn "neutral" faction fleets or anything.  I'll probably change to this method if you don't think there's going to be issues, but I worried since in the spawn scripts for that sort of thing it just looks for "possible factions", at least as far as I read.  At the time, I didn't much feel like going into it anymore.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 08, 2013, 09:45:08 PM
Adventure Civilian Battleship is from Neutrino Corp
also never saw the Blowtorch Construction Ship also from Neutrino

Thanks I'll check it out and add them :)



Yeah neutral.faction file won't cause any issues (that's how the rebal and trade guild are done currently). Just don't add neutral to the list of possible factions :P
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: CopperCoyote on May 08, 2013, 11:01:24 PM
Yay omnifactory! I really like being able to make optimal ships or flooding a certain type of ship. Its fun to see what happens. Imagine all the possibilities added with a new solar system with every character.

Are the AI factions supposed to always leave the player with one base? I started as pirates for giggles, and was nearly immediately crushed by the independants. Shortly after the warning message popped up telling me they were boarding my (only) station they ended the war. That's been the only time i've had my last base under attack and couldn't fight them immediately(the dram is a terrible combat ship).

Can a player keep going after all stations are lost? What affect will the player's fleet have on no respawns games?
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 09, 2013, 12:29:04 AM
Yay omnifactory! I really like being able to make optimal ships or flooding a certain type of ship. Its fun to see what happens. Imagine all the possibilities added with a new solar system with every character.

Are the AI factions supposed to always leave the player with one base? I started as pirates for giggles, and was nearly immediately crushed by the independants. Shortly after the warning message popped up telling me they were boarding my (only) station they ended the war. That's been the only time i've had my last base under attack and couldn't fight them immediately(the dram is a terrible combat ship).

Can a player keep going after all stations are lost? What affect will the player's fleet have on no respawns games?

Haha you were saved at the last minute! Other factions will conquer all your stations, then you will get a large fleet to help you conquer a new station.

Player restart fleets will spawn even if respawn is turned off.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 09, 2013, 05:29:05 AM
Actually RE OmniFactory:

It won't work 'out of the box' as Exerelin replaces the generators.csv file (I finally got around to testing out the OmniFactory stuff myself :P) Unfortuantely you'll still need to merge the OmniFactory mod files with the Exerelin mod files. I'll write a quick how-to for that soon (probably in line with the next release of Exerelin).
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Vinch on May 09, 2013, 06:11:07 AM
Hey folks.

First i want to gratz Exerelin for this great mod!

It really raised the interest for the game but i miss my favorite ships from Ironclad (UIN mostly) so much.

So i made a quick attempt to add it in the faction roster and since my experience in starfarersector modding is very short to say the least, i messed up somewhere.

90% of the work was just copy/pasting some files from Ironclad in the (hopefully) right directories. So far i only edited some .csv files, scripts ones (charractercreation) and created faction files as well.

So here's the log:

Spoiler
5942 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.LevelupPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6021 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.TestCombatPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6129 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.BaseSpawnPoint]
6395 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["cost_frigate"] is not a number.
org.json.JSONException: JSONObject["cost_frigate"] is not a number.
   at org.json.JSONObject.getDouble(JSONObject.java:451)
   at org.json.JSONObject.getInt(JSONObject.java:468)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
6747 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6792 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.BaseSpawnPoint]
6792 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7005 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.turningthetables.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7091 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.forthegreaterlud.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7153 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.thewolfpack.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7212 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ambush.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7315 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.hornetsnest.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7381 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.thelasthurrah.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7451 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.direstraits.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]


Can't figure whats going on so if someone have an idea...
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: NITROtbomb on May 09, 2013, 06:17:56 AM
i welcome you to the forums Vinch... and kudos for attempting this :D
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Vinch on May 09, 2013, 06:27:06 AM
Thank mate!

Seems like i will spend more time in the logs than in the game  ;)

Still figuring were to find this json related thing.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: NITROtbomb on May 09, 2013, 06:30:57 AM
dont even ask me :D i got no clue about modding or codes except for the gaming course at school in which we used GameMaker "shudder"
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: LostInTheWired on May 09, 2013, 10:31:01 AM
Hey folks.

First i want to gratz Exerelin for this great mod!

It really raised the interest for the game but i miss my favorite ships from Ironclad (UIN mostly) so much.

So i made a quick attempt to add it in the faction roster and since my experience in starfarersector modding is very short to say the least, i messed up somewhere.

90% of the work was just copy/pasting some files from Ironclad in the (hopefully) right directories. So far i only edited some .csv files, scripts ones (charractercreation) and created faction files as well.

So here's the log:

Spoiler
5942 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.LevelupPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6021 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.TestCombatPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6129 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.BaseSpawnPoint]
6395 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["cost_frigate"] is not a number.
org.json.JSONException: JSONObject["cost_frigate"] is not a number.
   at org.json.JSONObject.getDouble(JSONObject.java:451)
   at org.json.JSONObject.getInt(JSONObject.java:468)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
6747 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6792 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.BaseSpawnPoint]
6792 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7005 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.turningthetables.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7091 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.forthegreaterlud.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7153 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.thewolfpack.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7212 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ambush.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7315 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.hornetsnest.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7381 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.thelasthurrah.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7451 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.direstraits.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]


Can't figure whats going on so if someone have an idea...

I am not a Java coder, but I've done practically everything else, so here's my guesses.

Since you don't really code, I'm going to guess you forgot some sort of dependency.  It looks to me like cost_frigate is a variable that was never initialized with data.  Possibly forgot to integrate the ship data into the csv tables about ships?  These are just my best guesses.  Couldn't tell without looking at it/trying to do it myself.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Etfaks on May 09, 2013, 11:19:28 AM
Finally got around to try your mod and its really nice change of pace. Feels very dynamic which is cool, but whats up with all the easy pickings transport ships? Anyway im mostly writing because I got a crash / error when picking the inanna class ship (shadowyards).

cheers :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 09, 2013, 01:46:46 PM
Hey folks.

First i want to gratz Exerelin for this great mod!

It really raised the interest for the game but i miss my favorite ships from Ironclad (UIN mostly) so much.

So i made a quick attempt to add it in the faction roster and since my experience in starfarersector modding is very short to say the least, i messed up somewhere.

90% of the work was just copy/pasting some files from Ironclad in the (hopefully) right directories. So far i only edited some .csv files, scripts ones (charractercreation) and created faction files as well.

So here's the log:

Spoiler
5942 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.LevelupPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6021 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.TestCombatPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6129 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.BaseSpawnPoint]
6395 [Thread-6] ERROR com.fs.starfarer.combat.D  - org.json.JSONException: JSONObject["cost_frigate"] is not a number.
org.json.JSONException: JSONObject["cost_frigate"] is not a number.
   at org.json.JSONObject.getDouble(JSONObject.java:451)
   at org.json.JSONObject.getInt(JSONObject.java:468)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.H.super(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
6747 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6792 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.BaseSpawnPoint]
6792 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.SectorGen] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7005 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.turningthetables.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7091 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.forthegreaterlud.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7153 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.thewolfpack.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7212 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.ambush.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7315 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.hornetsnest.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7381 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.thelasthurrah.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
7451 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.missions.direstraits.MissionDefinition] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]


Can't figure whats going on so if someone have an idea...

Yeah I like the Ironclads mod, great stuff in there!

To add other factions your on the right track:
 - Copy file structure from the graphics and data folders into the Exerelin folder structure
 - Append the existing .csv files in various folders with the entries from the other mod
 - Add the .faction file and add it to the factions.csv file
   - Setup the exerelin[fleetName] fleets (see the other faction files for examples)
 - Add the faction id to possibleFactions in ExerelinData.java (see first post in this thread)
   - You can safely remove any from this list as well (just leave "player" and two others)
 - Add the starter ships to the appropriate place in CharacterCreationPluginImpl.java (near the bottom)
 - Add specific faction weapons in OutSystemSupplyConvoySpawnPoint.java in the getFactionWeapons method (near the bottom)

As for your specific error, check the hullmods.csv file. The 4th value is cost_frigate, and just make sure it is a number. Different mods have slightly different format .csv files so I normally have to do a bit of checking and fixing before everything works properly.

Good luck :)

Finally got around to try your mod and its really nice change of pace. Feels very dynamic which is cool, but whats up with all the easy pickings transport ships? Anyway im mostly writing because I got a crash / error when picking the inanna class ship (shadowyards).

cheers :)

Thanks I'll check it out :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Vinch on May 09, 2013, 02:58:48 PM

Yeah I like the Ironclads mod, great stuff in there!

To add other factions your on the right track:
 - Copy file structure from the graphics and data folders into the Exerelin folder structure
 - Append the existing .csv files in various folders with the entries from the other mod
 - Add the .faction file and add it to the factions.csv file
   - Setup the exerelin[fleetName] fleets (see the other faction files for examples)
 - Add the faction id to possibleFactions in ExerelinData.java (see first post in this thread)
   - You can safely remove any from this list as well (just leave "player" and two others)
 - Add the starter ships to the appropriate place in CharacterCreationPluginImpl.java (near the bottom)
 - Add specific faction weapons in OutSystemSupplyConvoySpawnPoint.java in the getFactionWeapons method (near the bottom)

As for your specific error, check the hullmods.csv file. The 4th value is cost_frigate, and just make sure it is a number. Different mods have slightly different format .csv files so I normally have to do a bit of checking and fixing before everything works properly.

Good luck :)

Thanks I'll check it out :)

Thanks for the help.
I did most of your step by step minus the faction weapons stuff but sadly the error with [cost_frigate] remains, despite lookin further in hullmods.csv.

Dunno if iam too tired or focused but i cant find any difference between Ironclads file and yours.

I fixed some errors in the ship.csv but nothing else so... unless i want to do like my avatar i will look on that tomorrow  ;)

Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: theSONY on May 09, 2013, 09:38:11 PM
Spoiler
174859 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
174875 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 206,96 MB of texture data so far
175437 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
202328 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_PINDOL_1596742542651845288...
214406 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
214469 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
278734 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
Title screen Bug
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 10, 2013, 02:23:14 AM
Thanks for the help.
I did most of your step by step minus the faction weapons stuff but sadly the error with [cost_frigate] remains, despite lookin further in hullmods.csv.

Dunno if iam too tired or focused but i cant find any difference between Ironclads file and yours.

I fixed some errors in the ship.csv but nothing else so... unless i want to do like my avatar i will look on that tomorrow  ;)

Hmmm OK well there is another way. It is in some ways easier but you will need to edit the other mod so take a backup of it :)

 - Change Exerelin and ironclads from total conversions (in their mod_info.json files)
 - Delete the generators.csv file from ironclads (data/world)
   - I would also probably delete the data/scripts/world folder just to be sure
 - Delete the player, pirate, independant faction files from ironclads (and remove the entries from the factions.csv file) (data/world/factions)
 - Delete the CharacterCreationPluginImpl.java from ironclads (data/scripts/plugins)

 - Add the various Exerelin fleets to the faction file for the factions you want to include
   - Leave the faction files in the ironclads mod structure
 - Add the weapon sets to the OutSystemSupplyConvoySpawnPoint.java in Exerelin
 - Add the faction ids to possibleFactions in ExerelinData.java
 - Add the starter ships to the appropriate place in Exerelin's CharacterCreationPluginImpl.java

 - When loading StarSector, load both mods + LazyLib

The end result should be that you load everything from both Exerelin and ironclads, but because you have removed or disabled all the scripts from ironclads you should basically just end up with the factions and all the assets. Note this method should work for any other mod.

This is actually close to how I wanted Exerelin to work initially but it's a bit problematic for a few reasons so I had to bundle other factions with Exerelin (which is nicer in some ways, less mucking around). I also want it to determine the weapon sets based on the ship variants a faction uses (I'll have to have another look at this at some point).

Hopefully that works for you :)

Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 10, 2013, 02:25:51 AM
Spoiler
174859 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
174875 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 206,96 MB of texture data so far
175437 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
202328 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_PINDOL_1596742542651845288...
214406 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
214469 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
278734 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
Title screen Bug
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]


Yep I have no idea what causes that. :( It seems to happen very randomly, but not very often.
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: theSONY on May 10, 2013, 03:10:26 AM
Spoiler
174859 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
174875 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 206,96 MB of texture data so far
175437 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
202328 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_PINDOL_1596742542651845288...
214406 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
214469 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
278734 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
Title screen Bug
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]


Yep I have no idea what causes that. :( It seems to happen very randomly, but not very often.
no worry, i dont belive its from you, rather 1 of the mods issue , but this is the 1 of the things that you can live on i think ;p
PS: any new ver. comming up this weekend ?
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 10, 2013, 03:31:33 AM
Spoiler
174859 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
174875 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 206,96 MB of texture data so far
175437 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
202328 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_PINDOL_1596742542651845288...
214406 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
214469 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
278734 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
Title screen Bug
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]


Yep I have no idea what causes that. :( It seems to happen very randomly, but not very often.
no worry, i dont belive its from you, rather 1 of the mods issue , but this is the 1 of the things that you can live on i think ;p
PS: any new ver. comming up this weekend ?

Yep  ;D Just one more tiny bug to fix and then good to go!
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: josh5671 on May 10, 2013, 03:52:50 AM
Meet a error~
Code
41376 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1@1818f80"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/ArmorPiercePlugin.java, Line 16, Column 7: Imported class "org.lazywizard.lazylib.CollisionUtils" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Sproginator on May 10, 2013, 05:01:09 AM
Requires Lazy Lib
Title: Re: Exerelin - Dynamic System and Faction War - v0.41
Post by: Zaphide on May 10, 2013, 05:06:02 AM
Meet a error~
Code
41376 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1@1818f80"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/ArmorPiercePlugin.java, Line 16, Column 7: Imported class "org.lazywizard.lazylib.CollisionUtils" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more

You need to run LazyLib at the same time.

EDIT:

Beaten :P
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 10, 2013, 05:26:19 AM
New version as promised:

Code
0.5
 - Added Interstellar Federation
 - Added Relics (Purifiers + Elder)
 - Added OmniFactory option
 - Added missing weapons from Hegemony, TriTachyon, Pirate, Independent, Neutrino convoys
 - Added missing ships from Neutrino faction
 - Changed faction selection list to split over two screens
 - Fixed issue where In-System supply fleets could spawn with less than minimum crew

EDIT:
This *should* be save compatible with 0.41, except those games won't have the new factions or the OmniFactory.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: theSONY on May 10, 2013, 06:38:02 AM
Dang... it's still HOT  ;D
                                                                                     checking in progress....
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: LostInTheWired on May 10, 2013, 07:52:40 AM
New version as promised:

Code
0.5
 - Added Interstellar Federation
 - Added Relics (Purifiers + Elder)
 - Added OmniFactory option
 - Added missing weapons from Hegemony, TriTachyon, Pirate, Independent, Neutrino convoys
 - Added missing ships from Neutrino faction
 - Changed faction selection list to split over two screens
 - Fixed issue where In-System supply fleets could spawn with less than minimum crew

Y'know, the reason I was sad when I switched to this from Uomoz's was because I didn't have my favorite faction.  Obviously, that has changed.  And it seems you've formally integrated OmniFac?  Neat!  I'll have to re-download and figure out what I want to mess with next.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 10, 2013, 02:52:50 PM
New version as promised:

Code
0.5
 - Added Interstellar Federation
 - Added Relics (Purifiers + Elder)
 - Added OmniFactory option
 - Added missing weapons from Hegemony, TriTachyon, Pirate, Independent, Neutrino convoys
 - Added missing ships from Neutrino faction
 - Changed faction selection list to split over two screens
 - Fixed issue where In-System supply fleets could spawn with less than minimum crew

Y'know, the reason I was sad when I switched to this from Uomoz's was because I didn't have my favorite faction.  Obviously, that has changed.  And it seems you've formally integrated OmniFac?  Neat!  I'll have to re-download and figure out what I want to mess with next.

Yeah just supporting the OmniFactory was going to be 99% of the work (it was more complicated than I thought) so I figured I might as well just include it and makes things easier :)

This version *should* be save compatible.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: LostInTheWired on May 10, 2013, 03:16:18 PM
Y'know, the reason I was sad when I switched to this from Uomoz's was because I didn't have my favorite faction.  Obviously, that has changed.  And it seems you've formally integrated OmniFac?  Neat!  I'll have to re-download and figure out what I want to mess with next.

Yeah just supporting the OmniFactory was going to be 99% of the work (it was more complicated than I thought) so I figured I might as well just include it and makes things easier :)

This version *should* be save compatible.

Well, I'm the type who can't leave well enough alone, of course.  XD  I have some ideas I'd love to see in the mod.  I may end up adding it myself.  If I do that, do you want me to pm anything to you?  Wouldn't want to get annoying or anything.  You'd be welcome to use anything I added without worrying about anything.  It's just if I make it, why not share it?  Would be silly to just keep it to myself.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Fantastic Chimni on May 10, 2013, 06:41:34 PM
Is there any way to grab a station ourselves to use as a base? I like not getting ships for free from my allied stations, but I dislike having to pay money to store the ships/weapons/crew im not currently using.

I miss having an empty station I could just dump gear into without having to buy it back...
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 10, 2013, 11:59:09 PM
Well, I'm the type who can't leave well enough alone, of course.  XD  I have some ideas I'd love to see in the mod.  I may end up adding it myself.  If I do that, do you want me to pm anything to you?  Wouldn't want to get annoying or anything.  You'd be welcome to use anything I added without worrying about anything.  It's just if I make it, why not share it?  Would be silly to just keep it to myself.

Yep essentially that thinking is what drove me to build Exerelin, why not share it with others :)

Definitely PM me if it is something you think would be worthwhile folding back into the mod (I would of course credit you for it) as I have a few things on the roadmap for it myself.

Is there any way to grab a station ourselves to use as a base? I like not getting ships for free from my allied stations, but I dislike having to pay money to store the ships/weapons/crew im not currently using.

I miss having an empty station I could just dump gear into without having to buy it back...

You mean like the abandoned storage facility? Yeah I'll add it in for the next release, as I'll probably remove the 'free-transfer at your faction stations' option and move Exerelin to the 'things cost money but you get paid wages (and danger pay!)' option, as (in my mind) this seems to work a bit better, especially with the OmniFactory.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Lopunny Zen on May 11, 2013, 12:27:18 PM
Dude..you should put the hawkin fleet in...the ships look very nice and sleek and they seem very fun :)...btw it crashes the moment it loads..i dont know why either :(
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Dekeon on May 12, 2013, 04:26:51 PM
Dude..you should put the hawkin fleet in...the ships look very nice and sleek and they seem very fun

I'll second the Hawken fleet addition as I really like how those ships look, and the mod has two factions in it, Hawken and Orthin(I think I'm remembering the names right).
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Lopunny Zen on May 12, 2013, 05:56:20 PM
WAIT...important faction to add...Thule Legacy...they are vanilla balanced and there fun and interesting :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 12, 2013, 06:24:14 PM
Dude..you should put the hawkin fleet in...the ships look very nice and sleek and they seem very fun :)...btw it crashes the moment it loads..i dont know why either :(

Hmmm although the Hawken fleet ships do look nice they are not really the same style as the rest. I probably won't be adding them in the near future sorry.

A few replies back I outlined a couple of ways to put factions in yourself.

WAIT...important faction to add...Thule Legacy...they are vanilla balanced and there fun and interesting :)

Yeah I'll be adding Thules Legacy soon, Thule has just released and update and I just want to wait till everything is final with that before adding them.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Augure on May 12, 2013, 08:40:54 PM
Nice mod. The dynamic system is cool.

It's a bit frustrating to be in peace with the whole galaxy. But if I break peace with one faction, several factions attack me (alliance system) and it's hard if to not be surrounded and not to loose my base(s).

In my party, Blackrock dominate the system, I don't understand why. Sometimes rebel Blackrock come but they don't help very much. I try to help my faction to defend / attack nearby Blackrock but my faction doesn't have enough (supply?) ships to take over their bases.

I have a good fleet and i can beat every encounter whith automatic battle. A little more challenge (biggest fleet for cpu) and a counter against large faction would be nice :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: XeroLogik on May 12, 2013, 10:18:29 PM
So what are some good 'optimal' settings? I've started a few games in Exerelin, but finding a good setup isn't easy. You create too many planets and they overlap like mad, which (as well as a problem with number of stations) can cause defense fleets to just perpetually smash into each other. Too many factions and you can easily lose track of the politics.

9-12 planets seems good to keep everything looking well, but I have yet to figure out a good balance with number of stations and number of factions. Anyone able to comment on what good ratios seem to be, or at what point things tend to get a little too excessive/underwheming?
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: kupan9 on May 13, 2013, 12:46:33 AM
A couple of notes after having lost time played the mod for the time I should have been sleeping evening.

One, There should be some limit on the percentage of the universe that can be allied. The rest can be neutral, but it leads to some wonky politics when to many are allied at once.

Two, Could you make it so only factions that actually still have a station are the target of war declarations?

Three, When an AI fleet is near an allied station (AI or Player) that is being taken over it would be useful if they actually stopped it. Considering the basic fleet behavior this one is probably the most irritating to do.

Four, I assume you can't do anything about this but if you can force a garbage cleanup or something every minute or so to make the stations change colors that would be great.

What led to this post was primarily the first two. Just now I was cruising the galaxy looking for some trouble (too many allied factions), when my faction and all the other allied factions declare war on the Shadowyards Heavy Industries. YES! So I tab and start browsing around the map to try to find a SHI fleet. No luck. So I spend the next 5 minutes checking each of the 30 stations manually for a SHI station to be ready for when a fleet spawns. Not a single station. I double checked. Well, that was disappointing. Anyways, Love the mod. Thanks for adding in the Interstellar Federation.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 13, 2013, 01:04:11 AM
Thanks for the feedback everyone :)

Nice mod. The dynamic system is cool.

It's a bit frustrating to be in peace with the whole galaxy. But if I break peace with one faction, several factions attack me (alliance system) and it's hard if to not be surrounded and not to loose my base(s).

In my party, Blackrock dominate the system, I don't understand why. Sometimes rebel Blackrock come but they don't help very much. I try to help my faction to defend / attack nearby Blackrock but my faction doesn't have enough (supply?) ships to take over their bases.

I have a good fleet and i can beat every encounter whith automatic battle. A little more challenge (biggest fleet for cpu) and a counter against large faction would be nice :)

Yeah I'm going to build the faction relationship system up a bit more to *hopefully* auto-counter a leading faction. At the moment if a faction dominates the system it's very difficult to dislodge them.

So what are some good 'optimal' settings? I've started a few games in Exerelin, but finding a good setup isn't easy. You create too many planets and they overlap like mad, which (as well as a problem with number of stations) can cause defense fleets to just perpetually smash into each other. Too many factions and you can easily lose track of the politics.

9-12 planets seems good to keep everything looking well, but I have yet to figure out a good balance with number of stations and number of factions. Anyone able to comment on what good ratios seem to be, or at what point things tend to get a little too excessive/underwheming?

The planet/station overlap will come and go, as all of them orbit at different speeds.

I tend to agree that 9-12 planets is good, with 15-25 stations and 3 factions (+ the players one). This was what it was initially designed towards (with only the vanilla factions) but having said that, my favorite games have been with the maximum planets/stations and 3 factions, or 3 planets and 10 stations with 1 other faction.

I'm a little unhappy with how factions come to the system later in the game and at the moment I tend to play my games with respawn off. I think I'll add a setting so that it will respawn factions, but ONLY the factions that started in the system. At the moment it can become pretty chaotic late game!

A couple of notes after having lost time played the mod for the time I should have been sleeping evening.

One, There should be some limit on the percentage of the universe that can be allied. The rest can be neutral, but it leads to some wonky politics when to many are allied at once.

Two, Could you make it so only factions that actually still have a station are the target of war declarations?

Three, When an AI fleet is near an allied station (AI or Player) that is being taken over it would be useful if they actually stopped it. Considering the basic fleet behavior this one is probably the most irritating to do.

Four, I assume you can't do anything about this but if you can force a garbage cleanup or something every minute or so to make the stations change colors that would be great.

What led to this post was primarily the first two. Just now I was cruising the galaxy looking for some trouble (too many allied factions), when my faction and all the other allied factions declare war on the Shadowyards Heavy Industries. YES! So I tab and start browsing around the map to try to find a SHI fleet. No luck. So I spend the next 5 minutes checking each of the 30 stations manually for a SHI station to be ready for when a fleet spawns. Not a single station. I double checked. Well, that was disappointing. Anyways, Love the mod. Thanks for adding in the Interstellar Federation.

One:  I will be building more into the relationship system soon which should hopefully help alleviate things like this (I don't want to remove the chance completely but at the moment there is too much allying going on and not enough neutral/war). At the moment it's a bit *simple* still but I have a few ideas to improve it!

Two: This should actually already be the case, unless a faction is not in the system and is sending an out system attack fleet (they need to be at war with someone to take over their station). I will double check though.

Three: Perhaps I can do this. I'll have a think. It might cause more issues (leaving their own stations undefended etc.) but I agree it's a bit jarring when an ally does nothing :P I have a few ideas in this area so hopefully I can improve it!

Four: Sorry I wish I could fix this but I'm fairly sure I can't. You can save then load the save and it will update the colours but otherwise... :(
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: theSONY on May 13, 2013, 05:24:46 AM
relics faithoper main gun (Ultima) build in weapon is missing
Spoiler
(http://i.imgur.com/79dIXPl.png?1?8117)
[close]

+ elders got too much personell transport & they 2 capital ships are 0 crew needed  :P
i dunno how about fighting with faithoper is he got the Ultima or not
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: TheKillerWolf on May 13, 2013, 10:39:02 AM
yea on a previous save i had. i actually looted the ultima. i wasnt able to slot it on anything at the time tho.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: kupan9 on May 13, 2013, 12:14:31 PM
I haven't dug through your diplomacy code, but if you are using how long you have been at war to determine when you should ally then it is probably the case where people who keep forcing a war against someone end up with a fully allied universe. It might be better to have two different sets of logic for war and alliance. Maybe something like:
Spoiler
Reliability = How many alliances you have broken. Maybe "forget one"(-1 to value) every (other?) week.
Neutrals = Factions that are not part of an "Alliance"
Alliance = A set of factions that are all allied with each other. Probably should make them more cohesive so that allies ally with ally's ally. No I can't think of a better way to put that.
Alliance Size = If you are able to easily track it, I would say judge Alliance Size by the number of allied STATIONS not Factions.
Small Alliance = An Alliance with 10-15% alliance size or less. Could be compared to total number of stations or compared to the largest Alliance depending on your preference and or balance.
Civil War! = Up to half the Player Alliance may break off from the Alliance and start their own Alliance or all become Neutral. Chance to be hostile to player alliance based on Reliability
                and possibly number of factions at war with Player Alliance compared to Player Alliance remaining size.

Alliance :
What is the Player Alliance Size?
     0-40% - How long since the Player was last allied?
            Just declared war on ally this week - Nothing Happens.
            It hasn't been long since last Ally - Nothing Happens.
            Been a little while - Are there any neutrals?
                      No  - Is there a Alliance with +10% or more of your size?
                                    No - Is there an Alliance with -10% to +10% your Alliance Size?
                                                  No - Nothing Happens.
                                                  Yes - Are you at war with them?
                                                                 No - Nothing Happens.
                                                                 Yes - Chance to declare peace with someone at war, depending on Reliability and largest non-Player Alliance compared to Player Alliance. Higher Reliability,
                                                                         Higher Non Player Alliance Size and longer duration of the war with the Alliance increase chance of Declaring peace with target Alliance.
                                    Yes-Are you at war with them?
                                                  No- Nothing Happens.
                                                  Yes - Are there any Small Alliances that you are at peace with?
                                                                 No -  Are there any Small Alliances that you are at war with?
                                                                                   No - Haha you are being overwhelmed. SMALL chance of a Faction not more than 10% of the Alliance breaking away from them and joining you.
                                                                                   Yes - Chance to declare peace with the Small Alliance depending on Reliability and duration of war with the Alliance.
                                                                 Yes - Would your Alliance size be more than the largest Non Player Alliance Size +10% if you Allied with them?
                                                                                   No - Chance to ally with them depending on Reliability
                                                                                   Yes - Are they at war with the Largest Non Player Alliance?
                                                                                                   No - They declare war on the Largest Non Player Alliance and post a message implying they may join you later.
                                                                                                   Yes - Chance they will join your Alliance.
                      Yes - Declare an ally with a neutral.
     40%-90% - What is the largest non-Player Alliance?
            None to -41% of Player Alliance Size -Is there a Non Player Alliance?
                      No - Are there two or more neutrals?
                                   No - Chance of Civil War!
                                   Yes - Ally Neutrals together up to max of Player Alliance size + 10%
                      Yes - Ally neutral(s) to a Non Player Alliance with an increased chance of more neutrals the smaller the largest Non Player Alliance compared to the Player Alliance.
            -40% to -11% of Player Alliance size - Are there any neutrals?
                      No - chance of Civil war!
                      Yes - Ally a neutral to a Non Player Alliance.
            -10% to +10% of Player Alliance Size - Are you at war with the Largest non Player Alliance?
                      No - Might want to start. Chance of War being declared.
                      Yes - Excellent.
            +11% to +50% of Player Alliance Size- Are you at war with the Largest non Player Alliance?
                      No - War is declared. Possibly declaring a Final or Galactic war which has all remaining Alliances and neutrals join the Player Alliance or the largest Non Player Alliance.
                      Yes - Fun times. Chance of defection by a smaller Faction within the Largest Non Player Alliance. Increased chance with greater difference in Player Alliance and Non Player Alliance size.
            +51% - +100% of Player Alliance Size - Are you doing your math correctly?
                      No - Recheck your math. If Player Alliance Size is minimum of 40% of the total station count, and you have more than 50% larger than that opposing it, you have more than 100% of stations.
                             IE: Lets say 100 stations, Player owns minimum of 40, largest Non Player Faction has 50% more ( 40 + (50% of 40 = 20) 20 = 60) then 40 + 60 = 100 or all stations.
                      Yes - Very good, Carry on.
     90%-100% - Do you have any Non Player Factions in your Alliance?
            No - Really? You win....Wait no. REBELS! SPAWN MORE FACTIONS! KILL THE INFIDELS!
            Yes - They don't like your Monopoly and declare Civil WAR! Are you the largest Faction in the Player Alliance?
                      No - Split the Alliance with the largest Non Player Faction vs the Player faction going down the list and adding factions to whichever side is smallest at the time.
                      Yes - Are you more than half the Faction size?
                                 No - Split the Alliance with the largest Non Player Faction vs the Player faction going down the list and adding factions to whichever side is smallest at the time.
                                 Yes - EVERYONE IS AGAINST YOU! Crush the Dogs!. No real change in the mechanic, this would be passively done by the same algorithm that would do the last two items.
War :
No time right now.

This type of system would produce more of a Us VS Them kinda feel with emphasis on ending with two alliances, while still allowing third party alliance. This would ideally result in you having an ever growing alliance against you as you gain allies and or stations for your faction, while forcing you to eventually put down every other faction to rule the system as you are forced to constantly fight your old allies to continue your march toward a Totalitarianist Regime.Or whatever your faction believes in. And then it would all go to Hell in a Handbasket and you get to try to maintain order. If you implemented the logic and kept atleast one war going at all times, you wouldn't have to do much in the way of random wars or alliances because just the fact that a war is going on with atleast one faction or alliance that has atleast one station would keep the game changing and so the logic would just re-apply and continue progress. Also Players have been known to be %^$@s and mess things up occasionally when bored ::). You could do a simpler version of the logic with less care toward "balance" for non player factions to encourage multiple Alliances until they get absorbed into one side or the other.

If this sounds interesting to you let me know and I can flesh it out some more and include some war logic that isn't apocalyptic.
[close]
Unfortunately I don't know java, and don't have the time to dedicate to learning it right now or I would want to join in on this mod. I am more of a C and Perl kinda guy anyways. Anyways, Sorry for the mess and any gaping logic holes I left in the above, My lunch time is about run out and I need to get back to work.

TLDR:
I have thoughts about diplomacy, most of them boring.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 13, 2013, 02:50:20 PM
relics faithoper main gun (Ultima) build in weapon is missing
Spoiler
(http://i.imgur.com/79dIXPl.png?1?8117)
[close]

+ elders got too much personell transport & they 2 capital ships are 0 crew needed  :P
i dunno how about fighting with faithoper is he got the Ultima or not

Thanks! Have fixed both issues for next version. The Faithoper delivered to the player was missing the built-in. It should be there in the AI controlled fleets.

I haven't dug through your diplomacy code, but if you are using how long you have been at war to determine when you should ally then it is probably the case where people who keep forcing a war against someone end up with a fully allied universe. It might be better to have two different sets of logic for war and alliance. Maybe something like:
Spoiler
Reliability = How many alliances you have broken. Maybe "forget one"(-1 to value) every (other?) week.
Neutrals = Factions that are not part of an "Alliance"
Alliance = A set of factions that are all allied with each other. Probably should make them more cohesive so that allies ally with ally's ally. No I can't think of a better way to put that.
Alliance Size = If you are able to easily track it, I would say judge Alliance Size by the number of allied STATIONS not Factions.
Small Alliance = An Alliance with 10-15% alliance size or less. Could be compared to total number of stations or compared to the largest Alliance depending on your preference and or balance.
Civil War! = Up to half the Player Alliance may break off from the Alliance and start their own Alliance or all become Neutral. Chance to be hostile to player alliance based on Reliability
                and possibly number of factions at war with Player Alliance compared to Player Alliance remaining size.

Alliance :
What is the Player Alliance Size?
     0-40% - How long since the Player was last allied?
            Just declared war on ally this week - Nothing Happens.
            It hasn't been long since last Ally - Nothing Happens.
            Been a little while - Are there any neutrals?
                      No  - Is there a Alliance with +10% or more of your size?
                                    No - Is there an Alliance with -10% to +10% your Alliance Size?
                                                  No - Nothing Happens.
                                                  Yes - Are you at war with them?
                                                                 No - Nothing Happens.
                                                                 Yes - Chance to declare peace with someone at war, depending on Reliability and largest non-Player Alliance compared to Player Alliance. Higher Reliability,
                                                                         Higher Non Player Alliance Size and longer duration of the war with the Alliance increase chance of Declaring peace with target Alliance.
                                    Yes-Are you at war with them?
                                                  No- Nothing Happens.
                                                  Yes - Are there any Small Alliances that you are at peace with?
                                                                 No -  Are there any Small Alliances that you are at war with?
                                                                                   No - Haha you are being overwhelmed. SMALL chance of a Faction not more than 10% of the Alliance breaking away from them and joining you.
                                                                                   Yes - Chance to declare peace with the Small Alliance depending on Reliability and duration of war with the Alliance.
                                                                 Yes - Would your Alliance size be more than the largest Non Player Alliance Size +10% if you Allied with them?
                                                                                   No - Chance to ally with them depending on Reliability
                                                                                   Yes - Are they at war with the Largest Non Player Alliance?
                                                                                                   No - They declare war on the Largest Non Player Alliance and post a message implying they may join you later.
                                                                                                   Yes - Chance they will join your Alliance.
                      Yes - Declare an ally with a neutral.
     40%-90% - What is the largest non-Player Alliance?
            None to -41% of Player Alliance Size -Is there a Non Player Alliance?
                      No - Are there two or more neutrals?
                                   No - Chance of Civil War!
                                   Yes - Ally Neutrals together up to max of Player Alliance size + 10%
                      Yes - Ally neutral(s) to a Non Player Alliance with an increased chance of more neutrals the smaller the largest Non Player Alliance compared to the Player Alliance.
            -40% to -11% of Player Alliance size - Are there any neutrals?
                      No - chance of Civil war!
                      Yes - Ally a neutral to a Non Player Alliance.
            -10% to +10% of Player Alliance Size - Are you at war with the Largest non Player Alliance?
                      No - Might want to start. Chance of War being declared.
                      Yes - Excellent.
            +11% to +50% of Player Alliance Size- Are you at war with the Largest non Player Alliance?
                      No - War is declared. Possibly declaring a Final or Galactic war which has all remaining Alliances and neutrals join the Player Alliance or the largest Non Player Alliance.
                      Yes - Fun times. Chance of defection by a smaller Faction within the Largest Non Player Alliance. Increased chance with greater difference in Player Alliance and Non Player Alliance size.
            +51% - +100% of Player Alliance Size - Are you doing your math correctly?
                      No - Recheck your math. If Player Alliance Size is minimum of 40% of the total station count, and you have more than 50% larger than that opposing it, you have more than 100% of stations.
                             IE: Lets say 100 stations, Player owns minimum of 40, largest Non Player Faction has 50% more ( 40 + (50% of 40 = 20) 20 = 60) then 40 + 60 = 100 or all stations.
                      Yes - Very good, Carry on.
     90%-100% - Do you have any Non Player Factions in your Alliance?
            No - Really? You win....Wait no. REBELS! SPAWN MORE FACTIONS! KILL THE INFIDELS!
            Yes - They don't like your Monopoly and declare Civil WAR! Are you the largest Faction in the Player Alliance?
                      No - Split the Alliance with the largest Non Player Faction vs the Player faction going down the list and adding factions to whichever side is smallest at the time.
                      Yes - Are you more than half the Faction size?
                                 No - Split the Alliance with the largest Non Player Faction vs the Player faction going down the list and adding factions to whichever side is smallest at the time.
                                 Yes - EVERYONE IS AGAINST YOU! Crush the Dogs!. No real change in the mechanic, this would be passively done by the same algorithm that would do the last two items.
War :
No time right now.

This type of system would produce more of a Us VS Them kinda feel with emphasis on ending with two alliances, while still allowing third party alliance. This would ideally result in you having an ever growing alliance against you as you gain allies and or stations for your faction, while forcing you to eventually put down every other faction to rule the system as you are forced to constantly fight your old allies to continue your march toward a Totalitarianist Regime.Or whatever your faction believes in. And then it would all go to Hell in a Handbasket and you get to try to maintain order. If you implemented the logic and kept atleast one war going at all times, you wouldn't have to do much in the way of random wars or alliances because just the fact that a war is going on with atleast one faction or alliance that has atleast one station would keep the game changing and so the logic would just re-apply and continue progress. Also Players have been known to be %^$@s and mess things up occasionally when bored ::). You could do a simpler version of the logic with less care toward "balance" for non player factions to encourage multiple Alliances until they get absorbed into one side or the other.

If this sounds interesting to you let me know and I can flesh it out some more and include some war logic that isn't apocalyptic.
[close]
Unfortunately I don't know java, and don't have the time to dedicate to learning it right now or I would want to join in on this mod. I am more of a C and Perl kinda guy anyways. Anyways, Sorry for the mess and any gaping logic holes I left in the above, My lunch time is about run out and I need to get back to work.

TLDR:
I have thoughts about diplomacy, most of them boring.

Wow thanks for the in-depth ideas! :)

I am not a Java programmer either so if you delve through there is probably some wtf's in there :P

As a brief explanation, at the moment each faction has a 'slider' which is what they think of another faction.
E.g factionA -> FactionB = 10 and factionB -> factionA = -30
If the value of those two sliders result is above/below certain values then they can declare war/peace/alliance. The slider value is determined by a number of things, one of which is how long have we been at war/have we not had a war. I think the mega-alliance problem occurs as alliances do not break often enough, and mega-alliances tend to kill off other factions very easily (as a small war target satisfies their need for a war). So basically it ends up with a mega-alliance stomping on small individual factions.

As to your ideas, they are actually on the same track as mine. At the moment there is no 'if this is an ally of my ally I like them more' consideration, nor a 'my ally is at war with this faction so I dislike them more'. I think that will add a lot. Once that is done, the alliance size becomes a good factor in impacting the previous i.e 'if that faction is an ally of my ally then I like them more, but if the alliance is getting to big I'm getting restless/jealous/whatever' type of structure. I hadn't considered reliability but that's a great way to make certain factions more 'swingish', switching from one alliance to another more easily than a 'reliable' faction.

I have a massive aversion to hard coding things but I'm debating about giving factions certain 'traits' and relationship preferences to other factions e.g.
Relics have an innate dislike for the Council, but have a strong bond with the Nomads. The Reilcs are also fairly unreliable.
Or maybe randomly assigning traits and preferences at the start of a new game might be a better idea...
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: kupan9 on May 14, 2013, 01:14:00 PM
While having each Faction getting quirks, either randomly or intelligently designed, would definitely be fun I would hold off for now. With only one system and no ability to have menus or other ways of checking relations it would just feel to cluttered and hard to keep track of. You might want to add that to the list of "when I can add menus" items.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Talkie Toaster on May 14, 2013, 02:14:52 PM
If you were trying to find pretexts for war, resources would be a good one. It's currently quite hard to figure out which resources your empire is lacking in, but it'd make sense for people to go to war with the factions that have a surfeit of whatever you're lacking.

Also, unfortunately the Council don't seem to get a bunch of ships delivered (list below)- which list would I edit to add them?
Spoiler
~CAP SHIPS~
CENTAUR
OVERLORD
VENATOR
VENATOR MK II

~CRUISERS~
KIWI
MUSTANG
MUSTANG MK II
RAVEN MK II
VULTURE CLASS

~DESTROYER~
ALLIANCE
PHANTOM
PREFECT

~FRIGATE~
AMBASSADOR
DEFENDER
SPARROW
[close]

Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 14, 2013, 04:35:39 PM
While having each Faction getting quirks, either randomly or intelligently designed, would definitely be fun I would hold off for now. With only one system and no ability to have menus or other ways of checking relations it would just feel to cluttered and hard to keep track of. You might want to add that to the list of "when I can add menus" items.

When possible, first thing I'll add is a diplomacy screen/display :)

If you were trying to find pretexts for war, resources would be a good one. It's currently quite hard to figure out which resources your empire is lacking in, but it'd make sense for people to go to war with the factions that have a surfeit of whatever you're lacking.

Also, unfortunately the Council don't seem to get a bunch of ships delivered (list below)- which list would I edit to add them?
Spoiler
~CAP SHIPS~
CENTAUR
OVERLORD
VENATOR
VENATOR MK II

~CRUISERS~
KIWI
MUSTANG
MUSTANG MK II
RAVEN MK II
VULTURE CLASS

~DESTROYER~
ALLIANCE
PHANTOM
PREFECT

~FRIGATE~
AMBASSADOR
DEFENDER
SPARROW
[close]



Thanks for the idea, I'll keep it in mind :)

As for missing ships, if you add the variants to the exerelinGenericFleet in the  council.faction file they will be delivered to the player and appear in attack/defense/rebel fleets. Also add them to exerelinOutSystemAttackFleet. I'll also add them for the next release (I probably forgot to add them initially).
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Blade Skydancer on May 14, 2013, 10:27:33 PM
Hey.

Played this mod when it was first released and I enjoyed it quite a bit. Before it was switched over to being a total-conversion, it was actually spawning my weapons that I had made for a mod of mine, which I thought was pretty awesome. Now, though, that's not possible. I was wondering if you could enlighten me as to how to add certain weapons to a faction's weapon list, as I cannot for the life of me find which file or files control which weapons spawn for which factions?
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 15, 2013, 01:18:54 AM
Hey.

Played this mod when it was first released and I enjoyed it quite a bit. Before it was switched over to being a total-conversion, it was actually spawning my weapons that I had made for a mod of mine, which I thought was pretty awesome. Now, though, that's not possible. I was wondering if you could enlighten me as to how to add certain weapons to a faction's weapon list, as I cannot for the life of me find which file or files control which weapons spawn for which factions?

Glad you've been enjoying it :)

The weapon lists for factions are stored in data\scripts\world\exerelin\OutSystemSupplyConvoySpawnPoint.java in the method getFactionWeapons()
If you have your own faction added or running in tandam with another (instructions were further back in this thread, i'll add the instructions to the first post soon) you can add the weapons here.

If you just want to randomise the weapons for each delivery (which will pick a number from all weapons available), just comment out all the code (/* */) in the getFactionWeapons() method and leave the line
Code
return new String[]{}; 




Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Blade Skydancer on May 15, 2013, 10:38:35 AM
Thanks a lot for your help, Zaph. :D
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Talkie Toaster on May 15, 2013, 12:21:02 PM
As for missing ships, if you add the variants to the exerelinGenericFleet in the  council.faction file they will be delivered to the player and appear in attack/defense/rebel fleets. Also add them to exerelinOutSystemAttackFleet. I'll also add them for the next release (I probably forgot to add them initially).
Great, thanks :).
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Lopunny Zen on May 16, 2013, 11:00:59 AM
It feels like my places dont produce as much ships as everyone else..and to top it off the neutrinos are way too busted because thanks to the auto-resolve not being fleshed out...things happen like the purifiers smashing into meteors and to make this mod turn bad is that the neutrinos always wind the auto resolve against my guys so even if i smash them myself they still swarm everywhere and takes my posts because the auto-resolve makes it that no matter what there guys are better then ours so the one ship...it can be a fighter squad..takes out three frigates on its own and usually the neutrinos win....has nobody seen this flaw yet...neutrinos ruin the experience because in the end they wind 90% of the battles...so theres no way to beat them...its just me...and even worse it hard protecting a capturing ship when they wonder off and fight people(even the neutrinos) and i cant slim their numbers v.v
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: kupan9 on May 16, 2013, 02:08:57 PM
It feels like my places dont produce as much ships as everyone else..and to top it off the neutrinos are way too busted because thanks to the auto-resolve not being fleshed out...things happen like the purifiers smashing into meteors and to make this mod turn bad is that the neutrinos always wind the auto resolve against my guys so even if i smash them myself they still swarm everywhere and takes my posts because the auto-resolve makes it that no matter what there guys are better then ours so the one ship...it can be a fighter squad..takes out three frigates on its own and usually the neutrinos win....has nobody seen this flaw yet...neutrinos ruin the experience because in the end they wind 90% of the battles...so theres no way to beat them...its just me...and even worse it hard protecting a capturing ship when they wonder off and fight people(even the neutrinos) and i cant slim their numbers v.v
You might want to check out the lower part of the first post, Specifically:
Restricting Certain Factions
It is very easy to restrict the possible factions:
 - Go to mods/Exerelin/data/scripts/world/exerelin/ExerelinData.java
 - Change the possibleFactions array (right at the top) to only list the factions you want to be available
   - Leave "player" and at least two other at a minimum
   - eg.
Code
private String[] possibleFactions = new String[] {"player", "hegemony", "tritachyon" };
- That's it! :)
I tend to agree that the Neutrinos aren't very fun. I am a little biased against them because they are DESIGNED to punish my play style of pimping out a single ship and personally wrecking fleets. But this thread isn't really the place to debate the merits of Neutrino balance. Zaphide has been nice enough to make an easy way to get rid of factions you don't like, it is pretty easy to do. To clarify, in case anyone needs it, the ExerelinData.java file isn't some mystic special format, it is able to be opened by pretty much any text editor. I personally use Notepad++, but I have verified that notepad works just fine if a bit messy because it doesn't use standard newline and tab formatted display. Wordpad displays it correctly.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Lopunny Zen on May 16, 2013, 04:06:36 PM
but neutrino's are unique and fun to fight in battle..its just the shield array makes all the auto-resolve stuff impossible to win....maybe we should tell the staff about this for next update
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 16, 2013, 04:12:12 PM
It feels like my places dont produce as much ships as everyone else..and to top it off the neutrinos are way too busted because thanks to the auto-resolve not being fleshed out...things happen like the purifiers smashing into meteors and to make this mod turn bad is that the neutrinos always wind the auto resolve against my guys so even if i smash them myself they still swarm everywhere and takes my posts because the auto-resolve makes it that no matter what there guys are better then ours so the one ship...it can be a fighter squad..takes out three frigates on its own and usually the neutrinos win....has nobody seen this flaw yet...neutrinos ruin the experience because in the end they wind 90% of the battles...so theres no way to beat them...its just me...and even worse it hard protecting a capturing ship when they wonder off and fight people(even the neutrinos) and i cant slim their numbers v.v

Kupan9 has kindly responded to the Neutrino issue :) The only thing I'll add is that although the Neutrinos do better due to the auto-resolve, I would rather attempt to balance this on a system-wide basis (i.e. if Neutrino's are dominating then all other factions gang up on them) than tweaking individual factions up and down. If Alex tweaks the auto-resolve to more correctly estimate for the Neutrino's then even better :)

This week I have been fixing a few issues with the supply convoy and fleet resource cost calculations, which had been resulting in smaller/less fleets all round, especially for the player. I'll hopefully have a new version soon which should fix this.
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Lopunny Zen on May 16, 2013, 04:39:20 PM
dont you get it..even if they gang up on them they still fight one on one and they take little to no damage ever...theres no way you can gang up on them...its not like they can jump into the battles and help
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Zaphide on May 16, 2013, 05:12:11 PM
dont you get it..even if they gang up on them they still fight one on one and they take little to no damage ever...theres no way you can gang up on them...its not like they can jump into the battles and help

I am trying to say there is nothing I can do about the auto-resolve, and I don't want to change one of the Neutrino factions defining differences.

Therefore the next best thing I can do is attempt to balance it within the game systems I do control (inter faction relationships, max fleet sizes, resource costs), and allow the easy removal of certain factions if people don't like playing with them.

I understand the frustration but I don't want to write a lot of edge case code, and then have Alex change the auto-resolve mechanic. I guess it's one of the downsides with using a mod in development, that's for a game in development :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: Lopunny Zen on May 16, 2013, 05:50:54 PM
i guess..i hope they solve it soon...
Title: Re: Exerelin - Dynamic System and Faction War - v0.5
Post by: theSONY on May 18, 2013, 10:39:05 AM
Spoiler
(http://i.imgur.com/skk9YkS.png)
[close]
no comment. . .
also i got 6-8 planets without single station
also maybe every small fleet (or a single ship) should be just patroling/wondering the system insted attacking enemy station ( to me it's like 1 soldier attacking an fort/castle) & i doubt that it's possible to erase any attack attempts to the Atlas (station capture) so it won't go & chase everything that he 'thinks' he can handle
PS: & maybe add more bigger fleets because playing as a BIG fleet it's unprofitable
& maybe decrease number of the smallest fleets
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 19, 2013, 12:15:39 AM
Bit of a bug-fix, balance tweak and general fixes update.

Notably, added a new faction, a storage facility for the player and hopefully 'polished' it a little more.

EDIT: I've also updated the first post with details on how to add you own factions

Code
0.51
 - Added Nihilic Empire faction
 - Added Storage Facility for player, will be delivered and built at closest planet after getting first station
 - Added Atlas with blue engine flame for appropriate factions
 - Added option to only respawn starting factions
 - Removed option to get free transfer at player owned stations

 - Changed OmniFac to be delivered and built at closest planet after player gets first station
 - Changed initial station distribution to be more regular
 - Changed initial planet distribution to be more regular
 - Changed Rebel mechanic to cause some of the leading factions fleets to rebel against that faction
 - Change TradeGuild mechanic to cause factions (other than the faction coming last) supply fleets to support the faction coming last

 - Fixed issue with finding a random station for a faction
 - Fixed Relic Faithoper, Extinctioner and Queen requiring no crew
 - Fixed Relic Faithoper (player available hull) not having built in weapon
 - Fixed issue with out-system cargo fleet not delivering correct resource amount
 - Fixed issue with spawning fleets sometimes being extremely accident prone
 - Fixed issue with incorrect target station for out system attack fleets
 - Fixed issue calculating fleet cost from resources (was over charging)
 - Fixed missing Council faction ships in fleets

 - Station takeover now has an impact on faction relationships
 - War weariness now only affects ongoing wars, not all relationships
 - War, peace and alliance declaration now affect inter-relationships of all factions in system to some degree
 - Increased Attack, Defense, Patrol, Out System Attack max fleet sizes
 - Reduced number of attack and defense fleets (to 3 per station)
 - Allies can now send to supplies to each other if they have a surplus

Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 19, 2013, 12:55:12 AM
i was afraid this will happen  :P Nihilic Empire got some serious balance issue , not only weapons or ships , also the size
AI  can't properly hit the bigger ships (vanilla thing) so i recomended that you remove Nihilic Empire
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 19, 2013, 12:59:49 AM
i was afraid this will happen  :P Nihilic Empire got some serious balance issue , not only weapons or ships , also the size
AI  can't properly hit the bigger ships (vanilla thing) so i recomended that you remove Nihilic Empire

I changed some of the stats on some of their ships slightly, so hopefully they won't be too bad :P

You mean the largest ship they have? I didn't notice anything too bad, but then I didn't test a lot against it...

If it's too bad I might remove them by default, but still leave all the assets there so if people want they can activate them and use them :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 19, 2013, 02:26:11 AM
You mean the largest ship they have? I didn't notice anything too bad, but then I didn't test a lot against it...

well this is not about  Nihilic Empire size , its a vanilla problem that if ship is BIG & long (or wide) the AI will start shooting at it but the bullets/beam wont hit the ship thats why vanilla ships are long & wide

I changed some of the stats on some of their ships slightly, so hopefully they won't be too bad :P
well i hope you change combat speed of the fighter wing, cuz 300 as far i remember is way TOO fast :P

but if you changed few things maybe i will further check things out ...
+ nice idea about player storage/omnifactory ;) but what will happen if player intercept those ships ? :D
OK back to checking
PS:thx for the weekend update
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 19, 2013, 04:00:02 AM

well this is not about  Nihilic Empire size , its a vanilla problem that if ship is BIG & long (or wide) the AI will start shooting at it but the bullets/beam wont hit the ship thats why vanilla ships are long & wide

well i hope you change combat speed of the fighter wing, cuz 300 as far i remember is way TOO fast :P

but if you changed few things maybe i will further check things out ...
+ nice idea about player storage/omnifactory ;) but what will happen if player intercept those ships ? :D
OK back to checking
PS:thx for the weekend update

Well let me know if things seem way off :) I think I only ended up tweaking some of the shield and flux values. I really like the art so fairly keen to keep them in.

Yeah if you attack and destroy the station construction fleets you'll unfortunately be without the OmniFac and/or Storage Facility :P
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 19, 2013, 06:34:29 AM
it's been a year now &
Spoiler
(http://i.imgur.com/pQEjrnk.png)
[close]
as you can see Neutrino go bearserk :P
Blackrock Drive Yards can be visible too
Intersteller Federation can hand themself much
others dont have that much luck ;P

whats still enoys me it there are  small Capital fleets (1-2 ship) maybe capital should be only in big & biggest fleets ?
& maybe attack fleet should spawn slower then defence ones
i dunno, maybe i didn't have much luck so far, Nihilic Empire was doing somme issue in the system at the begining (they ruled at the center of the map with 3-5 stations) but then POW! Neutrino
will start new campaign now will check things out again :]

guess we have wait till others do their feedback :-X
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: keptin on May 19, 2013, 07:48:13 AM
I had a similar, if not more extreme result with Blackrock taking over the entire sector.  Many of the mod compilations suffer from the issue of combining mods that were never balanced or meant to be stand alone and then pitting them against each other.  It's tempting to make one's mod more powerful than others, but it definitely has to be approached differently for compilations where balance is key.

It also doesn't help that the auto-battle resolve is god awful at predicting the likely outcome.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Alex on May 19, 2013, 10:32:10 AM
While this is largely off-topic, I just wanted to mention that 1) autoresolve will be simpler and more predictable in the next release, with fleetdeployment point values playing a larger role and 2) the algorithm will be fully moddable, with the baseline implementation provided in starfarer.api.zip.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 19, 2013, 10:35:55 AM
well...maybe you can make the battle fast forward instantly in a fraction of a second but the player cant see it so the battles and fairly judged...is it possible to do that?
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Psiyon on May 19, 2013, 10:36:31 AM
While this is largely off-topic, I just wanted to mention that 1) autoresolve will be simpler and more predictable in the next release, with fleetdeployment point values playing a larger role and 2) the algorithm will be fully moddable, with the baseline implementation provided in starfarer.api.zip.
Alex, in case you forgot, I just want to say that I love you.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Silver Silence on May 19, 2013, 10:58:55 AM
well...maybe you can make the battle fast forward instantly in a fraction of a second but the player cant see it so the battles and fairly judged...is it possible to do that?

The battles generally are fairly judged. Though numbers can skew it a bit and nothing replaces player skill. You might be able to solo the Hegemony Defense Fleet with 3 ships, but if you autoresolved, it's almost guarenteed annihilation because the AI generally can't pull off such a feat. It's good, but it ain't -THAT- good. And if it -WAS- that good, if it -WAS- that ruthlessly efficient......

(http://www.amortyaray.com/blog/wp-content/uploads/2012/10/rage-guy-happy-face-tears-of-joy.jpeg)

Of course, new players would never survive against simple Hounds and Lashers, would QQ on the forums and players like us who've played for much longer would be like this:
(http://i0.kym-cdn.com/photos/images/original/000/101/781/Y0UJC.png)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Alex on May 19, 2013, 11:03:12 AM
Two things: 1) sorry for derailing this thread and 2) even though it's totally my fault, please stop derailing this thread :)

@Psiyon: Gah!
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 19, 2013, 02:24:57 PM
it's been a year now &
Spoiler
(http://i.imgur.com/pQEjrnk.png)
[close]
as you can see Neutrino go bearserk :P
Blackrock Drive Yards can be visible too
Intersteller Federation can hand themself much
others dont have that much luck ;P

whats still enoys me it there are  small Capital fleets (1-2 ship) maybe capital should be only in big & biggest fleets ?
& maybe attack fleet should spawn slower then defence ones
i dunno, maybe i didn't have much luck so far, Nihilic Empire was doing somme issue in the system at the begining (they ruled at the center of the map with 3-5 stations) but then POW! Neutrino
will start new campaign now will check things out again :]

guess we have wait till others do their feedback :-X

What kind of settings did you start the game off with for that pic? I have a .5 game that has been going for a while now(on cycle 207), and I simply have not seen the same results. In my game, while the neutrino are about as powerful as the blackrock in your pic, the shadowyards are currently the largest faction, though only by a few stations. My pirate faction has recently gained a second station (poor junk pirates) and the council, hegemony, and valkerians each have 3-5 stations to call their own, and are currently just as powerful as the neutrinos. The gedune and nomads also each have a single station located in the galaxy. All others have been defeated, though the blackrock seem to have a single tiny fleet near the sun, having only just recently lost their last station to the combined might of the council and hegemony.

Whether the neutrinos are or are not a bit unbalanced in this mod, though, I think I have a bit of a solution to help keep the system balanced: balance of power. In history, whenever a single country started becoming too powerful, other countries would ally together to counter the threat against that specific power, and bring them back down to size. I suggest that the same be done in this mod, to where when a situation as seen in sony's picture occurs, all the other factions are going to start banding together and trying to stop the larger faction before it is too late. I don't know much on modding, but I'm guessing something can be made so that if one faction becomes powerful, other factions are more likely to go to war with it in groups? It ought to solve the balance problem if it can be done; the more unbalanced the faction the more enemies that faction will get.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 19, 2013, 05:24:44 PM
@UP[
Spoiler
(http://i.imgur.com/pQEjrnk.png)
[close]
well that screen was from 0.51ver.
& after a (2'nd) new game i can tel it's different, totaly
look for yourself
Spoiler
(http://i.imgur.com/mNiOMO6.png)
[close]
1 year pased, the same settings as last time
-35 stations
-umm... max planets (21???)
-2 or 4 asteroids belt
-everyone was invited in exerelin
on both game i choose Relic's
so i belive station layout is verry important in this mod & can bring major (un)balance to the game
(umm... & did my faction doesn't look POOR to you ? cuz im sweating my butt off to maintain my faction)
ow & i saw strange thing, when faction out of the system attack fleet (or something) spawns their number is random, 1-4 is it suppose be like these ?

PS: Zep, remember the size issue i was writing earlier ?
Spoiler
(http://i.imgur.com/aoecWof.png)
[close]
the smaller units are totally useless , well their efectivness can drop below 1/2
BUT there isn't that BIG problem i was thought it will be wit the nillic empire so stay cool
cant rly tell how i feel about their fighter "anti wing' or something, speed 300 price 120 cant rly tell , i'll bet they are nightmare to the solid weapon point def weapons
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 20, 2013, 02:49:43 AM
While this is largely off-topic, I just wanted to mention that 1) autoresolve will be simpler and more predictable in the next release, with fleetdeployment point values playing a larger role and 2) the algorithm will be fully moddable, with the baseline implementation provided in starfarer.api.zip.

Woohoo! Sounds awesome :) (thread derailment seems like a very small price to pay for such news :P)

--- snip ---
Whether the neutrinos are or are not a bit unbalanced in this mod, though, I think I have a bit of a solution to help keep the system balanced: balance of power. In history, whenever a single country started becoming too powerful, other countries would ally together to counter the threat against that specific power, and bring them back down to size. I suggest that the same be done in this mod, to where when a situation as seen in sony's picture occurs, all the other factions are going to start banding together and trying to stop the larger faction before it is too late. I don't know much on modding, but I'm guessing something can be made so that if one faction becomes powerful, other factions are more likely to go to war with it in groups? It ought to solve the balance problem if it can be done; the more unbalanced the faction the more enemies that faction will get.

The first part of this idea is implemented: factions inherently dislike a faction who is the most powerful. The second part (of this inherent dislike causing alliances against the lead) is not really implemented and is on the drawing board (along with a number of other things in the diplomacy space) :)

--- snip ---
so i belive station layout is verry important in this mod & can bring major (un)balance to the game
 --- snip ---
ow & i saw strange thing, when faction out of the system attack fleet (or something) spawns their number is random, 1-4 is it suppose be like these ?
 --- snip ---
cant rly tell how i feel about their fighter "anti wing' or something, speed 300 price 120 cant rly tell , i'll bet they are nightmare to the solid weapon point def weapons

Yeah station layout and wars/alliance have a bigger effect than the auto-resolve, which is why I'm not TOO worries about factions being slightly imbalanced.

Yeah respawn fleets will differ in number (1 - 4) depending on resources an empire has.

Yikes, I meant to change this to a more meaningful number, 120 is way too low. It will only affect the player though (providing a super cheap fighter wing). I'll change this for the next version.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 20, 2013, 09:19:15 AM
dude...the player has a way to little advantage...the fleets are almost never big while everyone else explodes with massive defense fleets while mine takes their time building up with little to no cargo ships.....even worse is i have to pay for everything so by the time i do get some money its too late..my places are being invaded and screwed....i cant do anything since i have no money or manpower and all i can do is unfairly get screwed over...there has to be something the player can get...the wages are scraps at best
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 20, 2013, 12:35:34 PM
Lopunny, try going after the freighters of an enemy when your fleet is small and you end up at war. Not only will it get you the needed money to buy yourself a fleet, but it will cause the enemy to end up with less resources and thus less powerful fleets to send at you, which is usually enough to keep you alive. The atlas station attack fleets are also good targets to bring down for easy money.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 20, 2013, 01:02:20 PM
i do that but while thats happening everyone else is buffed super fast...im still too weak...wages need to be higher
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 20, 2013, 01:22:49 PM
Lopunny, the defense fleets are supposed to be extra tough, just like the hegemony defense fleet is extra tough in the vanilla game. I don't think you are supposed to quickly be able to reach their size, you should be fine on wages and tasty freighters to build yourself a medium fleet capable of defeating some enemies, extra wages shouldn't be necessary. Heck, I often find myself with more money than I know what to do with when I'm playing, though I do tend to play as the inexpensive pirates for the challenge. Your faction grows and is just as powerful as the other factions, the only difference between your faction and another faction is that each faction has different ships and your faction has you to help fight. Some factions might be easier to play as, such as the council in comparison to the pirate faction, but overall, your faction is buffed just as much as any enemy faction. The more stations a faction has, the more fleets it can spawn. You are the advantage your faction has over any other faction.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 20, 2013, 01:48:08 PM
yes but ive figured out the problem...the fleets the bases spawn are random...theres no size or economy thing as far as i see and they dont gradually get bigger ones via supply...some just pop out giant fleets like a production line...it happened to my fleet and its kinda unfair...at least make so it doesnt just jump up to giant fleets...some get them the moment they set a base up and its stupid....this game seems very good...but im stressing out trying to enjoy it :(
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 20, 2013, 02:03:22 PM
Actually, unless the code isn't working the way it seems to be supposed to, fleet composition is entirely based on the supplies and crew that are inside of a station. Each station basically looks at how much supplies and crew it has, and then builds the biggest fleet it can with how much supplies and crew it has, subtracting those supplies and crew. When a station has just gotten a supply shipment from freighters, it is usually able to make a larger fleet, while a station that hasn't obtained a supply fleet in a while is left making rather small fleets. A faction that has gone a while without any warfare is usually able to build several large fleets before it runs low on supplies because of the supplies that it has been able to save up. I believe that the fleets don't get gradually bigger with supplies, but gradually smaller as the supplies run out, until the station receives another shipment at which time it is able to make larger fleets again.

Also, another suggestion to maybe help you with the early game before you can get a fleet, you are able to buy supplies and crew (and on very rare occasions, a weapon or two) from stations that do not belong to you and sell them to your own station to help fuel its fleet production. This will result in a net loss of money for you, but it will allow your station to build more fleets that it wouldn't otherwise be able to make, which can sometimes be especially useful.


Oh, and another suggestion for the mod, how about factions which have a station near an asteroid belt be able to send out lightly defended mining fleets for an extra supply boost.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 20, 2013, 02:55:40 PM
yes but ive figured out the problem...the fleets the bases spawn are random...theres no size or economy thing as far as i see and they dont gradually get bigger ones via supply...some just pop out giant fleets like a production line...it happened to my fleet and its kinda unfair...at least make so it doesnt just jump up to giant fleets...some get them the moment they set a base up and its stupid....this game seems very good...but im stressing out trying to enjoy it :(

Actually, unless the code isn't working the way it seems to be supposed to, fleet composition is entirely based on the supplies and crew that are inside of a station. Each station basically looks at how much supplies and crew it has, and then builds the biggest fleet it can with how much supplies and crew it has, subtracting those supplies and crew. When a station has just gotten a supply shipment from freighters, it is usually able to make a larger fleet, while a station that hasn't obtained a supply fleet in a while is left making rather small fleets. A faction that has gone a while without any warfare is usually able to build several large fleets before it runs low on supplies because of the supplies that it has been able to save up. I believe that the fleets don't get gradually bigger with supplies, but gradually smaller as the supplies run out, until the station receives another shipment at which time it is able to make larger fleets again.

Also, another suggestion to maybe help you with the early game before you can get a fleet, you are able to buy supplies and crew (and on very rare occasions, a weapon or two) from stations that do not belong to you and sell them to your own station to help fuel its fleet production. This will result in a net loss of money for you, but it will allow your station to build more fleets that it wouldn't otherwise be able to make, which can sometimes be especially useful.


Oh, and another suggestion for the mod, how about factions which have a station near an asteroid belt be able to send out lightly defended mining fleets for an extra supply boost.

sirboomalot is spot on, and stations also generate a small amount of resources themselves (with a bonus to one resource depending on whether they are orbiting a gas planet, normal planet or moon).

Asteroid mining fleets (and gas mining fleets) are on my todo list :) and they'll eventually (mostly) replace the 'station generates resources' mechanic. This will make certain spots in the system more desirable than others, which should affect diplomacy and war target priorities... lots to do! :P
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 21, 2013, 03:09:40 AM
yes but hes super flawed in on thing...THE SUPPLY FLEET ENGAGE BATTLE PURPOSELY...i dont understand but everything including the station attackers goes after people.....why..if i were a cargo guy id leave everything alone...i would even blend into space id be so scared but these people are bold enough to battle people...dying and losing precious supplies and time...i wonder if they even have a purpose to live...i barely see supplies hit the stations
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Silver Silence on May 21, 2013, 03:51:15 AM
That's just something with the convoys. If they happen to pass by a fleet that they can beat, they'll most likely try and force an engagement, and if they blunder into the equivelent of a faction's System Defense Fleet, they'll try and haul ass outta there. One could make the convoys more heavily armed, which would better their chances in engagements, but would also make them more likely to engage in the first place.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 21, 2013, 06:12:21 AM
change their nature...make them scared to engage
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Upgradecap on May 21, 2013, 06:40:06 AM
Scheisse, this wasn't the simplest, integrating this code. Oh well, i'll do it.... Somehow else ;)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 21, 2013, 08:40:17 AM
Ok who invited nihil into this mod...there so unblanced..there fighters are too fast and too armed...and dont get me started on their giant ass ship which just gives armies the finger...whos idea was this >:(? god...everything was fine until they came and destroyed all my fleets with one giant ship...who even considers that to be a good idea anyways...that not even creative v.v
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Talkie Toaster on May 21, 2013, 10:09:59 AM
Ok who invited nihil into this mod...there so unblanced..there fighters are too fast and too armed...and dont get me started on their giant ass ship which just gives armies the finger...whos idea was this >:(? god...everything was fine until they came and destroyed all my fleets with one giant ship...who even considers that to be a good idea anyways...that not even creative v.v
If you don't like them, it's trivial to remove them. Just calm down.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 21, 2013, 10:34:49 AM
no i wont calm down...there cheap and noone likes them....why not thule mod..they just updated...replace nihil and get them out of here..i was doing fine until therew huge ship cam and ruined the game by pounding all my fleets to rubble and now...even worse for some reason 80% of the galaxy is allied against me despite the fact im not even close to the most powerful team and this happens every single time i play the mod...how do you guys even play this mod?
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Sproginator on May 21, 2013, 10:49:46 AM
Chill bro xD, that is still someone's work your completely hating on :/, if you don't like it, just give a constructive review, not go batshit crazy lol
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 21, 2013, 11:00:51 AM
your would have to use the worlds remaining budget to fix that mod...its just another mod with overpowered things to fill an ego...i couldnt imagine making a team more powerful than other teams...this entire mod makes no sense...im just going to go back to uomoz...at least i dont get jumped to death in that or cheap teams..
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Sproginator on May 21, 2013, 11:19:36 AM
An ego? Worlds budget? Where are you getting these facts from? :/
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Upgradecap on May 21, 2013, 11:21:54 AM
your would have to use the worlds remaining budget to fix that mod...its just another mod with overpowered things to fill an ego...i couldnt imagine making a team more powerful than other teams...this entire mod makes no sense...im just going to go back to uomoz...at least i dont get jumped to death in that or cheap teams..

Lolwut? You are hating on the mod itself because you are..... Bad at it? Hint - don't blame others for your failures.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Hyph_K31 on May 21, 2013, 11:38:09 AM
Guys, let's just calm it down here a bit. :(

And anyway AFAIK, the mod in question here is quite old and hasn't seen an update in a while. I'm could be wrong though, so take a look for yourselves.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Upgradecap on May 21, 2013, 11:45:31 AM
That be true, hyph, but still - even though it might be unbalanced (which it is, no doubt - it's exactly supposed to be that, to provide a rather extreme challenge) it's a TRIVIAL thing to remove them.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 21, 2013, 01:08:21 PM
but they ruin the game...you cant fight an army by yourself...the thule legacy mod is so much better...why not replace nihil...i mean come on...people were worried the moment you said you wanted to add them...thule is balanced...fun and fair.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Sproginator on May 21, 2013, 01:11:25 PM
It's a matter of personal choice I spose
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: kupan9 on May 21, 2013, 03:09:47 PM
There are directions for both adding and removing factions as you desire. As far as I am concerned, this mod is about the SYSTEM not the Factions. The added factions are just a service to make it convenient to play with a larger faction set. If you don't like a faction, please don't derail the thread, insult the mod maker, and whine. Open a text editor and delete ONE WORD! It is much faster and easier to just follow a simple TWO SENTENCE direction and delete the faction than come on here and write a much longer complaint about it and hope he changes it to exactly what you want. I don't know how the mod maker feels about this, but it gets me angry to see so much entitled whining when it is so EASY to do it yourself.

Now to something productive.

To address the "too many large fleets" issue.
I don't know what plans you have set aside for this, but it would probably be relatively easy to add some logic such as :
# Assumes Atlas' spawn independantly of attack/defense fleets #
T= Time/Number of weeks passed or some increment of days
R(x) = Random number between 0 and x
S = Supplies at the station
FF = Supply range sufficient to gen a fleet of 1-3 frigates
Rand(100) + time =
S<FF = Nothing Happens
(<15 & S>=FF) || (>15 & S<Next Tiers required S): Run fleet gen for (S/FF) - rand((S/FF)-1) times  #Runs fleet gen for fleets of 1-3 frigates a number of times between 1 and the maximum number of frigates fleets it can spawn
Etc up to system defense fleets up at the top of the range, which could do something like :
>90 & S>= System Defense Fleet Supply Cost : Run fleet gen for a System Defense Fleet + run this algorithm again immediately with a modifier of - 10 or so to encourage more smaller fleets.
                                                                                                                                                                                            #If the fleet gen is a sub just call it again and pass it the modifier.
                                                                                                                                                                                            Modifiers could also be used later to encourage larger fleets to spawn
                                                                                                                                                                                            with certaincertain system features or station effects when that is
                                                                                                                                                                                            implemented. #

This system would encourage more smaller fleets and chances of larger numbers of smaller frigate, destroyer and cruiser fleets while making more large fleets as the time increments. Given enough time you would have the ability to produce multiple System Defense Fleets given decent rolls and enough supplies. You can also call the sub again from any of the higher tiers so that it mixes in lower amounts of stuff until it runs out of supplies. Probably add that to anything higher than frigates because rolling again from the lowest possible result seems kinda silly, but would result in a more even spread of fleet types more consistently.

One of these days when I have time to do more than post an idea at a time, I should really take a look through the mod code so I can be more helpful. The main problem with that idea is that when I have the time and inclination to do something Starsector-y I end up PLAYING the mod instead of look at it's code ::).

Don't let the complains get you down Zaphide, There are plenty of people who really enjoy the mod. You have to remember there are only two types of people that will really respond to the mod thread, Those with suggestions and those with complaints. It is also often a fine line between the two. Keep it up.

Wall of Text Signing out for now.

*edit*
To clarify I don't have a problem with the fleet sizes, I like the challenge. If you implement the increased smaller fleet logic I would personally love it if it was either a creation choice or, more likely, modified by a global so it can be turned off. Just have the fleet gen be an If (Global = 1)  New fleet get; Else Old fleet gen;. But that is extra work and more things to worry about with debugging. If you make the fleet size grow like I suggest you might just make the time increment size easily found like the faction list and let us ramp it up if we want.
*/edit*
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: LostInTheWired on May 21, 2013, 04:10:57 PM
To be honest, we need the larger fleets.  Once you get to a large fleet size, you won't find the supplies to keep going without crushing a few fleets.  As far as I've found, the trade convoys are relatively useless/don't drop off enough supplies.

And the number of ships they drop off is abysmal, especially considering the fact that the station defense/attack fleets use the same pool as you do and that the ships come directly from the supply convoy fleet.  When it comes to, especially smaller ships, I don't see why the resources/prefabricated sections wouldn't be on board a freighter and then compiled when on station.  Fighters and frigates would be perfect for these extra ships, and would give you something to work with while waiting for larger ships.

What might also be considered instead is to make it so ally convoys do drop ships off to their stations.  This way, you could buy ships from your allies as well, to keep up with the heavy demand involved in the constant warfare.  The problem with this is clearing the cargo whenever you're at peace/war, as if, instead of just not letting you buy the cargo, they dump it all into space.  I have to look through the API a little bit to see if I can override what shows up in the station menus when at war, like if I can make nothing show up in the buy list or something.  The convoluted option would be to keep a separate cargo variable for each station that is written into every time a station goes from ally to peace/war and clears the station cargo, then reinstates the cargo whenever they return to ally status.  It'd work, but it's just so ass backwards, where I would like to just hide the buy/sell menu from the player entirely when approaching an enemy station.

I guess I have research to do.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Sproginator on May 21, 2013, 04:19:21 PM
I'll try and do a play through of this mod when I get a chance hehe
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 22, 2013, 04:02:42 AM
... anyway ... :P

Scheisse, this wasn't the simplest, integrating this code. Oh well, i'll do it.... Somehow else ;)

Let me know if I can clarify anything :)

--- snip ---
Now to something productive.

To address the "too many large fleets" issue.
--- snip ---

I don't really think there is a 'too many large fleets' issue (I realise you didn't raise the issue :) ). One thing that does irritate me a bit is the single capital ship fleets (or with only a small escort). I'll probably amend the method to do something about this.

To be honest, we need the larger fleets.  Once you get to a large fleet size, you won't find the supplies to keep going without crushing a few fleets.  As far as I've found, the trade convoys are relatively useless/don't drop off enough supplies.

The lonely Atlas' are fairly good for supplies.

And the number of ships they drop off is abysmal, especially considering the fact that the station defense/attack fleets use the same pool as you do and that the ships come directly from the supply convoy fleet.  When it comes to, especially smaller ships, I don't see why the resources/prefabricated sections wouldn't be on board a freighter and then compiled when on station.  Fighters and frigates would be perfect for these extra ships, and would give you something to work with while waiting for larger ships.

Hmmm it can certainly be a problem if none of your convoys are getting through. It might be worth me adding a random fighter wing/frigate/destroyer every once in a while to stations.

What might also be considered instead is to make it so ally convoys do drop ships off to their stations.  This way, you could buy ships from your allies as well, to keep up with the heavy demand involved in the constant warfare.  The problem with this is clearing the cargo whenever you're at peace/war, as if, instead of just not letting you buy the cargo, they dump it all into space.  I have to look through the API a little bit to see if I can override what shows up in the station menus when at war, like if I can make nothing show up in the buy list or something.  The convoluted option would be to keep a separate cargo variable for each station that is written into every time a station goes from ally to peace/war and clears the station cargo, then reinstates the cargo whenever they return to ally status.  It'd work, but it's just so ass backwards, where I would like to just hide the buy/sell menu from the player entirely when approaching an enemy station.

I guess I have research to do.

As far as I'm aware, the only way to do this currently is the convoluted option. Hopefully Alex implements a StationInteractionPlugin (is he still reading :P) that will allow easy control.

EDIT: I forgot to add that I will add Thule's Legacy in soon, just need to get round to it :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Decer304 on May 22, 2013, 04:14:35 AM
hey, i've had many encounters with an atlus which it didnt have enough crew to keep it combat ready, so i got an easy win and capture, is that intended to be there or not?
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 22, 2013, 05:50:37 AM
hey, i've had many encounters with an atlus which it didnt have enough crew to keep it combat ready, so i got an easy win and capture, is that intended to be there or not?

Hmmm it's not intended, any chance it had been in a fight or two before you found it?
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Decer304 on May 22, 2013, 05:53:24 AM
Bit of both. some were <50%, but i did also have encounters like that where the ship was full health.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 22, 2013, 06:01:26 AM
umm... what's an "atlus"  ???
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: ValkyriaL on May 22, 2013, 06:03:26 AM
The middle brother to an Atlas and Atlasis.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 22, 2013, 09:06:08 AM
it the deformed triplet of the kids...the poor soul
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Kristian on May 22, 2013, 12:24:25 PM
Nice mod :)

Is there any way to make stores sell more weapons/ships and/or buy from neutral/allied factions?

Edit: Is the faction status of the player faction entirely controlled by the player? No one has declared war on me so far. Started out with a war against Nihil and Valkyrie but a peace was suddenly declared.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 22, 2013, 01:52:38 PM
One thing I would like is for an ally to occasionally send an especially small shipment of their own ships and weapons to your station, so that you might buy and equip one or two ships that you wouldn't normally have access to before a war.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 22, 2013, 03:54:51 PM
so...can we please replace nihil with thule...how does noone else see why nihil is cheap..there ships have strong lasting shield with likewise armor...there weapons never miss...the team is way to perfect...come on..thule is the way to go and they released their update awhile ago
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Kristian on May 22, 2013, 04:08:49 PM
so...can we please replace nihil with thule...how does noone else see why nihil is cheap..there ships have strong lasting shield with likewise armor...there weapons never miss...the team is way to perfect...come on..thule is the way to go and they released their update awhile ago
Are you serious? I curbstomped Nihil when I fought them.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: ValkyriaL on May 22, 2013, 05:09:21 PM
i haven't played for a few months, but i'l try tomorrow and see if nihil is as impossible to beat as you claim they are.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 22, 2013, 06:11:09 PM
so...can we please replace nihil with thule...how does noone else see why nihil is cheap..there ships have strong lasting shield with likewise armor...there weapons never miss...the team is way to perfect...come on..thule is the way to go and they released their update awhile ago

Why don't you just follow the directions on the front page and remove them yourself, like just about everyone else has suggested? Thule is already being added in the next version of this mod from what I'm hearing, and you can remove any faction that you don't like just by editing a file. The reason why nobody is speaking out against nihil is because nihil can be removed by anybody that doesn't want it, and is a fun challenge to those who do want it.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 22, 2013, 08:20:58 PM
btw..i just tested the council(starwars) people...and i have to say..there very busted...i just used the sparrow frigate and it had infinite no cool down teleport...lots of weapons and fast speeds and had the ordanance of a destroy or even a cruiser...they need to tone it down a bit...there a bit scary in terms of balance o.o
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 22, 2013, 08:23:15 PM
Lopunny, I don't think that particular faction was made for balance...
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: ValkyriaL on May 23, 2013, 12:31:08 AM
Neither Council (MrDavidoff´s Ship Addon) or nihilic empire were intended for vanilla balance, you can find them in the mod index, if you don't like them, remove them, problemo solved.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 23, 2013, 01:38:22 AM
Nice mod :)

Is there any way to make stores sell more weapons/ships and/or buy from neutral/allied factions?

Edit: Is the faction status of the player faction entirely controlled by the player? No one has declared war on me so far. Started out with a war against Nihil and Valkyrie but a peace was suddenly declared.

Thanks :)

You could edit the data\scripts\world\exerelin\OutSystemSupplyConvoySpawnPoint.java file at lines 102 + 103 and change the numbers higher.
Code
addFactionSpecificWeapons(targetCargo, 4, ExerelinData.getInstance().getPlayerFaction());
addRandomFactionShips(targetCargo, 2);

No other faction gets delivered weapons/ships at this stage.

Factions (including the players faction) will declare war/peace/ally as it suits them, but the player can certainly kick off a war with a ally or neutral faction. Factions will not like a backstabber though ... :)

btw..i just tested the council(starwars) people...and i have to say..there very busted...i just used the sparrow frigate and it had infinite no cool down teleport...lots of weapons and fast speeds and had the ordanance of a destroy or even a cruiser...they need to tone it down a bit...there a bit scary in terms of balance o.o

Yeah I must admit the Sparrow is a bit out there! :)

But in general, I don't have a problem with balance of various factions because:
1. Mostly, powerful ships cost more. For example, the fleet point cost of the Sparrow is larger than pretty much every frigate, and some destroyers. As long as that cost affects gameplay *in some way*, I don't have a problem with it as long as it is in the 'ballpark'.
2. Balance between mods is going to come and go as StarSector progresses and I don't really feel like trying to balance everything to then have to redo it later :P
3. Player piloting skill is much greater than the AI piloting, so I actually think that the AI having 'better' ships evens it out (unless the player is playing as an 'OP' faction, then...)
4. Currently, only the player can progress their captain, making their ships perform better, which is 'unfair' against the AI.

Exerelin currently uses the fleet point cost of ships to determine how many resources are used when building a fleet from a station. Ideally, I would like to use a mix of fleet point cost, ordinance points available on the ship and the base credit cost of the hull. Unfortunately, the ordinance point cost is unavailable outside combat (requires an Alex-level change) and the base credit cost can be a little misleading in some mods. Ordinance cost is probably the best indicator of sheer 'combat ability'.

We'll get there eventually, but at the moment I just want to provide an easy way for people (and myself!) to play StarSector-Exerelin with whatever factions they want. :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: FloW on May 23, 2013, 01:40:54 AM
Would it be possible to get a whole list of "non-vanilla" balanced factions that are part of this mod?
Maybe even add the list to the OP, so that new players can remove them if they want to.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 23, 2013, 01:47:16 AM
Would it be possible to get a whole list of "non-vanilla" balanced factions that are part of this mod?
Maybe even add the list to the OP, so that new players can remove them if they want to.

I'll probably wait until after the dust settles from StarSector 0.6 (soon hopefully!) before assessing as I suspect a bit of a shake up to occur... :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 23, 2013, 02:15:07 AM
..so anyone has problems with Nihilc's so far ?
cuz i dont have problem beating their  bigger fleets (with their capital) with just 3 ships
1  Intersepter, 2 Sledgehammer

Also i would like to see your fleet  Zen, & if your are able to take down Valkyrians on Neutrino fleets with it
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: FloW on May 23, 2013, 02:27:04 AM
They were a problem when they steamrolled in with 4 fleets at once at the beginning. Along with 4 Shadowyard fleets.
Could it be that Neutrino are diplomatic failures or are they just stupid?

I managed to beat them back slowly after I got my second cruiser (Blackrock in origin, Neutrino definitely knows how to get a war started), and their out-system attack fleets were gone. And now I'm pretty much steamrolling everything with a Jackhammer and Hawk MKII "Allegiance". The Nomad attack fleets punched a few holes in the Hawk, but nothing that was impossible to fix.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 23, 2013, 09:01:38 PM
wait..if they were not made for balancing...why are you adding them to this mod..isnt it your responsibility to make sure all faction follow the rules to further increase the experience for players?
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Silver Silence on May 23, 2013, 09:40:41 PM
Not really. He's taken a bunch of good mods and mixed them all together. What rules are there to follow? That they don't curbstomp each other? Where's the fun in that?
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Lopunny Zen on May 23, 2013, 10:11:12 PM
the fun is they all re equal on a certain level...they all have weaknesses and strengths that are balanced...they are all as powerful...there is no fun in balancing but its essential to any form of game or mod
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 23, 2013, 10:21:49 PM
I personally like the mod with the added challenge. Anybody who doesn't want the unbalanced factions can remove them, they are an fun challenge to fight for those who do want them. This particular mod wasn't made for balance, and thus I do not believe that the modder really needs to worry about balance all that much unless he wants to.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 23, 2013, 10:22:36 PM
Zen , show me your map & your current fleet if you can, cuz i'm curious

EDIT:
I changed some of the stats on some of their ships slightly, so hopefully they won't be too bad :P

as you can see Zaphide is balancing stuff but let's just say it straight , economy i solar system is the priority

+ Nihilc can be hard at the beginning but are they the only one ?
                                                                                                                        ::)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: valefore on May 24, 2013, 06:42:38 AM
Zen,

I understand your reasoning but your basis is flawed. As Zaphide said, the main content of Exerelin is its world generation and faction mechanics that provide a unique experience that the original Starsector doesn't provide on its own. The added factions are simply a favor done by Zaphide to allow players to take advantage of Exerelin with other popular mod factions, which may be cumbersome to do on your own. He was even kind enough to provide a very simple 3 second method to remove any factions that players may not like. In fact, this whole mod is a favor done by Zaphide to the Starsector community and he has absolutely no responsibility entitled to his work because its voluntary (except for maybe asking for permission for use from other modders, which he is doing very well). It's completely different from professional game makers who have to take responsibility of their product for sale.


As for the actual faction balances, I really see no huge problems. Sure, some ships are a bit stronger than others and some weapons are a little op, but that's it. It's nothing that you can't beat, because although they are strong, they all have weaknesses that can be strategically exploited. With this much content, it's impossible to keep perfect balance in the first place; Hell, the TriTachyon are pretty much op compared to hegemony in the original game anyway (like the indestructible hyperion?).

Depending on which starting faction you choose, the game may be difficult at different stages. If you really can't keep up, solve the problem yourself and remove the op faction. Demanding stuff from the modder can be rude at times.

Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: dogboy123 on May 24, 2013, 08:05:12 AM
This mod is awesome, helped me get back into Starsector.  :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: ramondarkdemon on May 24, 2013, 01:35:07 PM
Hi. I'm trying to run the mod but this error happen:
(http://i43.tinypic.com/34yvfcm.jpg)
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Sproginator on May 24, 2013, 01:41:11 PM
Lopunny, Want to see an unbalanced mod? Go look at my Starraiden mod, Or check out WAR. Seeing them will make you rather displeased. If you think balancing is so important, Try it for yourself, It aint easy
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 24, 2013, 01:48:28 PM
Hi. I'm trying to run the mod but this error happen:
Spoiler
(http://i43.tinypic.com/34yvfcm.jpg)
[close]
do you have  LazyWizards LazyLib instal properly ?
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: ramondarkdemon on May 24, 2013, 01:51:10 PM
Hi. I'm trying to run the mod but this error happen:
Spoiler
(http://i43.tinypic.com/34yvfcm.jpg)
[close]
do you have  LazyWizards LazyLib instal properly ?
Yes I'm installed it correctly
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: LazyWizard on May 24, 2013, 01:51:17 PM
Hi. I'm trying to run the mod but this error happen:
Spoiler
(http://i43.tinypic.com/34yvfcm.jpg)
[close]

You're not running the latest Starsector version. Decorative weapons were added in .54.1a, which you can get here (http://fractalsoftworks.com/2013/01/04/starsector-0-54-1a-release/).
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 24, 2013, 03:24:22 PM
Zap, check the Pirate (vanila)faction for the capital ship , cuz i'm playing as them & both your fleet is spawnet without capital (conquest i belive was the name) & it's not delivered
correct me if I'm wrong ;P
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 24, 2013, 05:49:49 PM
I think the conquest is an independent ship, the pirates have no capital ship.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 24, 2013, 05:54:29 PM
Yeah there is no pirate capital ship unfortunately :(
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Silver Silence on May 24, 2013, 08:42:02 PM
You could add... erm... Starfarer Extra? I think...

There's a mod out there that adds the Pirate "Parrot" class battleship. Along with more ships.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 25, 2013, 12:35:52 AM
Starfarer plus! It adds quite a few awesome ships...
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 25, 2013, 01:27:53 AM
I think the conquest is an independent ship, the pirates have no capital ship.
but pirate have conquest in their fleets & in their stations in vanilla so i think it can be used
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: sirboomalot on May 25, 2013, 02:09:58 PM
It could be used, but I think I would rather see starsector plus added, the conquest follows the independent style of ship more than the pirate style...
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: ValkyriaL on May 25, 2013, 03:47:55 PM
So..Nihil thinks he's the undisputed king of super capital ships??? NOT WHEN IM AROUND!! NOBODY challenges ValkyriaL in ship size! 8)

Spoiler
DIE COUNCIL!!!!!!!!(http://i.imgur.com/1pPXQfk.jpg)

[close]
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Pelly on May 25, 2013, 03:51:00 PM
Christ Valk we know you have compensation issues but seriously making a anime sword into a ship is absolutely freekin excellent!
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: FloW on May 25, 2013, 03:55:49 PM
So..Nihil thinks he's the undisputed king of super capital ships??? NOT WHEN IM AROUND!! NOBODY challenges ValkyriaL in ship size! 8)

Spoiler
DIE COUNCIL!!!!!!!!(http://i.imgur.com/1pPXQfk.jpg)

[close]

Are you trying to compensate for something?

OT: I feel like the whole "Let's send in 4 fleets at once" thing doesn't really work. At the start you wouldn't even kill a single one (maybe take out a frig or a fighter wing, but not the entire fleet), and later you can just: kill one, repair (if needed) and repeat. There's not really much in between. Maybe try "light out-sector attack fleets" and so on, up to "superheavy out-sector attack fleets" (Imagine battleships. Lots of them.).
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: theSONY on May 26, 2013, 10:08:05 AM
November 14, cycle 207 Capt'n Log:  Neutrino just declared another war  with our beloved nilic empire
Spoiler
(http://i.imgur.com/2qjbo11.png)
[close]
Dang  :-\

question: what's the frequency of faction fleet rebelling ? 
saw only once, and it wasn't enough ;p
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Decer304 on May 26, 2013, 05:01:25 PM
I've been seeing an issue in this mod alot with the starting ships. I found that most custom faction starting ships has either too much crew or too little crew. Is this fixable, because i know that some ships has soo little crew capacity that you start off being like 200% over the limit and i by the time i get to a space station to sell them off, i blow up. Some ships, such as the valkyrie imperial class frigate has too little crew, thus having my ship start off as not enough crew, so i have to get more.
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: flashydragon on May 26, 2013, 10:27:32 PM
I've been seeing an issue in this mod alot with the starting ships. I found that most custom faction starting ships has either too much crew or too little crew. Is this fixable, because i know that some ships has soo little crew capacity that you start off being like 200% over the limit and i by the time i get to a space station to sell them off, i blow up. Some ships, such as the valkyrie imperial class frigate has too little crew, thus having my ship start off as not enough crew, so i have to get more.

I've seen mods start you off with more or less crew, fuel, and supplies before.

if too much, jettison the little buggers you don't love anymore. if too little, sell that useless fuel to get on with satisfying your urge to murder those poor defenseless pirates.. :-*
Title: Re: Exerelin - Dynamic System and Faction War - v0.51
Post by: Zaphide on May 27, 2013, 02:22:49 AM
OT: I feel like the whole "Let's send in 4 fleets at once" thing doesn't really work. At the start you wouldn't even kill a single one (maybe take out a frig or a fighter wing, but not the entire fleet), and later you can just: kill one, repair (if needed) and repeat. There's not really much in between. Maybe try "light out-sector attack fleets" and so on, up to "superheavy out-sector attack fleets" (Imagine battleships. Lots of them.).

Hmmm yeah I'll give it some thought!

November 14, cycle 207 Capt'n Log:  Neutrino just declared another war  with our beloved nilic empire
Spoiler
(http://i.imgur.com/2qjbo11.png)
[close]
Dang  :-\

question: what's the frequency of faction fleet rebelling ? 
saw only once, and it wasn't enough ;p

Ouch... :P

Should be between 40-60 days.

I've been seeing an issue in this mod alot with the starting ships. I found that most custom faction starting ships has either too much crew or too little crew. Is this fixable, because i know that some ships has soo little crew capacity that you start off being like 200% over the limit and i by the time i get to a space station to sell them off, i blow up. Some ships, such as the valkyrie imperial class frigate has too little crew, thus having my ship start off as not enough crew, so i have to get more.

Yeah sheer laziness on my part. I haven't specified a different amount per starting ship.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on May 27, 2013, 04:48:54 AM
Update time.

Notable additions include Thule's Legacy, update to Interstellar Federation, and a number of extensions to the diplomacy system.

Code
0.52
 - Added Thules Legacy faction
 - Added a Atlas with appropriate engine color for Gedune, Blackrock, Valkyrian, Thule, Shadowyards, Antedilivian factions
 - Changed IFed Atlas to Mazerk
 - Changed names for attack/defense/patrol fleets depending on size
 - Changed periodical station resource injection to include ship/weapons for player
 - Fixed incorrect resource delivery amount on out system attack fleet
 - Fixed missing base cost value for nihil Anti fighter wing
 - Fixed rare null pointer crash on station takeover

 - Updated IFed to 1.25

 - Reduced chance of small fleets with a capital ship
 - Reduced chance of capital ships being delivered to player stations
 - Faction relationships now affected by allies of allies, enemies of allies, allies of enemies and enemies of enemies
 - Lowered relationship impacts on other factions when war/peace/alliance declared between two factions
   - The above two changes should increase the chance of alliance of factions vs alliance of other factions wars
   - It should also prolong an alliance war (even if the factions come and go from the alliance)
 - There is now a low possibility that an alliance can end and result in a war between the two previously allied factions
 - Player initiated wars now have the following consequences
   - Lowers player relationship with factions neutral to faction player attacked
   - Lowers player relationship lot with factions allied to faction player attacked
   - Raises player relationship with factions at war to faction player attacked
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: theSONY on May 27, 2013, 04:52:25 AM
download ain't working 0.52
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: valefore on May 27, 2013, 05:15:35 AM
Downloading Right now.

So coooooooooooool
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on May 27, 2013, 05:16:15 AM
download ain't working 0.52

You're too quick :P It should be working now :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: theSONY on May 27, 2013, 06:13:22 AM
You're too quick :P
that's second time I read that :-[
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Rec on May 27, 2013, 06:24:28 AM
You're too quick :P
that's second time I read that :-[
i hope that at least with "read" is better than "heard"  :D

been playing this mod a bit here and there, and so far have been enjoying the feeling of it so much, feels almost like mount and blade on space.

just a question, is it possible to add a log of some kind? often i lose track with whom im at war with, and f ind the hard way when i accidentally run into one of them giant fleets.

though i think thats somehting that would require to be hardcoded into the original game...
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Sproginator on May 27, 2013, 06:27:19 AM
Perhaps a way to track a key press in campaign view would show text in the bottom left corner? surely that's possible?
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: kupan9 on May 28, 2013, 04:42:52 PM
Perhaps a way to track a key press in campaign view would show text in the bottom left corner? surely that's possible?
It appears that there is a way (http://fractalsoftworks.com/forum/index.php?topic=4106.0) but it has some restrictions :
Spoiler
The input popup never appears/the console stops working after a while:
  • See if alt-tabbing will get you to an input popup. Sometimes the dialog doesn't get window focus (I haven't been able to track down when or why this occurs), and the console input thread is halted while a popup is present.
--------SNIP--------
Using this mod in fullscreen
The latest version of Starsector (.54.1a) added a new setting allowing undecorated windows. With this, the mod finally has what amounts to fullscreen support. You will have to modify your settings.json, but you will only have to do this once.

To use this mod in fullscreen, open starsector-core/data/config/settings.json and change "undecoratedWindow" to true. Next, untag fullscreen in the game launcher and make sure the game's resolution is set to your native desktop resolution. This should give you a fullscreen borderless window and allow the console popups to function correctly.

Note that you might have vsync issues if you are on Windows and don't have the Aero theme enabled.
And sometimes after using it you click somewhere and it 'passes through' to click on something in the background
[close]

Again, I haven't dug through any code, but if Zaphide wants to take it apart or ask to use some portion of the code directly he can probably do some interesting stuff. On the other hand, it would probably be more reasonable for him to wait until the next version, if it ever comes, and see what changes have been made before working on some huge UI work around that may be pointless if the next version supports it natively.

Feedback :

I have only had enough time to get a couple of months into one game (settings max planets, min asteroid belts, max stations, 3 other races, respawn on two months all) but it seems to be weighted in such a way as you slowly unify the entire universe against you and then get stuck there. I personally declared war against the faction I wanted to start off fighting, then about a week or so in they got an ally and I got a new enemy, a week or two after that and the last race joined in against me. Of the three I only started war against one of them. This could just be a case of random number generation being, well, random. If it isn't then I am sure someone else will speak up with similar concerns.

I like how this mod is progressing. Good work Zaphide, great mod.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: LazyWizard on May 28, 2013, 05:24:40 PM
Perhaps a way to track a key press in campaign view would show text in the bottom left corner? surely that's possible?
It appears that there is a way (http://fractalsoftworks.com/forum/index.php?topic=4106.0) but it has some restrictions :
Spoiler
The input popup never appears/the console stops working after a while:
  • See if alt-tabbing will get you to an input popup. Sometimes the dialog doesn't get window focus (I haven't been able to track down when or why this occurs), and the console input thread is halted while a popup is present.
--------SNIP--------
Using this mod in fullscreen
The latest version of Starsector (.54.1a) added a new setting allowing undecorated windows. With this, the mod finally has what amounts to fullscreen support. You will have to modify your settings.json, but you will only have to do this once.

To use this mod in fullscreen, open starsector-core/data/config/settings.json and change "undecoratedWindow" to true. Next, untag fullscreen in the game launcher and make sure the game's resolution is set to your native desktop resolution. This should give you a fullscreen borderless window and allow the console popups to function correctly.

Note that you might have vsync issues if you are on Windows and don't have the Aero theme enabled.
And sometimes after using it you click somewhere and it 'passes through' to click on something in the background
[close]

Again, I haven't dug through any code, but if Zaphide wants to take it apart or ask to use some portion of the code directly he can probably do some interesting stuff. On the other hand, it would probably be more reasonable for him to wait until the next version, if it ever comes, and see what changes have been made before working on some huge UI work around that may be pointless if the next version supports it natively.

Registering keyboard input is actually pretty easy; most of the problems you quoted are due to the console mod using a separate pop-up for input, and wouldn't show up if I had done things normally. ;)

The campaign currently lacks a plugin that gives a list of InputEventAPIs like the combat plugin does, so you'll have to check for keypresses using LWJGL directly. To do this, you will need to import org.lwjgl.input.Keyboard and use if (Keyboard.isKeyDown(int key)), where key would be one of the constants defined here (http://lwjgl.org/javadoc/org/lwjgl/input/Keyboard.html#field_summary).

To prevent your event from firing every single frame the key is pressed, you'll want to have a variable that is set to true when the key is first pressed and returned to false when that key is not pressed. The event should be ignored as long as this variable is true.

Here's some example code that checks if any one of three keys are down:
Code
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SpawnPointPlugin;
import org.lwjgl.input.Keyboard;

public class CampaignKeyboardInputExamplePlugin implements SpawnPointPlugin
{
    private static final int KEY_POSITION = Keyboard.KEY_J;
    private static final int KEY_ASSAULT = Keyboard.KEY_K;
    private static final int KEY_BOMBARD = Keyboard.KEY_L;
    private static boolean keyDown = false;

    private void checkKeys()
    {
        if (!keyDown)
        {
            if (Keyboard.isKeyDown(KEY_POSITION))
            {
                keyDown = true;
                //tryPosition();
            }
            else if (Keyboard.isKeyDown(KEY_ASSAULT))
            {
                keyDown = true;
                //tryAssault();
            }
            else if (Keyboard.isKeyDown(KEY_BOMBARD))
            {
                keyDown = true;
                //tryBombard();
            }
        }
        else
        {
            if (!Keyboard.isKeyDown(KEY_POSITION)
                    && !Keyboard.isKeyDown(KEY_ASSAULT)
                    && !Keyboard.isKeyDown(KEY_BOMBARD))
            {
                keyDown = false;
            }
        }
    }
    @Override
    public void advance(SectorAPI sector, LocationAPI location)
    {
        checkKeys();
    }
}
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on May 28, 2013, 07:17:15 PM
Yeah I'll wait for StarSector 0.6 before doing any UI work, as it looks fairly promising! Actually I think 0.6 will be great for Exerelin, it should allow me to tidy up a lot of things!

As to being ganged up on, I suspect it was just (bad) luck. Did you have the most stations? The game I'm testing some stuff with it was 2v2 and then my ally betrayed me, so 2v1v1 and then other 2 allied with me (my previous ally was winning) so 3v1. The diplomacy stuff happens slowly, more of an overall direction rather than immediate results. I suspect in your game you should have some peace treaty's soon!
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Sproginator on May 29, 2013, 12:05:29 AM
Just on judging from the comments, this looks quite fun :D
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: joey4track on May 29, 2013, 09:05:57 AM
This mod is fantastic! I am wondering, is it possible to include the trading aspect and fueling from the Fairy Empire mod? If so, then this will be the ultimate mod for Starsector!!
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on May 29, 2013, 03:19:45 PM
This mod is fantastic! I am wondering, is it possible to include the trading aspect and fueling from the Fairy Empire mod? If so, then this will be the ultimate mod for Starsector!!

I have been debating the fuel use thing for a bit, as at the moment the player is a drain on their faction by using crew, marines and supplies but not fuel. Adding a small fuel use could be good but I would probably prefer to do it so that it just reduces your travel speed (by half say) if you run out of fuel.

As for trading, I doubt I'll implement anything like that for a while. Too many other ideas :P (and I am waiting to see what StarSector 0.6 brings in terms of modding)
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Sproginator on May 29, 2013, 03:22:21 PM
Hey zaphide, was wondering if you fancied taking part in the new, massive community based project I'm working on?
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on May 29, 2013, 03:55:59 PM
Hey zaphide, was wondering if you fancied taking part in the new, massive community based project I'm working on?

If you want to use anything from Exerelin please feel free :) but it is unlikely that I will have any spare time sorry :(
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Sproginator on May 29, 2013, 04:31:12 PM
Hey zaphide, was wondering if you fancied taking part in the new, massive community based project I'm working on?

If you want to use anything from Exerelin please feel free :) but it is unlikely that I will have any spare time sorry :(
Okie dokie! Thanks for the permission though, I'd love to try and incorporate all of your generation scripts, the way options are done etc
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: joey4track on May 29, 2013, 06:00:38 PM
Yeah, I kinda feel without trading and fuel etc.. this game is pretty much a combat only game but I guess all that stuff will be in the full vanilla version anyway, I'm just impatient :)

My dream game would be Starsector meets Distant Worlds meets Privateer :D
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Silver Silence on May 29, 2013, 06:09:51 PM
My dream game would be something akin to a bastard son of Starfarer and X. But I think we're a little off topic.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Sproginator on May 30, 2013, 12:55:27 AM
I suppose, but my aim is to take the customisability and fleet management of Excerelin and combine it with the trading and bounties etc in the World War mod. Maybe add a dash of the Titan mod in terms of raw battle size :D
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on May 30, 2013, 02:54:30 AM
Yeah, I kinda feel without trading and fuel etc.. this game is pretty much a combat only game but I guess all that stuff will be in the full vanilla version anyway, I'm just impatient :)

My dream game would be Starsector meets Distant Worlds meets Privateer :D

For me, StarSector (0.54) + Distant Worlds (empire building/diplomacy/research) + Escape Velocity(exploration/trade) :) (also add a dash of Drox Operative randomisation in there too)

Hopefully StarSector 1.0 will have most of the other two and then my dream game will be StarSector :D
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: theSONY on June 01, 2013, 04:28:46 AM
Zaph' check the neutrino out-system supply convoy if the spawning rate ain't to big
i dunno what triggers the out-system supplay to spawn (numbers of the stations?)
but i see them really ofthen
in one week i smash it like 3 or 4 fleets like that (to stop their growth ;P) but i can count at least 4 more on the map
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on June 01, 2013, 07:03:44 AM
Zaph' check the neutrino out-system supply convoy if the spawning rate ain't to big
i dunno what triggers the out-system supplay to spawn (numbers of the stations?)
but i see them really ofthen
in one week i smash it like 3 or 4 fleets like that (to stop their growth ;P) but i can count at least 4 more on the map


Yeah there is a max of one per station, and they are all on separate timers. There are a couple of other checks done but the spawn timer is the same for all factions. Anyways, I'll have a look. I've changed quite a bit of that stuff for the next version, so there will be less station supply convoys anyway.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: theSONY on June 01, 2013, 08:15:26 AM
ow, ok , then i must count precisely the numbers of their station & compare to the numbers of the out-system supply convoy
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: joey4track on June 02, 2013, 12:53:47 PM
Hey everyone, I just started a let's play of this mod because I haven't seen any vids on youtube featuring it. I am just starting my channel so go easy on me :P

I am still somewhat a noob in Starsector, I just started playing a week ago but I have logged quite a lot of hours so I am not a total distaster but if anyone has any tips etc. I'm all ears!

Here is the link to the first ep: http://www.youtube.com/watch?v=1DTWxvKH28s
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Reshy on June 02, 2013, 02:35:12 PM
The game seems to crash when minimized with the mod working, attempting to reopen it results in a small black box in the top left.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on June 02, 2013, 05:43:51 PM
Hey everyone, I just started a let's play of this mod because I haven't seen any vids on youtube featuring it. I am just starting my channel so go easy on me :P

I am still somewhat a noob in Starsector, I just started playing a week ago but I have logged quite a lot of hours so I am not a total distaster but if anyone has any tips etc. I'm all ears!

Here is the link to the first ep: http://www.youtube.com/watch?v=1DTWxvKH28s

Awesome! Had a watch and can say I've added other faction ships/weapons to player stations. Should result in 10-20% other factions stuff in your stations. Next version (soon).

The game seems to crash when minimized with the mod working, attempting to reopen it results in a small black box in the top left.


Hmm I haven't had this happen to me (although I haven't played it on a PC since 0.4ish). Does it happen even without the mod? I can't think why any of the Exerelin code would cause this...
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: zaszella on June 02, 2013, 05:45:34 PM
I have problem.
Everyone can conquer a abandoned station.  :Dyes
I can conquer a AI's station. :Dyes
AI can conquer a AI's station. :Dyes
AI can't conquer my station. ???What?
They fly around and around,and game system tell me they board my station again and again.But the station still belong to me.Why?
Is something wrong in InSystemStationAttackShipSpawnPoint.java and OutSystemStationAttackFleet.java ?
because

   private Script createTestTargetScript() {
               ........................................................................
              Global.getSector().addMessage.............................(others board my station)
               8)>there is nothing<
             }


   private Script createArrivedScript() {
             ..........................................................................
             Global.getSector().addMessage..............................(I/someone board others station)
              8) >>>>System.out.println.................            
   >>>>String originalOwningFactionId = ExerelinUtils.getStationOwnerFactionId(theTarget);
              >>>>theTarget.setFaction(theFaction);
   >>>>theTarget.getCargo().clear();
   >>>>if(theFaction.equalsIgnoreCase("player"))
   >>>>theTarget.getCargo().setFreeTransfer(ExerelinData.getInstance().playerOwnedStationFreeTransfer);
   >>>>else
   >>>>theTarget.getCargo().setFreeTransfer(false);

   >>>>// Update relationship
   >>>>if(!originalOwningFactionId.equalsIgnoreCase("abandoned"))
   >>>>ExerelinData.getInstance().diplomacyManager.updateRelationshipOnEvent(originalOwningFactionId, theFaction, "LostStation");
              }
Is these script controls "conquer stations"?
Or I just do something wrong ?
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: sirboomalot on June 02, 2013, 05:49:13 PM
It takes the attack fleets time to conquer a station, it is not instant. Whenever a station attack fleet reaches a station, it will go to it, fly around it for a while, and THEN capture it. This is for both AI against AI and AI against the player. The "your station is being boarded" warning is telling you that a fleet has started flying around your station. You usually still have time to stop it.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: zaszella on June 02, 2013, 05:53:00 PM
It takes the attack fleets time to conquer a station, it is not instant. Whenever a station attack fleet reaches a station, it will go to it, fly around it for a while, and THEN capture it. This is for both AI against AI and AI against the player. The "your station is being boarded" warning is telling you that a fleet has started flying around your station. You usually still have time to stop it.

Thank you for reslove my questions.
 ;D
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on June 02, 2013, 06:06:46 PM
It takes the attack fleets time to conquer a station, it is not instant. Whenever a station attack fleet reaches a station, it will go to it, fly around it for a while, and THEN capture it. This is for both AI against AI and AI against the player. The "your station is being boarded" warning is telling you that a fleet has started flying around your station. You usually still have time to stop it.

Thank you for reslove my questions.
 ;D

In the next version attack ships will just sit on top of the station when boarding, making it a little more obvious what's going on :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: joey4track on June 02, 2013, 06:09:55 PM
Awesome! Had a watch and can say I've added other faction ships/weapons to player stations. Should result in 10-20% other factions stuff in your stations. Next version (soon).

Nice! Cool, I like that idea. Have you thought about adding in maybe an independant sort of black market station that can sell things from other factions at inflated prices?? That would also maybe combat the extra credits you end up with too.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: sirboomalot on June 02, 2013, 06:16:13 PM
Awesome! Had a watch and can say I've added other faction ships/weapons to player stations. Should result in 10-20% other factions stuff in your stations. Next version (soon).

Nice! Cool, I like that idea. Have you thought about adding in maybe an independant sort of black market station that can sell things from other factions at inflated prices?? That would also maybe combat the extra credits you end up with too.

Now THAT might be something to add! You could have it not stock all that many weapons or ships at any one time, but completely update its stock often so that whenever the player has the time to go and check it, they are sure to see something different which they might want to buy.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: NITROtbomb on June 02, 2013, 06:19:57 PM
+1 for this idea ^^^^^^^^^^
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: joey4track on June 02, 2013, 06:26:16 PM
Yeah, that would great! A very small amount of totally random, maybe rotating (bi-)monthly items that are 2-3 times more expensive than usual and it would be a cool little goodie bag to check out when you got the time and the cash. A random ship here and there would be cool too. Oooh maybe every once and awhile you will get a ship that is a different variant and outfitted, like someone just sold their ship with the weapons included?
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: sirboomalot on June 02, 2013, 06:29:51 PM
The variant thing might be a bit difficult, someone would have to make each variant themselves.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on June 02, 2013, 07:10:17 PM
Awesome! Had a watch and can say I've added other faction ships/weapons to player stations. Should result in 10-20% other factions stuff in your stations. Next version (soon).

Nice! Cool, I like that idea. Have you thought about adding in maybe an independant sort of black market station that can sell things from other factions at inflated prices?? That would also maybe combat the extra credits you end up with too.

Yeah but I'm not sure how to do the inflate price bit. I'll look into it and see if I can come up with something!

For the time being, I the next version ships and weapons in stations will rotate if they get above a certain number, which should mean each time you visit there's different stuff and maybe other factions ships/weapons.

As for the full setup variants I could certainly just use the variants already defined (I actually already have some code to do this). But yeah, main issue is the pricing. Ideally I want the player to mainly use their factions ships with whichever other ships they manage to get hold of. So I feel the price would need to be inflated to make you really want that other ship :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Reshy on June 02, 2013, 07:21:40 PM
Why not let us buy from factions we're allied with?


Also there needs to be a way to check the current alliances so we know who to attack and who's friendly.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: joey4track on June 02, 2013, 07:25:14 PM
Agreed. I think the inflated price would be key and also keeping in line with the rest of the mod. At first I didn't like how you couldn't buy anyone elses stuff after playing other TC mods where you have this massive arsenal at your disposal but now I think it's really awesome because all that cool stuff is still out there but you get to discover it and work for it. That my friend, is good fun and rewarding gameplay ;)

Perhaps Sadlywish, the coder for the Fairy Empire mod would have some insight on how to make it happen. There is a simple but functional little trade system in that mod where certain goods have differnt prices in different stations.

EDIT: That's a cool idea too about being able to buy from your allies. It might not be too OP because in my playthrough right now, I am at war with three factions and allied with none  :-\
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Reshy on June 02, 2013, 08:24:41 PM
Quote
41741 [Thread-6] INFO  com.fs.profiler.Profiler  - Setting mission                                                                        1      0.06s    100.00%
41741 [Thread-6] INFO  com.fs.profiler.Profiler  -   Created preview                                                                      1      0.03s     56.14%
41741 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating ORBAT widget                                                                1      0.02s     33.33%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -     Updating fleets                                                                    1      0.02s     33.33%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -       Adding ships to fleet widget                                                     2      0.02s     31.58%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Adding tooltip                                                                10      0.01s     19.30%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Adding member icon                                                            10      0.01s     12.28%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -           Creating FMIcon                                                             10      0.00s      7.02%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -           Other                                                                        -      0.00s      5.26%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -           Sorting members                                                             10      0.00s      0.00%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Setting icon params                                                           10      0.00s      0.00%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Fetching button                                                               10      0.00s      0.00%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                          -      0.00s      0.00%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                            -      0.00s      1.75%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                              -      0.00s      0.00%
41743 [Thread-6] INFO  com.fs.profiler.Profiler  -   Text & typer                                                                         1      0.00s      8.77%
41743 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating objectives widget                                                           1      0.00s      1.75%
41743 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating flagship                                                                    1      0.00s      0.00%
41743 [Thread-6] INFO  com.fs.profiler.Profiler  -   Other                                                                                -      0.00s      0.00%
41744 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


Error that occurs sometimes in-game or in the start menu.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: LostInTheWired on June 03, 2013, 12:23:44 AM
Why not let us buy from factions we're allied with?

I've actually already talked about this myself and I've done a tiny bit of work on it.  You see, the problem is that those stations are never loaded with cargo in the first place.  If you do start allowing non-player stations to take cargo, they can buy from them no matter the hostility level.

The best solution I've come up with is to give each station a second cargo variable, one where, when not allied, the station dump their cargo information into it then clear their cargo.  Then, when allied, they can reinstate their cargo using this second variable.  It's just work I haven't been able to do much work on, sadly.  My time has just been dominated by my other mods and work and ect.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on June 03, 2013, 12:49:44 AM
Quote
41741 [Thread-6] INFO  com.fs.profiler.Profiler  - Setting mission                                                                        1      0.06s    100.00%
41741 [Thread-6] INFO  com.fs.profiler.Profiler  -   Created preview                                                                      1      0.03s     56.14%
41741 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating ORBAT widget                                                                1      0.02s     33.33%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -     Updating fleets                                                                    1      0.02s     33.33%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -       Adding ships to fleet widget                                                     2      0.02s     31.58%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Adding tooltip                                                                10      0.01s     19.30%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Adding member icon                                                            10      0.01s     12.28%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -           Creating FMIcon                                                             10      0.00s      7.02%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -           Other                                                                        -      0.00s      5.26%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -           Sorting members                                                             10      0.00s      0.00%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Setting icon params                                                           10      0.00s      0.00%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Fetching button                                                               10      0.00s      0.00%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -         Other                                                                          -      0.00s      0.00%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -       Other                                                                            -      0.00s      1.75%
41742 [Thread-6] INFO  com.fs.profiler.Profiler  -     Other                                                                              -      0.00s      0.00%
41743 [Thread-6] INFO  com.fs.profiler.Profiler  -   Text & typer                                                                         1      0.00s      8.77%
41743 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating objectives widget                                                           1      0.00s      1.75%
41743 [Thread-6] INFO  com.fs.profiler.Profiler  -   Updating flagship                                                                    1      0.00s      0.00%
41743 [Thread-6] INFO  com.fs.profiler.Profiler  -   Other                                                                                -      0.00s      0.00%
41744 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [variant id] not found!
java.lang.RuntimeException: Ship hull variant [variant id] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.A.new(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.Ô00000(Unknown Source)
   at com.fs.starfarer.title.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


Error that occurs sometimes in-game or in the start menu.

Fixed in the next version :) silly mistake by me...

Why not let us buy from factions we're allied with?

I've actually already talked about this myself and I've done a tiny bit of work on it.  You see, the problem is that those stations are never loaded with cargo in the first place.  If you do start allowing non-player stations to take cargo, they can buy from them no matter the hostility level.

The best solution I've come up with is to give each station a second cargo variable, one where, when not allied, the station dump their cargo information into it then clear their cargo.  Then, when allied, they can reinstate their cargo using this second variable.  It's just work I haven't been able to do much work on, sadly.  My time has just been dominated by my other mods and work and ect.

Well I've done a lot of work on the station stuff for the next version and have implemented a kind of station extension wrapper class where I store extra things about each station. Sounds like a good place for a second cargo variable :)
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: ValkyriaL on June 03, 2013, 01:27:19 AM
I think you are missing a weapon or 2 from my mod, I cannot find any wraith class missiles nor any storm lancers, what version did i give you?
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on June 03, 2013, 01:58:07 AM
I think you are missing a weapon or 2 from my mod, I cannot find any wraith class missiles nor any storm lancers, what version did i give you?

Looks like it. Here is the full list for the faction:
Code
                                        "ether_driver",
"irpdburst",
"irpdcannon",
"quadheavymg",
"lightflak",
"lrflak",
"heavyneedler",
"lightneedler",
"heavylancer",
"lightlancer",
"hephag",
"gauss",
"ibcm",
"lightdualmg",
"scorpionpod",
"scorpion",
"sabotpod",
"sabot",
"pilum",
"antiproton_laser",
"lightflak",
"lrflak",
"irpdburst",
"irpdcannon",

I jsut grabbed the latest version from your thread. I might need to upgrade them?
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: ValkyriaL on June 03, 2013, 02:16:06 AM
Could give you the dev, it pretty much finished and waiting for further changes in the coming 0.6, there is still some funnies in there however, non complete ships and weapons that aren't used in the campaign and some stuff i made for l0lz, but i'm pretty sure there should be wraiths and all lancers in 1.0.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on June 03, 2013, 02:53:05 AM
Could give you the dev, it pretty much finished and waiting for further changes in the coming 0.6, there is still some funnies in there however, non complete ships and weapons that aren't used in the campaign and some stuff i made for l0lz, but i'm pretty sure there should be wraiths and all lancers in 1.0.

I have added the wraithe and storm lancer for next version, so they should be delivered to stations now.
Title: Re: Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 03, 2013, 05:47:56 AM
And here it is: https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.53.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.53.zip)

There has been a LOT of changes 'under the hood' to extend the station/fleet/diplomacy structures to support some of the new features (and provide more of a foundation for further new features) so in spite of my testing there may be a few niggly bugs. Please let me know if you notice anything.

Notables include a few new system events, new traders that distribute a few random ships/weapons from other factions and cleaned up a number of loose ends.

Full changes:
Code
0.53
 - Added possibility of out system reinforcement fleets for non-leading factions
   - Attack a random enemy station
 - Added possibility of a station explosion destroying resources/weapons/ships and causing a loss in efficiency for a time period
   - Remote possibility of a catastrophic accident causing station to be abandoned
 - Added possibility of a station seceding from a faction to another faction
   - Currently only implemented for factions not present in Exerelin but will be expanded
 - Added Trade Guild Traders
   - Go from station to station and trade resources
   - Will trade to player stations ships/weapons from previous stations faction

 - Changed station names to be unique
 - Changed player to actually be their chosen faction (rather than appear as Player independent Attack Fleet it will now appear as Independent Attack Fleet)
   - Players faction fleets/stations now have appropriate faction colour
   - On respawn after a total defeat, player now starts from one of their stations
   - On respawn after a total defeat, player starts with a frigate from their faction
   - On start or respawn player fleet will now start with appropriate crew/supplies/fuel levels
 - Changed station attack fleets to hover over station they are attacking rather than fly around
   - Changed boarding timer to be different each time
 - Changed rebel fleet insurrection numbers to base off system ownership level
 - Changed neutral colour from grey to invisible (for Omnifactory and Storage)
 
- If ships/weapons are being added to a station over 25/30 it will now remove some weapons
   - Should result in a cycle of ships/weapons through stations
 - Patrol fleets now help defend own factions stations under attack
   - Also will help defend allied stations under attack
 - In System Supply Fleets prioritise own stations under attack
   - Also will help allied stations under attack

 - Further reduced likelihood of small fleets (< 40fp) with a lone capital ship in them

 - Fixed "Varient Id of [Varient ID] not found" error (my silly error)
 - Fixed missing wraith and storm lancer for Valkyrian
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 03, 2013, 09:41:01 AM
Oh snap! Nice thing to wake up to. Do I need to start a new game for this update? Sorry if this has been mentioned before I'm just in the middle of my let's play and don't want to start over if I don't have to(even though I am about to die anyway :P)
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Silver Silence on June 03, 2013, 09:49:54 AM
If features have only been added and existing code hasn't been tweaked, it should be fine. New ships and weapons and the like will slowly begin to appear, fleets that have been overhauled stay as they are, but new fleets of the same type will be according to the new listings.


EDIT:
Fugg it...*downloads to try Exerelin out*
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: ValkyriaL on June 03, 2013, 10:17:16 AM
my faction's stations sell other factions weapons and ships, i presume this is not intended? :|
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 03, 2013, 10:44:13 AM
my faction's stations sell other factions weapons and ships, i presume this is not intended? :|

I think it is actually. I think what happens is a trade fleet goes from station to station buying from one and selling to another to give a little variety. If I'm not mistaken..
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Zaphide on June 03, 2013, 02:23:22 PM
Why not let us buy from factions we're allied with?

Also there needs to be a way to check the current alliances so we know who to attack and who's friendly.

I want to promote mainly using your own factions ships, with a few others here and there. I think the best solution is either what I have just added (trader will trade a small number of other factions ships/weapons with your stations) and/or the expensive black market idea for fully fitted out ships.

Yeah a diplomacy display will be the first thing I build when StarSector 0.6 comes out (as it should have support for custom info panels etc. in the game).

Oh snap! Nice thing to wake up to. Do I need to start a new game for this update? Sorry if this has been mentioned before I'm just in the middle of my let's play and don't want to start over if I don't have to(even though I am about to die anyway :P)

Sorry but I think you would have to start a new game. Way too much stuff has changed underneath :)

my faction's stations sell other factions weapons and ships, i presume this is not intended? :|

I think it is actually. I think what happens is a trade fleet goes from station to station buying from one and selling to another to give a little variety. If I'm not mistaken..

Yeah you should see a little variety. The ships/weapons should also come and go from the station, so there should be different things there each time a supply convoy (your stuff), a trader (potentially other factions stuff) or a station resource injection happens (your stuff).
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 03, 2013, 02:52:15 PM
Ok well new game it is.. I know a lot more now than I did for episode one so hopefully I will do much better in the update.

About the diplomatic screen- I always wondered why there isn't a message log screen. Isn't this something that will need to be implemented in vanilla anyway? Many times an important message will come up a split second before I dock into a station and then the message is gone forever. Surely this will addressed in the vanilla game, yeah?
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 03, 2013, 03:04:41 PM
Ok well new game it is.. I know a lot more now than I did for episode one so hopefully I will do much better in the update.

About the diplomatic screen- I always wondered why there isn't a message log screen. Isn't this something that will need to be implemented in vanilla anyway? Many times an important message will come up a split second before I dock into a station and then the message is gone forever. Surely this will addressed in the vanilla game, yeah?

I suspect so, but if not for StarSector 0.6 I could always build a message log for the Exerelin-specific messages (a System News Feed or some such). I actually usually play windowed (on Mac) with the console window open as Exerelin writes most of it's important events to the log file. I'm not sure if you can play the game with the console open on PC?
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 03, 2013, 03:22:08 PM
Hmm, haven't really messed around with the console. I'm not working with the biggest monitor and usually play in fullscreen but that info is good to know for sure.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 03, 2013, 04:15:48 PM
Ok, not really sure if anyone had a chance to test the update yet but in my first attempt I seemed to have run into a lot of bugs which ended up in a crash eventually. I did record it but the file I think may be corrupted so I don't know if I can upload it. But let's see...

Some of these may not be bugs but I noticed my first attack station that went out from my first captured station landed on an abandoned station, hovered there for quite sometime but never took it over. There were no enemies in sight and I wondered why it just took off for another station. It did eventually end up taking over the next station it came across.

I know there are supposed to be no borders for the Omnifactory and Storage facilities but there were no borders around any stations regardless of who owned them. There were also no borders around some random fleets as well.

As soon as I got into my first battle immediately when going into the combat mode the entire background was all white and I couldn't even see my weapon arcs, I couldn't tell if my shields were up and you couldn't even see the bullets flying around. My enemy retreated and when it transitioned back into campaign mode the background again was all white and then it crashed. Something similar happened during episode 4 for my last playthrough, you can see it happens at around the 16 minute mark in this video: http://www.youtube.com/watch?v=q56CGuo5IJE

That error occured with version 52 but everything else I mentioned was with 53.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Reshy on June 03, 2013, 05:01:57 PM
I don't know if this was fixed but the Peacemaker assault gun for the Interstellar Federation is missing as a random weapon.


Also will there be the ability to purchase ally ships as if they were your own?
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 03, 2013, 05:04:06 PM
The attack ship moving on can happen if it's home station reassigns targets, which can happen if distances change between the home station and the station it's fleets are attacking. Perhaps I should add a margin for error so that it doesn't just change its mind when the distance changes slightly.

There have always been no borders for stations. They are only set on load and so update when you save and load a game. If you don't load and Dave every station will have no borders :)

I suspect the fleets that had no borders were the station construction fleets for the omnifactory and the storage station, as they belong to the neutrals who now have a hidden border.

Hmm the crash I think is an out of memory error? Not sure tho...

Thanks for the feedback :)
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 03, 2013, 05:12:30 PM
Ah yes, I figured some weren't bugs and the borderless fleets I remember were neutrals. Hrmm I always noticed stations with borders in every game I have played?? But about the white backgrounds? That was the biggest game breaking bug. I can't fight if I can't see.. :-[  No one else has experienced this? Maybe it is a vanilla issue?
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Reshy on June 03, 2013, 05:41:24 PM
The attack ship moving on can happen if it's home station reassigns targets, which can happen if distances change between the home station and the station it's fleets are attacking. Perhaps I should add a margin for error so that it doesn't just change its mind when the distance changes slightly.

There have always been no borders for stations. They are only set on load and so update when you save and load a game. If you don't load and Dave every station will have no borders :)

I suspect the fleets that had no borders were the station construction fleets for the omnifactory and the storage station, as they belong to the neutrals who now have a hidden border.

Hmm the crash I think is an out of memory error? Not sure tho...

Thanks for the feedback :)


The game randomly exits without an error log when loading the game, when loading the campaign, or when starting a battle on occasion.  Furthermore when you minimize the game and bring it back up it turns into a black square in the top left of the screen and produces a strobe effect.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 03, 2013, 06:04:43 PM
Ah yes, I figured some weren't bugs and the borderless fleets I remember were neutrals. Hrmm I always noticed stations with borders in every game I have played?? But about the white backgrounds? That was the biggest game breaking bug. I can't fight if I can't see.. :-[  No one else has experienced this? Maybe it is a vanilla issue?

Yeah it has come up in the past and I think Alex has fixed it for StarSector 0.6 (unless I am thinking of something else...:))

Reshy, I could be wrong but I don't think those issues sound like they could be caused by Exerelin. In fact the no error thing could mean it is an error beyond StarSector itself. It may be worth checking the windows event logs to see if there is something there.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: sirboomalot on June 03, 2013, 07:47:27 PM
Ah yes, I figured some weren't bugs and the borderless fleets I remember were neutrals. Hrmm I always noticed stations with borders in every game I have played?? But about the white backgrounds? That was the biggest game breaking bug. I can't fight if I can't see.. :-[  No one else has experienced this? Maybe it is a vanilla issue?

I've run into the white screen bug a lot; it is a memory error in the vanilla game caused from a build-up of memory over time due to something that has to do with the backgrounds the game eventually fails to load. The more mods (or modded stuff) you have the faster the memory bug seems to build up once you start the game, hence the bug not being discovered until recently when folks started using a whole bunch of modded factions at once. The time it takes for the white screen to show seems to vary by computer, and restarting starsector has proven to reset the time on the white screen'a death. It should be fixed in the next release of starsector, and until then the only real recommendation is to save often, and possibly restart starsector in between video episodes to keep the bug from cropping up during them.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 03, 2013, 08:10:42 PM
I've run into the white screen bug a lot; it is a memory error in the vanilla game caused from a build-up of memory over time due to something that has to do with the backgrounds the game eventually fails to load. The more mods (or modded stuff) you have the faster the memory bug seems to build up once you start the game, hence the bug not being discovered until recently when folks started using a whole bunch of modded factions at once. The time it takes for the white screen to show seems to vary by computer, and restarting starsector has proven to reset the time on the white screen'a death. It should be fixed in the next release of starsector, and until then the only real recommendation is to save often, and possibly restart starsector in between video episodes to keep the bug from cropping up during them.

Thank you good sir! This is nice to know. On the other hand it is a little unsettling because I just started up SS, only had the new Exerelin mod and lazylib checked and I got the old WSOD at my first battle... not good not good :-[

It has been a couple of days since I restarted my pc so maybe that didn't help. I'll restart and see how far I can get.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: LazyWizard on June 03, 2013, 08:38:19 PM
I've run into the white screen bug a lot; it is a memory error in the vanilla game caused from a build-up of memory over time due to something that has to do with the backgrounds the game eventually fails to load. The more mods (or modded stuff) you have the faster the memory bug seems to build up once you start the game, hence the bug not being discovered until recently when folks started using a whole bunch of modded factions at once. The time it takes for the white screen to show seems to vary by computer, and restarting starsector has proven to reset the time on the white screen'a death. It should be fixed in the next release of starsector, and until then the only real recommendation is to save often, and possibly restart starsector in between video episodes to keep the bug from cropping up during them.

Thank you good sir! This is nice to know. On the other hand it is a little unsettling because I just started up SS, only had the new Exerelin mod and lazylib checked and I got the old WSOD at my first battle... not good not good :-[

It has been a couple of days since I restarted my pc so maybe that didn't help. I'll restart and see how far I can get.

If you have a 64-bit version of Java installed on your computer, you can tell Starsector to use that instead of its bundled JRE and allocate more memory. This would be especially useful for a LPer, since bugs like that are disastrous for a video. :)

If you're using Windows, you would edit starsector-core/starsector.bat to look something like this:
Code
"C:\Program Files\Java\jre7\bin\java.exe" -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.util.Arrays.useLegacyMergeSort=true -Djava.library.path=native\\windows -Xms512m -Xmx4g -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar; -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher

In this example, the batch file points at my system's 64-bit Java 7 install, fixes a bug with Java 7 in the current SS version (the useLegacyMergeSort=true part) and allows the JVM to allocate up to 4 gigs of memory. Now I just run Starsector using starsector.bat instead of starsector.exe, and memory issues are a thing of the past. :)
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 03, 2013, 09:14:35 PM
If you're using Windows, you would edit starsector-core/starsector.bat to look something like this:

Oh cool I might just do that. I assume I can edit a .bat file with notepad or something??

EDIT: I just changed it to txt and then changed it back. Works like a charm, thanks :)
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Reshy on June 04, 2013, 06:49:14 AM
Reshy, I could be wrong but I don't think those issues sound like they could be caused by Exerelin. In fact the no error thing could mean it is an error beyond StarSector itself. It may be worth checking the windows event logs to see if there is something there.

It only happens with the mod installed, and I only have Lazy's Lib and Exerelin installed.  I don't know how to view the windows event logs so if you can tell me I'll find what's in there when it crashes.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: kupan9 on June 04, 2013, 09:41:44 AM
Reshy, I could be wrong but I don't think those issues sound like they could be caused by Exerelin. In fact the no error thing could mean it is an error beyond StarSector itself. It may be worth checking the windows event logs to see if there is something there.

It only happens with the mod installed, and I only have Lazy's Lib and Exerelin installed.  I don't know how to view the windows event logs so if you can tell me I'll find what's in there when it crashes.
Before trying to debug anything, I want to verify that you have rebooted since this has started happening to you, and it is still occuring after the reboot. Sometimes people leave their computer on for extended periods (is totally not guilty of this.. :Shifty eyes:) and occasionally the computer just legitimately just needs a reboot.

Assuming you have rebooted and still have this problem, here is how to use the Event Viewer.
It would help if you told us which version of windows you are running, but for XP and 7 you should be able to find the event viewer in Start menu -> Control Panel -> Administrative Tools -> Event Viewer.
In Windows 7 you can also just type in 'Event Viewer' in the search box in the Start Menu.
Heaven Google help you if you are on Windows 8, because I can't.

I would check 'Application', 'Security', and 'System' logs under the 'Windows Logs' and the 'Hardware Events' under the 'Applications and Services Logs'
I would probably check it like this,
1. Take screenshots of the logs listed above, then close the Event Viewer.
2. Start the Game, When it crashes,
3. Close out anything the game has left (if it is frozen on white screen, then end process in the Task manager [push Ctrl + Shift + Esc, or Ctrl+ Alt + Del ->Task Manager])
4. Re-Open the Event Viewer and compare the entries to the screenshots and see if any new entries exist.

Good luck.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 04, 2013, 11:54:14 AM
Does anyone have any early game strategies or suggestions? I don't mean in combat or surviving/building up credits/ships I mean more with the campaign aspect, the colonization or expansion aspect of the game.

Is it best to just wait for your wages to roll in and build up a fleet until war is declared? Because it seems when I start a war with someone early on it never ends up good for me. The last time I started war with some pirates right away so I didn't have that many fleets. We took care of the pirates for the most part but ended up getting attacked back at our station and all my fleets not able to defend because they were over at the pirates station waiting for them to come out so they could beat on them. All the while my station at home was getting overrun and with no one but my pathetic little start ship to defend.

And about wages, does anyone else think they might be OP? Perhaps the pay period could be extended. I find myself to have an abundance of credits fairly early on in the game.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: kupan9 on June 04, 2013, 12:31:09 PM
Does anyone have any early game strategies or suggestions? I don't mean in combat or surviving/building up credits/ships I mean more with the campaign aspect, the colonization or expansion aspect of the game.

Is it best to just wait for your wages to roll in and build up a fleet until war is declared? Because it seems when I start a war with someone early on it never ends up good for me. The last time I started war with some pirates right away so I didn't have that many fleets. We took care of the pirates for the most part but ended up getting attacked back at our station and all my fleets not able to defend because they were over at the pirates station waiting for them to come out so they could beat on them. All the while my station at home was getting overrun and with no one but my pathetic little start ship to defend.

And about wages, does anyone else think they might be OP? Perhaps the pay period could be extended. I find myself to have an abundance of credits fairly early on in the game.

I tend to pick a faction that I don't like or that I want to get Capital ships from and hit them hard at the start. This does two things, one it levels me up some, and two is that it redirects alot of traders to them pretty fast. That usually ends up with them having the most capital ships pretty fast, and all condensed into one or two stations, so they are easy to track. The downside is that you need to either back off and fight something else, or hope you managed to get enough for a decent ship/fleet to combat the larger ones. Some factions will back you up decently during this stage so you can keep picking off fleets that have been damaged by your allies, but some factions just don't do that as well. Most factions fail against the Neutrinos at this stage, It is mostly up to Faction vs Faction autoresolve and spawning rates.
I am not saying this is a particularly good way to go about the early game, it is just what I find myself doing.

As far as Wages go, I am not sure it is accomplishing what it seems to set out to do. While having access to more funds does help get that ship or weapons a bit sooner, it doesn't help anything when you can afford that shiny new capital ship to find that no stations in your faction currently have enough crew to run it. This is particularly a problem with some of the ships that need 1k+ crew, or larger fleets. This tends to encourage me to play 'solo' as I can't find enough crew for a reasonable fleet without seriously hurting my faction's fleets and spending alot of time grabbing crew as soon as traders land at stations. Basically Money is pretty easy to get, supplies not to hard until you need alot of them, weapons just take a bit of time at war to get a good mix and omni factory means you only need to get one, Crew is hard to find and replace(which might not be a such a bad thing if cruisers and up didn't take so much more than frigates in most factions), with specific other faction's ships being the hardest thing to acquire.
If I had my way, wages would be given in the form of Supplies and crew at your personal Abandoned Station with maybe a 10%-20% chance of a random any faction weapon and a 1-2% chance of a random any below cruiser ship form any faction, with a .01% of a cruiser or better.


TLDR:
Hitting a faction hard at the start often helps make them more powerful pretty quickly, but limited to a smaller area (assuming lots of planets/stations)
Crew is hard to find sometimes, and hurts your faction to take.
Wages give to many credits, and might be better as Supply/Crew drops at your station.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 04, 2013, 02:28:50 PM
Hmm, so the faction you start to beat up on gets extra trade ships for some reason? And yes you usually run into a crew cap sort of and that's what really stops you from expanding your fleet progress..
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 04, 2013, 03:05:08 PM
Does anyone have any early game strategies or suggestions? I don't mean in combat or surviving/building up credits/ships I mean more with the campaign aspect, the colonization or expansion aspect of the game.

Is it best to just wait for your wages to roll in and build up a fleet until war is declared? Because it seems when I start a war with someone early on it never ends up good for me. The last time I started war with some pirates right away so I didn't have that many fleets. We took care of the pirates for the most part but ended up getting attacked back at our station and all my fleets not able to defend because they were over at the pirates station waiting for them to come out so they could beat on them. All the while my station at home was getting overrun and with no one but my pathetic little start ship to defend.

And about wages, does anyone else think they might be OP? Perhaps the pay period could be extended. I find myself to have an abundance of credits fairly early on in the game.

Potentially the wages are a bit much, but it is only 2500/5000 credits per ~10 days if at peace/war. I tend to play without saving/loading much so if I take a bad beat... they are handy :)

Normally when starting out I don't attack anyone until a few other wars/alliances have started (depending on the number of starting factions). Each faction starts out with an initial randomised like/dislike of each other faction and this normally plays out within the first week or two. Once a war or two is started, then I look at joining in or starting a different one myself. If you (the player) start a war, it will result in a negative to factions allied with the faction you attacked, a small negative to neutral factions and a positive to enemies of that faction. So, you can kind of drive your factions relations a bit by picking a certain faction to attack.

Hmm, so the faction you start to beat up on gets extra trade ships for some reason? And yes you usually run into a crew cap sort of and that's what really stops you from expanding your fleet progress..

Not really, all other factions should be fairly similar (at least in the most recent version). What can happen is a resource injection for the faction with least station via the Trade Guild event.

--- snip ---
As far as Wages go, I am not sure it is accomplishing what it seems to set out to do. While having access to more funds does help get that ship or weapons a bit sooner, it doesn't help anything when you can afford that shiny new capital ship to find that no stations in your faction currently have enough crew to run it. This is particularly a problem with some of the ships that need 1k+ crew, or larger fleets. This tends to encourage me to play 'solo' as I can't find enough crew for a reasonable fleet without seriously hurting my faction's fleets and spending alot of time grabbing crew as soon as traders land at stations. Basically Money is pretty easy to get, supplies not to hard until you need alot of them, weapons just take a bit of time at war to get a good mix and omni factory means you only need to get one, Crew is hard to find and replace(which might not be a such a bad thing if cruisers and up didn't take so much more than frigates in most factions), with specific other faction's ships being the hardest thing to acquire.
If I had my way, wages would be given in the form of Supplies and crew at your personal Abandoned Station with maybe a 10%-20% chance of a random any faction weapon and a 1-2% chance of a random any below cruiser ship form any faction, with a .01% of a cruiser or better.
--- snip ---

Thank you kupan, this is an excellent idea and solves a couple of issues I've not liked about the wages system. Initially I wanted a safety-blanket type mechanic, to get you back on your feet, but with money there can be either nothing to buy OR you can buy opposition resources. With a supply injection at the Storage Facility, it is up to the player to either save those resources, use them for themselves or give them to their stations to boost fleet sizes.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: sirboomalot on June 04, 2013, 03:18:44 PM
Not enough crew for that shiny new capital ship!? Huh... having always focused my own fleets around an unstoppable frigate swarm, I never even realized that a lack of crew might be a problem for some...

Anyways, for the beginning of the game I've always just busied myself with putting anything and everything from my station into the omnifactory until my faction declared a war without me.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Reshy on June 04, 2013, 07:05:22 PM
Before trying to debug anything, I want to verify that you have rebooted since this has started happening to you, and it is still occuring after the reboot. Sometimes people leave their computer on for extended periods (is totally not guilty of this.. :Shifty eyes:) and occasionally the computer just legitimately just needs a reboot.

Assuming you have rebooted and still have this problem, here is how to use the Event Viewer.
It would help if you told us which version of windows you are running, but for XP and 7 you should be able to find the event viewer in Start menu -> Control Panel -> Administrative Tools -> Event Viewer.
In Windows 7 you can also just type in 'Event Viewer' in the search box in the Start Menu.
Heaven Google help you if you are on Windows 8, because I can't.

I would check 'Application', 'Security', and 'System' logs under the 'Windows Logs' and the 'Hardware Events' under the 'Applications and Services Logs'
I would probably check it like this,
1. Take screenshots of the logs listed above, then close the Event Viewer.
2. Start the Game, When it crashes,
3. Close out anything the game has left (if it is frozen on white screen, then end process in the Task manager [push Ctrl + Shift + Esc, or Ctrl+ Alt + Del ->Task Manager])
4. Re-Open the Event Viewer and compare the entries to the screenshots and see if any new entries exist.

Good luck.



No I don't leave the game on for long, however sometimes when fighting large fleets with a large fleet it will close itself.  Loading saves also slows down to a crawl after about 5 loads.


Also I'm running windows 8 so I don't think those instructions work for me.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Ambient on June 05, 2013, 01:15:12 AM
Love the mod so far, but where are the weapons at?

No station seems to have any....

as well as ships....
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Sproginator on June 05, 2013, 01:28:13 AM
Been playing this md for a while now, gotta say,


It's really too easy to get the higher level ships early on, try increasing their price?

Other than that, the ability to build my own fleets using special resources like in fleet control would be amazing
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 05, 2013, 03:05:54 AM
No I don't leave the game on for long, however sometimes when fighting large fleets with a large fleet it will close itself.  Loading saves also slows down to a crawl after about 5 loads.


Also I'm running windows 8 so I don't think those instructions work for me.

Reshy, give this a look http://www.youtube.com/watch?v=tsfXYWGRDAA (http://www.youtube.com/watch?v=tsfXYWGRDAA), it should help. You'll want to look in Application or System for AppCrash (or similar) with Java.exe or StarSector.exe.

Otherwise, have a look at  http://fractalsoftworks.com/forum/index.php?topic=6249.0 (http://fractalsoftworks.com/forum/index.php?topic=6249.0). It lists how to change memory settings for Java under Windows (I assume the same for Windows 8 ). It may help.

Love the mod so far, but where are the weapons at?

No station seems to have any....

as well as ships....

Weapons and ships will be delivered to stations owned by the faction you chose at the start. They will predominantly be ships/weapons of you faction, but other factions ships/weapons can also be delivered from time to time.

Been playing this md for a while now, gotta say,


It's really too easy to get the higher level ships early on, try increasing their price?

Other than that, the ability to build my own fleets using special resources like in fleet control would be amazing

As in too easy to get capital ships? Due to lots of money, or boarding? Seeing as 0.6 will lower the boarding chance that should help fix that problem :)

I'm not sure if I'll go down the fleet construction way to the level of fleet control but I may look at a way to provide more direction to your factions fleets. It really requires a few UI elements but the idea would be to dictate preferences for defense/offense/patrol, small/large fleets, ideal fleet composition, an ability to assign stations to attack/defend. I don't know if you have ever played "Settlers II" but it had a very indirect way of managing your empires army. Ideally I would like to follow that route. A few of the changes I did to the station/fleet subsystems in the recent update should provide a way to do this, but yeah it really needs some custom UI elements to manage. But, I guess we'll also have to see what StarSector itself brings :)
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Silver Silence on June 05, 2013, 04:58:30 AM
I'm playing as the Council at the moment and all I have for capitals is an Overlord which is a rather ponderous broadside ship. Recently captured theEND and a Nevermore. Using theEND with a pair of frigates but for some reason, the Council is at war with the Neutrino, Valkyrians, Blackrock and the Pirates. Starting base is gonna be lost pretty soon because there are capital fleets all over it, and the Council fleets have all jumped ship to another station that they captured recently.
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: ValkyriaL on June 05, 2013, 05:03:12 AM
The Council seem to hate me, They always start a war with me and my babies. :'(
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Ambient on June 05, 2013, 01:35:57 PM
Love the mod so far, but where are the weapons at?

No station seems to have any....

as well as ships....
Quote
Weapons and ships will be delivered to stations owned by the faction you chose at the start. They will predominantly be ships/weapons of you faction, but other factions ships/weapons can also be delivered from time to time.


I find it kinda dumb that you cannot find any weapons in any other station other then your own.

edit: i dont know how exactly the quotes got messed up but i cleaned it up
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Sproginator on June 05, 2013, 01:45:42 PM
I didn't say that.... XD
Title: Re: [0.54.1] Exerelin - Dynamic System and Faction War - v0.53
Post by: Silver Silence on June 05, 2013, 03:17:55 PM
Love the mod so far, but where are the weapons at?

No station seems to have any....

as well as ships....
Quote
Weapons and ships will be delivered to stations owned by the faction you chose at the start. They will predominantly be ships/weapons of you faction, but other factions ships/weapons can also be delivered from time to time.


I find it kinda dumb that you cannot find any weapons in any other station other then your own.

edit: i dont know how exactly the quotes got messed up but i cleaned it up

One can simply explain it away as the other factions don't like your butt and won't sell anything to you.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: joey4track on June 05, 2013, 06:26:38 PM
Been playing the update and I really like it! I love how you can now get random stuff from other factions and I'm glad that you can't just buy everything from everyone. I do think though that it might be cool to be able to have access to your allies shops too but whatever..

So in my last go, I've had some luck being a Junk Pirate. Their starting ships are pretty great but it seems like no matter what I do EVERYONE gangs up on me. Also(and I don't know what the fleet control mod does really but) I think it would be cool if there was a way to have another fleet follow you in the campaign map. Maybe you could run into them and there could be a dialogue action to maybe follow you for a couple days if you give them x amount of cargo or whatever. Because most of the time one of my station needs serious backup and fleets from my other station are completely oblivious. Is there anything I can do about that?

EDIT: Oh and I also think it might be cool if your attack stations had a further distance in which they can take over new stations.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Silver Silence on June 05, 2013, 06:50:11 PM
I wish there was a way to tell the Council to get off their ass and get some station-capping transports rolling. My Council is at war with Neutrino, Valkyrians, Lotus, ASP Syndicate (which is laughable, yet they somehow wreck military council fleets), Junk Pirates, the Purifiers and Elders and BlackRock DriveYards.

Lost the original station, which means that the Omnifactory and the station warehouse is swarming with Valkyrians. Meanwhile, the Council never fields any worthy fleets (fleets with seemingly 20 odd capitals) and never sends assault transports. Hell, I would escort them myself if they would just spawn in the first place. Also still waiting for a supply convoy to drop off a Venator so I can *** Serkets, or for a Hawk IV as I have never managed to capture one and thus have never flown one. Doesn't help that I'm not told of inbound convoys so that I can escort them. I don't know if they're not spawning or if they're not making the run to the station. Meanwhile, we have "Reinforement" fleets trolling around enemy stations and not capturing them because they can't. Urgh, makes me want to find the admiral and beat him around the head with a fish.

P.S
You know the Purifiers and the Elders are actually mortal enemies, right? Right? Once upon a time, Purifiers used to be pretty OP with their efficient 360 degree shields and HE-dmg energy weapons, but that all changed when the Fire Nation Neutrino Corp attacked.

Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Blade Skydancer on June 05, 2013, 07:37:29 PM
So, I don't know if this is intentional or not, but the "A few old friends" option for the number of factions that gets added only adds two other factions. In my case, playing Tri-tach, I get Hegemony and Pirates...but that's not all of the factions. Where's the Independents? Are they not supposed to be there? If not, how can I add them to the choice?

EDIT: Just started a game as Independents, thinking that might trigger the three others to spawn, but only got Hegemony and Pirates again.

EDIT2: Digging around in the Character Creation script, I noticed the line for all vanilla factions to spawn, noticed it was set to 3 factions, so I increased it to 4. And...that did not work.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 05, 2013, 08:28:19 PM
So, I don't know if this is intentional or not, but the "A few old friends" option for the number of factions that gets added only adds two other factions. In my case, playing Tri-tach, I get Hegemony and Pirates...but that's not all of the factions. Where's the Independents? Are they not supposed to be there? If not, how can I add them to the choice?

EDIT: Just started a game as Independents, thinking that might trigger the three others to spawn, but only got Hegemony and Pirates again.

EDIT2: Digging around in the Character Creation script, I noticed the line for all vanilla factions to spawn, noticed it was set to 3 factions, so I increased it to 4. And...that did not work.

Yep that's a bug :( the issue will be in (I think, dont have code in front of me) the getAvailableFactions method in ExerelinData.java. It needs to return all 4 if the VanillaOnly flag is set. From memory I was excluding "Player" and the value in playersFaction variable. It doesnt need to do that anymore so just make sure it returns all 4 and that should fix it.

I will fix tonight. Thanks for bringing it up :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Blade Skydancer on June 05, 2013, 08:47:56 PM
No problem. Though I did see something interesting, before a crash during loading trashed my save(and before my faction went to war with the Hegemony again and I got ate by a sentinel fleet), "tritachyon [basenamehere] has ceded to independents!" Which was weird, because there weren't any independents in my system at all.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: FlashFrozen on June 05, 2013, 08:55:48 PM
Just as a note, Neutrino are still mere shells of what their former stats were, and I'm thinking of maintaining their semi fragility, with much reduced deployment costs and still low maintenance/day costs(in 0.6a) but much higher repair costs to offset the fact they always get outnumbered. lol.
Or a noticeable bump to their armor.

I'll finally be able to modify their effectiveness (neeerf!)  in autoresolve so I can bump something up to par again :P
But more will come with the update, still tinkering to do.

I wonder if I should just push out Version 1.65 hmm. =o
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Silver Silence on June 05, 2013, 09:18:09 PM
No problem. Though I did see something interesting, before a crash during loading trashed my save(and before my faction went to war with the Hegemony again and I got ate by a sentinel fleet), "tritachyon [basenamehere] has ceded to independents!" Which was weird, because there weren't any independents in my system at all.

It's a station going rogue and flipping it's colours to another faction.

EDIT:
What causes Rebels, exactly? The Neutrino seem to have a MAJOR problem with rebellions and like 90% of their fleets rebelling all at once. One second the map is white, the next it's *** yellow. Is it caused by having too many wars or something?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: ValkyriaL on June 05, 2013, 09:26:29 PM
Valks also have a huge problem with rebels, they lose basically all their fleets every 10-15 minutes to a mapwide insurrection.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 05, 2013, 09:53:01 PM
Yeah that is a bug too. It's meant to be a % of the leading factions fleets rebel, where that % is based on system station ownership. So the more you are winning by the more fleets rebel. It's just a balance mechanic. But I think it's calculation is off slightly... :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Blade Skydancer on June 05, 2013, 10:09:48 PM
Oh! Another thing. Tri-tach is missing the Medusa-class destroyer in their fleets and stations, IIRC.
And I think there may be a phase destroyer you're missing for them too.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: KingRice on June 06, 2013, 02:19:23 AM
It's been quite some time since I picked Starfarer, or sector, up but I'm glad I did - The core game is cool but this mod is brilliant.

At first I was quite frustrated with having one station and some small fleets, then the entire universe decides to go to war with me. That's all fixed with the current version I'm on and I'm having a blast. So far I really love playing as Valkyrain, there's a starting ship which has a hugely powerful cannon which obliterates anything with its shields down.

I'd just like to report something I think may be a bug; (this has happened every playthrough for me) after a certain amount of time supply fleets seem to stop coming to stations? I'm not sure if this is intentional, but after say a cycle in game I just stop getting supply fleets to stations. I've checked and watched the map for like half an hour on and off and never saw any for ages. Due to this I started bringing supplies back to my stations (fuel and supplies) but it doesn't help when the station has no crew to field new fleets. Eventually I managed to wipe out a whole faction and take some of their stations, immediately these stations were getting supply fleets and thanks to that I was able to continue the game. I'm not sure if these stations will soon lose their supply fleets like the first two did, I think they will though, seems to be something that just happens after time.

But other than that I can see nothing wrong, it's great!

Here's my faction on my current playthrough, certainly one of the better ones! Amazingly, I've had no rebel fleets come for me at all yet, but I hope they do soon :)
Spoiler
(http://filesmelt.com/dl/screenshot0081.png)
[close]
I think InterstellarFederation will be next on my list.


Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 06, 2013, 02:37:56 AM
Oh! Another thing. Tri-tach is missing the Medusa-class destroyer in their fleets and stations, IIRC.
And I think there may be a phase destroyer you're missing for them too.

The medusa should appear? It is certainly listed to... I'll double check both and make sure :)

It's been quite some time since I picked Starfarer, or sector, up but I'm glad I did - The core game is cool but this mod is brilliant.

At first I was quite frustrated with having one station and some small fleets, then the entire universe decides to go to war with me. That's all fixed with the current version I'm on and I'm having a blast. So far I really love playing as Valkyrain, there's a starting ship which has a hugely powerful cannon which obliterates anything with its shields down.

I'd just like to report something I think may be a bug; (this has happened every playthrough for me) after a certain amount of time supply fleets seem to stop coming to stations? I'm not sure if this is intentional, but after say a cycle in game I just stop getting supply fleets to stations. I've checked and watched the map for like half an hour on and off and never saw any for ages. Due to this I started bringing supplies back to my stations (fuel and supplies) but it doesn't help when the station has no crew to field new fleets. Eventually I managed to wipe out a whole faction and take some of their stations, immediately these stations were getting supply fleets and thanks to that I was able to continue the game. I'm not sure if these stations will soon lose their supply fleets like the first two did, I think they will though, seems to be something that just happens after time.

But other than that I can see nothing wrong, it's great!

Here's my faction on my current playthrough, certainly one of the better ones! Amazingly, I've had no rebel fleets come for me at all yet, but I hope they do soon :)
Spoiler
(http://filesmelt.com/dl/screenshot0081.png)
[close]
I think InterstellarFederation will be next on my list.

You are correct, that is a bug :( I'll fix it tonight (there is a calculation to slow down and eventually stop supply convoys if the station has a lot of resources, unfortunately I was being vastly over stringent). Thanks for passing it on!

Just out of curiosity, are you sure you're playing the most recent version (0.53)? Just that in your screen shot it appears your team is the player green colour. I changed that in the most recent version (along with a few other things). :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: KingRice on June 06, 2013, 03:04:18 AM
Quote
You are correct, that is a bug :( I'll fix it tonight (there is a calculation to slow down and eventually stop supply convoys if the station has a lot of resources, unfortunately I was being vastly over stringent). Thanks for passing it on!

Just out of curiosity, are you sure you're playing the most recent version (0.53)? Just that in your screen shot it appears your team is the player green colour. I changed that in the most recent version (along with a few other things). :)

Ah, I'm on 0.51, I'll update it now :P

But yeah thanks for the mod, its great fun :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Zaphide on June 06, 2013, 03:07:14 AM
Quote
You are correct, that is a bug :( I'll fix it tonight (there is a calculation to slow down and eventually stop supply convoys if the station has a lot of resources, unfortunately I was being vastly over stringent). Thanks for passing it on!

Just out of curiosity, are you sure you're playing the most recent version (0.53)? Just that in your screen shot it appears your team is the player green colour. I changed that in the most recent version (along with a few other things). :)

Ah, I'm on 0.51, I'll update it now :P

But yeah thanks for the mod, its great fun :D

Bear in mind that save files will not be compatible between the earlier versions and 0.53. The bug fix I'll put out tonight will be compatible with 0.53.

And you're welcome :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: KingRice on June 06, 2013, 03:12:30 AM
Quote
Bear in mind that save files will not be compatible between the earlier versions and 0.53. The bug fix I'll put out tonight will be compatible with 0.53.

And you're welcome :)
Haha thats fine, my faction got too strong anyway, I need to try another one :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.53
Post by: Silver Silence on June 06, 2013, 09:15:26 AM
Ah I do so love using a faction's weapons against them. Unstable Photon Cannons f**ks with their shield AI so much which lets me strafe Gladiator Beams across their hull. Now just imagine. 6 of these Beams. And all equipped with the TachLance's special EMP lightning effect. Blows out weapons, engines, ship systems, everything. And then I just keep messing with their shields with the Photon Cannons and lazing an unshielded part of their hull with the Gladiators till they die. Even the Valkyrian Vaticans with their stupendous amount of guns and engines can only take 2 volleys from these Gladiators till everything is burned out. Also, Hawk III, pretty insane OP allowances and if, like me, you don't use missiles all that much, you can forego the ~10 missile slots all over it's hull and invest 70-80 OP into hullmods. Can't wait to find a Venator, though.

However, at one point my faction, the Council, did actually get pushed out of Exerelin. Annoyingly, stations that get captured are cleared of their weapon inventories. Thankfully, they are not cleared of their ship inventories. Annoyingly, the Omnifactory and Storage are still in orbit near a now-Valkyrian station. Thankfully, everyone became neutral when the Council left. Annoyingly, the Council came back with a vengeance and decided to take on the Junk Pirates, also incurring the wrath of the Lotus, Neutrino and Valkyrians in the process. Thankfully, I've leveled up enough to be able to take on most L4 fleets with the possible exception of the Neutrino and their damned Banshees. They're almost as annoying as the Halo Banshees. Damn missile spam.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 06, 2013, 03:06:17 PM
A bug fix update to fix a few issues. Thanks to everyone who provided feedback :)

https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.54.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.54.zip)

EDIT: This should be save compatible with v0.53
EDIT2: Link is broken. I will fix when I can.
EDIT3: Fixed!

Code
v0.54
 - Changed reinforcement fleets to pick a more appropriate attack location
   - They also have a chance to defend an under attack station of their faction

 - Fixed issue with starting with one less faction than specified in the system setup
 - Fixed issue with supply convoys stopping delivering resources
 - Fixed issue with the rebel insurrection event (far too few or far too many fleets were switching to rebels)
 - Fixed issue with weapons not being removed correctly when over 30
 - Fixed issue with ships not being removed correctly when over 25
 - Fixed issue with ships not clearing from a station when taken over

 - Slightly increased the resource cost of factions deploying capitals and fighters
 - Slightly reduced  the resource cost of factions deploying cruisers
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Blade Skydancer on June 06, 2013, 03:17:01 PM
Link's broken, Zaph.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 06, 2013, 03:32:24 PM
Code
v0.54

 - Fixed issue with ships not clearing from a station when taken over


Wait, that wasn't intentional?  :'(
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 06, 2013, 03:55:19 PM
Link's broken, Zaph.

Damn... I'll have to fix later today sorry :(

Code
v0.54

 - Fixed issue with ships not clearing from a station when taken over


Wait, that wasn't intentional?  :'(

Nope, it was meant to clear everything (destroyed in the takeover) :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 06, 2013, 07:15:27 PM
(http://nooooooooooooooo.com/vader.jpg)

Ah well. I'll grab the new version when it's link is fixed and hope the Council stops picking a 4 on 1 fight against the Neutrino/Valkyrian/Junk Pirate/Lotus Conglomerate power bloc that's formed in my save.


EDIT:
Well, I can't load my save anymore. Starfarer gets to about 95% loading then dies. GG.
Exerelin Save (https://www.dropbox.com/s/a572f2g0pfencp0/save_Exerelin_7586416809098045870.zip) if anyone wants to play it. I can't anymore. You'll have 3 fairly powerful frigates and the storage yard in orbit over Arya holds a few capital ships. Some of them are in disrepair because I dropped them off without the supplies to fix them. The Omnifactory has a ton of weaponry to outfit ships with as well as several fighters to buy, including the godly Serkets. Have fun. If you can load, anyway. All factions -ARE- in-game. However I think the Antediluvians got shunted out and have been gone for ages. That or I'm blind. IFed have been gone for quite a while and have only recently (within the past hour of play) managed to secure a footing again. Current hostilities are with Lotus, Junkers, Valkyrians and Relics. No allies.

DOUBLE EDIT:
Those 3 frigates are also pretty godly and you can totally expect those little things to bring down Valkyrian Vaticans with relative ease. The Elder Drone Autofactory (D.A class) of the Relics will give you issues with massed needler drones. That's the only ship I've ever had difficulty with. Never engaged the Nihil ever because the Nihil has never bothered the Council and vice versa.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 07, 2013, 12:48:29 AM
Link's broken, Zaph.

Fixed :)

Sorry for the delay!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 07, 2013, 04:45:01 AM
Time to start over~!

Who to be... Who to be... Who to be...
On the one hand, I really like the IFed's weapon selections but don't like most of their ships. I like the Council ships, don't so much like their weapon selection. Might play a smaller game, not have ~20 planets and 30 stations. Maybe 10-20 planets and equivalent number of stations. I'll go Council again. Hopefully the admiral won't pick a fight with the local bloc. And hopefully I'll find a Venator.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: conorano on June 07, 2013, 11:25:24 AM
May I suggest adding this fleet mod to your mod http://fractalsoftworks.com/forum/index.php?topic=3043.0. (if you can get the guys permission) The ships look out of place from the pictures, but ingame they look really good and not out of place at all! in my opinion. They are pretty balanced, fun to use and unique too.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: theSONY on June 07, 2013, 12:05:33 PM
i dunno how about latest ver. (0.54) because   i have some difficulties when im on the system map,
game freezes (more then usual) no sound when it happens , saves take more time (even at the beggining at the game) same for loading game save
i just check (again) how  0.53v is working for me & im 70% sure it run's smoother then 0.54
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 07, 2013, 03:06:52 PM
May I suggest adding this fleet mod to your mod http://fractalsoftworks.com/forum/index.php?topic=3043.0. (if you can get the guys permission) The ships look out of place from the pictures, but ingame they look really good and not out of place at all! in my opinion. They are pretty balanced, fun to use and unique too.

At this stage I doubt I'll add more factions to the mod, mainly because it already seems to cause some people issues with memory use and load times. Once StarSector 0.6 is released I'll see how it's going and may add more then.

It is (fairly) easy to set it up to run alongside other mods, you just have to tweak a few things in each mod. There is a how-to on the first page (use the preferred method if possible).

i dunno how about latest ver. (0.54) because   i have some difficulties when im on the system map,
game freezes (more then usual) no sound when it happens , saves take more time (even at the beggining at the game) same for loading game save
i just check (again) how  0.53v is working for me & im 70% sure it run's smoother then 0.54


You're 70% sure? :P Hmmm that is weird, I barely changed anything at all, and it shouldn't have to load/save more data. I'll see if I can track anything down but for me it is the same (and I play on a very low spec laptop).
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: sirboomalot on June 07, 2013, 03:42:10 PM
Awwww c'mon zaphide, at least make an optional download with the extra mods, not EVERYONE has memory issues, and the load time is worth the wait! I guess I'll see about trying to add in this mod myself without messing anything up. Wish me luck folks!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 08, 2013, 12:46:43 AM
Awwww c'mon zaphide, at least make an optional download with the extra mods, not EVERYONE has memory issues, and the load time is worth the wait! I guess I'll see about trying to add in this mod myself without messing anything up. Wish me luck folks!

Yeah I could... I did debate doing a few different versions (as I added more and more factions) but decided it's too much work to maintain them all :P I'm actually surprised that people struggle with performance issues playing the mod as I play on a fairly weak laptop and have never had any issues  ???

The other reason I am not in a hurry to add any more factions as with StarSector 0.6 around the corner a number of mods will either get updated or won't work that well anymore, and I'm sure I'll have plenty to do without trying to find more work :P

What I initially set out to achieve was you would have Exerelin installed and any other faction mods you wanted. Then, depending on which factions you had installed, it would use them when constructing the system. Unfortunately that info is unavailable (as far as I can tell) at the initial question phase, and I ran into a few other issues so I bundled a number of factions with Exerelin.

If you setup the other mod with the side-by-side method outlines in the first post then you should be good to go. Let me know if you have any issues and I'll help you sort them out.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: LazyWizard on June 08, 2013, 01:33:21 AM
What I initially set out to achieve was you would have Exerelin installed and any other faction mods you wanted. Then, depending on which factions you had installed, it would use them when constructing the system. Unfortunately that info is unavailable (as far as I can tell) at the initial question phase, and I ran into a few other issues so I bundled a number of factions with Exerelin.

You could check for the presence of that mod's generator (or any script exclusive to that mod, really), like this:
Code
        boolean isThuleLegacyPresent = false;
        try
        {
            // Check if Thule Legacy's generator is loaded by the game
            Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.TLGen");
            // If the above throws an exception, this line won't run
            isThuleLegacyPresent = true;
        }
        catch (ClassNotFoundException ex)
        {
            // Couldn't find Thule Legacy's generator
        }

        if (isThuleLegacyPresent)
        {
            // Mod is loaded, do stuff
        }
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 08, 2013, 02:25:43 AM
What I initially set out to achieve was you would have Exerelin installed and any other faction mods you wanted. Then, depending on which factions you had installed, it would use them when constructing the system. Unfortunately that info is unavailable (as far as I can tell) at the initial question phase, and I ran into a few other issues so I bundled a number of factions with Exerelin.

You could check for the presence of that mod's generator (or any script exclusive to that mod, really), like this:
Code
        boolean isThuleLegacyPresent = false;
        try
        {
            // Check if Thule Legacy's generator is loaded by the game
            Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.TLGen");
            // If the above throws an exception, this line won't run
            isThuleLegacyPresent = true;
        }
        catch (ClassNotFoundException ex)
        {
            // Couldn't find Thule Legacy's generator
        }

        if (isThuleLegacyPresent)
        {
            // Mod is loaded, do stuff
        }

Oooohhhh most interesting! Thanks! The other main issue was generators clashing (in fact I basically want to cancel generators other than Exerelin's loading). I couldn't think of a way to do this either... Any thoughts about that Mr Helpful Wizard? :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: LazyWizard on June 08, 2013, 02:43:49 AM
What's wrong with the method you're using now, overwriting generators.csv and having the choices during character creation be used to setup the system? You're handling the sector generation, spawn points and faction relations yourself, right? What parts of their generators would you be using?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 08, 2013, 03:15:31 AM
What's wrong with the method you're using now, overwriting generators.csv and having the choices during character creation be used to setup the system? You're handling the sector generation, spawn points and faction relations yourself, right? What parts of their generators would you be using?

Yeah none, but I thought they conflict? As in mine or theirs run first, which then causes the next one to fail. At least i think thats what happened. Hmmm this was all some time ago so I'll have anothe play round and see what happens. Anyway, thanks I really appreciate the help :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: LazyWizard on June 08, 2013, 03:29:36 AM
If you're replacing generators.csv no other mod's generators will run. The code I posted a few posts back just checks if the class exists (meaning the mod is tagged in the launcher), it doesn't actually run the generator. :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: josh5671 on June 08, 2013, 04:43:37 AM
Code
323150 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.EventOutSystemReinforcements.callReinforcementFleets(EventOutSystemReinforcements.java:67)
at data.scripts.world.exerelin.EventManager.runEvents(EventManager.java:47)
at data.scripts.world.exerelin.SystemManager.runDaily$(SystemManager.java:68)
at data.scripts.world.exerelin.SystemManager.doIntervalChecks$(SystemManager.java:211)
at data.scripts.world.exerelin.SystemManager.advance(SystemManager.java:355)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Get a null error just now, after a battle.
not sure what problem
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: theSONY on June 08, 2013, 10:44:16 AM
about my game running problem:
abaut long save i do this thing that Alex was mentioning in other post
(Side note: if you edit settings.json and set "compressSaveGameData":true, the saves will be *much* smaller and the loading times will speed up correspondingly. On the downside, you won't be able to hand-edit the save files anymore.)
it cut the save time in half
about freezing & stuff like that:well i start a new game ,same settings same faction (thules) & it was't THAT bad till my faction helps independents with their war so i got  2 other factions on me (Nihilic Empire & valkyrians)
so i was like: ok, fine , bring it on till this (3-4 days after war declaration)
Spoiler
(http://i.imgur.com/TdVePFD.png)
[close]
Spoiler
(http://i.imgur.com/3qL51Rf.png)
[close]
& its not stopping , i got that raports but after 4-5 lines it disapear till next day rapport
frame rate drop drastically , to 12 FPS
 my average frame rate is above 30-40
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: ValkyriaL on June 08, 2013, 10:54:18 AM
I think my babies want your station..pretty badly.. you better hand it over :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 08, 2013, 11:06:55 AM
I'm pretty sure that's not meant to happen. Even if a siege fleet is moved off of a station by a threat, when they come back they'll just continue their mission without repeatedly telling you.

My saves get slower and slower to load the more I play.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: theSONY on June 08, 2013, 11:22:55 AM
My saves get slower and slower to load the more I play.
yes im aware of that , but i got longer saves on the 209 cycle not on the 6-8 months in the game
i dunno maybe its about numbers of the fleets on the system map or  i dunno
thats reminds me , dont you think that there are way TOO much fleets on the map? becouse its getting crowded from from version to version

I think my babies want your station..pretty badly.. you better hand it over :P
till i lvl up some (currently lvl 3) then i'll *** valkyrians like *pow pow pow whoosh whoosh whoosblargblarghabargbang*
BTW Val, i don;t like your faster system vessel , to me it just like Valkyrians lost their identity, Big mean but slow
well maybe "don't like" is too much to say , its somehow doesn't  fit your earlier work ;P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 08, 2013, 11:28:53 AM
The #YOLO Inquisitor that charges forth into the fray?


On another note, the Vatican IV has those mini antiproton cannons near it's ass. The sound effects of those things sounded pretty familiar. And after downloading the DLC for SoaSE and playing ~7 hours of that in a game with a near unbeatable turtle, I think I know why, advent weapons have that sound effect.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 08, 2013, 02:28:59 PM
Code
323150 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.EventOutSystemReinforcements.callReinforcementFleets(EventOutSystemReinforcements.java:67)
at data.scripts.world.exerelin.EventManager.runEvents(EventManager.java:47)
at data.scripts.world.exerelin.SystemManager.runDaily$(SystemManager.java:68)
at data.scripts.world.exerelin.SystemManager.doIntervalChecks$(SystemManager.java:211)
at data.scripts.world.exerelin.SystemManager.advance(SystemManager.java:355)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Get a null error just now, after a battle.
not sure what problem

Thanks, I'll check it out.



Yeah it's not meant to do that... I had that happen when I was developing and it will end up crashing the game. Any chance you just overwrote .53 with .54? Rather than doing a full replace?

RE the too many fleets, yeah I agree. The fleets are a bit smarter now so I think I could easily reduce the number of fleets but also increase their max sizes a bit too.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: theSONY on June 08, 2013, 04:05:28 PM
Yeah it's not meant to do that... I had that happen when I was developing and it will end up crashing the game. Any chance you just overwrote .53 with .54? Rather than doing a full replace?


99% not
i learn it already that you just DON'T do that
but there's always that 1%
so if happens again i'll be 100% sure
so i'll just wait & see
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 08, 2013, 05:43:25 PM
I had that happen earlier, too. http://i.imgur.com/qoHcxqG.jpg
It is all fresh. I never overwrite mods. Always delete the folder, then replace with new mod.
I did actually fight those fleets, too. All 4 of them. With my one Venator and two shadowyards fighter wings. And after all that and barely surviving the last fight because a dominator just pumped hellbores into my ass when I'm using augmented engines and unstable injectors so my engines were out forever, still lost the station anyway. Went to dock there, repair with the ~3000 supplies I got from the fight, lolno, this is Hegemony now. Okay.jpg


EDIT:
http://i.imgur.com/sxhaThD.jpg
So I had a near-death experience when two Onslaughts with double sensor array buffs wanted to play rough with me. Survived that engagement, actually got one of the Onslaughts to surrender. Then I lost my ship due being way over the fleet max. Feels were had.
Title: Re: Exerelin - Dynamic System and Faction War - v0.52
Post by: Reshy on June 09, 2013, 12:16:50 PM
Quote
Log Name:      Application
Source:        Application Hang
Date:          6/9/2013 11:49:43 AM
Event ID:      1002
Task Category: (101)
Level:         Error
Keywords:      Classic
User:          N/A
Computer:      -Withheld-
Description:
The program java.exe version 6.0.180.7 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Action Center control panel.
 Process ID: 1138
 Start Time: 01ce653e64bb627d
 Termination Time: 4294967295
 Application Path: D:\Fractal Softworks\Starfarer\jre\bin\java.exe
 Report Id: 582c06b4-d135-11e2-bf37-a417319eea72
 Faulting package full name:
 Faulting package-relative application ID:

Event Xml:
<Event xmlns="http://schemas.microsoft.com/win/2004/08/events/event">
  <System>
    <Provider Name="Application Hang" />
    <EventID Qualifiers="0">1002</EventID>
    <Level>2</Level>
    <Task>101</Task>
    <Keywords>0x80000000000000</Keywords>
    <TimeCreated SystemTime="2013-06-09T18:49:43.000000000Z" />
    <EventRecordID>13725</EventRecordID>
    <Channel>Application</Channel>
    <Computer>-Withheld-</Computer>
    <Security />
  </System>
  <EventData>
    <Data>java.exe</Data>
    <Data>6.0.180.7</Data>
    <Data>1138</Data>
    <Data>01ce653e64bb627d</Data>
    <Data>4294967295</Data>
    <Data>D:\Fractal Softworks\Starfarer\jre\bin\java.exe</Data>
    <Data>582c06b4-d135-11e2-bf37-a417319eea72</Data>
    <Data>
    </Data>
    <Data>
    </Data>
    <Binary>54006F00700020006C006500760065006C002000770069006E0064006F007700200069007300200 0690064006C00650000000000</Binary>
  </EventData>
</Event>



Quote
Source
Java(TM) Platform SE binary

Summary
Stopped responding and was closed

Date
?6/?9/?2013 11:49 AM

Status
Not reported

Description
A problem caused this program to stop interacting with Windows.
Faulting Application Path:   D:\Fractal Softworks\Starfarer\jre\bin\java.exe

Problem signature
Problem Event Name:   AppHangB1
Application Name:   java.exe
Application Version:   6.0.180.7
Application Timestamp:   4b2aa6cf
Hang Signature:   f9d8
Hang Type:   137216
OS Version:   6.2.9200.2.0.0.768.101
Locale ID:   1033
Additional Hang Signature 1:   f9d82b147b6ad3097a0d9c822ca02a2a
Additional Hang Signature 2:   de0a
Additional Hang Signature 3:   de0a40479120ea8170f842d4122846d6
Additional Hang Signature 4:   f9d8
Additional Hang Signature 5:   f9d82b147b6ad3097a0d9c822ca02a2a
Additional Hang Signature 6:   de0a
Additional Hang Signature 7:   de0a40479120ea8170f842d4122846d6

Files that help describe the problem
version.xml
java.exe.xml
WERInternalMetadata.xml
WERDataCollectionFailure.txt

Here is the error that occurs when the game randomly exits for no reason.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: sirboomalot on June 09, 2013, 02:35:07 PM
That looks like an error with java... and looking at the version you have it seems that your java is out of date...
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 09, 2013, 02:37:55 PM
Sorry Reshy I don't really know what all that means, other than it is Java that is crashing (rather than StarSector) which is why you don't get an error in the StarSector log. Seeing as noone else (as far as I am aware) has reported a similar issue, it is almost certainly down to a combination of your OS and the Java install.

My only comment is that is this the latest version of Java?
Quote
Application Version:   6.0.180.7

If possible it may be best to completely remove all Java version from your PC and reinstall the latest version.

It may be best to post this in the 'Bug Reports and Support' section as well.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: kupan9 on June 09, 2013, 06:56:46 PM
As for the constant messaging from a station invasion, I just got it on 0.53. It would appear to be caused by a new faction's out of system attack fleet targeting a station.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 09, 2013, 08:27:04 PM
Most of that is meant to happen... the Out-of-Sector fleet(s) sieging a station, being informed of the siege, things like that. Just something randomly goes wrong at times and causes you to be repeatedly informed of such and the severity gets worse the more fleets are making an attack. It doesn't happen every time one of these incursion fleets attack, though, so,  ???

Also, do factions randomly decide to be -very- peaceful? When I started my save in 0.54, the Valkyrians set up shop then proceeded to do nothing for almost 3 in-game years and just be fed constantly by the TradeGuild till the Neutrino showed them the door. No allies, no enemies, no nothing. Just hanging around.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Plasmatic on June 09, 2013, 11:23:29 PM
Love the mod, although one thing I noticed is that capital ships are really Really slow..

They are massive ships sure, but 12-20 speed? the battle is all but over before they get to it.

In big battles, you either need lots of fighters to cap the points or frigates, which with the speed the big ships are going are not going to survive long enough to get any help from the capital ships..

I would think somewhere between 30-40 would be pretty good, still slower than cruisers but still twice as fast as they are now?

Maybe I'm missing the point of them being so slow?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 10, 2013, 12:22:40 AM
As for the constant messaging from a station invasion, I just got it on 0.53. It would appear to be caused by a new faction's out of system attack fleet targeting a station.

Yeah I should have a fix for it in the next version.

Also, do factions randomly decide to be -very- peaceful? When I started my save in 0.54, the Valkyrians set up shop then proceeded to do nothing for almost 3 in-game years and just be fed constantly by the TradeGuild till the Neutrino showed them the door. No allies, no enemies, no nothing. Just hanging around.

Haha well there are a number of factors that drive the diplomacy system. It could certainly result that way. By coming last, they were less likely to get wars. They should have been more likely to get allies (which could then drag them into a war) but it seems they didn't quite! Ideally a faction shouldn't do nothing (otherwise it's a bit boring) but due to a few things it could happen.

Love the mod, although one thing I noticed is that capital ships are really Really slow..

They are massive ships sure, but 12-20 speed? the battle is all but over before they get to it.

In big battles, you either need lots of fighters to cap the points or frigates, which with the speed the big ships are going are not going to survive long enough to get any help from the capital ships..

I would think somewhere between 30-40 would be pretty good, still slower than cruisers but still twice as fast as they are now?

Maybe I'm missing the point of them being so slow?

Thanks :)

Which faction are you playing as? Capital ships tend to be between 10-60ish speed wise. Some of the more dreadnought-ish ships are in the lower range, with the more nimble capital ships generally trading away weaponry and/or shields/armor.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Plasmatic on June 10, 2013, 12:33:42 AM
As for the constant messaging from a station invasion, I just got it on 0.53. It would appear to be caused by a new faction's out of system attack fleet targeting a station.

Yeah I should have a fix for it in the next version.

Also, do factions randomly decide to be -very- peaceful? When I started my save in 0.54, the Valkyrians set up shop then proceeded to do nothing for almost 3 in-game years and just be fed constantly by the TradeGuild till the Neutrino showed them the door. No allies, no enemies, no nothing. Just hanging around.

Haha well there are a number of factors that drive the diplomacy system. It could certainly result that way. By coming last, they were less likely to get wars. They should have been more likely to get allies (which could then drag them into a war) but it seems they didn't quite! Ideally a faction shouldn't do nothing (otherwise it's a bit boring) but due to a few things it could happen.

Love the mod, although one thing I noticed is that capital ships are really Really slow..

They are massive ships sure, but 12-20 speed? the battle is all but over before they get to it.

In big battles, you either need lots of fighters to cap the points or frigates, which with the speed the big ships are going are not going to survive long enough to get any help from the capital ships..

I would think somewhere between 30-40 would be pretty good, still slower than cruisers but still twice as fast as they are now?

Maybe I'm missing the point of them being so slow?

Thanks :)

Which faction are you playing as? Capital ships tend to be between 10-60ish speed wise. Some of the more dreadnought-ish ships are in the lower range, with the more nimble capital ships generally trading away weaponry and/or shields/armor.

So far I've played blackrock and council, working on shadowyard next.

I guess I need to make the distinction between capital and dreadnaught as well.. I saw them all as capital ships..

However, from my experience in this game, dreadnaught or not, no ship can survive alone against an army.. which considering how slow these ships are they will probably end up doing..

The times I've faced them I've always seen them be deployed last when the rest of the ships are either destroyed, or retreating. I just surround the ship and pick away at it until it has to drop shields from flux..

The game in it's current state favors attacks in force, it is hard to solo 3+ ships alone unless you are in an even faster ship..

Really looking forward to what this mod turns into with 0.6 :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 10, 2013, 12:48:04 AM
So far I've played blackrock and council, working on shadowyard next.

I guess I need to make the distinction between capital and dreadnaught as well.. I saw them all as capital ships..

However, from my experience in this game, dreadnaught or not, no ship can survive alone against an army.. which considering how slow these ships are they will probably end up doing..

The times I've faced them I've always seen them be deployed last when the rest of the ships are either destroyed, or retreating. I just surround the ship and pick away at it until it has to drop shields from flux..

The game in it's current state favors attacks in force, it is hard to solo 3+ ships alone unless you are in an even faster ship..

Really looking forward to what this mod turns into with 0.6 :)

Yeah likewise :) There are a lot of things that Alex & Co are either finalizing, making available to modders or adding into the game with StarSector 0.6 that I think will allow us all to have a lot of fun! That being said, I suspect the usefulness of Exerelin will diminish as StarSector moves to versions 0.7, 0.8, 0.9 and finally 1.0. Still, we'll see what happens. It might end up being a different game mode or something :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 10, 2013, 01:14:00 AM
Many Council ships trade their speed for firepower as you get bigger and bigger, while Blackrock ships never really slow down. The Blackrock's only capital is fairly nimble and it's more typical cruisers are still very fast with their specialized maneuvering jets. Council ships on the other hand are plodding and wreck anything that lets them get close. Their capitals are covered in  small energy slots, which can make for an awesome PD grid, though they're also generally leaning towards energy weapons in general and they don't have many long ranged energy weapons. Their typical heavy energy weapon consumes a terrifying amount of flux but does very good damage in return. Neutrino ships are also pretty slow, but dayum, you don't want those things keeping up with you.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Plasmatic on June 10, 2013, 01:24:47 AM
Many Council ships trade their speed for firepower as you get bigger and bigger, while Blackrock ships never really slow down. The Blackrock's only capital is fairly nimble and it's more typical cruisers are still very fast with their specialized maneuvering jets. Council ships on the other hand are plodding and wreck anything that lets them get close. Their capitals are covered in  small energy slots, which can make for an awesome PD grid, though they're also generally leaning towards energy weapons in general and they don't have many long ranged energy weapons. Their typical heavy energy weapon consumes a terrifying amount of flux but does very good damage in return. Neutrino ships are also pretty slow, but dayum, you don't want those things keeping up with you.

Yeah, I just gotta keep trying different factions to learn which one is for me :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: theSONY on June 10, 2013, 07:38:30 AM
my Out of Sector attack fleet can't takeover enemy station
or mayby im just "lucky" , will wait for another one , maybe they will have more GUTS to take over Nihilic station  ;P

Edited: ok when my next out of the system attack fleets appears they succeed :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: conorano on June 10, 2013, 01:22:38 PM
hey Zaphide. could you maybe add this mod: http://fractalsoftworks.com/forum/index.php?topic=3893.0 to the vanilla factions to spice them up a bit, i know you said you probably weren't going to add more faction mods but this isn't a faction :P. you could make it an option for people becouse maybe some people don't like these new ships.
These ships are kitbashed and look pretty cool in my opinion and they're not overpowered (apart from maybe some but those aren't nihil/council level OP). would love to have this in so the vanilla factions feel more varied.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Philo_sophist on June 10, 2013, 02:26:56 PM
Repeatedly getting a java error:

722433 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.String.while$super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I do have the latest JAVA version installed...seems as though I need to allocate more memory.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: ValkyriaL on June 10, 2013, 02:27:51 PM
There are a lot of huge ships in Exerelin, and those sprites drain a lot of memory when loading.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Philo_sophist on June 10, 2013, 02:54:20 PM
Just got this:

865806 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.N.super(Unknown Source)
   at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.super(Unknown Source)
   at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I'm running a dell latitude e6230. It's a core i7 with 8 gigs of ram and an intel HD 4000 series onboard gpu. Surely I shouldn't be having memory allocation problems.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 10, 2013, 03:44:13 PM
With integrated gfx and a mod with this many ships, it's totally likely that you'll have an OOM crash after a while of playing.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Philo_sophist on June 10, 2013, 04:11:46 PM
Damn. the unfortunate part is that it generally happens within a few minutes of loading up my saves. :(

Oh well...back to Uomoz's Covus.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 10, 2013, 05:29:18 PM
Have a look at this thread for some options http://fractalsoftworks.com/forum/index.php?topic=6249.0 (http://fractalsoftworks.com/forum/index.php?topic=6249.0) on increasing java memory allocation. Some people have had success.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 10, 2013, 05:44:32 PM
I roll crappy integrated gfx and barely push 30 without hiding the HUD and playing in a cinematic style. Also another reason why I fly solo in my saves. Totally screwed if I fight the same faction as the ships I'm using. Once they go off screen and I lose track of them, I'm liable to shoot them. Lost more than a few ships thanks to the overkill of Hadron Accelerators.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: joey4track on June 10, 2013, 05:51:21 PM
I edited my game from Lazy's advice and I've had no problems since then.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 11, 2013, 12:08:47 AM
So the Valkyrians seem to hate themselves (http://i.imgur.com/OqoE52X.jpg).

I'ma call civil war a feature.  :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: sirboomalot on June 11, 2013, 12:30:01 AM
What happened, some rebels take a base or something? Can that even happen? I think it ought to be able to happen but with them getting a different name.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Zaphide on June 11, 2013, 01:01:59 AM
So the Valkyrians seem to hate themselves (http://i.imgur.com/OqoE52X.jpg).

I'ma call civil war a feature.  :D

Haha hmmm civil war is not a feature yet :P so I wonder what happened? Did any events happen just before that?

What happened, some rebels take a base or something? Can that even happen? I think it ought to be able to happen but with them getting a different name.

Yeah it's in my list of 'things to add when I have time' :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Philo_sophist on June 11, 2013, 01:14:53 AM
Indeed....I've replaced the .bat file with the appropriate code and now that the game is calling to the 64-bit jre instead of the 32 bit it's packaged with, there haven't been any more issues.

Thanks guys.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 11, 2013, 01:49:20 AM

Haha hmmm civil war is not a feature yet :P so I wonder what happened? Did any events happen just before that?


They were pushed out of the system, then a couple days later, the non existent Valkyrians went to war with themselves.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: ValkyriaL on June 11, 2013, 01:52:48 AM
They got angry at the guys in command and decided to fight themselves...
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.54
Post by: Silver Silence on June 11, 2013, 01:55:37 AM
They got angry at the guys in command and decided to fight themselves...

Valk, your admirals suck. Get new ones.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 12, 2013, 01:03:52 AM
Another bug fix update. I also reduced the number of attack and defense fleets per station to two, while at the same time increasing max fleet sizes by approximately 50%.

It should be compatible with v0.54 (or v0.53 if you haven't updated to that one yet).

https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip)

Code
v0.55
 - Changed number of defense fleets per station to 2
 - Changed number of attack fleets per station to 2

 - Fixed null pointer error in reinforcement event
 - Fixed spam of station boarding message
 - Fixed random extra characters in station boarding warning message
 - Fixed spawn issue with in system supply convoys
 - Fixed situation where faction could declare war on itself(!)

 - Increased maximum fleet sizes for all fleets
 - Slightly reduced maximum station takeover time for out system fleets
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: joey4track on June 12, 2013, 01:07:30 AM
https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip)

404  :(
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 12, 2013, 01:28:21 AM
https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip)

404  :(

Haha upload is always super slow to Dropbox. Just give it 20mins or so :)

(I really should upload first before posting anything...)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: zaszella on June 13, 2013, 11:27:50 PM
There are three folder named 'diplomacy' 'events' 'stations' in scripts\world\exerelin,but they are empty.
I can change the faction Hostility/Friendly by doing something like:defeat a specific enemy/rebel fleet or help them on supply/marine/crew/fuel in later vision of Exerelin.
Are you working on this?
Can you tell me something about that?
 ::)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: theSONY on June 14, 2013, 02:19:59 AM
meh ;/ can't capture the station bug still present ;/
+station anyone ?
Spoiler
(http://i.imgur.com/LokZGZv.png)
[close]
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 14, 2013, 03:39:32 PM
There are three folder named 'diplomacy' 'events' 'stations' in scripts\world\exerelin,but they are empty.

They are just from when I was going make an attempt to organise the code a bit more. I left them there to remind me to get around to it sometime :)

I can change the faction Hostility/Friendly by doing something like:defeat a specific enemy/rebel fleet or help them on supply/marine/crew/fuel in later vision of Exerelin.
Are you working on this?
Can you tell me something about that?
 ::)

Yeah I have a few ideas for the player affecting the relationships a bit more. At the moment as a player you can only cause your faction to declare war against another faction. I would like to add the ability to increase your relationship with a faction (i.e. sell them a specfic high-value object, like enemy confidential documents or something, and/or your idea of selling them war supplies). I would also like to add the ability for a player to affect another factions relationship with a third faction (i.e. sell them something that causes them to dislike/blame another faction).

meh ;/ can't capture the station bug still present ;/
+station anyone ?
Spoiler
(http://i.imgur.com/LokZGZv.png)
[close]

Hmm the station attack ships will sit there for sometime boarding the station (even when it's abandoned). It should (eventually) capture it, but it can take a long time. It's currently a random time length, but I'll probably change it to base it on remaining marines at the station or something similar.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Helios on June 14, 2013, 05:32:56 PM
Is there anyway to disable the whole "station seceded" and "fleet insurgency" thing? Especially the former, I'm really, REALLY sick of it. I do choose "factions do not respawn" btw, but they just keep taking your stations away, instantly, without warning, and there's nothing you can do to prevent it.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Flare on June 14, 2013, 06:45:51 PM
If I buy all the supplies, marines, and crew from an enemy station will it affect the spawn rate or ease or taking it over at all?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on June 14, 2013, 07:03:34 PM
I believe crew is needed and if a station is short, then sub-par fleets will be produced. Fleets with one or two ships will move out instead of ~10-20 ships with full fighter support.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 14, 2013, 08:54:53 PM
Is there anyway to disable the whole "station seceded" and "fleet insurgency" thing? Especially the former, I'm really, REALLY sick of it. I do choose "factions do not respawn" btw, but they just keep taking your stations away, instantly, without warning, and there's nothing you can do to prevent it.

Hmmm the station secede event is meant to follow the same rules as the respawn fleets. I'll check it out. EDIT: yeah it is a bug sorry, fixed for next version.

As for disabling events entirely, I could add a selection at the start to select whether you want to play with events on or off. Some of the events provide a lot of the faction vs faction balance. As the mod progresses, I would like to move more and more of the balancing to the diplomacy system and remove/lessen the need for the more heavy-handed approach with the events.

If you would like to disable specific events, you could always edit the mod itself. Go to /mods/Exerelin/data/scripts/world/exerelin/EventManager.java and in the method runEvents (it is the only method) comment out the particular event e.g. to remove the station secede event:
Code
if(ExerelinData.getInstance().respawnFactions && ExerelinUtils.getRandomInRange(0,55) == 0)
{
//eventStationSeccession.makeStationSecedeToOutSystemFaction(); COMMENTED OUT
return;
}

This SHOULD affect saved games too :)

If I buy all the supplies, marines, and crew from an enemy station will it affect the spawn rate or ease or taking it over at all?

It will, but only to the point that smaller defense fleets will be produced. Stations generate resources (in addition to delivered resources) that is enough to get some smaller fleets going, which means you really need to control the area to take over their station.

EDIT: clarification
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Histidine on June 15, 2013, 11:59:22 PM
Is there a specific pattern to diplomacy? It seems that as you advance through the game (I'm about level 45), more and more factions start turning hostile against you (or do they just smell blood?), and they seem to almost never sue for peace no matter how many of their fleets you smash. I think my Tri-Tachyon is at war with half the galaxy at this stage  :-X

EDIT: Ended up just letting them drive TT from the system, thereby resetting diplomatic relations. Things are much quieter now :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Plasmatic on June 16, 2013, 04:09:25 AM
Just tested the small energy PD disruptors for the neutrino... They are awesome..

Not only do they stop most missiles (and cause them to spin out of control)

They do the same to ships.. meaning your PD acts like tractor beams when they aren't busy with missiles..

Drones spin out of control when they are hit.
Frigates are stopped and spun slowly, but fast enough for most shots to miss..
Destroyers are mostly just stopped..
Cruisers are slowed down to snails pace..

They are the single most powerful small weapons I've ever seen :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on June 16, 2013, 08:14:45 PM
They're not very good at actually being PD and stopping missiles and they shoot rather slowly as well.  :P
Anything with annihilators will swamp disruptors pretty badly too, because of that slow rate of fire.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Plasmatic on June 17, 2013, 12:40:52 AM
They're not very good at actually being PD and stopping missiles and they shoot rather slowly as well.  :P
Anything with annihilators will swamp disruptors pretty badly too, because of that slow rate of fire.

Couple them with some actual PD and they work wonders..

Or just get enough of them :P

I said they were the most powerful because of their use against fighters and frigates that are usually faster than large turrets..
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 17, 2013, 04:01:22 AM
Is there a specific pattern to diplomacy? It seems that as you advance through the game (I'm about level 45), more and more factions start turning hostile against you (or do they just smell blood?), and they seem to almost never sue for peace no matter how many of their fleets you smash. I think my Tri-Tachyon is at war with half the galaxy at this stage  :-X

EDIT: Ended up just letting them drive TT from the system, thereby resetting diplomatic relations. Things are much quieter now :)

Diplomacy is driven by a number of factors, predominantly around how well your faction is doing. Factions tend to like factions that have less stations, are not at war with their allies, that are at war with their enemies etc. Factions don't like their stations being taken over, having no war with anyone etc.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on June 17, 2013, 04:17:29 AM
They're not very good at actually being PD and stopping missiles and they shoot rather slowly as well.  :P
Anything with annihilators will swamp disruptors pretty badly too, because of that slow rate of fire.

Couple them with some actual PD and they work wonders..

Or just get enough of them :P

I said they were the most powerful because of their use against fighters and frigates that are usually faster than large turrets..

Still haven't seen an Unsung from the Neutrino. Granted, they never spend much time in system anyway because someone always roflstomps them straight back out because incursion fleets are crazy OP. Typically, Neutrino field Banshees, which were the bane of my mid-game existence because javelin missiles meant I could never lower my shields or face torpedo strength energy hits and photon missiles just sprayed needles all over me. Now that I have shield dissipation, I laugh in their general direction. "HA!".

Speaking of which, Zaphide, any plans to throw a layer of polish over everything~? Give things catchier and more descript names than Out System Station Attack Fleet? Can just call those Incursions, that's what they are. Hostile takeover parties. Give everyone proper names rather than "council" or "relics" (which by the way should really be two factions, Purifiers and Elders) or "interstellarFederation"?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 17, 2013, 04:59:18 AM
Speaking of which, Zaphide, any plans to throw a layer of polish over everything~? Give things catchier and more descript names than Out System Station Attack Fleet? Can just call those Incursions, that's what they are. Hostile takeover parties. Give everyone proper names rather than "council" or "relics" (which by the way should really be two factions, Purifiers and Elders) or "interstellarFederation"?

What is... Polish?!

Haha but yeah eventually :) I'm prioritizing getting some more things in there to give the system a bit more 'life', and then I want to work on giving the player a few more things to do rather than just influence things by fighting. After that, yeah polish would be good. I'm hoping to make the names of things a bit more factions specific, so each factions has it's own fleet names, station names etc.

Interestingly, the non-proper names I'm using for things is actually important. They have to be the factions ID's, as the campaign mod API is not yet at the point where I can determine who owns what without checking the name. So the name of the faction has to contain the id of the faction which is a little limiting...

About the Elder+Purifier=Relics, I played around in a dev version with them as separate factions but it just didn't work that well, so I discussed with the mod author a few ways to add them and arciblade was OK with me combining them (which I think works really well, as each faction kind of complements each other). I realise in the lore they are meant to be mortal enemies :P so I think this is more of an interim solution until Exerelin gets to the point where it can support a capital ship only faction or arciblade adds a few more ships in :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: theSONY on June 17, 2013, 05:40:12 AM
What is... Polish?!
Polsih-Poland-Pole ect. :D
Spoiler
(http://static.fjcdn.com/pictures/Polish_bb26f8_254566.jpg)
[close]
"Polish things up" meaning: do things in Polish way, with much use of Vodka & kielbasa (sausage) & some pickles
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Plasmatic on June 17, 2013, 10:25:07 AM
They're not very good at actually being PD and stopping missiles and they shoot rather slowly as well.  :P
Anything with annihilators will swamp disruptors pretty badly too, because of that slow rate of fire.

Couple them with some actual PD and they work wonders..

Or just get enough of them :P

I said they were the most powerful because of their use against fighters and frigates that are usually faster than large turrets..

Still haven't seen an Unsung from the Neutrino. Granted, they never spend much time in system anyway because someone always roflstomps them straight back out because incursion fleets are crazy OP. Typically, Neutrino field Banshees, which were the bane of my mid-game existence because javelin missiles meant I could never lower my shields or face torpedo strength energy hits and photon missiles just sprayed needles all over me. Now that I have shield dissipation, I laugh in their general direction. "HA!".

Speaking of which, Zaphide, any plans to throw a layer of polish over everything~? Give things catchier and more descript names than Out System Station Attack Fleet? Can just call those Incursions, that's what they are. Hostile takeover parties. Give everyone proper names rather than "council" or "relics" (which by the way should really be two factions, Purifiers and Elders) or "interstellarFederation"?

I don't think the Unsung is ever actually spawned anywhere.. I've played like a week straight with neutrino and I haven't seen a single unsung that I haven't hacked in :P

Try one.. you will love it.. or hate it..

"neutrino_unsung" if you know how to hack your save file.. or if you want to rather.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on June 17, 2013, 11:30:33 AM
Oh no, no, I have flown it in older versions of Uz's Corvus.  :P
But I haven't seen it in Uz's or in Exerelin. Would love to see it make an appearance somewhere.

Though I may just take one of my salvaged ships and just turn them into the Unsung. For science.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Plasmatic on June 17, 2013, 01:26:05 PM
Oh no, no, I have flown it in older versions of Uz's Corvus.  :P
But I haven't seen it in Uz's or in Exerelin. Would love to see it make an appearance somewhere.

Though I may just take one of my salvaged ships and just turn them into the Unsung. For science.

For research purposes right? :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on June 17, 2013, 01:32:59 PM
Y-yes. For research and testing purposes.  :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: kupan9 on June 18, 2013, 09:24:00 AM
And what is this study called, "The Methodology and Effects of Rapid Vaporization of Ship Hulls"?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Vind on June 19, 2013, 12:53:31 AM
Great mod! Really enjoy it. One question - all ships sold in stations have `ABD "ship name"` naming scheme instead of faction specific `HSS "ship name"` `TTS "ship name"` or `ISS "ship name"` and so on designations. Is it possible to fix this? Also noticed strange thing with relic enemy fleets they attack and then immediately retreat back and attack again and so on.
 (http://s10.postimg.org/ge0unhiet/Exelerin_Relics_attack_retreat.jpg) (http://postimg.org/image/ge0unhiet/)(http://s23.postimg.org/p5r7l03xz/Exelerin_Relics_attack_retreat2.jpg) (http://postimg.org/image/p5r7l03xz/)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 19, 2013, 05:51:07 PM
Great mod! Really enjoy it. One question - all ships sold in stations have `ABD "ship name"` naming scheme instead of faction specific `HSS "ship name"` `TTS "ship name"` or `ISS "ship name"` and so on designations. Is it possible to fix this? Also noticed strange thing with relic enemy fleets they attack and then immediately retreat back and attack again and so on.
 (http://s10.postimg.org/ge0unhiet/Exelerin_Relics_attack_retreat.jpg) (http://postimg.org/image/ge0unhiet/)(http://s23.postimg.org/p5r7l03xz/Exelerin_Relics_attack_retreat2.jpg) (http://postimg.org/image/p5r7l03xz/)

Hmmm I hadn't noticed that with the names, I'll check it out. Thanks :)

I suspect the fleet retreats then chases your fleet is because the underlying algorithms for the campaign map chase and the in combat retreat are different and in your situation have made the opposite decision.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: BambiSlayer99 on June 20, 2013, 11:53:17 AM
Hi there, I'm getting the fabled "fatal null" error when trying to attack trades guild ships. Haven't checked if it's the same for other ships. Any advice on how to fix?

Edit: Actually, I'm getting that before and after battle now... and I'm also getting white space in place of the traditional space background.  ??? Please help!  :'(
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Az the Squishy on June 26, 2013, 01:44:54 PM
Okay, so, i got the lazy lib, the games loads, but doesn't start and actually seems to crash. xD
So after looking at the Log file a portrait for the Nihils- who i've no idea are -is missing. I'll see about trying to pull the or a port from the mod itself and simply renaming if need be.
On the off chance this doesn't work... well, that's why i'm posting.

EDIT1: Okay, so, that didn't work, and i'm pondering on what to do next... Any help would be enjoyed, i'll be digging through my skull! xD

Heres the code, I'm also running via a Linux Laptop- 64BIT mint 15 MATE desktop -if that could be of any notoriety:
Code
44055 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/portraits/portrait_relics_elder_02.png] as texture with id [graphics/portraits/portrait_relics_elder_02.png]
44070 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 71.59 MB of texture data so far
44071 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/portraits/Nihil.png] as texture with id [graphics/portraits/Nihil.png]
44172 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/portraits/Nihil.png] resource, not found in [/home/peter/Documents/linuxgames/starsector/./mods/Exerelin,/home/peter/Documents/linuxgames/starsector/./mods/LazyLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/portraits/Nihil.png] resource, not found in [/home/peter/Documents/linuxgames/starsector/./mods/Exerelin,/home/peter/Documents/linuxgames/starsector/./mods/LazyLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Ò00000(Unknown Source)
at com.fs.util.C.Object(Unknown Source)
at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.F.o00000(Unknown Source)
at com.fs.starfarer.loading.H.o00000(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I really really wish minig was implimented in game, grrhahahea.. wah...

EDIT (problem solved~!!!)
It was the PNG extension, all i had to do was change the ext to a png format rather then PNG, or it was simply very case sensitive towards the portraits. In either case, the mod now works. :)
And yes it was actually in the file system, it was again, simply the PNG file.  ^ ^
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 27, 2013, 04:44:47 AM
Hmmm well the file is in that location (at least in my directory structure).

Only thing is it is a different character case in the extension:
mods/Exerelin/graphics/portraits/Nihil.PNG

Does the file actually exist in that location on your filesystem? I guess the other thing to check is make sure your user has read access to that directory.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Halcyon on June 27, 2013, 04:54:15 AM
Hi there, I'm new to the forum, but not to the game.
I tried your mod, but after character creation, I get this ERROR:

Code
31188 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
72141 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
72219 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.ArrayIndexOutOfBoundsException: 19
java.lang.ArrayIndexOutOfBoundsException: 19
at data.scripts.world.exerelin.ExerelinData.getAvailableFactions(ExerelinData.java:119)
at data.scripts.world.exerelin.DiplomacyManager.<init>(DiplomacyManager.java:35)
at data.scripts.world.exerelin.SystemManager.<init>(SystemManager.java:48)
at data.scripts.world.SectorGen.generate(SectorGen.java:183)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.for.ÓO0000(Unknown Source)
at com.fs.starfarer.ui.impl.B.ÓO0000(Unknown Source)
at com.fs.starfarer.campaign.save.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.o00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.ui.OOoO.super(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 27, 2013, 05:14:27 AM
Hi there, I'm new to the forum, but not to the game.
I tried your mod, but after character creation, I get this ERROR:
--- snip ---

I think I have fixed this for the next version, what were the starting conditions you selected?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Halcyon on June 27, 2013, 05:29:26 AM
let me see if I can remember...

name: Commander Moore
ironmode: disabled
number of planets: 21
Assteroid belts: 4
stations : 35
Omnifactory: enabled
number of factions: all
faction return: yes(second option)
faction return time: 4 months
faction: nomad
ship: Yellow Jacket
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 27, 2013, 06:27:56 AM
let me see if I can remember...
--- snip ---
number of factions: all
faction return: yes(second option)
--- snip ---

Yeah I think the bug I fixed (in my DEV version) was when you select start with 'All factions you know of!' and then for respawn 'Yes, but only factions initially in Exerelin'.

Try just selecting 'All factions you know of!' and 'Yes, factions will respawn' as it will have the exact same effect as your previous choice. The 'Yes, but only factions initially in Exerelin' option just means that if you only start with 3 other factions in system, only those factions are able to be respawned, and then only if they are knocked out. It only has effect if you start with less than the total factions at the start.

Speaking of which, I really need to get my act together and release the next version (it has fixes, changes and new features!) but it is taking me longer to implement what I wanted than I thought... :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Halcyon on June 27, 2013, 08:05:11 AM
Yup, it works...

I wanted to use my Atlas_Blackbox and its weapons but I can't seem to use both mods at the same time, how can I play with both?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on June 27, 2013, 08:32:44 AM
Go into Exerelin's files and unmark it as a total conversion and then double check your mod to make sure it spawns properly, as there are no hard-set stations till you make a save. It's not like you can have a ship spawned at the Hegemony station, ready to be bought for a single credit. If your mod doesn't spawn ships like that, then you can probably just buy any old ship, make sure it's stripped and then save edit the ship into your modded Atlas.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on June 27, 2013, 04:26:11 PM
Hello everyone, my first post here :)

I have been playing Exelerin for about two weeks and I totally love it, it brings whole new level of fun to StarSector. So big thanks to Zaphide and all the guys who created these awesome factions!

But since I know Java I haven't limited myself only to playing, I have been also tweaking the Exelerin code as I played, adding various small tweaks and fixing some stuff that didn't work as supposed.

And here is a question for Zaphide:
Do you have Exelerin code in some online repository where I could commit my changes to be included in the code? (or not included depending what you prefer)
Of course I could just post here about parts of the code that doesn't work but commiting the code directly would be much easier and productive. Would it be possible Zaphide?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 27, 2013, 05:21:13 PM
Hello everyone, my first post here :)

I have been playing Exelerin for about two weeks and I totally love it, it brings whole new level of fun to StarSector. So big thanks to Zaphide and all the guys who created these awesome factions!

But since I know Java I haven't limited myself only to playing, I have been also tweaking the Exelerin code as I played, adding various small tweaks and fixing some stuff that didn't work as supposed.

And here is a question for Zaphide:
Do you have Exelerin code in some online repository where I could commit my changes to be included in the code? (or not included depending what you prefer)
Of course I could just post here about parts of the code that doesn't work but commiting the code directly would be much easier and productive. Would it be possible Zaphide?

Glad you have enjoyed it :)

I didn't really envisage Exerelin being a team project :P However, if people want to contribute I think that's great (and will no doubt improve the mod too)!

Code collaboration without a repository would be hell so I will set one up. Are there any preferences on providers? I looked a BitBucket a while back and was thinking them.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 27, 2013, 07:43:43 PM
Yup, it works...

I wanted to use my Atlas_Blackbox and its weapons but I can't seem to use both mods at the same time, how can I play with both?

It really depends on how you want your ships to appear. If you just want to pilot them then Silver Silence is correct; just edit them into the save file.

Other generation scripts tend to not play nicely with Exerelin so it's a bit more work to add custom assets into it.

If you want to add your own faction then there are some guides in the first post on this thread.

If you just want to add a ship/weapon rather than a faction then you'll have to include it with one of the existing factions. You'll want to add the ship variant to their exerelinGenericFleet fleet in the .faction file, and for weapons you'll have to add them to the appropriate array in ExerelinUtils.java (as per instructions in first post). This means the AI fleets can spawn with that ship, and that the ship and/or weapons will be delivered to your factions stations.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Halcyon on June 28, 2013, 12:05:32 AM
uh, yeah... I took his advise. I just didn't posted that I did. All is going good BTW... =)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on June 28, 2013, 06:18:40 AM
Glad you have enjoyed it :)

I didn't really envisage Exerelin being a team project :P However, if people want to contribute I think that's great (and will no doubt improve the mod too)!

Code collaboration without a repository would be hell so I will set one up. Are there any preferences on providers? I looked a BitBucket a while back and was thinking them.

Well I have been contributing to one project that is hosted on Google Code (which uses SVN repo) so I am used mostly to it. BitBucket is Git but it would work too, I have to learn Git eventually anyway. Well I heard SVN is better for projects that contain a lot of non-code files, such as images, sounds etc, which is what most game mods have, as does Exelerin.
But whatever You prefer is ok for me.

PS. It would be ideal if you could set the repository using Exelerin v0.55 initlally and only then commit the changes you made since then (even as one big commit). This would make it easier to merge my changes to it.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 28, 2013, 06:50:22 AM
Well I have been contributing to one project that is hosted on Google Code (which uses SVN repo) so I am used mostly to it. BitBucket is Git but it would work too, I have to learn Git eventually anyway. Well I heard SVN is better for projects that contain a lot of non-code files, such as images, sounds etc, which is what most game mods have, as does Exelerin.
But whatever You prefer is ok for me.

PS. It would be ideal if you could set the repository using Exelerin v0.55 initlally and only then commit the changes you made since then (even as one big commit). This would make it easier to merge my changes to it.

Yeah will do. I only really thought Git because I also haven't used it. They are all so similar anyway :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Bobakanoosh on June 28, 2013, 04:42:15 PM
Just make a Drop-box account and share a repository file with anyone who asks from these forums. simple. I'm a field engineer and I use drop box all the time to deposit files for people from other vendor companies like the one I work for.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on June 29, 2013, 12:48:22 PM
It doesn't sound any simpler than just setting online repository with version control system like SVN, where everyone can see other people changes immediately.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on June 30, 2013, 01:09:56 AM
I'm confused. What would all these tweaks and fiddles with Zaphide's rigging be for?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 30, 2013, 04:06:09 AM
Okay, I have setup a Git repository at bitbucket.org (http://bitbucket.org) that I will use for Exerelin.

If anyone wishes to contribute (or merely use the dev version), please PM me your email or bitbucket.org username (if you dont have a BitBucket username, please just PM me your email so i can refer and get another free user allowance) and I will add you to the users. Please also specify:
 - What access level you want
   - Read (you just want access to the current in-development version, download only)
   - EDIT: I'm actually going to make this a public repository, so no need to apply for read access, apologies to those who already did so!
   - Write (you want to contribute changes to Exerelin)
 - The reason you want access
 - Any work you have done so far and you think should be included in Exerelin main (if you have any)
 - Your plans for future development work (if you have any)

A couple of notes about repository setup
I have done the initial commit at the released v0.55 code base. I have then (as an ugly massive commit) committed my changes I have done so far for v0.56.

The repository is just the mod files without any IDE-specific project setup (I use IntelliJ-IDEA); it is just the mod files themselves. This means:
 - You should be able to use whichever IDE you like, just include the Exerelin mod files in whichever project structure your IDE uses
   - I just use a dummy IntelliJ-IDEA project
 - You will probably not be able to use any IDE-integrated version controls
   - I am using SourceTree to manage my interactions, and just using IntelliJ-IDEA as an editor
   - I have managed to have everything working nicely just through IntelliJ-IDEA's Git integration :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on June 30, 2013, 08:00:48 AM
PM sent.

Thanks for all your effort!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on June 30, 2013, 02:34:04 PM
Slight change of plan:

I will make the repository public so that if you just wish to get the latest development version you don't have to sign up for an account etc etc.  Otherwise we will rapidly hit the 5 user limit :P

It is here:
https://bitbucket.org/zaphide/exerelin/overview (https://bitbucket.org/zaphide/exerelin/overview)

To download the latest development version:
Just use the link on the right of the overview page
OR
Downloads -> Branches -> master


To re-download an old version:
Downloads -> Tags -> {release}

As with all in-development projects, use at your own risk :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: LazyWizard on July 02, 2013, 10:41:27 AM
Your issue tracker is currently set to private, so we can't see what issues need to be fixed. :)

If the git dashboard is set up the same as it is for Mercurial projects, you would go to https://bitbucket.org/zaphide/exerelin/admin/issues if you wanted to change this setting.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Simone on July 02, 2013, 02:47:42 PM
Great mod, especially the war aspect!

Some feedback:
The Council steamrolls everything, every time. (8+ games now)
Their shields really needs a nerf.

There is something with the save function in the game that is borked atm.
After a number of saves the game slows down significantly, while saving and loading.
So much, in fact, that the game eventually crashes when i load.
A reboot of the program helps a bit, and a reboot of the computer helps a bit more, but only temporarily.
Is this something that the vanilla game has problems with when there is a lot of factions involved?

I have a 4 core 3.6 Ghz processor and 8 gigs of ram. The game is far from taxing the system to the max.
Java memory leaks?

Ps. i don't have these problems when i play the Corvus mod.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 02, 2013, 03:01:27 PM
It is a memory leak issue that happens when lots of stuff is loaded at once. It actually happens regardless, apparently, but the effect is exaggerated when large mods and thus more content is in the game.

I seem to be the only person who has not had this experience with the Council, as I play as them and they have been pushed from the system more times than I care to remember.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 02, 2013, 03:15:31 PM
Your issue tracker is currently set to private, so we can't see what issues need to be fixed. :)

If the git dashboard is set up the same as it is for Mercurial projects, you would go to https://bitbucket.org/zaphide/exerelin/admin/issues if you wanted to change this setting.

I have changed the issue tracker and wiki to both be public. I didn't initially as BitBucket doesn't really give you fine-grained controls over access (I wanted public read and private read/write) as I assume they want you to go with Jira/Confluence. So we'll see how it goes like this :)

Great mod, especially the war aspect!

Some feedback:
The Council steamrolls everything, every time. (8+ games now)
Their shields really needs a nerf.

There is something with the save function in the game that is borked atm.
After a number of saves the game slows down significantly, while saving and loading.
So much, in fact, that the game eventually crashes when i load.
A reboot of the program helps a bit, and a reboot of the computer helps a bit more, but only temporarily.
Is this something that the vanilla game has problems with when there is a lot of factions involved?

I have a 4 core 3.6 Ghz processor and 8 gigs of ram. The game is far from taxing the system to the max.
Java memory leaks?

Ps. i don't have these problems when i play the Corvus mod.

The Council faction is not really vanilla balanced; think of them as more as a elite faction. Harder if you play against them, easier if you play with them. I'm not really too concerned about individual faction balance at the moment, as StarSector 0.6 will allow a few extra ways to balance the system without resorting to tweaking individual faction ships. You can remove certain factions if you like (instructions in first post of this thread).

I'm not actually sure what causes the crash on load, but Exerelin saves quite a bit of extra data to the save file, causing it to balloon out. It is normal that you will see increasing load times, as it does actually take a certain amount of time to write/read data from the HDD. I think some people have had more success by turning on save game file compression (there should be some info on it somewhere on the forums).

EDIT: you can also increase the max memory that is allocated to Java (there are a couple of threads in the Bugs section of the forum, and previously in this thread with instructions), which may help :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Simone on July 03, 2013, 07:53:30 AM
Thank you for taking the time helping me Zaphide.

Increasing the memory allocation for java seems to have helped a little bit.
Now i only need to reboot the game every 20 min or so. Somewhat playable.

Still haven figured out how to compress the save file though.
I have tried to search the forums for an answer, but its hard to find the information i need.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 03, 2013, 08:41:48 AM
Go into the starfarer folder
Starfarer core -> data -> config -> settings.json

Open that in Notepad.
http://scr.hu/0zoz/d65a2
The line highlighted by the blue circle, change that to true. Next time you save the game, it'll compress.
Note that this means you can't start doing any savehax on it. No editing yourself a couple million credits or doing transforming ship hulls.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Gabriel_Braun on July 03, 2013, 11:38:55 AM
Btw, in systemmanager.java the run weekly method contains the line:

         if(diplomacyManager.playerRecord.hasWarTagetInSystem(false))

Is that a typo that should be hasWarTargetInSystem to pay the 5000 peacetime wage or is it supposed to be spelled that way as I've been too lazy too look?


Peace bro, awesome mod!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Simone on July 03, 2013, 11:50:37 AM
Go into the starfarer folder
Starfarer core -> data -> config -> settings.json

Open that in Notepad.
http://scr.hu/0zoz/d65a2
The line highlighted by the blue circle, change that to true. Next time you save the game, it'll compress.
Note that this means you can't start doing any savehax on it. No editing yourself a couple million credits or doing transforming ship hulls.

Thank you for trying to help me.
It didn't make any difference though, sadly.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Gabriel_Braun on July 03, 2013, 12:21:10 PM
Oh sorry Simone that wasn't in relation to the memory leak issue but rather a general code query   :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 03, 2013, 01:28:41 PM
Go into the starfarer folder
Starfarer core -> data -> config -> settings.json

Open that in Notepad.
http://scr.hu/0zoz/d65a2
The line highlighted by the blue circle, change that to true. Next time you save the game, it'll compress.
Note that this means you can't start doing any savehax on it. No editing yourself a couple million credits or doing transforming ship hulls.

Thank you for trying to help me.
It didn't make any difference though, sadly.

You can also try lowering the java allowances instead of raising them. That seems to work for a lot of people, including myself. Instead of a 512-1024 min-max allowance, I've set it to 512-512 and it's worked fine since.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 03, 2013, 03:52:08 PM
Thank you for taking the time helping me Zaphide.

Increasing the memory allocation for java seems to have helped a little bit.
Now i only need to reboot the game every 20 min or so. Somewhat playable.

Still haven figured out how to compress the save file though.
I have tried to search the forums for an answer, but its hard to find the information i need.

20 min...? I wouldn't really call that playable :( Please let me know if Silver Silence's advice helps. I may just change the mod to default to compressed save.

Btw, in systemmanager.java the run weekly method contains the line:

         if(diplomacyManager.playerRecord.hasWarTagetInSystem(false))

Is that a typo that should be hasWarTargetInSystem to pay the 5000 peacetime wage or is it supposed to be spelled that way as I've been too lazy too look?


Peace bro, awesome mod!

Haha 'WarTaget'... :P Nice catch, are you going through with a fine toothed comb? :D it wouldn't compile if the method invocation was spelt different to the implementation, but I will fix as it is a bit untidy. Thanks! :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Tonny on July 05, 2013, 04:46:12 PM
Great mod, especially the war aspect!

Some feedback:
The Council steamrolls everything, every time. (8+ games now)
Their shields really needs a nerf.

There is something with the save function in the game that is borked atm.
After a number of saves the game slows down significantly, while saving and loading.
So much, in fact, that the game eventually crashes when i load.
A reboot of the program helps a bit, and a reboot of the computer helps a bit more, but only temporarily.
Is this something that the vanilla game has problems with when there is a lot of factions involved?

I have a 4 core 3.6 Ghz processor and 8 gigs of ram. The game is far from taxing the system to the max.
Java memory leaks?

Ps. i don't have these problems when i play the Corvus mod.


weird, tho, my laptop can't beat yours, also 8gb of memory, a 64 bit OS. Using the suggestion for using 4gb with java x64. I usually only deal with fps drops when there are many large fleets (respawn: 2 months) or large fights, and i m finally getting some fleet together now, in 210. But i never have to reboot the game, never! Maybe a backgroundprocess? Another suggestion: video/audio drivers uptodate?

Tho, to the developper: awhile ago i met a typo, but unsure if it was only with that fleet, but the reinforcement fleet of the Tri corp was a 'reinfocement fleet'

awesome mod, not easy to play, and i try to be gentle with all corps, but it is hard to stay updated of changed 'relationships'
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Simone on July 06, 2013, 02:28:28 AM
Quote
weird, tho, my laptop can't beat yours, also 8gb of memory, a 64 bit OS. Using the suggestion for using 4gb with java x64. I usually only deal with fps drops when there are many large fleets (respawn: 2 months) or large fights, and i m finally getting some fleet together now, in 210. But i never have to reboot the game, never! Maybe a backgroundprocess? Another suggestion: video/audio drivers uptodate?

Tho, to the developper: awhile ago i met a typo, but unsure if it was only with that fleet, but the reinforcement fleet of the Tri corp was a 'reinfocement fleet'

awesome mod, not easy to play, and i try to be gentle with all corps, but it is hard to stay updated of changed 'relationships'

I don't actually have any lag issues while playing, the game is choking whiles writing save games to memory and retrieving data (loading save files). (ps. I don't have any problems with my hard drive)
The background is flashing faintly (while saving and loading) and eventually (after several save loads), loading a save file chokes the game completely and crashes.
No idea why  ??? :-[
Ive fiddled around with memory allocation for java as suggested by other nice folks in the thread, that helps a bit.
I can actually play massive battles without slowdowns.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Gotcha! on July 06, 2013, 04:10:38 AM
I am most likely going to say something stupid, but have you installed the java version that matches your OS' platform, 32-bit or 64-bit?
E.g. might you be running a 32-bit java version on a 64-bit OS?
Also, and this is even more stupid to ask, have you installed the latest java version?

Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Tonny on July 06, 2013, 10:13:00 AM
I am most likely going to say something stupid, but have you installed the java version that matches your OS' platform, 32-bit or 64-bit?
E.g. might you be running a 32-bit java version on a 64-bit OS?
Also, and this is even more stupid to ask, have you installed the latest java version?



 Secunia PSI (http://secunia.com/vulnerability_scanning/personal/?utm_expid=629622-6&utm_referrer=http%3A%2F%2Fsecunia.com%2F) is a free tool to keep an eye on out-of-date software, but also vulnerabilities. its not perfect, but it helps for sure, and......free
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 06, 2013, 10:48:21 AM
It's also just as easy as going here (http://java.com/en/) and updating. Driver updates you get from your gfx card's maker. New game? Give it a week or so, check for new drivers for supporting that game. Takes literally 10 minutes.

I'm a consololo player and I know how to do that. And I'd rather avoid having my craptop bloated with programs that are around for one problem that crops up every, what, few months?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Nanostrike on July 07, 2013, 05:37:42 PM
The council is stupidly OP.  I can kill multiple Vanilla Destroyers with a single Frigate of theirs.  It's ridiculous.  But other than that, I'm having fun with the scale of the battles.

Fleets of 8+ Onslaughts or 2-3 Paragons make for some fun fights.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: ValkyriaL on July 07, 2013, 05:48:10 PM
Well, council aint tagged as a vanilla balanced mod so its working as intended, and if you don't like em, theres a guide on how to add/remove factions on the OP. :3
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Cerevox on July 07, 2013, 06:14:41 PM
I don't get the complaints about the council. They are strong but not that strong. Neutrino is so brokenly OP it isn't even funny and no one mentions them. Or the valkyries. From cruiser on down the valks are just slightly above average, but their cap ships are unbeatable. I mean that literally. If you have a decent level char flying a vatican mark4 valk cap ship no fleet can beat you, they simply can't field enough ships at one time to overwhelm you. Actually, forget overwhelm ,they can't even force the shields down.

There are quite a few OP, and some absurdly OP, things floating around in here. If you want to start lists of OP stuff, the better place to do it would be to start with what actually is balanced. Its a much shorter list.

Seriously though, this mod is awesome. I just wish it felt like I was having an actual effect on the wars. It just feels like the only thing that matters is who is getting the outsystem attack forces at that moment to back them. I wish there was some way I could dump supplies or cash into my faction to help them. Even with my vatican I can only lock down one planet.  :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on July 07, 2013, 06:56:50 PM
The council is stupidly OP.  I can kill multiple Vanilla Destroyers with a single Frigate of theirs.  It's ridiculous.

It sounds like you played the Sparrow-class frigate.
I just played it too and I can say that is MASSIVELY overpowered. I just killed whole Independent Out-System Station Attack fleet in three battles using just one Sparrow frigate with default loadout. All this while playing with "Damage taken by your ship: Full" option (so not easy mode).

Some facts about the Sparrow:
- it has armament comparable to heavy destroyer or light cruiser (3 medium slots, 7 small slots) Well this is actually coparable to other Council frigates and not really a big issue by itself
- it has insane pool of 110 Ordnance Points. You can give it all weapons, maximum flux capacity and dissipation, and like 10 different hull mods before you run out of Ordnance Points.
- it has powerful shield with ONLY 0.4 FLUX/DAMAGE and good amount of flux capacity. It can face to face cruisers and make them run out of flux without being any close to get overloaded...
- it is very fast at 170 combat speed and has excelent maneuverability
- it has PHASE TELEPORTER! This is probably what makes it most overpowered in actual combat. It can teleport whole 7 times in a row before running out of flux. This means you can teleport into the middle of enemy fleet to an unshielded side of enemy ship, fire at it and then run away using teleports and repeat this ad infinitum. Your speed and teleport means you can never get caught and energy weapons mean you never run out of ammo. Killing whole fleets is easier than ever!
- It costs only 16560 credits and only 10 fleetpoints... Seriously WTF!

Imho it needs massive nerf in all mentioned stats and huge cost and fleetpoints increase before being any close to balanced.
Other Council ships are powerful too but nowhere near as bad as this.


Neutrino is so brokenly OP it isn't even funny and no one mentions them. Or the valkyries. From cruiser on down the valks are just slightly above average, but their cap ships are unbeatable. I mean that literally. If you have a decent level char flying a vatican mark4 valk cap ship no fleet can beat you, they simply can't field enough ships at one time to overwhelm you. Actually, forget overwhelm ,they can't even force the shields down.

I got the same feeling while playing. Neutrino and Valkyrians are definitely the strongest factions. No idea which units exactly as everything was killing me when I tried fighting them. :P
But the Council is very strong overall too, and has at least one absurdly OP unit (look above) and possibly more.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: sirboomalot on July 07, 2013, 07:23:37 PM
Zaphide did not create the council, and probably isn't going to alter another person's faction. He did however give you a way to remove them from the mod, and plenty of other factions to play as if the council feels too easy.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: ValkyriaL on July 07, 2013, 08:38:16 PM
Vatican Mk.IV is purposely overpowered as an end game boss ship, the only way to acquire it in the standalone is to beat it, which is fairly simple if you take a look at its overall profile, tbh its kinda silly having it running around in normal fleets, however, my next version should sort that out for Exerelin.

For what i have seen, Vat IV is the only ship causing trouble and headaches for people, which is understandable as i've stated above, simply taking it out from the random fleet generator would make things a lot more balanced on the Valk side. :) 
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Cerevox on July 07, 2013, 09:35:33 PM
Playing against it wouldn't be that hard. Most valk ships seem to have problems controlling their flux when firing and the Vatican is so slow to turn you can get a cruiser like the aurora and just sit right in front of it where it doesn't have any heavy guns and pound it down. The vatican only really becomes absurdly OP when a player is using it, although I imagine it is quite strong in ai vs ai battles too, since the ai wants to flank things and that is a bad idea with the vatican. You might actually want to leave the vatican in a few fleets though, multiple mods have super capital ships like it running around and without it the valks will get walked over by several factions.

The valks actually feel pretty balanced, they just have a huge amount of front loaded damage with their incendiary ammo. If you take them slow and careful they are pretty easy to pick apart in the AI's hands though. Honestly, the most annoying valk ship to play against is that horrible little jammer ship. That thing drives me crazy, but I love it being in there. It really fills a roll I don't see anywhere else. Valks are one of my favorite factions, and like I mentioned above, don't start feeling broken unless a player has certain of their ships set up in certain ways. Also, I don't know if the RNG is just trolling me, but there are a couple of cruisers/destroyers I never see that might be nice to have.

Yes, the sparrow is obviously made to be absurd. It can walk all over capital ships once you start shifting some of its equipment around. Most of the other council ships though only feel a level or two higher than average. The catch is that they are stronger across the board, they don't have any easy weakness to exploit which makes them an actual challenge for the player, for which I am glad.

The gedune would be massively strong if they actually had a cap ship, but without one they tend to get smashed by sheer size. As long as the fight sticks to cruiser size and down though they seem to win, simply because their ships are so mobile and have such a heavy punch right after moving.

I feel sorry for the antideluvians and the asp, they just get crushed. Anti's have that great armor and health, but without shields it is just too easy to cripple and destroy them. Asps, I think their weakness is obvious.

Nomads/Junk Pirates/Lotus/Interstellar Federation all have something interesting about them, but they are balanced to vanilla so they get walked on.  :-\

Shadowyards are really cool, and have some solid weapons, but so much of their stuff just feels flimsy or weak, I really don't play them much but they never put up much of a fight when I go after them.

Blackrock looks super cool, and their 2 cruisers, the stormcrow and nevermore, are monsters, but all the rest of their stuff feels weak. I would rather fight several of their cap ships than a single one of their cruisers.

Nihilic have incredible weapons, and their ships are strong stat-wise but due to their layout they are actually pretty easy to exploit. Nihilic do better on non-Nihilic ships. They just don't seem to have the kind of damage output they need to make them dangerous on their own.

Thule feel like a series of gimicks. Very cool gimicks that can catch you off guard if you don't know about them, but most thule ships seem to just fall apart in a standup slugfest, which is pretty easy to force. Their ships and weapons are creative and interesting but simply can't go toe to toe with most other ships it feels like.

Relics have some very unusual guns and strong shields, but with almost no armor and low hull they tend to get peeled apart fairly easily. The strange guns allow them to pull off some silly wins though. That Zapp :P

And finally the neutrino. The guys with those horrible little tiny shields. And those wacky infinite range photon things . And those splinter missiles. And those blasters, the really fast ones that make a huge amount of flux but hit like torpedoes. They are one of the few factions that I avoid fighting no matter what I am flying. They just have such massive damage output and they have those shields.... I think everyone knows what I am talking about with them.

If I was ranking factions by overall strength, with default load outs, and no shenanigans, in this mod, it would go something like this. Although keep in mind, some factions do better against one faction than another.

Neutrino, Council, Nihilic, Valkyrians, Gedune, Thule, Blackrock, Relic, Tri-Tachyon, Nomads, Intersteller Federation, Junk Pirates, Lotus, Independents, Shadowyards, Hegemony, Antediluvians, Pirates, ASP

Wow, that turned into quite a little essay.

Edit: I forgot the pirates!

Edit2: Was that council ship the sparrow or the dragonfly, I suddenly am not sure on the name.

Edit3: Upon further consideration, I am not sure how the thule actually win anything. Their cruisers/capital ships and half their destroyers are unable to actually do any real combat. An yet somehow, the ai losses to them. Go figure.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on July 07, 2013, 11:13:46 PM
Shadowyards are really cool, and have some solid weapons, but so much of their stuff just feels flimsy or weak, I really don't play them much but they never put up much of a fight when I go after them.

They are cool and each of their ships has some special ability which makes them interesting, but they suffer from lack of weapons diversity as most of their weapons are various types of CEPC, which have two problems:
- they have no accurate weapons to hit mobile targets. You can defeat their ships easily by strafing around them.
- they have no long range weapons, so it is easy to just skirmish and outrange them.


Yes, the sparrow is obviously made to be absurd. It can walk all over capital ships once you start shifting some of its equipment around. Most of the other council ships though only feel a level or two higher than average. The catch is that they are stronger across the board, they don't have any easy weakness to exploit which makes them an actual challenge for the player, for which I am glad.

The most absurd thing about Sparrow is that it is available to the player as starting ship, and on top of that it is already loaded with 10 different hull mods, which player doesn't otherwise have unlocked yet.
It can stay as elite unit but doesn't need to be so absurd, as right now it is far better than any of the other Council frigates which are very strong already. So this one unit definitely needs some manual tweaking to the stats, and definitely to cost and availability.

As for overall faction balance:
Zaphide's plan is to leave the factions units as they are and balance the factions using diplomacy. So strongest factions will be hated and fought by everyone or at least much more likely to be.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Tonny on July 07, 2013, 11:53:25 PM
my setup so far (year 210):

Tenzen class cruiser x 3
Sandstorm X 2
Oppressor Heavy Interceptor Wing x 4
Venator Heavy Carrier
2 freighters from Council, now replaced by a Vatican mk III Supercarrier

i m so tired of my freighters getting damaged in autocombat. I have avoided it for awhile by reducing the crew, so they are not combat ready, but when you start to loose crew with your interceptors, the freighters do eventually get manned, even in they are on the very end of my fleetlist, and that is  a n n o y i n g. I can take on every battle now, but sometimes it is scary to fight against bigger (high tech) fleets

i love this mod and the game, but the first years it is very difficult to build up something without loosing it :-). Now, when all tech weapons are available, the game does (finally) change :-)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Thule on July 08, 2013, 01:53:42 AM
Spoiler
Playing against it wouldn't be that hard. Most valk ships seem to have problems controlling their flux when firing and the Vatican is so slow to turn you can get a cruiser like the aurora and just sit right in front of it where it doesn't have any heavy guns and pound it down. The vatican only really becomes absurdly OP when a player is using it, although I imagine it is quite strong in ai vs ai battles too, since the ai wants to flank things and that is a bad idea with the vatican. You might actually want to leave the vatican in a few fleets though, multiple mods have super capital ships like it running around and without it the valks will get walked over by several factions.

The valks actually feel pretty balanced, they just have a huge amount of front loaded damage with their incendiary ammo. If you take them slow and careful they are pretty easy to pick apart in the AI's hands though. Honestly, the most annoying valk ship to play against is that horrible little jammer ship. That thing drives me crazy, but I love it being in there. It really fills a roll I don't see anywhere else. Valks are one of my favorite factions, and like I mentioned above, don't start feeling broken unless a player has certain of their ships set up in certain ways. Also, I don't know if the RNG is just trolling me, but there are a couple of cruisers/destroyers I never see that might be nice to have.

Yes, the sparrow is obviously made to be absurd. It can walk all over capital ships once you start shifting some of its equipment around. Most of the other council ships though only feel a level or two higher than average. The catch is that they are stronger across the board, they don't have any easy weakness to exploit which makes them an actual challenge for the player, for which I am glad.

The gedune would be massively strong if they actually had a cap ship, but without one they tend to get smashed by sheer size. As long as the fight sticks to cruiser size and down though they seem to win, simply because their ships are so mobile and have such a heavy punch right after moving.

I feel sorry for the antideluvians and the asp, they just get crushed. Anti's have that great armor and health, but without shields it is just too easy to cripple and destroy them. Asps, I think their weakness is obvious.

Nomads/Junk Pirates/Lotus/Interstellar Federation all have something interesting about them, but they are balanced to vanilla so they get walked on.  :-\

Shadowyards are really cool, and have some solid weapons, but so much of their stuff just feels flimsy or weak, I really don't play them much but they never put up much of a fight when I go after them.

Blackrock looks super cool, and their 2 cruisers, the stormcrow and nevermore, are monsters, but all the rest of their stuff feels weak. I would rather fight several of their cap ships than a single one of their cruisers.

Nihilic have incredible weapons, and their ships are strong stat-wise but due to their layout they are actually pretty easy to exploit. Nihilic do better on non-Nihilic ships. They just don't seem to have the kind of damage output they need to make them dangerous on their own.

Thule feel like a series of gimicks. Very cool gimicks that can catch you off guard if you don't know about them, but most thule ships seem to just fall apart in a standup slugfest, which is pretty easy to force. Their ships and weapons are creative and interesting but simply can't go toe to toe with most other ships it feels like.

Relics have some very unusual guns and strong shields, but with almost no armor and low hull they tend to get peeled apart fairly easily. The strange guns allow them to pull off some silly wins though. That Zapp :P

And finally the neutrino. The guys with those horrible little tiny shields. And those wacky infinite range photon things . And those splinter missiles. And those blasters, the really fast ones that make a huge amount of flux but hit like torpedoes. They are one of the few factions that I avoid fighting no matter what I am flying. They just have such massive damage output and they have those shields.... I think everyone knows what I am talking about with them.

If I was ranking factions by overall strength, with default load outs, and no shenanigans, in this mod, it would go something like this. Although keep in mind, some factions do better against one faction than another.

Neutrino, Council, Nihilic, Valkyrians, Gedune, Thule, Blackrock, Relic, Tri-Tachyon, Nomads, Intersteller Federation, Junk Pirates, Lotus, Independents, Shadowyards, Hegemony, Antediluvians, Pirates, ASP

Wow, that turned into quite a little essay.

Edit: I forgot the pirates!

Edit2: Was that council ship the sparrow or the dragonfly, I suddenly am not sure on the name.

Edit3: Upon further consideration, I am not sure how the thule actually win anything. Their cruisers/capital ships and half their destroyers are unable to actually do any real combat. An yet somehow, the ai losses to them. Go figure.
[close]

Cool personal breakdown of your mod experience.
If it is okay with you i would like to use your input over here (http://fractalsoftworks.com/forum/index.php?topic=6371.15)
We could use guys like you who put down their knowledge and maybe have suggestion as to achieve a more balanced experience overall.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 08, 2013, 02:57:57 AM
The council is stupidly OP.  I can kill multiple Vanilla Destroyers with a single Frigate of theirs.  It's ridiculous.

It sounds like you played the Sparrow-class frigate.
I just played it too and I can say that is MASSIVELY overpowered. I just killed whole Independent Out-System Station Attack fleet in three battles using just one Sparrow frigate with default loadout. All this while playing with "Damage taken by your ship: Full" option (so not easy mode).

Some facts about the Sparrow:
- it has armament comparable to heavy destroyer or light cruiser (3 medium slots, 7 small slots) Well this is actually coparable to other Council frigates and not really a big issue by itself
- it has insane pool of 110 Ordnance Points. You can give it all weapons, maximum flux capacity and dissipation, and like 10 different hull mods before you run out of Ordnance Points.
- it has powerful shield with ONLY 0.4 FLUX/DAMAGE and good amount of flux capacity. It can face to face cruisers and make them run out of flux without being any close to get overloaded...
- it is very fast at 170 combat speed and has excelent maneuverability
- it has PHASE TELEPORTER! This is probably what makes it most overpowered in actual combat. It can teleport whole 7 times in a row before running out of flux. This means you can teleport into the middle of enemy fleet to an unshielded side of enemy ship, fire at it and then run away using teleports and repeat this ad infinitum. Your speed and teleport means you can never get caught and energy weapons mean you never run out of ammo. Killing whole fleets is easier than ever!
- It costs only 16560 credits and only 10 fleetpoints... Seriously WTF!

The Defender is my WMD of choice in the Council arsenal.  ;)
Cheaper than a Sparrow, two lasers that give the ship a combined DPS in the region of 1000+ and a complimentary set of 16 torpedoes for when you need that extra oomph.


I don't get the complaints about the council. They are strong but not that strong. Neutrino is so brokenly OP it isn't even funny and no one mentions them. Or the valkyries. From cruiser on down the valks are just slightly above average, but their cap ships are unbeatable. I mean that literally. If you have a decent level char flying a vatican mark4 valk cap ship no fleet can beat you, they simply can't field enough ships at one time to overwhelm you. Actually, forget overwhelm ,they can't even force the shields down.

There are quite a few OP, and some absurdly OP, things floating around in here. If you want to start lists of OP stuff, the better place to do it would be to start with what actually is balanced. Its a much shorter list.

Seriously though, this mod is awesome. I just wish it felt like I was having an actual effect on the wars. It just feels like the only thing that matters is who is getting the outsystem attack forces at that moment to back them. I wish there was some way I could dump supplies or cash into my faction to help them. Even with my vatican I can only lock down one planet.  :P
ur

The Council are just an overall better fleet of ships, thus everyone cries OP, though they were never made for vanilla balance so yup....

The Neutrino, their smaller ships are kinda meh. They generally don't have the durability to stand up to much, even with a 0.2 shield.  However their capital ships, notably Banshee and Hildolfr with those neutron cannons (the ones that fire slow moving sparkles of doom at you)..... I just don't have words to describe. The splinter missiles I've never found to be much of a problem, flak will deny them pretty well as will burst PD if you have enough of it.

Valkyrians, eh, that jammer ship infuriates me and I will focus those down regardless of what else might be lurking around, but I think that means it's doing it's job successfully. Many Valk weapons are at that typical assault range of ~900SU, which makes it easy to kite them with 1000+ ranged weapons like Maulers or Gauss Cannons. They're powerful, but they're slow, so it's almost a case of it being your own fault if they've caught up to you seeing as they only creep along at like 60-70m/s at best. They're also rather ponderous with their turning, to the point that you can get some of the faster capitals in the game to face hug the engines of the Vaticans.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: MrDavidoff on July 08, 2013, 04:42:37 AM
I love how everyone writes to Zaphide to do something about xx factions balance, but no-one posts about it in the mod in question parent topic  :D

Anyways, regarding my Old Council Loyalists - namely the Sparrow and Defender, both were nerfed in the next update.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 08, 2013, 05:10:16 AM
First off, feedback is great and quite a bit of the mod has been based on feedback so far, so thanks and please keep it coming :)

In general, I'm probably not going to do a lot to balance individual factions. This is for a number of reasons:
 - It would take a lot of time and I feel it is somewhat wasted work for the immediate future (perhaps post StarSector 0.6 though).
 - I don't mind a faction being more/less powerful per ship IF the game systems/structures can even it out in other ways ( a big if).
 - I like a lot of the individuality of the modded factions, some of which are the very things people think make them OP.
 - Everyone has a slightly different opinion on balance, so I would prefer to offer more customisation for those that want it rather than tinker myself.
 - Some factions (i.e. Neutrino) feel a bit more OP as the auto-resolve favors them more than it should.

I realise that this approach will probably annoy some people but I feel it is better to provide support for a larger number of factions, which can then be trimmed as the player likes.

Cerevox, I mainly agree with your assessment (perhaps Neutrino lower, and Shadowyards slightly higher but similar enough), but as you say some factions do better vs. others, and some faction ships are more receptive to player control and the increased OP spending.  I am very keen to see how StarSector 0.6 shakes up the balance between factions, as something like CR could play a massive role in bringing higher tech/deploy cost factions (TriTachyon) down a peg or two, while at the same time lifting the lower tech factions (Hegemony, Pirates).

Time to respond to a couple of points :)

Council Sparrow
I agree it is massively OP (especially when the player is controlling it and with extra ordinance points) and given it soundly defeats even other council ships that should tell you something :P I originally didn't include it (for this very reason) but added it in later. Potentially it could be removed from appearing again, or perhaps it could only be available as a starter ship (OmniFactory though... hmmm) so that a rookie player can start with an 'easy mode' ship :)

Disabling Factions
Most people know this but just in case: It is trivially easy to disable any factions, please see the first post in this thread for instructions.

Neutrino
Neutrino profit from an issue with the auto-resolve calculation that gives them a massive advantage. I suspect that come StarSector 0.6 this will become a non-issue. I am hopeless at piloting Neutrino ships :P but sometimes the AI can use their great shields to good effect.

Valkyrian
Yeah their cap ships are pretty good. Perhaps we need a list ships that only appear extremely rarely for each faction. I dislike the idea of removing things entirely, but locking them away a bit more could work.

Lack of player impact on faction outcomes
Yeah I think this really needs to be the next development focus (after the current one :P). I'm fairly keen to have the player have a greater impact on faction diplomacy and fleet direction, and have a few ideas that will (hopefully) be great once implemented :)

Development Involvement
Not everyone is interested but if you do want to get involved with the development in anyway, please feel free to send me a PM or checkout the in-dev version (details in first post) :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 08, 2013, 05:11:12 AM
I love how everyone writes to Zaphide to do something about xx factions balance, but no-one posts about it in the mod in question parent topic  :D

Anyways, regarding my Old Council Loyalists - namely the Sparrow and Defender, both were nerfed in the next update.

Ah well, maybe I should start forwarding it on ;)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 08, 2013, 05:24:17 AM
Indeed. Even though Zaphide has provided instructions to easily remove a faction's presence in Exerelin, people still feel the need to yabber on about the imbalance of the factions here. Even though Zaphide's OP states that his intention with Exerelin was to bring together several mods he liked, people still demand balancing. My only issues are that virtually every large Valkyrian fleet has a Vat IV in it, and in the original mod you only see that thing once. And that I've noticed medium sized IFed fleets using freighters like combat ships. Pretty funny when a fuel barge strolls into the fray in the middle of a skirmish.  :D


EDIT:
Ninja'd...

Autoresolve does tip the balance quite a bit. Autoresolve lets the ASP Syndicate roll over fleets, when in combat those things are just armed merchant ships. A lot of people go on about the Neutrino having better autoresolve due to their shields, but I still see them getting wrecked quite often. Maybe I should stalk their fleets and study them. The Antediluvians are another case where autoresolve lets them do things I really don't think they can. I mean, 5-6 Omens could probably bring down most large Antediluvian fleets simply because they have no shields and are always vulnerable to EMP, so 5-6 Omens can pretty much disable entire ships and pew away with IR Pulse Lasers at their leisure.

DOUBLE EDIT:
Ninja'd AGAIN...
Put it in big bold capital letters on the OP of the Council Loyalists "DEFENDER NERFED. SPARROW NERFED. EVERYTHING NERFED. PAINTBALL GUNS AND LASER POINTERS FOR EVERYONE."
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: MrDavidoff on July 08, 2013, 07:38:28 AM
Ah well, maybe I should start forwarding it on ;)

At this point, I was able to deduce, that Defender and probably Sparrow need a little nerfy.
 :D

No, on a serious note. I dont want this come out as if the player feedback was a bad thing, just that I think its not your duty.. task whatever to forward feedback for individual mods,
for your mod it makes perfect sense, but why should you get negative feedback for my s***, when I dont.. actually.. now that I think about it, I should like it, hm.. moving on.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on July 08, 2013, 11:42:20 AM
Indeed. Even though Zaphide has provided instructions to easily remove a faction's presence in Exerelin, people still feel the need to yabber on about the imbalance of the factions here. Even though Zaphide's OP states that his intention with Exerelin was to bring together several mods he liked, people still demand balancing.

We just exchanged each others experiences and opinions about factions balance. Noone demanded anything from Zaphide.
The best place to discuss factions balance in Exelerin is here, not in factions threads, as Exelerin has its own rules for creating fleets and selecting which ships from the certain faction are spawned so the faction may behave quite differently from what the original author created. A good example is the Vatican Mk. IV which spawns far too often in Exelerin, but I already have the code ready for Zaphide which will allow to change spawn chances of certain ships types.

As for balancing actual stats of certain ships I just wanted to see if others agree with what I observed about Sparrow. If we get a consensus that some ship is seriously OP then the faction creator will welcome some feedback about it. In this case MrDavidoff was then ahead of us and already made some balance changes.

@MrDavidoff:
Thank you for your fixes. Also I will post balance feedback directly in your thread next time. :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 08, 2013, 12:31:19 PM
Oh, if you scroll back to around about page 10-20, you'll find a lot of QQ about Nihil and Neutrino from Lopunny. There is at least one post where Lopunny accuses Zaphide of bad mod management, something like "shouldn't it be your responsibility to make the mods play nice?".

Yeah, the Vatican IV does spawn pretty often even though in the plain Valkyrians mod, it's just a part of a single boss fleet that tries to hunt you down at about lv30 or 40. I say try, because although the message that comes up implies it will pursue you to the ends of the galaxy, it prefers to just run around roflstomping the Valkyrians' enemies until you're in the same general area as it, at which point it actually tries to go after you instead.

I would like to see...
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on July 08, 2013, 01:17:29 PM
I would like to see...
  • The supply fleets of each faction using their freighters, if they have them. IFed using those hypertug barges, Neutrino using the Nausicaa, Hegemony using Tarsuseseseses (I don't know the plural), TriTach using Buffalos, so on, so forth.

Don't the factions which have custom freighters do exactly this already?
The problem is that apart from IFed and Neutrino most new factions don't have any custom freghters so they have to use vanilla Tarsuses, Buffalos, Valkyrie troop transports and those small tankers whatever the name is.[/list]
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Nanostrike on July 08, 2013, 01:39:29 PM
I never said to actually do anything about the Council, specifically.  Just that they ARE insanely powerful.  I haven't seen the Neutrino or whatnot in action, but I suspect they're the same.

In and of themselves there's nothing wrong with these factions.

It's just when you put them against the vanilla ones, the Vanilla has no chance.  That's all I was saying.




If you want to talk about Balance...the Vanilla Pirate faction gets decimated currently by all the other Vanilla factions on there right now.  Due to lots of unshielded ships and no capital ship, it's just sorely outclassed.




Also, is there a way you could make some sort of diplomacy menu?  In big, multi-faction wars, I tend to forget who's fighting who.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Lord_Gantrithor on July 08, 2013, 02:23:36 PM
Hello all. just want to start by saying thanks for an excellent mod. i have a quick question for you. im playing as shawdowyard and finally captured an atlas class ship. can i use it to capture facilities? i have had no luck with it so far. thanks in advance for the help.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Cerevox on July 08, 2013, 02:42:32 PM
My post was very much a "How I see the balance right now", not a request to change anything. Well, I did ask for a few things, but I clearly marked those bits with "I wish...."

I kind of like that some factions are stronger than others. If the Hegemony has to sling two or three onslaughts at every neutrino cruiser just to knock them down, that just makes the game more interesting.

I do wanna clarify a few things I said though.

On the Thule, their frigates and some of their destroyers are top notch and their kinetic guns and SRM missile pods are also great. However they seem lacking in cruisers and cap ships that are actually capable of doing anything. All of my stations fill up with troop transports and hospital ships, which do not make a good armada. They also have that missile cruiser, which would be a beast if only they actually had any large missiles to put on it. I never saw any large missiles other than the meteor show up for sale.

On the neutrino, the shields are not actually the big issue that makes them so strong. The shields are just the obvious one. Neutrino ships also have very high armor and hull amounts and high flux pools for the weapons they mount. Several of their weapons are also either OP or just pure BS. The photon canon revolver thing comes to mind. I am not sure if yall are aware, but those photon shots are infinite range. They also function as missiles so PD fires on them but because of their speed nothing but a solid wall of burst PD can kill them. The AI doesn't really abuse it, but it is entirely possible to kill opposing ships right at the start by spamming it at the other side of the map where you expect the enemy fleet to be. The Neutrino are so OP because of the combination of numerous factors all coming together, and the auto-resolve sees that their stats are just too high in many many places. Personally, I think the auto-resolve is correctly assigning them wins. I think they are slower to repair though because of their lower crew count, which means they get worn down faster than most factions by repeated battles. Just my personal impression, I could be very wrong.

Antediluvians really are not a good balance mark, because it is so easy to specialize ships to kill them. However, the AI doesn't do this, so they can legit win if they are fighting default loadouts. The Antis actually should be winning some of their ai vs ai matchs because they do have some incredible stats.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 08, 2013, 03:06:37 PM
---snip---
I would like to see...
  • The supply fleets of each faction using their freighters, if they have them. IFed using those hypertug barges, Neutrino using the Nausicaa, Hegemony using Tarsuseseseses (I don't know the plural), TriTach using Buffalos, so on, so forth.
  • Fleets having more understandable names instead of things like the Out-System Station baserape fleet.
  • Fleets making sense. I said this a couple posts ago, but I've noticed mid-sized IFed fighting fleets with barges taking up large amounts of their FP, often two or three barges in a fleet. Now the Hypertug by itself is pretty awesome, but the barges that it attaches to, not so much and having multiples of them really gimps the combat abilities of the fleets.
  • Perhaps also "Elite" warfleets comprised of all elite-crewed ships along with "optimal" loadouts for the ships in the fleet. Ships designed to kill and kill efficiently. These warfleets could also contain ships like the Vatican IV or the Neutrino Unsung or the TriTachyon Omega (from the Council Loyalists mod). Perhaps individual modmakers could chip in, creating what they think would be the best loadouts for the flagships of their factions with the weapons they use. Nothing silly like Unsungs with 6 Hadrons, though. That'd be both terrifying and rather lulzy to watch, though. :P These fleets can spawn if a particular station is building up quite the excess of supplies, crew and marines.

Yeah as Carabus says, the first point is done as much as possible. Most modded factions don't have any cargo/fuel/personnel ships.

That name is perfectly understandable :P but fitting? Yeah not so much...

Thanks, will check it out. Freighters and civilian ships should only appear in the supply fleets.

Nice ideas. I'm also thinking that perhaps if a faction is pushed down to it's last station it could make a last stand with said elite-crewed capital ship.

---snip---
Also, is there a way you could make some sort of diplomacy menu?  In big, multi-faction wars, I tend to forget who's fighting who.
Not yet, but StarSector 0.6 will allow custom UI elements. It will be the first thing built :)

Hello all. just want to start by saying thanks for an excellent mod. i have a quick question for you. im playing as shawdowyard and finally captured an atlas class ship. can i use it to capture facilities? i have had no luck with it so far. thanks in advance for the help.

Alas not yet. At the moment you have to wait for the AI controlled fleets to takeover stations. It's something that will get done, but I think such an action would also be better with a UI element or two.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on July 09, 2013, 01:58:00 AM
Thanks, will check it out. Freighters and civilian ships should only appear in the supply fleets.

I thought small freighters are put intentionally in Attack and Defense fleets so they have supplies and fuel reserves for longer missions?
If this is not the case then the code to remove civilian ships from a fleet is already there, I just enabled it only for Patrol fleets which have to be fast to raid other fleets properly.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 09, 2013, 04:21:09 AM
Thanks, will check it out. Freighters and civilian ships should only appear in the supply fleets.

I thought small freighters are put intentionally in Attack and Defense fleets so they have supplies and fuel reserves for longer missions?
If this is not the case then the code to remove civilian ships from a fleet is already there, I just enabled it only for Patrol fleets which have to be fast to raid other fleets properly.

I *think* they should have enough reserves ... I probably just left them there by mistake :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: MrDavidoff on July 09, 2013, 04:39:02 AM
We just exchanged each others experiences and opinions about factions balance. Noone demanded anything from Zaphide.
The best place to discuss factions balance in Exelerin is here, not in factions threads, as Exelerin has its own rules for creating fleets and selecting which ships from the certain faction are spawned so the faction may behave quite differently from what the original author created. A good example is the Vatican Mk. IV which spawns far too often in Exelerin, but I already have the code ready for Zaphide which will allow to change spawn chances of certain ships types.

As for balancing actual stats of certain ships I just wanted to see if others agree with what I observed about Sparrow. If we get a consensus that some ship is seriously OP then the faction creator will welcome some feedback about it. In this case MrDavidoff was then ahead of us and already made some balance changes.

@MrDavidoff:
Thank you for your fixes. Also I will post balance feedback directly in your thread next time. :)

Your right, totally forgot about the different fleet compositions in Exerelin! So yeah, that makes sense to discuss it here, but balance issues of individual ships, yeha that would be ncie to post in the individual mods topic. :)

P.S. Just to be perfectly clear and I apologize to Zaphide, cause its offtopic - my mod hasnt been updated yet(standalone or in Exerelin), havent finished working on it yet, but I did made changes to the sparrow loong before Exerelin came to be, it will be there once the update is up and when zaphide has time to implement it in his own mod.


  • Perhaps also "Elite" warfleets comprised of all elite-crewed ships along with "optimal" loadouts for the ships in the fleet. Ships designed to kill and kill efficiently. These warfleets could also contain ships like the Vatican IV or the Neutrino Unsung or the TriTachyon Omega (from the Council Loyalists mod). Perhaps individual modmakers could chip in, creating what they think would be the best loadouts for the flagships of their factions with the weapons they use. Nothing silly like Unsungs with 6 Hadrons, though. That'd be both terrifying and rather lulzy to watch, though. :P These fleets can spawn if a particular station is building up quite the excess of supplies, crew and marines.


Im reworking the sprite, so I wouldnt like to see that old kitbash in game, wouldnt put my name under it. :D But.. even when it looks good enough, i dont think It should be present in the mod, as it is rlly OP, that thing was neevr made for balance, just.. fun endgame for the player. Here, i fear it would mess up things, as noone would have anyhting to counter with.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: ValkyriaL on July 09, 2013, 08:05:41 AM
Aaah you can keep the omega, soon, i'll have a new monster available in my arsenal that can take it on. ::)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 09, 2013, 08:32:37 AM
  • Perhaps also "Elite" warfleets comprised of all elite-crewed ships along with "optimal" loadouts for the ships in the fleet. Ships designed to kill and kill efficiently. These warfleets could also contain ships like the Vatican IV or the Neutrino Unsung or the TriTachyon Omega (from the Council Loyalists mod). Perhaps individual modmakers could chip in, creating what they think would be the best loadouts for the flagships of their factions with the weapons they use. Nothing silly like Unsungs with 6 Hadrons, though. That'd be both terrifying and rather lulzy to watch, though. :P These fleets can spawn if a particular station is building up quite the excess of supplies, crew and marines.


Im reworking the sprite, so I wouldnt like to see that old kitbash in game, wouldnt put my name under it. :D But.. even when it looks good enough, i dont think It should be present in the mod, as it is rlly OP, that thing was neevr made for balance, just.. fun endgame for the player. Here, i fear it would mess up things, as noone would have anyhting to counter with.

But that'd be the general idea. If a faction is on a roll, or if it's in it's final last stand, then it would roll out it's finest.

And I'd love to see the new Omega.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Nanostrike on July 09, 2013, 08:34:49 AM
Any chance of getting the Tore Up Plenty ships put in as options to start with?

I'd love to use some of those instead of starting with a default Vanilla ship when I use a vanilla faction.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: ciago92 on July 09, 2013, 09:38:33 AM
Any chance of getting the Tore Up Plenty ships put in as options to start with?

I'd love to use some of those instead of starting with a default Vanilla ship when I use a vanilla faction.
I would second this request, the TUP ships are a lot of fun to mess around with
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Cerevox on July 09, 2013, 01:45:11 PM
Aaah you can keep the omega, soon, i'll have a new monster available in my arsenal that can take it on. ::)

Awesome, an arms race between mods to see who can make the OPest ship while still pretending to be legit would be great. And by great I mean hilarious.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 09, 2013, 02:10:59 PM
Well as the Council doesn't try to be vanilla balanced, instead being just that little bit better.... I know who I'm putting my money on, sorry, Valk.  :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Cerevox on July 09, 2013, 02:40:23 PM
Naw, people will build up, do crazy stuff, and then timcorp will fly by and obliterate entire fleets in an instant. There are some truly OP mods out there. No need to imitate them. Also, valk actually has a pretty good shot, the ether driver or whatever their gauss cannon is called is a real monster.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 09, 2013, 03:03:25 PM
Maybe the Ether Driver was tweaked since I last played around with them, but when I messed with it, it was just a weaker Gauss Cannon. Lower DPS, an odd mechanic where it shot slower than it regenerated ammo resulting in a higher listed DPS than it was actually capable of (the sustained DPS was about 20% than normal DPS). It sounded pretty cool and the shots were practically instantaneous hits, but an IFed Cain could perform a similar job with higher overall DPS, flux costs and blinding white/blue flashes of light upon striking a target. Every. Couple. Seconds. God, if you value your eyesight, don't use multiple Cains with the lights turned off. Your screen just whites out and stays like that till the Cains stop shooting.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Plasmatic on July 09, 2013, 10:31:17 PM
Maybe the Ether Driver was tweaked since I last played around with them, but when I messed with it, it was just a weaker Gauss Cannon. Lower DPS, an odd mechanic where it shot slower than it regenerated ammo resulting in a higher listed DPS than it was actually capable of (the sustained DPS was about 20% than normal DPS). It sounded pretty cool and the shots were practically instantaneous hits, but an IFed Cain could perform a similar job with higher overall DPS, flux costs and blinding white/blue flashes of light upon striking a target. Every. Couple. Seconds. God, if you value your eyesight, don't use multiple Cains with the lights turned off. Your screen just whites out and stays like that till the Cains stop shooting.

Cains are nice..

Have you tried multiple hadron accelerators? (the other big cannon from the IF)

It doesn't blind you, but can 2-3 shot an onslaught, where 1 shot overloads it for about 30 seconds..
it fires real slow, and the chargeup is a pain, but dear god it's a beast of a sniper..
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: MrDavidoff on July 10, 2013, 02:51:27 AM
Awesome, an arms race between mods to see who can make the OPest ship while still pretending to be legit would be great. And by great I mean hilarious.

Not pretending anything  :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 10, 2013, 04:39:29 AM
Cains are nice..

Have you tried multiple hadron accelerators? (the other big cannon from the IF)

It doesn't blind you, but can 2-3 shot an onslaught, where 1 shot overloads it for about 30 seconds..
it fires real slow, and the chargeup is a pain, but dear god it's a beast of a sniper..
I've always figured anything more than just the one Hadron is overkill, what with that 10k alpha damage. I had one for when I used an Auria in Uz's Corvus, but most of the time it wasn't even mounted unless I was planning on busting capitals all day long. I used 3 on the ballistic variant of the Council Venator, that was pretty silly. 6 on the Unsung, it's just nasty.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Plasmatic on July 10, 2013, 10:13:16 AM
Cains are nice..

Have you tried multiple hadron accelerators? (the other big cannon from the IF)

It doesn't blind you, but can 2-3 shot an onslaught, where 1 shot overloads it for about 30 seconds..
it fires real slow, and the chargeup is a pain, but dear god it's a beast of a sniper..
I've always figured anything more than just the one Hadron is overkill, what with that 10k alpha damage. I had one for when I used an Auria in Uz's Corvus, but most of the time it wasn't even mounted unless I was planning on busting capitals all day long. I used 3 on the ballistic variant of the Council Venator, that was pretty silly. 6 on the Unsung, it's just nasty.

Tbh 6 large turrets of anything on the unsung is nasty.. and that HERP emitter (built in) is just ludicrous..
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Nanostrike on July 10, 2013, 08:33:16 PM
So after playing the mod for a couple days off and on, it started inexplicably slowing the crap out of my computer until I restarted my system.

Is this a common thing?  Cuz I haven't had that with any other mods that I know of yet.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 10, 2013, 09:58:23 PM
So after playing the mod for a couple days off and on, it started inexplicably slowing the crap out of my computer until I restarted my system.

Is this a common thing?  Cuz I haven't had that with any other mods that I know of yet.

As in, slowed the computer down even after you exit starsector? That seems a bit strange.

I have left starsector+Exerelin running for multiple days without any issues, and it would be strange to affect your whole system, not just the starsector executable. I also normally play on a 2011 MacBook air so it's by no means a powerhouse computer :P

Has it happened just one or multiple times? If you haven't already, I would ensure you are running the latest java version.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Nanostrike on July 10, 2013, 11:21:30 PM
So after playing the mod for a couple days off and on, it started inexplicably slowing the crap out of my computer until I restarted my system.

Is this a common thing?  Cuz I haven't had that with any other mods that I know of yet.

As in, slowed the computer down even after you exit starsector? That seems a bit strange.

I have left starsector+Exerelin running for multiple days without any issues, and it would be strange to affect your whole system, not just the starsector executable. I also normally play on a 2011 MacBook air so it's by no means a powerhouse computer :P

Has it happened just one or multiple times? If you haven't already, I would ensure you are running the latest java version.

So far just once.  But apparently Java was trying to update as I was playing so that probably caused some issues...
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Gotcha! on July 11, 2013, 12:39:38 PM
Hi Zaphide,

Apparently you can make supplies/pilots/fuel disappear from stations (to avoid them from stocking up to ridiculous amounts).
Could you teach me how?
Edit: Reading the 0.6 notes tells me that this won't be an issue in the upcoming update. :)

Also, I am peeking through some of your java files and StationRecord.java has a typo at line 60, the word being 'abandonded'.
The horror!


Edit2: Ah, had this thread open in my browser, didn't see you replied. Thanks though.
Glad it gets a vanilla solution because I have no idea how I'd do what you're telling me. :-[
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 11, 2013, 03:20:40 PM
Hi Zaphide,

Apparently you can make supplies/pilots/fuel disappear from stations (to avoid them from stocking up to ridiculous amounts).
Could you teach me how?

Also, I am peeking through some of your java files and StationRecord.java has a typo at line 60, the word being 'abandonded'.
The horror!

Thanks! Shall fix :)

There is a method in ExerelinUtils.java "decreaseCargo" (or similar) that will safely remove an amount of supplies/crew/fuel/marines.

There are also two other methods in ExerelinUtils.java that add ships and weapons, that also have code in each method to remove ships/weapons when they go over 30 at that station.

removeRandomShipsFromCargo()
removeRandomWeaponsFromCargo()

You'll have to call your removing code from something. Some of Exerelins is from a script attached to a fleet assignment, and others from a spawnPoint advance().
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 11, 2013, 10:26:03 PM
... Or StarSector 0.6 will handle it for you :)

Man, having multiple systems will up the complexity of this mod just a bit...
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Plasmatic on July 12, 2013, 12:12:12 AM
... Or StarSector 0.6 will handle it for you :)

Man, having multiple systems will up the complexity of this mod just a bit...

wait, 0.6 has multiple systems?!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Silver Silence on July 12, 2013, 01:49:07 AM
... Or StarSector 0.6 will handle it for you :)

Man, having multiple systems will up the complexity of this mod just a bit...

wait, 0.6 has multiple systems?!

Yeah, check out the new patch notes, dude.  ;)
I can imagine seeing entire systems controlled by single factions.

Also, Sparrow OP (http://scr.hu/0zoz/8qnyk). Zaphide as modpack creator, you shoulld totally fix this.  :P
To be fair, that was my first time (huehue) fighting Sparrows. Having HE-dmg dealing weapons doesn't help shake teleporting frigates off your ass.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Plasmatic on July 12, 2013, 11:17:01 AM
... Or StarSector 0.6 will handle it for you :)

Man, having multiple systems will up the complexity of this mod just a bit...

wait, 0.6 has multiple systems?!

Yeah, check out the new patch notes, dude.  ;)
I can imagine seeing entire systems controlled by single factions.

Also, Sparrow OP (http://scr.hu/0zoz/8qnyk). Zaphide as modpack creator, you shoulld totally fix this.  :P
To be fair, that was my first time (huehue) fighting Sparrows. Having HE-dmg dealing weapons doesn't help shake teleporting frigates off your ass.


I have read them, but I must've missed that part.. *Goes back to reread again*
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Carabus on July 12, 2013, 04:40:28 PM
Also, Sparrow OP (http://scr.hu/0zoz/8qnyk). Zaphide as modpack creator, you shoulld totally fix this.  :P
To be fair, that was my first time (huehue) fighting Sparrows. Having HE-dmg dealing weapons doesn't help shake teleporting frigates off your ass.

I have already made them spawn two times less often in the fleets.
As for their stats MrDavidoff said they are more balanced in next Council version, so we will update them when he releases.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Pentarctagon on July 12, 2013, 05:03:36 PM
I tried using this mod on a fresh install. I enable it, click Play Starsector, and as soon as the loading bar finishes I get this error:
Spoiler
(http://i.imgur.com/KKfr3c3.png)
[close]
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: CrashToDesktop on July 12, 2013, 05:10:18 PM
You load LazyLib along with it?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 12, 2013, 05:11:16 PM
I tried using this mod on a fresh install. I enable it, click Play Starsector, and as soon as the loading bar finishes I get this error:
Spoiler
(http://i.imgur.com/KKfr3c3.png)
[close]

You will need to also load the LazyLib mod (link in the first post in this thread) :)

EDIT: beaten :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Pentarctagon on July 12, 2013, 05:23:17 PM
Awesome, thanks!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.55
Post by: Zaphide on July 16, 2013, 01:56:16 AM
Update time!

Many thanks to Carabus who has joined in with the development of Exerelin :)

Unfortunately it is not save compatible.

https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.56.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.56.zip)

Code
v0.56
- Added asteroid mining fleets for stations
  - Mining fleets go to the nearest asteroid and slowly mine to create supplies
- Added gas mining fleets for stations
  - Mining fleets go to the nearest gas giant and slowly mine to create fuel
- Added escort ships to supply and station attack fleets
  - Extra escorts in wartime
- Added new alliance mechanics
  - If two factions are allied, they must now also each be at war with each others enemies (think coalitions)
  - Once in an alliance, a factions diplomacy is handled by the alliance until they leave the alliance
- Added starting option to set system size at 15000(small), 30000(medium) and 40000(large)
  - An additional asteroid belt is added around star per system size increase
- Added starting option to start with nine other factions
- Added starting option to respawn factions only up to the starting number (will cycle through factions)
- Added starting option to have no asteroid belts (apart from one around the star)

- Changed system to always spawn with an asteroid belt around the star
- Changed system to spawn with at least one gas giant
- Changed Patrol Fleets to take on extra assignments (raid, attack) when at war
- Changed attack, defense and patrol fleets to not have civilian ships
- Changed In System Supply Convoys (spawned form stations) to also deliver ships/weapons if delivering to player stations
- Changed Allied In System Supply Convoys to deliver allied faction ships/weapons if delivering to player stations
- Changed Rebels to always be hostile to Trade Guild

- Fixed a null reference exception with in system supply convoys
- Fixed issue with catastrophic station accidents not occurring
- Fixed (another) issue with ships/weapons not clearing properly on station takeover
- Fixed issue where factions could respawn even though respawn was off
- Fixed issue calculating last faction in certain circumstances
- Fixed issue where trade guild conversions could happen multiple times to same supply fleet
- Fixed issue with stations not updating at the correct rate
- Fixed fleet cost calculation issue
- Fixed issue with trade guild converted fleets not correctly despawning in some situations
- Fixed issue on loading save games not loading the correct settings before doing anything else

- Factions are less likely to declare war on factions that are far away
- Various resource level and transfer amount changes to account for new mining fleets
- Added some missing ships to IFed
- Removed Sparrow as a start ship for Council, and reduced the likelihood of it spawning
- Added cooldown time between system events, and the same system event cannot occur twice in a row
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Silver Silence on July 16, 2013, 02:08:20 AM
Mining fleets sound cool but almost unnecessary as I've never seen stations with supply issues. (Well aside from when I play council who always seem to be on the back foot. >.>)

Liking the idea of the alliances forcing certain allegiances.

Mining fleets sound like they should add some life to the system regardless.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Zaphide on July 16, 2013, 02:37:50 AM
Mining fleets sound cool but almost unnecessary as I've never seen stations with supply issues. (Well aside from when I play council who always seem to be on the back foot. >.>)

The other resource amounts were updated to take this into consideration. Now you should see the majority of supplies come from asteroid mining, fuel from gas mining, and crew/marines from supply convoys and generated by the station. Also, a station that is close to a gas giant and/or asteroid belt will obviously have an advantage over one that is far away.

Mining fleets sound like they should add some life to the system regardless.

That's the idea :) It's all a bit bleak and lonely in the depths of space!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: theSONY on July 16, 2013, 04:04:53 AM
is it just me or download isn't working ?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: ValkyriaL on July 16, 2013, 04:32:02 AM
It's not working, but i guess he is still uploading. x)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: CrashToDesktop on July 16, 2013, 05:03:02 AM
And it's working. :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Zaphide on July 16, 2013, 05:31:08 AM
Yeah sorry should be all good now :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Nanostrike on July 16, 2013, 01:16:06 PM
After playing the mod for a bit, I have one pretty large criticism:

Getting the needed weapons seems almost completely random and involves a ton of flying in circles or waiting at a planet and hoping a supply shipment gives them to you.

Depending on your faction and starting ship, with their default weapons and the possibility of not getting any weaponry you need to re-outfit your ship, you could be left nearly-useless.

Is there any way to make your faction get more of it's weapons faster or something?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Silver Silence on July 16, 2013, 03:03:49 PM
Omnifactory. Just take one of everything your faction produces and haul it the Omnifactory.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: cell on July 16, 2013, 03:05:09 PM
first of all thank you very much for bringing the community this outstanding mod!

is it possible to remove codex information and main menu background ships for the factions i prevent from spawning?

also are you aware that you included a 50MB Git folder in 0.56? you should probably re-upload.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: cell on July 16, 2013, 03:08:06 PM
Omnifactory. Just take one of everything your faction produces and haul it the Omnifactory.

where is the Omnifactory exactly? is it just the abandoned storage facility? or is it a station literally called "omnifactory"?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Cerevox on July 16, 2013, 03:12:33 PM
You have to select to have it during the initial game options. If it is in the game, then it will be orbiting the same planet as the storage station and is actually called "omnifactory".
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: cell on July 16, 2013, 03:30:33 PM
You have to select to have it during the initial game options. If it is in the game, then it will be orbiting the same planet as the storage station and is actually called "omnifactory".

thanks
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Silver Silence on July 16, 2013, 03:33:52 PM
Omnifactory. Just take one of everything your faction produces and haul it the Omnifactory.

where is the Omnifactory exactly? is it just the abandoned storage facility? or is it a station literally called "omnifactory"?

You have to have selected it at the start of your game, the option should simply be along the lines of "Omnifactory?" to which you answer yes or no. If you answered yes, then once your faction establishes it's first base, your abandoned station will set up in orbit of the nearby planet and the Omnifactory will follow shortly after. Note that the Omnifactory is invisible on your map unless Zaphide changed that in 0.56. If your faction has lost their original base, the Omnifactory and your abandoned station will still be in orbit of that original planet. The station is indeed simply known as the Omnifactory and ships and weapons sold to the Omnifactory will be processed and then constantly reproduced up to a cap. A small weapon would typically be processed in 5 days, then production would start and it would be another 5 days before the first of said weapon is ready to buy. And then every 5 days, another weapon will be produced up to a max of 20 at which point the Omnifactory will stop producing until the supply falls below 20.


Something I've noticed which I thought was cool at the time, the abandoned station and Omnifactory will only set up on planets. If your faction has taken a base orbiting a moon, then the two stations will still set up shop in orbit of the planet that the moon is linked to. Probably to stop 3 huge stations sitting on top of each other in orbit of the moon.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Zaphide on July 16, 2013, 03:40:19 PM
After playing the mod for a bit, I have one pretty large criticism:

Getting the needed weapons seems almost completely random and involves a ton of flying in circles or waiting at a planet and hoping a supply shipment gives them to you.

Depending on your faction and starting ship, with their default weapons and the possibility of not getting any weaponry you need to re-outfit your ship, you could be left nearly-useless.

Is there any way to make your faction get more of it's weapons faster or something?

As others have mentioned, the OmniFactory is a good way around this.

EDIT:
One of the best things about moddable mods is you can change it yourself!

In mods/Exerelin/data/scripts/world/exerelin/ExerelinUtils.java:
Code
public static void addWeaponsToCargo(CargoAPI cargo, int count, String factionId, SectorAPI sector)
...
if(factionWeapons.length > 0)
{
for(int i = 0; i < count; i = i + 1)
...
Change the "i < count" to "i < count*2" (for double) or "i < count*3" for triple etc etc. There is a similar method for adding ships that you could change in the same way.

One thing that is irritating is only having frigates with small energy mounts available, and the only weapons available being large ballistics :P Another thing that will wait till StarSector 0.6 to improve.

first of all thank you very much for bringing the community this outstanding mod!

is it possible to remove codex information and main menu background ships for the factions i prevent from spawning?

also are you aware that you included a 50MB Git folder in 0.56? you should probably re-upload.

You're welcome :)

Unfortunately this is not possible. When disabling factions, all the assets for those factions are still included in the game, they just won't spawn.

And yes, I realised when the upload was taking so long :P I will upload a different ZIP later without the hidden Git folder

---snip---
Note that the Omnifactory is invisible on your map unless Zaphide changed that in 0.56.
---snip---

Unfortunately it is still invisible on the map... it should probably be changed at some point...

Something I've noticed which I thought was cool at the time, the abandoned station and Omnifactory will only set up on planets. If your faction has taken a base orbiting a moon, then the two stations will still set up shop in orbit of the planet that the moon is linked to. Probably to stop 3 huge stations sitting on top of each other in orbit of the moon.

Haha this was a result of me being slightly lazy, but then I decided the end result was better :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Nanostrike on July 16, 2013, 09:43:48 PM
I know how to use the Omnifactory and all that.  It's getting that first weapon (Or ship!) that tends to be the problem.

The "Only large ballistics in the shop, but Frigate needs Small Energy weapons" comes up a TON.  As does the problem of having only Kinetic or only HE weapons.

And the problem of needing Frigates/Destroyers, but only having Fighters, Cruisers, and Capital Ships.


It's actually stopped several of my games before they even begin, as my faction will get swarmed and wiped out while I'm stuck in the starter ship with no ability to really rearm it or buy additional Frigates for support.




I like the mod and love the large-scale battles, but this is a pretty constant source of frustration.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Zaphide on July 16, 2013, 09:49:09 PM
I know how to use the Omnifactory and all that.  It's getting that first weapon (Or ship!) that tends to be the problem.

The "Only large ballistics in the shop, but Frigate needs Small Energy weapons" comes up a TON.  As does the problem of having only Kinetic or only HE weapons.

And the problem of needing Frigates/Destroyers, but only having Fighters, Cruisers, and Capital Ships.


It's actually stopped several of my games before they even begin, as my faction will get swarmed and wiped out while I'm stuck in the starter ship with no ability to really rearm it or buy additional Frigates for support.




I like the mod and love the large-scale battles, but this is a pretty constant source of frustration.

Perhaps the best solution is to "jump start" the players first station with a few frigates/destroyers and appropriate weapons to get them started?

In my own play throughs this is only really a problem right at the start, as once I start fighting other fleets I normally end up with way too many ships/weapons/money!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Flare on July 16, 2013, 11:30:08 PM
In my games I usually always attack the neighboring faction before things heat up, especially if they're already at war or are a weak faction. It doesn't always mean that my faction doesn't get crushed, but it does seem to give them a better fighting chance especially if the orbits aren't all that favorable.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Zaphide on July 17, 2013, 05:50:30 AM
---snip---
also are you aware that you included a 50MB Git folder in 0.56? you should probably re-upload.

I have uploaded a new version without the extra files, comes in at a much more normal 54Mb :)
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.56.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.56.zip)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: eneaunu on July 17, 2013, 11:15:18 AM
Could someone tell me what i gotta do to buy weapons and ships from other factions , at least that are neutral to me .
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Silver Silence on July 17, 2013, 11:57:12 AM
As far as I know, you can't.


Pillage and burn in the quest for lewts.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: cell on July 17, 2013, 02:10:11 PM
when i select a medium system planets get pushed off the map grid and into the black area surrounding it. selecting large results in planets being pushed even further than the black area and some i suspect are not even on the map anymore. is this a known issue? or is this just an unavoidable side effect of modding the system size?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Zaphide on July 17, 2013, 03:06:54 PM
Could someone tell me what i gotta do to buy weapons and ships from other factions , at least that are neutral to me .

You can only buy weapons/ships from your factions stations.

when i select a medium system planets get pushed off the map grid and into the black area surrounding it. selecting large results in planets being pushed even further than the black area and some i suspect are not even on the map anymore. is this a known issue? or is this just an unavoidable side effect of modding the system size?

Yeah unfortunately there doesn't seem to be a way to increase the grid (or remove it entirely) :( The map also doesn't behave 100% correctly outside the grid but it is quite workable. It's not ideal but I figured it was best to leave the option in as I quite like playing with a bit of space between planets.

All planets should still be on the playing map. You will most likely have to move the map around to see them.

Just in case anyone doesn't know, you can right-click and drag on the map screen to look around a bit easier.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: NITROtbomb on July 19, 2013, 04:48:42 AM
I am having a problem where the player faction does not capture stations, but the other factions do, leading to a very imbalanced gameplay... no idea what is wrong :(
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: echosierraalpha on July 19, 2013, 04:57:47 AM
I just installed the mod, and can confirm that the above is true for me as well. :-\ help?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Flare on July 19, 2013, 06:34:18 AM
Are you two also playingbthe interstellar feds?

Also, even when peace has been announced between two factions, station attack fleets still proceed to the ex enemy stations where they attempt to take it over. I once lost the main station to the shadowyards through this trick.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: PCCL on July 19, 2013, 02:31:42 PM
Might be kinda obvious, but this fooled me a few times:

in the beginning of the game we took over a home base, then our atlases would just sit on the station with the mission being proceeding to [target station] and it looks like they're doing nothing when they're in the process of boarding the station

if that's what you guys are seeing, maybe wait a few days (in game ofc) and see if anything happens then?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Shield on July 19, 2013, 02:52:40 PM
sometimes it takes 10 days to capture a station
sometimes it takes 2 days.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: echosierraalpha on July 19, 2013, 05:09:38 PM
For the record, yes, I was playing as the interstellar feds. the main problem is not capturing stations per se. the problem is that the feds never deploy station capturing atlases at all for me.  :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Zaphide on July 19, 2013, 05:15:29 PM
For the record, yes, I was playing as the interstellar feds. the main problem is not capturing stations per se. the problem is that the feds never deploy station capturing atlases at all for me.  :P

Damn, there is a bug with IFed station attack fleets causing them to despawn immediately. I have another couple of fixes as well so I'll create a new version today sometime to fix it. Thanks for bringing it to my attention :)

Also, even when peace has been announced between two factions, station attack fleets still proceed to the ex enemy stations where they attempt to take it over. I once lost the main station to the shadowyards through this trick.

Hmmm this shouldn't happen. I'll check it out.

sometimes it takes 10 days to capture a station
sometimes it takes 2 days.

Yeah station capture is currently a random time (it's kind of a placeholder until something better is developed).
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.56
Post by: Zaphide on July 20, 2013, 03:22:48 AM
Okay, more update fun times :)
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.57.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.57.zip)
Unfortunately it is not save compatible.

Mainly this is going out as a bugfix but I had a couple of new things so I've included them too:

Player Mining
Players can now mine for supplies (asteroids) and fuel (gas giants). To mine, your fleet will need 1 or more mining drone wings. Click on the asteroid/planet and once your fleet centred on the asteroid/planet you will mine (50 x number of mining drone wings) of supplies/fuel per day.

The storage facility contains 2 mining drone wings when it is built.

Diplomacy Items
Two new items have been added that appear at the Storage Facility from time to time. An 'Agent' who can be traded to another factions station to incite a disagreement between them and another faction (a chance of it backfiring!), and a "Prisoner Of War" who can be traded to another factions station to increase your factions standing with that faction. It may take a couple of game days for factions to notice your trades.

Generally, the relationship changes are not enough to move a faction from war -> peace (or similar) but can make the difference in edge cases. It may be best to save up these items for a rainy day :)

The storage facility contains 2 POW's and 2 agents when it is built.

Code
v0.57
- Added 'prisoner of war' item that can be traded to other factions to increase relationship
- Added 'agent' item that can be traded to other factions to cause a rift between 2 factions (10% chance to backfire)
- Added player mining for fuel (gas planets) and supplies (asteroids)

- Changed neutral colour to tradeguild colour

- Fixed IFed station attack fleets not passing isValidStationAttackFleet check
- Fixed bug with distance based relationship calculation
- Fixed message missing from Alliance Betrayal if only 2 in alliance
- Fixed bug when player attacked one of their allies, not correctly handling alliance

- Alliance Betrayal is now less likely
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Cerevox on July 20, 2013, 11:39:21 AM
This is awesome. Not even kinda awesome, or sorta awesome. This is just straight up awesome. I can only imagine that soon enough we will be building our fleets/weapons/stations and once .6 comes out we will be building entire empires.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Zantiszar on July 20, 2013, 11:40:14 AM
Just one question how will we get more PoW and agents ? will they spawn x amount of times or are they random drops ?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Zaphide on July 20, 2013, 03:02:43 PM
Just one question how will we get more PoW and agents ? will they spawn x amount of times or are they random drops ?

There will spawn from time to time at the Storage Facility (you will get a message notifying you when this happens).
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: eneaunu on July 21, 2013, 01:41:58 PM
EDIT : Problem solved , i deleted lazylib folder , and installed it again .
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Silver Silence on July 21, 2013, 02:50:47 PM
Would appear you are missing LazyLib (http://www.mediafire.com/file/e2sfsfems6lih57/LazyLib_1.4.zip).

Try grabbing that and enabling it along side Exerelin.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: cell on July 21, 2013, 03:15:27 PM
awesome work! the mining and diplomacy additions are great.

i found a very minor "bug" if you can even call it that. in the game launcher where you select your mods 0.57 is displayed as 0.56 and 0.56 is displayed as 0.55.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Zaphide on July 21, 2013, 03:42:22 PM
awesome work! the mining and diplomacy additions are great.

i found a very minor "bug" if you can even call it that. in the game launcher where you select your mods 0.57 is displayed as 0.56 and 0.56 is displayed as 0.55.

Thanks I'll fix it up for the next versions :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Cerevox on July 21, 2013, 10:21:16 PM
It can have the best changelog ever.



Version .57

-Incremented version number
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Fishst on July 22, 2013, 10:26:37 AM
If I may make a suggestions, would it be possible to put some kind of way to show another fleet's alliance before it comes into view? For example, a small toggle-eable window that shows the current diplomacy states with the fleets in-system (Hostile/Neutral/Alliance/Friendly), or a tooltip when hovering over a faction's fleet?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Fishst on July 22, 2013, 02:02:18 PM
Additionally: a manual trigger for station attack fleets to attack a point would be great. It's kind of annoying seeing station fleets depart for utter failure when you have another faction's station locked down with fleets.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: zaszella on July 23, 2013, 04:15:36 AM
Some suggestions.
Suggestion A:Faction conquer a station by a lot of 'Attack Fleet'(include player fleet or not).If a station is  attacked by 4-8 more Attack Fleet and its Defend Fleet is less than 2.If this situation last 5-10 days,then this station will be lost.
Reason of A-1:This can make player's fleet more (a bit) useful on station attack/defend instand of just killing fleets.
Reason of A-2:I can't be patient by waiting for a stupid/slow/weak fleet to attack a station!

Suggestion B:Will you add a special faction just like TradeGuild which is used as 'Pirate'?Not the faction appears in original statrsector,but a faction hostle to all other factions.It will appears sometime by time/by some math fuction/by otherthings you like.It will attack mining fleet,supply fleet or even station!If a station is conquer by them,then this station will be abaddon.
Reason of B-1:Add something that 'unexpected/surprising/WTF!'.
Reason of B-2:There must be some crazy guy.Carzy than rebel.They just want supply/ship/win/yourlife.
Reason of B-3:My Fleet is powerful!No one can Defeat Me!I am the Dominator!!!!!Wait?Who is that???
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Chronosfear on July 23, 2013, 10:15:57 AM
+ for A
+ for B

just my 2cent ^^
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: sirboomalot on July 23, 2013, 11:25:44 AM
A rare raider from out of the system that's hostile to all? I like it.

As for the first idea, I kinda think that it should be kept with the atlas fleet. Shift can be held to speed up time when there is a bit of distance for the fleet to travel.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Ravendarke on July 23, 2013, 11:32:31 AM
A rare raider from out of the system that's hostile to all? I like it.

As for the first idea, I kinda think that it should be kept with the atlas fleet. Shift can be held to speed up time when there is a bit of distance for the fleet to travel.

That´s the part of what I am working on for some time.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: sirboomalot on July 23, 2013, 03:55:05 PM
Oops, found a bug. A faction previously neutral to me joined an alliance with an enemy faction, and sent attackers and boarders to my station without actually changing to hostile.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Cerevox on July 23, 2013, 04:59:20 PM
If you attack a member of your own alliance, the alliance decalres war on itself, and the attacked member leaves and becomes hostile to the alliance. If the alliance has 3 or more members, the non-attack members and your faction stay in, but the other non-you members become hostile. Its, very strange.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: zaszella on July 24, 2013, 06:02:23 AM
Oops, found a bug. A faction previously neutral to me joined an alliance with an enemy faction, and sent attackers and boarders to my station without actually changing to hostile.
I notice this too.If faction A has on war with faction B,then faction C(neutral to A&B) found an alliance with A/B.Then C will send fleet to attack B/A's station.But C will not hostile to any one.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Zaphide on July 24, 2013, 03:05:02 PM
If I may make a suggestions, would it be possible to put some kind of way to show another fleet's alliance before it comes into view? For example, a small toggle-eable window that shows the current diplomacy states with the fleets in-system (Hostile/Neutral/Alliance/Friendly), or a tooltip when hovering over a faction's fleet?

Not yet, but perhaps with StarSector 0.6 :)

Additionally: a manual trigger for station attack fleets to attack a point would be great. It's kind of annoying seeing station fleets depart for utter failure when you have another faction's station locked down with fleets.

Yes, StarSector 0.6 might allow me to implement this the way I want. Otherwise, I might just end up adding a item like "attack beacon" that you can place at a station to cause your ships to target there. We'll see.

Some suggestions.
Suggestion A:Faction conquer a station by a lot of 'Attack Fleet'(include player fleet or not).If a station is  attacked by 4-8 more Attack Fleet and its Defend Fleet is less than 2.If this situation last 5-10 days,then this station will be lost.
Reason of A-1:This can make player's fleet more (a bit) useful on station attack/defend instand of just killing fleets.
Reason of A-2:I can't be patient by waiting for a stupid/slow/weak fleet to attack a station!

Suggestion B:Will you add a special faction just like TradeGuild which is used as 'Pirate'?Not the faction appears in original statrsector,but a faction hostle to all other factions.It will appears sometime by time/by some math fuction/by otherthings you like.It will attack mining fleet,supply fleet or even station!If a station is conquer by them,then this station will be abaddon.
Reason of B-1:Add something that 'unexpected/surprising/WTF!'.
Reason of B-2:There must be some crazy guy.Carzy than rebel.They just want supply/ship/win/yourlife.
Reason of B-3:My Fleet is powerful!No one can Defeat Me!I am the Dominator!!!!!Wait?Who is that???

Suggestion A: Yes, the station takeover process will get a large revamp at some point that will include a method for the player to take over stations. I suspect the idea of specific boarding fleets will carry through (I like the idea of having to outfit your fleet especially for station boarding) but we'll see.

Suggestion B: I was thinking about this the other day :) It probably won't happen to after StarSector 0.6 but there will be a faction (or a number/group of factions) that will perform the role of a universal aggressor. Think the Shakuri in Distant Worlds.

Oops, found a bug. A faction previously neutral to me joined an alliance with an enemy faction, and sent attackers and boarders to my station without actually changing to hostile.

Thanks, I'll put up a fix soon.

If you attack a member of your own alliance, the alliance decalres war on itself, and the attacked member leaves and becomes hostile to the alliance. If the alliance has 3 or more members, the non-attack members and your faction stay in, but the other non-you members become hostile. Its, very strange.

Thanks, I'll check it out. Just out of curiosity, are you playing with the latest version (0.57)? (unfortunately I forgot to change the version number in the mod so both 0.56 and 0.57 both come up as 0.56 :P so if not sure it may be best to re-download the mod files from the 0.57 link)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Cerevox on July 24, 2013, 03:28:57 PM
I always download whatever the latest version is, so I think that was on the latest version, but I can't be sure. It happened a little while ago. But the alliance was actually naming itself, so I assume that is latest.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Zaphide on July 24, 2013, 03:39:30 PM
I always download whatever the latest version is, so I think that was on the latest version, but I can't be sure. It happened a little while ago. But the alliance was actually naming itself, so I assume that is latest.

0.56 & 0.57 do that, But I will check it out anyways :) note to self, don't mess up version numbers :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.57
Post by: Zaphide on July 26, 2013, 07:48:10 PM
Another update, this one should be save compatible :)

https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.58.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.58.zip)

Main change is bug fixes to alliance changes not being applied properly.

I also added support for running Gotcha's Bushi (http://fractalsoftworks.com/forum/index.php?topic=6413.0) and Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.0) faction mods in conjunction with Exerelin. The other mods need to be installed alongside Exerelin and ticked in the StarSector launcher.

I think this is a better approach as other mods can be updated/changed/removed without requiring Exerelin to be changed. I will probably move to this style with most of the other factions in Exerelin eventually. It is also a lot easier than merging everything with Exerelin :)

Code
v0.58
 - Added small possibility of industrial ships (and mining wings) appearing in stations
 - Added support for running the Bushi and Hiigaran Descendants mods in conjunction with Exerelin

 - Changed Exerelin to no longer be a total conversion to support above change

 - Fixed possible duplicate station names
 - Fixed issue with StarSector FactionAPI's not getting updated properly on Exerelin alliance changes

 - Changed SyndicateASP mining fleet to 2 drone wings, two transports
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: zaszella on July 27, 2013, 07:55:08 AM
Bushi and Hiigaran?That is great.
Even I want to make a mod to add in Exerelin.But I can't draw a 'beautiful" ship... :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Admiral Loverod on July 27, 2013, 11:59:00 AM
I want to start by saying that this is a very good mod, and I can tell a lot of work has gone into it. It's just awesome in general, and feels very full featured.

I've been having a problem, though. My games don't want to load. If I try to load a save game it gets most of the way down the bar, then stops moving entirely. It's not a problem between different versions; all my games are from .58. I've been thinking it could be a problem with running the mod on a mac, but I don't really know.

Any help is much appreciated  ;D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 27, 2013, 02:54:46 PM
I want to start by saying that this is a very good mod, and I can tell a lot of work has gone into it. It's just awesome in general, and feels very full featured.

I've been having a problem, though. My games don't want to load. If I try to load a save game it gets most of the way down the bar, then stops moving entirely. It's not a problem between different versions; all my games are from .58. I've been thinking it could be a problem with running the mod on a mac, but I don't really know.

Any help is much appreciated  ;D

Hi Vlitzen,

Thank you for the praise :)

The load game issue is a fairly common one and can be somewhat solved by changing the memory levels allocated to StarSector. See the following for details:
http://fractalsoftworks.com/forum/index.php?topic=1822.msg102996#msg102996 (http://fractalsoftworks.com/forum/index.php?topic=1822.msg102996#msg102996)

Changing the lower and upper memory levels to 512/512 or 1024/1024 seem to have helped a lot of people.

Unfortunately it is an issue with StarSector itself and usually only occurs when a lot of textures are loaded (like in a compilation mod like Exerelin). By increasing the memory it only really extends the game time, and it will eventually hit the same wall. If you continue to have issues I would perhaps limit the number of other factions (in the options at the start of a new game) to 1/3/6.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 28, 2013, 03:00:15 PM
In case anyone prefers this, I have setup a (DEV) version of the mod that does not contain any extra factions:
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip)

It will support the factions that are included in the normal version (except for Relics) but you will need to download them separately and run concurrently. A couple of factions were slightly amended for use in Exerelin so the experience may not be quite the same.

This version will also support the Tore Up Plenty additional starting ships. Tore Up Plenty also needs to be downloaded separately and run concurrently.

The main reason for this version is if you are having trouble with memory constraints and/or save game issues, you can pick and choose which factions get loaded into StarSector, which should reduce the errors. The downside is it is not a single download.

EDIT: I probably should add that this version is similar to a DEV version, there may be some rough edges :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on July 28, 2013, 05:34:47 PM
Maintaining two versions of the mod sounds like it could become quite a chore, but at the same time, I kinda like this idea of Exerelin with no additional factions.

The way I see it (with my limited (read: no) experience of Java), one could set up a sort of framework for the factions to fill. So then, if the faction is present, Exerelin has all the fleets for that faction all laid out with no need to mess around on the part of the user. This would make it easier than the current system of having to manually integrate the faction and set up it's fleets appropriately as it's already been done by you, Zaphide. The problem my limited experience sees, is that when the faction's not present, all this extra code is referring to non-existent stuff, which will make Starsector go "OHGODWHY" and spit out errors and crashes. See any sort of typo in variant and faction files for such errors. Again, my limited experience figures that a check could be made that hopefully doesn't throw an error. If a faction is present, load it's framework, if no such faction is present, then this is not the code you are looking for.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 28, 2013, 08:28:00 PM
Maintaining two versions of the mod sounds like it could become quite a chore, but at the same time, I kinda like this idea of Exerelin with no additional factions.

The way I see it (with my limited (read: no) experience of Java), one could set up a sort of framework for the factions to fill. So then, if the faction is present, Exerelin has all the fleets for that faction all laid out with no need to mess around on the part of the user. This would make it easier than the current system of having to manually integrate the faction and set up it's fleets appropriately as it's already been done by you, Zaphide. The problem my limited experience sees, is that when the faction's not present, all this extra code is referring to non-existent stuff, which will make Starsector go "OHGODWHY" and spit out errors and crashes. See any sort of typo in variant and faction files for such errors. Again, my limited experience figures that a check could be made that hopefully doesn't throw an error. If a faction is present, load it's framework, if no such faction is present, then this is not the code you are looking for.

This is exactly how it works already :) Exerelin is just a framework, there is no faction specific code. To create a no modded factions version all I have done is remove the other mods texture and resource files. There are a few extra lines of code to detect whether a mod is installed but that's it. Maintaining the two versions will be simple :)

The no included factions version still supports the other factions, you just have to run both mods together. No extra changes are required by the user :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on July 28, 2013, 08:30:47 PM
I think I will still continue to play just using the full download of Exerelin, but it'll be good for the people who cry OP in the direction of the Neutrino or the Council. I also really need to play Exerelin with the Hiigarans and the Bushi involved. I've yet to try the Bushi and now might be a good a time as any.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 28, 2013, 08:39:02 PM
I think I will still continue to play just using the full download of Exerelin, but it'll be good for the people who cry OP in the direction of the Neutrino or the Council. I also really need to play Exerelin with the Hiigarans and the Bushi involved. I've yet to try the Bushi and now might be a good a time as any.

Yeah I suspect the single download will still be the most used version. The no included factions is also an option for those that suffer from crashes :(

The Bushi are great :) I haven't played with the Hiigarans much though.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on July 28, 2013, 09:11:43 PM
I've had a second to take a look at this.

It's neat; the extended way you've generated and manage the System, alliances and all that is great.  It's a lot cleaner than my early attempts and certainly a lot more complete.

What files would I have to change to make my factions, weapons and other things fit into the mod's framework?  I'm rather interested in seeing what it's like to have a three-way war with the Glaug and seeing the bases change hands and so forth.

The main issue here is that what I've got is not a faction mod.  I basically built a TC but it's mainly concerned with completely starting over again, in terms of weapon balance and physics and a bunch of other core stuff; none of what I've got plays very nicely with others. 

What would I need to hack to get that done, and if I do it, can I release it?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on July 29, 2013, 01:08:18 AM
I got it done- not too hard, really :) 

I need to hack in the ShipLists / WeaponList methods I was using to give each Faction unique ships / weapons (it's really easier to keep those files separated for easier maintenance; can't wait 'til we can make Faction tags part of JSON descriptors and read them from the files without having to build lists all the time, but it's working at a basic level.  I also need to adjust the fleets and suchlike; the different factions have unique fleets now, with all 4 of the core Factions using unique ship lists. 

A few questions:

1.  My character joined Hegemony. Now my fleet is Hegemony brown; it's hard to see when lots of Hegemony fleets are around.  Is there any way to fix that?
2.  Shouldn't mining asteroids generate a unique resource?
3.  How is capturing of Stations triggered?  Is it the presence of the Atlas in the fleet, or just the named fleet being within X distance?  I'd rather have more realistic attacking fleets so that attack / defense matchups were a little different.
4.  One idea I've had for a while is that each Station should have a fleet that is forced to stay put at its position, keeping the player out of bases that are hostile to them.  This would make joining a side a bit more interesting, because we couldn't just go to a hostile base and buy / sell ships and guns; the current penalty of merely not being allowed to insta-repair is far too lenient, imo. 

Any ideas about how to get this done?  I thought about doing an iterator and just matching up the nearest Station that's of the same Faction, then moving the fleet to the Station's location but I'm not sure where your timing loop is and this has to be done every frame.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 29, 2013, 01:31:02 AM
I've had a second to take a look at this.

It's neat; the extended way you've generated and manage the System, alliances and all that is great.  It's a lot cleaner than my early attempts and certainly a lot more complete.

What files would I have to change to make my factions, weapons and other things fit into the mod's framework?  I'm rather interested in seeing what it's like to have a three-way war with the Glaug and seeing the bases change hands and so forth.

The main issue here is that what I've got is not a faction mod.  I basically built a TC but it's mainly concerned with completely starting over again, in terms of weapon balance and physics and a bunch of other core stuff; none of what I've got plays very nicely with others. 

What would I need to hack to get that done, and if I do it, can I release it?

Yeah I'm fairly happy with the approach. There's still a few bits here and there which aren't great but it's mainly because I haven't fixed them up and/or can't fix yet.

You will only run into issues if you rely on generators (as Exerelin overrides generators.csv) and any initial character stuff (as Exerelin overrides CharacterCreationPluginImpl.java). If you can avoid this, then you should be able to run the mods side by side. If you want to change these then you will need to merge the two mods.

Apart from those two, everything else should be fairly straightforward :) Exerelin only really changes the campaign level stuff.

Start from the factions not included version of Exerelin, as it has removed most of the extra assets (that you probably don't want):
 - Add your factions to ExerelinData.java
   - You can add it to the array of possibleFactions (remove the other factions if you don't want them)
   - Or you can add a check for a class from your mod to addModdedFactionsToList() and add the appropriate faction ID's if that class is loaded
 - Add your faction specific weapon sets to ExerelinUtils.getFactionWeapons()
  - If you don't, it will just add randoms
 - ExerelinUtils.isCapitalInFleet() checks for atlas-like ship specs for station takeover fleets so you may need to add your equivalents to that
 - There are a few of other methods at the bottom of ExerelinUtils to do with mining checks you may want to add more ship specs too
   - Depends on how much you are changing
 - Check ExerelinUtils.addRandomFactionShipsToCargo() in case you need to add exceptions to translate from ship spec to hull spec
  - There are some examples already in there
 - Finally, add the Exerelin specific fleets to your faction file
  - See the blackrock, bushi or hiigaran ones for the best examples

A while back I had Exerelin merged with Ironclads and it worked fairly well :)

Feel free to release it but maybe just credit :)

Haha beaten :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Okim on July 29, 2013, 01:40:56 AM
Hmm. With Ironclads you say. So its possible to run these two mods? Interesting ))
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 29, 2013, 02:01:20 AM
I got it done- not too hard, really :) 

I need to hack in the ShipLists / WeaponList methods I was using to give each Faction unique ships / weapons (it's really easier to keep those files separated for easier maintenance; can't wait 'til we can make Faction tags part of JSON descriptors and read them from the files without having to build lists all the time, but it's working at a basic level.  I also need to adjust the fleets and suchlike; the different factions have unique fleets now, with all 4 of the core Factions using unique ship lists. 

A few questions:

1.  My character joined Hegemony. Now my fleet is Hegemony brown; it's hard to see when lots of Hegemony fleets are around.  Is there any way to fix that?
2.  Shouldn't mining asteroids generate a unique resource?
3.  How is capturing of Stations triggered?  Is it the presence of the Atlas in the fleet, or just the named fleet being within X distance?  I'd rather have more realistic attacking fleets so that attack / defense matchups were a little different.
4.  One idea I've had for a while is that each Station should have a fleet that is forced to stay put at its position, keeping the player out of bases that are hostile to them.  This would make joining a side a bit more interesting, because we couldn't just go to a hostile base and buy / sell ships and guns; the current penalty of merely not being allowed to insta-repair is far too lenient, imo. 

Any ideas about how to get this done?  I thought about doing an iterator and just matching up the nearest Station that's of the same Faction, then moving the fleet to the Station's location but I'm not sure where your timing loop is and this has to be done every frame.

1. Sorry but that is pretty systemic to the whole framework. The player fleet is actually part of that faction, rather than the player faction. It just makes everything a lot easier that way. I had it the other way round initially but there was a lot of exception code all over the place :P
2. Maybe, but I didn't really think it would add too much depth. If there was actually a construction part of the game implemented then I think it could be worthwhile.
3. There are specific fleets that do station takeovers, see InSystemStationAttackShipSpawnPoint.java. Each station has one of these spawnpoints.
4. Nice idea :) Agree with the too lenient, I guess I'm a bit wary doing something like this in case Alex includes this kind of thing in StarSector 0.6 (which I think should be possible by changing the interaction dialogs)

To implement the last idea I would probably just create another spawnpoint for each station that spawns one fleet that then just has a loop (see InSystemStationAttackShipSpawnPoint.java or GasMiningFleetSpawnPoint.java for examples) to go to their anchor station. Essentially a while(true) :P

One thing I have noticed is that cycling through every asteroid, planet, station etc. to calculate distances is pretty slow, which is why each station actually calculates targets for fleets for that station, and it only updates every few days or so.

Hmm. With Ironclads you say. So its possible to run these two mods? Interesting ))

It is :) but there is a bit of work involved. Same approach for Ironclads as I set out above for Xeno's mod. It depends on whether your happy with the total randomness system generation. If you wanted to just use the diplomacy and fleet stuff, then it would be a bit more work (mainly just changing the SectorGen.java file but still...)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: cell on July 29, 2013, 05:07:18 AM
In case anyone prefers this, I have setup a (DEV) version of the mod that does not contain any extra factions:
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip)

thanks for this. exactly what i wanted. the only "bug" ive noticed so far is that when starting a new game all the portraits are missing except for the default one. theres also a bunch of faction specific Atlas left in the codex, but im assuming that was left for compatibility.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on July 29, 2013, 09:02:11 AM
Quote
1. Sorry but that is pretty systemic to the whole framework. The player fleet is actually part of that faction, rather than the player faction. It just makes everything a lot easier that way. I had it the other way round initially but there was a lot of exception code all over the place :P
Perhaps a faux "fleet", neutral to everybody but with a green color like the player's, should be spawned, then forced to stay at the player fleet's location?  They could have some sort of marker vessel type that gave them more FP than the player, keeping their ring a little bigger?  Not quite sure how to go about it, but it's a thought about how to handle this visually.  I don't think that in 0.6 we're going to be able to code UI elements that can constantly float over the rest of the game, so this might work.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 29, 2013, 02:58:51 PM
Quote
1. Sorry but that is pretty systemic to the whole framework. The player fleet is actually part of that faction, rather than the player faction. It just makes everything a lot easier that way. I had it the other way round initially but there was a lot of exception code all over the place :P
Perhaps a faux "fleet", neutral to everybody but with a green color like the player's, should be spawned, then forced to stay at the player fleet's location?  They could have some sort of marker vessel type that gave them more FP than the player, keeping their ring a little bigger?  Not quite sure how to go about it, but it's a thought about how to handle this visually.  I don't think that in 0.6 we're going to be able to code UI elements that can constantly float over the rest of the game, so this might work.

Maybe, but I think it would be difficult to get right, and unfortunately you could always just click on the fleet and it would bring up the comm dialog box which would be annoying.

I haven't really had troubles determining which fleet is mine. It is always the center of screen and if you hover your mouse over it no fleet info box comes up :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 29, 2013, 02:59:53 PM
In case anyone prefers this, I have setup a (DEV) version of the mod that does not contain any extra factions:
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.58.zip)

thanks for this. exactly what i wanted. the only "bug" ive noticed so far is that when starting a new game all the portraits are missing except for the default one. theres also a bunch of faction specific Atlas left in the codex, but im assuming that was left for compatibility.

Yeah no idea why the portraits are missing. Hopefully I will find a fix soon :)

Yep the atlasi (hah) are there for compatability.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: enigma74 on July 29, 2013, 11:27:31 PM
I just wanted to say, thank you for this mod!!!  It really scratched that "mount and blade" itch, but with spaceships.  I hope the vanilla game actually turns out to be something like this mod.

I also had some problems with running out of memory, but using Java 7 64-bit and upping the memory 800m (800 megabytes) seemed to solve the problem.  I'm actually running starsector on a laptop with an integrated graphics card, I'm surprised it works.  However, I can't go above small map size and 5 starbases, haha.

Also, council ships are totally overpowered.  Starting frigate starts with 80 ordanance....before adding in character bonuses.  I used the frigate to win the map, I didn't even bother to upgrade even when I got heavier ships.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on July 30, 2013, 03:40:10 AM
Also, council ships are totally overpowered.  Starting frigate starts with 80 ordanance....before adding in character bonuses.  I used the frigate to win the map, I didn't even bother to upgrade even when I got heavier ships.

(http://dashie.mylittlefacewhen.com/media/f/img/mlfw9256-1355596323292.gif)

You can whup their asses just as easily as everything else in Exerelin. The Defender's guns are being nerfed (http://fractalsoftworks.com/forum/index.php?topic=2820.msg88674#msg88674). The only thing that stands to prove annoying is the Spearhead Frigate, which is a much improved Hyperion with the triple laser cannon that makes it very difficult to get off your back without support. And as I do not fly with support (I almost always fly a solo battleship), I always endeavour to pick out such targets first.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 30, 2013, 04:57:07 AM
I just wanted to say, thank you for this mod!!!  It really scratched that "mount and blade" itch, but with spaceships.  I hope the vanilla game actually turns out to be something like this mod.

Your welcome :) I suspect the vanilla game will go well and truly above and beyond this mod :)

I also had some problems with running out of memory, but using Java 7 64-bit and upping the memory 800m (800 megabytes) seemed to solve the problem.  I'm actually running starsector on a laptop with an integrated graphics card, I'm surprised it works.  However, I can't go above small map size and 5 starbases, haha.

Interesting, I assumed the numbers had to be powers of 2.

Also, council ships are totally overpowered.  Starting frigate starts with 80 ordanance....before adding in character bonuses.  I used the frigate to win the map, I didn't even bother to upgrade even when I got heavier ships.

Silver Silence is on the case :P

Still, the council ships tend to display their more OP-nature in the hands of the user and the extra skills.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on July 30, 2013, 07:13:44 AM
Even without the extra skills, you can start a game as the Council, pick up a Defender, chuck on the Unstable Injector and you have a ship that's almost as fragile as the Hyperion but has the firepower of a destroyer or light cruiser focused into it's two main laser cannons and the speed to run rings around most capitals you'll encounter. And that's just at the start of the game. Even with such power, you can't relax though. A single Pilum hit is often enough to knock out the engines and leave you adrift for quite some time along with trashing like half the Defender's armour. And I don't mean it got through half the armour. I mean it got through -all- the armour and it got through so much armour that only the wingtips on the oppposite end of where you where struck still have armour intact. I've been shot down so many times by a good Pilum hit when not going full speed and having to sit and watch a Lasher cautiously twirl around me while going pewpewpew with autocannons till I asplode. The best one was probably facehugging a Buffalo with the shields lowered because it was nearly dead and the Buffalo won the fight with a single AM-Blaster shot to the face. And all I can do is sit there and giggle like a child at the fact that what's usually cannon fodder for 99% of the ships in the game just handed my ass to me, with it's engines out and on like 5% HP.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: MrDavidoff on July 30, 2013, 07:41:09 AM
For once I would be happy, if ppl actually called the faction by its name, Ive come up with.. nothing mayor, just.. details  :D

Theere has been enough said about this, please be patient till next update, then we can tweak balance on further. Minor note,
Ive neevr noticed ppl writting down how hard its to beat the Old Council Loyalists( :P ) they are suposed to be an enemy to
fight agaisnt, not an easy one, playing with them, yeah..  ;)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on July 30, 2013, 07:44:31 AM
Which would you prefer, Davidoff? Council? Or Loyalists? Or the full Council Loyalists name?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: MrDavidoff on July 30, 2013, 08:03:16 AM
Which would you prefer, Davidoff? Council? Or Loyalists? Or the full Council Loyalists name?

I would settle even with OCL  :D Loyalists would do, um.. dont wanna go offtopic, but essentially.

Spoiler
"description":"The Council loyalists are made up of volunteers from across the entire sector, with the bulk of this force made up of formal Hegemony officers, space marines, ship personal etc, who felt that they have no future inside the Hegemony, or simply lost faith in the old order of things, that has allowed the sector to survive for millenia and saved it from falling into total chaos. Others were volunteers from various law-enforcing agencies, independent traders or simple civilians, who grew tired of their every day struggle, filled with constant fear of death and fight for survival. Those who lose faith and see no light at the end of the tunnel were mesmerized, when they saw the Old Council Remnant Armada reappearing out from hyperspace and the technologies they brought along with them. To all these people the service under the Old Remnant offered a new hope and focus, to restore order. Most of them were easily persuaded to join the Council Loyalists, as the Old Council Remnant called them."
[close]

The Loyalists are recruited "fodder"(to put it bluntly) from the known sectors of Starfarer, the ships, weapons they use are given to them by the OCR, Old Council Remnant.
(Remnant isnt present anywhere, till we can have new sectors modded in, the "lore" was made, to put essentially a "foreign" technology into the otherwise ruined sectors)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 30, 2013, 02:18:14 PM
Which would you prefer, Davidoff? Council? Or Loyalists? Or the full Council Loyalists name?

I would settle even with OCL  :D Loyalists would do, um.. dont wanna go offtopic, but essentially.

Spoiler
"description":"The Council loyalists are made up of volunteers from across the entire sector, with the bulk of this force made up of formal Hegemony officers, space marines, ship personal etc, who felt that they have no future inside the Hegemony, or simply lost faith in the old order of things, that has allowed the sector to survive for millenia and saved it from falling into total chaos. Others were volunteers from various law-enforcing agencies, independent traders or simple civilians, who grew tired of their every day struggle, filled with constant fear of death and fight for survival. Those who lose faith and see no light at the end of the tunnel were mesmerized, when they saw the Old Council Remnant Armada reappearing out from hyperspace and the technologies they brought along with them. To all these people the service under the Old Remnant offered a new hope and focus, to restore order. Most of them were easily persuaded to join the Council Loyalists, as the Old Council Remnant called them."
[close]

The Loyalists are recruited "fodder"(to put it bluntly) from the known sectors of Starfarer, the ships, weapons they use are given to them by the OCR, Old Council Remnant.
(Remnant isnt present anywhere, till we can have new sectors modded in, the "lore" was made, to put essentially a "foreign" technology into the otherwise ruined sectors)

Ah OK, this is mostly my fault  :-[ I got confused when adding them between Hegemony Core (which is used a bit in the code) and Council Loyalists. I kind of combined Hegemony Core and Council Loyalists names in my head to mean a core of the Hegemony that was the Council. I should have read closer.

I will change the factionID to councilLoyalists. For technical reasons, the factionId has to match faction name so unfortunately it looks a bit ugly. Hopefully I can change that in StarSector 0.6.

And yeah, IMO I wouldn't worry too much about their balance (outside of a couple of obvious ships :P ). I hardly ever play as them, mainly be cause it does become very easy. But playing against them, yeah that is much more fun than mowing down pirate fleet after pirate fleet in +50% OP TriTachyon ships. Perhaps they should be a non-playable faction? But I like options... hmmm... :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: MrDavidoff on July 30, 2013, 04:25:08 PM
Ah OK, this is mostly my fault  :-[ I got confused when adding them between Hegemony Core (which is used a bit in the code) and Council Loyalists. I kind of combined Hegemony Core and Council Loyalists names in my head to mean a core of the Hegemony that was the Council. I should have read closer.

Well, then technically its my fault, because loong ago, before I had any sprites done I actually used the faction ID hegemony_core for testing, made the "lore" faction names much later on, but I was lazy to change the ID since then.  :-X

Making them unplayable faction would essentially lock the games difficulty on "hard", if they were present, which would serve the purpose, but also I think it would escalate the hate :D and.. i laos prefer to have options :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Fishst on July 31, 2013, 02:28:50 AM
Has the bug when playing with ISF been resolved so that they make actual station attack fleets now?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 31, 2013, 03:14:26 AM
Has the bug when playing with ISF been resolved so that they make actual station attack fleets now?

Yes :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Fishst on July 31, 2013, 04:28:01 AM
Has the bug when playing with ISF been resolved so that they make actual station attack fleets now?

Yes :)

huzzah!

My first foray into exerelion was with ISF and not being able to assault extra stations was bugging me :).
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on July 31, 2013, 10:12:57 AM
@Zaphide:

1.  Thanks so much for allowing me to release my mod of your mod, I'm very excited about it, it's already playing very well.
2.  I wrote up new code that:
A. Gives Factions a ship-list they use internally when determining what to put into their inventories.  Same with weapons; an external file for mod-specific stuff means easier maintenance and potentially mods could be built with an Exerelin-compatible config, so that Exerelin does not need to have any internal references to Factions at all any more (well, provided that the mod authors don't do certain bad things with names).
B. Gives the mod a unique substance to mine (called "Germanium"- it's both a real thing (http://en.wikipedia.org/wiki/Germanium) and it's a very old sci-fi reference (http://en.wikipedia.org/wiki/Cities_in_Flight)).
C. Tweaks how the Factions work a bit.  Still working on that one.  Basically, I am trying to get the Station-defense idea working.

3.  Some ideas about how to further enhance the gameplay:
A.  If player level > 10, stock their friendly Stations with Assault Troops, a Resource that, if "sold" to another Faction's station, gives a chance of taking it over.  This isn't necessary past 0.6, where it should be possible to just invade the place with Marines (finally, yes!).
B.  If player level > 30, the Storage Depot should spawn an item called "Strategic Target", that, if placed in another Faction's station, re-targets the strategic AI of your Faction on that location until the player buys it back and moves it somewhere else.  I don't know if 0.6 will obsolete that; it may be possible to write a dialog option that will allow players to cycle through the enemy-held Stations instead.
C.  I think that the player's actions in general needs to influence things economically /strategically more.  For example, if the player's really destroying a lot of the enemy, there should be a much higher chance of friendly invasion fleets coming in to finish the job.
D.  There aren't quite enough signals about why your Faction's not building new fleets or fleets with enough power to tackle the huge enemy fleets that can build up if one of the Factions gains a lot of Stations.  I'm going to look at that and see if I can make it so that if the player delivers Germanium and Fuel to the friendly Stations, they get a big boost in productivity, giving the player something to do besides just kill stuff once they're past the early phase.  Once combat gets heavy, many Factions can't mine and are effectively dead economically, which is a drag if you happen to belong to one of the dead factions.
E.  It'd be nice if the faction names had their first names capitalized in statements.
F.  It'd be nice if, instead of 'Exerelin' the statements used the System name.  Pretty important when we're able to have more than one System.
G.  It'd be nice, in a game where the Factions can't respawn, for there to be an item the player could use to revive his / her Faction, if he/she can stay alive long enough.
H.  The bare-bones version should have the faction files standardized to just have the "exerelin_blah" fleet types, as a clear guide.  That was one of the longer grinds, in terms of getting my mod set up, since I have all of the Factions using unique ships (no more Heg / Pirate being pretty much the same, etc.).

Anyhow, just some preliminary thoughts; getting the mod ported is pretty much feature-complete, so I'm looking for ways to further enhance things so that the five-way wars can be really interesting and the player can help create the outcome if they play it well.

Oh, and ... I've noticed that at Stations, only my Faction's Stations get any ships or weapons delivered.  Is that a feature, and if so, how do I disable it?  It's a real drag having no way to get a lot of things other than capture --> OmniFactory.  I've played tonight and have > $500K in the bank, wiith nothing to spend it on because my Faction got kicked around in early game, and there aren't any capital ships to buy, so I can't quite get my fleet to the point where it can be expected to single-handedly slay all the defending fleets around an enemy base.  Bit of a deadlock atm, until I manage to capture an enemy capital ship.
[EDIT]
Forgot that I fixed that last evening, when I started writing this.  Fixed, got a capship finally, from one of the Trade League runs :)
[/EDIT]
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: sc90 on July 31, 2013, 12:01:02 PM
Great mod :D btw is there a way to have everything for free ? im tired of waiting to get enough cash to start actually fighting any faction -_-
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: CopperCoyote on July 31, 2013, 01:21:45 PM
Is corrupt_10y a legit ship name?
I think it was an interstellar federation ship that had that name. If it is then it doesn't mesh with their other names, but I kind of like it. If it isn't then its a non-break-stuff bug because i killed the ship and looted it and every thing just fine.

On a side note Exeralin is progressing fantastically. I hadn't play since .5 and i'm rather enjoying the ability to have shadow wars and mining.
I'd like to request a trickle of XPs for mining please. I spent most of the first year waiting for someone to declare war with me & we had all the supplies ever. Some bonus XP would have been nice. Not a lot, maybe 50.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 31, 2013, 02:49:49 PM
@Zaphide:
---snip---

1. No worries :) glad to hear it!
2. All sounds good.

A quick note on weapons and ships; in StarSector 0.6 I think it will be possible to get the weapon list of a ship variant in the campaign mode and so there will be no need to maintain weapon lists for factions as it can just get the ship variant from fleet, then get the possible weapons from those variants. I like the idea of just using the .faction file fleets as it means the list is only in one place but it is more restrictive.

If you can do your changes in such a way that you can easily update as Exerelin gets updated it that would be easiest for the future. There is/will be quite a few changes to support multiple systems (among other things).

3a. I was imagining implementing this as a kind of reverse-mining. If the player fleet is on top of a station, and it has marines, minus marines from the fleet and station until either the station has no more (player wins) or the player fleet has no more (attack unsuccessful). In fact this is how I'll probably change the AI controlled station takeover fleets too.

3b. Yeah I'm really hoping for the dialog option, otherwise what you suggest is what I have in mind. I was also thinking that it could act as a fleet rally point, so your fleets will rally around your fleet if carrying it, your station if you put it at a friendly station and attack an enemy station if you put it there. Unfortunately I haven't started on the strategic AI (soon! tm) but it will quickly become a necessity with multiple systems.

3c. Agreed, and StarSector 0.6 should have a few more options in this area.

3d. There is an efficiency value for each stationRecord that affects internal resource generation that may suit this purpose. i.e. delivering Germanium increases efficiency.

3e. It would :) I need to write a messaging system properly (so in StarSector 0.6 have different message lists for different event types, which are displayed in different UI elements etc).

3f. The refactor I am working on at the moment should make it so that it theoretically supports multiple systems.

3g. The non-respawn doesn't apply to the players faction (or at least shouldn't).

3h. Yeah I will clean them up at some point :P

Any chance we can have a look at your mod soon?  :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on July 31, 2013, 02:53:28 PM
Great mod :D btw is there a way to have everything for free ? im tired of waiting to get enough cash to start actually fighting any faction -_-

Unfortunately not anymore.

Is corrupt_10y a legit ship name?
I think it was an interstellar federation ship that had that name. If it is then it doesn't mesh with their other names, but I kind of like it. If it isn't then its a non-break-stuff bug because i killed the ship and looted it and every thing just fine.

Yeah it's actually the Nihil names, but it seems to use them for things it shouldn't. So a bug, but only an extremely minor one :)

On a side note Exeralin is progressing fantastically. I hadn't play since .5 and i'm rather enjoying the ability to have shadow wars and mining.
I'd like to request a trickle of XPs for mining please. I spent most of the first year waiting for someone to declare war with me & we had all the supplies ever. Some bonus XP would have been nice. Not a lot, maybe 50.

Yeah it's is on the (fairly extensive) todo list :)

Also looking at adding some character skills for mining, diplomacy and faction fleet management.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on July 31, 2013, 04:29:13 PM
Quote
If you can do your changes in such a way that you can easily update as Exerelin gets updated it that would be easiest for the future. There is/will be quite a few changes to support multiple systems (among other things).
Yeah, that sounds wise.  Let's compare notes after I release :)

Quote
Any chance we can have a look at your mod soon?
As soon as I'm happy with the changes I've made to the economy, I think it's finally ready-enough :)  I got "Germanium" working, but it's not limiting fleet growth right just yet- lots of it is getting dumped per cycle.  I haven't quite figured out where my changes went awry yet :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zantiszar on August 01, 2013, 02:50:12 AM
Great mod :D btw is there a way to have everything for free ? im tired of waiting to get enough cash to start actually fighting any faction -_-

Get console comand mod thats how I do it sometimes just to troll the AI
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: GruntyThrst on August 01, 2013, 02:52:22 AM
Excellent mod, Zaphide. I've been having a lot of fun tooting around Exerelin representing Blackrock with a massive doomfleet of Nevermores and Stormcrows. I have a question and a suggestion:

I assume limited the player to buying weapons/ships from only associated faction station is a balance/flavor choice? It's entirely understandable but it also tends to make player fleets really "same-y" because boarding is such an undependable source of hulls. I don't know anything about the feasibility of this code wise, but what about loosening the restrictions just a bit? Maybe neutral factions would be willing to sell weapons and lighter (Fighters/Frigates/Maybe Destroyers?) hulls, and allied factions would allow full access?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: sirboomalot on August 01, 2013, 12:30:09 PM
Along with being able to capture hulls there are also trade guild fleets that sell weapons and ships from other factions to your station, along with supply fleets from allies that also come with that allies weapons and ships. Plus there is the omnifactory, which slowly makes copies of any weapon or ship that you sell to it. I kinda like that it is hard to get weapons or ships from other factions, it makes your choice of faction have some weight behind it, means that you have to actually be a part of that faction until you get the omnifactory well stocked, instead of just supporting the faction.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 01, 2013, 03:00:39 PM
Thanks for the praise :)

Identifying with a faction is one of the key goals of Exerelin so it's unlikely it will change too much.

An idea I have been thinking about is 'Unidentified Ship Blueprints' and 'Unidentified Weapon Blueprints' dropping after combat, which could then be given to a research facility (or perhaps just one of your factions stations) which could then (at the cost of supplies/fuel/time) be turned into a random ship/weapon from another faction. Then it is up to the player whether they want to buy it, give it to OmniFactory etc.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 01, 2013, 04:05:23 PM
So, after taking over a Bushi station, the Nomads seem to have reverse engineered Bushi replication technologies because they've been spewing out this nonsense (http://scr.hu/0zoz/avvtt) ever since. That's 16 full size fleets they've got going there.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: echosierraalpha on August 01, 2013, 07:04:12 PM
Lol,
Ok, who forgot to put the replication limiting codes in their nanobots?
that stuff's important :P
Spoiler
(http://farm4.staticflickr.com/3069/2977755032_4e00ed687c_o.jpg)
[close]

in all seriousness though, maybe that station had a glutt of supplies that didn't have an oppurtunity to be used? would explain where all those fleets came from :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 01, 2013, 09:50:09 PM
So, after taking over a Bushi station, the Nomads seem to have reverse engineered Bushi replication technologies because they've been spewing out this nonsense (http://scr.hu/0zoz/avvtt) ever since. That's 16 full size fleets they've got going there.

Hmmm I assume your playing the factions included version and are running the bushi mod alongside? Any chance you could upload or PM me your save file?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: DarkAlbino on August 01, 2013, 10:03:55 PM
Don't know if this happened to anyone else, when playing 0.58 as Bushi the in-system station attack fleets don't spawn, Hiigaran Descendants work just fine for me.
Bushi sits and waits and does not expand.

Only thing i changed was some faction colors in the x.faction files.

I also get the feeling that they don't spawn as much as the others, but that's maybe just a false impression, tried it in about 5 different games.

Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 01, 2013, 10:48:21 PM
Don't know if this happened to anyone else, when playing 0.58 as Bushi the in-system station attack fleets don't spawn, Hiigaran Descendants work just fine for me.
Bushi sits and waits and does not expand.

Only thing i changed was some faction colors in the x.faction files.

I also get the feeling that they don't spawn as much as the others, but that's maybe just a false impression, tried it in about 5 different games.



Thanks I'll have a look. Changing faction colors shouldn't matter.

Spawn rates are the same for all factions but fleet costs can differ depending on ship type composition.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 01, 2013, 10:57:05 PM
So, after taking over a Bushi station, the Nomads seem to have reverse engineered Bushi replication technologies because they've been spewing out this nonsense (http://scr.hu/0zoz/avvtt) ever since. That's 16 full size fleets they've got going there.

Hmmm I assume your playing the factions included version and are running the bushi mod alongside? Any chance you could upload or PM me your save file?

Uploading now. Note that a while has passed in game-time since I took that picture. The Nomads have since driven the Bushi out of the sector and the Bushi immediately re-established themselves by taking over a Thule station instead. I ventured down towards the old Bushi station and the Nomads seem to have tucked away their grey goo fleets. So I went over to the station that caused this mess and this is what their inventory currently looks like (http://scr.hu/0zoz/h1rqj). This is a couple in-game months down the line, though, so maybe those grey goo fleets ate themselves. 4 of them should have been the Out-of-System megafleets, the rest were just huge L4 fleets. Which is funny, considering before that, the Bushi were struggling to send out more than a couple cruisers at a time.

Of curious note, the mod seems to have either gone back a few steps, or the Bushi and Hiigarans are above such events. The station's inventory has not been cleared out of Bushi ships.

Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8).
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 01, 2013, 11:13:41 PM
So, after taking over a Bushi station, the Nomads seem to have reverse engineered Bushi replication technologies because they've been spewing out this nonsense (http://scr.hu/0zoz/avvtt) ever since. That's 16 full size fleets they've got going there.

Hmmm I assume your playing the factions included version and are running the bushi mod alongside? Any chance you could upload or PM me your save file?

Uploading now. Note that a while has passed in game-time since I took that picture. The Nomads have since driven the Bushi out of the sector and the Bushi immediately re-established themselves by taking over a Thule station instead. I ventured down towards the old Bushi station and the Nomads seem to have tucked away their grey goo fleets. So I went over to the station that caused this mess and this is what their inventory currently looks like (http://scr.hu/0zoz/h1rqj). This is a couple in-game months down the line, though, so maybe those grey goo fleets ate themselves. 4 of them should have been the Out-of-System megafleets, the rest were just huge L4 fleets. Which is funny, considering before that, the Bushi were struggling to send out more than a couple cruisers at a time.

Of curious note, the mod seems to have either gone back a few steps, or the Bushi and Hiigarans are above such events. The station's inventory has not been cleared out of Bushi ships.

Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8).

Thanks I'll have a look :)

Did the nomads own quite a few stations? The patrol fleets can help attack/defend so it is possible that a number of fleets could legitimently end up defending/attacking a station. Also, as you said it just got captured the attacking fleets may not have gone home yet.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 01, 2013, 11:33:15 PM
No, that was the Nomads making their incursion into the sector, thus the 4 huge roflstomping Out-of-System fleets they had, on top of all the other super huge fleets they were fielding. The Bushi had two stations on that planet and the second one was basically made irrelevant due to cruisers and frigates spawning into full-on multi-battleship fleets.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: DarkAlbino on August 03, 2013, 02:15:02 AM
My issue has been resolved, I forgot that i changed the atlas in the bushi fleets into the bushi transport. Do station attack fleets only work with atlas for bushi?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 03, 2013, 02:59:15 AM
My issue has been resolved, I forgot that i changed the atlas in the bushi fleets into the bushi transport. Do station attack fleets only work with atlas for bushi?

Ah OK yeah that'll do it :P They are not specific to a faction, rather there are only 3 ship types that are considered valid for a boarding fleet.

There is a method in ExerelinUtils.java:
Code
public static boolean isValidBoardingFleet(CampaignFleetAPI fleet)
{
List members = fleet.getFleetData().getMembersListCopy();
Boolean hasLargeFreighter = false;
for(int i = 0; i < members.size(); i++)
{
FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);
if(fmAPI.getSpecId().contains("atlas") || fmAPI.getSpecId().contains("mazerk") || fmAPI.getSpecId().contains("neerin"))
{
hasLargeFreighter = true;
break;
}
}

return hasLargeFreighter;
}
NOTE: The above is from the DEV version so it may be slightly different in your version.

You could edit this to add in the spec types as per the if(fmAPI.getSpecId().contains("atlas") line which should allow you to customise it.

I think (could be wrong) the Bushi large freighter is actually a cruiser rather than a capital ship class, and capital ships incur a larger construction resource penalty than other ship types, so it would make the Bushi station takeover fleets less expensive compared to other factions.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Rhoastabotch on August 03, 2013, 07:51:28 PM
This is really fun, thanks for making it!  It took me a while to find settings that worked for me, but starting in a fairly big system with only two factions then having the others start to show up 2-4 months later seem to be the sweet spot for me.

If I can make an enhancement request, as a fan, I would really like to decide which other factions show up.  Most of the factions are quite balanced and fun but some are more balanced than others.  Blackrock being a glaring example in my humble opinion.  Seems like on the campaign map blackrock fleets are > any other and in the battles the battlecruisers have way too much firepower for how maneuverable they are (and how many fleet points they cost, 18 feels stupid low when compared to other cruisers and BCs).  I understand that this is a compilation with a bunch of other peoples work put together, so I'm not blaming you.  I'm also not trying to be inflammatory, others likely feel differently about the balance.  That's why it would be awesome if we could pick what factions we find fun to play with *and* against.

Anyway, thanks again for your time putting this together, but also FU for costing me so much sleep.

-Rhoastabotch

-edited for not great engrish-
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 03, 2013, 08:45:04 PM
Comments on balance are better directed at the faction's thread in particular. Though, I find the Blackrock battlecruiser to be very lightly armed. 18FP is pretty low, but it brings solar panels and a heavy solenoid gun into the mix.... And that's about it.... The dinosaur ship (Gonodactylus or something insane like that) with the Hammerclaw missile is something I find much more intimidating. Or the Stormcrow. If I'm facing the blackrock capital and a Stormcrow, I will always prioritize the Stormcrow. Those squall cannons might be short ranged but they are certainly not to weapons to joke around with.

The battlecruiser used to be more heavily armed, bringing two of those heavy solenoid guns to the fray, but now it only carries one. It also doesn't hit all that hard, it's only like 250dps while most large battleship guns are doing in excess of 300dps, often closer to 400 or even 450. But I feel the smaller Blackrock ships do a much better job of terrorizing and marauding than the battlecruiser does.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Cerevox on August 03, 2013, 08:51:04 PM
It seems to me that balance comments are far better here than in any other thread, since we are talking about the balance in Exerlein, not anywhere else. Also, it isn't possible to balance a faction by itself, it has to be compared to something.

I do have to agree, the blackrock cap ship feels weaker than the 2 arrow looking cruisers by a decent margin.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 03, 2013, 09:05:02 PM
And you know what? I quite like that. The blackrock battlecruiser capital ship is NOT the epitome of blackrock power like the Onslaught is for the Hegemony or the Paragon for the Tri-Tachyon. I think a Nevermore or a Stormcrow will readily trounce the blackrock battlecruiser. Also, for funsies, go into the Exerelin files, check the graphics and move to the "BR" folder, then to the "graphics" and check out the little gem listed as "sachumodo2 (http://i.imgur.com/1uibBRe.png)".
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: CaveBacon on August 03, 2013, 09:18:56 PM
I had hoped that my first post on these forums would be something more intellectual than this, but:
@sachumodo2: SQUEEEEEEEEEEEEE!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 03, 2013, 11:22:29 PM
So it happened again. Reverse engineered Bushi replication technology (http://scr.hu/0zoz/fprjp) that is.... Station was taken a couple days ago in game time. Some of those fleets are the Out of System roflstomping fleets. Fortunately, my shoving a ton of PoWs onto the Council Loyalists paid off, allied with them and the Relics under the Galactic Coalition. Unfortunately, the pirates couldn't care less and redeclared war like, the next day.


Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8), should you wish to take a gander, Zaphide.

Bushi seems to have forgotten how to use this replication technology though because despite dumping ~6000 men, ~4000 supplies and ~3000 marines, the Bushi stations still couldn't produce large numbers of full size fleets. They still much preferred sending out tiny scouting parties instead. I thought maybe the 700 remaining supplies was the issue, so I dragged another few thousand supplies from other stations, to no effect. Oh well, the Pirates have made good use of that crazy excess of resources.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Cycerin on August 04, 2013, 04:40:12 AM
For some reason the Stormcrow, which was supposed to be a ship used by one fleet boss in Uomoz' Corvus, has been implemented as a regular cruiser in this mod. It was not intended, and I've talked to Zaphide about it. It's an imbalanced ship that doesn't really count as a cruiser.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on August 04, 2013, 08:46:47 AM
For some reason the Stormcrow, which was supposed to be a ship used by one fleet boss in Uomoz' Corvus, has been implemented as a regular cruiser in this mod. It was not intended, and I've talked to Zaphide about it. It's an imbalanced ship that doesn't really count as a cruiser.

Kind of like the Vat-IV for Valkyrians, Which isn't supposed to appear in normal fleets either.  ::)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Cerevox on August 04, 2013, 11:38:18 AM
But those fleets kind of need those super ships. Many fleets have that level of power in their regular ships, so without the Vat4 and the Stormcrow those factions would just get walked on by other factions. Although the valks could probably still hold their own, the blackrock simply doesn't have the same strength in its lower tiers. It needs the Nevermore and the Stormcrow to compete.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Cycerin on August 04, 2013, 12:09:52 PM
I find it pretty funny how few posts it takes inbetween someone calling Blackrock overpowered and someone calling them underpowered. ;D The game is about to change a lot, that's all I'll say for now.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 04, 2013, 12:16:33 PM
The Valkyrians compress so much firepower onto their larger ships, I'm sure they'd be fine with VatIVs only occasionally making an appearance in their fleets.

And I don't know how well Blackrock fleets handle themselves in autoresolve, but in actual combat, those nippy frigates and destroyers can happily terrorize larger ships with ease. The Nevermore is a part of regular Blackrock fleets while the Stormcrow is not. But I'm fine with the Stormcrow's presence in Exerelin, I know there are a couple ships that are tucked away, out of sight and out of mind, like the Unsung, I never see that in Neutrino fleets and I would love to, but alas.


EDIT:
Ninja'd
Well, this gives me an opportunity to ask. Cycerin, will that mystery ship (http://i.imgur.com/1uibBRe.png) make an appearance? I just took a look through the ship data files and didn't see any names that I didn't recognize in the Blackrock fleet.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: MShadowy on August 04, 2013, 08:11:39 PM
BRDY's forces can be a surprising challenge sometimes, but I think their challenge level is just about right.  Especially the cruisers; their special weapons and general mobility make them a serious threat without being completely overwhelming.  Also, they aren't a horrible slog like Neutrino ships... but then I am prone to unnecessary soloing, so I guess I've got it coming.  Anyway, the point BRDY is fun to fights against or for.

Also, looking back through the thread apparently SHI is made of paper or something, but I'm not sure I should consider balancing my mod in comparison to other mods.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 04, 2013, 09:29:28 PM
I'm sure it was you who said your ships' armour constituted space-grade tissuepaper armour. If not you, then someone else.

I find the Morningstar to be rather durable, considering it's near frigate size. I kept thinking it was just a heavy frigate till I looked at in the overviews and saw it was actually a destroyer. Mimir is god awfully annoying to get off your ass with it's ability to just make 3 decently ranged blinks into your face. My current bushi cruiser is armed with a standard phase skimmer and barely jumps more than the length of the ship itself. Charybdis is fairly weak, but it's a carrier, I don't expect it to take a pounding like the Mimir does.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 05, 2013, 02:50:03 AM
This is really fun, thanks for making it!  It took me a while to find settings that worked for me, but starting in a fairly big system with only two factions then having the others start to show up 2-4 months later seem to be the sweet spot for me.

Thanks Rhoastabotch :) and I agree, it takes a bit of time to find what works best for you.

If I can make an enhancement request, as a fan, I would really like to decide which other factions show up.  --- snip ---

The first post in this thread has details on how to remove factions you don't want to play with/against. See the 'Restricting Certain Included Factions' guide.

--- snip ---
Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8), should you wish to take a gander, Zaphide.
--- snip ---

Thanks! I'll have a look when I get a chance :)

Quote
Regarding OP ships

A few pages back (or maybe quite a few, or maybe somewhere else, I forget :) ) it was discussed having a list of ships per faction that are included in fleets under certain conditions, and that do not appear in stations for sale. Examples would include the Unsung, Vatican IV, Stormcrow etc.

It seems a bit of a shame to have these interesting ships that do not get used, so I would prefer to look for a way to include them even if they are super rare :)

Quote
Regarding cross-faction balance discussion appearing in this thread

I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on August 05, 2013, 03:41:21 AM
Got a release out... I suspect I haven't squished all the bugs out, but I think the main issues with a different economy are now working.  I need to take long hard look at how the bigger fleets get spawned and make some sort of strategic AI; I want to see early-game after declarations of war, lots of small stuff that early players can kill and then scale things up when the players above level 25 or so.  But features like having to pay your crew wages and other things like that are working at this point, so you might want to take a look.  Feel free to use anything you like, of course- I think the economic stuff will be pretty cool when the balance is a little tighter :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Uomoz on August 05, 2013, 04:18:51 AM
Quote
Regarding cross-faction balance discussion appearing in this thread

I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )

I think that some factions are not supposed to win an equal fp-fp battle. Think about it, a fleet of Atlases will never be able to face any opponent. Same thing happens for not militarized factions, like ASP. Not every faction is supposed to be on par with TT or Heg for example.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 05, 2013, 04:50:18 AM
Got a release out... I suspect I haven't squished all the bugs out, but I think the main issues with a different economy are now working.  I need to take long hard look at how the bigger fleets get spawned and make some sort of strategic AI; I want to see early-game after declarations of war, lots of small stuff that early players can kill and then scale things up when the players above level 25 or so.  But features like having to pay your crew wages and other things like that are working at this point, so you might want to take a look.  Feel free to use anything you like, of course- I think the economic stuff will be pretty cool when the balance is a little tighter :)

Very nice! Glad you got it all working :) Yeah the strategic AI is in the back of my mind; it will be much more important when there is multiple systems.

Quote
Regarding cross-faction balance discussion appearing in this thread

I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )

I think that some factions are not supposed to win an equal fp-fp battle. Think about it, a fleet of Atlases will never be able to face any opponent. Same thing happens for not militarized factions, like ASP. Not every faction is supposed to be on par with TT or Heg for example.

True but I do think though there is an general expectation of (approximate) ship to ship balance. The ASP or the Atlas have other things going for them besides their combat ability, so their FP cost is justified not just by their combat potential.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 05, 2013, 05:40:37 AM
So it happened again. Reverse engineered Bushi replication technology (http://scr.hu/0zoz/fprjp) that is.... Station was taken a couple days ago in game time. Some of those fleets are the Out of System roflstomping fleets. Fortunately, my shoving a ton of PoWs onto the Council Loyalists paid off, allied with them and the Relics under the Galactic Coalition. Unfortunately, the pirates couldn't care less and redeclared war like, the next day.


Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8), should you wish to take a gander, Zaphide.

Bushi seems to have forgotten how to use this replication technology though because despite dumping ~6000 men, ~4000 supplies and ~3000 marines, the Bushi stations still couldn't produce large numbers of full size fleets. They still much preferred sending out tiny scouting parties instead. I thought maybe the 700 remaining supplies was the issue, so I dragged another few thousand supplies from other stations, to no effect. Oh well, the Pirates have made good use of that crazy excess of resources.

OK so finally had a look at this, I think what happened (and it wouldn't be super uncommon) is that 3 Out System fleets took over that station, which dumps a LOT of resources in it (kind of a kickstart). So you have those 3 fleets, plus then it will spawn 2 defense fleets, plus 2 attack fleets, plus 2 patrol fleets, plus 1 Station attack fleet. Kind of a lot in a small space but yeah :P

At least you still have your Council allies?  :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: MShadowy on August 05, 2013, 07:10:12 AM
I'm sure it was you who said your ships' armour constituted space-grade tissuepaper armour. If not you, then someone else.

I find the Morningstar to be rather durable, considering it's near frigate size. I kept thinking it was just a heavy frigate till I looked at in the overviews and saw it was actually a destroyer. Mimir is god awfully annoying to get off your ass with it's ability to just make 3 decently ranged blinks into your face. My current bushi cruiser is armed with a standard phase skimmer and barely jumps more than the length of the ship itself. Charybdis is fairly weak, but it's a carrier, I don't expect it to take a pounding like the Mimir does.

I did indeed say that thing about space tissue armor, heh.  I suppose what I should have said was that there was some suggestion (way back on page 30 something) of the faction being overall fairly easy/not very challenging to fight against, which I kinda suspect may mean not very fun to fight either.

Quote
Regarding cross-faction balance discussion appearing in this thread

I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )

I think that some factions are not supposed to win an equal fp-fp battle. Think about it, a fleet of Atlases will never be able to face any opponent. Same thing happens for not militarized factions, like ASP. Not every faction is supposed to be on par with TT or Heg for example.

And this is definitely true.  I suppose I shouldn't worry about it after all.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Infinite Monkeys on August 05, 2013, 02:27:49 PM
How do I find the Omnifactory? I spent like 20 minutes hunting through the map and couldn't find it, so I looked in the campaign file and changed the location of my fleet to the location of the factory (I think) but when I loaded the save I was still in the same place I was when I saved it...

e: Found it, it didn't pick a planet without any other stations for some reason.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 05, 2013, 02:42:42 PM
How do I find the Omnifactory? I spent like 20 minutes hunting through the map and couldn't find it, so I looked in the campaign file and changed the location of my fleet to the location of the factory (I think) but when I loaded the save I was still in the same place I was when I saved it...

Provided you selected it in the system setup options, it will appear on the map as a purplish station (the same color as the Trade Guild fleets).

Quote
Regarding cross-faction balance discussion appearing in this thread

I think Exerelin sets up a pretty good stage for faction vs. faction, and so perhaps differences are more noticeable (and irritating :P )

I think that some factions are not supposed to win an equal fp-fp battle. Think about it, a fleet of Atlases will never be able to face any opponent. Same thing happens for not militarized factions, like ASP. Not every faction is supposed to be on par with TT or Heg for example.

And this is definitely true.  I suppose I shouldn't worry about it after all.

Yeah I wouldn't worry about it :) SHI is well balanced I think.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Infinite Monkeys on August 05, 2013, 03:10:11 PM
Why am I being paid wages? I have loads of credits pretty early on because I keep getting paid wages of like 5000 or something, it feels like I'm cheating.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 05, 2013, 04:35:03 PM
How do I find the Omnifactory? I spent like 20 minutes hunting through the map and couldn't find it, so I looked in the campaign file and changed the location of my fleet to the location of the factory (I think) but when I loaded the save I was still in the same place I was when I saved it...

e: Found it, it didn't pick a planet without any other stations for some reason: http://puu.sh/3UCyq.jpg

The Omnifactory sets up at the first station your faction makes home at. So if you faction makes home at a station called "Hell Terminal", it'll set up in orbit over Hell as well. The storage facility will also make home at Hell. If you lose Hell, though, the Omnifactory and storage facility will not relocate.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Infinite Monkeys on August 05, 2013, 06:43:18 PM
Oh, the OP of the Omnifactory mod page says it picks a random uninhabited planet. Also that puu.sh didn't capture right for some reason, it was meant to be the 3 stations.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 05, 2013, 08:08:55 PM
That's what the Omnifactory does normally, but Zaphide changed that about for Exerelin.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 14, 2013, 04:53:43 AM
DEV Update
I have put together another DEV version with no included factions for those who are interested.
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.59.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_NoFactions_0.59.zip) NOT SAVE COMPATIBLE

Due to some ship name clashes between Avan's Mod and other mods, avoid running it with Tore Up Plenty or Independent Defense Force. I haven't been able to contact Avan to get his OK to support his mod in Exerelin, so Avan if you have an issue with it please let me know :)

Unfortunately there are not a lot of obvious changes (other than the increased faction support). Most of the work was done to prepare some groundwork for multiple systems :)

Development Plans
It is unlikely I'll release another stable version with included factions to replace the current 0.58 version until after StarSector 0.6.
I'll continue to work on development and will release new development versions if things are in a good state :)

Changes
Code
- Added EliteShips list for various factions that contains unbalanced or dreadnaught-style ships
  - Only spawn occasionally as part of a fleet, never delivered

- Added support for Relics (elder+purifer)
- Added support for Directorate (Avan's Mod)
- Added support for Isora (Avan's Mod)
- Added support for Ceredia (Avan's Mod)
- Added support for Independant Mining Faction
- Added support for Scrappers
- Added support for Shadow Order

- Updated Valkyrian supported version
- Updated Shadowyards HI supported version
- Updated Bushi supported version
- Updated Thule Legacy supported version
- Updated Tore Up Plenty supported version

- Renamed Out System Attack Fleet -> Command Fleet
- Command fleets now always defend even at start of game
- Renamed Out System Supply Convoy -> Supply Convoy
- Renamed InSystem Station Attack Fleet -> Boarding Fleet
- Renamed InSystem Supply Convoy -> Resource Convoy

 - Fixed check no rebels already in system when creating more rebels against faction

 - Refactored a lot of code for multiple system support (BIG changes, included a lot of pesky fixes, probably introduced a more bugs) :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on August 14, 2013, 11:55:23 AM
I'm interested in doing a merge; what are the areas I should be looking at to import, so that my project doesn't get completely bit-rotten?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: DarkAlbino on August 14, 2013, 12:29:45 PM
Hey Zaphide, I made Ceredia into a working faction:

Spoiler
(http://img51.imageshack.us/img51/8419/escl.png) (http://imageshack.us/photo/my-images/51/escl.png/)

[close]

It's ready for integration into exerelin, I already play with them. It has a freighter, tanker and a capital seized boardingship.

I also made some portraits:

Spoiler
(http://img29.imageshack.us/img29/543/6jy.png) (http://imageshack.us/photo/my-images/29/6jy.png/)

[close]

I also didn't get an answer from Avan or Wolfy as he's called on Transcendence forum http://forums.kronosaur.com/
He's active there but no answer.
What you think?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on August 14, 2013, 02:10:48 PM
Avan ain't here anymore, hes left the forum, that might explain why he doesn't reply to anything here. :I
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 14, 2013, 02:50:01 PM
Hey Zaphide, I made Ceredia into a working faction:

Spoiler
(http://img51.imageshack.us/img51/8419/escl.png) (http://imageshack.us/photo/my-images/51/escl.png/)

[close]

It's ready for integration into exerelin, I already play with them. It has a freighter, tanker and a capital seized boardingship.

I also made some portraits:

Spoiler
(http://img29.imageshack.us/img29/543/6jy.png) (http://imageshack.us/photo/my-images/29/6jy.png/)

[close]

I also didn't get an answer from Avan or Wolfy as he's called on Transcendence forum http://forums.kronosaur.com/
He's active there but no answer.
What you think?

 --- Reply moved to Avan's thread ---
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 14, 2013, 02:55:52 PM
I'm interested in doing a merge; what are the areas I should be looking at to import, so that my project doesn't get completely bit-rotten?

Haha most of it :P

You can see the diffs on the BitBucket project.

A lot of changes were done in the various Manager classes, and the SpawnPoint classes all got changes too. I also added a couple of new classes.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on August 14, 2013, 09:56:37 PM
Hrmm.

Well, I hate to have to re-write everything I've added, but I need to have reasonable future-proofing, so I'll have to see what can be done.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 14, 2013, 10:51:59 PM
You could branch/fork the BitBucket project, and then you could pull changes and have Git handle the merges?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on August 16, 2013, 01:36:53 AM
Just a quick note:

I will be out of town for a couple of weeks and may not be checking in much. I know there is an issue around loading/starting different games in a row under certain conditions in Dev 0.59, which you should be able to work around by just quitting and loading StarSector (it'll crash anyway).

Anyways, I may not be able to respond very quickly until I get back :)

Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: OrangeLazarus on August 16, 2013, 08:50:43 AM
So how exactly do I capture another station?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: SirPeter on August 17, 2013, 05:44:28 AM
Awesome game and awesome mod!

Would like to beable to capture a station also.

And is there a way to let my faction increase its spawning of fleets? I mean I kill most of the enemy fleets near the station and hoping that my faction will spawn an invasion fleet. However usually I see the enemy faction spawn a huge new defensive fleet and I need to start all over again.

Maybe related but if I give my station loads of materials and fuel will it spawn fleets faster? Or whats the trigger? Trigger seems to be when the faction is in trouble.   
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: DragonV2 on August 18, 2013, 03:29:22 AM
just logged in to say i noticed a planet name i was very surprised and glad to see: Tyrian

all we need now is microcorp trying to take over the sector... and the carrot ship
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: restore on August 21, 2013, 08:47:33 PM
Id like to ask, is there everything right with thule ships? I have got a problem with them, and i need to find out, if its on my side...
I got a Berghast ship. In some battle (not the first one) i saw a wierd explosion particle through whole screen and after that it started. When i shoot, a purple particles are generated in middle of the ship where no turret is. They got 0 speed and are generated in great numbers. They can be also thrown away with special ship power(with good aim, it can oneshot almost everything :D ). After some time, if theres many of them, some interface disappear or other particles get missing.
Btw, dps on meteor gun is right? It looks more like max range of some variable with 10 digits...
I can provide some screenshots if needed.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on August 21, 2013, 09:23:29 PM
The DPS on the Thule Meteor is incorrect. A Tungsten (the ship that carries a Meteor into battle) only ever has one shot. DPS is irrelevant. Some Thule ships have a Heimdahl Pulsator or a Heimdahl Generator, which upon activation will explode, sending out a wave of purple energy, damaging ships and blasting away unshielded ships. The Pulsator is equipped on destroyers and other such small ships and can be set off in quick succession, making for a series of loud pops in the process. The Generator is fitted to the Thule battleship, the Herzog. It takes considerably longer to spool up for a discharge, but the effect is more pronounced. Both systems also have a very distinct sound, the full sound can be heard on the Herzog. (Several alarms followed by a sound of building power before the system discharges)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: EvilWaffleThing on August 22, 2013, 05:17:37 AM
I'd like to see some features from fleet control in this. Such as the ability to construct a station yourself and produce the various fleets (mining, defense, station assault, etc.) at it. Might give you the option of joining the game independently as the player faction instead of with one of the various factions.
Being able to capture stations by yourself would be awesome as well or at the very least the option to initiate a station assault.
Great mod by the way. I love the challenge of not being able to instantly get any ship you want.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: LostInTheWired on August 22, 2013, 11:13:17 AM
Man, it's been such a long time since I posted.  Been crazy lately.

Was finally able to download your git version and able to start on those diplomacy/station inventory changes I talked about frickin' months ago.  It will definitely be nice to be able to purchase weapons/ships from your allies.  It honestly looks easier than I first anticipated, so we'll see how it goes!  It's definitely good to see how well your mod is going, Zap.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: silentstormpt on August 22, 2013, 07:45:40 PM
Theres alot of work that its pretty damn useful for the economy mod being worked, check if theres anything you may need from here:
https://bitbucket.org/silentstormpt/starsector-utility-mods/

Specially the FactionEntity and PlanetEntity
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Ronald Klein on August 25, 2013, 10:00:56 AM

 I keep getting a fatal: null error everytime I try and fight anything. I'm only using exerelin and lazylib. Makes the game completely unplayable. Any thoughts?

 
Spoiler
223866 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.ooOO.o00000(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.campaign.A.String.while$super(Unknown Source)
   at com.fs.starfarer.A.ÖÖ?000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: sirboomalot on August 25, 2013, 06:32:55 PM
Its the out'a memory bug, basically a bug in the vanilla game that becomes more frequent the more stuff you have going on in the game. The bug was never seen in the vanilla game, with only 3-4 factions to worry about, but with large mods such as this one that add a dozen or so more, the bug can show its face quite often. The usual solution is to save your game often and close and re-open the game if you've been playing a while, but if it is happening every battle that probably won't solve much. People have had some success in fixing or postponing the bug by opening the vmparams file with notepad and changing the numbers around a bit on the part that says -Xms512m -Xmx1024m, either by lowering both numbers or raising them a bit, and usually making them the same. There is a thread somewhere telling about this but I'm not sure where to find it at the moment; it basically changes how much memory the game is aloud to use.

The creator of starsector is aware of the bug and has fixed it for the next version.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Ronald Klein on August 26, 2013, 05:05:22 AM

  Ok got it sirboomalot.Thanks for the info!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 01, 2013, 01:37:38 PM
Sorry for the late replies all! I have been away for a couple of weeks.

So how exactly do I capture another station?

You can't (yet). Your faction will automatically capture stations with certain fleets.

--- snip ---
And is there a way to let my faction increase its spawning of fleets? I mean I kill most of the enemy fleets near the station and hoping that my faction will spawn an invasion fleet. However usually I see the enemy faction spawn a huge new defensive fleet and I need to start all over again.

Maybe related but if I give my station loads of materials and fuel will it spawn fleets faster? Or whats the trigger? Trigger seems to be when the faction is in trouble.   

If you give your station fuel/supplies/regular crew they will spawn bigger fleets, more often. The trigger is a time delay, and once the time delay is met the station must have sufficient resources to spawn a fleet. The fleet sizes are adjusted to how many resources are available.

I'd like to see some features from fleet control in this. Such as the ability to construct a station yourself and produce the various fleets (mining, defense, station assault, etc.) at it. Might give you the option of joining the game independently as the player faction instead of with one of the various factions.
Being able to capture stations by yourself would be awesome as well or at the very least the option to initiate a station assault.
Great mod by the way. I love the challenge of not being able to instantly get any ship you want.

The fleet control mod probably more contains more micro-management than I would like this mod to have, but it will certainly have more options for the player to direct their faction. At the moment it is somewhat limited in what can be achieved via modding without resorting to fairly roundabout coding :)

Yeah allowing the player's fleet to act as a station capture fleet is on my things to do :)

Man, it's been such a long time since I posted.  Been crazy lately.

Was finally able to download your git version and able to start on those diplomacy/station inventory changes I talked about frickin' months ago.  It will definitely be nice to be able to purchase weapons/ships from your allies.  It honestly looks easier than I first anticipated, so we'll see how it goes!  It's definitely good to see how well your mod is going, Zap.

Sounds good :) The FactionsRemoved branch has the latest code (v0.59_DEV). The Master branch is still at v0.58. If you do wish to contribute any changes please let me know and I'll add you to the BitBucket project. I would prefer to manage things via Git rather than doing manual code merges all over the place  :P


  Ok got it sirboomalot.Thanks for the info!

Thanks sirboomalot, and glad you got it working Criticopulus  :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Lopunny Zen on September 02, 2013, 04:12:34 PM
can Nihil get balanced please...they are too strong...hell even their fighters shoot to far/ are too fast and do too much damage....you cant shoot at a target that goes that fast....and all their ships are overpowered and weapons are too perfectly placed...it gets annoying to play a game where one team is infinitely better...even worse they almost always win the auto matches without losing a single ship..just getting bigger..i hate that team...it has no fair play or weaknesses
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 02, 2013, 04:18:46 PM
Say that to the mod author, Zaphide isn't the modder for Nihil, and if i remember correctly, they weren't tagged as balanced to begin with, much like council, which ain't tagged either (i think)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on September 02, 2013, 04:43:40 PM
Lopunny, you sure do complain a lot of the factions.  :-\


The "Anti" wings (which I think were meant to be called Anti Fighter but the Fighter part is just a designation, not a name, so they're just called Antis) are incredibly fast, yes, but are also incredibly weak. Fast reacting PD weapons (burst PD) will kill them, while weapons like Dual Flak will easily knock out their engines and send them spiralling away at incredible speed.

Larger Nihil ships are painfully slow. That dreadnaught, despite it's size and the capabilities of it's weapons, is little more than a punch bag. That thing must creep along at like 10SU/s. If it's in range, it's because you LET it get in range. Pretty much any capital ship should be able to move out of it's way and if a capital ship can do it, so can anything smaller.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Lopunny Zen on September 02, 2013, 07:06:16 PM
I complain alot because if i dont noone does...shouldnt they be balanced then...this is a collab after all and one should abide by the rules...(there better be ground rules) i mean what your saying is they can pump their ego by making their team better then the others...seems like a childish approuch...if the mods imbalanced..then dont put it in collabs like these..and yes i complain alot because when im nice noone listens to me which is always...i love this game and this mod...id hate to see it spoiled by imba teams for no reason. I bet anti stands for Anti Everthing...because frigates...which should be missles and FIGHTER counter cant hit them...the creator doesnt relize there are teams like to lotus that CANT equip those burst PD things...so its impossible...and the big guy is a problem...his flux is so freakin high and computers are stupid so naturally they get close and die...and i cant flux it on my own v.v
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: sirboomalot on September 02, 2013, 07:45:04 PM
Lopunny, this mod is a compilation, not a collab. The factions in this mod were not made specifically for this mod, they were not balanced specifically for this mod, and a few of them weren't meant to be balanced at all. There were not any ground rules for mods being balanced in this mod, because those factions were made before this mod even existed. The creator of this mod decided to add in the mods that might not be very balanced, knowing that they weren't quite perfectly balanced, because he knew that some people wouldn't mind that those factions were slightly more of a challenge, and because he had added an option to disable those factions for the people who did mind. The creators of the factions which are overpowered did not create those factions to boost their ego, they created those factions for the people who find the balanced factions too easy to beat.

This mod is not spoiled by unbalanced teams, because each and every person playing the mod has the ability to disable the teams that they think are unbalanced. The factions you choose to play with or as basically determines the difficulty of the game with this mod. To play on uber hard, play as the pirates or ASP, to play on easy, play as the council. To play on medium, you might play as the blackrock or shadowyards, and disable the council or nihil faction. How hard the game is is entirely up to you.

Please stop playing on hard and then complaining about the difficulty level, when the creator has given you ways to change that difficulty level.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Borgoid on September 02, 2013, 08:12:46 PM
Not only does blame not rest on the mod pack itself but.. Regarding Nihil's actual balance:

Their ships while having reasonably good weapon positioning are actually fairly poor in terms of flux dissipation/capacity, they have average high tech shields but are made of paper similar to the Tri-T ship design so I don't see what the issue is there.

The real issue has nothing to do with the faction, the ships, or even the fighters - Which by the way get shredded by even a single burst PD laser - It's entirely down to the weapons which are too efficient in terms of flux->damage ratio and range... but they're weapons.
The solution is to either fight fire with fire and load up any energy ship with Antimatter Throwers or Void Drivers and simply burn them down or if you're after a different approach bias your ships towards Kinetic loadouts, my personal suggestion is kinetic weapons such as the HVPC from Thule, the Railgun or Light Needler ( Or any of their larger equivalents ) from vanilla combined with any high explosive missile....  Or Bulwark missiles since Nihil armor is so flimsy on the smaller ships and the dps on Bulwarks is extremely high on raw hull.

Regarding the Irritum dreadnought: It has a frontal shield and basically can't turn, stay behind it and either burn its rear armor down or EMP it once it lowers its shields, I'd suggest any generic energy weapon that generates hard flux no matter how inefficient it is since the rear defense on the Irritum is poor at best and it has quite a lot of hull so ammo might be an issue with a Ballistic weapon.

Nihil are FAR from unbeatable, especially in THIS modpack, Blackrock basically hardcounters the entire Nihil fleet with high mobility and alpha strike damage when played properly.

Edit: if you'd like I can record a video of a Thule capital ship cutting down frigates, fighters, destroyers and Cruisers solo :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Lopunny Zen on September 02, 2013, 08:54:26 PM
yes but thule are based on carefully placed guns en-mase of course they can d it...sadly no shields
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Borgoid on September 02, 2013, 09:04:03 PM
yes but thule are based on carefully placed guns en-mase of course they can d it...sadly no shields

I fail to see how " No shields" is a valid criticism since it's clearly not getting in the way of dealing with the Nihil.

Then what's your problem? I could probably do it with a Paragon, Auria, Centaur, Banshee, could definitely do it with a Conquest, any of the Hawk ships, an Intrepid would have no issues, a Mimir would run circles around them, a well played Odyssey... a Vanquish could probably do it too. And that's not even mentioning any of the Vatican capitals.

A well played Eagle, Lathe, Nevermore, Raven, or any of the Council and a good chunk of the Valk cruisers could do it, Goat's typically do pretty well as well if outfitted with something that can generate hard flux in the large slot.

Edit: Oh I forgot Komodo destroyers, Rive, Medusa... the Sunder is pretty good as well at Nihil in general. All of those punch well above their weight when it comes to Nihil when played properly.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on September 03, 2013, 12:11:14 AM
I complain alot because if i dont noone does...shouldnt they be balanced then...this is a collab after all and one should abide by the rules...

There are no rules.
Zaphide built Exerelin with the intention of taking factions that he liked and putting them in the playground all together. This is not Uz's Corvus. It is not vanilla balanced, nor does it strive to be.

I bet anti stands for Anti Everthing...because frigates...which should be missles and FIGHTER counter cant hit them...
Already mentioned that Anti wings have the durability of tissue paper.

the creator doesnt relize there are teams like to lotus that CANT equip those burst PD things
And what you don't realise is that the Lotus Conglomerate is not made to equip energy weapons. Can't equip Burst PD? Load up on Flak. Fight the Thule Legacy and make use of their Bulwark SRMs. Fill out your small slots with revolver autocannons because those are HE damage and will rip through Antis.

and the big guy is a problem...his flux is so freakin high and computers are stupid so naturally they get close and die...and i cant flux it on my own v.v
The "big guy" is even less maneuverable than the Vaticans. As I said, if you're letting that thing pummel you, it's entirely your own fault for wandering into it's path. It's incredibly easy to flank and with 1000+ range guns and with range upgrades, you can whale on it's shields from well outside of it's own ranges.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Lopunny Zen on September 03, 2013, 04:27:48 PM
its not me getting pumbled its my allies...and because the things stats are too high all the auto resolved battle from other fleets against it always lose...because they dont hardly take things like their weakness into account with fleets like this
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: DarkAlbino on September 04, 2013, 12:25:02 PM
Suggestion:

Why not tag some of the habitable planets as having population and "mine" them for crew?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: angrytigerp on September 04, 2013, 01:06:07 PM
I feel like Council is a bit unbalanced. Yes, I saw:
Zaphide built Exerelin with the intention of taking factions that he liked and putting them in the playground all together. This is not Uz's Corvus. It is not vanilla balanced, nor does it strive to be.

but still, I chose Council because I liked the design of their ships, both sub-, trans-, and true capitals, but I'm finding a fleet of myself in a Hawk II and 4 Spartakans can easily wreck almost anything. This is especially since I have my skills set so that my shields are pretty much impenetrable. 4 Void Beams plus 2 Autoblasters plus Medium CEPCs (with Augmented Magazines to increase the latter twos' burst DPS) and I can pretty much go face-to-face with pretty much anything, up to and including ramming them with my shields to generate flux to boost my weapons' damage because my ship is expelling it faster than my weapons and the enemies' fire generates.

The one weakness I have is getting swarmed, but usually the only ships that are fast enough to do that (augmented engines and manuevering, both from hullmods and skills) also explode within seconds of me targeting them. The only guys I kind of find tricky to fight are Tri-Tachyon because of all the phase cloaking and teleporting, makes it hard to draw a bead... except I outrun almost anything except frigates.

As a side note, are skills really this broken in Vanilla? That would solve half of my gripes. I never played Vanilla after the skills update came out, so I don't know if it's normal for you to just have a ship that can outrun anything while putting out as much DPS as two battleships combined.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on September 04, 2013, 01:47:24 PM
Yes, it's quite normal. Once you have a fair few of the combat skills (75 0-flux bonuses up to 25% max flux, high velocity ammo for those slow moving shots like Hellbores, super fast venting, passive shield dissipation), just about the only ships that don't turn into killing machines are the freighters. Any battleship that is respectable in it's vanilla form, after hull upgrades, skills and perks will find itself being able to cruise through 3rd and 4th level fleets with some ease. The Antediluvians can counter this playstyle pretty hard though, thanks mainly to their fighters which come in wings of 4 and do NOT die to PD simply looking in their general direction. Having 4-5 wings of those things pewing away at your shields will drive even Neutrino shields up pretty fast and especially in the case of the exposed Neutrino ships, all that pepper fire will disable weapons and engines all over the place. Then the meatier Antediluvian ships catch up with their Solon guns and torpedoes and you find yourself dead pretty quick.


The Council Loyalists are known for being a spot above the rest, with 0.4-0.6 shields across the board and deceptively powerful weapons like the triple blasters, gladiator beams or the built-in weapons of the Defender, Alliance or Venator. All of which have the combined DPS of a light cruiser channeled into two mounted guns at their fronts. Even the Defender puts out about 1000 DPS on paper. Then add the RoF perk in there, damage skills and the skill that allows you to punch through armour faster and yeah.... That dinky frigate with Unstable Injectors can and will solo 4th level fleets. Davidoff is very freaking aware of it because there has been more than enough QQ about it. Ships like the Defender are being toned down for the next version of the Loyalists.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 05, 2013, 02:04:47 AM
its not me getting pumbled its my allies...and because the things stats are too high all the auto resolved battle from other fleets against it always lose...because they dont hardly take things like their weakness into account with fleets like this

Lopunny, I appreciate the feedback but as others have said it is quite easy to remove factions you do not like. In fact, you could download the NoFactions version and then download whichever supported faction mods you like and build your own faction list like that :) You just have to run the mods at the same time and Exerelin will detect the other mod(s) and allow you to use the factions.

Personally I have no issues with the OP'ness or UP'ness of certain factions; it doesn't detract from the experience for me, therefore I will not be removing/adjusting them.

The auto-resolve issues unfortunately impact more than just the Nihil. Alex has mentioned there will be a customizable auto-resolve plugin for StarSector 0.6, with which I will be able to tweak the results to give a more balanced outcome. In my mind this is the main issue, and I would fix it if I could.

Suggestion:

Why not tag some of the habitable planets as having population and "mine" them for crew?

Haha :P Well, I was thinking of recruitment fleets that go from stations to habitable planets to pick up recruits, dropping them back to stations thus turning them into marines/crew that way. Or maybe planets can be conquered by factions, and once conquered send out crew/marine supply fleets to friendly stations. Similar thing I guess.

--- snip ---
As a side note, are skills really this broken in Vanilla? That would solve half of my gripes. I never played Vanilla after the skills update came out, so I don't know if it's normal for you to just have a ship that can outrun anything while putting out as much DPS as two battleships combined.

Yeah the skills seem to make existing imbalances even worse :(

--- snip ---
All of which have the combined DPS of a light cruiser channeled into two mounted guns at their fronts. Even the Defender puts out about 1000 DPS on paper. Then add the RoF perk in there, damage skills and the skill that allows you to punch through armour faster and yeah....
--- snip ---

Yeah their weapons are slightly too powerful. Still, they are great fun to play against, and the designs are too good to just leave out :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Axiom on September 05, 2013, 11:25:46 AM
Easy remedy to playing an OP faction- Play Tri-Tachyon or Hegemony. The AI is incapable of truly abusing the broken-ness of a few of the factions, so it should be more challenging but not impossible. For additional challenge make sure your playing on "Player takes 100% damage"
in settings, and skill up your leadership skills or non pilot specific skills instead of those broken combat (or even more broken imho) tech skills.

If you do all of that, Fleet composition, weapons load out, Tactical awareness, and raw skill all count for a LOT more.

As to AI fleets getting pummeled- yeah, that sucks and there is nothing you can really do about it. The best way of dealing with it is to ensure your faction has the economy to rebuild faster and better then your enemy and/or  fly in and pick off half the enemy fleet just before they fight.

But that kind of comes back to "Tactical awareness and raw skill" right?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Borgoid on September 05, 2013, 11:16:45 PM
If you're after more challenge you might also consider not using any of the Nihil weapons or the Council Autoblasters as the break some of the basic mechanical "Rules" in that in the case of Nihil they're far too efficient in terms of Flux and OP->Damage -along with high range- and in the case of Autoblasters they're better than 1-1 hard flux generating energy weapons..... Compare them to the Heavy Blaster, Pulse Laser, Mining Blaster... Gedune Repeater, the built-in Scorpion, Photon Cannon... Well you get the idea.

Oh you might want to Avoid Light(And Medium if you can EVER find one) Blasters too from Council as they too are better than 1-1 hard flux generators but that's a bit more questionable as they're small with short(ish) range.

The Council ships are definitely powerful in terms of raw stats and design but they're MUCH harder to play with limited weaponry, you might also want to turn off the Omnifactory if you're the kind of person who's okay with terrible drop rates :P

Alternatively as suggested simply don't play AS the Council, you'll have to work MUCH harder to obtain their ships -especially without the omnifactory- and that in itself feels pretty damn rewarding
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: MrDavidoff on September 06, 2013, 06:38:37 AM
Loyalists. Pls. Loyalists. Council Loyalists.
 ::) :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 06, 2013, 06:41:30 AM
or Hegemony_Core ::)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: MrDavidoff on September 06, 2013, 08:05:48 AM
or Hegemony_Core ::)

Noone knows that, unles they dig inside the mods files :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 06, 2013, 11:41:13 AM
Anyway, is the insurrection bug with Valkyrians fixed in the next update Zaphide? because i haven't captured my 4th station yet and i've already had 2 insurrections and accidents in stations. :-\
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 06, 2013, 03:16:25 PM
Loyalists. Pls. Loyalists. Council Loyalists.
 ::) :D

haha coincidence? https://bitbucket.org/Zaphide/exerelin/commits/2fc007e5fec3930d821f7d8f64c8ae2b1ad2b9cc (https://bitbucket.org/Zaphide/exerelin/commits/2fc007e5fec3930d821f7d8f64c8ae2b1ad2b9cc) :) (I did this just before your post!)

Still, I think people will still call them council over loyalists  :-\ we'll see

Anyway, is the insurrection bug with Valkyrians fixed in the next update Zaphide? because i haven't captured my 4th station yet and i've already had 2 insurrections and accidents in stations. :-\

Hmmm there is nothing specific that singles out and punishes the Valkyrians :P but maybe I need to dial down the chance of random events?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 06, 2013, 06:08:40 PM
well, there is totally something odd, because i played with interstellar federation to level 50, i didn't get a SINGLE insurrection, and then played with valks and i haven't captured my first 3 stations yet and boom double  insurrection and i lost.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Borgoid on September 07, 2013, 12:40:35 AM
I'll start calling them Loyalists the second that the visible names imply that they're called Loyalists :P

Frankly the insurrections aren't so bad... it's when the new factions entering the system declare war on you... every time... with three out-system fleets each... six times in a row... and you're playing Nomad with one station and your fleet consists of a Komodo.

Poor luck really... By the way is it possible for the out-system fleets bugger the hell off once they capture a station? As is they just float around being dicks until you yourself have something large enough to kill them which usually involves a Valk or Council(Muhaha) super-cruiser. The system doesn't seem to be able to handle them at all because of the nature of auto resolve fights, those fleets never get worn down.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: MrDavidoff on September 07, 2013, 10:25:12 AM
I'll start calling them Loyalists the second that the visible names imply that they're called Loyalists :P

Council Loyalists  :P (not just Bond.. James Bond  :D)

And yay..

haha coincidence? https://bitbucket.org/Zaphide/exerelin/commits/2fc007e5fec3930d821f7d8f64c8ae2b1ad2b9cc (https://bitbucket.org/Zaphide/exerelin/commits/2fc007e5fec3930d821f7d8f64c8ae2b1ad2b9cc) :) (I did this just before your post!)

So.. in a way, double yay :D


Still, I think people will still call them council over loyalists  :-\ we'll see

Well, I guess then I will have to win a million in a lottery, buy lots of bean cans, chat with alex on his idea of lore(how stuff looked like before the
eletricity went off gates went down..) and make Remnant into full faction and actually make a true Council faction (which will be OP OP  ;) )

Edit - for if the Sarcasm was not obvious  :P Ive put up a sarcasm sign.
Spoiler
(http://www.downloadcheapapp.com/appimg/37638/sarcasm-sign-for-iphone-screenshot-1.jpg)
[close]
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 07, 2013, 10:40:04 AM
They will be so overpowered, that overpowered factions will be balanced in compare. ::)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 08, 2013, 02:39:45 AM
v0.59 DEV Update 2
Now available for those that are interested. Like the previous DEV, this version of Exerelin does not include any modded factions. You can download the supported modded factions (including all those included with v0.58) and run those mods concurrently with Exerelin to include those factions in your Exerelin gameplay. This does have the added bonus of being able to use the most up-to-date versions of those mods.

Download: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_DEV_NoFactions_v0.59.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_DEV_NoFactions_v0.59.zip)

Main New Features
Changes to the station boarding mechanics. Marines now slug it out dice rolling for station ownership. Player fleets can conquer stations if they have the correct composition. Early support for Erick Doe's Zorg (http://fractalsoftworks.com/forum/index.php?topic=6522.0) and DarkAlbino's Qualljom Society (http://fractalsoftworks.com/forum/index.php?topic=6537.0) Work-In-Progress factions. As these factions are WIP I'm sure their authors would welcome any constructive feedback :)

Previous DEV changes are here (http://fractalsoftworks.com/forum/index.php?topic=6053.msg106311#msg106311) (also listed below if interested). Note the previous DEV added support for the following faction mods:
Avan's Ceredia, Isora and Directorate (http://fractalsoftworks.com/forum/index.php?topic=977.0) factions (NOTE: There are compatability issues between Avan's mod and the Tore Up Plenty and Interstellar Federation mods)
Verrius's  Shadow Order  (http://fractalsoftworks.com/forum/index.php?topic=3710.0)
Verrius's  Scrappers  (http://fractalsoftworks.com/forum/index.php?topic=1344.0)
TheCounter's  Independant Mining Faction  (http://fractalsoftworks.com/forum/index.php?topic=2673.0)
Erick Doe's Tore Up Plenty (http://fractalsoftworks.com/forum/index.php?topic=5762.0) start ship options

I suggest you don't try to include all the supported faction mods at once, but it is good to mix and match :)

If you do test out this version, please let me know if any issues you find :) Happy playing!

Mod Development
As before, it is unlikely I will release a stable included factions version before StarSector 0.6 rolls around. I will release further DEV versions if things are proceeding well. You can view what I'm working on  here (https://bitbucket.org/Zaphide/exerelin/issues?status=new&status=open). As always, if you would like to contribute to development please let me know :)

Changes
Code
v0.59 (DEV2)
 - Player can now take over stations (requires at least one superfreighter, one troop transport and minimum 3 ships total in fleet)
   - Hover fleet over station for one day to initiate boarding
 - Boarding fleets now use marines to fight defending marines
   - If attacking fleet loses all marines damage is taken by the attacking fleet
   - If defending station loses all marines station is taken over and the attacking fleet loses it's superfreighter and transport
 - AI controlled Boarding fleets now defend stations they take over
 - Player now starts with a boarding-capable fleet
   - Player faction does not start with a command fleet
   - Player must capture first station for their faction
 - Stations being boarded (within last 3 days) do not spawn fleets or generate resources
 - Station efficiency value increases amount of dropped off mined resources from mining fleets (if in bonus state)
 - Added elite fleets to factions that didn't have them specified
 - Added support for Zorg faction
 - Added support for Qualljom Society faction
 - Renamed Council -> Council Loyalists (Sorry MrDavidoff :) )
 - Amended fleet compositions for Pirates
 - Added additional ships and start ship to Isora faction

 - Changed color of abandoned faction so stations are visible on map at start
 - Changed faction respawn time to be time BETWEEN faction respawns rather than time till the first respawn and then every month afterwards
 - Changed number of attack/defense fleets to 1 per station
 - Changed patrol fleets to now attack/defend if their home station is threatened
   - Otherwise, they can attack/defend/raid
   - In peace they patrol

 - Fixed issue where portraits were not selectable on new game
 - Fixed issue starting a new game throwing a OutOfRange during system lookup on the detected sector change
 - Fixed neutrino support issue

 - Renamed Resource Convoys -> Logistics Convoys
 - A few performance improvements
 - Increased minimum wait time between system events

v0.59 (DEV1)
- Added EliteShips list for various factions that contains unbalanced or dreadnaught-style ships
  - Only spawn occasionally as part of a fleet, never delivered

- Fixed support for Relics (elder+purifer)
- Added support for Directorate (Avan's Mod)
- Added support for Isora (Avan's Mod)
- Added support for Ceredia (Avan's Mod)
- Added support for Independant Mining Faction
- Added support for Scrappers
- Added support for Shadow Order

- Updated Valkyrian supported version
- Updated Shadowyards HI supported version
- Updated Bushi supported version
- Updated Thule Legacy supported version
- Updated Tore Up Plenty supported version

- Renamed Out System Attack Fleet -> Command Fleet
- Command fleets now always defend even at start of game
- Renamed Out System Supply Convoy -> Supply Convoy
- Renamed InSystem Station Attack Fleet -> Boarding Fleet
- Renamed InSystem Supply Convoy -> Resource Convoy

 - Fixed check no rebels already in system when creating more rebels against faction
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Erick Doe on September 08, 2013, 05:07:01 AM
I love that you can now capture stations yourself!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 08, 2013, 05:19:37 AM
I love that you can now capture stations yourself!

Yeah it is slowly getting there :)

Next thing I am working on is a skill tree for improving and leading your faction to victory, and a skill tree for improving your fleets mining/boarding capabilities.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 08, 2013, 05:37:03 AM
Quick change (sorry to those who have already downloaded):
I missed a couple of variants for Zorg ships.

I have updated the DEV_v0.59 download (same link).
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: sirboomalot on September 08, 2013, 05:40:15 AM
Just downloaded the new dev version and disregarded all warnings and recommendations by launching it with all the available mods but tore up plenty, and I seem to have encountered my first bug: asp and relic fleets are pursuing each other, overlapping each other, and seemingly pretending to fight, without anything actually happening to the fleets. There are about four overlapping fleets of medium size sitting in the exact same space "pursuing" each other whilst absolutely zero explosions happen whatsoever, and every now and then a fleet will temporarily break off only to immediately dive back into the pile of fleets.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 08, 2013, 05:50:43 AM
Just downloaded the new dev version and disregarded all warnings and recommendations by launching it with all the available mods but tore up plenty, and I seem to have encountered my first bug: asp and relic fleets are pursuing each other, overlapping each other, and seemingly pretending to fight, without anything actually happening to the fleets. There are about four overlapping fleets of medium size sitting in the exact same space "pursuing" each other whilst absolutely zero explosions happen whatsoever, and every now and then a fleet will temporarily break off only to immediately dive back into the pile of fleets.

Thanks I'll check it out :)

EDIT: Ah OK I see the problem. Maybe avoid the Relics until I can get a fix together :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 08, 2013, 06:34:29 AM
with the dev version, the option to select how many planets/stations/ belts and stuff is gone, you also cannot select what faction you want to play, i suspect this is intended?

also, it doesn't work, because it spawns 3 stations on a game start, but 4 factions are spawned (with yours included) so 1 faction will wander around forever looking for a station.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Erick Doe on September 08, 2013, 06:59:36 AM
with the dev version, the option to select how many planets/stations/ belts and stuff is gone, you also cannot select what faction you want to play, i suspect this is intended?

also, it doesn't work, because it spawns 3 stations on a game start, but 4 factions are spawned (with yours included) so 1 faction will wander around forever looking for a station.

I do not have this issue. I can select those options just fine.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 08, 2013, 07:44:19 AM
Then i must have screwed something up :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 08, 2013, 02:36:04 PM
with the dev version, the option to select how many planets/stations/ belts and stuff is gone, you also cannot select what faction you want to play, i suspect this is intended?

also, it doesn't work, because it spawns 3 stations on a game start, but 4 factions are spawned (with yours included) so 1 faction will wander around forever looking for a station.

Hmmm it sounds like you might be playing with a mod that overrides the character creation stuff. Those are the default options.

Exerelin (although not a Total Conversion) will not play-nice with any mod that overrides the character creation options.

Which mods are you playing with?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 08, 2013, 06:36:43 PM
all of em! =D il remove em and try again.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 09, 2013, 01:13:53 AM
Hi there,

I'm running the last StarSector 54.1a release Linux version. I'm using Linux Lubuntu on a laptop and the vanilla game runs great.

I wanted to play again after several months away from Starsector, and try some mods. So, i D/L the LazyLib and unzip it to my /mods folder, and do the same with Exerelin. I have nothing more installed,

Then, i selected both mods from the game's mods menu.

And it crashed.

Quote
java.lang.RuntimeException: Error loading [graphics/portraits/Nihil.png] resource, not found in [/home/tchey/Jeux/starsector/./mods/Exerelin,/home/tchey/Jeux/starsector/./mods/LazyLib,../starfarer.res/res,CLASSPATH]

It also crashed with Vacuum / Exerelin Alpha 1 (Total Conversion) and -Tore Up Plenty- with similar errors (cannot load a ressource).
I didn't try any other mods so far.

Any advise ?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 09, 2013, 01:58:47 AM
Hi there,

I'm running the last StarSector 54.1a release Linux version. I'm using Linux Lubuntu on a laptop and the vanilla game runs great.

I wanted to play again after several months away from Starsector, and try some mods. So, i D/L the LazyLib and unzip it to my /mods folder, and do the same with Exerelin. I have nothing more installed,

Then, i selected both mods from the game's mods menu.

And it crashed.

Quote
java.lang.RuntimeException: Error loading [graphics/portraits/Nihil.png] resource, not found in [/home/tchey/Jeux/starsector/./mods/Exerelin,/home/tchey/Jeux/starsector/./mods/LazyLib,../starfarer.res/res,CLASSPATH]

It also crashed with Vacuum / Exerelin Alpha 1 (Total Conversion) and -Tore Up Plenty- with similar errors (cannot load a ressource).
I didn't try any other mods so far.

Any advise ?

Hi Tchey,

Linux is case sensitive and the file it is asking for, although it is there, has slightly different case.

For the Exerelin error, check https://bitbucket.org/Zaphide/exerelin/issue/19/lowercase-png-file-extension (https://bitbucket.org/Zaphide/exerelin/issue/19/lowercase-png-file-extension).

You can either rename the file appropriately, or reset the calling code (for Exerelin, in nihil.faction I think).

Hopefully that fixes it :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 09, 2013, 02:20:21 AM
I almost forgot, if the player boards a station, all his cargo is removed, all elite screw and veteran crew and marines is removed and he is given 50% regular crew and 50% fuel and supplies (starting supplies)

is this intentional? (rolling 0.59 DEV)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 09, 2013, 02:27:36 AM
It was about being case sentitive, and now i can play mods. Thank you.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 09, 2013, 03:14:52 AM
It was about being case sentitive, and now i can play mods. Thank you.

Great :)

I almost forgot, if the player boards a station, all his cargo is removed, all elite screw and veteran crew and marines is removed and he is given 50% regular crew and 50% fuel and supplies (starting supplies)

is this intentional? (rolling 0.59 DEV)

I haven't quite decided yet. That's just placeholder values for the time being.

I expect that your fleet will lose some supplies (enough so that you are not accident prone after the superfreighter disappears), some crew and most of the marines (someone needs to crew the station).

I will make it remove lower level crew first, so as not to punish those battle-worn elite crew with desk duty :D

Did you end up working out what was causing the no-options-at-start issue?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 09, 2013, 03:26:45 AM
Yeah, Valks had a character creation plugin that i use to "make things easier" included with them. ;D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Garmine on September 09, 2013, 10:30:37 AM
Hi!

I'm using the latest stable version (i.e. v0.58) + LazyLib only and my faction managed to take over it's own station! (It seems to me that we're so good that the only match for us are ourselves. ;D)
Also, it caused a NumberFormatException.

Here's the interesting part:

Spoiler
InterstellarFederation Gunsa Customs taken over by interstellarFederation
LostStation for interstellarFederation and interstellarFederation
9525686 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NumberFormatException: null
java.lang.NumberFormatException: null
   at java.lang.Integer.parseInt(Unknown Source)
   at java.lang.Integer.parseInt(Unknown Source)
   at data.scripts.world.exerelin.DiplomacyRecord.getFactionRelationship(DiplomacyRecord.java:86)
   at data.scripts.world.exerelin.DiplomacyRecord.addToFactionRelationship(DiplomacyRecord.java:54)
   at data.scripts.world.exerelin.DiplomacyManager.updateRelationshipOnEvent(DiplomacyManager.java:652)
   at data.scripts.world.exerelin.StationRecord.setOwner(StationRecord.java:110)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$2.run(InSystemStationAttackShipSpawnPoint.java:152)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.öÔ0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.o00000(Unknown Source)
   at com.fs.starfarer.super.this.do$super(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've also managed to get the same station captured by neutrino without(!) a boarding fleet (I was right on top of the station and the neutrino was nowhere near it) then I reloaded the game and this is what I got now.
I'll try again to see if this happens again from the last save (which is ~5 minutes before this).

Shall I upload the save file too somewhere? (If so, any suggestions on where? It's ~100MB uncompressed. :/)

Update: it seems to happen again, and there's an IFed Boarding fleet camping on my station. My guess is that it forgot to disappear and the boarding code won't check if the station is friendly, thus it ends up taking it over. And then it dies for some weird reason. :/
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 09, 2013, 02:43:20 PM
Hi!

I'm using the latest stable version (i.e. v0.58) + LazyLib only and my faction managed to take over it's own station! (It seems to me that we're so good that the only match for us are ourselves. ;D)
Also, it caused a NumberFormatException.

Here's the interesting part:

Spoiler
InterstellarFederation Gunsa Customs taken over by interstellarFederation
LostStation for interstellarFederation and interstellarFederation
9525686 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NumberFormatException: null
java.lang.NumberFormatException: null
   at java.lang.Integer.parseInt(Unknown Source)
   at java.lang.Integer.parseInt(Unknown Source)
   at data.scripts.world.exerelin.DiplomacyRecord.getFactionRelationship(DiplomacyRecord.java:86)
   at data.scripts.world.exerelin.DiplomacyRecord.addToFactionRelationship(DiplomacyRecord.java:54)
   at data.scripts.world.exerelin.DiplomacyManager.updateRelationshipOnEvent(DiplomacyManager.java:652)
   at data.scripts.world.exerelin.StationRecord.setOwner(StationRecord.java:110)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$2.run(InSystemStationAttackShipSpawnPoint.java:152)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.öÔ0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.o00000(Unknown Source)
   at com.fs.starfarer.super.this.do$super(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I've also managed to get the same station captured by neutrino without(!) a boarding fleet (I was right on top of the station and the neutrino was nowhere near it) then I reloaded the game and this is what I got now.
I'll try again to see if this happens again from the last save (which is ~5 minutes before this).

Shall I upload the save file too somewhere? (If so, any suggestions on where? It's ~100MB uncompressed. :/)

Update: it seems to happen again, and there's an IFed Boarding fleet camping on my station. My guess is that it forgot to disappear and the boarding code won't check if the station is friendly, thus it ends up taking it over. And then it dies for some weird reason. :/

Hi Garmine, thanks for the report and sorry you are having issues :(

I think this was a bug I have since fixed in the DEV versions (it was due to one faction taking over a station (correctly) that had sent a boarding fleet to another station, and a part of the boarding code used the new station faction owner code incorrectly, thus allowing a faction to conquer it's own stations).

The NumberFormatException is just the first of a few things that will probably break in that scenario :P

If you could upload or PM me the save that would be great. You should be able to zip/rar/7z it down to about 4MB.

I'll then see if that is the problem, and if so, see if I can edit the save to fix it :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: sirboomalot on September 09, 2013, 06:03:02 PM
I was yet again use'n the latest dev with nearly all available mods again, just fly'n around (minus the relics this time around  :P) When suddenly the following error popped up:

[Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Weapon spec [gedune_hipdlaser] not found!
java.lang.RuntimeException: Weapon spec [gedune_hipdlaser] not found!
   at com.fs.starfarer.loading.O0oO.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
   at data.scripts.world.exerelin.ExerelinUtils.addWeaponsToCargo(ExerelinUtils.java:424)
   at data.scripts.world.exerelin.TradeGuildTraderSpawnPoint$1.run(TradeGuildTraderSpawnPoint.java:108)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.private.Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.A.ÖÖÒ000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 09, 2013, 07:34:38 PM
Is latest gedune among the list of the latest supported mods in 059 dev? because that would explain that error.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 09, 2013, 08:18:16 PM
Is latest gedune among the list of the latest supported mods in 059 dev? because that would explain that error.

Yeah it was... I thought I had the latest Gedune but obviously not. Come to think of it I have been 'neglecting' them in my random-who-shall-I-play-as-to-test faction selections anyway :)

I probably need to shield that bit of code anyways.

I'll have another DEV update soon (to fix some of these types of issues), probably after MShadowy drops the update for SHI. Thanks for letting me know sirboomalot :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 09, 2013, 09:46:59 PM
Oh yeah, i don't know if i changed some stuff recently, but some valk weapons and ships never seem to show up in the 0.59 DEV. RW-BS Plasma cannons in particular.

"and i just realized why as i wrote that, they were system tagged in 1.1 for whatever reason. its fixed in my DEV >.>"

I've yet to see a valk command fleet either, but all i have to do to get that into reality is to blow the valks up. :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Erick Doe on September 10, 2013, 04:24:47 AM
What faction mods are currently safe to run with the current Dev version of Exerelin?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 10, 2013, 04:25:51 AM
Should say in the changelog.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 10, 2013, 04:55:53 AM
What faction mods are currently safe to run with the current Dev version of Exerelin?

All the v0.58 ones, and all the ones listed on the changelog  here (http://fractalsoftworks.com/forum/index.php?topic=6053.msg108237#msg108237), except for Gedune and Relics which currently have some compatibility issues (which I am fixing and should have another DEV version up later this week) :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Erick Doe on September 10, 2013, 05:21:05 AM
Quote
- Updated Shadowyards HI supported version

If I run SHI with the latest DEV version of Exerelin, I get a "ms_elysium_standard not found" error.


I am currently running with:
-Antediluvians
-Blackrock Driveyards
-Bushi
-Hiigaran Descendants
-Interstellar Federation
-Junk Pirates
-Council
-Neutrino
-Relics
-ASP Syndicate
-Nomads
-Thule
-Zorg


I am not running with:
-Nihil
-Valkyrians
-Lotus Conglomorate.

...because they overwrite UI sounds and files. Maybe mods should maintain an "Exerelin Only" version that doesn't have things that overwrite vanilla starfarer menu's, sounds, etc. (in case their normal mod version overwrites these things)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 10, 2013, 05:59:07 AM
Quote
- Updated Shadowyards HI supported version

If I run SHI with the latest DEV version of Exerelin, I get a "ms_elysium_standard not found" error.


I am currently running with:
-Antediluvians
-Blackrock Driveyards
-Bushi
-Hiigaran Descendants
-Interstellar Federation
-Junk Pirates
-Council
-Neutrino
-Relics
-ASP Syndicate
-Nomads
-Thule
-Zorg


I am not running with:
-Nihil
-Valkyrians
-Lotus Conglomorate.

...because they overwrite UI sounds and files. Maybe mods should maintain an "Exerelin Only" version that doesn't have things that overwrite vanilla starfarer menu's, sounds, etc. (in case their normal mod version overwrites these things)

Ah damn another one :P

No worries, I'll update support for SHI as well (looks like MShadowy is close to a new version anyway), thanks for letting me know :)

With StarSector 0.6, I should be able to eliminate almost all of the mod incompatibility issues that crop up like this and make it a bit more robust.

Regarding UI sounds, menu's etc. I should be able to override that in Exerelin to put it back to the Vanilla ones, so I'll do that.

I am trying to minimise the impact for other mod authors to have their factions work with Exerelin; Ideally they shouldn't have to do anything and it "just work"(tm) so if we can avoid "Exerelin Only" versions that would be best :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Erick Doe on September 10, 2013, 06:00:29 AM

Regarding UI sounds, menu's etc. I should be able to override that in Exerelin to put it back to the Vanilla ones, so I'll do that.

I am trying to minimise the impact for other mod authors to have their factions work with Exerelin; Ideally they shouldn't have to do anything and it "just work"(tm) so if we can avoid "Exerelin Only" versions that would be best :)

Sounds good.  :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Garmine on September 10, 2013, 06:59:39 AM
If you could upload or PM me the save that would be great. You should be able to zip/rar/7z it down to about 4MB.

I'll then see if that is the problem, and if so, see if I can edit the save to fix it :)

3.7MBs compressed, nice :) Although I can only upload max 128KB here as I see. Is it okay if I e-mail you the file?

And no worries for the bug, they always happen. At least now I can spend more time coding  ;D.

Thanks in advance!

P.s.: don't you know if StarSector will implement a better save file format in the future (or maybe make it moddable)?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: FloW on September 10, 2013, 07:43:41 AM
P.s.: don't you know if StarSector will implement a better save file format in the future (or maybe make it moddable)?

Depends on your definition of "better".
The default save format allows users to read and modify saves by hand, however the savefiles are bigger.
It is possible to change the format to a compressed variant, which reduces size and load/save times. The downside is that it is not possible anymore to read or modify the saves in the same way.

If you want to change the format, change line 35 of the file "...\Starsector\starsector-core\data\config\settings.json" so that it reads:
Code
	"compressSaveGameData":true, # smaller files, much faster saving/loading, but can't be edited by hand
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Garmine on September 10, 2013, 08:25:03 AM
It is possible to change the format to a compressed variant, which reduces size and load/save times. The downside is that it is not possible anymore to read or modify the saves in the same way.

Thanks! I didn't know about it. :)

The backup save files should allow me to load them in and then re-save with the compression disabled in case something game-breaking happens with the save and/or I want to modify something by hand. (If that's possible of course.) If not then it'll be the result of my own stupidity so I won't complain ;D.

My problem isn't really the 2x100MB / save (although I prefer smaller things) but the looong load and save times.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 10, 2013, 11:31:27 PM
Little question, maybe i've missed something. I'm playing this mod with nothing else, and my toon is level 7 now. I cannot find any big ship anywhere, is that normal ? Is there a kind of trigger (money, level, date...) ? Only one time i saw one Cruiser, that's all. Only fregates or smaller to buy.

Second question, "player can mine ressources" : how ?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 10, 2013, 11:38:48 PM
Little question, maybe i've missed something. I'm playing this mod with nothing else, and my toon is level 7 now. I cannot find any big ship anywhere, is that normal ? Is there a kind of trigger (money, level, date...) ? Only one time i saw one Cruiser, that's all. Only fregates or smaller to buy.

Capital ships are fairly rare. They are not restricted and there is no trigger, just harder to find for sale in stations. This can also depend on your faction too, and what hulls they actually have available to them (pirates and Gedune have no capital ship).

Quote
Second question, "player can mine ressources" : how ?

In order to mine, you will need some mining drones in your fleet. You then need to chase down a Asteroid or Gas Giant and park your fleet on top of it. You will then start mining :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: FasterThanSleepyfish on September 10, 2013, 11:41:43 PM
Well first of all, your base doesn't have enough supplies to build any big ships. More supplies come from your factions mining fleets, which benefit them hugely if your base is located around a gas giant and an asteroid ring. Try to get a base that is orbiting a gas giant along with some close by asteroid fields, it can mean the difference of winning or losing.
Oh yeah, check the storage facility for 2 free mining wings (they are fighters), and get a carrier that can handle a lot of supplies and hanger space.

Zaphide ninja'd me.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 11, 2013, 01:14:17 AM
Thanks !

I play Nomad andi've foundone Cruiser and one Capital, just after posting on the forum. I don't like the Capital however. I wanted to command one or two big ships, instead of several medium and small, but it seems a not so good idea so far.

The good thing after being away for several months is that the game is like brand new and i have to learn it again !
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 11, 2013, 09:00:12 PM
v0.59 DEV Update 3
Download: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_DEV3_NoFactions_v0.59.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_DEV3_NoFactions_v0.59.zip)

This is really only a compatibility release for the previous DEV. EDIT: Unfortunately it does not fix the issue with Relics.

Previous DEV changes here (http://fractalsoftworks.com/forum/index.php?topic=6053.msg108237#msg108237)

Please let me know of any issues you find :)

Changes
Code
v0.59 (DEV3)
 - Updated support for Shadowyards Heavy Industries
 - Updated support for Zorg
 - Updated support for Gedune

 - Fixed player respawn check to look for valid boarding fleets
 - Fixed override of base StarSector ui elements from certain faction mods (NOTE: not a complete solution, Exerelin has to be the first mod alphabetically)
   - Unfortunately was not able to fix base StartSector ui sound overrides from certain faction mods

 - Slightly reduced chance of non-combat ships being delivered to stations

v0.59 (DEV2)
 - Player can now take over stations (requires at least one superfreighter, one troop transport and minimum 3 ships total in fleet)
   - Hover fleet over station for one day to initiate boarding
 - Boarding fleets now use marines to fight defending marines
   - If attacking fleet loses all marines damage is taken by the attacking fleet
   - If defending station loses all marines station is taken over and the attacking fleet loses it's superfreighter and transport
 - AI controlled Boarding fleets now defend stations they take over
 - Player now starts with a boarding-capable fleet
   - Player faction does not start with a command fleet
   - Player must capture first station for their faction
 - Stations being boarded (within last 3 days) do not spawn fleets or generate resources
 - Station efficiency value increases amount of dropped off mined resources from mining fleets (if in bonus state)
 - Added elite fleets to factions that didn't have them specified
 - Added support for Zorg faction
 - Added support for Qualljom Society faction
 - Renamed Council -> Council Loyalists (Sorry MrDavidoff :) )
 - Amended fleet compositions for Pirates
 - Added additional ships and start ship to Isora faction

 - Changed color of abandoned faction so stations are visible on map at start
 - Changed faction respawn time to be time BETWEEN faction respawns rather than time till the first respawn and then every month afterwards
 - Changed number of attack/defense fleets to 1 per station
 - Changed patrol fleets to now attack/defend if their home station is threatened
   - Otherwise, they can attack/defend/raid
   - In peace they patrol

 - Fixed issue where portraits were not selectable on new game
 - Fixed issue starting a new game throwing a OutOfRange during system lookup on the detected sector change
 - Fixed neutrino support issue

 - Renamed Resource Convoys -> Logistics Convoys
 - A few performance improvements
 - Increased minimum wait time between system events

v0.59 (DEV1)
- Added EliteShips list for various factions that contains unbalanced or dreadnaught-style ships
  - Only spawn occasionally as part of a fleet, never delivered

- Fixed support for Relics (elder+purifer)
- Added support for Directorate (Avan's Mod)
- Added support for Isora (Avan's Mod)
- Added support for Ceredia (Avan's Mod)
- Added support for Independant Mining Faction
- Added support for Scrappers
- Added support for Shadow Order

- Updated Valkyrian supported version
- Updated Shadowyards HI supported version
- Updated Bushi supported version
- Updated Thule Legacy supported version
- Updated Tore Up Plenty supported version

- Renamed Out System Attack Fleet -> Command Fleet
- Command fleets now always defend even at start of game
- Renamed Out System Supply Convoy -> Supply Convoy
- Renamed InSystem Station Attack Fleet -> Boarding Fleet
- Renamed InSystem Supply Convoy -> Resource Convoy

 - Fixed check no rebels already in system when creating more rebels against faction
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 11, 2013, 11:27:31 PM
Can i play this with my current save (the last no-dev version) ? I've found that the ability to capture stations myself is what i want the most...

(edit : i just tried, game crashes before starting. I only loaded the _dev version, then tried again with exerelin and _dev at the same time. Same error. I get this :

Fatal : Ship hull spec [relics_sidewayer_h] not found ! Check starfarer.log for more info.

Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 12, 2013, 12:20:22 AM
Can i play this with my current save (the last no-dev version) ? I've found that the ability to capture stations myself is what i want the most...

(edit : i just tried, game crashes before starting. I only loaded the _dev version, then tried again with exerelin and _dev at the same time. Same error. I get this :

Fatal : Ship hull spec [relics_sidewayer_h] not found ! Check starfarer.log for more info.



Yep sorry the v0.59_DEV3 version should be compatible with v0.59_DEV2, but not with any of the other versions (v0.58 or v.059_DEV1).
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 12, 2013, 12:28:52 AM
It's OK for saves compatibility, but the game still crashes. Just in case, i've copied the saves folder to somewhere else and clean the log, deleted everything from the mod folder, then installed again LazyLib and Exerelin v0.59_DEV3. Starsector seems to start, i see the loading screen, and after a few seconds, kaboom !

Maybe i'm just missing something on how to install it ?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 12, 2013, 12:31:13 AM
It's OK for saves compatibility, but the game still crashes. Just in case, i've copied the saves folder to somewhere else and clean the log, deleted everything from the mod folder, then installed again LazyLib and Exerelin v0.59_DEV3. Starsector seems to start, i see the loading screen, and after a few seconds, kaboom !

Maybe i'm just missing something on how to install it ?

No your not missing something, I've just realised I've made a mistake with the Relics compatability :(

I'll need another fix version :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 12, 2013, 12:52:34 AM
Okay DEV3 is fixed and I have re-uploaded it. Unfortunately my fix for Relics compatibility still had some issues when the Relics mod wasn't loaded alongside so I have disabled Relics support for the time being.

However, if you do wish to play DEV3 with Relics you can download and run both mods as you normally would BUT you will need to do the following:
 - Go to Exerelin/data/variants in the StarSector mod folder
 - Rename the relics .variant files with the extension .variant1 to .variant
 - In order to play Exerelin without Relics, just rename the .variant files back to .variant1 and then don't load both mods at the same time

Apologies to those who had already downloaded DEV3 or were hoping for seamless Relics integration.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 12, 2013, 01:59:03 AM
It's working, thanks !

I now have to understand how to play with custom factions, like Junk Pirates. Am i supposed to fllow these steps, as the DEV is "No Faction" ? I tried to simply upload the Junk Pirate to the mods, but then the game starts vanilla, without asking me about the number of planets, etc.

Quote
To add other factions (that are not included/supported already)
 - Backup other mod
 - If exists, remove the generators.csv file from other mod (data/world)
 - If exists, remove any already existing (in Exerelin) factions from the other mods factions.csv file (data/world/factions)
 - If exists, remove the CharacterCreationPluginImpl.java from the other mod (data/scripts/plugins)

 - Add the various Exerelin fleets to the other mods faction file(s) for the factions you want to include
   - Leave the faction files in the other mod structure
 - Add specific faction weapons in ExerelinUtils.java in the getFactionWeapons method (near the bottom)
 - Add the faction ids to possibleFactions in ExerelinData.java
 - Add the starter ships to the appropriate place in Exerelin's CharacterCreationPluginImpl.java

 - When loading StarSector, load both mods + LazyLib

Also, can i suggest to add a "back" button when creating the world ? Like, i want to see the ships i can start with AAA faction, then i want to see the BBB faction, but to do so i must go back to the main menu first and redo everyting. OK, it's a matter of seconds, it will just be "better" with a back button i think.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 12, 2013, 05:11:01 AM
--- snip ---
Am i supposed to fllow these steps, as the DEV is "No Faction" ? I tried to simply upload the Junk Pirate to the mods, but then the game starts vanilla, without asking me about the number of planets, etc.
--- snip ---

Those instructions are for modded factions that are not supported. It is easy to get a supported faction working :)
 - Download the other mod(s)
   - No changes are required for either Exerelin or other mod(s)
 - Select other mod(s) as well as Exerelin+LazyLib on StarSector startup
 - You're done :)

The list of supported factions is in the first post, and then a few more were added with v0.59 DEV1/2 as listed here: http://fractalsoftworks.com/forum/index.php?topic=6053.msg108237#msg108237 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg108237#msg108237). The only one currently unsupported (without a bit of messing around) is the Relcis faction.

Quote
Also, can i suggest to add a "back" button when creating the world ? Like, i want to see the ships i can start with AAA faction, then i want to see the BBB faction, but to do so i must go back to the main menu first and redo everyting. OK, it's a matter of seconds, it will just be "better" with a back button i think.

Unfortunately I can't add a back button on ship selection, but I could add one for the other steps. A random button would probably be good too :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Nick XR on September 12, 2013, 09:55:02 AM
This mod is great.  I've been playing the heck out of it for the past week and this is by far the best way to see (and destroy!) all of the other custom ships that people have made.  Thanks for putting this together!

Maybe with SS 6.0 we could have some faction summary windows (who is at war/allied with whom) or some other custom dialogue options for declaring war.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 12, 2013, 10:18:36 AM
I coud appreciate also a way to visually know who is ennemy/neutral/friend. Colors for faction is nice, and a second circle, maybe blinking, for ennemy would be really good. Neutral and friend are not really a problem as they are not menacing while passing by.

My favorite "gameplay change" mod so far, thanks.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 12, 2013, 10:54:43 PM
This mod is great.  I've been playing the heck out of it for the past week and this is by far the best way to see (and destroy!) all of the other custom ships that people have made.  Thanks for putting this together!

Glad you are enjoying it :)

Quote
Maybe with SS 6.0 we could have some faction summary windows (who is at war/allied with whom) or some other custom dialogue options for declaring war.

Faction summary window would be great but from what I have read that may be beyond the scope of the API changes. Dialogue options and station/planet interaction can be expanded so I might have to see what can be achieved there. Perhaps I can rig together a faction status display in there, requiring you to drop into a friendly station/planet for a faction status report?

I coud appreciate also a way to visually know who is ennemy/neutral/friend. Colors for faction is nice, and a second circle, maybe blinking, for ennemy would be really good. Neutral and friend are not really a problem as they are not menacing while passing by.

My favorite "gameplay change" mod so far, thanks.

Yeah, it is a bit of an issue. Not sure if I will be able to solve it though, we'll see what StarSector 0.6 offers. Another possibility is just change all enemy factions to red, and then switch them back to actual colors when friendly (poor pirates though... :P).
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Erick Doe on September 13, 2013, 06:24:44 AM
Zaphide. I have a balance question.

Faction A fights faction B and defeats faction B. Suddenly faction B gains an event that reads something along the lines of: "Faction B is receiving reinforcement fleets!". Suddenly five or six huge fleets spawn in the system for faction B (who is defeated and stationless) and completely destroys faction A.

Is this a scripted event meant to occur as a faction is completely annihilated? Because it may need to be tuned down. As of now it completely destroyed faction A, who was initially the victor.

Again, just out of the blue, as faction B had nothing left, they gained 5 or 6 new (and huge) fleets.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Lakis on September 13, 2013, 01:06:12 PM
So, I can't get the mod to show up, I have all of the required files. No errors in the log, nothing crashes, I don't know what is wrong.

I'm using Linux, I know I have the memory for it, because I've played your Vacuum Mod with just about every thing on max. It was averaging about 30 FPS in battle and in the map, but it was running.

I've Lazy Lib, Omnifactory, Vacuum mod, and then Exerelin (one) in my mods folder, nothing else.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on September 13, 2013, 01:12:08 PM
Zaphide. I have a balance question.

Faction A fights faction B and defeats faction B. Suddenly faction B gains an event that reads something along the lines of: "Faction B is receiving reinforcement fleets!". Suddenly five or six huge fleets spawn in the system for faction B (who is defeated and stationless) and completely destroys faction A.

Is this a scripted event meant to occur as a faction is completely annihilated? Because it may need to be tuned down. As of now it completely destroyed faction A, who was initially the victor.

Again, just out of the blue, as faction B had nothing left, they gained 5 or 6 new (and huge) fleets.

Reinforcement fleets, from what I understand, can randomly occur for factions that are in a weak state. Turning the tide seems entirely fine. Most OoS attack fleets roflstomp the in-sector defense fleets. Just watch as any faction makes a comeback. It's nigh on guarenteed for that faction to secure whatever station it chose to attack.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Erick Doe on September 13, 2013, 01:16:51 PM
It was probably just poor timing then.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 13, 2013, 02:09:38 PM
@Erick Doe

Yeah it is kind of heavy handed. The idea is to give a respawning faction a really good chance at claiming one station, and defending it for a while. This, plus the reinforcement fleet and supply convoy mechanics will probably change with StarSector 0.6 (now released OMG).

So, I can't get the mod to show up, I have all of the required files. No errors in the log, nothing crashes, I don't know what is wrong.

I'm using Linux, I know I have the memory for it, because I've played your Vacuum Mod with just about every thing on max. It was averaging about 30 FPS in battle and in the map, but it was running.

I've Lazy Lib, Omnifactory, Vacuum mod, and then Exerelin (one) in my mods folder, nothing else.

I highly doubt this mod will work out-of-the-box with StarSector 0.6 so I'll need to put a new version up soon.

By won't show up you mean you can't select in the mods list in the StarSector splash screen? I would try downloading it and deleting the existing 'Exerelin' and/or 'Exerelin Dev' folders.

Exerelin and Vacuum are different mods, and shouldn't be run together (Vacuum contains elements from Exerelin, but has extended on those significantly).

To run Exerelin, you just need Exerelin and LazyLib ticked in the StarSector launcher. Omnifactory is included with Exerelin.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: theSONY on September 14, 2013, 07:09:06 AM
So, I can't get the mod to show up, I have all of the required files. No errors in the log, nothing crashes, I don't know what is wrong.

I'm using Linux, I know I have the memory for it, because I've played your Vacuum Mod with just about every thing on max. It was averaging about 30 FPS in battle and in the map, but it was running.

I've Lazy Lib, Omnifactory, Vacuum mod, and then Exerelin (one) in my mods folder, nothing else.
remember to extract files "..here" not "...to <mod name>"
another word in mod folders must be: Exerelin/mod files NOT Exerelin/Exerelin/mod files
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Lakis on September 15, 2013, 12:06:00 AM
I know that the two are different mods, I've already done the first step multiple times, it didn't work.

However, The Sony's comment did.

Thank you for the help, both of you. I'm just new to the way mods on this game work, sorry if I asked a silly question or something. ^.^;
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 20, 2013, 06:13:03 AM
Is this mod going to be updated for 0.6a in a near futur ?
I really like it and after a few tries with 0.6a vanilla, i don't feel i want to play Starsector without the "dynamic system and faction war".
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: LostInTheWired on September 20, 2013, 06:44:11 AM
Is this mod going to be updated for 0.6a in a near futur ?
I really like it and after a few tries with 0.6a vanilla, i don't feel i want to play Starsector without the "dynamic system and faction war".
I'm pretty sure it's being worked on.  I've tinkered around with this last version quite a bit, and there are a lot of things that have to change before it runs on 0.6a, so it'll take a while, probably.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on September 20, 2013, 06:56:35 AM
Well, potentially, Zaphide will work with LazyWiz to make up some sorcery for randomly generated systems. All the mods that constitute Exerelin also need to update as well. And there are a lot of mod factions.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: LostInTheWired on September 20, 2013, 08:32:18 AM
Well, potentially, Zaphide will work with LazyWiz to make up some sorcery for randomly generated systems. All the mods that constitute Exerelin also need to update as well. And there are a lot of mod factions.

Absolutely.  I know one thing he's probably waiting on is an updated LazyLib.   I haven't touched it myself, but I'm not sure it works with the new version.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Taverius on September 20, 2013, 08:45:52 AM
Well, potentially, Zaphide will work with LazyWiz to make up some sorcery for randomly generated systems. All the mods that constitute Exerelin also need to update as well. And there are a lot of mod factions.

Absolutely.  I know one thing he's probably waiting on is an updated LazyLib.   I haven't touched it myself, but I'm not sure it works with the new version.
Eh, it works fine, all the other released mods are using it.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Tchey on September 20, 2013, 08:52:39 AM
Yes, LazyLib seems good with 0.6a, i've tested some faction mods and no problem so far.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 20, 2013, 02:22:21 PM
Yep another version will be released soon :)

Only thing I'm waiting on is my own time :P

I have a prototype working in 0.6a. There are a few bugs / things not implemented yet but it mostly works. I haven't really got any new features (other than the whole multi system thing); those will come later.

I'm not quite sure how the modded factions integration part is going to work yet; it may require me to package mods with Exerelin (which I was going to do for some mods anyway) but I may not be able to support running mods side-by-side... we'll see :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: xenoargh on September 20, 2013, 02:33:00 PM
Did you see that thing I sent?

Might help out with solving that, with a bit of work, so long as the other mods aren't causing conflicts due to manipulation of Systems and all that and stick to the /scripts/world/systems/my_custom_system/ model :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Silver Silence on September 20, 2013, 03:55:56 PM
Can I ask the juicy question of "randomly generated systems to plunder and pillage?"
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: SpaceRiceBowl on September 20, 2013, 06:20:14 PM
Ohh, I would like to see random,y generated systems :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: zaszella on September 20, 2013, 08:49:39 PM
If there are too many 'sector' and more 'plant',my computer will be 'out of memory'..... :'(
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 20, 2013, 11:40:32 PM
Did you see that thing I sent?

Might help out with solving that, with a bit of work, so long as the other mods aren't causing conflicts due to manipulation of Systems and all that and stick to the /scripts/world/systems/my_custom_system/ model :)

I did, thanks :)

The problem is that there is no way to override ModPlugin-specified generators; before I could override generators.csv and it would stop generation for the mods that ran alongside Exerelin. Still, the packaging mods with Exerelin is still an option, and it would only take the removal of one line from the other mod to get the run-alongside style happening, but it's not really plug and play anymore :(

Can I ask the juicy question of "randomly generated systems to plunder and pillage?"

 :)

If there are too many 'sector' and more 'plant',my computer will be 'out of memory'..... :'(

Haha yeah it can get pretty full on. I play on a 1.6Ghz Core2Duo, 4Gb ram old MacBookAir and it seems to run fine with a few systems. Just don't choose the max values and you should be good  :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Erick Doe on September 22, 2013, 08:50:07 AM
Are we going to see a 0.6a compatible Exerelin? It doesn't necessarily need more than 1 system. Just exclude wormholes.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 22, 2013, 01:55:11 PM
Are we going to see a 0.6a compatible Exerelin? It doesn't necessarily need more than 1 system. Just exclude wormholes.

It's almost done :) just putting the finishing touches on a few things but I'll have a 0.6a compatible version up soon!
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 22, 2013, 01:57:50 PM
At Least something related to valkyrians will work then. :P
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: SpaceRiceBowl on September 22, 2013, 04:15:25 PM
I can barley contain meh excitement  ;D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: sirboomalot on September 22, 2013, 04:17:47 PM
I can barley contain meh excitement  ;D

All of my this.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 22, 2013, 06:47:19 PM
At Least something related to valkyrians will work then. :P

Are you updating Valkyrians to 0.6a?

Initially I won't package any modded factions with Exerelin, mainly because faction mod authors are doing a LOT of updating :) Once StarSector 0.6.1 drops I'll look at doing a 'factions included' version. I'm also waiting to see how the modded factions end up. I may be a bit more strict about what gets included this time as balance seemed to be one of the main issues (via the feedback I got) from before.

However, I will provide support for running them side-by-side (similar to how it was in the older DEV versions). Unfortunately the new ModPlugin approach doesn't behave too well with my side-by-side integration stuff so it may be required to remove the ModPlugin line from the other mods mod_info.json file. Anyway, when the new version is ready I'll post it up with instructions and see how it goes :)

I can barley contain meh excitement  ;D

All of my this.

Yeah I was hoping to have something done fairly quickly, but decided to fix/update/change/add a few things so scope creep kind of got me ... :P Anyway, the multi-system changes make the mod a lot more fun and exciting! :D
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: ValkyriaL on September 22, 2013, 07:12:55 PM
They will get updated, but it will take some time...these new CSVs man...they are killing meh.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: FasterThanSleepyfish on September 22, 2013, 07:37:17 PM
Poor valk. I know that they suck, and my mod only has around 14 ships!   ::) But anyways, is there any chance for my mod to be included in the Exerelin pack? I am in the process of converting my mod's sprites to a more polished standpoint, so it might take a bit of time to make an Exerelin ready version. Also, I don't know if the factions have to have custom weapons only, and I really think that some of the weapons from vanilla really suit my ships.

So yeah, what do you think? I pretty much need to revamp the carrier and I'm good,
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 22, 2013, 11:52:26 PM
They will get updated, but it will take some time...these new CSVs man...they are killing meh.

Indeed :D This is one of the reasons I'm not going to release a included factions version till the modding scene quietens down a bit! Too many changes to incorporate... :P

---snip---
But anyways, is there any chance for my mod to be included in the Exerelin pack? I am in the process of converting my mod's sprites to a more polished standpoint, so it might take a bit of time to make an Exerelin ready version. Also, I don't know if the factions have to have custom weapons only, and I really think that some of the weapons from vanilla really suit my ships.

So yeah, what do you think? I pretty much need to revamp the carrier and I'm good,

I'll definitely provide support for running as many mods concurrently with Exerelin as I can (similar to the Exerelin 0.59 DEV release) :) All it requires is a Exerelin-specific .faction file that I include with Exerelin (which you can provide if you like) based on the format of the other ones (i.e. with all the Exerelin specific fleets), plus a couple of tiny changes to the Exerelin mod (which I would obviously do).

It's all a bit difficult due to the above ModPlugin issue (which I may not be able to solve unfortunately) but I figure people won't mind editing one file and putting a '#' at the start of one row to get the faction to work :)

As for what I'll actually aim to include with Exerelin (as in, no extra download required), I'll wait and see what faction mods survive into StarSector 0.6.1a and what the resulting balance etc. is like. It'll definitely be a smaller number than what I included last time (as that is what caused some of the memory issues), but you'll still be able to load up the other supported ones as well anyway.

There is no problem with vanilla weapons (in fact, it probably makes balancing for you easier). I would prefer it if factions had their own freighter, troop transport and fuel tanker but it's no biggie (they don't have to be separate ships either). Also, a faction specific super-freighter/construction capital ship makes them feel fairly complete too :) Still, in no way will I enforce such restrictions as far be it from me to dictate how others want to build their faction :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 23, 2013, 12:02:12 AM
Actually, I'll just add that one thing I hope to do is provide an option (in addition to the random system generation) to use the static star systems (Corvus, Askonia) as well as any systems built by faction mod authors (if that mod is loaded concurrently). Some of the new star systems seem so great and varied, it seems a shame to just randomly generate the sector each time! Factions could then start in their own predefined star system and try to take over the sector from there!

I would just have to remove all the spawn points and perhaps add a station or two. Failing that, I'll just have to include the star system generation code for mods in Exerelin, and then only trigger it if that mod is loaded. Bit more work though.

So no promises, but I think that could be a great option too :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Fandanguero on September 23, 2013, 04:13:09 PM
However I hate all that stylistically crappy factions from mods... there is nothing to do in Starsector 0.6a till Exerelin for it will be released. We need some hundred of dynamic star systems badly.
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: redshiprader on September 23, 2013, 10:35:35 PM
agreed
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Zaphide on September 23, 2013, 11:43:36 PM
--- snip ---
We need some hundred of dynamic star systems badly.

Well, it's only configured to go up to 24 systems in my testing at the moment (otherwise my laptop starts complaining), but no reason you couldn't edit it make it higher, simple one line change :) I think Alex did mention somewhere that the save file may get large though...

Anyway, I'm just trying to add a few performance improvements that will hopefully mean that it doesn't get too bogged down with many star systems. Also testing a few of the modded factions that are 0.6a compatible; all seems to be going well :)
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: Griffinhart on September 24, 2013, 01:15:33 AM
I wouldn't mind stress-testing system count. (Well, Joyeuse might complain, but I won't. Probably.) I'm actually curious as to what the bottleneck would be.

-- Griffinhart
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 05:55:16 AM
Exerelin 0.6

DOWNLOAD: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.6.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.6.zip)

Update time!

A lot of changes, but really most of it was just getting things to work OK in StarSector 0.6a.

Notable new things are multiple systems, a faction skill tree and allies now stocking equipment available for sale.

Known Issues - Waiting on StarSector 0.6.1a
 - Attack Fleets can be a bit 'misguided' in their approach to targets
 - When playing with 8+ systems, some objects (fleets etc) in some systems don't seem to update correctly
 - Fleets no longer 'stick' to asteroids or planets for mining (not sure if this will be fixed)
 - Omnifactory is free transfer
 - The 0 crew bug can occur

There will be others. I don't consider this a stable release; there probably will not be one until after StarSector 0.6.1a is released. Any bugs I can fix I will fix and re-release.

Multi-System
Factions now have a designated 'home system'. This is the system they initially spawn in (or will change to the system they respawn in). Factions will initially attempt to conquer their home system, and then move outwards from there.

Factions and allies can attack, defend and assist across systems.

Modded Factions
There are no modded factions included with this release. There is support for running the following 0.6a-compatible faction mods concurrently with Exerelin (at least at this time):
 - Junk Pirate *
 - Bushi *
 - Hiigaran Descendants *
 - Shadowyards HI *
- Zorg Only V12 support, I will update soon
 - Gedune
 - Neutrino

 * - Requires editing that mods mod_info.json and commenting (# at start of line) the modPlugin definition out
e.g.
Code
"modPlugin":"data.scripts.ModPlugin",
to
Code
#"modPlugin":"data.scripts.ModPlugin",
Remember to change back if not playing Exerelin!

Please let me know if you find any issues and I'll do my best to fix :)

Changes
Code
 - Added multi system support
   - Select from 1 -> 24 systems
 - Added faction skill tree (position below empty industry skill tree)
   - Added saboteur agent unlocked in skill tree

 - Changed Independent faction to Sindrian Diktat
 - Changed TradeGuild faction to Independent
 - Changed Rebel faction to always be hostile
   - Rebels now spawn periodically in systems
   - Faction fleets in systems that are 100% owned by a faction have a chance to defect
 - Changed station dialog so that hostile/neutral stations cannot be used for trade, refit or repair
 - Changed so that player factions allies stations will have ally factions ships/weapons available for sale

 - Removed out system supply convoys
 - Removed out system reinforcements event
 - Removed supply fleet defection event

 - Updated support for 0.6 compatible versions of Junk Pirate, Bushi, Hiigaran Descendants, Shadowyards HI, Zorg, Gedune, Neutrino faction mods
   - WARNING: Bushi, Hiigaran, Junk Pirates, Shadowyards HI faction mods need their modPlugin definition in mod_info.json commented out(#)

- Fixed issue with alliance ending not correctly applying new relationship status
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ssthehunter on September 24, 2013, 06:26:18 AM
*twitch*
*lunges at the .6 version*
GIMMIE.

Anyways, now thats over I'll generally try to break the mod from in game usage.
I'll post anything that I find.
Thank you :D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: fluffysnowcap on September 24, 2013, 07:08:04 AM
i may be being a bit dum but im struggling with what i need to do for

* - Requires editing that mods mod_info.json and commenting (# at start of line) the modPlugin definition out

is it just a case of doing

*  "modPlugin":"data.scripts.world.(modname)ModPlugin",

as i realy dont know what im doing
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Darloth on September 24, 2013, 09:16:07 AM
If the line says
Code
"modPlugin":"data.scripts.world.(modname)ModPlugin",
replace it with
Code
#"modPlugin":"data.scripts.world.(modname)ModPlugin",

Basically, just type a '#' character right at the beginning of the line, and save the file.

(Note: This will stop it loading if you DON'T use Exerelin, so you'll need to take it back out if you want to play normally)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Uomoz on September 24, 2013, 09:38:47 AM
Nice! I'll try it out! I spotted some of my code in there aswell!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ssthehunter on September 24, 2013, 10:22:52 AM
Large is.... A bit too large.  So far every time I start with large (nomatter what faction) I always end up in an uninhabited system near the edge.
And the only warp point/points are in the inner area usually at/near the sun.  I run out of supplies before I can get to it.

Edit: Also, can you add a way to capture abandoned stations?
I was being stupid,sorry
Also getting fatal nulls now.
Found the problem for the crashes, you need to update for latest Zorg. Zorg V14 is not compatible with current version of exerelin
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on September 24, 2013, 10:50:09 AM
Large is.... A bit too large.  So far every time I start with large (nomatter what faction) I always end up in an uninhabited system near the edge.
And the only warp point/points are in the inner area usually at/near the sun.  I run out of supplies before I can get to it.

Edit: Also, can you add a way to capture abandoned stations?

Also getting fatal nulls now.
Found the problem for the crashes, you need to update for latest Zorg. Zorg V14 is not compatible with current version of exerelin

Yes, use Zorg V12 for Exerelin for now.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Turdicus on September 24, 2013, 11:21:46 AM
So what exactly determines if a faction is compatible or not? I quite like the Kadur Theocracy but I'm sure it isn't as simple as adding a hashtag to a single line in the json file to get them integrated =)

This is very impressive work, I'm new here but I will definitely get you more feedback once I've had a chance to play some more!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ValkyriaL on September 24, 2013, 11:47:31 AM
The OP explains what you need to do to get a faction compatible, does nobody read OPs nowadays? ::)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Turdicus on September 24, 2013, 12:09:05 PM
I'm sorry Valkyria but the OP on page 1 doesn't explain how to make a faction compatible that isn't listed under his list of supported factions. I might be missing something, in which case I would greatly appreciate a hint.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ValkyriaL on September 24, 2013, 12:22:24 PM
It WAS there, but the recent update made mostly everything incompatible, so i guess he removed it for the time being. (whatever purpose that would serve) :-\

Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xeranes on September 24, 2013, 12:31:42 PM
Every time I start a new game (regardless of whether or not I have other mods running) I get a fatal: 4 error.

End of .log file reads:
Code
java.lang.ArrayIndexOutOfBoundsException: 4
at data.scripts.world.exerelin.ExerelinData.getAvailableFactions(ExerelinData.java:189)
at data.scripts.world.exerelin.DiplomacyManager.<init>(DiplomacyManager.java:39)
at data.scripts.world.exerelin.SectorManager.<init>(SectorManager.java:41)
at data.scripts.world.exerelin.Exerelin.generate(Exerelin.java:39)
at data.scripts.world.ExerelinGen.generate(ExerelinGen.java:25)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.B.øÒÒ000(Unknown Source)
at com.fs.super.super.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: th3boodlebot on September 24, 2013, 12:36:54 PM
 :'( help guyz!!! it crashes just before the main screen comes up... loads the full bar and quits then gives me this message:

Fatal: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
Cause: Compiling unit "data/scripts/world/exerelin/ExerelinUtils.java"

where should i begin trying to fix this??
ive added the pound sign "#" to Bushii Hiigaran and Junk pirates: could my problem lie therein?? will continue on my own for now trying to get it to work.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ciago92 on September 24, 2013, 12:46:37 PM
don't forget you need the latest version of LazyLib http://fractalsoftworks.com/forum/index.php?topic=5444.0 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to play
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: cell on September 24, 2013, 12:49:26 PM
don't forget you need the latest version of LazyLib http://fractalsoftworks.com/forum/index.php?topic=5444.0 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to play

^

Now, Zaphide, are these bugs? I've only played the new version for a few minutes but noticed tri-tachyon has a 5 unique starting ships and some of them are quite OP compared to the other factions (Omen for example). Also when I was defeated I respawned in a Hyperion!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xeranes on September 24, 2013, 12:53:13 PM
don't forget you need the latest version of LazyLib http://fractalsoftworks.com/forum/index.php?topic=5444.0 (http://fractalsoftworks.com/forum/index.php?topic=5444.0) to play

I do!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Dayshine on September 24, 2013, 01:06:10 PM
I lost all my ships and on pressing "Leave" from the battle the game crashed with:

Spoiler
Code
3734914 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Can't create nested lists using GLListManager
java.lang.RuntimeException: Can't create nested lists using GLListManager
at com.fs.graphics.util.GLListManager.Object.super(Unknown Source)
at com.fs.starfarer.campaign.ui.J.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.O0OO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.F.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.coreui.Z.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.float.renderImpl(Unknown Source)
at com.fs.starfarer.ui.D.O0oO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.ui.oOo0.renderImpl(Unknown Source)
at com.fs.starfarer.ui.public.render(Unknown Source)
at com.fs.starfarer.campaign.super.ôØ0000(Unknown Source)
at com.fs.starfarer.B.øÒÒ000(Unknown Source)
at com.fs.super.super.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Vayra on September 24, 2013, 01:09:41 PM
So what exactly determines if a faction is compatible or not? I quite like the Kadur Theocracy but I'm sure it isn't as simple as adding a hashtag to a single line in the json file to get them integrated =)

This is very impressive work, I'm new here but I will definitely get you more feedback once I've had a chance to play some more!

It also depends on some other stuff, like having the required fleets. The Kadur weeeere compatible with the last version of Exerelin, so it should only take a little tweaking to get them compatible with this version -- I haven't taken a look at the files yet to see what, exactly, I need to do, but it shouldn't take too much work. I'm out of the house all day today, but you can expect an Exerelin-compatibility patch from me some time tomorrow at the latest.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: SpaceRiceBowl on September 24, 2013, 01:12:43 PM
Just a quick question, where is the file located in which i have to edit to add mods the Exerelin?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 01:18:49 PM
i may be being a bit dum but im struggling with what i need to do for
* - Requires editing that mods mod_info.json and commenting (# at start of line) the modPlugin definition out
is it just a case of doing
*  "modPlugin":"data.scripts.world.(modname)ModPlugin",
as i realy dont know what im doing

Sorry I should have put an example. I have updated the OP and the update post with an example. Otherwise, see Darloth's helpful post :)

Nice! I'll try it out! I spotted some of my code in there aswell!

Yep, the CharacterCreationPluginImpl is based on the one in UomozCorvus and the TimeManager is just an extension of yours and Lazy's EventManager (although soon to be replaced with an EveryFrameScript) :)

Large is.... A bit too large.  So far every time I start with large (nomatter what faction) I always end up in an uninhabited system near the edge.
And the only warp point/points are in the inner area usually at/near the sun.  I run out of supplies before I can get to it.

As uninhabited system? Or just a long way away from things? Large system just increases the spread of planets in all systems. It's only really if you want to play with longer in-system travel time, or you want to play with a lot of planets per system and have it spread out more.

Found the problem for the crashes, you need to update for latest Zorg. Zorg V14 is not compatible with current version of exerelin

Thanks, have updated the OP and post accordingly. Erick is to quick with his updates :P
Title: Problems with Mining in v0.6
Post by: BigNose on September 24, 2013, 01:26:09 PM
Is it still possible to mine in the actual version? As you stated in the changelog, it's a known bug fleets no longer stick to the target any more.

I have cargo space and fuel capacity left, and when I have mining pods in the fleet and target an asteroid (or gas giant), it just floats away under my fleet and nothing happens.

Is there a trick to get it working or is it just bugged right now?


BTW: Your mod and Scott Manley were the final drops in the barrel which made me play this game after I heard quite a lot from it, now I can't stop, it's awesome! :D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 01:30:51 PM
So what exactly determines if a faction is compatible or not? I quite like the Kadur Theocracy but I'm sure it isn't as simple as adding a hashtag to a single line in the json file to get them integrated =)

This is very impressive work, I'm new here but I will definitely get you more feedback once I've had a chance to play some more!

No, not quite that simple :)

There are two things:
 - A .faction file that has the Exerelin<type> fleet definitions
   - See existing .faction files in Exerelin for examples on fleet setup
   - See the mod_info.json 'replace' statements for examples on how to override a .faction file in another mod

 - An edit to ExerelinData.addModdedFactionsToList to test if the other mod is installed
Code
// Testing for yourFaction
if(isFactionInstalled("yourFactionId", "data.scripts.world.ModSpecificClassName"))
            possibleFactionList.add("yourFactionId");
Note: the ModSpecificClassName needs to be the name of a class specific to the other mod; generator files are usually a good bet.

I may be forgetting something but that is the general gist.

It WAS there, but the recent update made mostly everything incompatible, so i guess he removed it for the time being. (whatever purpose that would serve) :-\

It was there, but it was now wrong so I removed it. I will add the new instructions there again now :)

Every time I start a new game (regardless of whether or not I have other mods running) I get a fatal: 4 error.
--- snip ---

Sorry xeranes I'm not sure what the issue is. Can you let me know what options your choosing at the start of the game?

:'( help guyz!!! it crashes just before the main screen comes up... loads the full bar and quits then gives me this message:
--- snip ---

Hmmm, any chance you could post the full message from the log file? Apart from that, please ensure your running with LazyLib 1.5, Exerelin v0.6 and StarSector 0.6, and maybe reinstall the mods (delete the folder rather than replacing) and if that doesn't work maybe reinstall StarSector?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xenoargh on September 24, 2013, 01:32:21 PM
Yay :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 01:42:28 PM
Now, Zaphide, are these bugs? I've only played the new version for a few minutes but noticed tri-tachyon has a 5 unique starting ships and some of them are quite OP compared to the other factions (Omen for example). Also when I was defeated I respawned in a Hyperion!

Yeah the TriTachyon could use a prune to their starting ships.

When you die and respawn, you are given a random frigate from your faction. Perhaps I should save the starting ship choice and always respawn in that?

I lost all my ships and on pressing "Leave" from the battle the game crashed with:
--- snip ---

Bizarre, I lose all my ships all the time and this has not happened to me. Did it crash in the combat engine part (you didn't go back to the campaign map)?

Hmmm, which faction where you and who were you fighting?

It also depends on some other stuff, like having the required fleets. The Kadur weeeere compatible with the last version of Exerelin, so it should only take a little tweaking to get them compatible with this version -- I haven't taken a look at the files yet to see what, exactly, I need to do, but it shouldn't take too much work. I'm out of the house all day today, but you can expect an Exerelin-compatibility patch from me some time tomorrow at the latest.

Varya, send me the faction file (provided your happy to) when it's ready and I'll include it with the next release :) Otherwise I can put together a faction file with the appropriate fleets but I probably won't get round to it for a bit.

Is it still possible to mine in the actual version? As you stated in the changelog, it's a known bug fleets no longer stick to the target any more.

I have cargo space and fuel capacity left, and when I have mining pods in the fleet and target an asteroid (or gas giant), it just floats away under my fleet and nothing happens.

Is there a trick to get it working or is it just bugged right now?


BTW: Your mod and Scott Manley were the final drops in the barrel which made me play this game after I heard quite a lot from it, now I can't stop, it's awesome! :D

Thanks :)

Yeah, the 'fleet doesn't stick to planets/asteroids' means the mining stuff is pretty much broken. I would like to see it become the default that when you click on something you fleet follows it (even after a dialog box pops up). I'll re-raise the suggestion I made a while ago :)

Failing that, mining might become a dialog box type interaction but I'm not that much of a fan of dialog boxes (although just hovering over a planet/asteroid was hardly that engaging either... :P)

Yay :)

Ah sorry xeno, no refactor yet :( I'm working on breaking up the ExerelinUtils mess and putting together an ExerelinConfig to store the magic numbers that may be tweaked. Hopefully by StarSector 0.6.1a I'll have something that is a bit easier to work with :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Silver Silence on September 24, 2013, 01:45:49 PM
Spoiler
Code
373639 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [patrolFleet1] not found for faction [bushi]
java.lang.RuntimeException: Fleet id [patrolFleet1] not found for faction [bushi]
at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.BushiSpawnPoint.spawnFleet(BushiSpawnPoint.java:39)
at data.scripts.world.BushiGen.generate(BushiGen.java:98)
at data.scripts.world.BushiModPlugin.initBushi(BushiModPlugin.java:11)
at data.scripts.world.BushiModPlugin.onNewGame(BushiModPlugin.java:17)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
Upon starting a campaign...  :-\
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 01:52:02 PM
Spoiler
Code
373639 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [patrolFleet1] not found for faction [bushi]
java.lang.RuntimeException: Fleet id [patrolFleet1] not found for faction [bushi]
at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.BushiSpawnPoint.spawnFleet(BushiSpawnPoint.java:39)
at data.scripts.world.BushiGen.generate(BushiGen.java:98)
at data.scripts.world.BushiModPlugin.initBushi(BushiModPlugin.java:11)
at data.scripts.world.BushiModPlugin.onNewGame(BushiModPlugin.java:17)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
Upon starting a campaign...  :-\


You'll need to comment out the modPlugin definition for some mods, bushi being one of them. It's not fully plug-n-play like it used to be unfortunately :(
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Turdicus on September 24, 2013, 01:54:46 PM

It also depends on some other stuff, like having the required fleets. The Kadur weeeere compatible with the last version of Exerelin, so it should only take a little tweaking to get them compatible with this version -- I haven't taken a look at the files yet to see what, exactly, I need to do, but it shouldn't take too much work. I'm out of the house all day today, but you can expect an Exerelin-compatibility patch from me some time tomorrow at the latest.

Good to know! As it turns out blasting away at things from a distance while watching things ping off of my armor is very appealing to me.

Zorg just kicked my butt, but no bugs and no crashes so far! Edit: That we don't already know about.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Silver Silence on September 24, 2013, 02:03:02 PM
Spoiler
Code
373639 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [patrolFleet1] not found for faction [bushi]
java.lang.RuntimeException: Fleet id [patrolFleet1] not found for faction [bushi]
at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at data.scripts.world.BushiSpawnPoint.spawnFleet(BushiSpawnPoint.java:39)
at data.scripts.world.BushiGen.generate(BushiGen.java:98)
at data.scripts.world.BushiModPlugin.initBushi(BushiModPlugin.java:11)
at data.scripts.world.BushiModPlugin.onNewGame(BushiModPlugin.java:17)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.o00000(Unknown Source)
at com.fs.starfarer.new.øÒÒ000(Unknown Source)
at com.fs.oOOO.super.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]
Upon starting a campaign...  :-\


You'll need to comment out the modPlugin definition for some mods, bushi being one of them. It's not fully plug-n-play like it used to be unfortunately :(
I'm sure I did that already... Lemme go check it..

EDIT:
http://scr.hu/0zoz/ump4o
I did comment it out already. Took a space out in case that changed anything so all the code is inline with the rest. Gonna go try again.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xeranes on September 24, 2013, 02:13:10 PM
Regarding Fatal: 4 error

Test procedure:

Windowed, 1600x900 sound on
Only Exerelin and Lazy Lib installed

# of systems: 8
Max size: Medium
Max Planets: 9
Max Asteroid Belts: 2
Max Stations: 10
Omni Factory Available: Yes
# of factions: 9
Respawn: Only initial factions
Respawn time: 2 months
Alignment: Hegemony
Ship: Lasher
Skillpoints: 1 spec in combat, leadership, and science. Helmsman-ship 1, evasive action 1, Navigation 1, logistics 1, comp systems 1, mech. engineering 1

Start Game

Fatal:4


Code
java.lang.ArrayIndexOutOfBoundsException: 4
at data.scripts.world.exerelin.ExerelinData.getAvailableFactions(ExerelinData.java:189)
at data.scripts.world.exerelin.DiplomacyManager.<init>(DiplomacyManager.java:39)
at data.scripts.world.exerelin.SectorManager.<init>(SectorManager.java:41)
at data.scripts.world.exerelin.Exerelin.generate(Exerelin.java:39)
at data.scripts.world.ExerelinGen.generate(ExerelinGen.java:25)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.B.øÒÒ000(Unknown Source)
at com.fs.super.super.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)


EDIT: I have re-installed and disabled dev-mode, error persists. Error also persists in fullscreen at different resolutions and with the Omni-factory disabled.

EDIT2: Error does not occur when selecting "factions respawn" with no conditions. Investigating any issues with gameplay.

EDIT3: Unsure if this is by design and I am missing something, but the universe seems hauntingly quiet and empty. Sectors have little to no fleets in them, and I am unable to interact with any stations, captured by a faction or not.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 02:40:02 PM
Regarding Fatal: 4 error
--- snip ---

Thanks heaps, got it :) As bug with selecting the 'Respawn only in Exerelin initially' option when only playing with vanialla factions. I'll fix that up.

EDIT3: Unsure if this is by design and I am missing something, but the universe seems hauntingly quiet and empty. Sectors have little to no fleets in them, and I am unable to interact with any stations, captured by a faction or not.


Well, that depends somewhat on your startup selection :) If you select 1/4 systems, small systems, many stations everything will be more bunched up. Admittedly it's always a bit quiet to when starting initially. Larger system size tends to make for a slower game as everything requires more travel time. Actually, my experience later in the game is usually there are too many fleets!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xeranes on September 24, 2013, 02:48:17 PM
Working now, glad I could help!

Side note: is there a guide anywhere?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 04:39:42 PM
Working now, glad I could help!

Side note: is there a guide anywhere?

Not yet sorry. I should probably put something together describing the mechanics in the OP.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: RoboticManiac on September 24, 2013, 05:18:35 PM
Just thought I'd pop in with a quick bug report-

All the faction mods that are supposed to work with Exelrin, well don't.

For example, the Hiigaraan Descendants are missing "Patrol Fleet2" and "Scout Fleet", from my pitible modding experience, Exerelin can't find the fleets for the Hiigaran faction? Is this supposed to be something really simple that I simply overlooked, or has the main post not been updated in terms of compatibility?

Erp.

Did not see the asterisk...  :-X
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on September 24, 2013, 05:26:55 PM
Also, Zorg V12, Gedune and Neutrino work fine without editing the mod_info.json.  ;)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 05:40:13 PM
Just thought I'd pop in with a quick bug report-

All the faction mods that are supposed to work with Exelrin, well don't.

For example, the Hiigaraan Descendants are missing "Patrol Fleet2" and "Scout Fleet", from my pitible modding experience, Exerelin can't find the fleets for the Hiigaran faction? Is this supposed to be something really simple that I simply overlooked, or has the main post not been updated in terms of compatibility?

Erp.

Did not see the asterisk...  :-X

Yeah it's not nice. If I could fix it I would, but unfortunately the modding setup is not really designed for one mod to override other mods.

Actually, the best/only way to fix it would be for all the faction mods to check if Exerelin is loaded and if so not run their generators. But I was hoping to make it compatible without fixes on 'the other end'.

Regardless, I will increase the visibility of the asterisks :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 24, 2013, 05:51:31 PM
Whoa, since when has Neutrino been updated for 6a? Doesn't say which version at all in the Neutrino thread. Anyway, super psyched to play the new version, been day dreaming about it all day at work :P
Also, is the Fleet Command mod going to be compatible? It would actually work wonders with Exerelin I think and the new FC update is great!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 05:57:40 PM
Whoa, since when has Neutrino been updated for 6a? Doesn't say which version at all in the Neutrino thread. Anyway, super psyched to play the new version, been day dreaming about it all day at work :P

Well, it works :) I think flashfrozen's 1.7 update is the 0.6a compatible one

Also, is the Fleet Command mod going to be compatible? It would actually work wonders with Exerelin I think and the new FC update is great!

Not right now, but potentially down the track. It all gets a bit tricky as Exerelin, FleetControl and Tradewinds (the other mod I'd really like to get compatible with Exerelin) 'hook in' at a similar spot, and FleetControl makes extensive use of DialogPlugins (Exerelin also does/will so they will probably conflict badly). It may require some co-operation between us all :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: RoboticManiac on September 24, 2013, 06:09:25 PM
Quick question,

Are the other solar systems loaded up when you you're flying around? For example, I haven't seen more than one or two messages about other factions settling in other systems, should I head over there, so they get established, or can I just meander in my 'home' system?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 06:17:49 PM
Quick question,

Are the other solar systems loaded up when you you're flying around? For example, I haven't seen more than one or two messages about other factions settling in other systems, should I head over there, so they get established, or can I just meander in my 'home' system?

Yeah they *should* be loaded but my experience is that if it is an 8+ system sector then fleets in other systems seem to get 'stuck' and do not function properly. This can be alleviated by flying around to kick-start them off but it's a bit of a pain.

I have it listed as a known issue in the OP and have flagged it as a bug in the Support Forum, so we'll see :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xenoargh on September 24, 2013, 06:29:46 PM
Any hints on implementation?  I need to re-merge and all that, if I ever have time again, work's kind of kicking me around atm but maybe this weekend :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 06:50:29 PM
Any hints on implementation?  I need to re-merge and all that, if I ever have time again, work's kind of kicking me around atm but maybe this weekend :)

Well, if you can I would wait until I do a bit more refactoring (hopefully later this week). It's still fairly similar, just a few more things added and a few things changed to support the multi-systems and the skill tree.

I'm fairly sure you ended up tweaking numbers but did you end up replacing any code wholesale? Maybe if you could PM me the general outline of changes you made / were planning to make and I'll prioritise those sections of the code?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xenoargh on September 24, 2013, 08:01:55 PM
Well, if you do a diff with 0.54... basically I:

1.  Made crew wages happen- very simple change really.
2.  Made some changes to the frequency of invasion fleets, so that all of the unpopulated Stations would get populated over time. 
3.  Made mining produce Germanium instead of Supplies, and made fleet production cost Germanium.  This was the biggest change under the hood, and I'd really like it back!

I really think it shouldn't work like this at all, now that we can set locations of the player fleet and the spawn and all that.  I think that all of the Stations should be held by a Faction at game start, the player should be moved to a Station belonging to the Faction right away.

Anyhow, other than that... I got rid of a lot of mod-specific stuff, because I really wanted to have a true "blank slate" and there was stuff in there to support Tore Up Plenty, some specific issues with names in certain mods- basically, a bunch of stuff that (imo) we shouldn't need- I feel like modders should fix their stuff to be compatible with Exerelin's framework, not the other way around.

All of the other stuff was mod-specific, like the changes to the skill trees, new Hull Mods and all of that.

Stuff I wanted to get done, but haven't had time to mess with:

1.  I wanted to lock players out of Stations whose Factions are hostile to them.  I think that's a very necessary thing in a survivalist game and it would make things a lot more interesting in Exerelin's gameplay model.
2.  I'd like a Diplomatic dialog that would allow players to change diplomatic relations with other Factions if over level 30.  Like, declare war, pay a bribe to make peace, etc.
3.  I'd like to code up repairs taking money, not Supplies, at Stations.
4.  I'd like to have some simple FedEx stuff.
5.  Make going to war / peace happen a lot less frequently, so that players aren't constantly getting ambushed by formerly-friendly Fleets all the time.  Going to war and making peace should be rarer.
6.  I also wanted to finish and polish the Universal Spawn System code; I really think that's the ideal way to handle spawning ships in large-scale stuff like this, as performance can be tuned very easily and all the logic's right there where it needs to be.
7.  I also wanted individualized mentions of Germanium / Fuel deliveries, instead of the generic one I wrote, so that I know when a local Station has taken delivery.

Anyhow, whatever's in my diff you want, please feel free!  Sorry that I haven't had time to make a branch yet, work decided now would be a great time to put me in crunch, so I'm still, er, watching something compile whilst I write this, lol.

I am willing to code the above, most of it's easy... I just haven't gotten around to setting up a Java IDE and all that to compile jars, since Dialogs apparently require Enum and switches... so I got a little stuck on the free-time aspects; I only use Java for this stuff here :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 08:59:35 PM
@xeno

Cool looks like it shouldn't be too hard then to get it back to where it was :) I'll refactor those spots so that you won't lose your changes if I need to change another random part of it!

re. starting with stations populated
I'm fairly keen to keep the slow build up; it fits with the (eventual) lore and progressive plan I have for the mod. However I can't imagine it being overly difficult to setup the stations with owners other than 'abandoned' at generation so I could easily support that as a start option?

re. mod-specific stuff
Yeah it's a pain but some modders are not really coders and/or don't want to worry about it. I should be able to move this stuff into a ModCompatability class or something to clear it out of the common functions.

re. stuff you wanted to do
1. Already done :) (also locked out of neutral stations, I'll make a config for both options)
2. Yeah it's on the radar. I'm not quite sure of the capability of the new Dialog stuff yet
3. Should be able to do this as a config option too
4. I might leave this one to you :)
5. I think I already have done this for v0.6 (at least to a point). I just increased the thresholds so factions should be less likely to flip back and forth. I'll make these config options too
6. I'm still not convinced on spawnPoints in general; I'm feeling more inclined to get rid of spawn points and just use a FleetExtension class to store extra details about fleets, and then a FactionFleetAdmiral class to spawn and direct fleets for a faction. Still, if you develop the UniversalSpawnPoint idea a bit more let me know and I'll definitely check it over :)
7. This should be pretty straightforward

re. branching etc
Don't worry too much about that; it would just make it a bit less manual to move changes around but if there are going to be a lot of conflicts anyway...

I also only use Java for this stuff, although the jar structure (if using an IDE) is fairly straightforward (I did try from the command prompt and baulked at that after getting some simple stuff going!)

Anyway, I'll let you know once I have done a bit of refactoring :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ciago92 on September 24, 2013, 09:04:12 PM
two requests for implementation/requests for guiding on how to do so:

first, can we have the omnifactory spawn around a random planet instead of coming to our home base? A) exploration! and B) no more free ships a two second hop away from a selling point. Even if we have to mothball stuff and haul it two systems away, just makes life more interesting

omnifactory is way OP with free everything. instead of making it cost money to take stuff back, can we do something where it requires crew and consumes fuel and supplies? Maybe (if you really like the idea and are willing to take the time to code up the extensive dialog tree that I wish I knew how to help with but can't >.<) even something where instead of constantly producing all the different things stored you first have to store a ship and wait for it to be disassembled then you have to select in the dialog tree build me an X and it will say give me Y workers Z supplies and W fuel
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Tokshen on September 24, 2013, 09:33:41 PM
What a great night!  I log into the forums to find out that my favorite mod has been updated for 0.6a!  Thanks for the work you put into this mod, Zaphide :)  I am eager to jump in and make some new videos showing off this update.

Thanks again! :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Vayra on September 24, 2013, 09:40:50 PM
Just gonna note that I just updated the Kadur Theocracy (http://fractalsoftworks.com/forum/index.php?topic=6649) for Exerelin compatibility. :) If you'd like to integrate it into future ExerelinData and CharacterCreationPluginImpl files, I'd be honored.

Edit: For now though, here's a guide to integrating the Kadur into Exerelin that that should be pretty easy to follow for any users interested in playing Exerelin with them. (http://fractalsoftworks.com/forum/index.php?topic=6649.msg113009#msg113009)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 10:39:50 PM
first, can we have the omnifactory spawn around a random planet instead of coming to our home base? A) exploration! and B) no more free ships a two second hop away from a selling point. Even if we have to mothball stuff and haul it two systems away, just makes life more interesting

Yeah I agree, the free stuff is a massive issue. Also, I'm not 100% sure that the OmniFactory will survive in Exerelin long term (at least in it's current incarnation). I think being able to manufacture 'anything' is not quite where I want to be. I would prefer so that you can manufacture your factions stuff, and then you can buy premade stuff from other factions if they are allied. Anyway, all ideas. The place-it-randomly option could be interesting; I'll see about adding that as a config setting.

Regardless, you *should* be able to make the OmniFactory charge money again by editing the following line in OutSystemStationConstructionFleet.java:
Code
theSystem.addSpawnPoint(new OmniFac(theSystem.addOrbitalStation(theTarget, ExerelinUtils.getRandomInRange(1,359), orbitRadius, ExerelinUtils.getRandomInRange(40,60), "Omnifactory", "neutral")));
and change the "neutral" to "independent".

omnifactory is way OP with free everything. instead of making it cost money to take stuff back, can we do something where it requires crew and consumes fuel and supplies? Maybe (if you really like the idea and are willing to take the time to code up the extensive dialog tree that I wish I knew how to help with but can't >.<) even something where instead of constantly producing all the different things stored you first have to store a ship and wait for it to be disassembled then you have to select in the dialog tree build me an X and it will say give me Y workers Z supplies and W fuel

I probably won't code an extensive dialog tree a) because I'm lazy :P and b) because I don't think it would be much fun trawling through countless options.

However, I would like to implement something where you had a blueprint, and then you give that + materials to a station to build a ship/weapon for you (think EVE Online). You would be able to gain blueprints of your factions stuff over time. Not quite sure if this is even possible with the current dialog code, but yeah essentially pretty similar to requiring resources rather than money.

What a great night!  I log into the forums to find out that my favorite mod has been updated for 0.6a!  Thanks for the work you put into this mod, Zaphide :)  I am eager to jump in and make some new videos showing off this update.

Thanks again! :)

No worries :)

Bear in mind there are a few issues (listed in the OP). You should be able to work around most of them but it's not 100% all there yet. Still, (IMO) it's still good fun :)

--- snip---
If you'd like to integrate it into future ExerelinData and CharacterCreationPluginImpl files, I'd be honored.

Sure will :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 24, 2013, 10:51:51 PM
So after an evening with the new update and all compatible mods installed I have to say I am loving it! I am only playing with 4 systems and only small systems, things are rolling on in a much more balanced kind of way as compared to the last version when everyone immediately goes to war. The vanilla game has become a lot more balanced and so has Exerelin. The attack stations seem a little more intelligent and now there is plenty of room for the potential galactic wars to come. I can't imagine playing this on 8+ systems, not at least until there are more factions available because now the universe is huge!

No one has made war or made allies yet, except for me declaring war with the Zorg and the Junk Pirates. I love the idea that when you are allied with a faction you can shop at their stations but how and/or when can you become allied with anyone?

Oh and I love the Omnifactory but only when you have to pay for the stuff and I really like the idea of it being in a random system instead of always by your spot
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Wriath on September 24, 2013, 10:53:19 PM
Not sure if I should post here or in the Kadur thread, but I'm having some issues trying to edit the exrelindata file in order to get them running. I'm getting a crash with a java error.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 11:18:33 PM
So after an evening with the new update and all compatible mods installed I have to say I am loving it! I am only playing with 4 systems and only small systems, things are rolling on in a much more balanced kind of way as compared to the last version when everyone immediately goes to war. The vanilla game has become a lot more balanced and so has Exerelin. The attack stations seem a little more intelligent and now there is plenty of room for the potential galactic wars to come. I can't imagine playing this on 8+ systems, not at least until there are more factions available because now the universe is huge!

Yeah I think 4-8 systems is currently the way to go :) Otherwise it's a a bit desolate...

No one has made war or made allies yet, except for me declaring war with the Zorg and the Junk Pirates. I love the idea that when you are allied with a faction you can shop at their stations but how and/or when can you become allied with anyone?

It'll happen but I did change the thresholds to be higher so that it is less volatile (so less but longer wars/alliances). You can use the diplomacy items (prisoners, agents) to influence the diplomacy levels between factions.

Oh and I love the Omnifactory but only when you have to pay for the stuff and I really like the idea of it being in a random system instead of always by your spot

Yeah I'll see about implementing that for the next version :) The other idea I had was for a few independent trading posts scattered about that sell a small selection of random ships and weapons. Too many plans...  :D

Not sure if I should post here or in the Kadur thread, but I'm having some issues trying to edit the exrelindata file in order to get them running. I'm getting a crash with a java error.

What error are you getting? A compile error? Maybe attach your edited ExerelinData.java if you can :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Vergial on September 24, 2013, 11:21:13 PM
I'm not entirely sure which thread this would go in, so I'll try here first since the mod works fine on its own.

I decided to give Exerelin a shot, added the Bushi and Hiigarian fleets to the mod lineup. I have the most recent version of Lazylib set up and selected as well.

First time running, everything is fine until I set my stats and hit "Start Game". Immediately, it crashes informing me that "java.lang.RuntimeException: Fleet id [scoutGroup] not found for faction [bushi]". Okay, fine, maybe Bushi doesn't actually work with this mod, I think.

So I remove Bushi from the lineup, and repeat the process. I get the same error, but this time with the Hiigarian Descendants. "java.lang.RuntimeException: Fleet id [scoutGroup] not found for faction [hiigaran_descendants]".

I thought maybe Restock was the issue, but it's not; the error comes up with Restock in the lineup or otherwise.

The Exerelin mod does work fine on its own at least, so that's nice.

Both the Bushi and Hiigarian mods work fine on their own, so I'm not entirely sure where the problem lies. It's unfortunate too, I was excited to try out Exerelin with some modded fleets. Hiigarians in particular.

Any idea what would need fixing? Or HOW to fix it? No rush, by the way. I'll keep an eye on this thread and enjoy vanilla Exerelin for now. :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 24, 2013, 11:26:53 PM
I'm not entirely sure which thread this would go in, so I'll try here first since the mod works fine on its own.

I decided to give Exerelin a shot, added the Bushi and Hiigarian fleets to the mod lineup. I have the most recent version of Lazylib set up and selected as well.

First time running, everything is fine until I set my stats and hit "Start Game". Immediately, it crashes informing me that "java.lang.RuntimeException: Fleet id [scoutGroup] not found for faction [bushi]". Okay, fine, maybe Bushi doesn't actually work with this mod, I think.

So I remove Bushi from the lineup, and repeat the process. I get the same error, but this time with the Hiigarian Descendants. "java.lang.RuntimeException: Fleet id [scoutGroup] not found for faction [hiigaran_descendants]".

I thought maybe Restock was the issue, but it's not; the error comes up with Restock in the lineup or otherwise.

The Exerelin mod does work fine on its own at least, so that's nice.

Both the Bushi and Hiigarian mods work fine on their own, so I'm not entirely sure where the problem lies. It's unfortunate too, I was excited to try out Exerelin with some modded fleets. Hiigarians in particular.

Any idea what would need fixing? Or HOW to fix it? No rush, by the way. I'll keep an eye on this thread and enjoy vanilla Exerelin for now. :)

Yeah it's not a great setup currently but you need to slightly alter the bushi and hiigaran descendents mods (at least for the time being) to have them work with Exerelin:

Edit other mods mod_info.json and commenting (# at start of line) the modPlugin definition out:
e.g.
Code
"modPlugin":"data.scripts.ModPlugin",
to
Code
#"modPlugin":"data.scripts.ModPlugin",
Remember to change back when not playing Exerelin!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: PCCL on September 24, 2013, 11:38:45 PM
new to exerelin here...

Just started, they gave me an atlas, a valk, and a vigilance. Where to go from here? How to get my first station? Every other faction seem to have a command fleet but I got nothing
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Lordzias on September 24, 2013, 11:46:41 PM
Just fly to the nearest unclaimed station and hoover over it with your fleet for a second or two- the  transport ships you have will disappear and the station will be yours.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 25, 2013, 12:02:18 AM
new to exerelin here...

Just started, they gave me an atlas, a valk, and a vigilance. Where to go from here? How to get my first station? Every other faction seem to have a command fleet but I got nothing

Yeah it really needs a guide... well in a nutshell (I will re-post this in the OP too):

Starting Out
You can take over a station by moving your fleet up to it and 'hovering' over it. An abandoned station will be taken over instantly (no defenders).

Station Takeover
Once you have your first station, your faction will automatically start taking over other available stations, or stations that your faction is at war with. You can still take over stations, but you will need (at minimum) a super-freighter (i.e atlas or equivalent) and a troop transport (i.e valkyrie or equivalent) in your fleet. Boarding is expensive; you will loose the super-freighter, and any extra supplies/marines/crew on a successful board. If your boarding fails (the defenders kill all the marines in your fleet) you can loose a number of ships.

Your Faction
Your faction will send out boarding fleets, attack fleets (during war), patrol fleets, defense fleets and logistics convoys. Defense and attack fleets are pretty obvious; patrol fleets will change from patrol/raid/attack/defend depending on certain circumstances. Logistics Convoys deliver resources to stations under heavy attack.

Your faction will also deploy mining fleets from it's stations to gather supplies/fuel, which are used (in conjunction with crew and marines) to fund their fleets. A lot of resources will result in larger faction fleets. A prolonged war will strain your factions resources.

Mining (semi-broken currently)
You can mine (although it's kind of broken at the moment, due to the inability to easily hover) by 'hovering' over an asteroid or gas giant and having mining drone wings (or Zorg Worker drones) in your fleet. The number of wings dictates how much you mine.

Diplomacy Items
You can 'trade' diplomacy items (that appear in your storage facility) to other factions station to change your factions relationship with that faction.

Effects as follows:
 - Prisoner; increases your factions relationship with the faction you deliver the prisoner to
 - Agent; attempts to create a division between the faction you plant the agent at and another faction (not yours)
   - Small chance to backfire, resulting in a relationship loss between your faction and thiers
   - Small chance to fail with no penalties
 - Saboteur; causes a station explosion that reduces a station efficiency and destroys resources (including marines), weapons and ships on the station they are planted on. Good for softening up before boarding.

Also, if you use multiple diplomacy items they will run one after another.

Faction Skill Tree
You can spend attribute and skill points in the Faction Skill Tree to improve aspects of your faction.

There are a few other bits and bobs, but that covers most of it :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Vergial on September 25, 2013, 01:17:15 AM
Got the factions working properly, thanks to your help. However, I do run into a really weird error on occasion (thank goodness  I save a ton) that I'm sure anyone who uses the restock mod will wanna know about.

Game crashes with a simple "Fatal: Null". The log file reports the following chunk:

Spoiler
2385688 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
   at java.util.AbstractList$Itr.next(AbstractList.java:343)
   at com.fs.starfarer.campaign.fleet.CargoData.getItemQuantity(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.getNumWeapons(Unknown Source)
   at data.scripts.RestockScript.restockWeapons$(RestockScript.java:286)
   at data.scripts.RestockScript.advance(RestockScript.java:187)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

It seems that Restock doesn't play well with Exerelin. Honestly, I'm not sure why I was running Restock anyway, I think I just left it ticked. The stations stock themselves as they build stuff, so restock is largely redundant to begin with. But at least now I know I SHOULDN'T be using it.

Wasn't trying to cheat to get larger ships, honest...
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: jingle on September 25, 2013, 01:18:18 AM
Are there not supposed to be pirates in this or is my game somehow bugged? I have nothing around me but friendly factions so far and I'm not sure what I should really be doing. I'm excited as hell about playing this though, having more of a clear goal in game should be great.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: PCCL on September 25, 2013, 01:20:34 AM
ty all, managed to get an actual game going...

Boarding fleets are too OP, IMO. Full atlases worth of supplies (800 per ship) for so little defenders? I killed 2 of those and now has 100,000 creds with nothing to do
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 25, 2013, 02:45:49 AM
Got the factions working properly, thanks to your help. However, I do run into a really weird error on occasion (thank goodness  I save a ton) that I'm sure anyone who uses the restock mod will wanna know about.

Game crashes with a simple "Fatal: Null". The log file reports the following chunk:

Spoiler
2385688 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
   at java.util.AbstractList$Itr.next(AbstractList.java:343)
   at com.fs.starfarer.campaign.fleet.CargoData.getItemQuantity(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.getNumWeapons(Unknown Source)
   at data.scripts.RestockScript.restockWeapons$(RestockScript.java:286)
   at data.scripts.RestockScript.advance(RestockScript.java:187)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

It seems that Restock doesn't play well with Exerelin. Honestly, I'm not sure why I was running Restock anyway, I think I just left it ticked. The stations stock themselves as they build stuff, so restock is largely redundant to begin with. But at least now I know I SHOULDN'T be using it.

Wasn't trying to cheat to get larger ships, honest...

Exerelin now runs some of its logic in other threads (station inventory management is one of the areas) which will cause a concurrency error if 2 or more threads attemp to modify the same data. So, it is unlikely to play nice with most other mods unfortunately :(

Are there not supposed to be pirates in this or is my game somehow bugged? I have nothing around me but friendly factions so far and I'm not sure what I should really be doing. I'm excited as hell about playing this though, having more of a clear goal in game should be great.

Rebel (essentially pirates) will spawn fleets in systems, but I suggest you declare war (by simply attacking another factions fleet) if you are bored :)

ty all, managed to get an actual game going...

Boarding fleets are too OP, IMO. Full atlases worth of supplies (800 per ship) for so little defenders? I killed 2 of those and now has 100,000 creds with nothing to do

Yeah the new supply cost is a bit of an issue. I could lower te supply cost, but I'll probably just edit the loot after battles to restrict large amounts of supplies/fuel. Thanks for the feedback :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on September 25, 2013, 03:27:41 AM
Quote
Mining (semi-broken currently)
You can mine (although it's kind of broken at the moment, due to the inability to easily hover) by 'hovering' over an asteroid or gas giant and having mining drone wings in your fleet. The number of wings dictates how much you mine.

Diplomacy Items
You can 'trade' diplomacy items (that appear in your storage facility) to other factions station to change your factions relationship with that faction.

Do Zorg Workers work the same way as mining drones?

Do the different diplomacy items have different effects?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: LazyWizard on September 25, 2013, 03:29:53 AM
Got the factions working properly, thanks to your help. However, I do run into a really weird error on occasion (thank goodness  I save a ton) that I'm sure anyone who uses the restock mod will wanna know about.

Game crashes with a simple "Fatal: Null". The log file reports the following chunk:

Spoiler
2385688 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
   at java.util.AbstractList$Itr.next(AbstractList.java:343)
   at com.fs.starfarer.campaign.fleet.CargoData.getItemQuantity(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.getNumWeapons(Unknown Source)
   at data.scripts.RestockScript.restockWeapons$(RestockScript.java:286)
   at data.scripts.RestockScript.advance(RestockScript.java:187)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

It seems that Restock doesn't play well with Exerelin. Honestly, I'm not sure why I was running Restock anyway, I think I just left it ticked. The stations stock themselves as they build stuff, so restock is largely redundant to begin with. But at least now I know I SHOULDN'T be using it.

Wasn't trying to cheat to get larger ships, honest...

Exerelin now runs some of its logic in other threads (station inventory management is one of the areas) which will cause a concurrency error if 2 or more threads attemp to modify the same data. So, it is unlikely to play nice with most other mods unfortunately :(

If you're modifying cargo in a separate thread, it won't play nice with vanilla either. ;)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 25, 2013, 03:40:04 AM
Got the factions working properly, thanks to your help. However, I do run into a really weird error on occasion (thank goodness  I save a ton) that I'm sure anyone who uses the restock mod will wanna know about.

Game crashes with a simple "Fatal: Null". The log file reports the following chunk:

Spoiler
2385688 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
   at java.util.AbstractList$Itr.next(AbstractList.java:343)
   at com.fs.starfarer.campaign.fleet.CargoData.getItemQuantity(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.getNumWeapons(Unknown Source)
   at data.scripts.RestockScript.restockWeapons$(RestockScript.java:286)
   at data.scripts.RestockScript.advance(RestockScript.java:187)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

It seems that Restock doesn't play well with Exerelin. Honestly, I'm not sure why I was running Restock anyway, I think I just left it ticked. The stations stock themselves as they build stuff, so restock is largely redundant to begin with. But at least now I know I SHOULDN'T be using it.

Wasn't trying to cheat to get larger ships, honest...

Exerelin now runs some of its logic in other threads (station inventory management is one of the areas) which will cause a concurrency error if 2 or more threads attemp to modify the same data. So, it is unlikely to play nice with most other mods unfortunately :(

If you're modifying cargo in a separate thread, it won't play nice with vanilla either. ;)

Ah because fleets dump stuff at stations sometimes on despawn? And other things too? Yeah... Hmmm might have to move that part out then I guess. Pity, it made a fairly noticble difference. Actually, if I could stop vanilla code from modifying cargo at all that would be great; it throws some of the balancing out a bit. I guess I can't lock/guard/check the cargo either...

Thanks :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: LazyWizard on September 25, 2013, 04:53:49 AM
You can still have most of the work done in another thread; only the actual alterations to the cargo need to be done in the main thread.

Basically, your second thread would grab the stacks copy, do the needed analysis, etc, but instead of making alterations to the station's contents, you'd want to put a list of instructions into a queue that's handled by an EveryFrameScript in the main thread (this queue variable needs to be thread-safe, check out ConcurrentLinkedQueue (http://docs.oracle.com/javase/6/docs/api/java/util/concurrent/ConcurrentLinkedQueue.html)).

Here's a simple example of an EveryFrameScript that would check a thread-safe queue for instructions every frame (not tested!):

ExampleQueue.java:
Code
package data.scripts.plugins;

import com.fs.starfarer.api.EveryFrameScript;
import data.scripts.commands.BaseCommand;
import java.util.Queue;
import java.util.concurrent.ConcurrentLinkedQueue;

// Keep a reference to this object in your mod's
// master script, otherwise it's worthless
public class ExampleQueue implements EveryFrameScript
{
    private final Queue queuedCommands = new ConcurrentLinkedQueue();

    @Override
    public boolean isDone()
    {
        return false;
    }

    @Override
    public boolean runWhilePaused()
    {
        return false;
    }

    @Override
    public void advance(float amount)
    {
        synchronized (queuedCommands)
        {
            BaseCommand tmp;
            while (!queuedCommands.isEmpty())
            {
                tmp = (BaseCommand) queuedCommands.remove();
                tmp.executeCommand();
            }
        }
    }

    public synchronized void addCommandToQueue(BaseCommand command)
    {
        queuedCommands.add(command);
    }

    public synchronized boolean isQueueEmpty()
    {
        return queuedCommands.isEmpty();
    }
}


The queue holds a list of commands that need to be executed in the main thread. The commands are defined by a simple interface:

BaseCommand.java:
Code
package data.scripts.commands;

public interface BaseCommand
{
    public void executeCommand();
}


And an example BaseCommand implementation (this one for removing cargo, since that's what brought this up):

RemoveCargo.java:
Code
package data.scripts.commands;

import com.fs.starfarer.api.campaign.CargoAPI;

public class RemoveCargo implements BaseCommand
{
    private CargoAPI cargo;
    private Object data;
    private CargoAPI.CargoItemType type;
    private float toRemove;

    public RemoveCargo(CargoAPI cargo, Object stackData,
            CargoAPI.CargoItemType stackType, float toRemove)
    {
        this.cargo = cargo;
        this.data = stackData;
        this.type = stackType;
        this.toRemove = toRemove;
    }

    @Override
    public void executeCommand()
    {
        cargo.removeItems(type, data, toRemove);
    }
}


So if your second thread needs to remove 500 green crew from a station's cargo, instead of doing so directly it'd use something like the following:
Code
ClassThatKeepsTrackOfVariables.getCommandQueue().addCommandToQueue(new RemoveCargo(station.getCargo(), "green_crew", CargoItemType.RESOURCES, 500f));

And the crew would be removed the next game frame.

An important thing to note, though, is that you'd want to check isQueueEmpty() before starting your analysis 'frame'. Otherwise you'll have problems where your second thread runs multiple times between game frames and ends up removing 1000+ crew because the RemoveCargo command hasn't run yet, so the station still registers as having too much crew.

This method is how the console mod handles being multi-threaded, at least. There are probably better ways of doing it, and I am by no means an expert at threading. :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 25, 2013, 06:02:56 AM
@LazyWizard

Yep OK not a bad idea. Thanks heaps for the in-depth examples :) (you should be a teacher) I can definitely see that approach working.

Although it seems like a small thing, it has improved performance on my slow dual core quite a bit by moving things off the main game thread. With multi-systems, it means more *stuff* and so if I can get this to work in a thread-safe way that would be great :)

Quote
Mining (semi-broken currently)
You can mine (although it's kind of broken at the moment, due to the inability to easily hover) by 'hovering' over an asteroid or gas giant and having mining drone wings in your fleet. The number of wings dictates how much you mine.

Diplomacy Items
You can 'trade' diplomacy items (that appear in your storage facility) to other factions station to change your factions relationship with that faction.

Do Zorg Workers work the same way as mining drones?

Do the different diplomacy items have different effects?

Sorry Erick forgot to reply to this!

Yeah Zorg Workers can also act as mining drones. I'll add that.

Yep, the effects are as follows:
 - Prisoner; increases your factions relationship with the faction you deliver the prisoner to
 - Agent; attempts to create a division between the faction you plant the agent at and another faction (not yours)
   - Small chance to backfire, resulting in a relationship loss between your faction and thiers
   - Small chance to fail with no penalties
 - Saboteur; causes a station explosion that reduces a station efficiency and destroys resources (including marines), weapons and ships on the station they are planted on. Good for softening up before boarding.

Also, if you use multiple diplomacy items they will run one after another.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on September 25, 2013, 06:24:02 AM
Thank you, Zaphide. Very informative.  :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xeranes on September 25, 2013, 10:26:15 AM
Despite the hovering error, is it still possible to mine?


Also, how does the omnifactory work?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 25, 2013, 11:53:38 AM
I LOVE the idea of random independent trading stations!

And if I give a prisoner to a faction I am neutral with there may be a chance to improve to allies??
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Tchey on September 25, 2013, 12:22:48 PM
Thank you for the updates.

I cannot load it. I'm running the game on Linux and after the loading screen the game crashes.

The log file gives this :

Code
53844 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/exerelin/SectorManager.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/exerelin/SystemStationManager.java, Line 7, Column 7: Imported class "org.lazywizard.lazylib.MathUtils" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)

I tried with Exerelin alone and with Gedune faction.

Also, can you host the file somewhere else ? Bitbucket is censored in some countries. I can bypass it with tools like Tor but it may be more convenient for other people.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 25, 2013, 12:50:52 PM
Despite the hovering error, is it still possible to mine?


Also, how does the omnifactory work?

It is if you can position your fleet correctly (slow moving asteroids and gas giants should be OK).

Actually, LazyWizard's next version of LazyLib will apparently contain a method that may be able to solve the mining issue, so by StarSector 0.6.1 there should be a fix for it in some form :)

The OmniFactory will reproduce(up to a stack size maximum) any ships/weapons you give it.

I LOVE the idea of random independent trading stations!

And if I give a prisoner to a faction I am neutral with there may be a chance to improve to allies??

It increases your relationship by a base amount. From memory, you'll need between 1-8 prisoners to force an instant alliance (depending on your factions and the other factions relationship to each other), but the relationship system works like a pendulum swing; if you start it one direction it will continue with that 'bias' for a while before returning back towards neutral. There is a bit of randomisation in there as well, but there is a definite trend.

Thank you for the updates.

I cannot load it. I'm running the game on Linux and after the loading screen the game crashes.

The log file gives this :
Spoiler
Code
53844 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/exerelin/SectorManager.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/exerelin/SystemStationManager.java, Line 7, Column 7: Imported class "org.lazywizard.lazylib.MathUtils" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
[close]
I tried with Exerelin alone and with Gedune faction.

Also, can you host the file somewhere else ? Bitbucket is censored in some countries. I can bypass it with tools like Tor but it may be more convenient for other people.

You'll need to have LazyLib 1.5 installed and running.

RE hosting:
No worries I'll look into it. That is pretty annoying :( Any recommendations?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Sidie Hawkton on September 25, 2013, 02:49:49 PM
I might just be missing an update or in topic post but I'm not able to load any saves...  I'm running (having made the changes needed per download post):
Exerelin 0.6
Lazylib 1.5
Bushi 1
Hiigarian 1
Junk Pirates 1.61b
Kadur Theocracy 1.1.4
Neutrino 1.7
Shadowyards 0.4.2
Gedune 1

I've been trying to play 4 systems, small max, 12 planets, 4 asteroids, 15 stations, omnifactory, all factions, respawn all every 2 months, starting as Neutrino Singularity (at least this faction has major fleet control issues right off the bat due to the big ships logistic cost unless you use all 3&3 points to up it).  Upon any load, after having taken first station, I'm no longer able to load the save.

I'm not sure what I'm looking for in the log, but I notice:
419726 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[5]/FleetMember/fleetData/fleet/accidentManager
line number         : 123853
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 25, 2013, 04:34:28 PM
I might just be missing an update or in topic post but I'm not able to load any saves... 
--- snip ---

Hmmm, just ran a couple of tests and didn't have any issues. I'll have another look this evening as all my faction mods may not be the latest versions.

If you run Exerelin without any faction mods do you still have the same issue?

The only thing that I can initially think of is memory issues (as Exerelin has fairly large save files) and something may be going wrong in the save/load process. There are some links in the OP about increasing memory allocation to StarSector.

Quote
(at least this faction has major fleet control issues right off the bat due to the big ships logistic cost unless you use all 3&3 points to up it)

Yeah it does. Not a nice trap for newer players but the Neutrino super-freighters are a class above, and so flavor over functionality here unfortunately :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Sidie Hawkton on September 25, 2013, 05:23:29 PM
Yes.  It seems ok without other mods installed...  and with just neutrino & exerelin installed.  I'd rather not do process elimination for someone's "compatible" mod when that seems to be the trouble...
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Turdicus on September 25, 2013, 05:44:59 PM
Played for about 2 hours straight I think, loved every minute, and then started to get some pretty bad stuttering every few seconds, bringing my idle indicator to like 12% each time. Figures though, I was playing with like 7 different factions, 8 systems, lots of planets and systems. Saving took a long time too but I understand that's normal.

I have a pretty darn good computer so I went ahead and modified my starsector.bat to use 64bit Java then allocated 4GB of memory to the game min and max (I have 8 gigs of RAM so I should be ok). My next game will be less than 8 systems so it is my hope that it will take a lot longer for the game to start stuttering.

Fantastic mod here, and all of the new factions are wonderful, made this great game very interesting for me. Keep it up!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Aenslaed on September 25, 2013, 05:53:33 PM
How are logistics numbers calculated with this mod?  I am not sure why 10+10+10= 74 with an empty inventory + skeleton crew.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 25, 2013, 06:06:29 PM
This may sound like a minor thing but it would be nice to be able to choose 6 systems. There is a pretty big difference between 4 and 8 I think.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Sidie Hawkton on September 25, 2013, 06:15:52 PM
Logistics may be due to too few crew...  Big issue with the Neutrino's, while being a strength too.

Zaphide: After testing a bit, I've narrowed it to Kadur's current release and instructions being the culprit.  Not sure exactly what/how, but I'm not having it with only that one turned off.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: lowpolygon on September 25, 2013, 06:22:34 PM
I am new to this mod,so I am not sure if I am doing this wrong.
first, I fly over to a empty station and capture it..
then what do I do ?
I mean I have very few resources, and there is no other faction in sight.
I would sit there for a while and watch some fleet spawn from the station I capped...
But I still dunno what to do after capturing the station
Anyone could shed a light ?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: sirboomalot on September 25, 2013, 06:42:08 PM
Yo zaphide, I just started play'n the new version and I seem to be see'n a couple bugs. First of all, factions seem to be creating and sending out crusade fleets against other factions that are neutral to me. They don't go after the other factions fleets, just start flying around the station as if there was a war. This is not long after the start of the game, and as far as I'm aware no actual wars have broken out yet.

Another thing I've noticed, and this might not actually be a bug, but after leaving and then returning to my starting system, in which both my pirate faction and the junkpirates have a station, rebel junkpirate fleets were attacking the omnifactory as if it was a station.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 25, 2013, 06:50:10 PM
--- snip ---
then started to get some pretty bad stuttering every few seconds, bringing my idle indicator to like 12% each time. Figures though, I was playing with like 7 different factions, 8 systems, lots of planets and systems. Saving took a long time too but I understand that's normal.
--- snip ---

re. stuttering
Actually I noticed this testing the latest changes. I wasn't sure whether it was something I had done since posting the download so thanks for reporting that. I'll look into it. I think my threading solution was a bit premature in more ways than one (it seemed good though!).



Saving/loading will take a while unfortunately. The multi-systems adds a lot to the savefile, and Exerelin itself adds quite a bit too.

How are logistics numbers calculated with this mod?  I am not sure why 10+10+10= 74 with an empty inventory + skeleton crew.

What faction/fleet composition did you have? I think I might know a cause of this (something I forgot to update for 0.6)

This may sound like a minor thing but it would be nice to be able to choose 6 systems. There is a pretty big difference between 4 and 8 I think.

Yep I will add it :) Also a two system option as well.

--- snip ---
Zaphide: After testing a bit, I've narrowed it to Kadur's current release and instructions being the culprit.  Not sure exactly what/how, but I'm not having it with only that one turned off.

Thanks, appreciate the testing effort. (I think I still have the older version of that mod), I'll check it out against the latest version.

I am new to this mod,so I am not sure if I am doing this wrong.
first, I fly over to a empty station and capture it..
then what do I do ?
I mean I have very few resources, and there is no other faction in sight.
I would sit there for a while and watch some fleet spawn from the station I capped...
But I still dunno what to do after capturing the station
Anyone could shed a light ?

No you're not doing it wrong. The early game can be a bit slow (kind of think of it as the scout/mine phase, although mining is kind of broken atm). I probably need to start each system off with a few small Rebel fleets to give some combat option at the start. Otherwise, you could go kick off a war with another faction :)

Yo zaphide, I just started play'n the new version and I seem to be see'n a couple bugs. First of all, factions seem to be creating and sending out crusade fleets against other factions that are neutral to me. They don't go after the other factions fleets, just start flying around the station as if there was a war. This is not long after the start of the game, and as far as I'm aware no actual wars have broken out yet.

Another thing I've noticed, and this might not actually be a bug, but after leaving and then returning to my starting system, in which both my pirate faction and the junkpirates have a station, rebel junkpirate fleets were attacking the omnifactory as if it was a station.

Thanks sirboomalot, yep both bugs :( I will fix for next version. The 'crusaders going after neutral' is caused by both you and another faction attempting to takeover a abandoned station at the same time. It should clear itself up after the game gets going, and yeah the Rebel target code needs to exclude things like the OmniFactory :P

Actually this is part of a change I didn't really note down anywhere:
The Rebel faction is now always hostile to everyone. The ships that it's fleets are using are based on which faction is most numerous in that system; so in your example, JunkPirate must have been leading their pirate brethren in that system, and so the Rebel fleets look like JunkPirates. As factions gain/lose control over systems, the Rebel faction fleets in those systems will change accordingly. The idea being to give you a chance to fight your own factions ships :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ssthehunter on September 25, 2013, 07:29:04 PM
Hey Zaphide, just noticed a horrible glitch (or something)

So I had all elite crew and marines.
Then I went and captured a station.
When I went back and checked my inventory, all of my elite crew was replaced with recruit (well, the crappiest) crew.
Just thought you would like to know.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 25, 2013, 08:24:19 PM
Hey Zaphide, just noticed a horrible glitch (or something)

So I had all elite crew and marines.
Then I went and captured a station.
When I went back and checked my inventory, all of my elite crew was replaced with recruit (well, the crappiest) crew.
Just thought you would like to know.

Ah, thanks for reminding me. This was an issue in the old version and I still haven't fixed.

Actually, I might change this so that instead of changing the whole cargo load it just removed 90% of the marines (or similar, they are off securing the station). With supplies now being so expensive I would be fairly irate if I lost a whole bunch due to a 'cargo re-balance'. It will mean you may be overloaded with crew/fuel/supplies, but then you just conquered a station so it's not like you can't get rid of them in a financially-responsible (and morally-responsible! Airlocks+Crew... ) manner.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Aenslaed on September 25, 2013, 09:17:35 PM
Logistics may be due to too few crew...  Big issue with the Neutrino's, while being a strength too.

Zaphide: After testing a bit, I've narrowed it to Kadur's current release and instructions being the culprit.  Not sure exactly what/how, but I'm not having it with only that one turned off.

I tried maxing out crew but the number didn't change.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Jazzrish on September 26, 2013, 12:08:12 AM
just save and load, always get this information :'(

Quote
969588 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_KimMillson_7977742268026477533...
971449 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
975082 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_KimMillson_7977742268026477533\descriptor.xml]
976006 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading D:\Program Files\Starsector 0.6a\starsector-core\..\saves\save_KimMillson_7977742268026477533...
978084 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
978084 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[2]/FleetMember/fleetData/fleet/accidentManager
line number         : 138841
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[2]/FleetMember/fleetData/fleet/accidentManager
line number         : 138841
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on September 26, 2013, 12:19:16 AM
I noticed when I started playing as Neutrino, I got 2 super freighters from the start and the valk troop transport.

After I took over a station I still had one super freighter and about 5000 supplies (easy 400k credits)

While when I start as Hiigarian (or whatever name is) after taking over a station all you have is that little starting ship and about 25 supplies.


as Neutrino I could jump right into a capital ship as soon as one of the stations had one..

As Hiigarian I was struggling to even stay afloat.. nothing to fight so I couldn't keep buying supplies.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: jingle on September 26, 2013, 12:51:35 AM
I'm really enjoying this so far but unfortunately I've run into an issue. Whenever I load a save, it says there is a problem with it and it cannot be loaded possibly due to mods not being there anymore, but I haven't removed any of them and it even does it without me closing the game. I'm only running the faction mods listed in the OP plus the console mod/mod that makes stuff always in stock.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 02:02:04 AM
just save and load, always get this information :'(
Spoiler
Quote
969588 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_KimMillson_7977742268026477533...
971449 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
975082 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_KimMillson_7977742268026477533\descriptor.xml]
976006 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading D:\Program Files\Starsector 0.6a\starsector-core\..\saves\save_KimMillson_7977742268026477533...
978084 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
978084 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[2]/FleetMember/fleetData/fleet/accidentManager
line number         : 138841
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[2]/FleetMember/fleetData/fleet/accidentManager
line number         : 138841
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
[close]

Yeah there seems to be an incompatability between Exerelin and Kadur Theocracy mod but damned if I can figure it out... :(  It may be best to run with Kadur Theocracy until I/We can fix it.

I noticed when I started playing as Neutrino, I got 2 super freighters from the start and the valk troop transport.

After I took over a station I still had one super freighter and about 5000 supplies (easy 400k credits)

While when I start as Hiigarian (or whatever name is) after taking over a station all you have is that little starting ship and about 25 supplies.


as Neutrino I could jump right into a capital ship as soon as one of the stations had one..

As Hiigarian I was struggling to even stay afloat.. nothing to fight so I couldn't keep buying supplies.

Hmmm 2xsuperfreighter is a bug. You are meant to start of a small fish in a big sea :)

I'm really enjoying this so far but unfortunately I've run into an issue. Whenever I load a save, it says there is a problem with it and it cannot be loaded possibly due to mods not being there anymore, but I haven't removed any of them and it even does it without me closing the game. I'm only running the faction mods listed in the OP plus the console mod/mod that makes stuff always in stock.

Yes see above for issue regarding Kadur Theocracy.

Also, I'd refrain from running the restock mod with Exerelin; it will eventually cause issues.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on September 26, 2013, 02:09:41 AM


I noticed when I started playing as Neutrino, I got 2 super freighters from the start and the valk troop transport.

After I took over a station I still had one super freighter and about 5000 supplies (easy 400k credits)

While when I start as Hiigarian (or whatever name is) after taking over a station all you have is that little starting ship and about 25 supplies.


as Neutrino I could jump right into a capital ship as soon as one of the stations had one..

As Hiigarian I was struggling to even stay afloat.. nothing to fight so I couldn't keep buying supplies.

Hmmm 2xsuperfreighter is a bug. You are meant to start of a small fish in a big sea :)


Mm, figured it was, but yeah, there should be some smaller fleets to fight in the system to start, otherwise with mining currently near impossible (I never managed to get a single thing despite trying with mining drones for about 20 min) it is a very rough start for anybody but Neutrino :P
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 02:38:52 AM


I noticed when I started playing as Neutrino, I got 2 super freighters from the start and the valk troop transport.

After I took over a station I still had one super freighter and about 5000 supplies (easy 400k credits)

While when I start as Hiigarian (or whatever name is) after taking over a station all you have is that little starting ship and about 25 supplies.


as Neutrino I could jump right into a capital ship as soon as one of the stations had one..

As Hiigarian I was struggling to even stay afloat.. nothing to fight so I couldn't keep buying supplies.

Hmmm 2xsuperfreighter is a bug. You are meant to start of a small fish in a big sea :)


Mm, figured it was, but yeah, there should be some smaller fleets to fight in the system to start, otherwise with mining currently near impossible (I never managed to get a single thing despite trying with mining drones for about 20 min) it is a very rough start for anybody but Neutrino :P


Yeah should *hopefully* have a fix soon for the mining problem, and I have adjusted the Rebel fleets a little to provide a bit more of a even challenge. Both fixes should be in the next update :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on September 26, 2013, 05:19:11 AM
Zaphide. Instead of asteroid mining, is it possible for a player to mine fuel from gas giants? These do not move as much and a player fleet would be able to hover over it.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Fandanguero on September 26, 2013, 06:29:39 AM
In my version factions do not do anything till i arrive in the system. Also i have to babysit them later because they dissappear when I leave ;D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Andy H.K. on September 26, 2013, 07:18:35 AM
Zaphide. Instead of asteroid mining, is it possible for a player to mine fuel from gas giants? These do not move as much and a player fleet would be able to hover over it.
In fact you can do that now! although for now, I mostly farm omnifactory  :P
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on September 26, 2013, 07:19:55 AM
Zaphide. Instead of asteroid mining, is it possible for a player to mine fuel from gas giants? These do not move as much and a player fleet would be able to hover over it.
In fact you can do that now! although for now, I mostly farm omnifactory  :P

Ah, at least that makes mining a viable alternative to income when there's nothing to fight in your sector.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Andy H.K. on September 26, 2013, 07:22:07 AM
By the way, don't know if anybody mentioned it, but mothballed mining pods can still mine, is it intended?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Jazzrish on September 26, 2013, 07:37:55 AM
Yeah there seems to be an incompatability between Exerelin and Kadur Theocracy mod but damned if I can figure it out... :(  It may be best to run with Kadur Theocracy until I/We can fix it.

it's a relief to know the cause. hope u guys could fix it soooon :D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 26, 2013, 09:00:04 AM
One thing I think, is that money seems way too easy to come by. This also may just be a problem with vanilla 6a but by the time I am level 3 I have tons and tons of credits. I usually end up having enough money to by my capital ship way before I can even fit it in my fleet. Most likely due to supplies being so expensive so when you sell them you become super rich after a few kills.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Turdicus on September 26, 2013, 09:02:11 AM
So let me get this straight; as Neutrino if I keep buying crew I keep getting fleet points? Wut? Is there a limit? Am I just a noob? I dunno.

Edit: Nevermind I think I understand now. The answer was I'm a noob AND there's a limit.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on September 26, 2013, 09:02:42 AM
One thing I think, is that money seems way too easy to come by. This also may just be a problem with vanilla 6a but by the time I am level 3 I have tons and tons of credits. I usually end up having enough money to by my capital ship way before I can even fit it in my fleet. Most likely due to supplies being so expensive so when you sell them you become super rich after a few kills.

That's not really the fault of Exerelin, that's a balance issue in 0.6

Supplies gained from fights needs to be toned down, as well as made less expensive and less needed for repairs and such.
Needs to be made less important. at least imo.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ValkyriaL on September 26, 2013, 09:06:11 AM
One thing I think, is that money seems way too easy to come by. This also may just be a problem with vanilla 6a but by the time I am level 3 I have tons and tons of credits. I usually end up having enough money to by my capital ship way before I can even fit it in my fleet. Most likely due to supplies being so expensive so when you sell them you become super rich after a few kills.

That's not really the fault of Exerelin, that's a balance issue in 0.6

Supplies gained from fights needs to be toned down, as well as made less expensive and less needed for repairs and such.
Needs to be made less important. at least imo.

for now atleast, it is still manageable, but it was such a huge jump from the last update that very few people can handle it. increasing the cost slightly with every update as more stuff comes in to balance it out, that would be a lot better rather than spiking the cost for everything in one go and work it out from there.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: molotof on September 26, 2013, 10:30:09 AM
Very nice mod, great fun to play with this the game is way harder and funnier to play, simply love it :)
But i had an issue, not critical but i prefer to report it, while i was loading my save, the game started to lag then frizzed before java and the game crashed.
After restarting the game, i was able reload the savedgame without problem.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 12:36:23 PM
In my version factions do not do anything till i arrive in the system. Also i have to babysit them later because they dissappear when I leave ;D

How many systems are you playing with? The current version of StarSector has an issue that 10+ (or perhaps even less) systems cause some fleets to not 'function' in systems the player isn't in. Until StarSector 0.6.1 I would probably limit my games to 4 - 8 systems (although I think I have noticed the issue with 8 too :( ). The next version of Exerelin will include an option for 2 and 6 systems, and I have disabled the higher optoins.

By the way, don't know if anybody mentioned it, but mothballed mining pods can still mine, is it intended?

Haha no. Thanks, I'll fix that up :)

One thing I think, is that money seems way too easy to come by. This also may just be a problem with vanilla 6a but by the time I am level 3 I have tons and tons of credits. I usually end up having enough money to by my capital ship way before I can even fit it in my fleet. Most likely due to supplies being so expensive so when you sell them you become super rich after a few kills.

That's not really the fault of Exerelin, that's a balance issue in 0.6

Supplies gained from fights needs to be toned down, as well as made less expensive and less needed for repairs and such.
Needs to be made less important. at least imo.

for now atleast, it is still manageable, but it was such a huge jump from the last update that very few people can handle it. increasing the cost slightly with every update as more stuff comes in to balance it out, that would be a lot better rather than spiking the cost for everything in one go and work it out from there.

Yeah it is an issue (alongside the OmniFactory free stuff). The OmniFactory free stuff is related to a bug with StarSector but I'll try and work around that one.

The supply cost I'm OK with. The wage system Exerelin uses pretty much covers you off for small supply use (i.e. scouting, start of game) and then once you get rolling it's fine. Actually, it's too good once you get rolling so I'll be limiting the amount of supplies dropped after a battle (hopefully, if this is possible...) :)

Very nice mod, great fun to play with this the game is way harder and funnier to play, simply love it :)
But i had an issue, not critical but i prefer to report it, while i was loading my save, the game started to lag then frizzed before java and the game crashed.
After restarting the game, i was able reload the savedgame without problem.

Thanks!

Not sure why that would have happened; Exerelin does increase the memory footprint of StarSector, and this has been a problem loading games in the past. Quitting would have flushed everything out. If you continue to have issues, I would increase the memory allocation to StarSector (if you haven't already).
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 26, 2013, 12:44:11 PM
Yeah if anything supplies to be less expensive. You can get wayyyyy too much $$$ from it. It kind of takes the fun out of things when after a few months you have more money than you know what to do with   :-[
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: CrashToDesktop on September 26, 2013, 12:44:53 PM
You think by choosing a smaller number of systems, the distance between the systems could be reduced?  I consistently see systems, even with 4, spawn literally across the hyperspace map. :P
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on September 26, 2013, 12:47:17 PM
Thanks!

Not sure why that would have happened; Exerelin does increase the memory footprint of StarSector, and this has been a problem loading games in the past. Quitting would have flushed everything out. If you continue to have issues, I would increase the memory allocation to StarSector (if you haven't already).

How would one go about increasing Memory allocation and perhaps make Java run in 64 bit?

I mean, I have 16gb ram.. may as well use it :P

You think by choosing a smaller number of systems, the distance between the systems could be reduced?  I consistently see systems, even with 4, spawn literally across the hyperspace map. :P

That would be awesome if it spawned the systems closer together the fewer there are.. Last I played I have 8 systems, quite literally 2 in each corner of the hyperspace map.. was a big pain getting to any others.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Magician on September 26, 2013, 01:21:54 PM
Maybe this was already discussed, but is it possible to expand sector configuration options at the start of the game(0,1,2,3,4,5 etc. planets/asteroid belts/factions instead of 0,3,6)?

joey4track: Well, the main reason you accumulate money is because you have alot of weaker enemies to hunt and you don't have stronger enemies nor you have the need to fight them. Also in Starsector there are no such thing as a tie in battle. When two fleets clash, both loose alot of ships, but neither gets any rewards. Even if your fleet gets damaged you get rewards if you win. If you lose - load your save. Because you actually never lose, you accumulate resources. And the third thing is that you always have a choice to engage or not. There are no such thing as "if I don't engage this fleet I will lose the game, I have to engage even if I loose half of my ships". Partly to blame how are combats handled in starsector. If you lose battle its usually very huge loss of credits, ships etc. So it encourages players to never lose battles. While more interesting gameplay is when you engage enemy, loose this one battle, but because you exhausted enemy you win in strategic layer.

Overall Starsector needs more RTS/TBS logic and gameplay elements, because it already tries to adapt it, but there are many flaws.

P.s. Part of these flaws you can fix by old and simple roleplaying and self-made rules. For example like "never use capitals in this game, never use weapons from other faction, never let my faction to fight invaders etc."
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: molotof on September 26, 2013, 01:35:12 PM
Thanks!

Not sure why that would have happened; Exerelin does increase the memory footprint of StarSector, and this has been a problem loading games in the past. Quitting would have flushed everything out. If you continue to have issues, I would increase the memory allocation to StarSector (if you haven't already).

After you exposed the heavy memory usage of the mod i took a look at it. After each loading done ingame it's seems that my game take some more memory each time. After 1,3 Go my loading crashed the game. I've lot of free RAM, so if you could point me the file to edit to increase the memory footprint i'll be gratefull.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Magician on September 26, 2013, 01:55:09 PM
molotof: This strange behavior was present in v.0.54, so I am wondering if it is just because game uses java...

Also in the main folder of your game find vmparams file and open with notepad, inside you will find these among of other gibberish "-Xms512m -Xmx1024m " which is min and max memory used for your game.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Taverius on September 26, 2013, 01:57:30 PM
Well, I hear there's a bug in Omnifactory that would cause heavy memory leakage, which was fixed in v1.8 ... I can't find the post by alex detailing what was going on and what to watch out for, though.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: molotof on September 26, 2013, 02:04:11 PM
molotof: This strange behavior was present in v.0.54, so I am wondering if it is just because game uses java...

Also in the main folder of your game find vmparams file and open with notepad, inside you will find these among of other gibberish "-Xms512m -Xmx1024m " which is min and max memory used for your game.

THANKS for the info !
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Lopunny Zen on September 26, 2013, 02:33:19 PM
what happened...i cant even load the game o.o
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: CrashToDesktop on September 26, 2013, 02:34:51 PM
You have LazyLib running as well?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Vergial on September 26, 2013, 02:59:01 PM
Alright, I'm just dropping by to say that this is easily my favorite mod so far. I love how it works nicely with the factions you pointed out in the master post, and I love...well, everything so far. It feels so much better to have a goal.

I admit, I wish I had a bit more control over my fleets, but I'm not complaining. This is likely the route I'd prefer: Start an empire, make someone else rule it while I fly around murdering things for said empire.

Keep up the fantastic work!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: CrashToDesktop on September 26, 2013, 03:00:07 PM
I'd personally like more control over my own empire - seems like I can't direct a war. :/ Only hope that my faction declares war on something nearby.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Vergial on September 26, 2013, 03:33:06 PM
It's easy enough to force a war, however: Attack targets. In my experience, if I want a war on a certain empire, I simply attack it. Shortly after, war is declared. A few times I might need to attack more than once, but usually it just takes one hit. :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 26, 2013, 03:49:33 PM
Yeah well in vanilla 6a I end up with a ton of cash early mostly because supplies cost so much you can make a quick stack of credits in no time but coupled with Exerelin's wages it gets even crazier. The wages are good in the beginning though as sometimes you don't have anyone to fight so your wage can keep you from running out of supplies early on.

I will note though that sometimes when you start a new game in Exerelin you often have too much cargo(because you start with a boarding fleet etc..) but if you are not close to a station you sometimes have accidents before you can reach your first station. And also it can cause you not to have enough supplies & when you do finally reach the first station it will prevent you from colonizing it. AFAIK, all you can do restart and hope you are closer to a station.

Oh and all you have to do to start a war is just attack someone. And you can actually buy an Atlas or some other colony ship along with enough cargo etc.. you should be able to sail into an abandoned station to take it over.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Lopunny Zen on September 26, 2013, 04:56:24 PM
i have lazylib...its saying it is missing a ship
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 05:09:16 PM
You think by choosing a smaller number of systems, the distance between the systems could be reduced?  I consistently see systems, even with 4, spawn literally across the hyperspace map. :P

Yeah a meaningful sector layout is on my things to do list.

A lot of these more 'nice-to-have' type things I probably won't get around to until the version I'll release with StarSector 0.6.1, and both StarSector and the Exerelin mod are more stable/balanced. I probably should have marked this version as a DEV/TEST type version but oh well :P

Alright, I'm just dropping by to say that this is easily my favorite mod so far. I love how it works nicely with the factions you pointed out in the master post, and I love...well, everything so far. It feels so much better to have a goal.

I admit, I wish I had a bit more control over my fleets, but I'm not complaining. This is likely the route I'd prefer: Start an empire, make someone else rule it while I fly around murdering things for said empire.

Keep up the fantastic work!

Thanks :)

My ideal game is probably something where I (the player) give the general strategic direction / make the important decisions/calls/actions but the day-to-day and nitty gritty stuff is out of my hands (think Distant Worlds with a fair amount of the automation left on), plus I can fill an action role when needed (the part that was lacking from Distant Worlds) :)

So, that's probably the overall direction this mod will take :)

Yeah you can mine/takeover/build stations/direct fleets/run diplomacy/fight whenever you want but it is best to do these things when it is an important junction point and could tip the balance for your faction i.e. settling a far off system to give your faction another base, strip mining asteroids/gas giants to kickstart your economy in a hostile system, exchanging gifts (prisoners currently) to ensure the big mean faction doesn't declare war on you or to try to work your way into a big alliance, seeding agents at your enemies to hopefully incite a 2 front war for them, using your superior piloting and command skills to fend off a few larger fleets than your AI-controlled fleets can, spending your skill points to improve your faction etc.

Plenty of work to be done though :)

Yeah well in vanilla 6a I end up with a ton of cash early mostly because supplies cost so much you can make a quick stack of credits in no time but coupled with Exerelin's wages it gets even crazier. The wages are good in the beginning though as sometimes you don't have anyone to fight so your wage can keep you from running out of supplies early on.

Yeah my change will essentially be to limit the amount of supplies that are looted per battle. I actually like all the CR/Logistics/Supply Cost changes of StarSector 0.6a so it's unlikely I'll change them

I will note though that sometimes when you start a new game in Exerelin you often have too much cargo(because you start with a boarding fleet etc..) but if you are not close to a station you sometimes have accidents before you can reach your first station. And also it can cause you not to have enough supplies & when you do finally reach the first station it will prevent you from colonizing it. AFAIK, all you can do restart and hope you are closer to a station.

Yeah this is an issue; not quite sure how to solve it other than temporarily giving the player a couple of extra skill points in Logistics until they settle their first station, and then removing them.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 05:10:53 PM
i have lazylib...its saying it is missing a ship

What mods are you running with Lopunny?

If you are using mods other than Exerelin/LazyLib you may need to disable their generators (a temporary solution till we all get out mods in sync). There are details in the OP about which mods are currently compatible, and what changes need to be made :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Vergial on September 26, 2013, 05:27:28 PM
You think by choosing a smaller number of systems, the distance between the systems could be reduced?  I consistently see systems, even with 4, spawn literally across the hyperspace map. :P

Yeah a meaningful sector layout is on my things to do list.

A lot of these more 'nice-to-have' type things I probably won't get around to until the version I'll release with StarSector 0.6.1, and both StarSector and the Exerelin mod are more stable/balanced. I probably should have marked this version as a DEV/TEST type version but oh well :P

Honestly, I kinda like the setup how it is, it almost gives the universe (or sector, I s'pose) a sense of tangible 'bigness', makes you question if you have the fuel and supplies to make a journey out just to attack another empire or system. It adds another layer of strategic/tactical depth, and I REALLY like it.

I'd like to request that it remain CLOSE to what it is now, as that bigness is seriously appealing for me. On that note, though, don't let me run your mod. :) I'm just giving my own thoughts on the matter.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: LostInTheWired on September 26, 2013, 05:38:50 PM
You think by choosing a smaller number of systems, the distance between the systems could be reduced?  I consistently see systems, even with 4, spawn literally across the hyperspace map. :P

Yeah a meaningful sector layout is on my things to do list.

A lot of these more 'nice-to-have' type things I probably won't get around to until the version I'll release with StarSector 0.6.1, and both StarSector and the Exerelin mod are more stable/balanced. I probably should have marked this version as a DEV/TEST type version but oh well :P

Honestly, I kinda like the setup how it is, it almost gives the universe (or sector, I s'pose) a sense of tangible 'bigness', makes you question if you have the fuel and supplies to make a journey out just to attack another empire or system. It adds another layer of strategic/tactical depth, and I REALLY like it.

I'd like to request that it remain CLOSE to what it is now, as that bigness is seriously appealing for me. On that note, though, don't let me run your mod. :) I'm just giving my own thoughts on the matter.

Honestly, it's very random.  My latest game is 4 sectors and they're all packed together in the bottom left corner.  It's really just the luck of the draw.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Lopunny Zen on September 26, 2013, 05:46:47 PM
i only run this a lib...
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Vergial on September 26, 2013, 05:50:21 PM
i only run this a lib...

Lopunny, may I suggest copying the contents of the Starsector.log file towards the end? It will show where the error ocurred and what caused it (usually).

You can find it wherever you installed Starsector, in the "Starsector-core" folder.

If you aren't sure what to look for, try uploading the file? It should help out.

Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 26, 2013, 06:01:04 PM
Yeah I love the CR/logistics/supply cost changes as well. I wonder how many people hate/like the changes, someone should make a poll haha. I think once it all gets balanced most people will come around to it. It really makes for a much more interesting game and gives it a nice depth. Curbing the supplies given after battle is probably best. Maybe less than you get in vanilla even? Because you still end up with too much cash just in 6a I think.

Yeah sucks about the accidents issue, I can't imagine having extra fleet skill points before you settle would affect things too terribly though I suppose.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Turdicus on September 26, 2013, 06:04:31 PM
When starting as Neutrino (to use an example) you have too little fleet supply so I always try to mothball the starting frigate. It usually leaves with like 11% fleet efficiency which is enough to get you where you need to go alive.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Andy H.K. on September 26, 2013, 06:08:14 PM
Newbie question here but when do I get to buy an Atlas or am I forced to board one? Also is it possible to buy stuff from stations of alliance faction. I visited neutral station and I can't do anything, and unfortunately I'm too busy defending my home to visit my friend.

I wish there's a way to review faction status because I always miss those popup when I am planet mining.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ciago92 on September 26, 2013, 06:18:05 PM
Newbie question here but when do I get to buy an Atlas or am I forced to board one? Also is it possible to buy stuff from stations of alliance faction. I visited neutral station and I can't do anything, and unfortunately I'm too busy defending my home to visit my friend.

I wish there's a way to review faction status because I always miss those popup when I am planet mining.

luck of the draw for an atlas

yes you can buy from allies

I too would love something where you can review allies. even just a dialog option at a station, we need something
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Lopunny Zen on September 26, 2013, 06:33:26 PM
heres the error

[attachment deleted by admin]
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 26, 2013, 06:38:58 PM
I freaking know right?!! It seems like EVERY time the important purple text comes up to tell me who wants to kill me etc..  I pull into a station and then I can't read it before the cargo screen pops up  >:(
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 06:57:55 PM
--- snip ---
I too would love something where you can review allies. even just a dialog option at a station, we need something

Yeah hopefully I can build something to display, probably at a friendly station.

heres the error

It looks like you are running a few other things than Exerelin/LazyLib:
Code
[data.scripts.plugins.isHulkCheck]
[data.scripts.plugins.ms_panShotFX]
These are not part of either mod (as far as I'm aware).

I also can't remember which mod has the 'Ajax' in it?

Anyway, I would remove the Exerelin/LazyLib folders from your mods directory, and re-download both mods. Just run the two of them (only select those two in the mod manager in the StarSector splash screen) first to see if the error remains. Once that works, then check out the (semi)compatible mods listed in the OP :)

I freaking know right?!! It seems like EVERY time the important purple text comes up to tell me who wants to kill me etc..  I pull into a station and then I can't read it before the cargo screen pops up  >:(

A message history dialog would be great too :)

With both those requests, I'm not sure yet how malleable the dialog displays are, so it may be a little while till I get on to them.

Exerelin does write (almost) all those messages to the log file too, so you can play with the Java console / log file open to see them (if you are not playing full screen). Not ideal but yeah...
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Lopunny Zen on September 26, 2013, 07:11:15 PM
thats the thing im not..only those 2....and it still does it...all the other mods dont do it but this one now
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Griffinhart on September 26, 2013, 07:21:04 PM
I also can't remember which mod has the 'Ajax' in it?

Lotus Conglomerate.

-- Griffinhart
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 07:45:33 PM
I also can't remember which mod has the 'Ajax' in it?

Lotus Conglomerate.

-- Griffinhart

Oh yeah! Speaking of which, I hope Dante makes them 0.6a compatible soon :)

thats the thing im not..only those 2....and it still does it...all the other mods dont do it but this one now

Well if your sure your only loading those two mods, please make sure you deleted the Exerelin 0.58 folder BEFORE placing the Exerelin 0.6 folder into the mod directory. Otherwise it will merge them, and possibly things will get left over. Exerelin 0.58 included a number of mods, one of which was Lotus Conglomerate, and it would have had those plugins in it too.

So, delete the Exerelin folder from mods, re-download and replace with the Exerelin 0.6 version :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Excalibur Bane on September 26, 2013, 10:13:53 PM
Well, I just gave this mod a go. Ran through all the starting options and what not. Claimed my first station, but now what? There's nothing around of my level that I can kill and loot and my supplies are quickly draining. Am I missing something?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: FasterThanSleepyfish on September 26, 2013, 10:34:23 PM
Go through hyperspace and start a war with another faction. The are all in different systems now.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Excalibur Bane on September 26, 2013, 10:39:32 PM
Yeah, that's not happening with a frigate. I have like 20 supplies left. Heh. :P

I got Tri corp in the same system but all their fleets are massive.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 10:44:37 PM
Yeah, that's not happening with a frigate. I have like 20 supplies left. Heh. :P

I got Tri corp in the same system but all their fleets are massive.

Their mining fleets should full of juicy supplies with only a couple of freighters and mining drones :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xenoargh on September 26, 2013, 10:51:34 PM
@Zaphide:  The above is a real issue.  Sometimes there aren't any juicy mining fleets around, and no patrols either.  If you've put that stuff I made for Vacuum in for crew wages, then it's safe (and will make newbies reeeeally happy) to bring Supply prices back down to earth again.  Otherwise, I wouldn't- will go back to being Easy Mode.

I fixed this issue in Vacuum by fiat, by creating a new type of fleet- a Patrol- where it was limited in size... but that was just a kludge.  

Was going to do a really proper fix with the Universal Spawn Point thingy, if I can ever get back to coding that.  Oh, and had an idea about that, design-wise- one pass for each Faction, check a global that the Faction AI sets for what it wants next and where :)

Anyhow, as a quickie fix- maybe have a randomizer where even if the local materials are high, sometimes it spits out 2-3 small fleets, 1-2 Frigates and maybe a Wing, using the limiter code to pretend that resources are really tight?  Just a thought.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Excalibur Bane on September 26, 2013, 11:01:41 PM
Hmm, no the gas and asteroid mining fleets that the Tri corp had running around all had destroyers with them. I tried to take one of them down and it ended horribly, so yeah. I dunno. Great mod otherwise. :D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 26, 2013, 11:10:23 PM
@Zaphide:  The above is a real issue.  Sometimes there aren't any juicy mining fleets around, and no patrols either.  If you've put that stuff I made for Vacuum in for crew wages, then it's safe (and will make newbies reeeeally happy) to bring Supply prices back down to earth again.  Otherwise, I wouldn't- will go back to being Easy Mode.

I fixed this issue in Vacuum by fiat, by creating a new type of fleet- a Patrol- where it was limited in size... but that was just a kludge.  

Was going to do a really proper fix with the Universal Spawn Point thingy, if I can ever get back to coding that.  Oh, and had an idea about that, design-wise- one pass for each Faction, check a global that the Faction AI sets for what it wants next and where :)

Anyhow, as a quickie fix- maybe have a randomizer where even if the local materials are high, sometimes it spits out 2-3 small fleets, 1-2 Frigates and maybe a Wing, using the limiter code to pretend that resources are really tight?  Just a thought.

Oh yeah no argument that it is an issue :)

For the next version I have changed the Rebel spawn mechanic to run from the start of the game (it was delayed for two game months, in hindsight a pretty stupid decision :P) and it will spawn fleets in systems that are roughly similar to the players fleet size to provide targets of opportunity. It seems to work fairly well. The other thing the mechanic achieves is minor resource cost for factions (as each ship destroyed is a cost of resources) so there is more of a rotation of defense/patrol/mining fleets, even when not at war.

There was actually a randomizer in a few versions ago, but it had the horrible chance of a faction deploying small fleets into the maw of an enemy huge fleet, and thus throwing away resources :P All solvable, but I have taken the path of least resistance...

Also, it is unlikely I'll add a wage system. While I agree it a solution for the too-much-money problem, I'm hoping the CR changes and supply cost changes should alleviate that (once I lower the drop rate of supplies after battles). After all, CR kind of is a wage system (partially).

EDIT: When I say lower the drop rate of supplies, I just mean the larger-than-normal amounts dropped (such as killing a freighter/atlas etc). You should be able to sustain your fleet via farming other fleets for supplies, just not grossly profit from it :P

Hmm, no the gas and asteroid mining fleets that the Tri corp had running around all had destroyers with them. I tried to take one of them down and it ended horribly, so yeah. I dunno. Great mod otherwise. :D

Destroyers in the mining fleets? Hmmm there shouldn't be?  ???

Anyways, as above I think the no-enemies-at-start-of-game issue should be alleviated for the next version :)

Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Excalibur Bane on September 26, 2013, 11:52:46 PM
I dunno, I think it was a destroyer. It was big and ugly as sin and it handed me my ass pretty quickly, that much I DO know. :(
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Krelian on September 27, 2013, 03:04:19 AM
I just tried the mod for some hours, here is my feedback.

As noted above, the start is super hard. The first couple of battles in your punny frigate are the hardest on the mod. You basically have to aim for remains of fleets that lost a battle recently, hoping to not run out of supplies before that.
After that, the problem reverts. Right now I have more than one million credits, and raising fast. Clearly I cant spend that much, and I wont have economic problems ever again.

One thing this need is more information about the mechanics. For example, what exatly is Outpost efficiency? What planet types give better bonuses?  What is more important, gas planet mining or asteroid mining?

But overall, the mod is awesome. It add what the game is currently missing the most. An objective. Finally something to do with that big fleet, other than kill weaker fleets for the lulz.

Suggestion: Add some examples (with screenshots) of what to expect with the starting options. What size is a "small system" for example. My first try I set systems to big, and a lot of stuff was kinda outside of the map (the one with TAB). Maybe add a "recomended" set of settings. The way it is balanced the most. I have no idea what a good relation of planets to asteroids to outposts is balanced.
Also, the could be an option to select one by one the enemy factions, instead of all random.

Excelent mod.

PS: What is this!, a Changelog spoiler for ants?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 27, 2013, 04:22:55 AM
I just tried the mod for some hours, here is my feedback.

As noted above, the start is super hard. The first couple of battles in your punny frigate are the hardest on the mod. You basically have to aim for remains of fleets that lost a battle recently, hoping to not run out of supplies before that.

Yeah as noted above I should have solution to this issue for the next release :)

After that, the problem reverts. Right now I have more than one million credits, and raising fast. Clearly I cant spend that much, and I wont have economic problems ever again.

Haha yes, I should have a solution to this too :)

One thing this need is more information about the mechanics. For example, what exatly is Outpost efficiency? What planet types give better bonuses?  What is more important, gas planet mining or asteroid mining?

I will (hopefully) get around to adding that info to the OP at some point :P

Suggestion: Add some examples (with screenshots) of what to expect with the starting options. What size is a "small system" for example. My first try I set systems to big, and a lot of stuff was kinda outside of the map (the one with TAB). Maybe add a "recomended" set of settings. The way it is balanced the most. I have no idea what a good relation of planets to asteroids to outposts is balanced.
Also, the could be an option to select one by one the enemy factions, instead of all random.

Yeah not a bad idea. I'll also add this to the 'Quick Guide'.

Quickly though:
Code
4 systems
small system size
12 planets
0-2 asteroid belts
15-20 stations
3 factions
factions spawn up to max of starting
respawn timer 4 months
is what I usually play on :)

Excelent mod.

Thanks, and I appreciate the feedback :)

PS: What is this!, a Changelog spoiler for ants?

Sorry I don't understand? Do you mean the code tags in the spoiler tags don't show properly?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Scrambles on September 27, 2013, 04:56:33 AM
Only recently started playing the game so forgive any stupid questions I may ask :D

The mod is awesome and seems to be working perfectly for me, so no game-breaking issues to report.

In terms of feedback, I think what people have said about the start is fair - it might be good to have random tiny pirate/rebel fleets about the place just to give us something to feed on in the early days.

In my current game I've been lucky enough to have a hostile faction (with mining fleets...) to prey on in my home system, so I think I got off to a pretty lucky start.

This is possibly a core game issue rather than a mod issue, but it's pretty hard to keep track of what's happening with all of the faction relationships - unless I'm missing something. All I see are the once-off notifications - the ability to view 'sector-wide faction standings' or the like on demand would be a big help. I'm thinking of a diplomacy screen as you would see in a lot of games.

As you've already suggested, a Quickstart Guide would be very helpful for noobs like me :) I'm gradually figuring things out as I go but information on how station take-overs, faction relationships etc. work would be good to have on hand.

Finally, thanks for the excellent mod! Keep up the good work - hopefully the other great factions out there will be brought up to date and made compatible soon! I suspect there will be a great many hours of space exploits ahead :D

 
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: molotof on September 27, 2013, 05:36:32 AM
In my current game I've been lucky enough to have a hostile faction (with mining fleets...) to prey on in my home system, so I think I got off to a pretty lucky start.

I had the same luck, maybe a good way to start is to follow a command fleet at the beginning of the game and then settle in the same system, but i'm not sure that a conflict will occur from it.  :P
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on September 27, 2013, 05:37:21 AM
In my current game I've been lucky enough to have a hostile faction (with mining fleets...) to prey on in my home system, so I think I got off to a pretty lucky start.

I had the same luck, maybe a good way to start is to follow a command fleet at the beginning of the game and then settle in the same system, but i'm not sure that a conflict will occur from it.  :P

You can always start the conflict.  ;)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Krelian on September 27, 2013, 07:10:33 AM

PS: What is this!, a Changelog spoiler for ants?

Sorry I don't understand? Do you mean the code tags in the spoiler tags don't show properly?

It was a joke from zoolander. Its because the code tags show (barely) one line of text with a long scroll :p
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: anud on September 27, 2013, 09:51:02 AM
I've been playing the mod for quite some time and its very enjoyable because everytime I launch a new game the world is new. But something is still missing.

For example I am the kind of person who likes to explore big worlds (sometimes to big) and using the 24 systems choice its quite fun , but sadly there aren't many factions so that the universe feels populated .

It has some hints of new "lesser factions" with the new rebel fleets but those are the replica of your faction. Its a nice touch but i was wondering if it could be expanded so there are more empires available. Sure in the future it can be expanded with more mods adding a new set of ships and weapons , adding up to the empire count but it would've been interesting to see different factions appear using a mix of ships available from a pool available.

I am really looking forward to your reply.

And great job on the mod. Its really enjoyable (even with the problematic 8+ system track management)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Lopunny Zen on September 27, 2013, 10:16:11 AM
it worked..thank you :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 27, 2013, 11:05:14 AM
Actually it would be pretty cool if there were a rag tag rebel faction hostile towards all with fleets made up of random ships and weapons from the mods installed. That would actually be really awesome but not sure how easy that would be to add.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: sherpajack on September 27, 2013, 12:11:18 PM
I'm not sure if this was the fault of Exerelin or the fact that I was playing as the Zorg, but I found that whenever a battle would start, (unless the enemy ships were automatically deployed like when they are retreating) the AI  would never deploy any ships and the battle would eventually time out in a victory for me, but wiithout enemy ships taking damage or losing CR.

The first few times this happened I thought it was some very sneaky strategic tactic on the part of the AI to wear down my CR by bluffing me into deploying a few ships until the AI timed out and lost the battle. Needless to say I was very impressed. I still won, of course, since I simply went through a few iterations of the same thing until I'd gotten enough opportunities to harry them and whittle their CR down to where I could force a full retreat. at that point I would be able to actually force the opposing ships to appear.

After a few engagements like this, I was just starting to suspect something was buggy when I got caught by a fleet 7 pips bigger than mine, and decided to see if I could fight it out anyway. I deployed my fleet and got ready to have my butt handed to me... and... nothing... just a little while sitting there and then "The enemy has been defeated. Press ESC at any time to exit the battlefield" (or whatever the text actually says). I repeated the same tactic from before and was able to take out a huge "Wayfarer fleet of possibly 25+ ships including 7 cruisers (admittedly mostly freighters) and 2 capital ships, with just two cruisers class ships and a handful of PD fighters on my end. Most of my victory was because all of the enemies ships had exhausted their CR.

In any case I realized at that point that this was definitely a glitch and thought I ought to write it up somewhere and see if anyone was having the same issue.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Unreal_One on September 27, 2013, 12:16:08 PM
If random factions aren't possible or desired, might randomly named clones of existing factions be an option?
Another request: Would it be possible to set a minimum number of stations / system? I don't like spawning a 1 system 30 station game and there being fewer stations than factions.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Scrambles on September 27, 2013, 03:17:00 PM
...whenever a battle would start, (unless the enemy ships were automatically deployed like when they are retreating) the AI  would never deploy any ships and the battle would eventually time out in a victory for me, but wiithout enemy ships taking damage or losing CR.

Just started encountering this in a new game. I added in the Kadur and started a new game playing as Bushi... then this started happening.

It's strange... and might actually make the early game impossible since you now can't force juicy logistics/boarding fleets to actually fight you before your feeble early ships run out of CR :/

Will try removing Kadur tomorrow and starting a new game...
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 27, 2013, 03:33:52 PM
It was a joke from zoolander. Its because the code tags show (barely) one line of text with a long scroll :p

Haha OK it has been awhile since I have seen that!

The code tags seem to do that in some broswers.

---snip ---
but sadly there aren't many factions so that the universe feels populated .

Yeah it does a bit at the moment (if you play with more systems and no modded factions). I think this will be somewhat alleviated when I get a few more neutral/independent entities to provide extra trading/mercenary type actions, and a few more modded factions are available.

--- snip ---
it would've been interesting to see different factions appear using a mix of ships available from a pool available.

Something like this shouldn't be too hard to get going. I do quite like each faction feeling distinct, but it is a bit limiting. It's unlikely I'll ever make it randomly pick ships from the total pool, as I think that would destroy most of the unique flavour behind the factions, but hey, maybe an option down the track :)

Before StarSector 0.6a was available I was toying around with the idea of a vassal-type system where you could pick a primary and a secondary faction (of which the secondary is a smaller version of one of the other major factions or even one of the smaller faction mods) and both factions ships/weapons would be available to you (and the AI-controlled factions would have a similar setup). It would allow you to pick say Sindrian Diktat as your primary faction, and your secondary could be Tri-Tachyon Mercenaries/Corporate Offshoot/whatever, giving you access to a subset of Tri-Tachyon gear (not the Paragon!) and populating your factions fleets with say 25% TriTachyon ships. And then you could be fighting the Tri-Tachyon faction, who happen to have Hegemony Deserters as their vassal-type, giving them some low tech ships to round out their fleets. Anyway, it probably won't get implemented for a little while yet :)

Anyway, I appreciate the feedback :)

Actually it would be pretty cool if there were a rag tag rebel faction hostile towards all with fleets made up of random ships and weapons from the mods installed. That would actually be really awesome but not sure how easy that would be to add.

Ah well I'm hoping the Rebel faction won't just mill around in systems being a minor pest forever... :)

--- AI retreating ships ---

I *think* this may be related to a StarSector bug but I'll check it out. Thanks :)

If random factions aren't possible or desired, might randomly named clones of existing factions be an option?
Another request: Would it be possible to set a minimum number of stations / system? I don't like spawning a 1 system 30 station game and there being fewer stations than factions.

Perhaps. I don't think the faction modding API is quite that flexible yet, but I could create a number of pre-built copies.

Yeah that's frustrating. I'll change it so that if it is only 1 system, what you select is the actual number. I'll also make the minimum amounts configurable in a file (other than directly editing the code). Thanks for the feedback :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 27, 2013, 03:35:48 PM
...whenever a battle would start, (unless the enemy ships were automatically deployed like when they are retreating) the AI  would never deploy any ships and the battle would eventually time out in a victory for me, but wiithout enemy ships taking damage or losing CR.

Just started encountering this in a new game. I added in the Kadur and started a new game playing as Bushi... then this started happening.

It's strange... and might actually make the early game impossible since you now can't force juicy logistics/boarding fleets to actually fight you before your feeble early ships run out of CR :/

Will try removing Kadur tomorrow and starting a new game...

Bear in mind that there is an incomaptability between Exerelin and Kadur mods that will not allow you to load save games that are saved with both mods :( I'm working on a fix, but it is a bizarre and obscure thing...

Yeah, as above I think it is related to a StarSector bug to do with Civilian ships not wanting to fight. Were you attacking mining fleets? Some of them are all Civilian ships, which I think triggers this bug.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zmok on September 27, 2013, 03:52:26 PM
I encountered this save/load error every time I played with Kadur mod just few moments after I started a new game. But once it happend even with Kadur deactivated, in late game after a few years of game time. Maybe Kadur just touches some bug more often than others.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: joey4track on September 27, 2013, 05:50:51 PM
Oooohh that dual faction idea sounds awesome!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Bucktail on September 27, 2013, 08:00:21 PM
So I just started the game as a junk pirate and after 1 week and 3 days (in game time) Shadowyards declared war with me then the next day there were 6 of those big fleets and 2 boarding fleets at my station...
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: xenoargh on September 27, 2013, 09:58:24 PM
Quote
Also, it is unlikely I'll add a wage system. While I agree it a solution for the too-much-money problem, I'm hoping the CR changes and supply cost changes should alleviate that (once I lower the drop rate of supplies after battles). After all, CR kind of is a wage system (partially).

EDIT: When I say lower the drop rate of supplies, I just mean the larger-than-normal amounts dropped (such as killing a freighter/atlas etc). You should be able to sustain your fleet via farming other fleets for supplies, just not grossly profit from it Tongue
As later pointed out by a player:

Quote
As noted above, the start is super hard. The first couple of battles in your punny frigate are the hardest on the mod. You basically have to aim for remains of fleets that lost a battle recently, hoping to not run out of supplies before that.
After that, the problem reverts. Right now I have more than one million credits, and raising fast. Clearly I cant spend that much, and I wont have economic problems ever again.
This is precisely why we need a wage system, because, to be frank, I don't think the CR / Supply system can ever really be balanced correctly to create a good, solid difficulty ramp without it. 

If supplies are expensive, they need to drop frequently-enough to keep player fleets who are successful at the newbie level afloat if they are successful every 2-3 battles (remember, newbies are going to suck at first, just part of how things work). 

This is flat-out impossible to balance against even medium-skill players, whose win/loss ratios are probably 5:1 or greater, let alone elite players who are farming the Omnifactory and all of the other available toys.

So, another factor is required- a money drain that grows as fleets get more powerful and perhaps with level, scaling income drain with player progress and increasing the difficulty over time, instead of making money largely irrelevant very quickly.

Anyhow, I've said my piece and the code's really trivial to lift from my diff so I'll let you think it over now that you've heard back from players on this and quit bugging you about it ;D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Wriath on September 27, 2013, 10:45:24 PM
How can we get asp back in?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: ssthehunter on September 27, 2013, 11:05:34 PM
Yea, anyone else just use ramming fleets comprised of tugs?
I do just for the hell of it after I get 10+ hyperions.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Axiom on September 27, 2013, 11:47:12 PM
As to the supply issues.

you get free mining pods (with your storage station). if you need supplies go mine. its a really easy low risk occupation.

As there is an easy way to make money that is non-combat oriented I think lower supply drops would be in order, as they are a bit insane IMO. (I killed 2 medium fleets and had enough $$$ to buy 2 paragons.)

My big fleets always have mining drones on hand to resupply in hostile territory or when I'm far away from a station. they are worth keeping around.

P.S.

is it possible to make fleets stick to asteroids and such again?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: CopperCoyote on September 28, 2013, 02:06:13 AM
P.S.

is it possible to make fleets stick to asteroids and such again?

Yes. It is getting fixed in .6.1a
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: anud on September 28, 2013, 06:33:27 AM

Something like this shouldn't be too hard to get going. I do quite like each faction feeling distinct, but it is a bit limiting. It's unlikely I'll ever make it randomly pick ships from the total pool, as I think that would destroy most of the unique flavour behind the factions, but hey, maybe an option down the track :)

After thinking about the pool you are right about the faction loosing their flavor but , it would be interesting if some lesser factions could appear. The rebels are an example and the pirate faction can be expanded because if I think about it it seems that most of the ships used by them are low tech ships used by hegemony.
Using that example it would be interesting if every ship design could have a tag to specify its theme. (low tech - mid tech - high tech - lasers - missile - artilery - guerilla .etc) so that it could generate different lesser factions by just searching for the tag that would define the theme of the faction.


Before StarSector 0.6a was available I was toying around with the idea of a vassal-type system where you could pick a primary and a secondary faction (of which the secondary is a smaller version of one of the other major factions or even one of the smaller faction mods) and both factions ships/weapons would be available to you (and the AI-controlled factions would have a similar setup). It would allow you to pick say Sindrian Diktat as your primary faction, and your secondary could be Tri-Tachyon Mercenaries/Corporate Offshoot/whatever, giving you access to a subset of Tri-Tachyon gear (not the Paragon!) and populating your factions fleets with say 25% TriTachyon ships. And then you could be fighting the Tri-Tachyon faction, who happen to have Hegemony Deserters as their vassal-type, giving them some low tech ships to round out their fleets. Anyway, it probably won't get implemented for a little while yet :)

Anyway, I appreciate the feedback :)

This is a very interesting idea. I wonder if it  could be expanded dinamicaly inside the game so that in the beginning if you are not friends with anyone you had your own weapons and ships but if you are friendly with anyone you could gain some ships , but it as you pointed it should be somewhat tiered so that at the beginning you had only weapons and as the agreement is maintained better items could be shared up to a cap.

Or it could be as you capture the enemy stations but it is a very slow process.

Thanks for sharing your thoughts.







Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Jazzrish on September 28, 2013, 10:11:03 AM
time to take the ASP syndicate and Hawken Fleet in! both 0.6a compatible now.

mendonca's ASP syndicate http://fractalsoftworks.com/forum/index.php?topic=2333.0 - 0.35
Uthilian's Hawken Fleet http://fractalsoftworks.com/forum/index.php?topic=5738.0 - 0.2.0

in fact, i wanna a guide to add them both in exerelin :-\
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: kupan9 on September 28, 2013, 03:10:44 PM
While I like the Faction/SubFaction Idea, I think a more elegant way to do it would be to have the stations remember who the last owner was, if it was abandoned then only the owner's faction ships can spawn. If another faction owned it before then it can produce up to 1/2? 1/4? of the ships for fleets spawned there from the previous owner's pool. Maybe also produce weapons/ships for sale from that pool too. Kind of taking advantage of the factories and blueprints left behind from the previous owner. It only needs one generation of previous, it would get a bit muddied if you kept track of all previous owners. That would also give you more incentive to actively take over stations of a faction you want stuff from. Maybe give you some bonus starting ships/weapons from the previous owners when you personally take over the station?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 28, 2013, 04:01:30 PM
I encountered this save/load error every time I played with Kadur mod just few moments after I started a new game. But once it happend even with Kadur deactivated, in late game after a few years of game time. Maybe Kadur just touches some bug more often than others.

Really? OK thanks I'll keep a look out.

--- wages discussion ---

See, I don't quite see how the wages system solves this problem though. With a more skilled player, they are going to be winning more battles, more quickly, getting more 'bang-for-their-buck' out of the wages they are paying. It still punishes the lower-skilled player. It's almost exactly the same system (a cost for time*assets, although it's not tied up to the repair system), just using credits as the resource rather than supplies.

I guess my point is I see the systems as the same, and adding a wages system adds another facet to an already complex area.

Arguably it's easier to balance, but I would probably prefer to add more of a safety net for lower progressed players rather than another maintenance cost for further progressed players, assuming my limiting-supplies-gained-after-battle idea works out.

BTW no problem with the bugging! I really appreciate the feedback/discussion :)

How can we get asp back in?

For Syndicate ASP you should be able to just comment out the modPlugin section in that mods mod_info.json. Their fleets may be a little off but it should work :)

--- shared manufacturing with allies ---

--- Retain some faction manufacturing from previous station owner ---

Thanks, both great ideas :) I'm very much in favor of something that will give access to another factions assets but only in a limited capacity (limited by time, location, amount etc).

time to take the ASP syndicate and Hawken Fleet in! both 0.6a compatible now.

mendonca's ASP syndicate http://fractalsoftworks.com/forum/index.php?topic=2333.0 - 0.35
Uthilian's Hawken Fleet http://fractalsoftworks.com/forum/index.php?topic=5738.0 - 0.2.0

in fact, i wanna a guide to add them both in exerelin :-\

See OP for a guide on adding other factions :)

For Syndicate ASP most of the support work is already in Exerelin from before, so as above, you should be able to just comment out that mods modPlugin definition in mod_info.json.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Jazzrish on September 28, 2013, 05:53:36 PM
sorry missed that part :D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 29, 2013, 01:41:20 AM
Been toying around with the mod for 6 maybe 8 hours? Not sure. Anyway i'm playing a Hiigaran fleet and now every time i load up my save game after about 10 minutes i get this:

graphics/backgrounds/background2.jpg (using cast)
227556 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$2.run(InSystemStationAttackShipSpawnPoint.java:157)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I should mention that I've added to Exerelin the following mods: Hiigaran Descendants, Shadowyards, Junk Pirates, Neutrino, Bushi. (I tried adding Gedune as well but it crashes on loading with that one :( )
I'm in a 4 system game with all the factions present. ( though Hegemony got wiped out if i recall correctly).
Any ideea on how i could fix this? I had a really nice fleet :-\
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 29, 2013, 03:30:07 AM
Been toying around with the mod for 6 maybe 8 hours? Not sure. Anyway i'm playing a Hiigaran fleet and now every time i load up my save game after about 10 minutes i get this:

graphics/backgrounds/background2.jpg (using cast)
227556 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$2.run(InSystemStationAttackShipSpawnPoint.java:157)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I should mention that I've added to Exerelin the following mods: Hiigaran Descendants, Shadowyards, Junk Pirates, Neutrino, Bushi. (I tried adding Gedune as well but it crashes on loading with that one :( )
I'm in a 4 system game with all the factions present. ( though Hegemony got wiped out if i recall correctly).
Any ideea on how i could fix this? I had a really nice fleet :-\


Hmmm interesting one; I think I see how that could have happened.

Well, try replacing InSystemStationAttackShipSpawnPoint.java located in Exerelin/data/scripts/world/exerelin with the file attached to this post and let me know if it fixes it :)

If not, perhaps post your save and I'll test it out.

Also, what is the error you get when you load Gedune?

[attachment deleted by admin]
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 29, 2013, 03:46:16 AM
The gedune gen file had a different name than what exerelin tests for:
Test for gedune
      if(isFactionInstalled("gedune", "data.scripts.world.SectorGenWithGedune"))
         possibleFactionList.add("gedune");

There is no such file in the gedune mod folder(at least for me). So i changed it to use the GeduneGen.java instead:
Test for gedune
      if(isFactionInstalled("gedune", "data.scripts.world.GeduneGen"))
         possibleFactionList.add("gedune");

Simply copying the Gedune mod and selecting from the mod menu doesn't make it appear in the Exerelin campaign.

I'm gonna test your file now. Pretty interesting stuff to be honest, might try my hand at modding, if i could a draw proper ship that is... (which i can't :( )

LE: I believe this is the log output after testing this modification:
18297 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_gravityplating_SHIP_SYSTEM not found
118297 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_mimirskimmir_SHIP_SYSTEM not found
118297 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
118297 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_kyra_SHIP_SYSTEM not found
118297 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
118297 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phaseanchor_SHIP_SYSTEM not found
118297 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_phasemine_SHIP_SYSTEM not found
118298 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_displacer_SHIP_SYSTEM not found
118298 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
118298 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bushi_phaseteleporter_SHIP_SYSTEM not found
118298 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_siegemode_SHIP_SYSTEM not found
118298 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_wraithii_SHIP_SYSTEM not found
118300 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
118310 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 343.89 MB of texture data so far
118310 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
118769 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
6472468 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_TheONe_2886822741041720845...
6477651 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
6477905 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background2.jpg into existing tex id 315
6478996 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.ø0O000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.ôØ0000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Lots of not found stuff then out of memory crash.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 29, 2013, 03:52:30 AM
--- Gedune gen file rename

Ah yeah that will be a problem with the latest... too many mod updates going around! :)

Still, what you did should fix it. It won't get added to a save game but if you start a new one can you select the Gedune?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 29, 2013, 04:02:00 AM
Yes you can, after which it crashes :)) With the log info in my previous post.

I've tested the file you gave me and it hasn't crashed,yet :D. I'm curious what did you change? the game seems to be having...hiccups now, small intermittent freezes ( <1s).
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 29, 2013, 04:34:00 AM
Yes you can, after which it crashes :)) With the log info in my previous post.

I've tested the file you gave me and it hasn't crashed,yet :D. I'm curious what did you change? the game seems to be having...hiccups now, small intermittent freezes ( <1s).

There was a slight possibility (like amazingly small) a boarding fleet could have it's boarding target re-assigned to null between when it successfully boards a station and when it takes over the station (they happen 1 frame after another). I wasn't catching that, so I added a is-it-null check in to the second frames action. It should have pretty close to 0 performance implications, so not sure where the hiccups are coming from, although I did notice them in a game I played for quite a while. I've made a fair few optimisations for the next version that should smooth them out.

Your Gedune error seems to be caused by loading a lot of graphics textures (so sprites, backgrounds etc), and it is going over the limit just after you start the gaem. In the OP in this thread there are a couple of links to other threads about upping the memory allocated to StarSector. I would consider doing that, as it is a fairly common problem when running a lot of mods at the same time :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 29, 2013, 05:02:54 AM
I changed -xms and xmx lines to try to counter that out of memory problem but changing those lines made the game unwilling to start anymore...  :-\
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 29, 2013, 05:28:01 AM
I changed -xms and xmx lines to try to counter that out of memory problem but changing those lines made the game unwilling to start anymore...  :-\

What did you change them to? 512/512 seems to work fairly well for most people.

I have mine set to '-Xms1024M -Xmx2048M' which seems to make a difference when loading some massive saves.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 29, 2013, 06:24:21 AM
It was set by default to 512/1024, i changed it 1024/2048 and then it wouldn't launch anymore... I currently have it set to 1024/1024 but it still crashes if i try to add gedune.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on September 29, 2013, 06:37:43 AM
It was set by default to 512/1024, i changed it 1024/2048 and then it wouldn't launch anymore... I currently have it set to 1024/1024 but it still crashes if i try to add gedune.

maybe try 1024/1536? mine still launches with that, but then again, I have 12 gb ram :P
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 29, 2013, 06:49:32 AM
After about another 2h of gameplay I get out of memory :(.

10564540 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
10571415 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background4.jpg into existing tex id 315
10572334 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.ø0O000(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.ôØ0000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
I have 4gb of ram not sure why it won't start with 2048m and 1024m.

Just to make sure, i'm supposed to modify the xms and xmx values from Vmparams right?

LE: I tried, my game refuses to start with more than 1024/1024 :(.
Could not reserve enough space for object heap.
Could not create the Java virtual machine.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Tchey on September 29, 2013, 07:03:46 AM
I like this mod a lot, and actually i cannot play anymore without Exerelin, but, there is a but.

The first half hour is boring even with double speed ON. The time when the IAs colonize planets and then do something is very empty.

What do you people do at the beginning ?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on September 29, 2013, 07:41:33 AM
I have 4gb of ram not sure why it won't start with 2048m and 1024m.

Just to make sure, i'm supposed to modify the xms and xmx values from Vmparams right?

LE: I tried, my game refuses to start with more than 1024/1024 :(.
Could not reserve enough space for object heap.
Could not create the Java virtual machine.

I assume you tried increments of 256?
Yes, just to be clear, the values you are editing are:
Quote
Djava.library.path=native\\windows -Xms1024m -Xmx1536m -classpath

have you tried 1280? 1536? 1792?
It's the second value you want to edit. the first value is the amount of ram it assigns right away, the second is the maximum it can assign, so leaving the first value at 512 may not be a bad idea.

as far as not starting, for some reason Java needs to find the full value you input in a continuous space, IE it can't be 512 here and 512 there, it has to be 1024 in one spot so to speak.
of course this does not synergize well with the rest of the computer which tends to use Ram space willy nilly :P
(at least that is what I have been lead to understand, correct me if I am wrong)

Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Magician on September 29, 2013, 07:49:03 AM
I am not a programmer or even closely related, but as far as I know you can't assign more than 1024MB of memory to java in 32-bit OS like WindowsXP 32-bit. So for those who are stuck with 32-bit OS default Starsector settings are the best. My only suggestion is to minimize systems, system size, asteroid belts, number of starting factions.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 29, 2013, 08:10:09 AM
Yes i've tried increments, and i'm running a 64bit os. Oh well the out of memory issue only means i have to restart the game... so it's not that bad i guess as long as i can still play :). Though i think i'll reach a point where i'll get out of memory right off the bat.

Offtopit: On another note how does one increase the maximum combat readiness of ships? (aside from crew rank)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Gotcha! on September 29, 2013, 08:14:44 AM
Apart from crew rank I think the only other factor is your logistics rating.
Ofcourse I can be very wrong.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Silver Silence on September 29, 2013, 10:56:27 AM
Combat Aptitude raises maximum CR for the flagship (which in combination with an Elite crew will allow the flagship to overperform at 100% CR)


EDIT:
Well, save bloat is still a thing.
Only halfway through the campaign with an 8-system sector and the file's at 150MB and unloadable now. Time to start again, I guess. In comparison, my lv47 0.54 Exerelin save is 80MB in size.


DOUBLE EDIT:
*starts new game*
*one station in system with 4 fleets having spawned in sector*
*decide to take an un-occupied station in another sector*
*>logistics*
*get in orbit over new station and wait for the station to flip*
"Critical accident; lost ship, lost fuel, lost supplies"
*Neutrino superfreighter is gone*
Really game?
Game: Haha, nope, not done yet
*Accident*
*starting frigate destroyed, lost crew, lost supplies due to having ~3000 supplies in a frigate and troop transport*
Okay, thank you game
*quit, delete save*
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 30, 2013, 12:38:08 AM
Hah something like that happened to me when i tried to capture my first station. The freighter blew up while in transit to another star system... Lost half my fleet while limping back to Exerelin system.

Has anyone managed to capture a station? I got a freighter and a troop ship loaded with 300 marines, sat for like 10 minutes over a station only for the game saying that boarding failed and loosing my freighter and troop transport... Leaving me stranded in another star system. How many marines do you need to bring to take down a station 1000? It's really weird.:)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 30, 2013, 01:00:25 AM
EDIT:
Well, save bloat is still a thing.
Only halfway through the campaign with an 8-system sector and the file's at 150MB and unloadable now. Time to start again, I guess. In comparison, my lv47 0.54 Exerelin save is 80MB in size.

Yes, the amount of systems drastically increases the size of the save file. I have a few over 350MB! Still, they load fine, but thats setting memory settings to 1024-2048.

DOUBLE EDIT:
*starts new game*
*one station in system with 4 fleets having spawned in sector*
*decide to take an un-occupied station in another sector*
*>logistics*
*get in orbit over new station and wait for the station to flip*
"Critical accident; lost ship, lost fuel, lost supplies"
*Neutrino superfreighter is gone*
Really game?
Game: Haha, nope, not done yet
*Accident*
*starting frigate destroyed, lost crew, lost supplies due to having ~3000 supplies in a frigate and troop transport*
Okay, thank you game
*quit, delete save*

Yeah Neutrino super freighters are a bit better than the other ones so they cost more. But, as you noticed, it blows your logistics right out of the gate. I think I will have to temporarily increase the logistics rating and then take it away, kind of ugly but yeah...

Hah something like that happened to me when i tried to capture my first station. The freighter blew up while in transit to another star system... Lost half my fleet while limping back to Exerelin system.

Has anyone managed to capture a station? I got a freighter and a troop ship loaded with 300 marines, sat for like 10 minutes over a station only for the game saying that boarding failed and loosing my freighter and troop transport... Leaving me stranded in another star system. How many marines do you need to bring to take down a station 1000? It's really weird.:)

Your freighter/transports will explode if you run out of attacking marines, so just keep an eye on it :)

You will need a -lot- of marines to takeover a station, as normally they have quite a few stocked up. If you can, spend some points in the factions skill tree to get access to the saboteur. Drop one of those off to cause a whole bunch of damage (taking out most of the marines) and then start boarding. Hmmm, that was the idea but I forgot to include marines in what gets destroyed! Next update it will be fixed sorry :)

Anyway, it could use a bit of balancing I think. The fleet costs/resourcing is a bit out of line with the new update and sometimes stations end up overflowing with one or two resources, plus the 0-crew stack bug it's probably going to be a bit weird till StarSector 0.6.1.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: DefiasOne on September 30, 2013, 01:15:57 AM
On the resources side of things something funny happened to my game. I've never seen any of the highest tier ships,like the hiigaran battlecruiser (this goes for weapons as well), this happens for all the factions that i currently have in my game, I've never seen them deploy their ultimate ship or weapons nor are they available in any of the stations to buy. I've been playing for 2 days on the same game I've never seen them, are the factions supposed to have more resources or what?

Also how is minning supposed to work? I've had a fleet floating over some asteroids with mining wings but nothing happened, does having ships equipped with flight decks have any influence on how mining works? (When i tried i don't think i had a ship with a flight deck.)

Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: TimeDiver on September 30, 2013, 01:35:44 AM
Speaking of which... even after leveling the 'Faction' aptitude and the 'Active Diplomacy' skill to 5 each, I don't ever recall seeing a Saboteur appearing in the Abandoned Station's inventory.

Occasionally I'll get an Agent, and less frequently a Prisoner, but I've never gotten by mitts on the Saboteur (although they get used against me more often than not).

At this point, I'm either blaming the blasted RNG, or my personal attempts at modding Exerelin to my tastes have fouled up something along the way (mainly getting mining output to be influenced by said 'Faction' aptitude, the 'Station Industry' skill, and crew experience level; player fleet(s) only... which oddly enough worked, more or less).
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 30, 2013, 02:04:01 AM
On the resources side of things something funny happened to my game. I've never seen any of the highest tier ships,like the hiigaran battlecruiser (this goes for weapons as well), this happens for all the factions that i currently have in my game, I've never seen them deploy their ultimate ship or weapons nor are they available in any of the stations to buy. I've been playing for 2 days on the same game I've never seen them, are the factions supposed to have more resources or what?

Hmmm factions are less likely to deploy capital ships, and if they do, the resource cost is high. I'll check the Hiigaran fleet compositions though, I may be missing some of Gotcha's new additions.

Also how is minning supposed to work? I've had a fleet floating over some asteroids with mining wings but nothing happened, does having ships equipped with flight decks have any influence on how mining works? (When i tried i don't think i had a ship with a flight deck.)

No, its just that mining is a bit broken at the moment due to some changes in StarSector 0.6a. StarSector 0.6.1a should have a fix for it, if not I will try and work out something different.

Speaking of which... even after leveling the 'Faction' aptitude and the 'Active Diplomacy' skill to 5 each, I don't ever recall seeing a Saboteur appearing in the Abandoned Station's inventory.

Occasionally I'll get an Agent, and less frequently a Prisoner, but I've never gotten by mitts on the Saboteur (although they get used against me more often than not).

At this point, I'm either blaming the blasted RNG, or my personal attempts at modding Exerelin to my tastes have fouled up something along the way (mainly getting mining output to be influenced by said 'Faction' aptitude, the 'Station Industry' skill, and crew experience level; player fleet(s) only... which oddly enough worked, more or less).

Nice work on changing things to your liking, hopefully it's not too had to follow :) My (long term) plan is to enhance the existing industry tree with things like that.

I can't *see* an issue with the saboteur spawn chance (it's the same as agent and prisoner, except you need level 5 Active Diplomacy). It's calculated in SystemEventManager.java, so you can raise the chances there if you like.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Andy H.K. on September 30, 2013, 07:34:43 AM
Hmmm factions are less likely to deploy capital ships, and if they do, the resource cost is high. I'll check the Hiigaran fleet compositions though, I may be missing some of Gotcha's new additions.
The faction I'm in deploy capital ships just fine.... the problem is that I've yet to get to fly one (Atlas doesn't count) since they're never available. I also don't seems to be receiving supply convoy.... is it because I only have 1 station?

EDIT: One more question: I tried boarding once, and after it failed (only took 50 marine as a test), my cargo is filled with supply and fuel is also fully filled, but it seems like all of my elite and veteran crews are replaced by regulars, is this working as intended?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Alendor on September 30, 2013, 11:40:43 AM

The faction I'm in deploy capital ships just fine.... the problem is that I've yet to get to fly one (Atlas doesn't count) since they're never available. I also don't seems to be receiving supply convoy.... is it because I only have 1 station?


i'm having a similar problem, I've never seen anything above cruiser level to purchase at any stations, even tho i've seen them deployed by the AI pleanty of times. 
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Axiom on September 30, 2013, 11:55:58 AM
I took out a pirate station on my first game... had a super freighter, a Valkyrie troop transport and a frigate. I brought 7 marines with me. took it in about 7 seconds. I remember thinking "this is too easy". It took away the super freighter but let me keep the troop transport. It also removed all my elite crew and filled me up with regular and 41 more marines. :P

I was playing as Tri-tachyon.

I have no other mods installed just lazy and exerelin at the moment.

As to capital ships... hegemony started the game capped its first station and instantly built a full blown "defense fleet" 3 onslaughts and all, and then built more of them(had at least 3 of these fleets in their system).

In contrast the only TTY capital I saw was a odyssey with a massive rebel fleet (3 or 4 times bigger than anything the TTY had out) and it (much like the hegemony) was only interested in kicking my ... err.... engines.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on September 30, 2013, 04:33:37 PM
The faction I'm in deploy capital ships just fine.... the problem is that I've yet to get to fly one (Atlas doesn't count) since they're never available. I also don't seems to be receiving supply convoy.... is it because I only have 1 station?
Ah well capital ships have less chance to spawn than other ships types, so it is probably more of a RNG thing. Only having 1 station does mean that you obviously have less markets to be seeded with capital ships.

Supply convoys I removed for v0.6. It didn't seem to make much sense seeing as now the whole sector can be seen. Command Fleets are the only cross-sector fleets.

EDIT: One more question: I tried boarding once, and after it failed (only took 50 marine as a test), my cargo is filled with supply and fuel is also fully filled, but it seems like all of my elite and veteran crews are replaced by regulars, is this working as intended?

No it is a bug, and I have changed for the next version appropriately :) It is some code that is running for the player fleet that should only run for AI fleets.

I took out a pirate station on my first game... had a super freighter, a Valkyrie troop transport and a frigate. I brought 7 marines with me. took it in about 7 seconds. I remember thinking "this is too easy". It took away the super freighter but let me keep the troop transport. It also removed all my elite crew and filled me up with regular and 41 more marines. :P

I was playing as Tri-tachyon.

I have no other mods installed just lazy and exerelin at the moment.

Yeah it's a bug sorry, see reply above :) Also, the capture speed is based on how many defending marines they have. It sounds like they didn't have any defenders :)

As to capital ships... hegemony started the game capped its first station and instantly built a full blown "defense fleet" 3 onslaughts and all, and then built more of them(had at least 3 of these fleets in their system).

In contrast the only TTY capital I saw was a odyssey with a massive rebel fleet (3 or 4 times bigger than anything the TTY had out) and it (much like the hegemony) was only interested in kicking my ... err.... engines.

Hmm the start of the game should see the AI factions retain the Command Fleet for defense, but they shouldn't be able to pump out big fleets straight away. I'll have a look. There are some issues at the moment with supplies/fuel being offloaded when fleets resupply at stations, which is something I can't stop (I don' think anyway), which then feeds into the fleet construction process, making it a bit unbalanced.

The Rebel fleets have had a bit of tweaking for the next version and should function as more of a nuisance rather than a menace, and provide something for the player to combat if there are no other enemy fleets about.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on October 01, 2013, 08:00:07 AM
Scale chart of Exerelin-compatible modded factions:

Spoiler
(http://i.imgur.com/xhmUfjeh.jpg)
[close]

Enjoy!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Hyph_K31 on October 01, 2013, 08:28:01 AM
The Gedune are diminutive. I said it first!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Gotcha! on October 01, 2013, 08:37:47 AM
Gedune? What Gedune? ;D
Seriously though, be proud of your mod's modesty. And it doesn't matter if your ships are small. It's how you fly them that counts!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: BoardroomHero on October 01, 2013, 01:56:29 PM
Some quick questions from someone new to the modding scene (here):

I've had some difficulty getting a few factions to work with this mod, namely the Gedune and Kadur. While, once they are on, I see their ships and weapons appearing in the in-game 'dictionary,' they do not appear as options for Exerelin. Is there an additional set of toggles that I need to find to activate them? I've modified the mod_info file, though I haven't yet attempted to dig into the .faction files. Will I have to, or am I missing something more basic?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: theSONY on October 01, 2013, 03:53:40 PM
please read description on the 1'st page about Mod Compatibility
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 01, 2013, 03:54:29 PM
Scale chart of Exerelin-compatible modded factions:

Spoiler
(http://i.imgur.com/xhmUfjeh.jpg)
[close]

Enjoy!

Wow nice work Erick!

Some quick questions from someone new to the modding scene (here):

I've had some difficulty getting a few factions to work with this mod, namely the Gedune and Kadur. While, once they are on, I see their ships and weapons appearing in the in-game 'dictionary,' they do not appear as options for Exerelin. Is there an additional set of toggles that I need to find to activate them? I've modified the mod_info file, though I haven't yet attempted to dig into the .faction files. Will I have to, or am I missing something more basic?

Both Kadur and Gedune currently require changes to Exerelin to be picked up as an option.

You will need to add the following to data/scripts/world/exerelin/ExerelinData.java, in the addModdedFactionsToList method:
Code
// Test for Kadur Theocracy
if(isFactionInstalled("regime", "data.scripts.world.vayraKadurGen"))
     possibleFactionList.add("regime");

// Test for Qamar Insurgency
if(isFactionInstalled("insurgency", "data.scripts.world.vayraKadurGen"))
     possibleFactionList.add("insurgency");

// Test for gedune
if(isFactionInstalled("gedune", "data.scripts.world.GeduneGen"))
     possibleFactionList.add("gedune");
Note: There already is a Gedune entry, so you can either replace that one or just add the new lines in regardless; either will work.

Hopefully that helps :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 01, 2013, 03:56:16 PM
please read description on the 1'st page about Mod Compatibility

Actually, the Mod Compatability part for Gedune didn't list the extra step :P and Kadur isn't on there.

I better update that... :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: BoardroomHero on October 01, 2013, 05:09:53 PM
Some quick questions from someone new to the modding scene (here):

I've had some difficulty getting a few factions to work with this mod, namely the Gedune and Kadur. While, once they are on, I see their ships and weapons appearing in the in-game 'dictionary,' they do not appear as options for Exerelin. Is there an additional set of toggles that I need to find to activate them? I've modified the mod_info file, though I haven't yet attempted to dig into the .faction files. Will I have to, or am I missing something more basic?

Both Kadur and Gedune currently require changes to Exerelin to be picked up as an option.

You will need to add the following to data/scripts/world/exerelin/ExerelinData.java, in the addModdedFactionsToList method:
Code
// Test for Kadur Theocracy
if(isFactionInstalled("regime", "data.scripts.world.vayraKadurGen"))
     possibleFactionList.add("regime");

// Test for Qamar Insurgency
if(isFactionInstalled("insurgency", "data.scripts.world.vayraKadurGen"))
     possibleFactionList.add("insurgency");

// Test for gedune
if(isFactionInstalled("gedune", "data.scripts.world.GeduneGen"))
     possibleFactionList.add("gedune");
Note: There already is a Gedune entry, so you can either replace that one or just add the new lines in regardless; either will work.

Hopefully that helps :)

Worked flawlessly, and taught me a bit more about the file-structure for this thing. Thanks!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: lowpolygon on October 01, 2013, 06:11:26 PM
I have encounter a wierd problem, I am not sure if it is the mod's problem or faction problem. I thought I would post it here first
I started out as Zorg . It all starts out fine, but when I go in to the battle . I would fly for a while then the battle would just end.
Not just one battle, all battles. I even try to use only one small ship, then go for any command fleet. Same thing happens. It seem the all ai fleet for some reason has been put in reserve. But when I end the battle, the fleet would still come after me, then the whole cycle begin again.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Andy H.K. on October 01, 2013, 06:34:24 PM
Alright, got to a point where null point exception consistantly occur.

Spoiler
167916 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at java.util.ArrayList.<init>(ArrayList.java:131)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at data.scripts.world.exerelin.ExerelinUtils.addRandomFactionShipsToCargo(ExerelinUtils.java:506)
   at data.scripts.world.exerelin.InSystemSupplyConvoySpawnPoint$1.run(InSystemSupplyConvoySpawnPoint.java:143)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Doubt if it's actually mod related since it's occured for quite a lot of people in different circumstances it seems, but I'll post it up anyway to help cull any possible problem.

Unfortunately I was finally flying a Conquest and cleared my system of hostile entities at that point  :-\
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 01, 2013, 07:13:06 PM
Alright, got to a point where null point exception consistantly occur.

Spoiler
167916 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at java.util.ArrayList.<init>(ArrayList.java:131)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at data.scripts.world.exerelin.ExerelinUtils.addRandomFactionShipsToCargo(ExerelinUtils.java:506)
   at data.scripts.world.exerelin.InSystemSupplyConvoySpawnPoint$1.run(InSystemSupplyConvoySpawnPoint.java:143)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Doubt if it's actually mod related since it's occured for quite a lot of people in different circumstances it seems, but I'll post it up anyway to help cull any possible problem.

Unfortunately I was finally flying a Conquest and cleared my system of hostile entities at that point  :-\

Thanks, I have just noticed this in the StarSectorAPI:
Code
FleetDataAPI 	getMothballedShips()
          Call initMothballedShips(String factionId) before using this method.

So, perhaps with StarSector 0.6 the old way I was doing it won't work... hmmm.

I won't be able to test till later but ifyou feel like doing a bit of editing you could try changing data/scripts/world/exerelin/ExelerinUtils.java in method addRandomFactionShipsToCargo to the following at line 506:
Code
...
cargo.initMothballedShips(factionId); // Added line
List ships = cargo.getMothballedShips().getMembersListCopy(); // Existing line
...

I'm not sure this is even right, as I can't imagine we would want to initialize the list *every time* before using it but perhaps so...
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Andy H.K. on October 01, 2013, 07:53:41 PM
................

getMothballedShips()

................
Doesn't work, unless it calls for a new save...

the error log I get this time look like this:

Spoiler
94644 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at java.util.ArrayList.<init>(ArrayList.java:131)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at data.scripts.world.exerelin.ExerelinUtils.addRandomFactionShipsToCargo(ExerelinUtils.java:507)
   at data.scripts.world.exerelin.InSystemSupplyConvoySpawnPoint$1.run(InSystemSupplyConvoySpawnPoint.java:143)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

So from what I see, I guess the problem does not come from "getMothballedShips", but from "getMembersListCopy"

aw I wish I could make sense of all the codes.....
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 01, 2013, 08:16:58 PM
................

getMothballedShips()

................
Doesn't work, unless it calls for a new save...

the error log I get this time look like this:

Spoiler
94644 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at java.util.ArrayList.<init>(ArrayList.java:131)
   at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
   at data.scripts.world.exerelin.ExerelinUtils.addRandomFactionShipsToCargo(ExerelinUtils.java:507)
   at data.scripts.world.exerelin.InSystemSupplyConvoySpawnPoint$1.run(InSystemSupplyConvoySpawnPoint.java:143)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

So from what I see, I guess the problem does not come from "getMothballedShips", but from "getMembersListCopy"

aw I wish I could make sense of all the codes.....

Your certainly right the error is coming from getMembersListCopy, I'm not sure that getMembersListCopy is the issue though. I think the state of the MothballedShipList object in the Cargo object is the problem, and getMembersListCopy is just failing because something is already broken.

Anyway, thanks for giving it a go :) you won't need a new save to test. Hopefully I can work out something soon :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: sirboomalot on October 02, 2013, 08:38:00 AM
Alright, I think I've not only noticed another bug, but noticed it caught on video. When generating a new game, the player's starting system does not always get the right number of planets and stations. This is best seen in Axiege's most recent video (http://www.youtube.com/watch?v=WY7Cl3xRKbY&feature=youtu.be), where after choosing 9 planets per system, his starting system ends up with three.

Is this meant to happen?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: MShadowy on October 02, 2013, 09:01:34 AM
The text implies that the option is setting the bounds for the generator rather than "this many planets always."
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on October 02, 2013, 09:10:56 AM
Alright, I think I've not only noticed another bug, but noticed it caught on video. When generating a new game, the player's starting system does not always get the right number of planets and stations. This is best seen in Axiege's most recent video (http://www.youtube.com/watch?v=WY7Cl3xRKbY&feature=youtu.be), where after choosing 9 planets per system, his starting system ends up with three.

Is this meant to happen?

The game offers "maximum amount per system". That means that a system may have 9 planets at most, but may actually have well less than that.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: silentstormpt on October 02, 2013, 09:16:52 AM
Alright, I think I've not only noticed another bug, but noticed it caught on video. When generating a new game, the player's starting system does not always get the right number of planets and stations. This is best seen in Axiege's most recent video (http://www.youtube.com/watch?v=WY7Cl3xRKbY&feature=youtu.be), where after choosing 9 planets per system, his starting system ends up with three.

Is this meant to happen?

The game offers "maximum amount per system". That means that a system may have 9 planets at most, but may actually have well less than that.

Pretty much, its set to get a random number from 1 to 9, he got unlucky and got a 3
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: sirboomalot on October 02, 2013, 09:21:35 AM
Oooooh, I get it, and here I was think'n something weird was happening. Thanks for reply'n folks.  ;D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Turdicus on October 02, 2013, 03:37:33 PM
Got my first crash today, not surprisingly after I managed to get Blackrock working well with Exerelin. The game had been going for about an hour at this point.


1905074 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background3.jpg (using cast)
2201982 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.AttackFleetSpawnPoint.setTarget(AttackFleetSpawnPoint.java:31)
   at data.scripts.world.exerelin.StationRecord.setFleetTargets$(StationRecord.java:441)
   at data.scripts.world.exerelin.StationRecord.updateFleets(StationRecord.java:185)
   at data.scripts.world.exerelin.SystemStationManager.updateStationFleets(SystemStationManager.java:76)
   at data.scripts.world.exerelin.SectorManager.updateStations(SectorManager.java:105)
   at data.scripts.world.exerelin.TimeManager.runDaily$(TimeManager.java:78)
   at data.scripts.world.exerelin.TimeManager.doIntervalChecks$(TimeManager.java:136)
   at data.scripts.world.exerelin.TimeManager.advance(TimeManager.java:128)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

I modified a few files to get Blackrock to work, including fleet lists and the BRGen file in the blackrock mod folder, namely adding the Karkinos to station mothball lists cuz I wanted to buy one =P

Any idea what I did wrong? Should I just accept not having blackrock in my game?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 02, 2013, 03:49:25 PM
Got my first crash today, not surprisingly after I managed to get Blackrock working well with Exerelin. The game had been going for about an hour at this point.

exception
Spoiler
1905074 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background3.jpg (using cast)
2201982 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.AttackFleetSpawnPoint.setTarget(AttackFleetSpawnPoint.java:31)
   at data.scripts.world.exerelin.StationRecord.setFleetTargets$(StationRecord.java:441)
   at data.scripts.world.exerelin.StationRecord.updateFleets(StationRecord.java:185)
   at data.scripts.world.exerelin.SystemStationManager.updateStationFleets(SystemStationManager.java:76)
   at data.scripts.world.exerelin.SectorManager.updateStations(SectorManager.java:105)
   at data.scripts.world.exerelin.TimeManager.runDaily$(TimeManager.java:78)
   at data.scripts.world.exerelin.TimeManager.doIntervalChecks$(TimeManager.java:136)
   at data.scripts.world.exerelin.TimeManager.advance(TimeManager.java:128)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I modified a few files to get Blackrock to work, including fleet lists and the BRGen file in the blackrock mod folder, namely adding the Karkinos to station mothball lists cuz I wanted to buy one =P

Any idea what I did wrong? Should I just accept not having blackrock in my game?

Nice work on getting Blackrock going :) You could add the Karkinos to the exerelinGenericFleet definition in the blackrock.faction file and then they will appear in both AI fleets as well as in stations to buy.

That's actually a bug in Exerelin which I have fixed for the next version. If you like, you can edit data/scripts/world/exerelin/AttackFleetSpawnPoint.java and change the following:
Code
// If no proper target and station we are assisting has a good target, use that
if((target == null || target.getOwner() == null)
                                && secondaryAssist != null
                                && secondaryAssist.getTargetStationRecord() != null
                                && secondaryAssist.getTargetStationRecord().getOwner() != null
                                && !secondaryAssist.getTargetStationRecord().getOwner().getFactionId().equalsIgnoreCase(ownerFactionId)
                                && secondaryAssist.getOwner().getGameRelationship(ownerFactionId) < 0)
                        stationTarget = secondaryAssist.getTargetStationRecord();
to
Code
// If no proper target and station we are assisting has a good target, use that
if((target == null || target.getOwner() == null)
                                && secondaryAssist != null
&& secondaryAssist.getOwner() != null
                                && secondaryAssist.getTargetStationRecord() != null
                                && secondaryAssist.getTargetStationRecord().getOwner() != null
                                && !secondaryAssist.getTargetStationRecord().getOwner().getFactionId().equalsIgnoreCase(ownerFactionId)
                                && secondaryAssist.getOwner().getGameRelationship(ownerFactionId) < 0)
                        stationTarget = secondaryAssist.getTargetStationRecord();
Note the third line change '&& secondaryAssist.getOwner() != null'. That should stop that null pointer error :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: fartcannon on October 02, 2013, 05:17:09 PM
Zaphide, any thoughts on the null pointer exception I'm experiencing?  I'm the guy that posted in the bugs subforum.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Turdicus on October 02, 2013, 05:23:08 PM
Nice work on getting Blackrock going :) You could add the Karkinos to the exerelinGenericFleet definition in the blackrock.faction file and then they will appear in both AI fleets as well as in stations to buy.

Ah so THATS where Exerelin gets its info for Station supply lists. I actually did that as well as I wanted the AI fleets to have battleships =) So does Exerelin get its weapon info from the same place? As in, does it base it off of the variants listed in GenericFleet? I suspect it does..pretty smart.

Thanks!
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 02, 2013, 05:39:38 PM
Zaphide, any thoughts on the null pointer exception I'm experiencing?  I'm the guy that posted in the bugs subforum.

I have been working on it (as I have *almost* got another version ready and this is like the only thing holding it back!) but I haven't been able to solve it.

I *think* it happens due to an error sometime prior to saving, which gets things into a state that does not restore correctly after loading, but looking through the save file doesn't really show anything wrong  ??? I did add some multithreading code to improve performance on a couple of scripts, and in hindsight I think this was a bad idea. I'm running a few tests now to see whether the error occurs without the threading changes. Unfortunately to test I have to let it run for a while as I am still not sure exactly what conditions trigger it. If disabling threading does solve it then I'll release the new version with no multithreading and go back to the drawing board on that one. I've made a few other changes to reduce script runtime so it should be less of an issue anyway.

I also think it is the same/related thing that causes Andy H.K's problem a few replies above.

Unfortunately it probably means the save can't be re-used, but then save files would not be compatible with the next version anyway. I was hoping I could find a fix that would allow people to continue playing the current version with their saves at least.

Ah so THATS where Exerelin gets its info for Station supply lists. I actually did that as well as I wanted the AI fleets to have battleships =) So does Exerelin get its weapon info from the same place? As in, does it base it off of the variants listed in GenericFleet? I suspect it does..pretty smart.

Thanks!

Yep :) makes adding additional faction support pretty easy :D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: goduranus on October 02, 2013, 10:14:27 PM
I am gonna disagree with making supply harder to forage, or making the omnifactory cost money.

In this mod, massing up an attack fleet that can beat those Conquest+4 Dominator defenders in another system takes several thousand supply units, so I am already hard pressed to get supplies. If supplies were harder to find, it would be pretty impractical for the player to attack another system.

I also find myself being kept barely afloat by the omnifactory production, because in this mod, there are reasons to fight losing battles, either putting my small fleet against a huge blockade to burn up its CR before a convoy get to the station, or having to fight pyrric battles against overwhelming defense so the troops behind me can capture a beachhead in a new system. That is good gameplay here, which would be impossible if ship replacements were costly. Though I do think ship production should take longer, perhaps doubled or tripled, to make a setback of losing them.

It's reasonable to get free stuff, cuz the faction should give you some. If you join the army, they give you the guns, you don't buy them. In fact, I'd say the Omnifactory should give you some free supply and crew as well. It's not like an Navy admiral need to pay for fuel and stuff out of his personal bank account.

Edit: could mining be made to give some exp to make it more worthwhile?

Edit2: Thanks for quick reply, and dang for typos, I typed this up on my phone over lunch.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 02, 2013, 11:09:49 PM
I am gonna disagree with what making supply harder to forage, or making the omnifactory cost money.

In this mod, massing up a fleet to attack that can beat those Conquest+4 Dominator defenders in another system takes several thousand supply units, so I am already pretty hard pressed to get supplies. If supplies were harder to find, it would be pretty impractical for the player to attack another system.

I also find myself being kept barely afloat by the omnifactory production, because in this mod, there are reasons to fight losing battles, either putting my small fleet against a huge blockade to burn up its CR before convoy get to the station, or having to fight pyrric battles against overwhelming defense so the troops behind me can capture a beachhead in a new system. That is good gameplay here, which would be impossible if ship replacements were impossible. Though I do think ship production should take longer, perhaps doubled or tripled, to make a setback of losing them.

It's reasonable to get free stuff, cuz the faction should give you some. If you join the army, they should give you the guns, you don't buy them yourself. In fact, I'd say the Omnifactory should give you some free supply and crew as well. It's not like Navy admirals need to pay for fuel and stuff out of his personal bank account.

Edit: could mining be made to give some exp to make it more worthwhile?

Just to note; Any change I make in this regard is in/will be in a config options file so you can switch off/on as you please without editing any code files :)

And yes, I'll add experience to mining (been meaning to do this for ages).

It sounds like you and I actually play this in a similar way; I find I am always fighting for a pyrrhic/hopeless victory and I feel the CR mechanic (note: not the supply use/cost changes) have made this even better. The first iteration of this mod actually had the option of having your faction give you things for free, and potential combat performance of your fleet was more about ship/weapon availability (which was even more constrained than it is now) rather than cash reserves. Perhaps I should expose these as config options too then you have a lot more choice in the game you setup :)

I think that everyone plays the game differently, and the above didn't really work as well for people that wanted to play a more careful/non-iron mode/etc type of game. I tend to like rogue-like, perma-death/consequence type games where you can be dealt a really bad hand and have to adapt to that with what you have available to you, and where you can -actually- lose the game and have to restart due to mechanics beyond your control.

I have been playing my last few test games (for the above nullPointerErrors grrrr) with the supply reduction, and it becomes an issue sustaining a large fleet (pretty much the scenario you alluded to above), which brings me back to thinking that perhaps the supply value just needs to be reduced, which has also been put forward by some other people. I don't really feel the point of Exerelin should be agonising over supplies and their associated cost, or killing freighter fleets to obtain a bounty of valuable supplies.

Anyway, thank you for the feedback :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: kupan9 on October 03, 2013, 01:17:06 AM
I tend to think of my ship/fleet as less part of the military (When do I ever take orders?) and more as a privateer. Which basically amounts to government sanctioned pirates. I don't get payed by the government directly but they will officially sanction and purchase any loot I bring back from battles with people they don't like. The main downside to this interpretation is that generally speaking a privateer doesn't have the ability to declare war for an entire nation. But some things are evils of necessity since any system which let you attack someone and not have it declare war would be massively abuse-able.

What I would like to see is the stations using up more of the supplies I bring back. Seeing 2-4 rows of supplies with a like number of fuel just sitting there makes me sad. Make more fleets! You have enough spare parts, and if you need more help sell some of the supplies and buy it! I can see why limiting the fleet numbers by station count would be a good mechanic, especially in the memory and savegame bloat area, but I would really like to see the fleet system worked out a bit differently. I would probably put more emphasis on mining fleets with 5-6 different tiers of mining fleets, with the highest having capital ship guards and 8 atlases hauling around massive supply stores. Then make the fleets balanced around the supply income, so that an efficient way to take over a station is to starve it for resources. This would also give you a need to guard a fleet for something other than taking over a station. It would also be fun to see a fleet that is injured come back to the station, take some supplies and fuel and upgrade itself to a larger fleet if the supplies are available, or limp around if they aren't.

Just a thought.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Judokast on October 03, 2013, 12:12:59 PM
Just updated to the Starsector .6.1a and oops..Exerelin doesn't seem to work anymore. Maaaaan i seem to have bad luck with Mods lol.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 03, 2013, 04:54:48 PM
I tend to think of my ship/fleet as less part of the military (When do I ever take orders?) and more as a privateer. Which basically amounts to government sanctioned pirates. I don't get payed by the government directly but they will officially sanction and purchase any loot I bring back from battles with people they don't like. The main downside to this interpretation is that generally speaking a privateer doesn't have the ability to declare war for an entire nation. But some things are evils of necessity since any system which let you attack someone and not have it declare war would be massively abuse-able.

Haha well the new InteractionDialog plugins could theoretically restrict you from initiating hostile action (in fact that's what I do so that the player can't attack the neutral/independent fleets), but I think that would be a bit restrictive :)

Still, maybe down the track the player will have to earn a certain rank with a faction before they can cause any interstellar incidents!

What I would like to see is the stations using up more of the supplies I bring back. Seeing 2-4 rows of supplies with a like number of fuel just sitting there makes me sad. Make more fleets! You have enough spare parts, and if you need more help sell some of the supplies and buy it! I can see why limiting the fleet numbers by station count would be a good mechanic, especially in the memory and savegame bloat area, but I would really like to see the fleet system worked out a bit differently. I would probably put more emphasis on mining fleets with 5-6 different tiers of mining fleets, with the highest having capital ship guards and 8 atlases hauling around massive supply stores. Then make the fleets balanced around the supply income, so that an efficient way to take over a station is to starve it for resources. This would also give you a need to guard a fleet for something other than taking over a station. It would also be fun to see a fleet that is injured come back to the station, take some supplies and fuel and upgrade itself to a larger fleet if the supplies are available, or limp around if they aren't.

Just a thought.

Great ideas and really where the mod should hopefully be heading.

Yeah the fleet system will get an overhaul at some point to remove the reliance on stations. There will be a lot more logistics convoys to move required resources around. At the moment I'm really only fixing bugs, adding some minor stuff and updating for the StarSector changes :)

The supply/fuel bloat seems to come from fleets resupplying at stations, which appears to deposit a boat-load of fuel/supplies/crew into the station every time a fleet resupplies (which due to CR is a lot more often now). So that kind of throws the resource economy out of whack :( It worked a lot better 0.54 as that did not happen. I think the solution to this is to move from fuel/supplies as the building resources of fleets to some other resources so I can manage it better.

Thanks for the feedback :)

Just updated to the Starsector .6.1a and oops..Exerelin doesn't seem to work anymore. Maaaaan i seem to have bad luck with Mods lol.

Yeah I should have an updated version soon, just doing some final testing on a few things :) Unfortunately it won't be save compatible.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Kiloman on October 03, 2013, 10:39:33 PM
Just finally got around to trying this mod and I have to say I love it. No problems with 0.6.1a so far, although I've only played maybe an hour on any single game. Having all the different faction activity, mining, etc really makes it feel like there's more of an active game world going on around me - it reminds me a lot of gravity well (http://www.youtube.com/watch?v=4iN9jXuv2Kc) if you ever played that; in Vanilla the factions don't interact much and the world feels kind of sterile. Not that it's Alex's fault since he hasn't worked on the campaign yet, but I digress.

Some feedback:

- It'd be nice if I had some way to influence the diplomatic strategy of my faction. I was picking fights with the other faction who had a station in my system, waiting to build up my fleet so I could kick them out for good... and my faction just kept allying with them. Even just the ability to view alliances, current station takeover assignments, etc would be nice.

- The 'hover over object' dynamic is a little unintuitive, but I guess there's not a better way to trigger non-combat/non-dialog events in the campaign map... it'd be nice if there was some sort of progress overlay showing what was happening though.

- Some asteroids don't seem to be able to be mined - I sit on them and don't receive any supplies. Is this intentional? If so, it'd be nice if there was some sort of 'this asteroid is depleted' type message.

- The mining fleets seem to just hang out parked on top of the station for extended periods of time - not sure what's going on there.

- How do you determine what ships get produced in a particular station? I keep waiting around to get a few Hyperions, but they never seem to become available while I have Omens and Tempests coming out my ears.

- This is more of an issue with the engine, but sometimes the world event messages get cleared faster than I'd like, and there's no way to view the history, or a log of when they happened. The campaign map needs some sort of message history window.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: avallanch on October 04, 2013, 04:10:05 AM
Some kind of ui pice wich tell you who is ta war with who would be nice.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 04, 2013, 04:28:54 AM
No problems with 0.6.1a so far

Good to hear :) Bear in mind you will be missing a few changes from 0.6.1, and I'm not sure if it will be unstable due to this.

Some feedback:

- It'd be nice if I had some way to influence the diplomatic strategy of my faction. I was picking fights with the other faction who had a station in my system, waiting to build up my fleet so I could kick them out for good... and my faction just kept allying with them. Even just the ability to view alliances, current station takeover assignments, etc would be nice.

Yes, it's a little light-on player activities (other than fighting) all over I guess. For the next version I have added a alliance/war report you can use at a factions station to get who they are allied with and who they are at war with.

- The 'hover over object' dynamic is a little unintuitive, but I guess there's not a better way to trigger non-combat/non-dialog events in the campaign map... it'd be nice if there was some sort of progress overlay showing what was happening though.

Unfortunately such an overlay is beyond what is currently possible.

- Some asteroids don't seem to be able to be mined - I sit on them and don't receive any supplies. Is this intentional? If so, it'd be nice if there was some sort of 'this asteroid is depleted' type message.

I think this is due to sometimes the asteroid 'moving to fast' and so it doesn't correctly register that you are one an asteroid. This should be fixed in the next version.

- The mining fleets seem to just hang out parked on top of the station for extended periods of time - not sure what's going on there.

They are unloading their mining haul :)


- How do you determine what ships get produced in a particular station? I keep waiting around to get a few Hyperions, but they never seem to become available while I have Omens and Tempests coming out my ears.

It's just random at the moment, you should get a Hyperion now and then.

- This is more of an issue with the engine, but sometimes the world event messages get cleared faster than I'd like, and there's no way to view the history, or a log of when they happened. The campaign map needs some sort of message history window.

Yeah I could add one, I just need to get round to it :) It requires me re-working the current messaging code so it's a big job (I should have been smarter putting it together but hey...)

Thanks for the feedback :)

Some kind of ui pice wich tell you who is ta war with who would be nice.

I have added something for the next version :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on October 04, 2013, 04:34:23 AM
Quote
I think this is due to sometimes the asteroid 'moving to fast' and so it doesn't correctly register that you are one an asteroid. This should be fixed in the next version.

Although tempting, it is better to mine the larger asteroid rings rather than the smaller ones. I realise mining the rings around a nearby planet is more tempting because of their close proximity to stations, but the larger rings that are often around the system's sun move much slower and will be easier to mine.


Quote
Mod Compatibility:
Factions Supported By Exerelin v0.6 (these need to be downloaded separately)
Gotcha's Bushi http://fractalsoftworks.com/forum/index.php?topic=6413.0 -  * See message
Gotcha's Hiigaran Descendants http://fractalsoftworks.com/forum/index.php?topic=6347.0 - * See message
Hyph_K31's Gedune http://fractalsoftworks.com/forum/index.php?topic=3865.0 - * See message
FlashFrozen's Neutrino Corp http://fractalsoftworks.com/forum/index.php?topic=2345.0
mendonca's Junk Pirates http://fractalsoftworks.com/forum/index.php?topic=161.0
MShadowy's Shadowyards Heavy Industries http://fractalsoftworks.com/forum/index.php?topic=3491.0
Erick Doe's Zorg http://fractalsoftworks.com/forum/index.php?topic=6522.0 - * Zorg v12 versions only
Varya's Kadur Theocracy http://fractalsoftworks.com/forum/index.php?topic=6649.0 - * See message

The asterix comment can be removed for the Zorg mod. The latest version is now compatible.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Scrambles on October 04, 2013, 09:04:01 AM
An alliance faction status report thing would be very helpful - hopefully a more advanced HUD/overlay type thing becomes possible at some point, perhaps another button at the bottom of the screen to open a faction/diplomacy screen :)

I have the same frustrations with the seemingly random decisions of my faction leaders...

You could probably implement a diplomacy dialogue menu within stations to give players some control over their faction (i.e. Declare war on X, Propose alliance with Y). Is that what you're building or is this the kind of thing that's not yet possible?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Kiloman on October 04, 2013, 09:54:25 AM
Absent any meddling with special items, how do the factions/alliances decide who to partner with or fight? I'd like to think that racial xenophobic/xenophilic tendencies, territorial tensions, mining rights, etc are factored in but somehow I doubt it's that complicated ;)

It'd also be fun to see the factions harassing enemies' mining fleets, defending their own, disrupting supply routes, etc... assuming that cutting off a station actually has an influence on fleet production out of that station. That's not clear to me at the moment - do stations actually consume supplies or fuel to produce fleets or create ship inventory? Do the AI fleets actually consume supplies or fuel when they come back to resupply?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Kiloman on October 04, 2013, 05:13:48 PM
One more bit of feedback after playing this a bit more.

The early game seems a little boring at this point. If you can snag some mining equipment and a hauler or two, you can easily spend a few minutes hauling in a ton of cash (seriously, just a stupid amount of money due to how much Supplies are worth) to go blow on a giant fleet, but your character won't have leveled up enough to do much good with it - you'll be too slow (due to lack of skills/mods to increase fleet speed) to catch anyone.

If you don't feel like mining, there's not really much else to do because of what the rest of the AI fleets are up to. You can take your starting ship out, poke around the other star systems until you find your neighbors and then go bother their mining fleets, but that's about it - you're too weak to take on anything else, and there are no small fleets to tangle with. The small fleets are mostly civilian, and want to flee, and anything larger will just wipe the map with you.

If you mine a bunch to get cash, and grind for a while to build up your experience, there's some fun to be had taking on the system defense fleets... but it shouldn't be necessary. One of my favorite activities in Vanilla is pounding pirates with my frigate fleet, and that just doesn't seem possible in Exerelin due to the composition of the AI fleets.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: avallanch on October 04, 2013, 05:26:01 PM
Once again i must say great mod (it is a bit to hard(long/boring) in early game)
One more bug ( dont know if it is exerelin or the whole starsector but if you press esc while fighting someone it will prompt about leaving game (yeah game not retreating) and it doestn matter what you choose it will quit.
edit: also if you play long enouth (5-8h) your saves wont work:

92513 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
92514 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null
class               : com.fs.starfarer.campaign.accidents.AccidentManager
required-type       : com.fs.starfarer.campaign.accidents.AccidentManager
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry/map/entry[2]/FleetMember/fleetData/fleet/accidentManager
line number         : 298747
class[1]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[2]            : com.fs.starfarer.campaign.fleet.FleetData
class[3]            : com.fs.starfarer.campaign.fleet.FleetMember
class[4]            : java.util.HashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[5]            : com.fs.starfarer.campaign.ModAndPluginData
class[6]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null : Could not call com.fs.starfarer.campaign.accidents.AccidentManager.readResolve() : null


Edit (10 min later):
Found why it wont work :P
stuff from junk pirates mission folder was bleeding over, after deleting it everything works like a charm
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: peacebyfaith on October 04, 2013, 06:25:17 PM
I would like some help, Exerelin is working fantastic and i love it but i dont know if i did not do something that i need to, but i have all the stand alone mods that are compatible with it beside junk pirates but i can not play any other races beside the Valina and two other mods, the mods i cant play are Bushi, Hiigaran Descendants, zorg, Gedune, Kadur Theocracy,
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 04, 2013, 06:26:55 PM
The asterix comment can be removed for the Zorg mod. The latest version is now compatible.

Thanks! I'll update that :)

An alliance faction status report thing would be very helpful - hopefully a more advanced HUD/overlay type thing becomes possible at some point, perhaps another button at the bottom of the screen to open a faction/diplomacy screen :)

I have the same frustrations with the seemingly random decisions of my faction leaders...

You could probably implement a diplomacy dialogue menu within stations to give players some control over their faction (i.e. Declare war on X, Propose alliance with Y). Is that what you're building or is this the kind of thing that's not yet possible?

Just a report at this stage. You can always declare war by attacking another factions fleets; asking for peace/alliance? Yeah not yet...

Absent any meddling with special items, how do the factions/alliances decide who to partner with or fight? I'd like to think that racial xenophobic/xenophilic tendencies, territorial tensions, mining rights, etc are factored in but somehow I doubt it's that complicated ;)


It's not that complicated no :) Basically each faction likes/dislikes each other faction a certain amount. Once those two values together reach a certain point they declare war/peace/alliance. So, you can have a faction which hates another faction, but that other faction quite likes the first faction so no war is declared.

At the moment things that trigger relationship changes are mostly how well a faction is doing compared to another faction. If a faction is leading (owns more stations) the other factions inherently dislike them and vice versa. Also, it kind of chains together so that if two factions both dislike one faction and are at war with that faction, the first two are more likely to ally. If one faction conquers another factions station then factions that like the faction that lost the station dislike the faction that conquered the station. It's a bit more involved than that but that is the general gist. The outcome should be a kind of equalisation of where equal size 'blocks' (whether they be factions/alliances) should stick together until a change (such as a faction being defeated) which will upset the balance and things will move towards a different equilibrium.

I did have to remove some proximity tension stuff for the move to multiple systems but I'll add that back in at some point.

It'd also be fun to see the factions harassing enemies' mining fleets, defending their own, disrupting supply routes, etc... assuming that cutting off a station actually has an influence on fleet production out of that station. That's not clear to me at the moment - do stations actually consume supplies or fuel to produce fleets or create ship inventory? Do the AI fleets actually consume supplies or fuel when they come back to resupply?


They do at construction, but when fleets resupply currently they actually add supplies/fuel (!) to the station rather than either doing nothing or taking it, which really upsets the economy balance. It wasn't an issue/as big an issue in 0.54. Unfortunately I don't think I can change this. I have raised a bug with Alex but admittedly it is far down on the priorities I suspect :)

One more bit of feedback after playing this a bit more.

The early game seems a little boring at this point. If you can snag some mining equipment and a hauler or two, you can easily spend a few minutes hauling in a ton of cash (seriously, just a stupid amount of money due to how much Supplies are worth) to go blow on a giant fleet, but your character won't have leveled up enough to do much good with it - you'll be too slow (due to lack of skills/mods to increase fleet speed) to catch anyone.

If you don't feel like mining, there's not really much else to do because of what the rest of the AI fleets are up to. You can take your starting ship out, poke around the other star systems until you find your neighbors and then go bother their mining fleets, but that's about it - you're too weak to take on anything else, and there are no small fleets to tangle with. The small fleets are mostly civilian, and want to flee, and anything larger will just wipe the map with you.

If you mine a bunch to get cash, and grind for a while to build up your experience, there's some fun to be had taking on the system defense fleets... but it shouldn't be necessary. One of my favorite activities in Vanilla is pounding pirates with my frigate fleet, and that just doesn't seem possible in Exerelin due to the composition of the AI fleets.

Some changes I have made to the next version should help with some of this. Now Rebel fleets tend to be about your fleet size (up to a point) and I have lowered the cost of supplies by 3/4. I have also implemented a cap on the amount of supplies you can loot (based on your fleets cargo size) so there will be less being completely overloaded with supplies and selling it all at a station.

Still, your right though. The early game could do with some expansion.

Thanks for the feedback :)

--- bugs and hard early game ---

Yeah hopefully the next version should give you some better starting off targets :)

For the quit bug, are you playing on Iron Mode? I think that causes the bug you are talking about there.

As for the save/load bug, can you explain to me what was wrong or what you did to fix it? I have had that issue before with a different mod but couldn't solve it.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 04, 2013, 06:28:46 PM
I would like some help, Exerelin is working fantastic and i love it but i dont know if i did not do something that i need to, but i have all the stand alone mods that are compatible with it beside junk pirates but i can not play any other races beside the Valina and two other mods, the mods i cant play are Bushi, Hiigaran Descendants, zorg, Gedune, Kadur Theocracy,

There are extra steps required to get some of those mods working with Exerelin. Please see the notes next to the factions in the first post for details :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: fartcannon on October 04, 2013, 07:15:33 PM
Zaphide, FYI There's at least 4 of my faction's boarding fleets sitting completely idle in interstellar space.  They all have 1 cargo ship and exactly 1 destroyer.  I'm running a beta build from last night.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: peacebyfaith on October 04, 2013, 09:52:14 PM
Ok i was unaware that there was editing to the Exerlindata.Java was required, but thank you and keep up the good work
 
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 04, 2013, 10:49:45 PM
Zaphide, FYI There's at least 4 of my faction's boarding fleets sitting completely idle in interstellar space.  They all have 1 cargo ship and exactly 1 destroyer.  I'm running a beta build from last night.

Hmmm I can't seem to reproduce this. I'll keep it in mind, thanks for the report :)

Ok i was unaware that there was editing to the Exerlindata.Java was required, but thank you and keep up the good work
 

Well, ideally that wouldn't be the case but there are a lot of mods being updated at the moment  ;)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: avallanch on October 05, 2013, 01:36:15 AM
As for the save/load bug, can you explain to me what was wrong or what you did to fix it? I have had that issue before with a different mod but couldn't solve it.
While i searched for the thing that could produce an error i found that files in junkpirates/data/missions (something like that) are interfering with loading exerelin files, so i deleted whole mission folder :) worked like a charm.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Jay2Jay on October 05, 2013, 07:58:30 AM
Okay, first post for me. I apologize if this is a stupid question but, is the list of compatible mods up-to-date?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Erick Doe on October 05, 2013, 08:02:29 AM
Okay, first post for me. I apologize if this is a stupid question but, is the list of compatible mods up-to-date?

Mod Compatibility:
Factions Supported By Exerelin v0.6 (these need to be downloaded separately)
Gotcha's Bushi http://fractalsoftworks.com/forum/index.php?topic=6413.0 (http://fractalsoftworks.com/forum/index.php?topic=6413.0) -  * See  message  (http://fractalsoftworks.com/forum/index.php?topic=6347.msg113837#msg113837)
Gotcha's Hiigaran Descendants http://fractalsoftworks.com/forum/index.php?topic=6347.0 (http://fractalsoftworks.com/forum/index.php?topic=6347.0) - * See  message  (http://fractalsoftworks.com/forum/index.php?topic=6347.msg113837#msg113837)
Hyph_K31's Gedune http://fractalsoftworks.com/forum/index.php?topic=3865.0 (http://fractalsoftworks.com/forum/index.php?topic=3865.0) - * See message  (http://fractalsoftworks.com/forum/index.php?topic=6053.msg114803#msg114803)
FlashFrozen's Neutrino Corp http://fractalsoftworks.com/forum/index.php?topic=2345.0 (http://fractalsoftworks.com/forum/index.php?topic=2345.0)
mendonca's Junk Pirates http://fractalsoftworks.com/forum/index.php?topic=161.0 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
MShadowy's Shadowyards Heavy Industries http://fractalsoftworks.com/forum/index.php?topic=3491.0 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
Erick Doe's Zorg http://fractalsoftworks.com/forum/index.php?topic=6522.0 (http://fractalsoftworks.com/forum/index.php?topic=6522.0)
Varya's Kadur Theocracy http://fractalsoftworks.com/forum/index.php?topic=6649.0 (http://fractalsoftworks.com/forum/index.php?topic=6649.0) - * See  message (http://fractalsoftworks.com/forum/index.php?topic=6053.msg114803#msg114803)


These should work.

Personally I've got them all to work. Though I did not try Kadur's Theocracy.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Jay2Jay on October 05, 2013, 09:10:33 AM
Thank you sir.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Frosty939 on October 05, 2013, 09:24:08 AM
I've been using this mod for a few days now.. and holy ***.

This is easily the best mod i've ever played, of any game, not just starsector. I don't think i'll be able to Not use the mod from here out lol



I had a couple questions too:

Is it possible to merge other mods into Exerelin? Like ironclads for example. Just the ships and weapons. Is that even allowed? I really have no clue how these things work

My saves seem to like randomly corrupting too. Probably 9 or 10 times so far. Half the time if i restart the game the save will somehow un-corrupt itself, but yea.. Did i forget to do something, or does that just kinda happen?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Silver Silence on October 05, 2013, 09:53:55 AM
I would suggest you go drop a line in the Ironclads thread and ask Okim if it's okay to tear his ships out to use in another mod. The process itself would involve ripping out the faction files and modifying them to fit Exerelin's needs and slotting them into the Exerelin mod data

I think that's how it works? Zaphide, little help?  :D

EDIT:
Oh, and probably a check somewhere in the Exerelin code to look for the Ironclad factions and if present, use them.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Andy H.K. on October 05, 2013, 10:01:58 AM
Zaphide, have you considered using the compressSaveGameData feature? Fairy Empire used that to keep its save files small. Even with a single star system, that mod managed to create an even bigger file that Exerelin does (than my 4 system save).
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: BigNose on October 05, 2013, 10:06:21 AM
I tried playing with the Neutrino Corp yesterday, and noticed that the faction indeed still works, except for the fact that they don't send out Boarding Fleets any more.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on October 05, 2013, 10:14:31 AM
Blackrock Driveyards not compatible with Exerelin huh? :(

http://fractalsoftworks.com/forum/index.php?topic=4018.0
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Silver Silence on October 05, 2013, 10:43:42 AM
I tried playing with the Neutrino Corp yesterday, and noticed that the faction indeed still works, except for the fact that they don't send out Boarding Fleets any more.

I think our Neutrino admirals got confused and thought they were playing an all-in one base play on Starcraft 2. :P
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Shield on October 05, 2013, 12:47:03 PM
Blackrock Driveyards not compatible with Exerelin huh? :(

http://fractalsoftworks.com/forum/index.php?topic=4018.0

Yeah it is not compatible at the moment with Exerelin fatal null crash like crazy
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Withering on October 05, 2013, 01:13:14 PM
I got some really weird savegame corrupts as well.. been wondering which mod(s) cause it..
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: LarvaLounge on October 05, 2013, 10:23:27 PM
Hello,

First post on these forums.  I'm new To Starsector, as of a few days ago.  But I've been playing like a crazy person since I found it.  (Discovered SS while searching for something 'like' EV Nova by Ambrosia)

This mod is awesome.  It will be interesting to see how it develops along side the Vanilla game, since it seems like most of what you are doing is stuff that's not in the Vanilla game yet... at least in some fashion.  I wonder how much influence you will have on the finished game.

While I'm anxiously waiting for the 0.6.1a version before I start a new game up, I'm looking at other mods and thinking it would be great to see more factions compatible with this.  I'd love to have The Nomads faction in Exerelin, for example.

Keep up the good work.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Kiloman on October 05, 2013, 11:34:00 PM
Just started up a new game on the latest snapshot download, and found my system occupied by no less than two rebel fleets within a few days of my first station popping out their initial mining fleets, despite sharing my system with the TriTachs. Not sure what's going on?
Spoiler
(http://i.imgur.com/BYnZy90.png)
[close]

Also, I appreciate the new diplomacy options in the station menu - but maybe they belong after the repair option, just above Leave?

Oh, and the new expanded list of system count options now overflows off the bottom of the menu. It's too bad Alex can't add some additional controls to the menu system - a simple counter control with an upper and lower bound, or maybe just a generic text box with an input validation callback would go a long way towards simplifying some of these dialogs.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 06, 2013, 12:07:05 AM
--- snip ---
Is it possible to merge other mods into Exerelin? Like ironclads for example. Just the ships and weapons. Is that even allowed? I really have no clue how these things work

'Allowed' I guess depends on whether both mods provide you the source code to edit yourself :) I'm quite happy for you or anyone else to hack apart Exerelin for your own use to your hearts content :D (all Exerelin source code is provided although you may need to recompile bits of it depending on what you change). I cannot speak for Okim (author of Ironclads) but if Ironclads provides the source code (I haven't looked at the most recent releases) then there is not much either of us can do if you want to use it :D

Possible to merge? Yeah. Easy? Probably not for the faint-hearted. It really depends where you want to end up. If you wish to just use the factions in the Exerelin framework you would need to take out most of the scripts from the other mod and then follow the guide on the OP about supporting factions in Exerelin. If you wish to add the faction warfare/diplomacy part to the existing Ironclads mod then I would suggest that would be more difficult, at least till I refactor things in Exerelin a little more.

My saves seem to like randomly corrupting too. Probably 9 or 10 times so far. Half the time if i restart the game the save will somehow un-corrupt itself, but yea.. Did i forget to do something, or does that just kinda happen?

Yeah it's a bug in Exerlein 0.6. I have fixed it for the next version.

-- snip --
I think that's how it works? Zaphide, little help?  :D

Pretty much (see above) :)

Zaphide, have you considered using the compressSaveGameData feature? Fairy Empire used that to keep its save files small. Even with a single star system, that mod managed to create an even bigger file that Exerelin does (than my 4 system save).

Thanks for reminding me; I will turn that on for the next release. I actually never get this problem myself (even with 500MB+ saves).

I tried playing with the Neutrino Corp yesterday, and noticed that the faction indeed still works, except for the fact that they don't send out Boarding Fleets any more.

Hmmm this doesn't seem to be an issue for me?

Blackrock Driveyards not compatible with Exerelin huh? :(

http://fractalsoftworks.com/forum/index.php?topic=4018.0

Not quite. It will be supported in the next release, but it will still require some manual changes unfortunately.

--- EV Nova ---

... is an amazing game! I probably liked EV Override better but still, EV Nova was absolutely brilliant.

This mod is awesome.  It will be interesting to see how it develops along side the Vanilla game, since it seems like most of what you are doing is stuff that's not in the Vanilla game yet... at least in some fashion.  I wonder how much influence you will have on the finished game.

Haha yes I suspect core StarSector features will replace a lot of this mod eventually, and it will be 100x better :D Until then... well it is an interesting coding experiment for me, and Alex & Co have done an absolutely amazing job with modding support.

It's something really special when your favorite game to play is also your favorite game to mod. What more can you ask for? :)

Still, I guess it depends how those features are implemented in core StarSector. Perhaps Exerelin will survive as a alternative game mode or similar :)

While I'm anxiously waiting for the 0.6.1a version before I start a new game up, I'm looking at other mods and thinking it would be great to see more factions compatible with this.  I'd love to have The Nomads faction in Exerelin, for example.

Keep up the good work.

Nomads are a great faction. They were supported in 0.54 and perhaps will be soon. I would love to implement it in a way to stay true how Trylobot has them in the Nomads most recent version; roaming the stars, rather than conquering stations but it would mean adding a huge amount more code (although then I could use it for other factions/groups too...)

Just started up a new game on the latest snapshot download, and found my system occupied by no less than two rebel fleets within a few days of my first station popping out their initial mining fleets, despite sharing my system with the TriTachs. Not sure what's going on?
Spoiler
(http://i.imgur.com/BYnZy90.png)
[close]

Also, I appreciate the new diplomacy options in the station menu - but maybe they belong after the repair option, just above Leave?

Oh, and the new expanded list of system count options now overflows off the bottom of the menu. It's too bad Alex can't add some additional controls to the menu system - a simple counter control with an upper and lower bound, or maybe just a generic text box with an input validation callback would go a long way towards simplifying some of these dialogs.

Ah so some people do play the most recent builds? Good to know :) I guess the only thing to be aware of is it may not be save compatible between builds, and obviously bugs :P

Rebel fleets are now smaller and will spawn from the outset of the game, mainly to provide light combat options for starting out. They will scale (until a point, and with some leeway) with your fleet size.

Hmmm yes maybe I should move those options.

Yeah it does overflow, looks a bit ugly but still I think I'll leave it there as you hardly spend much time looking at the game setup options anyway :)
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Kiloman on October 06, 2013, 12:56:33 AM

Ah so some people do play the most recent builds? Good to know :) I guess the only thing to be aware of is it may not be save compatible between builds, and obviously bugs :P

Rebel fleets are now smaller and will spawn from the outset of the game, mainly to provide light combat options for starting out. They will scale (until a point, and with some leeway) with your fleet size.

I'm a big fan of live testing, it's one of my favorite things about open-source software. If Alex provided unstable nightlies of the game, I'd play those too ;)

I think they might be scaling a little to aggressively - the rebels showed up literally seconds after the first mining fleet, before the station had any time to even pop out a defense fleet. They managed to chase off the mining fleets to the point where nothing was showing up in the station for me to buy. I spent a while kiting them across the map long enough to let the mining fleets unload, and eventually a defense fleet showed up but it was majorly outgunned by the rebels and after one fight that left only a civilian ship, spent all its time running away.

Also curious - are all rebels the same faction? It looked like some pirate rebels were also spawning, wondering if they're going to be friendly to me (enemy of my enemy sort of thing) or just hostile to everyone.

I appreciate the attempt at some low-level baddies to fight, but honestly I'm not sure that rebels work lore-wise for me. We just got here and are working hard to get established - isn't it a bit early for dissenters to be running off with fleets to attack their former brethren? Maybe instead, pick a faction (at random, or permanently borrow a faction from another mod, or allow a faction to be selected at spawn) to be the boogeymen, and spawn in fleets from hyperspace to harass the other factions? Or maybe they could start out well established in one of the systems, and be *** off about all the other factions showing up to colonize next door... Might be easy to provide matched-level challenges - every so often, pick a victim faction and starsystem, see what kind of resources they have there, and send in something that'll give them a workout.

I do know Java, I suppose I could put my money where my mouth is if you're interested...

On another topic - do some factions start out with more resources than others? Seems like occasionally I will see the Pirates or Hegemony running around with a giant fleet full of cap ships while everyone else is still just working on their second station.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on October 06, 2013, 01:16:20 AM
I just tried to do a fresh install with updated mods, but now the game won't start..

I made all the necessary changes in ExerelinData.java listed in OP..

Running these mods:
Spoiler
Quote
0    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Starting Starsector 0.6.1a launcher
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Running in D:\Games\Starsector\starsector-core
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 7 6.1
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.6.0_18 (32-bit)
14   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: bushi [D:\Games\Starsector\starsector-core\..\mods\Bushi]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: exerelin [D:\Games\Starsector\starsector-core\..\mods\Exerelin]
17   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: The Gedune [D:\Games\Starsector\starsector-core\..\mods\Gedune]
17   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: hiigaran_descendants [D:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: junk_pirates [D:\Games\Starsector\starsector-core\..\mods\junk_pirates]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Neutrino [D:\Games\Starsector\starsector-core\..\mods\Neutrino corp]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Personal [D:\Games\Starsector\starsector-core\..\mods\Personal]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: kadurtheocracy [D:\Games\Starsector\starsector-core\..\mods\Vayra]
30   [main] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/settings.json]
[close]

I get about 50 000 lines in the log just loading and cleansing.. Why?
Spoiler
Quote
20514 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 378,50 MB of texture data so far
20514 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/neut/ships/neutrino_banshee.png (using cast)
20515 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/trident.png] as texture with id [graphics/ships/trident.png]
20515 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 378,52 MB of texture data so far
20515 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/trident.png (using cast)
20515 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/hii_jet.png] as texture with id [graphics/ships/hii_jet.png]
20516 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 378,69 MB of texture data so far
20516 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/hii_jet.png (using cast)
20516 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/hii_qwaar.png] as texture with id [graphics/ships/hii_qwaar.png]
20521 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 379,35 MB of texture data so far
20521 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/hii_qwaar.png (using cast)
20521 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [khs_graphics/hulls/caliph.png] as texture with id [khs_graphics/hulls/caliph.png]
20531 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 382,01 MB of texture data so far
20532 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture khs_graphics/hulls/caliph.png (using cast)
20532 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/hii_sajuuk.png] as texture with id [graphics/ships/hii_sajuuk.png]
20536 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 382,68 MB of texture data so far
20536 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/hii_sajuuk.png (using cast)
20536 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/stations/hii_station_large.png] as texture with id [graphics/stations/hii_station_large.png]
20549 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 384,01 MB of texture data so far
20549 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/stations/hii_station_large.png (using cast)
20550 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
20550 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/gedune/ships/drones/gedune_dagki.png] as texture with id [graphics/gedune/ships/drones/gedune_dagki.png]
20550 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 384,01 MB of texture data so far
20550 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/gedune/ships/drones/gedune_dagki.png (using cast)
20550 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png] as texture with id [graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png]
20556 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 385,34 MB of texture data so far
20556 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/junk_pirates/ships/junk_pirates_onslaught_overdrive.png (using cast)
20556 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/atlas_af.png] as texture with id [graphics/ships/atlas_af.png]
[close]

Loads about 3/4's of the main game bar, but then it crashes with the log text shown below
I assume this is the culprit, but I can't read it yet.
Spoiler
Quote
20990 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.VayraModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.VayraModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.A$1@ee6ad6"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/blackrock/BRSpawnPoint.java, Line 12, Column 7: Imported class "org.lazywizard.lazylib.CollectionUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more
[close]

I also noticed:
Code
1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.6.0_18 (32-bit)
I assume that means Java is running 32-bit? How would I go about running it in 64-bit?
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Kiloman on October 06, 2013, 01:38:15 AM
@Plasmatic, looks like it's crashing on kadurtheocracy. Try disabling that?

@Zaphide - I think that maybe I'm running into a balance issue with Hiigaran Descendants, since that's what I've been playing with lately. It's a little short on frigates - once you take out the thing that's classed as a frigate but is really just an OP fighter, you're left with what's really just one hull kitmashed into two missile/kinetic variants.

For the time being I have removed hii_fiirkan_Standard from the starting ship choice, and added hii_vraan_Standard. It's a destroyer, and probably a bit much to start out with... but I was finding it almost impossible to take on any of the rebels with the existing selections.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on October 06, 2013, 01:42:34 AM
@Plasmatic, looks like it's crashing on kadurtheocracy. Try disabling that?

@Zaphide - I think that maybe I'm running into a balance issue with Hiigaran Descendants, since that's what I've been playing with lately. It's a little short on frigates - once you take out the thing that's classed as a frigate but is really just an OP fighter, you're left with what's really just one hull kitmashed into two missile/kinetic variants.

For the time being I have removed hii_fiirkan_Standard from the starting ship choice, and added hii_vraan_Standard. It's a destroyer, and probably a bit much to start out with... but I was finding it almost impossible to take on any of the rebels with the existing selections.

then it crashes in Shadowyards instead, if i disable that, it's gedune.

If i disable Gedune it crashes on Bushi.. if i disable Bushi it crashes on "CharacterCreationPluginImpl" from Exerelin..

so um yeah..
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Kiloman on October 06, 2013, 02:04:07 AM
@Zaphide - I see what you're doing, you're starting with the generic fleet and then removing ships until it matches the same number of ships as the player, and then adding freighters. That would explain why I keep getting rebel fleets comprised of one cap ship or cruiser and one freighter up against my single frigate. :)

Trying to think of a better way to do it - if you're trying to give the player a challenge, maybe try to match deployment points instead? Sort the generic fleet by deployment points, remove the highest ships first until you're within say 200% of the player fleet, and then remove at random until you're within +/- 50% of the player DP? Not sure how that would work in practice, I might try it out if I have some time.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 06, 2013, 03:04:32 AM
I think they might be scaling a little to aggressively - the rebels showed up literally seconds after the first mining fleet, before the station had any time to even pop out a defense fleet. They managed to chase off the mining fleets to the point where nothing was showing up in the station for me to buy. I spent a while kiting them across the map long enough to let the mining fleets unload, and eventually a defense fleet showed up but it was majorly outgunned by the rebels and after one fight that left only a civilian ship, spent all its time running away.

Hmmm perhaps although I think that is a valid outcome too. It is a fine line between providing a decent challenge, providing no challenge and providing an impossible challenge.

Also curious - are all rebels the same faction? It looked like some pirate rebels were also spawning, wondering if they're going to be friendly to me (enemy of my enemy sort of thing) or just hostile to everyone.

I appreciate the attempt at some low-level baddies to fight, but honestly I'm not sure that rebels work lore-wise for me. We just got here and are working hard to get established - isn't it a bit early for dissenters to be running off with fleets to attack their former brethren? Maybe instead, pick a faction (at random, or permanently borrow a faction from another mod, or allow a faction to be selected at spawn) to be the boogeymen, and spawn in fleets from hyperspace to harass the other factions? Or maybe they could start out well established in one of the systems, and be *** off about all the other factions showing up to colonize next door... Might be easy to provide matched-level challenges - every so often, pick a victim faction and starsystem, see what kind of resources they have there, and send in something that'll give them a workout.

Rebel are always hostile to everyone and possible ships are drawn from the faction that is 'winning' that system. They represent malcontents from the planets :) (eventually the planets will play a much larger role rather than the stations)

Admittedly that would probably be better but at the end of the day I'm not sure it would provide a great deal of difference to what we have now. Fairly soon the factions (unless really unlucky) outstrip the Rebel fleets substantially and it becomes a non-issue. The Rebel fleets do continue to provide a little bit of resource drain (due to losses fighting them).

I do know Java, I suppose I could put my money where my mouth is if you're interested...

Certainly :) I don't know Java much at all :( so there are probably quite a lot of WTF's!

On another topic - do some factions start out with more resources than others? Seems like occasionally I will see the Pirates or Hegemony running around with a giant fleet full of cap ships while everyone else is still just working on their second station.

Yeah it's related to the issue that when fleets resupply (as in, the AI fleets need more supplies/fuel) they actually unload supplies/fuel/extra crew/extra marines at stations they resupply at. It's very frustrating, and I don't think I can change it. Perhaps I can make all fleets resupply at a planet to fix it temporarily... Hmmm...

--- crash on load ---

It looks like your running without LazyLib? Or an old version of LazyLib? Please check that :)

I'm not sure how to get it to run in 64bit; I'm fairly sure there is a guide somewhere on this forum?

@Zaphide - I think that maybe I'm running into a balance issue with Hiigaran Descendants, since that's what I've been playing with lately. It's a little short on frigates - once you take out the thing that's classed as a frigate but is really just an OP fighter, you're left with what's really just one hull kitmashed into two missile/kinetic variants.

For the time being I have removed hii_fiirkan_Standard from the starting ship choice, and added hii_vraan_Standard. It's a destroyer, and probably a bit much to start out with... but I was finding it almost impossible to take on any of the rebels with the existing selections.

Yeah destroyer probably seems a bit much. Gotcha, if your reading this what is a good starting frigate for Hiigaran Descendants? :)

@Zaphide - I see what you're doing, you're starting with the generic fleet and then removing ships until it matches the same number of ships as the player, and then adding freighters. That would explain why I keep getting rebel fleets comprised of one cap ship or cruiser and one freighter up against my single frigate. :)

Trying to think of a better way to do it - if you're trying to give the player a challenge, maybe try to match deployment points instead? Sort the generic fleet by deployment points, remove the highest ships first until you're within say 200% of the player fleet, and then remove at random until you're within +/- 50% of the player DP? Not sure how that would work in practice, I might try it out if I have some time.

Haha yeah if it works and is better than that would be good :) I'm not sure that I want to provide an absolutely even challenge though. A lone capital ship with a freighter is a pretty juicy target anyway... :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Zaphide on October 06, 2013, 03:17:35 AM
Update time :)

[0.6.1a] Exerelin 0.61
Located here: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.61.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.61.zip)
Mainly a bug fix/stability release with a couple of new bits and bobs.

There is now an Alliance/Enemy report in each station that will list current allies/enemies of the stations owning factions. Save game corruption should now be fixed (unfortunately some performance may suffer, but I know what I would prefer...) . Supplies are now 1/4 of their original price (probably temporary until I get some kind of manufacturing from raw materials happening). Added a number of config options. Supplies dropped after battle are capped at 1.5 times your fleet cargo capacity (can be turned off/changed in the new exerelin_config.json file).

Note: Cycerin's Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0) and mendonca's ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.0) are now kind-of supported BUT there is a conflict with the CharacterCreationPluginImpl.java file (as the one from either of those mods overrides Exerelin's). Hopefully I can work out some kind of fix... Or someone will hopefully tell me I'm doing it wrong :)

Until then you will need to rename the data/scripts/plugin/CharacterCreationPluginImpl.java file extension something else when loading those mods with Exerelin. Remember to rename it back when not playing Exerelin! Also, the Black Rock Driveyards ModPlugin needs to be disabled in the mod_info.json file. Remember to change it back when not playing Exerelin! Please see the (soon to be updated) OP for details.

Full Change List
Code
0.61
 - Added 2 and 6 system options
 - Added faction alliance and faction enemy reports to stations
 - Added experience gain to mining

 - Changed respawn ship to now be exactly which start ship was picked at start of game
 - Changed some Rebel fleets to more closely align to the players fleet size
 - Changed Rebels to spawn right from start of game
 - Player can no longer attack independent and neutral fleets
 - Fleets will now be correctly ordered from capital to fighters
 - Doubled the amount of resources transferred in Logistics Convoys
 - Sector generation will now only build wormholes if more than 1 system
 - Changed if one system is selected, planet/asteroid/station amounts selected at startup are actual rather than maximums
 - Reduced patrol fleets per station to 1
 - Set supply costs to 1/4 of vanilla starsector (see data/campaign/resources.csv to change)
 - Save compression is now on by default

 - Updated support for Zorg
 - Added support for Kadur Theocracy (regime and insurgency)
 - Updated support for Gedune
 - Updated support for Syndicate ASP
 - Updated support for Hiigaran Descendants
 - Updated support for Bushi
 - Updated OmniFac to 1.8 (added OmniFac settings file)
 - Updated support for Balckrock Driveyards

 - Added config settings (data/config/exerelin_config.json) for minimum planet/asteroid/station amounts
 - Added config setting to have OmniFactory spawn in a random system, on a random planet, off by default
 - Added config settings for station trading lockouts
 - Added config settings for supplies loot reduction
 - Added config settings for Asteroid mining

 - Fixed crash with 'only respawn starting factions' option and vanilla only factions
 - Fixed Rebels from attacking omnifactory/storage
 - Fixed issue with command fleets not despawning when there are no station to takeover
 - Fixed issue with Command Fleets resupply location
 - Fixed Omnifactory free transfer
 - Fixed absurdly rare crash bug in AI fleet station capturing
 - Fixed issue with saboteur not correctly removing cargo/marines/crew/ships at station
 - Fixed issue with factions not using an allies station as resupply location in a system they are attacking
 - Fixed further issues with resupply locations for fleets
 - Fixed diplomacy messages to use correct faction name rather than id
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 06, 2013, 03:41:34 AM
Cool update been waiting for this :D. To be honest i didn't mind using the omnifactory as my personal storage, would go out looking for nice ships and bring'em back to the factory to be replicated.
Going to give it a spin now  :D
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: Plasmatic on October 06, 2013, 04:50:56 AM

--- crash on load ---

It looks like your running without LazyLib? Or an old version of LazyLib? Please check that :)

I'm not sure how to get it to run in 64bit; I'm fairly sure there is a guide somewhere on this forum?

Oh wow, I am an idiot :P Selected all in the mods folder and just hit delete then when I went through and installed again apparently Lazylib completely slipped between the cracks.

Thanks!

EDIT: Loaded it all up and updated everything, including Exerelin..

(http://i.imgur.com/TRqm0em.jpg)
This is the error I get when I try to start the game.

Seems to me the ship_data.xml file is empty of all ships aside from the shuttle?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 06, 2013, 06:11:58 AM
Small question, when selecting how many factions are with you initially does that mean that only those factions will be available, or will the rest come after 2-4 months ? For i example i selected 3 factions initially with a 2 month respawn, but i wasn't asked when the other factions were to come to Exerelin. Is that how it's supposed to work or am I missing something? Or will the other factions eventually spawn as well?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Plasmatic on October 06, 2013, 06:25:50 AM
Small question, when selecting how many factions are with you initially does that mean that only those factions will be available, or will the rest come after 2-4 months ? For i example i selected 3 factions initially with a 2 month respawn, but i wasn't asked when the other factions were to come to Exerelin. Is that how it's supposed to work or am I missing something? Or will the other factions eventually spawn as well?

I believe it will introduce the other factions over time with the respawn factor.. Eventually if all the factions stayed alive you would end up with all of them.

But I'm not sure.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 06, 2013, 06:58:58 AM
Hmm just got a new error:

Fatal: unable to create new native thread

the log output.
3908152 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
3909111 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.OutOfMemoryError: unable to create new native thread
java.lang.OutOfMemoryError: unable to create new native thread
   at java.lang.Thread.start0(Native Method)
   at java.lang.Thread.start(Thread.java:597)
   at data.scripts.world.exerelin.TimeManager.runHourly$(TimeManager.java:77)
   at data.scripts.world.exerelin.TimeManager.advance(TimeManager.java:163)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Plasmatic on October 06, 2013, 07:00:07 AM
Hmm just got a new error:

Fatal: unable to create new native thread

the log output.
3908152 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
3909111 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.OutOfMemoryError: unable to create new native thread
java.lang.OutOfMemoryError: unable to create new native thread
   at java.lang.Thread.start0(Native Method)
   at java.lang.Thread.start(Thread.java:597)
   at data.scripts.world.exerelin.TimeManager.runHourly$(TimeManager.java:77)
   at data.scripts.world.exerelin.TimeManager.advance(TimeManager.java:163)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


That looks like an Out of Memory issue. Do you know how to allocate more memory to Java?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Withering on October 06, 2013, 07:08:49 AM
Been waiting for this update. Thanks a lot Zappy.
Title: Re: [0.6a] Exerelin - Dynamic Sector and Faction War - v0.6
Post by: LarvaLounge on October 06, 2013, 07:13:34 AM
I appreciate the attempt at some low-level baddies to fight, but honestly I'm not sure that rebels work lore-wise for me. We just got here and are working hard to get established - isn't it a bit early for dissenters to be running off with fleets to attack their former brethren?

I kind of agree with this.  When I start a new game, I'm just waiting for the rebels to spawn so i have something to kill, but I don't feel great about it.  I'm biased since I come from a punk rock background and, well, given the choice I'd usually side with the rebellion.  I like the idea of the rebels, but I don't think it should necessarily be the default thing to fight in your home system at early game.
 
Pirates are overdone, sure.  They could provide a generic bad guy that can function exactly the same as your rebels (flying the ships of the faction that owns the system they are in) but aren't political in nature.  They are just outlaws.  In this wild space frontier, outlaws coming in droves right from the get makes more sense to me than political dissenters.

I'd rather have Pirates function this way (like rebels do now) rather than having them a faction.  They could spawn in any system that is occupied, regardless of how strong the occupying faction is.  Then reserve Rebels for mega empires, and perhaps have them less common overall, uprisings come and go.

Maybe these generic space pirates deserve a more clever name... but I'm tired and I'm not coming up with anything fabulous.

Also, I will confess to having read absolutely none of the lore (is there lore?) behind this game, so if any of my suggestions make no sense within that lore, my apologies.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Erick Doe on October 06, 2013, 07:20:30 AM
Lore-wise, I see it like this:

After along and arduous journey, dissidents within your faction break off to set out to colonise worlds on their own. Having adopted their own ideas and beliefs.

Alternatively, with a faction like the Zorg or Bushi, I look at it as a malfunction within the faction's hierarchy. Leading to parts of the faction breaking off upon arrival in the system.


'Rebels' can be seen as any form of dissidence within your faction. Imagine how long the journey may have taken. It is possible that some formed their own ideas on how they should approach life upon arrival. In the case of an artificial group it is possible that something broke down during the journey; leading to some kind of malfunction that set some free from others.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 06, 2013, 07:24:55 AM
Yes i believe modifying the -xmx  line in varparam is how to do that, however i can't increase it beyond 1024m... The game just won't start if I do that :(

1565198 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
   at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at org.lwjgl.BufferUtils.createFloatBuffer(BufferUtils.java:110)
   at sound.B.super(Unknown Source)
   at com.fs.starfarer.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.super(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

While being alt-tabed... i got this ^  ???

Also anyone else getting weird CTDs with no log info or error information?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Withering on October 06, 2013, 11:26:11 AM
Hmm.. saved games still dont work for me. Now I crash to desktop after the loading slowly grinds to halt.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: avallanch on October 06, 2013, 01:42:09 PM
some saves still wont work due too their size i thing :) i noticed that the saves bigger than 55mb wont load (tried with 6 saves)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 06, 2013, 01:48:52 PM
--- rebel faction ---

Lore-wise, I see it like this:

After along and arduous journey, dissidents within your faction break off to set out to colonise worlds on their own. Having adopted their own ideas and beliefs.

Alternatively, with a faction like the Zorg or Bushi, I look at it as a malfunction within the faction's hierarchy. Leading to parts of the faction breaking off upon arrival in the system.


'Rebels' can be seen as any form of dissidence within your faction. Imagine how long the journey may have taken. It is possible that some formed their own ideas on how they should approach life upon arrival. In the case of an artificial group it is possible that something broke down during the journey; leading to some kind of malfunction that set some free from others.

Yeah this is pretty much how I see it too. Pirates don't really make sense for some factions, outlaws are similar. Perhaps calling the  fleets a name based on the faction they are drawn from might be better. i.e. Rebel Rogue Drones, Rebel Freedom Fighters, Rebel Corporate Dissenters.

 
--- memory issues ---
While being alt-tabed... i got this ^  ???

This is what I have mine set to:
-Xms1024M -Xmx2048M

It will depend on a number of things (hardware, software etc.) what you can safely set those numbers to.

It may be that you will have to play with less factions/systems/planets/stations etc :(

Also anyone else getting weird CTDs with no log info or error information?

A CTD with no error/log info indicates the Java Virtual Machine is crashing, rather than StarSector. If so, you may have issues beyond StarSector.

Hmm.. saved games still dont work for me. Now I crash to desktop after the loading slowly grinds to halt.

0.6 saved games will not be compatible with 0.61.

Do you crash with the OutOfMemory error in the starsector.log file? If so, you will need to increase the memory available to StarSector.

some saves still wont work due too their size i thing :) i noticed that the saves bigger than 55mb wont load (tried with 6 saves)

55mb with save compression on (saved with Exerelin 0.61)? Increasing the memory allocation to StarSector will alleviate loading/saving issues.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 06, 2013, 02:24:10 PM
I added support for Nomads on your bitbucket repository. I also updated the Nomads codebase appropriately, and tested all the changes in game personally.
https://github.com/Trylobot/starsector-mods/tree/master/nom
https://bitbucket.org/Zaphide/exerelin/pull-request/1/modified-for-compatibility-with-the-nomads/diff
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Withering on October 06, 2013, 02:37:38 PM
It was this version's save. And sadly I got no error/log from it other than that it was loading.. I'll look into giving it more memory.

EDIT: Allright! Increasing the memory let me load my save.

I set vmparams from 512-512 to:

-Xms512m -Xmx1024m

EDIT 2: got a ctd in a battle. Maybe ill try adding more memory.. cant be anything else I guess, I got a top-tier computer.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 06, 2013, 03:06:28 PM
It was this version's save. And sadly I got no error/log from it other than that it was loading.. I'll look into giving it more memory.

EDIT: Allright! Increasing the memory let me load my save.

I set vmparams from 512-512 to:

-Xms512m -Xmx1024m

Great :)

I added support for Nomads on your bitbucket repository. I also updated the Nomads codebase appropriately, and tested all the changes in game personally.
https://github.com/Trylobot/starsector-mods/tree/master/nom
https://bitbucket.org/Zaphide/exerelin/pull-request/1/modified-for-compatibility-with-the-nomads/diff

Thanks heaps Trylobot :)

One question: You don't want to use the Oasis as Nomads super-freighter equivalent?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 06, 2013, 03:06:43 PM
Been playing for a while and now CPU crankes up to 90-99% on some of the more intensive battles, that is where it usually crashes with no error information or anything, the sound stutters for a few seconds and then i get dropped to desktop. I guess it's just too CPU intensive for my little comp :( I don't suppose there is any way to fix this other than starting a new game with fewer factions right?  :-\
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 06, 2013, 03:23:22 PM
Been playing for a while and now CPU crankes up to 90-99% on some of the more intensive battles, that is where it usually crashes with no error information or anything, the sound stutters for a few seconds and then i get dropped to desktop. I guess it's just too CPU intensive for my little comp :( I don't suppose there is any way to fix this other than starting a new game with fewer factions right?  :-\

By battles I assume you mean the combat mode rather than flying around with your fleet in campaign mode? The Exerelin mod only adds things to the Campaign mode, but that can get fairly CPU intensive depending on how large a sector you are playing with. This will not have an effect in combat mode.

If you are having issues with combat mode it is probably when the game swaps textures in and out of memory. Additional faction mods increase the base memory footprint of the game so you may need to run with less faction mods if possible.

Although, if you are not getting any error messages your issue could lie with your Java installation. What are the specs of your computer?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 06, 2013, 03:26:34 PM
Pentium D 3.0 Ghz dual-core.
4 Gb of ram
ATI hd3870 video card.

I haven't had a CTD while flying around...yet, only in combat and it getting more frequent to the point where it's a pain to load the game again and again.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 06, 2013, 03:37:45 PM
One question: You don't want to use the Oasis as Nomads super-freighter equivalent?
   I don't think so. The ship's supposed to be a unique, and I plan to modify what fleets appear in Exerelin after I play some games longer than 10 mins. I want to get a feel for how the latest version of your mod plays, and then decide what my fleet compositions should be based on that. I've no qualms using normal variety super-freighters for now. When I post version 0.9.1, I'll have an additional ship or two to add, and it will affect all my fleet compositions, Exerelin and standalone, anyway.
    When the Oasis appears in Exerelin, I'd very much like it to be part of a unique fleet as well. The Armada controller probably wouldn't be a good idea, but I think I will try and put some logic into Exerelin via some kind of mod-specific/exerelin-specific handshake plugin to allow for there to only exist one at a time in the sector.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 06, 2013, 03:57:27 PM
Pentium D 3.0 Ghz dual-core.
4 Gb of ram
ATI hd3870 video card.

I haven't had a CTD while flying around...yet, only in combat and it getting more frequent to the point where it's a pain to load the game again and again.

Hmmm well I don't think that's an issue.

Have you tried setting the memory settings to '-Xms512m -Xmx1024m'? I think this is the core of the problem; StarSector (or perhaps even the Java VM) is running out of memory. Why it doesn't let you allocate more? Yeah I don't know...

Otherwise, updating video drivers? Updating Java? In fact I would remove Java entirely (if possible) and reinstall the latest. I assume your using Windows? It may be worth having a look at the 64bit version of Java (I think there is guide somewhere on the forums about setting up StarSector to use 64bit Java in Windows).

Just ideas... sorry I can't be of more help :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 06, 2013, 04:08:07 PM
One question: You don't want to use the Oasis as Nomads super-freighter equivalent?
   I don't think so. The ship's supposed to be a unique, and I plan to modify what fleets appear in Exerelin after I play some games longer than 10 mins. I want to get a feel for how the latest version of your mod plays, and then decide what my fleet compositions should be based on that. I've no qualms using normal variety super-freighters for now. When I post version 0.9.1, I'll have an additional ship or two to add, and it will affect all my fleet compositions, Exerelin and standalone, anyway.
    When the Oasis appears in Exerelin, I'd very much like it to be part of a unique fleet as well. The Armada controller probably wouldn't be a good idea, but I think I will try and put some logic into Exerelin via some kind of mod-specific/exerelin-specific handshake plugin to allow for there to only exist one at a time in the sector.

No worries I thought that might be the case :)

I guess it doesn't really fit with the EliteShips definitions either; they are there for mods which have ships that should not be sold in stations but should occasionally appear in existing AI fleets (and so offer a miniscule chance of obtaining via boarding), either because they are not balanced or rare.

There are both a SectorEventManager and a SystemEventManager class that are used to trigger certain things for both the sector and each of the systems. Perhaps the Nomad Armada could be managed by an EventNomadArmada, triggered by the SectorEventManager, and only if the Nomads mod is running alongside Exerelin. That would allow an easy segregation of code.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: goduranus on October 06, 2013, 08:11:22 PM
Are Onslaught and Paragon the "Elite" ships you mentioned? I see so few of them when I was playing.

Also, I think the Tri-Tachyon faction spawns fewer ships with its fleets? For most factions the typical sentinel fleet is around 5 cruisers and 6 destroyers, but Tri-tac sentinel usually around 3 cruisers 2 destroyers and 4 frigates. Similar story for the Wayfarer and Attack fleets as well.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 06, 2013, 08:31:33 PM
Are Onslaught and Paragon the "Elite" ships you mentioned? I see so few of them when I was playing.

Also, I think the Tri-Tachyon faction spawns fewer ships with its fleets? For most factions the typical sentinel fleet is around 5 cruisers and 6 destroyers, but Tri-tac sentinel usually around 3 cruisers 2 destroyers and 4 frigates. Similar story for the Wayfarer and Attack fleets as well.

Paragon is; Onslaught isn't.

The Tri-Tachyon used to do quite well and had a slightly lower maximum fleet size compared to the other factions (the pirates had their limit increased). Perhaps now with CR and other re-balancing since 0.54 it all needs to be looked at again. Thanks, I'll have a look through it soon :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 06, 2013, 08:58:29 PM
Perhaps calling the  fleets a name based on the faction they are drawn from might be better. i.e. Rebel Rogue Drones, Rebel Freedom Fighters, Rebel Corporate Dissenters.

I think that's a fine way to deal with it.  And yes I understand that I am nitpicking a naming convention in a mod for a game that's in alpha... but hey, why not?  It's only because I love the game and I love this mod.

Some ideas:

Heretic Fleet - Kadur
Extremist Fleet - Qamar
Rogue A.I. Fleet - Bushi
Corrupted Hive Fleet - Zorg
Renegade Fleet - Junk Pirates (or... Junkzerker Fleet?)
Zombie Fleet - Pirates.... obviously.

Insurgent, Separatist, Dissident... I think giving each Faction it's own flavor of 'Rebel' would add a lot of... uh... flavor... to the game.  Personally, I don't think they all need to say 'Rebel' in the name for people to quickly figure out that they can kill those guys without starting any wars.  The bright yellow icon and the fact that they are 'hostile' and attacking everything in sight should be clue enough.

You could ask the creators of the Faction mods if they have a particular lore-friendly name they'd like to have their default 'rebels' labelled.

Oh and yeah... lore wise the Qamar are the Kadur 'rebels' right?  But since they are 2 separate factions, they'd both need their own internal 'rebels' as well.


EDIT:  Side note... I think killing 'rebels' in another faction's territory should raise your standing with that faction some.  Or does it do that already?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 06, 2013, 11:18:57 PM
When will Exerelin be updated with the features of the latest release, 0.6.a? Mostly I just want my pre-combat command-ship swapping back, lol...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 06, 2013, 11:30:06 PM
When will Exerelin be updated with the features of the latest release, 0.6.a? Mostly I just want my pre-combat command-ship swapping back, lol...

The latest version of Exerelin (v0.61) is StarSector 0.6.1a compatible :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 07, 2013, 12:46:35 AM
So it is. I must've downloaded the old version RIGHT before you updated it.

Also, my saves keep getting corrupted... about half the time when I load a game, it pops up a cannot load error, and this is what the log file shows:

Spoiler
42459 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
42461 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not create instance of class sector : sector
---- Debugging information ----
message             : Could not create instance of class sector
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : sector
class               : com.fs.starfarer.campaign.CampaignEngine
required-type       : com.fs.starfarer.campaign.CampaignEngine
converter-type      : com.fs.starfarer.campaign.save.void
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[20]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet/ai/assignments/FleetAssignmentData/onCompletion/outer-class/sector
line number         : 28656
class[1]            : data.scripts.world.exerelin.AsteroidMiningFleetSpawnPoint
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : data.scripts.world.exerelin.AsteroidMiningFleetSpawnPoint$1
class[3]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[4]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[5]            : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : java.util.HashMap
converter-type[3]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.StarSystem
class[10]           : com.fs.starfarer.campaign.CampaignPlanet
class[11]           : com.fs.starfarer.campaign.CircularOrbit
class[12]           : com.fs.starfarer.campaign.CampaignOrbitalStation
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not create instance of class sector : sector
---- Debugging information ----
message             : Could not create instance of class sector
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : sector
class               : com.fs.starfarer.campaign.CampaignEngine
required-type       : com.fs.starfarer.campaign.CampaignEngine
converter-type      : com.fs.starfarer.campaign.save.void
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[20]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet/ai/assignments/FleetAssignmentData/onCompletion/outer-class/sector
line number         : 28656
class[1]            : data.scripts.world.exerelin.AsteroidMiningFleetSpawnPoint
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : data.scripts.world.exerelin.AsteroidMiningFleetSpawnPoint$1
class[3]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[4]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[5]            : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : java.util.HashMap
converter-type[3]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.StarSystem
class[10]           : com.fs.starfarer.campaign.CampaignPlanet
class[11]           : com.fs.starfarer.campaign.CircularOrbit
class[12]           : com.fs.starfarer.campaign.CampaignOrbitalStation
version             : null
-------------------------------
   at com.fs.starfarer.campaign.save.void.instantiateNewInstance(Unknown Source)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:233)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: com.thoughtworks.xstream.mapper.CannotResolveClassException: sector
   at com.thoughtworks.xstream.mapper.DefaultMapper.realClass(DefaultMapper.java:56)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.DynamicProxyMapper.realClass(DynamicProxyMapper.java:55)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.PackageAliasingMapper.realClass(PackageAliasingMapper.java:88)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.ClassAliasingMapper.realClass(ClassAliasingMapper.java:79)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.ArrayMapper.realClass(ArrayMapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.CachingMapper.realClass(CachingMapper.java:45)
   ... 186 more
[close]

Any idea what is going wrong, or how to fix it? I literally have not been able to play more than an hour or two on any game because I have to keep restarting once it gets corrupted :(

It's an incredible mod, but right now it doesn't seem to be playable for me... since the mod is so popular, I assume that this is a mostly isolated incident. Still sucks for me, though.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 07, 2013, 12:50:05 AM
Gonna' tinker with it some more today, maybe i'll get lucky.

I've seen models ingame for space stations but i've never seen them deployed, are they implemented ?
Also i feel like the rebel fleets are now murder fleets....very hard to deal with at the beginning. For example i was in a little frigate at the start and the rebel fleets were composed of cruiser and capital ships... Can't do much against those in my dinky frigate:)

And again i'm not seeing the factions deploy their full arsenal,weapons and ship wise, I've actually been mining and trying to "feed" a station so it produces more stuff but it just makes the same stuff.

LE: I've tried fixing the problem but to no avail, it's weird this didn't happen in 0.6a and I had almost the same number of factions since going to 0.6.1a the game CTDs while in combat mode while the CPU is under heavy load 90-99%, which is sad :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 07, 2013, 03:22:02 AM
So it is. I must've downloaded the old version RIGHT before you updated it.

Also, my saves keep getting corrupted... about half the time when I load a game, it pops up a cannot load error, and this is what the log file shows:

Spoiler
42459 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
42461 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not create instance of class sector : sector
---- Debugging information ----
message             : Could not create instance of class sector
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : sector
class               : com.fs.starfarer.campaign.CampaignEngine
required-type       : com.fs.starfarer.campaign.CampaignEngine
converter-type      : com.fs.starfarer.campaign.save.void
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[20]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet/ai/assignments/FleetAssignmentData/onCompletion/outer-class/sector
line number         : 28656
class[1]            : data.scripts.world.exerelin.AsteroidMiningFleetSpawnPoint
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : data.scripts.world.exerelin.AsteroidMiningFleetSpawnPoint$1
class[3]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[4]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[5]            : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : java.util.HashMap
converter-type[3]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.StarSystem
class[10]           : com.fs.starfarer.campaign.CampaignPlanet
class[11]           : com.fs.starfarer.campaign.CircularOrbit
class[12]           : com.fs.starfarer.campaign.CampaignOrbitalStation
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not create instance of class sector : sector
---- Debugging information ----
message             : Could not create instance of class sector
cause-exception     : com.thoughtworks.xstream.mapper.CannotResolveClassException
cause-message       : sector
class               : com.fs.starfarer.campaign.CampaignEngine
required-type       : com.fs.starfarer.campaign.CampaignEngine
converter-type      : com.fs.starfarer.campaign.save.void
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[20]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet/ai/assignments/FleetAssignmentData/onCompletion/outer-class/sector
line number         : 28656
class[1]            : data.scripts.world.exerelin.AsteroidMiningFleetSpawnPoint
converter-type[1]   : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
class[2]            : data.scripts.world.exerelin.AsteroidMiningFleetSpawnPoint$1
class[3]            : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[4]            : java.util.ArrayList
converter-type[2]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[5]            : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[6]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7]            : java.util.HashMap
converter-type[3]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[8]            : com.fs.util.container.repo.ObjectRepository
class[9]            : com.fs.starfarer.campaign.StarSystem
class[10]           : com.fs.starfarer.campaign.CampaignPlanet
class[11]           : com.fs.starfarer.campaign.CircularOrbit
class[12]           : com.fs.starfarer.campaign.CampaignOrbitalStation
version             : null
-------------------------------
   at com.fs.starfarer.campaign.save.void.instantiateNewInstance(Unknown Source)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:233)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: com.thoughtworks.xstream.mapper.CannotResolveClassException: sector
   at com.thoughtworks.xstream.mapper.DefaultMapper.realClass(DefaultMapper.java:56)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.DynamicProxyMapper.realClass(DynamicProxyMapper.java:55)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.PackageAliasingMapper.realClass(PackageAliasingMapper.java:88)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.ClassAliasingMapper.realClass(ClassAliasingMapper.java:79)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.ArrayMapper.realClass(ArrayMapper.java:74)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.MapperWrapper.realClass(MapperWrapper.java:30)
   at com.thoughtworks.xstream.mapper.CachingMapper.realClass(CachingMapper.java:45)
   ... 186 more
[close]

Any idea what is going wrong, or how to fix it? I literally have not been able to play more than an hour or two on any game because I have to keep restarting once it gets corrupted :(

It's an incredible mod, but right now it doesn't seem to be playable for me... since the mod is so popular, I assume that this is a mostly isolated incident. Still sucks for me, though.

Is this the case for saves that are created/loaded with v0.61 of Exerelin? It will not be compatible with old saves.

Can you please send me one of your save games?

Gonna' tinker with it some more today, maybe i'll get lucky.

I've seen models ingame for space stations but i've never seen them deployed, are they implemented ?
Also i feel like the rebel fleets are now murder fleets....very hard to deal with at the beginning. For example i was in a little frigate at the start and the rebel fleets were composed of cruiser and capital ships... Can't do much against those in my dinky frigate:)

And again i'm not seeing the factions deploy their full arsenal,weapons and ship wise, I've actually been mining and trying to "feed" a station so it produces more stuff but it just makes the same stuff.

LE: I've tried fixing the problem but to no avail, it's weird this didn't happen in 0.6a and I had almost the same number of factions since going to 0.6.1a the game CTDs while in combat mode while the CPU is under heavy load 90-99%, which is sad :(

No, space stations are not a thing yet unfortunately.

Hmmm the Rebel fleets should be (on average) easier now :P Although they can vary fairly wildly...

If you mine and then 'feed' (hah) a station you will increase the size of the fleets it deploys; the ships/weapons it produces are random (based on that factions ship variant lists) and are not determined by resources available. Note that capital ships (and therefore weapons found on capital ships) are less likely to be available at stations. Obviously the more stations you have (or your allies have) the greater number of shopping options.

As for your CTD's, are you getting anything in the StarSector.log file at all? Don't force-quit/ctrl-alt-delete out if it looks jammed; just leave it for a bit and it may write stuff to the log file. Does your CPU sit at 99% usage all the time, or does it spike then crash?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Histidine on October 07, 2013, 04:28:47 AM
Is it intentional that marines still have the 0.1/unit supply consumption of 0.6a?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: erikem on October 07, 2013, 12:38:33 PM
@ 4 small systems + all factions + max asteroid belts + omnifactory + max 30 planets (manually increased cap) + max 60 stations (manually increased cap) + player faction = Gedune
@ game settings - "baseTravelSpeed":200, "speedPerBurnLevel":40

Active mods:

Most of the fleets behave weird. They just stick to certain points doing nothing. Mining fleet can hover a minute over asteroid and then a minute over station (saying "proceeding to station"). Trader fleet can stay the whole minute at station. All of them can't seem to complete some basic actions for prolonged periods of time.

Sometimes initial station does not spawn any fleets for like 5 minutes. Haven't seen a single Boarding Fleet of my faction in first 6-7 minutes. Everything was fine in Exerelin 0.6 with same additional mods.

Can this be caused by some of manual Exerelin/settings modifications or is this a known issue?


Update 01
@ Reinstalled Exerelin mod + allow trading with neutrals in mod settings + "baseTravelSpeed":200 + "speedPerBurnLevel":40

Game behaves in the same fashion - 26 game days passed and not a single friendly fleet spawned. Somehow my station has no marines/crew/resources/fuel when I capture it. It's just plain empty. Is this expected?

Update 02
Jan 7 (game day 38): Yay!  fleets spawned - 2 mining fleets and 1 watch fleet, Asteroid mining fleet picked one seriously remote asteroid for mining. 1/8 of sector width distance from parent station while there were many asteroids nearby

Update 03
My wayfarer Asteroid Mining fleet is back. It was dropping it's cargo for 4-5 game days at station or maybe the crew was simply getting drunk? =)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 07, 2013, 01:03:58 PM
Starsector usually keeps my CPU in high load due it being a rather old system 50-70%(while in alt-tab), but recently while doing battles the CPU usage would spike to 99+% (though to be fair i think in big battles my CPU sits at 99% all the time, I'm not sure since there is no CPU indicator in combat mode, even flying around the Idle indicator shows 2-5% idle i assume that means my CPU is at 95-98% load) and then the sounds start looping, like when a game freezes but doesn't crash, except the game is still running fine (this is a common issue from my experience when the CPU reaches near 100% the sound starts having problems thus the looping and stuttering and the game starts slowing down), then it just randomly drops to desktop. It doesn't always happen its really random but I don't get any error info nor log info. I could try setting my native java to keep a log i guess but I'm unsure as to how i would do that.
All the factions spawned on the map at 2 month intervals I'm in a 4 system game with only the following factions : Hegemony,Tritrachyon ,Bushi , Kaldur, Hiigarans(my faction), Gedune, Sindra Diktat(but they just got wiped out), Blackrock, Zorg, pirates , Qamar Insurgents (i think i messed that name up) i'm still waiting for shadow yards and junk pirates.

Could try a new game but i've played for far longer on 0.6a and never got this issue before so it's a tad strange. I'll wipe the current logs and start a new one maybe something will pop up to shed some light on this
problem.

Offtopic: Is it just me or the combat sections could use some nice background music to spice things up, different music according to the scale of the battle, small skirmish, medium fleet battle, large scale battles, raid on a convoy or a retreating enemy, that sort of thing. I think it would add to the overall experience other than just hearing gun and engine sounds, but maybe that is just me :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 07, 2013, 01:43:31 PM
Lots of these after the initial loading into the game:
[com.fs.starfarer.api.impl.combat.NavBuoyEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
420183 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.SensorArrayEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
420386 [Thread-6] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.61 for Starsector 0.6a
420470 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_neriadjets_SHIP_SYSTEM not found
420470 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ms_booster_SHIP_SYSTEM not found
420470 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id burstjets_drone_SHIP_SYSTEM not found
420470 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id shrimpsensor_SHIP_SYSTEM not found

And at the end:
 [main] INFO  com.fs.starfarer.StarfarerLauncher  - OS: Windows 7 6.1
4    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.6.0_18 (32-bit)
You said something about getting it to run in 64bit?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 07, 2013, 01:49:58 PM
Is it intentional that marines still have the 0.1/unit supply consumption of 0.6a?

Nope! Thanks have fixed for next version.

You can change it if you like in data/config/settings.json and the 'suppliesPerMarinePerDay' value set to '0.02'.

--- Fleet stick to objects ---
--- Fleet build times ---

When fleets are 'hovering' over objects they are doing stuff; mining fleets will slowly fill/empty their available cargo, boarding fleets will send marines onto the station etc. I thought it was a bit unrealistic to have a fleet just touch an asteroid and then high tail it back to the station immediately :) The 'proceeding to station' text is just because there is no 'Mining'/'Unloading'/'Boarding' etc. options available, and there are some automatic actions associated with 'Resupplying', 'Delivering Resources' that I don't want to have happen.

Station fleet spawning and resource generation has a reduced frequency now. They are unfortunately the two most CPU-intensive scripts and increasing the number of stations due to the increased system count was causing bottle necks. I'm still looking at ways at increasing their performance and/or moving them off the main game thread.

--- high cpu load ---

Hmmm well reducing the amount of factions/systems/stations/planets/asteroid belts will help. Reducing the amount of factions will help with memory usage; reducing the amount of stations/asteroid belts will help with CPU usage.

If you are still getting CTD's there may be some info in the Windows event log?

Weird that you didn't get the error with 0.6a, although you are playing with more factions now?

RE music, yeah would be great but that's more of a StarSector core thing :) I suspect Alex has great plans though :)

--- description warnings ---

They are fine, they don't cause any issues. Just means you will see the 'No Description... yet' text.

Yes using a 64bit version of Java could be an option provided your OS is a 64bit version too (at least, I think that is required), but it may only help for memory-related issues, not CPU ones (although I'm not sure).

I don't actually know how you set that up on a Windows install but I'm fairly sure there is a guide <somewhere> on these forums :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 07, 2013, 02:43:12 PM
I have java 64bit installed, yet from the log it looks like the game is running in java 32bit mode.

Yes i am playing with 3 more factions now than i was in 0.6a. In 0.6a it would get to a point where out of memory errors would pop up every now and then but not as often as these CTDs.

On the music front if i was more savvy with java I'd try to create some kind of dynamic music system based on fleet compositions and maybe tie in combat readiness into it somehow(though i can see that really overcomplicate things), I think that would make it more interesting than just standard tunes for every battle.

There were the last entries before my last CTD.
3961039 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_mahem_WEAPON not found
3962784 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_mahem_WEAPON not found
3964302 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_mahem_WEAPON not found
4106905 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_GoLargeorGohome_7726215808454349812...
4117133 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
4162890 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 126, FP2: 30, maxFP1: 120, maxFP2: 80

It crashed while engaging some Rebels, I saved a while back...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Kiloman on October 07, 2013, 02:57:32 PM
When fleets are 'hovering' over objects they are doing stuff; mining fleets will slowly fill/empty their available cargo, boarding fleets will send marines onto the station etc. I thought it was a bit unrealistic to have a fleet just touch an asteroid and then high tail it back to the station immediately :) The 'proceeding to station' text is just because there is no 'Mining'/'Unloading'/'Boarding' etc. options available, and there are some automatic actions associated with 'Resupplying', 'Delivering Resources' that I don't want to have happen.

The interesting thing about having them hover over it is that they can be chased off by invaders while in action - for example with the new rebels, my mining fleets will frequently be prevented from transferring supplies because they can't stay over the station long enough to unload.

While this does add some interesting dynamics, I wonder if you could just despawn the fleet while it is mining or unloading, and then respawn it later on a timer when it's 'done' with its activity?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: TheCakening on October 07, 2013, 03:19:43 PM
Is it intentional that marines still have the 0.1/unit supply consumption of 0.6a?

Nope! Thanks have fixed for next version.

You can change it if you like in data/config/settings.json and the 'suppliesPerMarinePerDay' value set to '0.02'.

Good sir,
while I was applying that change, my eyes fell on line 49:
"maxLogsiticsPerPersonnel":1; # 0 for no capping by personnel
I can only assume that this a small spelling error, although I have no clue what that setting even means.
And while I am here: thank you for this totally different experience. All your hard work is really appreciated.

I have java 64bit installed, yet from the log it looks like the game is running in java 32bit mode.

I managed to run in 64 bit mode by doing this:
Find the starsector.bat in "[...]Starsector\starsector-core" and change the contents to this:
"C:\Program Files\Java\jre7\bin\java" -Djava.library.path=native\windows -Xms4096m -Xmx4096m -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=..\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher

And then run the game by executing that file. Now the log shows the correct version (at least for me).

Please adjust the Java path according to your Java installation directory and as usual change the -Xms and -Xmx parameters to values your machine can handle. If you just change the Java path though, the game won't find your mods, as it looks in starsector-core\mods. So make sure to change the paths to these directories, too, as I did above.

The only downside to this is the additional console window, but if you play in fullscreen, it really doesn't matter.

Have a good day!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 07, 2013, 04:00:26 PM
When fleets are 'hovering' over objects they are doing stuff; mining fleets will slowly fill/empty their available cargo, boarding fleets will send marines onto the station etc. I thought it was a bit unrealistic to have a fleet just touch an asteroid and then high tail it back to the station immediately :) The 'proceeding to station' text is just because there is no 'Mining'/'Unloading'/'Boarding' etc. options available, and there are some automatic actions associated with 'Resupplying', 'Delivering Resources' that I don't want to have happen.

The interesting thing about having them hover over it is that they can be chased off by invaders while in action - for example with the new rebels, my mining fleets will frequently be prevented from transferring supplies because they can't stay over the station long enough to unload.

While this does add some interesting dynamics, I wonder if you could just despawn the fleet while it is mining or unloading, and then respawn it later on a timer when it's 'done' with its activity?

I actually added the hover mechanic as I didn't like the fleets disappearing from the campaign map. The idea being that when unloading/loading at a station the fleet should still be vulnerable. If a fleet goes 'into' a station and disappears from the campaign map then it is harder to starve a station of resources. Note that Logistics Convoys that spawn from stations to deliver supplies to stations under attack despawn at the station when they get there, to reinforce the idea of blockade runners.

Fleets will still unload; The unload time tick is once per game day, but the fleet doesn't actually have to hover for a whole game day; it can start to unload, run away, come back and as long as a game day has passed it will unload. Have a look at AsteroidMiningFleetSpawnPoint.java and how the variable lastTimeCheck is used. Also bear in mind that when a fleet is on top of a station, code in the createTestTargetScript script is running pretty much per frame, and this code will be triggered immediately when the fleet gets back to the station after running away/chasing. So, the only extra time will be if the fleet is running away/chasing for more than a day (which is usually the case) but then that's just the unloading process being interrupted :)

--- Spelling mistake in settings.json ---
 --- 64bit Java setup guide for StarSector on Windows ---

Ah well that setting is a StarSector core setting so it probably goes in the typo thread in the Bugs forum section :)

Thanks heaps for the 64bit Java guide for Windows! Do you mind if I add that to the OP in this thread?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: lowpolygon on October 07, 2013, 04:48:58 PM
Got the following error after starting a new game

89758 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

And then crashed back to window. I tried to start a few more new games , and same thing happens
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 07, 2013, 04:55:05 PM
Got the following error after starting a new game

89758 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

And then crashed back to window. I tried to start a few more new games , and same thing happens

You're definitely running StarSector 0.6.1a and Exerelin 0.61?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Taverius on October 07, 2013, 05:02:28 PM
Ah, the 'other' easy way to use x64 java is to rename the starsector/jre folder to something else (jrebak, for example) and just copy an x64 JRE to that location.

Then just adjust Xms/Xmx in the vmparams. You now has starsector running in 64-bit with no console window.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lord Vetch on October 07, 2013, 05:29:33 PM
Hey I installed this mod and a few others but when I try to start the game it either crashes and I get his error or just goes black with a cursor and stays that way.
Mods:
Exerelin
LazyLib
Respec
Restock
Tradewinds

Error Code:
158973 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.vfleet_ModPlugin.onNewGame(vfleet_ModPlugin.java:34)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: sirboomalot on October 07, 2013, 05:32:52 PM
I don't think this mod works too well with mods not on the front-page list of compatible mods...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lord Vetch on October 07, 2013, 05:34:48 PM
I tried only running it and it still did the black screen thing.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 07, 2013, 05:56:11 PM
Hey I installed this mod and a few others but when I try to start the game it either crashes and I get his error or just goes black with a cursor and stays that way.
Mods:
Exerelin
LazyLib
Respec
Restock
Tradewinds

Error Code:
158973 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.vfleet_ModPlugin.onNewGame(vfleet_ModPlugin.java:34)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

It looks like you are trying to run with the FleetControl mod as well.

This mod is pretty much incompatible with most other mods, except for those on the front page. It is probably compatible with mods that are more utility/additive in nature, such as factions mods, mods that add hull mods etc.

What happens if you run just Exerelin (0.61) and LazyLib (1.6)?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Count on October 07, 2013, 10:03:37 PM
Tried few times to start new game with this mod. Version 0.6.1a. Additionally downloaded LazyLib, Bushi, Hiigaran, Gedune, Neutrino, Junk Pirates, Shadowyards, Zorg and Kadur mods. Following instructions but still getting errors on start.
So i got alternative idea. Maybe someone can share whole Mods folder with those working mods  ???
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 07, 2013, 10:09:00 PM
Tried few times to start new game with this mod. Version 0.6.1a. Additionally downloaded LazyLib, Bushi, Hiigaran, Gedune, Neutrino, Junk Pirates, Shadowyards, Zorg and Kadur mods. Following instructions but still getting errors on start.
So i got alternative idea. Maybe someone can share whole Mods folder with those working mods  ???

What is the error you are getting Count?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Count on October 07, 2013, 10:13:43 PM
Tried few times to start new game with this mod. Version 0.6.1a. Additionally downloaded LazyLib, Bushi, Hiigaran, Gedune, Neutrino, Junk Pirates, Shadowyards, Zorg and Kadur mods. Following instructions but still getting errors on start.
So i got alternative idea. Maybe someone can share whole Mods folder with those working mods  ???

What is the error you are getting Count?
Well these errors no more actual because i cleared whole mods folder for now. :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 07, 2013, 10:20:17 PM
Tried few times to start new game with this mod. Version 0.6.1a. Additionally downloaded LazyLib, Bushi, Hiigaran, Gedune, Neutrino, Junk Pirates, Shadowyards, Zorg and Kadur mods. Following instructions but still getting errors on start.
So i got alternative idea. Maybe someone can share whole Mods folder with those working mods  ???

What is the error you are getting Count?
Well these errors no more actual because i cleared whole mods folder for now. :D

Haha fair enough well next time please post the error message; it is usually something pretty straightforward :)

As to what could have been wrong, there was a breaking change to mission setup between StarSector 0.6a -> 0.6.1a. Some of those faction mods may not have updated their mission definitions accordingly. You could try removing the mission folders from those faction mods?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: erikem on October 07, 2013, 11:34:21 PM
Thx for the answers!

But is it really expected that player first station starts entirely empty while other factions have some basic resources in it from start?

Also is it expected that it takes more than 1 game month for player faction to produce the first mining fleets (some NPC faction may already have second station by that time)?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 07, 2013, 11:44:44 PM
Thx for the answers!

But is it really expected that player first station starts entirely empty while other factions have some basic resources in it from start?

Also is it expected that it takes more than 1 game month for player faction to produce the first mining fleets (some NPC faction may already have second station by that time)?

Well remember your faction already has an extra fleet; you. Although at the start of the game your fleet isn't that effective, the players fleet makes a pretty massive impact later in the game. The players faction starting slower than the other factions is a way to partially offset some of this.

Your stations will update their fleets slower due to you playing with more stations than normal. Unfortunately it's kind of necessary at the moment due to the script CPU time (although obviously that depends on your hardware). My laptop is -very- slow so I try to keep it going OK on my laptop and that should mean most others are OK :)

I might add in some easy to change options so you can increase the update frequency if you wish a more responsive start and your CPU can handle it. After a few months of game time it doesn't really matter too much.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Histidine on October 08, 2013, 02:46:54 AM
Well, my first boarding attempt (using a captured Atlas because the Blackrock home station didn't carry any) ended in complete disaster.

Does the Special Ops perk in the Leadership skill tree help with station boarding? I might pick it up if it does.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 03:29:59 AM
Well, my first boarding attempt (using a captured Atlas because the Blackrock home station didn't carry any) ended in complete disaster.

Does the Special Ops perk in the Leadership skill tree help with station boarding? I might pick it up if it does.

No it doesn't, but that's actually a cool idea!

The thing that will help you most in boarding is the Level 5 Active Diplomacy Perk: Saboteur. If you get this, Saboteur's have a chance to spawn at your Storage Station. Once planted on a station they will destroy the majority of the defending marines on that station.

Your other option is to board a station that has had an accident recently; that will also destroy an amount of defending marines.

Also, stations orbiting a planet (rather than a moon or gas giant) get a bonus to crew/marine generation, meaning they will generally have a surplus. Stations orbiting a gas giant or a moon get a fuel/supplies bonus and so will have less marines.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Hyph_K31 on October 08, 2013, 04:33:03 AM
Random drop in:

Had my first real play session in. Long while with this mod, playing as the Zorg. Great fun!

However... I know this is an issue that's probably been around for a while and may have no good fix, after about three/four hours of play, the frame rate hit the floor and broke it. Thought maybe saving and reloading might help fix things up, I tried to save and quit. This action, took almost half an hour, the result being somthing somthing Java heap/heave/I'm broken!/generic statement that sounds like bad news. The save was broken.

Tonnes of fun, but it's a shame it doesn't last.

I'll also say, mineing... Feels VERY powerful. Ever low on supplies? Don't worry, asteroids! Might I suggest some other resource being mined, like raw materials that cannot be used in fleet logistic functions? It just feels... A bit cheaty. If stations could convert a fraction of raw material dropped in to supplies, that'd be pretty awesome.

I just don't like the idea of being able to get resources whenever you need them, even if you're not near a station or too weak to take on enemies. It's too easy!

This has probably been brought up before.

Random drop in, dropped out.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 08, 2013, 08:55:40 AM
Is there an option somewhere to make it so that all factions spawn in different systems from each other at the beginning of a game? I'm tired of having to try several times before I finally get a game start where I'm not sharing a system with another faction, despite being 8 systems and only the 4 vanilla factions... -_-
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 08, 2013, 10:00:26 AM
Looks like I was indeed trying to use a save from the old version with the new, so that's sorted. No problems so far with saves not loading.

However, I am getting a re-occurring crash now, happens at the same time each time I load the game (about 30 seconds or so after load). Here's the log:

Spoiler
107518 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NumberFormatException: null
java.lang.NumberFormatException: null
   at java.lang.Integer.parseInt(Integer.java:417)
   at java.lang.Integer.parseInt(Integer.java:499)
   at data.scripts.world.exerelin.diplomacy.DiplomacyRecord.getFactionRelationship(DiplomacyRecord.java:89)
   at data.scripts.world.exerelin.diplomacy.DiplomacyRecord.addToFactionRelationship(DiplomacyRecord.java:57)
   at data.scripts.world.exerelin.DiplomacyManager.updateRelationshipOnEvent(DiplomacyManager.java:689)
   at data.scripts.world.exerelin.StationRecord.setOwner(StationRecord.java:122)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$2.run(InSystemStationAttackShipSpawnPoint.java:190)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

If you'd like I can email you the save file.

I'm also wondering if there's any chance I'll be able to continue my save, or if I'll have to start over again.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: ganjou234 on October 08, 2013, 10:17:01 AM
Yo, I'm liking the mod...but after a while, my save becomes unplayable for some reason..... and it says either the mod is incompatible or is not active...   :'(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: peacebyfaith on October 08, 2013, 12:59:20 PM
Help please, i've done all the editing need to have BlackRock Drive Yards to work with Exerelin but i still cant play with the mod
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 01:33:23 PM
--- performance issues / saving issues ---
--- Mining supplies is OP ---

Glad you liked it Hyph :)

Your performance/saving issues are likely due to a lack of memory available to StarSector. You'll need to increase the memory available; there are a couple of links in the OP to threads where people had tried different settings.

Yeah mining supplies is not ideal. It's more a place holder until I put in Ore/Gas resources that are then turned into supplies/fuel/components for building things. I'll probably add a hull mod that converts Ore+Gas into supplies/fuel at a high OP cost, so if you want you can dedicate a ship to be a factory ship for resupplying after mining in the field.

Is there an option somewhere to make it so that all factions spawn in different systems from each other at the beginning of a game? I'm tired of having to try several times before I finally get a game start where I'm not sharing a system with another faction, despite being 8 systems and only the 4 vanilla factions... -_-

Not yet but I should add that :)

Looks like I was indeed trying to use a save from the old version with the new, so that's sorted. No problems so far with saves not loading.

However, I am getting a re-occurring crash now, happens at the same time each time I load the game (about 30 seconds or so after load). Here's the log:

Spoiler
107518 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NumberFormatException: null
java.lang.NumberFormatException: null
   at java.lang.Integer.parseInt(Integer.java:417)
   at java.lang.Integer.parseInt(Integer.java:499)
   at data.scripts.world.exerelin.diplomacy.DiplomacyRecord.getFactionRelationship(DiplomacyRecord.java:89)
   at data.scripts.world.exerelin.diplomacy.DiplomacyRecord.addToFactionRelationship(DiplomacyRecord.java:57)
   at data.scripts.world.exerelin.DiplomacyManager.updateRelationshipOnEvent(DiplomacyManager.java:689)
   at data.scripts.world.exerelin.StationRecord.setOwner(StationRecord.java:122)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$2.run(InSystemStationAttackShipSpawnPoint.java:190)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

If you'd like I can email you the save file.

I'm also wondering if there's any chance I'll be able to continue my save, or if I'll have to start over again.

Yes please pass me your save. It shouldn't be too hard to solve. It may actually be a bug that I thought I fixed for this version...

EDIT: Actually you could try changing this:
data/scripts/world/InSystemStationAttackFleet.java, line 168:
Code
if(stationTarget != null && stationTarget.getOwner() != null && stationTarget.getOwner().getFactionId().equalsIgnoreCase(fleetOwningFactionId))
TO
Code
if(stationTarget != null && stationTarget.getOwner() != null && stationTarget.getOwner().getFactionId().equalsIgnoreCase(theFleet.getFaction().getId()))

Yo, I'm liking the mod...but after a while, my save becomes unplayable for some reason..... and it says either the mod is incompatible or is not active...   :'(

Hmmm do you want to PM me your save and I'll have a look at it?

Help please, i've done all the editing need to have BlackRock Drive Yards to work with Exerelin but i still cant play with the mod

So, you have commented out the ModPlugin entry in Blackrocks mod_info.json and renamed the CharacterCreationPluginImpl.java? And you are then selecting both mods (Exerelin+Blackrock+LazyLib) when running StarSector?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 01:44:45 PM
I have updated the OP with a few more links etc. for increasing memory for StarSector and using the 64bit JRE instead of the 32bit one :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: peacebyfaith on October 08, 2013, 01:49:16 PM
Yes i have commented out the modplugin and renamed the CharacterCreationPluginImpl.Java to CharacterCreationPluginImpl.rename, and they are selected in the mods panel 
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 02:01:14 PM
Yes i have commented out the modplugin and renamed the CharacterCreationPluginImpl.Java to CharacterCreationPluginImpl.rename, and they are selected in the mods panel 

And your using the latest version of Blackrock Driveyards and Exerelin (v0.61)?

Could you check the code lines in data/scripts/world/ExerelinData.java for Blackrock? They should look like this:
Code
// Test for blackrock
if(isFactionInstalled("blackrock", "data.scripts.BRModPlugin"))
     possibleFactionList.add("blackrock");

And then also check that a file exists in the Blackrocks mod data/scripts/BEModPlugin.java.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: peacebyfaith on October 08, 2013, 02:12:36 PM
Yes i have commented out the modplugin and renamed the CharacterCreationPluginImpl.Java to CharacterCreationPluginImpl.rename, and they are selected in the mods panel 

And your using the latest version of Blackrock Driveyards and Exerelin (v0.61)?

Could you check the code lines in data/scripts/world/ExerelinData.java for Blackrock? They should look like this:
Code
// Test for blackrock
if(isFactionInstalled("blackrock", "data.scripts.BRModPlugin"))
     possibleFactionList.add("blackrock");

And then also check that a file exists in the Blackrocks mod data/scripts/BEModPlugin.java.

There we go, the code line for testing Blackrock was out of date and was checking for the older version of blackrock, now it works thank you alot, I believe i'am going to enjoy it now.
P.S. keep of the good work.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 08, 2013, 02:16:45 PM
I don't have a file data/scripts/world/InSystemStationAttackFleet.java

Pic:
Spoiler
(http://i.imgur.com/woFIC84.png)
[close]

In the Exerelin folder there are several files that have names that are very similar, but none that match.

Pic:
Spoiler
(http://i.imgur.com/Dantw1o.png)
[close]

I'm emailing you the safe file right now
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 02:42:03 PM
I don't have a file data/scripts/world/InSystemStationAttackFleet.java

Pic:
Spoiler
(http://i.imgur.com/woFIC84.png)
[close]

In the Exerelin folder there are several files that have names that are very similar, but none that match.

Pic:
Spoiler
(http://i.imgur.com/Dantw1o.png)
[close]

I'm emailing you the safe file right now

Ah I'm sorry phoenix, the file you want to edit is data/scripts/world/exerelin/InsystemStationAttackShipSpawnPoint.java. That'll teach me for guessing :)

If you make the changes as above to this file I think it should fix your crash issue.

Regardless, I'll have a look at the save this evening.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: th3boodlebot on October 08, 2013, 04:27:22 PM
So i am encountering an error... i can only guess it pertains to the use of your mod lol.

java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 08, 2013, 04:45:56 PM
I changed the line in that file, and it fixed the save, thanks!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 05:19:07 PM
So i am encountering an error... i can only guess it pertains to the use of your mod lol.

java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

It looks like you are running StarSector 0.6a rather than StarSector 0.6.1a. Exerelin v0.61 requires StarSector 0.6.1a.

I changed the line in that file, and it fixed the save, thanks!

Great :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: lowpolygon on October 08, 2013, 06:00:55 PM
Got the following error after starting a new game

89758 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

And then crashed back to window. I tried to start a few more new games , and same thing happens

You're definitely running StarSector 0.6.1a and Exerelin 0.61?

Ok, I have now reinstalled StarSector , and redownload all the mods (including factions), and it works.
But I am not sure if this is the latest change, I can no longer choose which faction I want to begin with like before . Is this intended ?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 06:09:46 PM
Got the following error after starting a new game

89758 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

And then crashed back to window. I tried to start a few more new games , and same thing happens

You're definitely running StarSector 0.6.1a and Exerelin 0.61?

Ok, I have now reinstalled StarSector , and redownload all the mods (including factions), and it works.
But I am not sure if this is the latest change, I can no longer choose which faction I want to begin with like before . Is this intended ?

You should still be able to choose which faction you start as :)

If you mean you no longer get any of the game setup options then that sounds like a CharacterCreationPluginImpl conflict; if you are using the ASP Sndicate and/or the Blackrock Driveyards mods as well please see the note in the OP about those two faction mods.

If you mean you the option to choose modded factions is not available with the vanilla ones on a new game then you should make sure you are also selecting those faction mods in the StarSector launcher mod selector.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: lowpolygon on October 08, 2013, 06:18:15 PM
Got the following error after starting a new game

89758 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
   at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
   at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.???000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

And then crashed back to window. I tried to start a few more new games , and same thing happens

You're definitely running StarSector 0.6.1a and Exerelin 0.61?

Ok, I have now reinstalled StarSector , and redownload all the mods (including factions), and it works.
But I am not sure if this is the latest change, I can no longer choose which faction I want to begin with like before . Is this intended ?

You should still be able to choose which faction you start as :)

If you mean you no longer get any of the game setup options then that sounds like a CharacterCreationPluginImpl conflict; if you are using the ASP Sndicate and/or the Blackrock Driveyards mods as well please see the note in the OP about those two faction mods.

If you mean you the option to choose modded factions is not available with the vanilla ones on a new game then you should make sure you are also selecting those faction mods in the StarSector launcher mod selector.

I have used BlackRock Driveyard faction mod, and I have followed the instructions in OP by adding # in the code. The game crashed at begining when I have ASP so I removed it completely. Do I need to add # in all the mod at the moment or just BlackYard drive ? At the moment I have only added # at BlackYard Drive
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: lowpolygon on October 08, 2013, 06:31:27 PM
My apology, it seems I have misread the part where I need to rename the file extension. After I have done that it works..thank you
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 06:43:32 PM
My apology, it seems I have misread the part where I need to rename the file extension. After I have done that it works..thank you

No problems :) I realise it's not an ideal setup; hopefully a better solution can be worked out soon.

EDIT:
I have updated the OP to hopefully make it a bit clearer :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 08, 2013, 06:55:04 PM
@Zaphide:  The link you called 'Increase Memory' in the OP is actually showing how to lower the memory allocation, unless I am misreading it.  Yeah it's done by modifying the same file, but that might not be self explanatory to someone with no clue about these things.


I've been thinking a lot about how my campaigns keep getting too bloated to open the saves.   Previous version (of both SS and Exerelin), my campaign ran much longer before getting too big... but then I remembered in that version, some systems seemed frozen in time unless I was in them currently.  Now that everything is playing out in real time, the game starts to chug much sooner.

I like running with 24 systems, but modest settings otherwise (12 planets/5-10 stations etc).  I've recently switched to using 64 bit java and upped the memory allocation, which let me open a save I couldn't before, but there are systems with hundreds of fleets duking it out and my save file creeps up toward 600 megs at times. I get stuttering and occasional audio glitches when zipping around in space, but that was happening soon after I started the campaign and it's getting a lot worse.

It seems to me that the only thing keeping the number of A.I. fleets in check is that they blow each other up... which is only so reliable.


The game is basically playing out an RTS with the A.I. fleets.  One thing every RTS has is Unit Caps.  Otherwise the game can become unplayable.

Is there any hard cap on the number of A.I. fleets/ships a faction can field at once?
If not, then I think there should be.  Maybe give us an option when starting the campaign.

Something like:

Faction Fleet Cap
Low (250 OP +50/station)
Medium (500 OP + 100/station)
High (1000 OP + 200/station)
Unlimited

I just threw those numbers out there... I haven't done the math to see if they make a ton of sense, but you get the idea.

EDIT: I think the Rebel fleets would need to be effected by this setting too.

Also, I second the request for not letting multiple factions start in the same system (assuming # of systems > # of factions).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 08, 2013, 07:13:51 PM
CharacterCreationPlugin - how to be compatible [0.6.1a] (http://fractalsoftworks.com/forum/index.php?topic=7136)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 07:32:08 PM
--- fleet caps idea ---

Yeah your right and that is pretty much my idea as well. At the moment max fleet counts are tied to (sector wide) station count and it just doesn't scale well/at all past a certain point. I will eventually move the fleet system over to a different structure but it is a bit of work so maybe not for a little while :) It also ties into other changes I have in mind for resourcing/economy which I would like to look at first.

I'm still not quite sure what I want to use as the limiting factor for max fleet counts. I think I would like to keep 1 defense fleet per station as a kind of 'free' fleet (perhaps only deployed when at war or Rebel fleets are in-system) but if a faction deploys fleets to attack/assist/takeover etc. then there will be a limit on those fleets, as it is this that really causes the issue of -lots- of fleets ending up in the same place (as more defenders are drawn to repel attackers), which actually really doesn't add much to the overall game beyond a certain point.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 07:38:04 PM
CharacterCreationPlugin - how to be compatible [0.6.1a] (http://fractalsoftworks.com/forum/index.php?topic=7136)

Appreciated, and nice solution :)

To tell you the truth I was hoping there was a simpler way as it seems somewhat unfair that others have to change their mods to be compatible with my mod (when mine really only functions as an overlay anyway) :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 08, 2013, 07:52:00 PM
To tell you the truth I was hoping there was a simpler way

There can be, but the API for this particular piece of functionality is still under heavy development. I anticipate the friction we feel now will not always be the case in Starsector.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Swizzlewizzle on October 08, 2013, 08:10:35 PM
Hey all this mod is great... However I want to kick it up a notch and have many much stronger AI fleets flying around.. Is there any way in the settings to massively increase the AI command fleet and super command fleet spawn rate? Right now in my game I am steamrolling everything and honestly my faction is also quite stupid.. They have an enemy pirate station sitting right beside 3 friendly stations but haven't gotten around to boarding it. Also I haven't seen any command fleet or larger in 4+ hours of game time :(

Please help :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 08:59:54 PM
To tell you the truth I was hoping there was a simpler way

There can be, but the API for this particular piece of functionality is still under heavy development. I anticipate the friction we feel now will not always be the case in Starsector.

Oh yes I realise this :)

Hey all this mod is great... However I want to kick it up a notch and have many much stronger AI fleets flying around.. Is there any way in the settings to massively increase the AI command fleet and super command fleet spawn rate? Right now in my game I am steamrolling everything and honestly my faction is also quite stupid.. They have an enemy pirate station sitting right beside 3 friendly stations but haven't gotten around to boarding it. Also I haven't seen any command fleet or larger in 4+ hours of game time :(

Please help :)

They will eventually board it :)

Hmmm to increase the max fleet sizes you may have to edit a few files.

If you look in data/world/factions you'll see a number of .faction files. You could edit the ones of the factions your playing with to increase the maxFleetPoints setting of the exerelinGenericFleet:
Code
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":180,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
CHANGE TO
Code
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":360,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{

You will need to do this for each faction you are playing with. That will allow for larger fleets (resource permitting).

I will add a config option so that it is easier in the future :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Swizzlewizzle on October 08, 2013, 09:28:42 PM
Perhaps a way to dramatically increase the spawn rate of command fleets and also perhaps have an option for super fleets that the player isn't actually supposed to be able to kill solo ( a bit of end boss type challenge). Also, the mod would probably really benefit from an option to increase the speed of fleets, time it takes to flip stations and pretty much everything else so that a "winning" faction in a 4 system game might occur within 2 hours or so of gameplay..

Finally super ships and battleships should really be mixed into fleets more often... I haven't  seen a battleship or larger in my game for quite some time... :( perhaps this is because command fleets simply arnt spawning in my game?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 10:06:17 PM
Perhaps a way to dramatically increase the spawn rate of command fleets and also perhaps have an option for super fleets that the player isn't actually supposed to be able to kill solo ( a bit of end boss type challenge). Also, the mod would probably really benefit from an option to increase the speed of fleets, time it takes to flip stations and pretty much everything else so that a "winning" faction in a 4 system game might occur within 2 hours or so of gameplay..

Finally super ships and battleships should really be mixed into fleets more often... I haven't  seen a battleship or larger in my game for quite some time... :( perhaps this is because command fleets simply arnt spawning in my game?

Haha like a quick game option? Not really what I was going for but we'll see :) The current slow spawn rate is really just to combat some performance issues (that should alleviate when I get round to re-doing the fleet and resources systems properly).

Super ships and capital-class ships are intentionally rare (both to buy and combat) but I'll make an option to turn that off/on too as a few people have mentioned that. They are also expensive resource wise to build/deploy so will spawn less if factions are running low on certain resources.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: lowpolygon on October 08, 2013, 10:38:44 PM
Just had a interesting problem , I am pretty sure it is not a bug.
Okay, I started a new game...move my fleet to cap a station.
While I was wondering around universe, I got a message, the Bushi station (faction I am playing) has suffered a accident and is being abandoned.
Now , I am stuck cause it is begining of the game and I have no resources to recap another station. And the station I caped eariler has not spawned any othe fleet yet. I was forced to start another new game. It is kinda funny.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 08, 2013, 11:03:33 PM
Actually I'd say that really should be a bug; the game should prevent fatal accidents on your last station, because later on that could really screw you. Efficiency-reducing accidents are probably something to fall back on under those specific conditions.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 08, 2013, 11:14:30 PM
Just had a interesting problem , I am pretty sure it is not a bug.
Okay, I started a new game...move my fleet to cap a station.
While I was wondering around universe, I got a message, the Bushi station (faction I am playing) has suffered a accident and is being abandoned.
Now , I am stuck cause it is begining of the game and I have no resources to recap another station. And the station I caped eariler has not spawned any othe fleet yet. I was forced to start another new game. It is kinda funny.

Actually I'd say that really should be a bug; the game should prevent fatal accidents on your last station, because later on that could really screw you. Efficiency-reducing accidents are probably something to fall back on under those specific conditions.

Yep that's a bug; thanks for reporting that :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Histidine on October 08, 2013, 11:41:06 PM
Zaphide, does Exerelin currently exert any control over the AI-vs-AI autoresolve?
I've noticed that Blackrock fleets seem to be significantly underperforming in this regard (things like Sentinel fleets with two Nevermores losing to a numerically equal Sindrian fleet whose biggest ship is a Sunder) and was wondering if it would be possible to fix this somehow (even if it's something as crude as a fudge factor applied to all BRDY non-fighter ships).

Or is autoresolve an "ask the mod's dev" thing?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Plasmatic on October 08, 2013, 11:59:44 PM
I found something odd..

I usually start my first couple days mining asteroids to make some money, but I forgot to unmothball the mining drones.. yet they still work!

I now have 3 mothballed mining drones in my fleet and they still mine just fine..
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Kiloman on October 09, 2013, 12:06:37 AM
I just sent a pull request; I tweaked some of the rebel fleet spawn code and I've been having quite a bit of fun with it in my play-testing.

I also found a bug... looks like a NPE when a faction is completely killed out of the game:

Spoiler
Code
2725257 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.DiplomacyManager.removeFactionFromAlliance$(DiplomacyManager.java:1032)
at data.scripts.world.exerelin.DiplomacyManager.declarePeaceWithAllFactions(DiplomacyManager.java:824)
at data.scripts.world.exerelin.DiplomacyManager.updateRelationshipOnEvent(DiplomacyManager.java:666)
at data.scripts.world.exerelin.StationRecord.setOwner(StationRecord.java:122)
at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$2.run(InSystemStationAttackShipSpawnPoint.java:187)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.????00(Unknown Source)
at com.fs.super.oOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

Probably send you a pull request for that too.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 09, 2013, 12:21:01 AM
I just sent a pull request; I tweaked some of the rebel fleet spawn code and I've been having quite a bit of fun with it in my play-testing.

I also found a bug... looks like a NPE when a faction is completely killed out of the game:

Spoiler
Code
2725257 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.DiplomacyManager.removeFactionFromAlliance$(DiplomacyManager.java:1032)
at data.scripts.world.exerelin.DiplomacyManager.declarePeaceWithAllFactions(DiplomacyManager.java:824)
at data.scripts.world.exerelin.DiplomacyManager.updateRelationshipOnEvent(DiplomacyManager.java:666)
at data.scripts.world.exerelin.StationRecord.setOwner(StationRecord.java:122)
at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$2.run(InSystemStationAttackShipSpawnPoint.java:187)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.????00(Unknown Source)
at com.fs.super.oOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]

Probably send you a pull request for that too.

Thanks :) I really appreciate the additions and fixes! (and the code clean up ;))
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Kiloman on October 09, 2013, 12:41:24 AM
Thanks :) I really appreciate the additions and fixes! (and the code clean up ;))

No problem, it's fun to have something to tinker with! I might take a look at some of the stuff on your to-do list too - is there anything in particular that you would like some help on? Maybe something that you're not working on at the moment, so we don't duplicate work...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 09, 2013, 01:33:59 AM
Thanks :) I really appreciate the additions and fixes! (and the code clean up ;))

No problem, it's fun to have something to tinker with! I might take a look at some of the stuff on your to-do list too - is there anything in particular that you would like some help on? Maybe something that you're not working on at the moment, so we don't duplicate work...

Well the todo list on the Bitbucket Wiki is woefully out of date but a few things (I will transfer these into issues on the BitBucket project too):
 - Message history
    - I was thinking just wrap the StarSector message API in a class and have it retain a message history that can then be queried
    - Add a 'Few recent messages' function to StationInteractionDialogPlugin to view said messages

 - Some kind of FactionData storage for storing faction-specific data
   - Rebel fleet names, small/medium/large faction fleet names
   - I was thinking a folder full of .json files e.g. hegemonyFactionData.json to define specifics
   - And then a FactionData class for retrieving and using the data so it can be used throughout the Exerelin overlay
   - Would need to default to something in case we don't define for a certain faction

 - Station construction
   - Requires <some number> of superfreighters that are consumed on construction
   - Max 2 stations per planet/moon system? Maybe 2 stations for terran planet, 1 for other types? Not sure about this
   - Was thinking of implementing in the PlanetInteractionDialog for the player
   - For AI, FactionDirector class should decide a planet SectorEntityToken for faction to build a station at, and spawns a fleet from a resourced station
   - Needs a way to limit construction (rare resource? RNG timer?)

 - Station destruction
   - Catastrophic accident destroys station
   - Small chance of station destruction during boarding? New rare item for player to initiate station destruction?
      - Perhaps player can initiate a station destruction battle? (haven't looked at this much so not sure if possible)
   - AI attack fleets can destroy stations?

 - More config options for defining the game
   - Would really like to move more things into exerelin_config.json

 - Performance issues with fleet spawning and station resourcing updates
   - Would like to reduce the CPU time on these, but it will probably happen as the fleet and resourcing systems change anyway

 - Mining Changes
   - Already a BitBucket issue about it

 - Resourcing Changes
   - Already a BitBucket issue about it

Hmmm theres lots of other niggling bits and pieces too but I really don't mind; just play around with whatever you feel like doing :) I'll assign myself to the issue in BitBucket if I am working on it.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 09, 2013, 01:41:40 AM
Sorry Histidine/Plasmatic, missed your posts!

Zaphide, does Exerelin currently exert any control over the AI-vs-AI autoresolve?
I've noticed that Blackrock fleets seem to be significantly underperforming in this regard (things like Sentinel fleets with two Nevermores losing to a numerically equal Sindrian fleet whose biggest ship is a Sunder) and was wondering if it would be possible to fix this somehow (even if it's something as crude as a fudge factor applied to all BRDY non-fighter ships).

Or is autoresolve an "ask the mod's dev" thing?

Exerelin doesn't change the AutoResolve, so it is the same as it is in Vanilla. I'm open to tweaking the auto-resolve (in fact I suspect I will have to at some point) but I'll probably want to wait a while until faction mods settle down a bit; things may change fairly quickly :)

I found something odd..

I usually start my first couple days mining asteroids to make some money, but I forgot to unmothball the mining drones.. yet they still work!

I now have 3 mothballed mining drones in my fleet and they still mine just fine..

Ah yes meant to fix that oops... however kiloman has fixed it already :) Will be in the next version.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: avallanch on October 09, 2013, 05:38:09 AM
im missing nomands from this release :)
other than that it is great!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Swizzlewizzle on October 09, 2013, 05:54:33 AM
Changing just the maxFleetPoints isn't enough... the min/maxes for ships put a hard limit on the fleet's size, regardless of how many resources are available... I'm going to just crank the maximums up 4x for some wildly variant fleets.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Fevz on October 09, 2013, 06:45:44 AM
Hey guys, can someone tell me how can i capture capital ships? I have searched everywhere and i can't find a thing :S
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Runoved on October 09, 2013, 09:24:11 AM
Thanks for one of the most interesting global mods. I tried the last version. Very much I pleased possibility of capture of station independently. And experience for production of resources in general simply brilliant idea. As thanks for opportunity to learn at allied station the current situation in diplomacy. I want to offer if certainly it is technically feasible, as an option to add a choice quantity of fleet on fraction at the beginning of game. That, for example, in a place with the player there was two more fleet of his fraction fascinating stations and on three fleet on each other fraction respectively. Then each fraction will take at once on three stations, events will start developing more dynamically and will pass much less time before the first fights. And that now often develops a situation when it is necessary to wait long enough turning round the only station while there will be first opponents. Once again thanks for interesting mod. I apologize for curve language it is machine translation.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 09, 2013, 11:41:34 AM
im missing nomands from this release :)
other than that it is great!

You can just add them in, avallanch; they work with Exerelin "out-of-the-box".
http://fractalsoftworks.com/forum/index.php?topic=162.0
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: th3boodlebot on October 09, 2013, 03:25:00 PM
ok weird problem... the asp syndicate missions are causing my game to crash at the end of the load screen... good news though!! i deleted the missions folder and since the game isnt trying to load them it cant crash because of them =] just thought id share the issue in case anyone becomes interested or has the same problem.

180268 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.missions.asp_test.MissionDefinition]
java.lang.RuntimeException: Error compiling [data.missions.asp_test.MissionDefinition]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/missions/asp_test/MissionDefinition.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/missions/asp_test/MissionDefinition.java, Line 17, Column 59: "DEFEND" is neither a method, a field, nor a member class of "com.fs.starfarer.api.fleet.FleetGoal"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6319)
   at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6224)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4948)
   at org.codehaus.janino.UnitCompiler.access$135(UnitCompiler.java:4947)
   at org.codehaus.janino.UnitCompiler$17.visitAmbiguousName(UnitCompiler.java:4733)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:2223)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
   at org.codehaus.janino.UnitCompiler.findMostSpecificIInvocable(UnitCompiler.java:6968)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6869)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6768)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3553)
   at org.codehaus.janino.UnitCompiler.access$63(UnitCompiler.java:3552)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2967)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2993)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4017)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2413)
   at org.codehaus.janino.UnitCompiler.access$38(UnitCompiler.java:2412)
   at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2381)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2407)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1426)
   at org.codehaus.janino.UnitCompiler.access$8(UnitCompiler.java:1425)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:926)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1447)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 09, 2013, 04:15:59 PM
im missing nomands from this release :)
other than that it is great!

You can just add them in, avallanch; they work with Exerelin "out-of-the-box".
http://fractalsoftworks.com/forum/index.php?topic=162.0

Although Trylobot has updated Nomads, I have been lax and haven't yet updated Exerelin :P

However if you want you can edit the Exerelin mod (not the Nomads mod) to have it pick up the latest Nomad versions.

You'll need to change data/scripts/world/exerelin/ExerelinData.java, line 257:
Code
// Test for nomads
if(isFactionInstalled("nomad", "data.scripts.nom.world.SectorGenWithNomads"))
      possibleFactionList.add("nomad");
TO
Code
// Test for nomads
if(isFactionInstalled("nomads", "data.scripts.TheNomadsModPlugin"))
      possibleFactionList.add("nomads");

Change data/scripts/plugins/CharacterCreationPluginImpl.java, line 520:
Code
else if (factionId.equalsIgnoreCase("nomad"))
TO
Code
else if (factionId.equalsIgnoreCase("nomads"))

Change mod_info.json:
Remove this line:
Code
"data/world/factions/nomads.faction",

and delete the following file:
data/world/factions/nomads.faction
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: avallanch on October 10, 2013, 01:20:10 AM
im missing nomands from this release :)
other than that it is great!

You can just add them in, avallanch; they work with Exerelin "out-of-the-box".
http://fractalsoftworks.com/forum/index.php?topic=162.0

Although Trylobot has updated Nomads, I have been lax and haven't yet updated Exerelin :P

However if you want you can edit the Exerelin mod (not the Nomads mod) to have it pick up the latest Nomad versions.

You'll need to change data/scripts/world/exerelin/ExerelinData.java, line 257:
Code
// Test for nomads
if(isFactionInstalled("nomad", "data.scripts.nom.world.SectorGenWithNomads"))
      possibleFactionList.add("nomad");
TO
Code
// Test for nomads
if(isFactionInstalled("nomads", "data.scripts.TheNomadsModPlugin"))
      possibleFactionList.add("nomads");

Change data/scripts/plugins/CharacterCreationPluginImpl.java, line 520:
Code
else if (factionId.equalsIgnoreCase("nomad"))
TO
Code
else if (factionId.equalsIgnoreCase("nomads"))

Change mod_info.json:
Remove this line:
Code
"data/world/factions/nomads.faction",

and delete the following file:
data/world/factions/nomads.faction

did everything earlier :) found it in some github rep:P
it couses a lot of errors and wont let you start as nomad
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Swizzlewizzle on October 10, 2013, 02:38:34 AM
I cannot seem to find a way to force the AI to increase it's fleet sizes. In the exelerin faction files I have tripled the max fleet points for every fleet composition as well as doubling the maximum allowable of each ship type and the fleets still seem to never include the larger battleships I have added... Additionally, it doesn't seem like the fleets are any bigger.. perhaps there is something going on in the exelerin fleet spawning scripts that I also need to modify?

Some info on how to make the fleets more challenging would be nice.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 10, 2013, 02:54:47 AM
did everything earlier :) found it in some github rep:P
it couses a lot of errors and wont let you start as nomad

What are the errors? The steps I posted are just what we changed in the current DEV of Exerelin to get Nomads working. Perhaps try downloading the DEV? https://bitbucket.org/Zaphide/exerelin/get/master.zip (https://bitbucket.org/Zaphide/exerelin/get/master.zip)

I cannot seem to find a way to force the AI to increase it's fleet sizes. In the exelerin faction files I have tripled the max fleet points for every fleet composition as well as doubling the maximum allowable of each ship type and the fleets still seem to never include the larger battleships I have added... Additionally, it doesn't seem like the fleets are any bigger.. perhaps there is something going on in the exelerin fleet spawning scripts that I also need to modify?

Some info on how to make the fleets more challenging would be nice.

Hmmm I thought that would work. Maybe stations don't have enough resources for the increased fleet sizes? The only fleet you should need to change is exerelinGenericFleet.

The code that removes capital ships first if a fleet can't be spawned due to resource constraints is in data/scripts/world/exerelin/ExerelinUtils.java, in method getBestFleetForStation(), line 147. You would need to remove the if part of that statement (down till line 185) and just leave the else part to run everytime.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Swizzlewizzle on October 10, 2013, 03:04:50 AM
Oh, that would explain it then. Maximum mining speed of the miners is xxx and i'm assuming fleets are spawned on a sort of clock.. so what was happening in my game was probably that the stations were never getting enough resources, and even though the fleets were "spawning" with the battleships, the resource script of exelerin was hacking them off before actually getting spawned.

I have now tripled the mining speed of miners (I'm assuming that directly changing that option under the config file in exelerin is correct working right?)... hopefully this will ensure that the station absolutely has enough supplies.

PS: It doesn't seem that changing the default and modified burn speeds in the setting file does anything.. is this being overwritten somewhere? Would like all fleets to fly around faster.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 10, 2013, 03:14:12 AM
Oh, that would explain it then. Maximum mining speed of the miners is xxx and i'm assuming fleets are spawned on a sort of clock.. so what was happening in my game was probably that the stations were never getting enough resources, and even though the fleets were "spawning" with the battleships, the resource script of exelerin was hacking them off before actually getting spawned.

I have now tripled the mining speed of miners (I'm assuming that directly changing that option under the config file in exelerin is correct working right?)... hopefully this will ensure that the station absolutely has enough supplies.

PS: It doesn't seem that changing the default and modified burn speeds in the setting file does anything.. is this being overwritten somewhere? Would like all fleets to fly around faster.

Should do, although you'll also need fuel, crew and marines too, so you might have to amend those (unfortunately I haven't put those values in exerelin_config.josn yet. You will want to look at GasMiningFleetSpawnPoint:createTestTargetScript and StationRecord:increaseResources).

You want to change the settings.json in the Exerelin mod as it is overriding the StarSector core one.

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Swizzlewizzle on October 10, 2013, 03:23:22 AM
Any easier way to do this?

***Maybe there is a way to get stations to send out two or three mining fleets instead of 1?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 10, 2013, 04:50:36 AM
Any easier way to do this?

***Maybe there is a way to get stations to send out two or three mining fleets instead of 1?

Hmmm not really unfortunately. I'll be putting more of these settings in the config file but it's not really a priority at this point :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Andy H.K. on October 10, 2013, 10:10:11 AM
Zaphide, it seems that since Shadowyards Heavy Industries and Zorg have their own settings.json, Exerelin's own setting on compressSaveGameData got overwritten if people playing with either of it activated. They will be saving in regular .xml format unless they also edit the settings.json within the respective mods. You may want to notify people about that.

EDIT: AND edit "suppliesPerMarinePerDay" to 0.02, following the new 0.6.1a setting, or just remove the line altogether (this one apply to Exerelin too).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Withering on October 10, 2013, 01:32:31 PM
That 64bit java thing fixed my every save!

Thanks a bunch!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 10, 2013, 02:27:28 PM
Zaphide, it seems that since Shadowyards Heavy Industries and Zorg have their own settings.json, Exerelin's own setting on compressSaveGameData got overwritten if people playing with either of it activated. They will be saving in regular .xml format unless they also edit the settings.json within the respective mods. You may want to notify people about that.

EDIT: AND edit "suppliesPerMarinePerDay" to 0.02, following the new 0.6.1a setting, or just remove the line altogether (this one apply to Exerelin too).

Thanks, I'll have a chat with MShadowy and Erick. I don't think they need to replace the whole settings.json file, as I believe they are just adding custom illustrations.

And yeah Exerelin doesn't need the whole settings.json file either. Will fix for the next release.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lopunny Zen on October 10, 2013, 02:30:09 PM
in next release will the downloads for the factions be like the zorg mod...all that has is download and play
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 10, 2013, 03:01:31 PM
in next release will the downloads for the factions be like the zorg mod...all that has is download and play

All the supported factions (except Blackrock Driveyards and ASP Syndicate which require minor changes) are download and play alongside.

If you want save compression and are using the Zorg or Shadowyards Heavy Industries mods you'll need to edit their settings/json file (see the OP for details).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: jocan2003 on October 10, 2013, 07:21:06 PM
So i have been having a blast lately with this mod, the only thing i dont really like is the inability to *stick* to station during takeover, i mean if i want to mine, i simply click the asteroid and my ship will *orbit/follow* the rock, but i cant do so with station, my fleet will always do a complete stop after the menu wich i find really frustating and god these takeover takes forever.... i mean for one takeover, i need to snap out 5-6 respawn, run out of marines, go fetch more rinse and repeat 3-4 time in a row... thats over 600/800 marines total if not more, i dont mind the number, what i mind is the time it takes to deplete marines or take over them when you have to dance with the station.

Again i wouldnt really mind with the time if my fleet would *stick* to the station. Did i miss a control to do just that?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: nektu on October 11, 2013, 12:21:16 AM
- Message history
    - I was thinking just wrap the StarSector message API in a class and have it retain a message history that can then be queried
    - Add a 'Few recent messages' function to StationInteractionDialogPlugin to view said messages
I want to get my feet wet regarding Starsector modding, and may as well try my luck with that.

I had a look at the message API, and all I could find were the "addMessage" methods in the CampaignUIAPI. Now, its trivial to just write a wrapper that provides "addMessage" methods and safes the messages before giving them to the CampaignUIAPI. But that would mean, that all the messages written by the faction mods added to exerlin will not be able to use it without changing their code (which is not a satisfying solution).

Am I missing something? Is it possible to somehow replace or extend the default-implementation of CampaignUIAPI?
Oh, and has that storage to be thread-safe?

Edit: I just found the issue in bitbucket - feel free to add your comments and clarifications there to keep this thread clean.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 11, 2013, 12:35:22 AM
So i have been having a blast lately with this mod, the only thing i dont really like is the inability to *stick* to station during takeover, i mean if i want to mine, i simply click the asteroid and my ship will *orbit/follow* the rock, but i cant do so with station, my fleet will always do a complete stop after the menu wich i find really frustating and god these takeover takes forever.... i mean for one takeover, i need to snap out 5-6 respawn, run out of marines, go fetch more rinse and repeat 3-4 time in a row... thats over 600/800 marines total if not more, i dont mind the number, what i mind is the time it takes to deplete marines or take over them when you have to dance with the station.

Again i wouldnt really mind with the time if my fleet would *stick* to the station. Did i miss a control to do just that?

I understand the frustration with the non-stick issue but I think I would rather keep the interactions on the campaign map, as the only other option at the moment is to move to a dialog system and I don't really like dialogs that much...

I'll have a look at increasing the combat amount per day to have things pass quicker, and I should be able to increase the allowed radius for a station board so that it is a bit more lenient if you are hovering over it or not.

- Message history
    - I was thinking just wrap the StarSector message API in a class and have it retain a message history that can then be queried
    - Add a 'Few recent messages' function to StationInteractionDialogPlugin to view said messages
I want to get my feet wet regarding Starsector modding, and may as well try my luck with that.

I had a look at the message API, and all I could find were the "addMessage" methods in the CampaignUIAPI. Now, its trivial to just write a wrapper that provides "addMessage" methods and safes the messages before giving them to the CampaignUIAPI. But that would mean, that all the messages written by the faction mods added to exerlin will not be able to use it without changing their code (which is not a satisfying solution).

Am I missing something? Is it possible to somehow replace or extend the default-implementation of CampaignUIAPI?
Oh, and has that storage to be thread-safe?

Edit: I just found the issue in bitbucket - feel free to add your comments and clarifications there to keep this thread clean.

I'll add this stuff to the BitBucket issue too.

It won't matter if other mods messages don't get saved; Exerelin should be running almost all of the campaign level scripts :)

Thread safe would be great. At the moment, some of the messages are generated from other threads. Another option would be to use the CommandQueue to schedule messages to be run on the main thread only.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Magician on October 11, 2013, 06:38:59 AM
Played a little with 0.6.1 version of Exelerin. Though mining supplies seem an easy-mode thing, in reality it doesn't make any difference. Because:
- if I am using small fleet, I get from battles so many resources and waste so little, that it's hard to ever find situation when mining will really affect gameplay alot;
- supplies aren't that expensive, so mining supplies doesn't really give enough credits; after first few levels it is better to fight enemies;
- if I am mining, I need big cargo space, but that means I already have decent fleet. And when I already have decent fleet its better to fight.

So from my experience in Exelerin mining doesn't really gives anything special. It's more of an option for those who have very rough start or who lost alot of resources in the process of experimenting. If you aren't losing hard, you don't need mining. Sometimes I end up with several thousands of supplies just from one battle.
But getting experience from mining does seem interesting in perspective. There was one time at low level, when I wanted to engage one juicy fleet, but I needed one level up to do it. And few seconds of mining was enough to give me last bits of experience. This was rather interesting move.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Kiloman on October 11, 2013, 09:58:20 AM
Thread safe would be great. At the moment, some of the messages are generated from other threads. Another option would be to use the CommandQueue to schedule messages to be run on the main thread only.

It should be pretty easy to provide a singleton logger class that passes messages through to the CampaignUI for display, but also stores them in a rolling (say 20 line or so) buffer that you could query and print from stations or somewhere else. Most of the core Java classes are thread-safe so that shouldn't be a problem.

It's too bad we can't stick something on the unused Officers or Outposts tab... or can we?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: jocan2003 on October 11, 2013, 03:31:48 PM
Well mining allows me to forgo cargo ship and camp in enemy system without having to go all the way back to station to ressuply, when you bring the fight to them and you dont have a beach head in the system, having a few mining fighter can extend your deployement time by a lot.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 11, 2013, 04:37:25 PM
--- mining ---

Well mining allows me to forgo cargo ship and camp in enemy system without having to go all the way back to station to ressuply, when you bring the fight to them and you dont have a beach head in the system, having a few mining fighter can extend your deployement time by a lot.

Yeah I don't really see mining as a primary thing-to-do yet. Perhaps when the mining and fleet cost systems get expanded it will become a bit more important.

Thread safe would be great. At the moment, some of the messages are generated from other threads. Another option would be to use the CommandQueue to schedule messages to be run on the main thread only.

It should be pretty easy to provide a singleton logger class that passes messages through to the CampaignUI for display, but also stores them in a rolling (say 20 line or so) buffer that you could query and print from stations or somewhere else. Most of the core Java classes are thread-safe so that shouldn't be a problem.

It's too bad we can't stick something on the unused Officers or Outposts tab... or can we?

I don't believe we can use those tabs yet unfortunately.

I don't think it would need to be a singleton class; just a static method would do that writes messages to CampaignUI and stores in a queue in SectorManager. The advantage to this is a) don't have to worry about messy statics across games and b) message queue would be saved across games.

StationInteractionDialog could then interrogate SectorManager to get the last 20 (or whatever the queue limit is) messages. Actually, this might be a good use for the Fleet Conference Dialog that darloth put together: http://fractalsoftworks.com/forum/index.php?topic=6971.0 (http://fractalsoftworks.com/forum/index.php?topic=6971.0) as then you could access the message queue at the push of a key rather than having to fly to a station.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 12, 2013, 02:22:36 AM
Is it normal to not find a single battleship for sale at your stations for two ingame years of play? I played one game where they showed up within a few months regularly, but on my other game, I didn't see a Conquest (playing Sindrian) at all during any point of my game, and I was about 2 years into it. Kinda sucked, cause all of the other AI fleets (both mine and enemy) were using battleships.

Is it also possible to edit which weapons a faction gets access to in their stations? I can understand that certain factions favor certain weapons, but honestly I find it more annoying than anything... for me it's one of those things where an attempt at realism is getting in the way of fun gameplay. If there was at least a chance of other faction weapons spawning at your stations, even in smaller quantities that would be fine (like your AI fleets are selling off spoils of war), but if it weren't for the omnifactory, you'd be almost entirely limited to your own faction's weapons if you're outfitting whole fleets.

I'm comfortable editing the files myself (I think) but I am not sure which files I'm looking for...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Magician on October 12, 2013, 02:32:27 AM
It is normal. My only capital in several ingame years was superfreighter. While my allies have new capitals at their station every few months.

 As for editing saves. Try selling to omnifactory some ships and weapons, wait for factory to start producing it, close game and open save. Now search near the end of the file (at least thats where omnifactory strings were in previous versions of the game, when I wanted to play with some ships which didn't spawn in fleets or stations) for these ships and weapons. Copy the block which describes what weapon or ship omnifactory has and change name/id to something else.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Danthar on October 12, 2013, 07:11:21 AM
Not sure if this belongs here. But im getting a consistent Null-Pointer exception in my save game now.

Not sure if this is a bug in the Exerelin mod code, or in the core starsector code. Since your in a better position to determine that, im posting this here.

Excerpt from my logfile:
Spoiler
Code
27391 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.CommRelayEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
27391 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.NavBuoyEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
27392 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.SensorArrayEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
27602 [Thread-6] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.61 for Starsector 0.6a
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_dagki_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_phasetele_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_dagki_emp_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm2_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm3_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_gravityplating_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_kyra_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bushi_phaseteleporter_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_wraithii_SHIP_SYSTEM not found
27624 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
27627 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 333,00 MB of texture data so far
27627 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
27784 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
37260 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Crandon_6066732850697116761...
45100 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
45883 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background1.jpg into existing tex id 315
46292 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 345,00 MB of texture data so far
46293 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background1.jpg (using cast)
95728 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.<init>(ArrayList.java:131)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.world.exerelin.ExerelinUtils.addRandomFactionShipsToCargo(ExerelinUtils.java:506)
at data.scripts.world.exerelin.InSystemSupplyConvoySpawnPoint$1.run(InSystemSupplyConvoySpawnPoint.java:143)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.????00(Unknown Source)
at com.fs.super.oOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]


If there is anything else you need just let me know.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 12, 2013, 07:13:17 AM
Anyone else find the 1 burn speed mechanic a tad annoying? I mean after you leave combat and return to the campaign map you get burn speed 1 for 5-10 seconds, that is more than enough time to get intercepted by almost any nearby hostile fleet. What's worse is that you get that speed even after selecting to disengage and play out a retreat combat mission. I dunno i just find it awkward and weird since the AI retreats with +4 added to it's base burn speed for 5 seconds.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: daggertx on October 12, 2013, 07:59:24 AM
Hi,

Should I switch to 64bit Java? Thank you!!

Spoiler
69106 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_John_5942256233324409444\descriptor.xml]
171542 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\GAMES\Starsector\starsector-core\..\saves\save_John_5942256233324409444...
213399 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
213399 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry[2]/map/entry[43]/FleetMember/fleetData/members/FleetMember[18]/captain/stats
line number         : 525549
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry[2]/map/entry[43]/FleetMember/fleetData/members/FleetMember[18]/captain/stats
line number         : 525549
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: com.thoughtworks.xstream.converters.reflection.ObjectAccessException: Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:71)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 84 more
Caused by: java.lang.OutOfMemoryError: Java heap space
   at java.util.HashMap.<init>(HashMap.java:209)
   at com.fs.starfarer.api.combat.StatBonus.<init>(StatBonus.java:21)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.setSkillLevel(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.setAptitudeLevel(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor34.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:597)
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:65)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
[close]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Danthar on October 12, 2013, 08:03:32 AM
Currently the Gedune, Bushi and Hiigaran Descendants mods dont work with Exerelin.

This is because the function 'addModdedFactionsToList' checks for 'Gen' files which in the latest version of those mods apparently have been renamed. I manually edited the ExerelinData file to make it work again. But i figured i'd post it here to let you guys know.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Magician on October 12, 2013, 08:10:14 AM
DefiasOne: I have mixed feelings. On the one hand it is a known bug, when you disengage and have 1 burn, which will be fixed with next update of Starsector (and I think it will happen soon). But 1 burn after normal battle is how it should be, iirc. On the other hand having 1 burn adds some spice to the game. It gives nice feeling of walking on the edge, when you are raiding enemy territory. That joy when you have 3 stages of the battle, pursuit, and after that you are engaged by yet another fleet and you still emerge victorious with all ships non-combat ready after that.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 12, 2013, 10:57:23 AM
--- other factions weapons ---

Not really possible without a lot of bother. The weapon lists are derived from the faction fleets.

The Independent Traders will drop off other factions ships/weapons if they visit your stations, and if you are allied with a faction you can shop at their stations. Also, your allies may send logistics convoys if your stations come under heavy attack and those convoys contain that factions ships and weapons.

Not sure if this belongs here. But im getting a consistent Null-Pointer exception in my save game now.

Not sure if this is a bug in the Exerelin mod code, or in the core starsector code. Since your in a better position to determine that, im posting this here.

Excerpt from my logfile:
Spoiler
Code
27391 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.CommRelayEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
27391 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.NavBuoyEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
27392 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [com.fs.starfarer.api.impl.combat.SensorArrayEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
27602 [Thread-6] INFO  org.lazywizard.lazylib.LazyLib  - Running LazyLib v1.61 for Starsector 0.6a
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_dagki_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_phasetele_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_dagki_emp_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm2_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_schwarm3_SHIP_SYSTEM not found
27622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id neutrino_gravityplating_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_kyra_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gedune_burndrive_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id bushi_phaseteleporter_SHIP_SYSTEM not found
27623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_wraithii_SHIP_SYSTEM not found
27624 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
27627 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 333,00 MB of texture data so far
27627 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
27784 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
37260 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Crandon_6066732850697116761...
45100 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
45883 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background1.jpg into existing tex id 315
46292 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 345,00 MB of texture data so far
46293 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background1.jpg (using cast)
95728 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.<init>(ArrayList.java:131)
at com.fs.starfarer.campaign.fleet.FleetData.getMembersListCopy(Unknown Source)
at data.scripts.world.exerelin.ExerelinUtils.addRandomFactionShipsToCargo(ExerelinUtils.java:506)
at data.scripts.world.exerelin.InSystemSupplyConvoySpawnPoint$1.run(InSystemSupplyConvoySpawnPoint.java:143)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.????00(Unknown Source)
at com.fs.super.oOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
[close]


If there is anything else you need just let me know.

Currently the Gedune, Bushi and Hiigaran Descendants mods dont work with Exerelin.

This is because the function 'addModdedFactionsToList' checks for 'Gen' files which in the latest version of those mods apparently have been renamed. I manually edited the ExerelinData file to make it work again. But i figured i'd post it here to let you guys know.

Danthar, I suspect you are getting those issues because you are running an older version of Exerelin; try updating to the latest version. Unfortunately it is not save compatible but among other things it fixes the NullPointerException and the faction mod incompatibility.

Hi,

Should I switch to 64bit Java? Thank you!!

Spoiler
69106 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_John_5942256233324409444\descriptor.xml]
171542 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\GAMES\Starsector\starsector-core\..\saves\save_John_5942256233324409444...
213399 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
213399 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry[2]/map/entry[43]/FleetMember/fleetData/members/FleetMember[18]/captain/stats
line number         : 525549
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/modAndPluginData/persistentData/entry[2]/map/entry[43]/FleetMember/fleetData/members/FleetMember[18]/captain/stats
line number         : 525549
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:85)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: com.thoughtworks.xstream.converters.reflection.ObjectAccessException: Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:71)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 84 more
Caused by: java.lang.OutOfMemoryError: Java heap space
   at java.util.HashMap.<init>(HashMap.java:209)
   at com.fs.starfarer.api.combat.StatBonus.<init>(StatBonus.java:21)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.setSkillLevel(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.setAptitudeLevel(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor34.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:25)
   at java.lang.reflect.Method.invoke(Method.java:597)
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:65)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
[close]

Probably. Have you tried upping the memory settings on the game? If not, try that first. If you are playing with a large setup (many systems, stations etc) and/or many faction mods you may want to change to Java 64bit and even more memory.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Giangiotto on October 12, 2013, 11:30:56 AM
Is it normal to not find a single battleship for sale at your stations for two ingame years of play?

Same here.
It really sucks.
The biggest thing I can get is the Aurora Cruiser and while it's one of the (if not the) best cruisers it's no Odissey.

Maybe you need points in the 'Station industry' skill for bases to sell Battleships?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 12, 2013, 05:10:13 PM
Nah I've seen battleships for sale in one of my other saves after only a few months of in-game time, but that was last version, so maybe that changed in the latest one... I almost wish I could attack my own fleets just for the chance to board a Conquest and take it home, lol.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 12, 2013, 07:47:38 PM
I've been playing with Exerelin and several of the supported faction mods for a while now.  My current campaign is 24 systems, 5 stations/system.  I think 9 factions total.

My character is up to level 42 now and one thing I am noticing that bugs me, is that a faction will send 30-50 fleets to capture an enemy station, while leaving 1-2 fleets to defend a station they own.  To make it even worse, factions will gang up on a station with their allies. 

When I get the notice that one of my stations is being boarded, that station is gone by the time I arrive and they are on to the next one.  When I get into the invaded system, there is literally 100+ fleets there, and maybe 4-8 of them are my faction.  This is no exaggeration.

I find the only thing that can possibly stop a station from getting capped is if I have a fleet strong enough that no enemy fleet will attack me, and I abuse the hell out of the 'Repair in Station' function.  I camp the station, blowing up enemy fleets as fast as I possibly can, while keeping an eye out for the dozens of Boarding Fleets that are incoming.  Eventually they give up and move on to some other target (probably one of my Allies stations).

With the current faction fleet behavior, there is no hope in hell that a faction can defend a station without my intervention.

I will say that yesterday while protecting a Junk Pirate (My Allies) station from invasion, there were about 15 enemy fleets on my screen and as I had the game paused, mousing over them looking for Boarding Fleets, I noticed that every single fleet on the screen said 'Hostile, running from your fleet'.  It made me feel pretty badass.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: MasterGlink on October 12, 2013, 08:50:17 PM
So I ran in what I think is a bit of a bug... I've been playing around with the mod for a bit, and recently started a new game with only the vanilla factions (I have Bushi, Hiigaran and BRDY installed too, though). I am playing as Tri-Tachyon, and locked in a war with the Hegemony and Pirates (I wanted a sector similar to vanilla).

So I'm making do with what I got defending my only station against everything with a few frigates and destroyers... But I noticed the game started to spawn these Independent Faction Boarding fleets... They are marked hostile, yet I cannot engage them in battle. Luckily even though they attempt to board my only station, they are lightly equipped and get dispatched quickly enough by a nearby watch fleet. I understand the mod makes traders neutral, but it seems the faction might have bugged out a bit. It's very unfair that I can't even engage in the field, so if I might get boarded if there's no nearby fleets to come to the rescue.

I haven't even attempted to engage the independent or trader faction before this... except for dumping weapons and ships at the Omnifactory. I haven't even seen a the other faction (Diktat) yet.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 12, 2013, 11:13:22 PM
I've been playing with Exerelin and several of the supported faction mods for a while now.  My current campaign is 24 systems, 5 stations/system.  I think 9 factions total.

My character is up to level 42 now and one thing I am noticing that bugs me, is that a faction will send 30-50 fleets to capture an enemy station, while leaving 1-2 fleets to defend a station they own.  To make it even worse, factions will gang up on a station with their allies. 

When I get the notice that one of my stations is being boarded, that station is gone by the time I arrive and they are on to the next one.  When I get into the invaded system, there is literally 100+ fleets there, and maybe 4-8 of them are my faction.  This is no exaggeration.

I find the only thing that can possibly stop a station from getting capped is if I have a fleet strong enough that no enemy fleet will attack me, and I abuse the hell out of the 'Repair in Station' function.  I camp the station, blowing up enemy fleets as fast as I possibly can, while keeping an eye out for the dozens of Boarding Fleets that are incoming.  Eventually they give up and move on to some other target (probably one of my Allies stations).

With the current faction fleet behavior, there is no hope in hell that a faction can defend a station without my intervention.

I will say that yesterday while protecting a Junk Pirate (My Allies) station from invasion, there were about 15 enemy fleets on my screen and as I had the game paused, mousing over them looking for Boarding Fleets, I noticed that every single fleet on the screen said 'Hostile, running from your fleet'.  It made me feel pretty badass.

Yeah this is my experience too. The curren fleet mechanics don't really pan out with either a lot of systems and/or stations. At a first stage I'll probably change it so there are multiple fronts rather than just a Zerg, and do a better job of routing defense fleets to where they are needed. Thanks for the feedback :)

So I ran in what I think is a bit of a bug... I've been playing around with the mod for a bit, and recently started a new game with only the vanilla factions (I have Bushi, Hiigaran and BRDY installed too, though). I am playing as Tri-Tachyon, and locked in a war with the Hegemony and Pirates (I wanted a sector similar to vanilla).

So I'm making do with what I got defending my only station against everything with a few frigates and destroyers... But I noticed the game started to spawn these Independent Faction Boarding fleets... They are marked hostile, yet I cannot engage them in battle. Luckily even though they attempt to board my only station, they are lightly equipped and get dispatched quickly enough by a nearby watch fleet. I understand the mod makes traders neutral, but it seems the faction might have bugged out a bit. It's very unfair that I can't even engage in the field, so if I might get boarded if there's no nearby fleets to come to the rescue.

I haven't even attempted to engage the independent or trader faction before this... except for dumping weapons and ships at the Omnifactory. I haven't even seen a the other faction (Diktat) yet.

Yeah it's a bug, I actually fixed it in the dev recently :) its a leftover thing from 0.54 when the independent was used in place of the sindrian diktat. Thanks for the report :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61 - Bug/Problem
Post by: Lakis on October 12, 2013, 11:20:37 PM
Code
64008 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.float.if$super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:724)

I'm guessing this is a problem that stems from a fleet that is making a stop at a Station and dropping off men or dropping at a planet to spawn a station...

I've only got lazy lib as well as this running. There are no other mods, I'm running it with 1024 initial memory and 2048 max memory.

It's not a lack of memory, if you want the entire file I'll link it via dropbox.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61 - Bug/Problem
Post by: Zaphide on October 12, 2013, 11:25:30 PM
Code
64008 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.float.if$super(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:724)

I'm guessing this is a problem that stems from a fleet that is making a stop at a Station and dropping off men or dropping at a planet to spawn a station...

I've only got lazy lib as well as this running. There are no other mods, I'm running it with 1024 initial memory and 2048 max memory.

It's not a lack of memory, if you want the entire file I'll link it via dropbox.

I think that error is because you are running StarSector 0.6a. StarSector is now 0.6.1a and the latest version of Exerelin (0.61) requires that.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 13, 2013, 12:49:37 AM

Yeah this is my experience too. The curren fleet mechanics don't really pan out with either a lot of systems and/or stations. At a first stage I'll probably change it so there are multiple fronts rather than just a Zerg, and do a better job of routing defense fleets to where they are needed. Thanks for the feedback :)


It might be cool if different factions had different degrees of Aggressiveness/Defensiveness.  Maybe it's randomly decided at the start of the campaign.  Maybe it's set for each faction... Zorg and Pirates are extremely aggressive, while certain other factions tend to turtle more, for example, based on the faction's lore. 

Maybe the player can modify it with a setting when creating a new campaign.  All factions are:  [Very Aggressive][More Aggressive][Default][More Defensive][Very Defensive]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Giangiotto on October 13, 2013, 01:50:09 AM
No statement about finding battleships?

Is it a bug? Do you need the production skills?
I too saw a couple battleships and super freighters at the very start but they quickly disappear and never come back.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 13, 2013, 02:12:32 AM

Yeah this is my experience too. The curren fleet mechanics don't really pan out with either a lot of systems and/or stations. At a first stage I'll probably change it so there are multiple fronts rather than just a Zerg, and do a better job of routing defense fleets to where they are needed. Thanks for the feedback :)


It might be cool if different factions had different degrees of Aggressiveness/Defensiveness.  Maybe it's randomly decided at the start of the campaign.  Maybe it's set for each faction... Zorg and Pirates are extremely aggressive, while certain other factions tend to turtle more, for example, based on the faction's lore. 

Maybe the player can modify it with a setting when creating a new campaign.  All factions are:  [Very Aggressive][More Aggressive][Default][More Defensive][Very Defensive]

Yeah I have a plan for factions traits (and other faction-specific stuff) but will wait to implement until I/We get a bit more groundwork in.

No statement about finding battleships?

Is it a bug? Do you need the production skills?
I too saw a couple battleships and super freighters at the very start but they quickly disappear and never come back.

Ah sorry missed those posts!

Capital class ships are rarer than other classes but will still appear. It may depend on your faction; some factions (Gedune, ASP Syndicate, Pirates) do not have capital class ships.

The 0.54 StarSector had a higher chance to board ships, and so the idea was that capitals should be rare to buy as you *should* get chances to board. As the boarding chance is now lower (and boarding is harder), perhaps I need to raise the boarding chance. I would prefer to do that rather than increase the appearance of capitals in stations.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Giangiotto on October 13, 2013, 02:28:24 AM
Quote
I would prefer to do that rather than increase the appearance of capitals in stations.

You can't get the capitals of your own faction that way though.

I actually did take a quick look in the files but didn't find where this is governed, if you point me to the .java file that prevents capitals from appearing in stations It should be easy enough to modify this behavior for myself.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 13, 2013, 03:15:15 AM
Quote
I would prefer to do that rather than increase the appearance of capitals in stations.

You can't get the capitals of your own faction that way though.

I actually did take a quick look in the files but didn't find where this is governed, if you point me to the .java file that prevents capitals from appearing in stations It should be easy enough to modify this behavior for myself.

Sure, have a look at ExerelinUtils.java in the method addRandomFactionShipsToCargo.

You want to comment out the following:
Code
if(fmAPI.isCapital())
{
// Get another one to reduce chance of capitals
memberToGet = ExerelinUtils.getRandomInRange(0, fleet.getFleetData().getMembersListCopy().size() - 1);
fmAPI = (FleetMemberAPI)fleet.getFleetData().getMembersListCopy().get(memberToGet);
}

It's approx. line 527. That should increase the chance of capitals in stations :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Giangiotto on October 13, 2013, 03:47:30 AM
It seems to be working, just a couple days after the change an Atlas and an Astral appeared for purchase.

Thanks, guy.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 13, 2013, 04:04:06 AM
Quote
I would prefer to do that rather than increase the appearance of capitals in stations.

You can't get the capitals of your own faction that way though.


You should be able to get them from Rebel Dissenters, no?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Danthar on October 13, 2013, 04:04:51 AM


Danthar, I suspect you are getting those issues because you are running an older version of Exerelin; try updating to the latest version. Unfortunately it is not save compatible but among other things it fixes the NullPointerException and the faction mod incompatibility.


Ah i only recently downloaded the exerelin mod, so i didn't thought to check for a new version. Will do that now. thx!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61 - Bug/Problem
Post by: Lakis on October 13, 2013, 10:53:52 AM
I think that error is because you are running StarSector 0.6a. StarSector is now 0.6.1a and the latest version of Exerelin (0.61) requires that.

Man oh man... How did I miss that?

Welp, thank ya Zaphide, I'll be changing over momentarily and enjoying the mod in full once again!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: erikem on October 13, 2013, 12:24:14 PM
Hi. I have this nasty bug that won't let me finish any combat (I've tried fighting Zorg and Blackrock fleets). Starsector crashes with Null Pointer Exception when combat ends and before I am given any post-combat options.

Log says following:
Spoiler
114876 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Jemima_73401664563739212...
131866 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
133111 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
133258 [Thread-6] WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null
133258 [Thread-6] WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null
133258 [Thread-6] WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null
133258 [Thread-6] WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null
133268 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background1.jpg into existing tex id 317
133812 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 418,57 MB of texture data so far
133814 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background1.jpg (using cast)
350714 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 140, FP2: 23, maxFP1: 240, maxFP2: 160
447811 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.ExerelinFleetEncounterContext.applyExtendedCRLossIfNeeded(ExerelinFleetEncounterContext.java:1496)
   at data.scripts.plugins.ExerelinFleetEncounterContext.applyCREffect(ExerelinFleetEncounterContext.java:1429)
   at data.scripts.plugins.ExerelinFleetEncounterContext.applyShipLosses(ExerelinFleetEncounterContext.java:1400)
   at data.scripts.plugins.ExerelinFleetEncounterContext.applyResultToFleets(ExerelinFleetEncounterContext.java:1316)
   at data.scripts.plugins.ExerelinFleetEncounterContext.processEngagementResults(ExerelinFleetEncounterContext.java:99)
   at data.scripts.plugins.ExerelinFleetInteractionDialogPluginImpl.backFromEngagemen t(ExerelinFleetInteractionDialogPluginImpl.java:113)
   at com.fs.starfarer.campaign.A.???000(Unknown Source)
   at com.fs.starfarer.OoOO.???000(Unknown Source)
   at com.fs.super.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Here's save descriptor:
Spoiler
<?xml version="1.0" ?>
<SaveGameData>
  <portraitName>graphics/portraits/portrait_bushi_1.png</portraitName>
  <characterName>Jemima</characterName>
  <saveFileVersion>0.3</saveFileVersion>
  <characterLevel>10</characterLevel>
  <compressed>true</compressed>
  <isIronMode>false</isIronMode>
  <gameDate>
    <secondsPerDay>10.0</secondsPerDay>
    <cycle>206</cycle>
    <month>11</month>
    <day>9</day>
    <hour>16</hour>
    <elapsed>0.0</elapsed>
  </gameDate>
  <saveDate>2013-10-13 14:51:42.708 UTC</saveDate>
  <allModsEverEnabled>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>blackrock_driveyards</id>
        <version>0.42</version>
        <desc>* Requires LazyLib * BLACKROCK INTERSTELLAR AUTHORITY ENCOURAGES THE EXPORT OF BLACKROCK ARMS AND HULLS FOR THE CONTINUED PROSPERITY OF BLACKROCK-LODESTONE.</desc>
        <name>Blackrock Driveyards</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Blackrock Driveyards created by Cycerin. Java scripting by LazyWizard and EnderNerdcore. Campaign implementations by Uomoz.</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>bushi</id>
        <version>1.2.0</version>
        <desc>--------------- * Requires LazyLib * ------------------------------------ Bushi is a self-replicating android. Thanks to its ill programming it is set to destroy all organic life in order to safeguard its own future. The threat grows as Bushi's numbers have been estimated to be in the tens of thousands.</desc>
        <name>Bushi</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Gotcha!</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Bushi</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.world.BushiModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>exerelin</id>
        <version>0.61</version>
        <desc>Choose your banner and fight for supremacy of sector Exerelin!</desc>
        <name>Exerelin</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Zaphide</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Exerelin</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.ExerelinModPlugin</modPluginClassName>
        <fullOverrides>
          <string>data/world/factions/thulelegacy.faction</string>
          <string>data/scripts/world/SectorGen.java</string>
          <string>data/world/factions/neutral.faction</string>
          <string>data/world/factions/directorate.faction</string>
          <string>data/world/factions/hiigaran_descendants.faction</string>
          <string>data/world/factions/insurgency.faction</string>
          <string>data/world/factions/syndicate_asp.faction</string>
          <string>data/world/factions/tradeguild.faction</string>
          <string>data/variants/relics_plower_Standard.variant</string>
          <string>data/world/factions/nihil.faction</string>
          <string>data/variants/relics_pusher_Standard.variant</string>
          <string>data/hulls/relics_extinctioner.ship</string>
          <string>data/world/factions/blackrock_driveyards.faction</string>
          <string>data/world/factions/junk_pirates.faction</string>
          <string>data/world/factions/regime.faction</string>
          <string>data/variants/relics_solver_Standard.variant</string>
          <string>data/world/factions/valkyrian.faction</string>
          <string>data/world/factions/rebel.faction</string>
          <string>data/world/factions/hegemony_core.faction</string>
          <string>data/variants/relics_egler_Standard.variant</string>
          <string>data/hulls/relics_faithoper.ship</string>
          <string>data/scripts/plugins/CharacterCreationPluginImpl.java</string>
          <string>data/world/factions/interstellarFederation.faction</string>
          <string>data/world/factions/antediluvian.faction</string>
          <string>data/variants/relics_carrioner_Standard.variant</string>
          <string>data/variants/relics_ringer_Standard.variant</string>
          <string>data/world/factions/gedune.faction</string>
          <string>data/world/factions/scrappers.faction</string>
          <string>data/variants/relics_sidewayer_Standard.variant</string>
          <string>data/world/factions/ceredia.faction</string>
          <string>data/campaign/resources.json</string>
          <string>data/world/factions/minefaction.faction</string>
          <string>data/world/factions/isora.faction</string>
          <string>data/world/factions/qualljom.faction</string>
          <string>data/hulls/relics_queen.ship</string>
          <string>data/variants/relics_intersepter_Standard.variant</string>
          <string>data/world/factions/bushi.faction</string>
          <string>data/world/factions/neutrinocorp.faction</string>
          <string>data/world/factions/shadoworder.faction</string>
          <string>data/world/factions/abandoned.faction</string>
          <string>data/world/factions/zorg.faction</string>
          <string>data/world/factions/shadow_industry.faction</string>
          <string>data/world/factions/elder.faction</string>
          <string>data/variants/relics_arwar_Standard.variant</string>
          <string>data/world/generators.csv</string>
          <string>data/world/factions/lotus_pirates.faction</string>
        </fullOverrides>
        <jars>
          <string>jars/Omnifactory.jar</string>
          <string>jars/ExerelinHacks.jar</string>
          <string>jars/ExerelinPlugins.jar</string>
          <string>jars/ExerelinUtilities.jar</string>
        </jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>GalatiaC</id>
        <version>1.0</version>
        <desc>Galatia Complete is the Ultimate space faring music collection for Starsector. Adds 69 Campaign Music Tracks, 11 Title Screen Music Tracks, and 34 Combat Music Tracks</desc>
        <name>Galatia Complete</name>
        <gameVersion>0.54a</gameVersion>
        <author>Computica</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Galatia Complete</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>hiigaran_descendants</id>
        <version>1.0.0</version>
        <desc>--------------- * Requires LazyLib * ------------------------------------ Descended from a planet called 'Hiigara', the Hiigarans made it to this part of the universe hundreds of years ago, during the Great Exile. Using their technological knowledge that was brought along from home, they now try to get by, avoiding conflict but readying themselves for the day the Hiigaran people will again be hunted.</desc>
        <name>Hiigaran Descendants</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Gotcha!</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.world.HiiModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>junk_pirates</id>
        <version>1.63</version>
        <desc>Some pirates have been stealing tech and creating ships and weapons platforms to increase their ability to further steal technology (makes you wonder why they bother?). Play with these crazy guys.</desc>
        <name>Junk pirates, Ship and mission mod</name>
        <gameVersion>0.6.1a</gameVersion>
        <path>D:\Games\Starsector\starsector-core\..\mods\junk_pirates</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.world.JunkPiratesModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>kadurtheocracy</id>
        <version>1.1.7b</version>
        <desc>Adds two new factions, three new systems, and associated ships/weapons/stations/planets. Integrates with the Gedune, Blackrock Driveyards, ASP Syndicate, Shadowyards Heavy Industries, and Junk Pirates and should be compatible with all other non-total conversion mods! Exerelin and Uomoz-compatible!</desc>
        <name>Kadur Theocracy</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Vayra</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Vayra</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.VayraModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>lw_lazylib</id>
        <version>1.6b</version>
        <desc>A collection of libraries to aid with modding. Not a mod in itself, but required by certain other mods.

This release is targeted towards Starsector version 0.6a.</desc>
        <name>LazyLib</name>
        <gameVersion>0.6a</gameVersion>
        <author>LazyWizard</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\LazyLib</path>
        <totalConversion>false</totalConversion>
        <utility>true</utility>
        <modPluginClassName>org.lazywizard.lazylib.LazyLib</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars>
          <string>jars/LazyLib.jar</string>
        </jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>shadow_ships</id>
        <version>0.4.2.2</version>
        <desc>=Requires LazyLib= Adds the Shadowyards Heavy Industries faction and related ships.</desc>
        <name>Shadowyards Heavy Industries Mod</name>
        <gameVersion>0.6.1a</gameVersion>
        <path>D:\Games\Starsector\starsector-core\..\mods\shadow_ships</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.ShadowyardsModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>The Gedune</id>
        <version>Version 1.3</version>
        <desc>More GREEN! Very mean. The Gedune want your scrap, and possibly your ships. Will you stand up to them?</desc>
        <name>The Gedune</name>
        <gameVersion>0.6a</gameVersion>
        <author>Hyph_k31, and Ghoti</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Gedune</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.GeduneModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>nomads</id>
        <version>0.9.3</version>
        <desc>The Nomad Armada wanders about</desc>
        <name>The Nomads</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Trylobot</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\nom</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.TheNomadsModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>zorg</id>
        <version>V15e</version>
        <desc>The Zorg are here to assimilate your gameplay.</desc>
        <name>Zorg</name>
        <gameVersion>0.6a</gameVersion>
        <path>D:\Games\Starsector\starsector-core\..\mods\Zorg15e</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.ZorgModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
  </allModsEverEnabled>
  <enabledMods>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[2]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[3]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[4]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[5]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[6]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[7]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[8]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[9]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[10]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[11]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[12]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
  </enabledMods>
</SaveGameData>
[close]

I thought it might be something generic because of: "WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null" and posted in the main support page but as Alex suggested I'm posting it here now:
Hi - looks like this crash is in the code for the Exerelin mod. Could you post this in the mod's thread instead?

I've done some code modifications to original Exerelin files but they should not have anything to do with such an issue. Modifications I've done are:

No other changes were done and I'm fairly sure these modifications couldn't have caused the error I experience.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 13, 2013, 01:48:16 PM
Hi. I have this nasty bug that won't let me finish any combat (I've tried fighting Zorg and Blackrock fleets). Starsector crashes with Null Pointer Exception when combat ends and before I am given any post-combat options.

Log says following:
Spoiler
114876 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Jemima_73401664563739212...
131866 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
133111 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
133258 [Thread-6] WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null
133258 [Thread-6] WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null
133258 [Thread-6] WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null
133258 [Thread-6] WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null
133268 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background1.jpg into existing tex id 317
133812 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 418,57 MB of texture data so far
133814 [Thread-6] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background1.jpg (using cast)
350714 [Thread-6] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 140, FP2: 23, maxFP1: 240, maxFP2: 160
447811 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.ExerelinFleetEncounterContext.applyExtendedCRLossIfNeeded(ExerelinFleetEncounterContext.java:1496)
   at data.scripts.plugins.ExerelinFleetEncounterContext.applyCREffect(ExerelinFleetEncounterContext.java:1429)
   at data.scripts.plugins.ExerelinFleetEncounterContext.applyShipLosses(ExerelinFleetEncounterContext.java:1400)
   at data.scripts.plugins.ExerelinFleetEncounterContext.applyResultToFleets(ExerelinFleetEncounterContext.java:1316)
   at data.scripts.plugins.ExerelinFleetEncounterContext.processEngagementResults(ExerelinFleetEncounterContext.java:99)
   at data.scripts.plugins.ExerelinFleetInteractionDialogPluginImpl.backFromEngagemen t(ExerelinFleetInteractionDialogPluginImpl.java:113)
   at com.fs.starfarer.campaign.A.???000(Unknown Source)
   at com.fs.starfarer.OoOO.???000(Unknown Source)
   at com.fs.super.oOOO.?00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Here's save descriptor:
Spoiler
<?xml version="1.0" ?>
<SaveGameData>
  <portraitName>graphics/portraits/portrait_bushi_1.png</portraitName>
  <characterName>Jemima</characterName>
  <saveFileVersion>0.3</saveFileVersion>
  <characterLevel>10</characterLevel>
  <compressed>true</compressed>
  <isIronMode>false</isIronMode>
  <gameDate>
    <secondsPerDay>10.0</secondsPerDay>
    <cycle>206</cycle>
    <month>11</month>
    <day>9</day>
    <hour>16</hour>
    <elapsed>0.0</elapsed>
  </gameDate>
  <saveDate>2013-10-13 14:51:42.708 UTC</saveDate>
  <allModsEverEnabled>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>blackrock_driveyards</id>
        <version>0.42</version>
        <desc>* Requires LazyLib * BLACKROCK INTERSTELLAR AUTHORITY ENCOURAGES THE EXPORT OF BLACKROCK ARMS AND HULLS FOR THE CONTINUED PROSPERITY OF BLACKROCK-LODESTONE.</desc>
        <name>Blackrock Driveyards</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Blackrock Driveyards created by Cycerin. Java scripting by LazyWizard and EnderNerdcore. Campaign implementations by Uomoz.</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Blackrock Drive Yards</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>bushi</id>
        <version>1.2.0</version>
        <desc>--------------- * Requires LazyLib * ------------------------------------ Bushi is a self-replicating android. Thanks to its ill programming it is set to destroy all organic life in order to safeguard its own future. The threat grows as Bushi's numbers have been estimated to be in the tens of thousands.</desc>
        <name>Bushi</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Gotcha!</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Bushi</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.world.BushiModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>exerelin</id>
        <version>0.61</version>
        <desc>Choose your banner and fight for supremacy of sector Exerelin!</desc>
        <name>Exerelin</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Zaphide</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Exerelin</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.ExerelinModPlugin</modPluginClassName>
        <fullOverrides>
          <string>data/world/factions/thulelegacy.faction</string>
          <string>data/scripts/world/SectorGen.java</string>
          <string>data/world/factions/neutral.faction</string>
          <string>data/world/factions/directorate.faction</string>
          <string>data/world/factions/hiigaran_descendants.faction</string>
          <string>data/world/factions/insurgency.faction</string>
          <string>data/world/factions/syndicate_asp.faction</string>
          <string>data/world/factions/tradeguild.faction</string>
          <string>data/variants/relics_plower_Standard.variant</string>
          <string>data/world/factions/nihil.faction</string>
          <string>data/variants/relics_pusher_Standard.variant</string>
          <string>data/hulls/relics_extinctioner.ship</string>
          <string>data/world/factions/blackrock_driveyards.faction</string>
          <string>data/world/factions/junk_pirates.faction</string>
          <string>data/world/factions/regime.faction</string>
          <string>data/variants/relics_solver_Standard.variant</string>
          <string>data/world/factions/valkyrian.faction</string>
          <string>data/world/factions/rebel.faction</string>
          <string>data/world/factions/hegemony_core.faction</string>
          <string>data/variants/relics_egler_Standard.variant</string>
          <string>data/hulls/relics_faithoper.ship</string>
          <string>data/scripts/plugins/CharacterCreationPluginImpl.java</string>
          <string>data/world/factions/interstellarFederation.faction</string>
          <string>data/world/factions/antediluvian.faction</string>
          <string>data/variants/relics_carrioner_Standard.variant</string>
          <string>data/variants/relics_ringer_Standard.variant</string>
          <string>data/world/factions/gedune.faction</string>
          <string>data/world/factions/scrappers.faction</string>
          <string>data/variants/relics_sidewayer_Standard.variant</string>
          <string>data/world/factions/ceredia.faction</string>
          <string>data/campaign/resources.json</string>
          <string>data/world/factions/minefaction.faction</string>
          <string>data/world/factions/isora.faction</string>
          <string>data/world/factions/qualljom.faction</string>
          <string>data/hulls/relics_queen.ship</string>
          <string>data/variants/relics_intersepter_Standard.variant</string>
          <string>data/world/factions/bushi.faction</string>
          <string>data/world/factions/neutrinocorp.faction</string>
          <string>data/world/factions/shadoworder.faction</string>
          <string>data/world/factions/abandoned.faction</string>
          <string>data/world/factions/zorg.faction</string>
          <string>data/world/factions/shadow_industry.faction</string>
          <string>data/world/factions/elder.faction</string>
          <string>data/variants/relics_arwar_Standard.variant</string>
          <string>data/world/generators.csv</string>
          <string>data/world/factions/lotus_pirates.faction</string>
        </fullOverrides>
        <jars>
          <string>jars/Omnifactory.jar</string>
          <string>jars/ExerelinHacks.jar</string>
          <string>jars/ExerelinPlugins.jar</string>
          <string>jars/ExerelinUtilities.jar</string>
        </jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>GalatiaC</id>
        <version>1.0</version>
        <desc>Galatia Complete is the Ultimate space faring music collection for Starsector. Adds 69 Campaign Music Tracks, 11 Title Screen Music Tracks, and 34 Combat Music Tracks</desc>
        <name>Galatia Complete</name>
        <gameVersion>0.54a</gameVersion>
        <author>Computica</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Galatia Complete</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>hiigaran_descendants</id>
        <version>1.0.0</version>
        <desc>--------------- * Requires LazyLib * ------------------------------------ Descended from a planet called 'Hiigara', the Hiigarans made it to this part of the universe hundreds of years ago, during the Great Exile. Using their technological knowledge that was brought along from home, they now try to get by, avoiding conflict but readying themselves for the day the Hiigaran people will again be hunted.</desc>
        <name>Hiigaran Descendants</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Gotcha!</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Hiigaran Descendants</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.world.HiiModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>junk_pirates</id>
        <version>1.63</version>
        <desc>Some pirates have been stealing tech and creating ships and weapons platforms to increase their ability to further steal technology (makes you wonder why they bother?). Play with these crazy guys.</desc>
        <name>Junk pirates, Ship and mission mod</name>
        <gameVersion>0.6.1a</gameVersion>
        <path>D:\Games\Starsector\starsector-core\..\mods\junk_pirates</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.world.JunkPiratesModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>kadurtheocracy</id>
        <version>1.1.7b</version>
        <desc>Adds two new factions, three new systems, and associated ships/weapons/stations/planets. Integrates with the Gedune, Blackrock Driveyards, ASP Syndicate, Shadowyards Heavy Industries, and Junk Pirates and should be compatible with all other non-total conversion mods! Exerelin and Uomoz-compatible!</desc>
        <name>Kadur Theocracy</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Vayra</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Vayra</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.VayraModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
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    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>lw_lazylib</id>
        <version>1.6b</version>
        <desc>A collection of libraries to aid with modding. Not a mod in itself, but required by certain other mods.

This release is targeted towards Starsector version 0.6a.</desc>
        <name>LazyLib</name>
        <gameVersion>0.6a</gameVersion>
        <author>LazyWizard</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\LazyLib</path>
        <totalConversion>false</totalConversion>
        <utility>true</utility>
        <modPluginClassName>org.lazywizard.lazylib.LazyLib</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars>
          <string>jars/LazyLib.jar</string>
        </jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>shadow_ships</id>
        <version>0.4.2.2</version>
        <desc>=Requires LazyLib= Adds the Shadowyards Heavy Industries faction and related ships.</desc>
        <name>Shadowyards Heavy Industries Mod</name>
        <gameVersion>0.6.1a</gameVersion>
        <path>D:\Games\Starsector\starsector-core\..\mods\shadow_ships</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.ShadowyardsModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>The Gedune</id>
        <version>Version 1.3</version>
        <desc>More GREEN! Very mean. The Gedune want your scrap, and possibly your ships. Will you stand up to them?</desc>
        <name>The Gedune</name>
        <gameVersion>0.6a</gameVersion>
        <author>Hyph_k31, and Ghoti</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\Gedune</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.GeduneModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>nomads</id>
        <version>0.9.3</version>
        <desc>The Nomad Armada wanders about</desc>
        <name>The Nomads</name>
        <gameVersion>0.6.1a</gameVersion>
        <author>Trylobot</author>
        <path>D:\Games\Starsector\starsector-core\..\mods\nom</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.TheNomadsModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec>
        <id>zorg</id>
        <version>V15e</version>
        <desc>The Zorg are here to assimilate your gameplay.</desc>
        <name>Zorg</name>
        <gameVersion>0.6a</gameVersion>
        <path>D:\Games\Starsector\starsector-core\..\mods\Zorg15e</path>
        <totalConversion>false</totalConversion>
        <utility>false</utility>
        <modPluginClassName>data.scripts.ZorgModPlugin</modPluginClassName>
        <fullOverrides></fullOverrides>
        <jars></jars>
      </spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
  </allModsEverEnabled>
  <enabledMods>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[2]/spec"></spec>
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      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[3]/spec"></spec>
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      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[4]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[5]/spec"></spec>
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      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[6]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[7]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[8]/spec"></spec>
    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
    <com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
      <spec reference="../../../allModsEverEnabled/com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData[9]/spec"></spec>
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    </com.fs.starfarer.campaign.ModAndPluginData_-EnabledModData>
  </enabledMods>
</SaveGameData>
[close]

I thought it might be something generic because of: "WARN  com.fs.starfarer.campaign.fleet.RepairTracker  - getRepairMult() warning: fleetData: null, commander: null" and posted in the main support page but as Alex suggested I'm posting it here now:
Hi - looks like this crash is in the code for the Exerelin mod. Could you post this in the mod's thread instead?

I've done some code modifications to original Exerelin files but they should not have anything to do with such an issue. Modifications I've done are:
  • Added support for factions marked with *, ** and *** and Nomads
  • Added few more starting options (30 planets, 60 stations)
  • Increased mining range to 2500 (I hate chasing planets when mining fuel)
  • Changed sector generation code to have min planets and stations equal to 1/2 of the max value selected in dialogue
  • Restored resource prices back to vanilla value

No other changes were done and I'm fairly sure these modifications couldn't have caused the error I experience.

Hmmm I haven't seen that one yet. It is failing because the commander value is not set for one (or both) of the fleets in combat. That code file is StarSector core code that I have slightly altered but not that part of it.

What version of Exerelin are you using? Also, is it possible for you to PM me your save file?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: erikem on October 13, 2013, 02:46:58 PM
Sure - just sent u links to my save file and archived mods dir (just in case).

As for the version of Exerelin - 0.61
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 13, 2013, 02:53:42 PM
Sure - just sent u links to my save file and archived mods dir (just in case).

As for the version of Exerelin - 0.61

Thanks :) I'll have a look tonight.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: EurypteriD on October 14, 2013, 12:04:02 AM
First off. Love this mod.

very nice and adds alot of depth to the game.

But i face a problem very often with my saves.
That they get corrupted and cannot be loaded, It makes it hard to become strong.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Boyle on October 14, 2013, 12:35:58 AM
First off. Love this mod.

very nice and adds alot of depth to the game.

But i face a problem very often with my saves.
That they get corrupted and cannot be loaded, It makes it hard to become strong.

If anyone else is facing issues with game slowdown or saves being corrupted (not including saves corrupted from crashing while saving) try following the memory instructions in the OP. I switched to Java 64-bit and upped the max memory to 7GB and now I'm in a game with around 20 bushi fleets in one system in a 3-faction war with 3 other factions in a secondary system. - This way it'll be your CPU that bottlenecks the game and not memory limitations.

If you're not tech savvy and are on Windows hit ctrl+shift+esc to bring up task manager, go to the processes tab and sort by memory usage. Try closing anything that's taking up lots to free up more space if you're running larger games as being out of memory = failure to load a save.

At least in my experience on 0.6.1 with the listed compatible mods installed minus ASP-syndicate(some error on load) and they Gesune(they were OP and broke every game).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: StabbedBadger on October 14, 2013, 02:22:19 AM
Hi, bought Starsector a couple weeks ago and been having a bit of fun and thought I'd give this mod a go. Installed it and set it to load with the game but it exits with an error:

"Fatal: Ship hull spec [ajax] not found!"

The log shows:

10911 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [D:\Program Files\Starsector\starsector-core\..\mods\Exerelin\data\variants\ajax_Hunter.variant]
10915 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [ajax] not found!
java.lang.RuntimeException: Ship hull spec [ajax] not found!
   at com.fs.starfarer.loading.F.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

It's a clean install from scratch so not sure if that has anything to do with it.

Any help you can provide will be greatly appreciated.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 14, 2013, 02:30:48 AM
Hi, bought Starsector a couple weeks ago and been having a bit of fun and thought I'd give this mod a go. Installed it and set it to load with the game but it exits with an error:

"Fatal: Ship hull spec [ajax] not found!"

The log shows:

10911 [Thread-6] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [D:\Program Files\Starsector\starsector-core\..\mods\Exerelin\data\variants\ajax_Hunter.variant]
10915 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [ajax] not found!
java.lang.RuntimeException: Ship hull spec [ajax] not found!
   at com.fs.starfarer.loading.F.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

It's a clean install from scratch so not sure if that has anything to do with it.

Any help you can provide will be greatly appreciated.

Hmmm this came up a while ago. Did you have Exerelin v0.58, and then overwrote the more recent versions? You need to completely delete the Exerelin mod folder and then copy the new folder in, otherwise it will merge them and you will get the above error.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: StabbedBadger on October 14, 2013, 02:36:50 AM
Ah seems to be working now, thanks for your help :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 14, 2013, 04:07:17 AM
Sure - just sent u links to my save file and archived mods dir (just in case).

As for the version of Exerelin - 0.61

erikem, I have had a look through this and I have no idea how or why that has happened. It appears a few ships (4?) in your fleet have not been saved correctly, and are therefore not loading correctly. I couldn't actually find which ships were the issue so this is more of a guess than anything else. I was able to successfully have combat if I only sent a few ships, or left all the ships except 1 at the storage facility.

So, I imagine you can 'fix' the issue by selling and re-shipping your entire fleet but as I said I have no idea why it actually occurred in the first place. The error that is occurring is not the cause of the problem; it is only a symptom. I will update your bug report with this as well.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: erikem on October 14, 2013, 10:03:53 AM
Thx! I kinda thought so that this is a symptom of an issue that has occurred some time ago.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Cosmitz on October 14, 2013, 11:24:59 AM
Didn't play this for a long while, decided to pick it up since i was antsy for Uomoz's public release, and god-damn has it improved SO much. It actually needs a standing manual for it since i'm barely grasping what i should be doing, but the generated systems? That's brilliant.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 14, 2013, 11:54:54 AM
Zaphide, I don't know if it's just me, but I feel like the A.I. fleets have a big advantage at the beginning of the game with regards to first base taken. I generate large systems, and I invariably spawn in at the extreme outside of the system; it takes a significant amount of time for me to reach any abandoned stations, let alone tactically desirable ones, and usually the AI will have two by the time I start taking one. I don't know if I'm just choosing poorly on my setup steps or what, but I have a few suggestions around this:

1. Allow for generated planets to have tighter radii (with respect to star orbited), especially the further out you get; it really should be a "diminishing returns" curve, meaning the further out you go from the star, the smaller the increase in radius because it starts to just get ridiculous to actually fly these distances. It puts long boring pauses into the gameplay, I just don't think it's necessary.

2. Put a cap on the player's starting distance measured to the star so they can't start further than X; again, it can get pretty ridiculous otherwise. That, or put the AI's fleets all the same distance away also.

3. Allow for more varied star colors, and mirror those colors in hyperspace icons (there is an API for this: http://fractalsoftworks.com/starfarer.api/index.html?overview-summary.html ) Allow for binary and trinary star systems (rarely) and allow for more variance in star sizes.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Vinch on October 14, 2013, 12:05:52 PM
hey! Looks like i have a prob with BRDY
 
33143 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.rename]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.rename]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: data.scripts.plugins.rename
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:165)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more

EDIT: same issue occur with ASP Syndicate
Fresh install of exelerin, factions mods up to date and i followed your instructions on compatibility.

Any clues?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Danthar on October 14, 2013, 01:29:31 PM
Zaphide, I don't know if it's just me, but I feel like the A.I. fleets have a big advantage at the beginning of the game with regards to first base taken. I generate large systems, and I invariably spawn in at the extreme outside of the system; it takes a significant amount of time for me to reach any abandoned stations, let alone tactically desirable ones, and usually the AI will have two by the time I start taking one. I don't know if I'm just choosing poorly on my setup steps or what, but I have a few suggestions around this:

1. Allow for generated planets to have tighter radii (with respect to star orbited), especially the further out you get; it really should be a "diminishing returns" curve, meaning the further out you go from the star, the smaller the increase in radius because it starts to just get ridiculous to actually fly these distances. It puts long boring pauses into the gameplay, I just don't think it's necessary.

2. Put a cap on the player's starting distance measured to the star so they can't start further than X; again, it can get pretty ridiculous otherwise. That, or put the AI's fleets all the same distance away also.

3. Allow for more varied star colors, and mirror those colors in hyperspace icons (there is an API for this: http://fractalsoftworks.com/starfarer.api/index.html?overview-summary.html ) Allow for binary and trinary star systems (rarely) and allow for more variance in star sizes.

I agree with the AI fleets having an too strong starting advantage. And the starting distance is nuts, i only play small sized sector games as a result.

I have started 8 games as Hiigaran (in reality its more because i restart when i get ridiculous odds). And a few times I more or less arrived at the same time at a planet as one of the other factions who spawned in the same system.
I noticed a couple of things.. (while predominantly playing hiigaran)

1. AI factions spawn their first and possibly second boarding fleet a _LOT_ faster then my faction, causing them to always be at around 2-3 stations when my first boarding fleets spawns

2. When no other faction is present at the start, once i capture my first base, dissenter fleet from hell spawns (a cruiser at minimum) to destroy my mining fleets with impunity causing me to lag behind so much that other factions are already invading my sector with large attack fleets and boarding fleets.

3. Enemy factions spawn with an huge ass HQ fleet, which basically spells "YOU LOSE" once they get their first base and immediately declares war on you.

4. Remove the nerf on battleships spawning chance for a player. The enemy fleets generally have plenty of large fleets sweeping around, and some factions (hiigaran in particular) really don't stand a chance without some of the larger sized ships.

I used the following settings in all my games:
- Small sector size (medium and large cause for insane start spawning position and travel time afterwards, since some of the planets are to far away from the core)
- 4 sectors
- 6 planets
- 2 roid rings
- 10 stations (to get a higher chance of having tactically interesting station placements, and give me more chance of actually having more then 2 stations when the mahem really starts)
- Factions come back but only max of starting factions - 8 month respawn


And another thing. I dont know if this is a problem in the Hiigaran faction mod or in Exerelin, but I noticed throughout all the games i played (took around 5 games to lvl 18) the faction fleets spawned by the hiigaran are usually underpowered, meaning that the most powerfull ship is usually not a battlecruiser or higher, usually its cruisers, frigs and some fighters, causing their fleets to be wiped out all the time against most of enemy faction fleets, since they usually got battlecruisers at minimum.

The factions im playing with are:
- The Neutrino (insanely powerfull, i avoid most smaller sized fleets, and even when at war with everybody they still kick but)
- The bushi: Ok balanced imo
- Gedune
- junkyard pirates
- Hiigaran descendants
- Usually the hegemony, sindrian dictat and/or pirates are there in every game
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: erikem on October 14, 2013, 01:40:00 PM
Well I asked kinda same balance questions but it's quite clear now about the game start - player starts a bit underpowered but really if you go with Omnifactory u can boost ur faction extremely fast. Even without Omni it won't be long till most of the abandoned stations will be yours.

As for the Neutrino - I for one disable them at all because they are way too OP in the numbers they are generated. I think Exerelin even has a task in bugtracker to introduce some additional balancing per faction supported out of the box.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: MasterGlink on October 14, 2013, 04:25:56 PM
4. Remove the nerf on battleships spawning chance for a player. The enemy fleets generally have plenty of large fleets sweeping around, and some factions (hiigaran in particular) really don't stand a chance without some of the larger sized ships.

My first time playing this mod I went in as Hiigaran, and ended up defending my two small outposts against fleets with multiple Destroyers and Cruisers with my single lone Gun Frigate. Kiting is a wonderful thing. Though, I agree to an extent, I'm playing Tri-Tachyon now, and have been stuck waiting for an Odyssey or Paragon for ages. I even got hold of a Superfreighter from the Hegemony and have loads of supplies back at the station.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 14, 2013, 04:28:12 PM
--- large system issues ---
--- 1. diminishing return orbit distances ---
--- 2. cap players starting distance ---
--- 3. vary star color etc. more ---

1. Possibly, although the main reason the larger systems are there *is* to increase the flying distances, and thus slow down game play (if you played with small number of planets, lots of stations and large system you could kind of generate 'islands' with vast gaps between them). Admittedly, It was probably more relevant when there was just one system, but I don't know that this will improve things; there will still be <some> planets far out in the middle of nowhere. Not saying I'm averse to the idea, and it probably would be better, but you could play with a medium or small system if you don't want the distances?

2. Yeah it can be painful. I'll have a look at this. The AI fleets should also start at the edge of a system. I also think if playing with larger systems there should be a couple more jump points.

3. Yeah I will do this, I just need some more decent background pictures and star textures.

I will happily take donations from anyone of said assets :D and will credit appropriately :)

Thanks for the feedback :) Also, I'm happy if you want to change anything yourself and push it along :)

--- AI starting fleets too strong and starting distance ---

1. AI factions spawn their first and possibly second boarding fleet a _LOT_ faster then my faction, causing them to always be at around 2-3 stations when my first boarding fleets spawns

2. When no other faction is present at the start, once i capture my first base, dissenter fleet from hell spawns (a cruiser at minimum) to destroy my mining fleets with impunity causing me to lag behind so much that other factions are already invading my sector with large attack fleets and boarding fleets.

3. Enemy factions spawn with an huge ass HQ fleet, which basically spells "YOU LOSE" once they get their first base and immediately declares war on you.

4. Remove the nerf on battleships spawning chance for a player. The enemy fleets generally have plenty of large fleets sweeping around, and some factions (hiigaran in particular) really don't stand a chance without some of the larger sized ships.

5. I dont know if this is a problem in the Hiigaran faction mod or in Exerelin, but I noticed throughout all the games i played (took around 5 games to lvl 18) the faction fleets spawned by the hiigaran are usually underpowered, meaning that the most powerfull ship is usually not a battlecruiser or higher, usually its cruisers, frigs and some fighters, causing their fleets to be wiped out all the time against most of enemy faction fleets, since they usually got battlecruisers at minimum.

See above for starting distance; I'll have a look at it.

1. Yeah a combination of a couple of issues. Should be better in the next release.

2. Dissenter fleets should also be tones down a bit in the next release (still tuning in the DEV atm).

3. Bear in mind that the AI start fleet will only defend their station, and will despawn after a couple of months. Admittedly that makes it hard if both of you own stations near each other but then maybe you could trade them the starting prisoners (in your storage facility) so they don't war-dec you straight away? :)

4. Player faction AI fleets have the same number of large ships; the reduction is *only* in what is available for sale to the player in stations. The players faction does cop a low (5%) handicap for various things, that you can then offset in the Faction skill tree.

5. As above, there is a 5% handicap to the players faction, but you should be able to account for this with your fleet (and your decision making) in various ways :)

Regarding cross-faction balance there are a few issues. As erikem notes there is a couple of things I would like to implement to provide some balancing factors but before starting down that round I'll wait till the faction mod authorsslow down their rate of changes :D

Thanks for the feedback :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 14, 2013, 04:31:12 PM
4. Remove the nerf on battleships spawning chance for a player. The enemy fleets generally have plenty of large fleets sweeping around, and some factions (hiigaran in particular) really don't stand a chance without some of the larger sized ships.

My first time playing this mod I went in as Hiigaran, and ended up defending my two small outposts against fleets with multiple Destroyers and Cruisers with my single lone Gun Frigate. Kiting is a wonderful thing. Though, I agree to an extent, I'm playing Tri-Tachyon now, and have been stuck waiting for an Odyssey or Paragon for ages. I even got hold of a Superfreighter from the Hegemony and have loads of supplies back at the station.

Sorry I forgot to add; I've made this a configurable option for the next release so you can turn it off if you like without editing code files :)

hey! Looks like i have a prob with BRDY
 
33143 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.rename]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.rename]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: data.scripts.plugins.rename
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:165)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more

EDIT: same issue occur with ASP Syndicate
Fresh install of exelerin, factions mods up to date and i followed your instructions on compatibility.

Any clues?


It looks like you haven't quite renamed those CharacterCreationPlugin's correctly. Make sure the real filename is CharacterCreationPlugin.rename rather than CharacterCreationPlugin.rename.java. I had to fiddle around with OSX to correctly show the file extensions so I could edit them.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 14, 2013, 09:52:26 PM
It seems like in my current, long running 24-system game, the 3 factions I was once allied with may have been wiped out.  I spent an entire day defending one Junk Pirate station from a constant zerg of enemy ships from several other factions.  I finally gave up and moved on, cause I wanted to do other things.  5 Minutes later I get the message they left the Alliance.  At the time I thought, "Ungrateful jerks!".  But in retrospect, it must have been their last station, haha.

I've been travelling around to various stars looking for anyone who isn't an enemy, while the 2 other alliances beat on each other for the moment.  I think they are all gone.  I got a message that I believe was Junk Pirates respawning but I don't think they managed to regain a foothold in a game where the 2 main alliances have hundreds of fleets already.



I'm curious about Faction Respawns.  I did a search and couldn't find answers to the following:

1. What does the Faction get when it respawns?  It looked like 4 fleets from the message I saw.  Is this correct?

2. Are they fleets like the one they started with at the beginning of the campaign?  (I know the other factions get stronger starter fleets than the player)

3. Do these fleets have any hope in hell of getting a foothold in an already mature campaign?



I kinda miss my old buddies the Junk Pirates (just don't let them sleep on your sofa), and to a lesser degree, the Zorg (just don't let them 'check their facebook page' on your laptop).  Never saw Gedune at all.  Maybe they are in those 3 stars in the corner that no Boarding Fleet seems able to reach without running out of supplies.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 14, 2013, 10:20:07 PM
It seems like in my current, long running 24-system game, the 3 factions I was once allied with may have been wiped out.  I spent an entire day defending one Junk Pirate station from a constant zerg of enemy ships from several other factions.  I finally gave up and moved on, cause I wanted to do other things.  5 Minutes later I get the message they left the Alliance.  At the time I thought, "Ungrateful jerks!".  But in retrospect, it must have been their last station, haha.

I've been travelling around to various stars looking for anyone who isn't an enemy, while the 2 other alliances beat on each other for the moment.  I think they are all gone.  I got a message that I believe was Junk Pirates respawning but I don't think they managed to regain a foothold in a game where the 2 main alliances have hundreds of fleets already.



I'm curious about Faction Respawns.  I did a search and couldn't find answers to the following:

1. What does the Faction get when it respawns?  It looked like 4 fleets from the message I saw.  Is this correct?

2. Are they fleets like the one they started with at the beginning of the campaign?  (I know the other factions get stronger starter fleets than the player)

3. Do these fleets have any hope in hell of getting a foothold in an already mature campaign?



I kinda miss my old buddies the Junk Pirates (just don't let them sleep on your sofa), and to a lesser degree, the Zorg (just don't let them 'check their facebook page' on your laptop).  Never saw Gedune at all.  Maybe they are in those 3 stars in the corner that no Boarding Fleet seems able to reach without running out of supplies.

Great to read about the 24 star game! :) My laptop cannot handle it at all and so I tend to play with quite small setups.

A faction gets 1 - 4 fleets depending on the resources in the station they are trying to conquer. Generally they always get 4 if the station has been established for a while as stations tend to glut on 1 or 2 resources.

They are Command Fleets yeah, approx double size of Crusaders/Wayfarers/Sentinels. They also do not board the same way; they just get an RNG chance to takeover the station rather than relying on marines.

Haha well it depends. I have seen them do OK when they takeover a backwater station and are left alone to establish for a little while. They get a bonus to station efficiency (x3) and extra resources to start with. If they arrive right in the middle of a war-zone then yeah, they don't do so good :( Maybe they should deploy double mining fleets to help get started...

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 14, 2013, 11:32:48 PM
Yeah thanks for the response.  I actually just found the 4 Junk Pirate Command Fleets.  They were holding their own, because the system had settled down since there was no 'war' going on there as it was all captured.  While I was watching them curb stomp some Hegemony fleets, they suddenly attacked me.  I don't know why they went hostile, but I said... "Ok boys, you're on your own."  

Then my game froze up after losing one of my beloved Apogees.  Half my fleet had inexplicably decided to cancel the battle commands I had given them.  That never happened before.  The Apogee went nuts and tried to 1v1 an Onslaught.  Ended badly.  I can do it, but the AI isn't clever enough to maneuver behind the thing.

Anyway I lost some hours of gameplay as I had got lazy about saves.  Nothing too important...  It's been running pretty well considering the size of the game and save files.  I've got my mem allocation up to 2-6 gigs in 64-bit java.  It tends to stutter some in travel mode, and there are occasional audio glitches.  The saves fluctuate between 600 to 800 megs.  I have at least one of those factions that gives me uncompressed save files, as I understand it.


EDIT:  I'm looking at the instructions how to fix the save file compression when using Zorg Faction... so, can I change that now, that I'm running a save without compression?  Or I'd need to do it before starting a new campaign?  And is it causing any performance issues?  I'm guessing not, it's just taking up more disk space, yeah?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 15, 2013, 12:55:43 AM
EDIT:  I'm looking at the instructions how to fix the save file compression when using Zorg Faction... so, can I change that now, that I'm running a save without compression?  Or I'd need to do it before starting a new campaign?  And is it causing any performance issues?  I'm guessing not, it's just taking up more disk space, yeah?

You can change it, load and save your game and it will save it with compression.

General consensus is it seems to help with loading borderline saves. You will notice that saves load/save faster with compression on but if your not having any issues then it probably doesn't matter.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Blackout1943 on October 15, 2013, 03:07:33 AM
hey what type of program do you need to open and change ram and all that. for me they just say the file type is "file"?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Andy H.K. on October 15, 2013, 03:16:05 AM
hey what type of program do you need to open and change ram and all that. for me they just say the file type is "file"?
Try notepad?

-----------------------

I lost the station where the storage is located. It seems I've stopped receiving agents and prisoners...... working as intended?

PS. I've been waiting for my faction to get evicted to see what happens.... unfortunately it seems I've interfered too much and they're crawling back up...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 15, 2013, 03:19:55 AM
I lost the station where the storage is located. It seems I've stopped receiving agents and prisoners...... working as intended?

Hmmm not really :P How did you 'lose' it? Prisones/Agents/Saboteurs will only appear at your storage station.

PS. I've been waiting for my faction to get evicted to see what happens.... unfortunately it seems I've interfered too much and they're crawling back up...

Your faction will respawn :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Andy H.K. on October 15, 2013, 03:50:41 AM
I lost the station where the storage is located. It seems I've stopped receiving agents and prisoners...... working as intended?

Hmmm not really :P How did you 'lose' it? Prisones/Agents/Saboteurs will only appear at your storage station.
The storage station will deploy itself in orbit alongside the first station player capture isn't it? I lost that initially captured station to other factions. At least right now that station is owned by an ally so I can access storage and omnifactory just fine.... But I haven't been getting agents ever since.

It was a hectic game.... My faction, Tri-tachyon, first joined the largest alliance there is, and then shortly leave for no reason.... After some time it managed to join in again only to betray the 6-faction-strong alliance! And it kept making enemies! At one point my faction has no allies, and in war with almost every single factions in the game (I have all supported faction in so... ). This was when I lost the station next to my storage....

I was totally like "What kind of lunatic is our CEO?"  :D

I was down to 1 station at one point..... I decided to see through it till the end, but then my faction was able to make peace with some of the other factions... Now things are way better now. I was practically living on omnifactory at one point, with all other stations under siege. Now I got a pair of capital ship blueprint, so even if I lost those stations again I reckon I'll be fine.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 15, 2013, 04:07:19 AM
I lost the station where the storage is located. It seems I've stopped receiving agents and prisoners...... working as intended?

Hmmm not really :P How did you 'lose' it? Prisones/Agents/Saboteurs will only appear at your storage station.
The storage station will deploy itself in orbit alongside the first station player capture isn't it? I lost that initially captured station to other factions. At least right now that station is owned by an ally so I can access storage and omnifactory just fine.... But I haven't been getting agents ever since.

It was a hectic game.... My faction, Tri-tachyon, first joined the largest alliance there is, and then shortly leave for no reason.... After some time it managed to join in again only to betray the 6-faction-strong alliance! And it kept making enemies! At one point my faction has no allies, and in war with almost every single factions in the game (I have all supported faction in so... ). This was when I lost the station next to my storage....

I was totally like "What kind of lunatic is our CEO?"  :D

I was down to 1 station at one point..... I decided to see through it till the end, but then my faction was able to make peace with some of the other factions... Now things are way better now. I was practically living on omnifactory at one point, with all other stations under siege. Now I got a pair of capital ship blueprint, so even if I lost those stations again I reckon I'll be fine.

Ah OK, so you can still access it, it's just inconvenient... :) you should still get Prisoners/Agents/Saboteurs even though you don't own your first station.

Yeah your TriTachyon CEO sounds right off... :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Andy H.K. on October 15, 2013, 04:47:36 AM
Ah OK, so you can still access it, it's just inconvenient... :) you should still get Prisoners/Agents/Saboteurs even though you don't own your first station.
Well I'm not receiving any new agents, but if you say so I suppose it's just RNG having fun with me. Not that it matters, I don't believe any kind of manipulation would sway our visionary CEO  ::)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: NightmareOwl on October 15, 2013, 06:04:22 AM
Quick question any point on the future the *** at the start with blackrock and other mods will be fixed ? (mostly i'm dumb and i can't make it work
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Vinch on October 15, 2013, 08:10:22 AM
Thanks for the reply, i just doublechecked the 2 files (In ASP and BRDY) and they have the right name... the mod runs fine with other faction mods enabled but not the 2 above.

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Cosmitz on October 15, 2013, 09:03:42 AM
I just wide-deleted the missions folder in all mods and i was fine from errors. Related to the FLEET_ATTACK getting axed. For conveniance, i uploaded my working mod folder with all factions supported.

https://dl.dropboxusercontent.com/u/4037018/mods.zip
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Andy H.K. on October 15, 2013, 10:24:06 AM
Hmm, I'm seeing NPC fleets resupplying at hostile station..... My faction's wayfarer is literally resupplying at the station they're attacking. Unintended or due to limitations?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Vinch on October 15, 2013, 11:41:33 AM
Oh man, reguarding my BRDY problem i think i found the issue... I'am still on 0.6a !p

Looks like I totaly overlook that little incrementation.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Az the Squishy on October 15, 2013, 01:50:47 PM
Hey, i don't know if this is something with code orwhat, but i was wondering, why is it that i can only see a few factions. I've downoaded the Nomads an for some reason, i can't choose to be their faction. It's weird... I used to be able to, what hapened!?  ???
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 15, 2013, 03:14:18 PM
Quick question any point on the future the *** at the start with blackrock and other mods will be fixed ? (mostly i'm dumb and i can't make it work

Probably :) I don't really want to create a compilation, mainly because people always want more/less/different mods included and it is a right pain updating a compilation mod for every small change in other mods.

However I thought the side-by-side setup would work a bit better than it has. Unfortunately it has pushed back some of the compatibility work onto other mod authors which is what I was hoping to avoid :(

So, my hope is that mod authors can and will update their mods appropriately; if not, I will either provide them the required changes or I will seek their permission to offer pre-Exerelin-compatibile file replacements for download in the OP of this thread :)

I just wide-deleted the missions folder in all mods and i was fine from errors. Related to the FLEET_ATTACK getting axed. For conveniance, i uploaded my working mod folder with all factions supported.

If you are getting issues with the FLEET_ATTACK assignment in missions for various mods please notify those mod authors; I'm sure they would like to know :)

Hey, i don't know if this is something with code orwhat, but i was wondering, why is it that i can only see a few factions. I've downoaded the Nomads an for some reason, i can't choose to be their faction. It's weird... I used to be able to, what hapened!?  ???

Nomads are not yet supported in this version of Exerelin without making some changes to Exerelin (see http://fractalsoftworks.com/forum/index.php?topic=6053.msg116899#msg116899 (http://fractalsoftworks.com/forum/index.php?topic=6053.msg116899#msg116899). They will be supported next version :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: th3boodlebot on October 15, 2013, 04:53:57 PM
I am trying to change the memory allocation.  I set the allocation to the recommended numbers (the ones in the OP). for some reason no matter what combination of numbers i use (512, 1024, and 2048) unless it is set as 512, and 512 it refuses to start. By this i mean not even the initial screen (where you can change resolution and activate/deactivate mods) does not appear. I went as far as to open my task manager: it never even starts the process, let alone runs the app. Any help or suggestions??

Edit: it wont load the launcher with a "2048" value but will load the launcher with a "1024" value however, it gives me a "fatal error: null" when any 1024 value is applied.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 15, 2013, 05:19:03 PM
I am trying to change the memory allocation.  I set the allocation to the recommended numbers (the ones in the OP). for some reason no matter what combination of numbers i use (512, 1024, and 2048) unless it is set as 512, and 512 it refuses to start. By this i mean not even the initial screen (where you can change resolution and activate/deactivate mods) does not appear. I went as far as to open my task manager: it never even starts the process, let alone runs the app. Any help or suggestions??

Yeah different systems seem to have different thresholds. It does depend on your hardware so if you only have 2GB of RAM you may not even be able to allocate much more than 512MB depending on other running applications. If you haven't, look at installing Java 64bit (provided you have a 64bit OS) (links in OP) as it is far more lenient as to memory allocations. It will allow you to go over 1024 (?? I forget exactly if this is the limit for 32bit Java) as the upper limit.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Az the Squishy on October 15, 2013, 06:44:52 PM
Thanks Zaphide! I'll do the fix and update excerlin when it comes out, heahaehaha. The nomads are awesome.... =3= An so is your mod.


PS, If i was able to search in the topic itself i would've probarably found the sulotion but i don't know or haven't figure out how to use the search system like that.  > <
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: EurypteriD on October 15, 2013, 09:55:25 PM
First off. Love this mod.
But i face a problem very often with my saves. That they get corrupted and cannot be loaded, It makes it hard to become strong.

If anyone else is facing issues with game slowdown or saves being corrupted (not including saves corrupted from crashing while saving) try following the memory instructions in the OP. I switched to Java 64-bit and upped the max memory to 7GB and now I'm in a game with around 20 bushi fleets in one system in a 3-faction war with 3 other factions in a secondary system. - This way it'll be your CPU that bottlenecks the game and not memory limitations.

Thank you for the feedback. I checked the settings for the java and they are as below
both xms xml set for 10240
Running Java 7.40 64 bit.

Any ideas why the saves of mine gets ruined?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 15, 2013, 10:40:48 PM
First off. Love this mod.
But i face a problem very often with my saves. That they get corrupted and cannot be loaded, It makes it hard to become strong.

If anyone else is facing issues with game slowdown or saves being corrupted (not including saves corrupted from crashing while saving) try following the memory instructions in the OP. I switched to Java 64-bit and upped the max memory to 7GB and now I'm in a game with around 20 bushi fleets in one system in a 3-faction war with 3 other factions in a secondary system. - This way it'll be your CPU that bottlenecks the game and not memory limitations.

Thank you for the feedback. I checked the settings for the java and they are as below
both xms xml set for 10240
Running Java 7.40 64 bit.

Any ideas why the saves of mine gets ruined?

Hmmm can you please post me the error you are getting trying to save or load? It is very difficult to know without that :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Piemanlives on October 15, 2013, 11:30:43 PM
So assuming that 6.2 isn't just going to be bug fixes and tweaks, what can we expect for the next update?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Cosmitz on October 16, 2013, 03:54:20 AM
Is it common that you dont get many atlases in the beginning? Barely got one but have a dozen troop transports. Kinda cramps my expansion plans.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 16, 2013, 04:28:35 AM
So assuming that 6.2 isn't just going to be bug fixes and tweaks, what can we expect for the next update?

Unfortunately it will mostly be bug fixes/tweaks but there should be a few new things in there too :) You can always check the BitBucket project (link in OP) to see what is going on :)

Is it common that you dont get many atlases in the beginning? Barely got one but have a dozen troop transports. Kinda cramps my expansion plans.

They won't be that common. I would make use of the Omnifactory as soon as you see one available :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: ganjou234 on October 16, 2013, 07:08:15 PM
Dude. This is awesome! But I have a few gameplay issues.... I'm playing with the Hiigaran mod, and for some reason I have become allied with all the factions! :O

(http://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-ash3/q84/s720x720/1380428_4844511730680_476995956_n.jpg)

But then I tried to buy stuff at Sindrian's station, and My faction declared war against the whole alliance! >.<
After great battles defending Qwerty Hiigara, treaties were signed and I was allied with Tritach. With their station beside ours. And so I bought stuff again from their station even sold some supplies, and guess what they declare war!

Bro the politics need to be changed or sumthing....to maintain alliances.....
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 16, 2013, 07:54:02 PM
Once your alliance becomes big there is a greater chance of betrayal, so once your alliance is everyone... that chance is very big :)

If your alliance is looking kind of big it may be worth instigating a betrayal against one of the weaker members, and that should lower the chance of a random betrayal happening.

Thanks for the report, I'll look into tweaking it so it is really unlikely your alliance ends up with everyone in it  :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: ganjou234 on October 16, 2013, 10:44:49 PM
Once your alliance becomes big there is a greater chance of betrayal, so once your alliance is everyone... that chance is very big :)

If your alliance is looking kind of big it may be worth instigating a betrayal against one of the weaker members, and that should lower the chance of a random betrayal happening.

Thanks for the report, I'll look into tweaking it so it is really unlikely your alliance ends up with everyone in it  :)

Thx. Does buying stuff from their station affect the alliance??
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 17, 2013, 12:03:09 AM
Once your alliance becomes big there is a greater chance of betrayal, so once your alliance is everyone... that chance is very big :)

If your alliance is looking kind of big it may be worth instigating a betrayal against one of the weaker members, and that should lower the chance of a random betrayal happening.

Thanks for the report, I'll look into tweaking it so it is really unlikely your alliance ends up with everyone in it  :)

Thx. Does buying stuff from their station affect the alliance??

Nope not at all, just coincidence I guess.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 17, 2013, 12:44:07 AM
Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Blackout1943 on October 17, 2013, 02:28:20 AM
Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).
yea dudde im having the exact same problems and it just sais that the mods is incompatible or somthing and to go check the starsector.logs to see what happend hope fully this is fixed
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 17, 2013, 03:35:15 AM
Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).

Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).
yea dudde im having the exact same problems and it just sais that the mods is incompatible or somthing and to go check the starsector.logs to see what happend hope fully this is fixed

Could you please post the error from the log?

Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 17, 2013, 04:02:18 AM

Is it common that you dont get many atlases in the beginning? Barely got one but have a dozen troop transports. Kinda cramps my expansion plans.

They won't be that common. I would make use of the Omnifactory as soon as you see one available :)

It seems like if I feed a station tons of supplies, either from mining or killing the 100s of fleets that are attacking it, then the station will build bigger ships.  It might be a coincidence, but I see a lot of Atlases and even an Odyssey a couple times, in stations I am feeding supplies to.  My game is also very mature, I'm level 48.  So maybe that's the reason.

Which leads me to my next post... (cause I need to quote and older post)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 17, 2013, 04:12:01 AM
Quote
I would prefer to do that rather than increase the appearance of capitals in stations.

You can't get the capitals of your own faction that way though.

I actually did take a quick look in the files but didn't find where this is governed, if you point me to the .java file that prevents capitals from appearing in stations It should be easy enough to modify this behavior for myself.

Sure, have a look at ExerelinUtils.java in the method addRandomFactionShipsToCargo.

You want to comment out the following:
Code
if(fmAPI.isCapital())
{
// Get another one to reduce chance of capitals
memberToGet = ExerelinUtils.getRandomInRange(0, fleet.getFleetData().getMembersListCopy().size() - 1);
fmAPI = (FleetMemberAPI)fleet.getFleetData().getMembersListCopy().get(memberToGet);
}

It's approx. line 527. That should increase the chance of capitals in stations :)



Is that something anyone can do?  I don't know java.  I guess I need a java editor... Any free one that people recommend?  Any tips for a lay person would be very welcome.

Will that noticeably increase my chances of ever getting a Paragon, or are they stupidly rare even without the nerf to stations selling capital ships?
I'm itching for a Paragon after messing with it in the fitting screen (there's a mission that has one you can try out) but my character is level 48 and I've never seen one, in a fleet or otherwise.  Meanwhile Hegemony is invading my home system and regularly has Onslaughts (sometimes 2 in one fleet).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 17, 2013, 04:41:49 AM

Is it common that you dont get many atlases in the beginning? Barely got one but have a dozen troop transports. Kinda cramps my expansion plans.

They won't be that common. I would make use of the Omnifactory as soon as you see one available :)

It seems like if I feed a station tons of supplies, either from mining or killing the 100s of fleets that are attacking it, then the station will build bigger ships.  It might be a coincidence, but I see a lot of Atlases and even an Odyssey a couple times, in stations I am feeding supplies to.  My game is also very mature, I'm level 48.  So maybe that's the reason.

Which leads me to my next post... (cause I need to quote and older post)

Yep when stations spawn fleets they will attempt to spawn the biggest fleet they can with the available fuel, supplies, crew and marines. If you 'feed' a station these things then it will more frequently produce larger fleets (to a point). Capital ships cost a lot for a faction to deploy so you are probably giving it just enough to reliably spawn capital ships more often.

Quote
I would prefer to do that rather than increase the appearance of capitals in stations.

You can't get the capitals of your own faction that way though.

I actually did take a quick look in the files but didn't find where this is governed, if you point me to the .java file that prevents capitals from appearing in stations It should be easy enough to modify this behavior for myself.

Sure, have a look at ExerelinUtils.java in the method addRandomFactionShipsToCargo.

You want to comment out the following:
Code
if(fmAPI.isCapital())
{
// Get another one to reduce chance of capitals
memberToGet = ExerelinUtils.getRandomInRange(0, fleet.getFleetData().getMembersListCopy().size() - 1);
fmAPI = (FleetMemberAPI)fleet.getFleetData().getMembersListCopy().get(memberToGet);
}

It's approx. line 527. That should increase the chance of capitals in stations :)



Is that something anyone can do?  I don't know java.  I guess I need a java editor... Any free one that people recommend?  Any tips for a lay person would be very welcome.

Will that noticeably increase my chances of ever getting a Paragon, or are they stupidly rare even without the nerf to stations selling capital ships?
I'm itching for a Paragon after messing with it in the fitting screen (there's a mission that has one you can try out) but my character is level 48 and I've never seen one, in a fleet or otherwise.  Meanwhile Hegemony is invading my home system and regularly has Onslaughts (sometimes 2 in one fleet).

Yes anyone can do it :) you just need Notepad :) although I would recommend Notepad++

You can either comment out each line (put a // at the start of each line) or just delete them. I have it set as a config option in the next version so it will be a bit easier to change.

It will increase the chance of capital ships, but still not guaranteed.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 17, 2013, 05:09:41 AM

Yes anyone can do it :) you just need Notepad :) although I would recommend Notepad++



Oh haha, I was trying to open the ExerelinUtilities JAR because I guess I can't read.  (And it was much easier to find)

You rock, dude.  Thanks.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 17, 2013, 09:28:45 AM
Could you please post the error from the log?

Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?
I can't actually, I think that logging is broken under OSX either because the default paths don't work or the actual logging is broken. I'm using 64bit Java with increased limits.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 17, 2013, 02:44:58 PM
Could you please post the error from the log?

Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?
I can't actually, I think that logging is broken under OSX either because the default paths don't work or the actual logging is broken. I'm using 64bit Java with increased limits.

Yeah it is but if you 'View Contents...' on the StarSector app and then run JavaApplicationStub (I think, going from memory here, it is in one of the folders) it will display a terminal window in which the log will get written to while the application is going.

Also, are you playing with any other mods than Exerelin+LazyLib? If so, can you please post them? In fact, maybe PM me your save file if possible :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Blackout1943 on October 17, 2013, 10:06:31 PM
Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).

Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).
yea dudde im having the exact same problems and it just sais that the mods is incompatible or somthing and to go check the starsector.logs to see what happend hope fully this is fixed

Could you please post the error from the log?

Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?

hey I'm not exactly sure what I'm meant to be looking for.
if u want i can send u an email of the entire log though.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 17, 2013, 10:09:04 PM
Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).

Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).
yea dudde im having the exact same problems and it just sais that the mods is incompatible or somthing and to go check the starsector.logs to see what happend hope fully this is fixed

Could you please post the error from the log?

Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?

hey I'm not exactly sure what I'm meant to be looking for.
if u want i can send u an email of the entire log though.

Generally just the last part but yeah PM me the log, that's fine too :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 18, 2013, 03:59:54 AM
Also, are you playing with any other mods than Exerelin+LazyLib? If so, can you please post them? In fact, maybe PM me your save file if possible :)
Did you get my PM?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 18, 2013, 04:26:10 AM
Also, are you playing with any other mods than Exerelin+LazyLib? If so, can you please post them? In fact, maybe PM me your save file if possible :)
Did you get my PM?

Hmm what did you actually send me? A zip of the save folder? If so, can you please re-upload? It's only 200k and is a never-ending zip file (it extracts another archive, which extracts another archive and so on).

If your save file is only 200k then I suspect it is quite corrupted...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 18, 2013, 06:31:52 AM
The ZIP I sent you was just of the save folder which already contained campaign.zip (i.e. I didn't create it). I assume it is corrupt, but when it saved there was no error at all.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: ganjou234 on October 18, 2013, 07:24:44 AM
Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).

Anyone else having a problem with save games? I'm using Blackrock and Neutrino but after some point I'm never able to load a savegame (i.e. it just fails with a corrupt save game message).
yea dudde im having the exact same problems and it just sais that the mods is incompatible or somthing and to go check the starsector.logs to see what happend hope fully this is fixed

Could you please post the error from the log?

Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?

I was having this ALOT. But then I changed to 64 bit and changed the mem allocations. An voila the problems vanished.....for now..... :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lopunny Zen on October 18, 2013, 11:11:31 AM
I keep having the same issue..look at this and see if you can help me please and where is Nomads in this?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 18, 2013, 12:28:01 PM
Guys, the zip files the game creates are not corrupt. There's no issue with saving. It's compressed. You can't open it with a zip file editor; you can't open it at all. They are not editable. The format is proprietary, and it's specific to this game, and it's optimized for space with knowledge specific to this game. Alex explained this part. If you change your settings to use save compression, or if a mod changes that setting on your behalf, you can't reasonably expect to edit it, ever. Only the game can understand it, and possibly only the version of the game it was saved with, with the specific combination of mods and the specific versions of those mods as well.

It's the nature of the beast, guys.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 18, 2013, 01:00:04 PM
The ZIP I sent you was just of the save folder which already contained campaign.zip (i.e. I didn't create it). I assume it is corrupt, but when it saved there was no error at all.

Well I have tried quite a few ways to open that zip but all either give an error or unzip into a cpgz (?) file. Also, the zip of your save folder should be larger than 270KB :)

Perhaps try re-zipping the folder and upload it again, or just upload the save folders XML and ZIP files (don't worry about the BAK ones) seperately.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lopunny Zen on October 18, 2013, 02:39:57 PM
i compressed it and it stilll is too big...so i dont see your point
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Alex on October 18, 2013, 02:45:08 PM
Guys, the zip files the game creates are not corrupt. There's no issue with saving. It's compressed. You can't open it with a zip file editor; you can't open it at all. They are not editable. The format is proprietary, and it's specific to this game, and it's optimized for space with knowledge specific to this game. Alex explained this part. If you change your settings to use save compression, or if a mod changes that setting on your behalf, you can't reasonably expect to edit it, ever. Only the game can understand it, and possibly only the version of the game it was saved with, with the specific combination of mods and the specific versions of those mods as well.

It's the nature of the beast, guys.

Just a quick note - it's actually using java's built-in compression (InflaterInputStream/DeflaterOutputStream). My using .zip for the extension is unfortunate, I should probably change that; used that when I was (briefly) under the mistaken impression that it was an actual zip. There's also some game-specific logic to optimize stuff, but that takes place before the xml file is fed into the compression stream. I actually wouldn't mind if it was using the zip format (would prefer it, really) but there doesn't seem to be a simple way to go about doing this.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: lindsay lohan on October 18, 2013, 03:11:39 PM
I'm not seeming to get a choice in picking my starting faction or sector layout. Also there seems to be no option for omni factory. Could it be that I messed something up in the note pad when when I installed Blackrock?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 18, 2013, 05:46:31 PM
Guys, the zip files the game creates are not corrupt. There's no issue with saving. It's compressed. You can't open it with a zip file editor; you can't open it at all. They are not editable. The format is proprietary, and it's specific to this game, and it's optimized for space with knowledge specific to this game. Alex explained this part. If you change your settings to use save compression, or if a mod changes that setting on your behalf, you can't reasonably expect to edit it, ever. Only the game can understand it, and possibly only the version of the game it was saved with, with the specific combination of mods and the specific versions of those mods as well.

It's the nature of the beast, guys.
I didn't assume it was corrupt because I couldn't open it with a decompressor -- in fact I never tried. I assume it's corrupt because loading the save game fails horribly.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 18, 2013, 06:08:11 PM
Well I have tried quite a few ways to open that zip but all either give an error or unzip into a cpgz (?) file. Also, the zip of your save folder should be larger than 270KB :)

Perhaps try re-zipping the folder and upload it again, or just upload the save folders XML and ZIP files (don't worry about the BAK ones) seperately.
Not sure what's going on there, but I'll just send you links to the raw files then.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 18, 2013, 06:19:57 PM
Just a quick note - it's actually using java's built-in compression (InflaterInputStream/DeflaterOutputStream). My using .zip for the extension is unfortunate, I should probably change that; used that when I was (briefly) under the mistaken impression that it was an actual zip. There's also some game-specific logic to optimize stuff, but that takes place before the xml file is fed into the compression stream. I actually wouldn't mind if it was using the zip format (would prefer it, really) but there doesn't seem to be a simple way to go about doing this.
It's in the standard library just like Inflater/Deflater:
http://docs.oracle.com/javase/7/docs/api/java/util/zip/ZipInputStream.html
http://docs.oracle.com/javase/7/docs/api/java/util/zip/ZipOutputStream.html
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Kiloman on October 18, 2013, 07:40:43 PM
Just a quick note - it's actually using java's built-in compression (InflaterInputStream/DeflaterOutputStream). My using .zip for the extension is unfortunate, I should probably change that; used that when I was (briefly) under the mistaken impression that it was an actual zip. There's also some game-specific logic to optimize stuff, but that takes place before the xml file is fed into the compression stream. I actually wouldn't mind if it was using the zip format (would prefer it, really) but there doesn't seem to be a simple way to go about doing this.

Well if you upgraded the embedded JRE to Java 7 there is always java.util.zip's ZipInputStream/ZipOutputStream:

http://docs.oracle.com/javase/7/docs/api/java/util/zip/package-summary.html (http://docs.oracle.com/javase/7/docs/api/java/util/zip/package-summary.html)

Edit: singlespace beat me to it. Also, it is available with Java 6.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 18, 2013, 07:56:26 PM
Well if you upgraded the embedded JRE to Java 7 there is always java.util.zip's ZipInputStream/ZipOutputStream:

http://docs.oracle.com/javase/7/docs/api/java/util/zip/package-summary.html (http://docs.oracle.com/javase/7/docs/api/java/util/zip/package-summary.html)

Edit: singlespace beat me to it. Also, it is available with Java 6.
It has been in Java for a lot longer than Java 6. I have vague recollections of using it more than a decade ago, so it's entirely possible it was in 1.0.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 18, 2013, 11:03:21 PM
Well I have tried quite a few ways to open that zip but all either give an error or unzip into a cpgz (?) file. Also, the zip of your save folder should be larger than 270KB :)

Perhaps try re-zipping the folder and upload it again, or just upload the save folders XML and ZIP files (don't worry about the BAK ones) seperately.
Not sure what's going on there, but I'll just send you links to the raw files then.

Thank you, that worked :)

You're save loaded fine for me (MacOSX, Java 64bit, 1024-2048 for memory allocations). Are you sure you have upped the memory? You need to edit info.plist inside the StarSector app (right click, show contents) when using OSX.

If you have done this already then you are going to need to run StarSector with the terminal (StarSector app, right click, show contents, MacOS, JavaApplicationStub). This will display a terminal window in which will print the log entries. Then you can send me the error message.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 18, 2013, 11:23:18 PM
You're save loaded fine for me (MacOSX, Java 64bit, 1024-2048 for memory allocations). Are you sure you have upped the memory? You need to edit info.plist inside the StarSector app (right click, show contents) when using OSX.
Ah, I thought that it was executing starsector.command instead of JavaApplicationStub so I ignored the plist. Works now, sorry for the confusion.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 19, 2013, 03:02:26 AM
You're save loaded fine for me (MacOSX, Java 64bit, 1024-2048 for memory allocations). Are you sure you have upped the memory? You need to edit info.plist inside the StarSector app (right click, show contents) when using OSX.
Ah, I thought that it was executing starsector.command instead of JavaApplicationStub so I ignored the plist. Works now, sorry for the confusion.

No worries :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 19, 2013, 03:57:34 AM
So I made that change to let Capital Ships have a higher spawn chance in stations, it definitely worked.  Thanks for the help with that...

My faction had about 10 stations in 2 systems, went shopping and found plenty of Odysseys for sale.  Still couldn't find the Paragon I've been wanting.

I realized lately that I end up defending stations from endless swarms of Boarding Fleets 23/7 when I play.  I decided to stop and see what happens.  I camped out at one station, appropriately named 'Sanctuary', in an out-of-the-way system in the corner of the map.  I mined until there were 5 or 6 full rows of supplies in the station, determined to see my Paragon built.  Within an hour or so of quitting my job as lone defender of the TriTachyon Peoples, my Sanctuary station was all that was left of our small empire.

Now there are 5 Odysseys, 3 Astrals, and the usual other stuff for sale there.  I've still never seen a Paragon.  Are we sure they can even spawn in Exerelin?  Can someone confirm they have actually seen a Paragon in their Exerelin campaign? (the current version).

EDIT: And if you have seen a Paragon in your campaign, are you playing TriTachyon, or a different faction?

Also, out of curiosity, do fleets that spawn use the ships that are on sale at the station?  It seems like they do, at least the big ships like Odysseys.  I'd see a fleet spawn and then the Odyssey is gone.  Also seems like Rebel Dissenters were taking them....
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 19, 2013, 04:24:30 AM
Now there are 5 Odysseys, 3 Astrals, and the usual other stuff for sale there.  I've still never seen a Paragon.  Are we sure they can even spawn in Exerelin?  Can someone confirm they have actually seen a Paragon in their Exerelin campaign? (the current version).

Sorry you won't see a Paragon for sale; it is currently classed as an elite ship and elite ships are not for sale (but can still appear in the game from time to time). You can edit the tritachyon.faction file in data/world/factions and add the line under exerelinEliteFleet to exerelinGenericFleet to see a paragon be available in Tritachyon stations (and in TriTachyon fleets, including Tritachyon rebels).

Perhaps I should move this as now with CR it is not quite so much of an elite ship...

Also, out of curiosity, do fleets that spawn use the ships that are on sale at the station?  It seems like they do, at least the big ships like Odysseys.  I'd see a fleet spawn and then the Odyssey is gone.  Also seems like Rebel Dissenters were taking them....

No unfortunately they don't :) Fleets that spawn only use up supplies, fuel, crew and marines.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 19, 2013, 04:54:38 AM

Sorry you won't see a Paragon for sale; it is currently classed as an elite ship and elite ships are not for sale (but can still appear in the game from time to time).


Well why didn't you say so!!  haha.... So is that rule particular to Exerelin, or it's the same in the Vanilla game? 
That means, if you play as TriTachyon, it will be impossible to get one, no?

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Andy H.K. on October 19, 2013, 06:16:26 AM
Just out of curiosity but are there also "elite" weapons that are not for sale? I've been trying to source a piece of Guardian PD system for years but it never spawn. Which faction sell it?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lopunny Zen on October 19, 2013, 06:37:55 AM
i geyt paragons all the time when im looking for the astral...and yes they sell guardian pd...i usually put it in omni factory
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 19, 2013, 07:57:16 AM
@Andy H.K.:

Yeah some weapons seem crazy rare for sure.

Guardian PD, I see those frequently.  TriTachyon sells them, I know that.  The thing I've never seen (at level 50, now) is the Tachyon Lance.  And I only ever saw one Plasma Cannon.  For some stupid reason I didn't put it in the Omni Factory.

@Lopunny:

You say you 'get' Paragons all the time... do you mean for sale at stations?  In Exerelin?  Zaphide just said they won't be for sale ever, in stations.  That is... unless you make that file change he mentioned.  Which I did... and got a Paragon within the hour.  

Thanks, Zaphide!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: DefiasOne on October 19, 2013, 08:37:44 AM
Is there any way to increase the chance to have a boarding event after finishing a battle? I've very rarely managed to get a ship from a boarding action because they almost never occur, and when they do there is a problem.
My main issue is this ,and I hope I'm not the only one who has this little issue, every time I try to board a ship from destroyer to capital ship it either blows up my boarding parties (if i choose launch boarding parties) and manages to get away or it self destructs when selecting the Hard dock maneuver, destroying my boarding ship in the process. I've had 20 boarding missions against big ships and they always fail no matter what I do, doesn't matter if I send in crew or marines they either blow up or get away. Anyone else having problems like that?  :-[
Or am I missing something here, that maybe improves combat effectiveness or something?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lopunny Zen on October 19, 2013, 09:04:19 AM
Why is thr game having this error...can someone help?

[attachment deleted by admin]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 19, 2013, 10:37:11 AM
Sorry you won't see a Paragon for sale; it is currently classed as an elite ship and elite ships are not for sale (but can still appear in the game from time to time). You can edit the tritachyon.faction file in data/world/factions and add the line under exerelinEliteFleet to exerelinGenericFleet to see a paragon be available in Tritachyon stations (and in TriTachyon fleets, including Tritachyon rebels).

Perhaps I should move this as now with CR it is not quite so much of an elite ship...
It would be nice if there was someway to obtain elite ships while part of that faction. Also, I noticed that the Nevermore Beta is not listed in the factions file at all for Blackrock, is this an oversight?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lopunny Zen on October 19, 2013, 10:56:16 AM
someone help me with my issue....andyes it gets sold on stations for me...makes sense since the other teams big ships are for sale
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 19, 2013, 01:20:42 PM

Sorry you won't see a Paragon for sale; it is currently classed as an elite ship and elite ships are not for sale (but can still appear in the game from time to time).


Well why didn't you say so!!  haha.... So is that rule particular to Exerelin, or it's the same in the Vanilla game? 
That means, if you play as TriTachyon, it will be impossible to get one, no?


Quite true, i will think about this :)

Just out of curiosity but are there also "elite" weapons that are not for sale? I've been trying to source a piece of Guardian PD system for years but it never spawn. Which faction sell it?

Weapons will only spawn that are used by that factions ships, so if they don't use them (or only their 'elite' ship(s) use them) they will not spawn at stations.

Is there any way to increase the chance to have a boarding event after finishing a battle? I've very rarely managed to get a ship from a boarding action because they almost never occur, and when they do there is a problem.
My main issue is this ,and I hope I'm not the only one who has this little issue, every time I try to board a ship from destroyer to capital ship it either blows up my boarding parties (if i choose launch boarding parties) and manages to get away or it self destructs when selecting the Hard dock maneuver, destroying my boarding ship in the process. I've had 20 boarding missions against big ships and they always fail no matter what I do, doesn't matter if I send in crew or marines they either blow up or get away. Anyone else having problems like that?  :-[
Or am I missing something here, that maybe improves combat effectiveness or something?

That's StarSector core code and I believe is being looked at for the next StarSector release. Depending on the outcome of that I may change a couple of things but I'll wait and see :)

Why is thr game having this error...can someone help?

The Java heap error? You probably need to increase the memory allocated to StarSector, and/or enable 64bit Java. See links the OP for details :)

Sorry you won't see a Paragon for sale; it is currently classed as an elite ship and elite ships are not for sale (but can still appear in the game from time to time). You can edit the tritachyon.faction file in data/world/factions and add the line under exerelinEliteFleet to exerelinGenericFleet to see a paragon be available in Tritachyon stations (and in TriTachyon fleets, including Tritachyon rebels).

Perhaps I should move this as now with CR it is not quite so much of an elite ship...
It would be nice if there was someway to obtain elite ships while part of that faction. Also, I noticed that the Nevermore Beta is not listed in the factions file at all for Blackrock, is this an oversight?

Yeah a reward for <something> might be the go.

The Nevermore Beta is not available for purchase in Blackrock standalone I'm pretty sure, so I'll wait till Cycerin does something with it before including it here :) It may be that it ends up like the Stormcrow; unavailable for sale but will appear occasionally.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Molloy on October 19, 2013, 06:08:23 PM
I seem to be having trouble loading my saves after a sufficiently long time playing a single game. The loading bar will reach the end at which point there appears a prompt saying "Error loading saved game. It's possible that the save game is from an incompatible version, or was created with mods that are now disabled."

I check the Starsector log, and the part at which errors start occurring is this:
Spoiler
53930 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - 
: ParseError at [row,col]:[910680,475]
Message: Premature end of file. :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
class               : com.fs.starfarer.campaign.CampaignAsteroid
required-type       : com.fs.starfarer.campaign.CampaignAsteroid
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[5]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData[5]/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[17]/ai/assignments/FleetAssignmentData/onCompletion/outer-class/stationTarget/systemStationManager/stationRecords/data.scripts.world.exerelin.StationRecord/stationToken/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[6]/ai/assignments/FleetAssignmentData[2]/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[17]/interactionTarget/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry[3]/list/JumpPoint[85]/orbit/starSystem/objects/lists/entry[2]/list/CampaignAsteroid[400]
line number         : 910680
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.JumpPoint
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[9]            : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[10]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[11]           : com.fs.starfarer.campaign.CampaignPlanet
class[12]           : com.fs.starfarer.campaign.CircularOrbit
class[13]           : com.fs.starfarer.campaign.CampaignOrbitalStation
class[14]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[15]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[16]           : data.scripts.world.exerelin.StationRecord
class[17]           : [Ldata.scripts.world.exerelin.StationRecord;
converter-type[3]   : com.thoughtworks.xstream.converters.collections.ArrayConverter
class[18]           : data.scripts.world.exerelin.SystemStationManager
class[19]           : data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint
class[20]           : data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1
class[21]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[4]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[910680,475]
Message: Premature end of file. :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
class               : com.fs.starfarer.campaign.CampaignAsteroid
required-type       : com.fs.starfarer.campaign.CampaignAsteroid
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[5]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData[5]/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[17]/ai/assignments/FleetAssignmentData/onCompletion/outer-class/stationTarget/systemStationManager/stationRecords/data.scripts.world.exerelin.StationRecord/stationToken/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[6]/ai/assignments/FleetAssignmentData[2]/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[17]/interactionTarget/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry[3]/list/JumpPoint[85]/orbit/starSystem/objects/lists/entry[2]/list/CampaignAsteroid[400]
line number         : 910680
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.JumpPoint
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[9]            : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[10]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[11]           : com.fs.starfarer.campaign.CampaignPlanet
class[12]           : com.fs.starfarer.campaign.CircularOrbit
class[13]           : com.fs.starfarer.campaign.CampaignOrbitalStation
class[14]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[15]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[16]           : data.scripts.world.exerelin.StationRecord
class[17]           : [Ldata.scripts.world.exerelin.StationRecord;
converter-type[3]   : com.thoughtworks.xstream.converters.collections.ArrayConverter
class[18]           : data.scripts.world.exerelin.SystemStationManager
class[19]           : data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint
class[20]           : data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1
class[21]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[4]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
[close]

And then a great heap of xstream-related stuff. I would attach the log but it is literally too large and I cannot. I'm running the 64-bit jre and have allocated 4g of RAM in the batch file I use to run the game. Let me know if you need more information.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 19, 2013, 08:55:42 PM
Yeah a reward for <something> might be the go.
It could be pretty cool if it was a reward based off of some kind of performance in game. :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Scrambles on October 20, 2013, 10:22:44 AM
Doing a bit of digging and noticed that the Hiigaran faction file doesn't contain their largest ship in any of the fleets - I'm not quite sure how the 'elite' mechanics work so I just stuck it into the generic fleet, but the variant 'hii_sajuukkhar_Standard' should be added somewhere :)

I notice that weapons are 'tiered' does this influence their rarity for purchase? Not seeing many tier 3 weapons around so I presume this is no coincidence :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Magician on October 20, 2013, 10:38:23 AM
How can I increase number of systems(more than default 30)/number of fleets spawned? Wanted to test few things with heavy load.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lakis on October 20, 2013, 12:15:23 PM
I do have a question, I think that answer is "you can't right now" , but is it possible board stations using your own fleet? Because I've about 500 marines, 2000 crew and I still can't board any abandoned stations. I would figure that I'd be able to, but nothing happens. or am I just not meeting the requirements?

Edit:

Never mind, I figured it out... I didn't have the super freighter, or its equivalent.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 20, 2013, 01:50:26 PM
I seem to be having trouble loading my saves after a sufficiently long time playing a single game. The loading bar will reach the end at which point there appears a prompt saying "Error loading saved game. It's possible that the save game is from an incompatible version, or was created with mods that are now disabled."

I check the Starsector log, and the part at which errors start occurring is this:
Spoiler
53930 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - 
: ParseError at [row,col]:[910680,475]
Message: Premature end of file. :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
class               : com.fs.starfarer.campaign.CampaignAsteroid
required-type       : com.fs.starfarer.campaign.CampaignAsteroid
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[5]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData[5]/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[17]/ai/assignments/FleetAssignmentData/onCompletion/outer-class/stationTarget/systemStationManager/stationRecords/data.scripts.world.exerelin.StationRecord/stationToken/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[6]/ai/assignments/FleetAssignmentData[2]/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[17]/interactionTarget/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry[3]/list/JumpPoint[85]/orbit/starSystem/objects/lists/entry[2]/list/CampaignAsteroid[400]
line number         : 910680
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.JumpPoint
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[9]            : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[10]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[11]           : com.fs.starfarer.campaign.CampaignPlanet
class[12]           : com.fs.starfarer.campaign.CircularOrbit
class[13]           : com.fs.starfarer.campaign.CampaignOrbitalStation
class[14]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[15]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[16]           : data.scripts.world.exerelin.StationRecord
class[17]           : [Ldata.scripts.world.exerelin.StationRecord;
converter-type[3]   : com.thoughtworks.xstream.converters.collections.ArrayConverter
class[18]           : data.scripts.world.exerelin.SystemStationManager
class[19]           : data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint
class[20]           : data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1
class[21]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[4]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[910680,475]
Message: Premature end of file. :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
---- Debugging information ----
message             :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
class               : com.fs.starfarer.campaign.CampaignAsteroid
required-type       : com.fs.starfarer.campaign.CampaignAsteroid
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[5]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData[5]/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[17]/ai/assignments/FleetAssignmentData/onCompletion/outer-class/stationTarget/systemStationManager/stationRecords/data.scripts.world.exerelin.StationRecord/stationToken/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[6]/ai/assignments/FleetAssignmentData[2]/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[17]/interactionTarget/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry[3]/list/JumpPoint[85]/orbit/starSystem/objects/lists/entry[2]/list/CampaignAsteroid[400]
line number         : 910680
class[1]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.util.container.repo.ObjectRepository
class[4]            : com.fs.starfarer.campaign.StarSystem
class[5]            : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[6]            : com.fs.starfarer.campaign.JumpPoint
class[7]            : com.fs.starfarer.campaign.Hyperspace
class[8]            : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[9]            : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[10]           : com.fs.starfarer.campaign.fleet.CampaignFleet
class[11]           : com.fs.starfarer.campaign.CampaignPlanet
class[12]           : com.fs.starfarer.campaign.CircularOrbit
class[13]           : com.fs.starfarer.campaign.CampaignOrbitalStation
class[14]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[15]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[16]           : data.scripts.world.exerelin.StationRecord
class[17]           : [Ldata.scripts.world.exerelin.StationRecord;
converter-type[3]   : com.thoughtworks.xstream.converters.collections.ArrayConverter
class[18]           : data.scripts.world.exerelin.SystemStationManager
class[19]           : data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint
class[20]           : data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1
class[21]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[4]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
[close]

And then a great heap of xstream-related stuff. I would attach the log but it is literally too large and I cannot. I'm running the 64-bit jre and have allocated 4g of RAM in the batch file I use to run the game. Let me know if you need more information.

Hmmm this part:
Code
Message: Premature end of file. :  : ParseError at [row,col]:[910680,475]
Message: Premature end of file.

makes me think the file didn't save correctly :( Are you able to PM me your save file so I can check it? It may be worth playing with less systems/stations/modded factions if possible.

Yeah a reward for <something> might be the go.
It could be pretty cool if it was a reward based off of some kind of performance in game. :)

Yeah the idea is earning ranks within a faction for doing faction-related things (boarding stations, killing enemy fleets etc), giving you access to more items/actions as you go along. Then you could 'switch' factions and go back to being a private again for a different faction. Anyway just a vague idea and not really a priority yet! :)

Doing a bit of digging and noticed that the Hiigaran faction file doesn't contain their largest ship in any of the fleets - I'm not quite sure how the 'elite' mechanics work so I just stuck it into the generic fleet, but the variant 'hii_sajuukkhar_Standard' should be added somewhere :)

I notice that weapons are 'tiered' does this influence their rarity for purchase? Not seeing many tier 3 weapons around so I presume this is no coincidence :D

Ah thanks I'll add it in :)

Weapons seeded at stations are spawned from ship variants available to that faction. Tier 3 weapons are generally rarer (as in, located on less variant on average) and so have less of a spawn chance.

How can I increase number of systems(more than default 30)/number of fleets spawned? Wanted to test few things with heavy load.

You can change things in data/scripts/plugins/CharacterCreationPlugin.java:
Code
if (response == ONE_SYSTEM)
            ExerelinData.getInstance().numSystems = 1;
        else if (response == TWO_SYSTEMS)
            ExerelinData.getInstance().numSystems = 2;
        else if (response == FOUR_SYSTEMS)
            ExerelinData.getInstance().numSystems = 4;
        else if (response == SIX_SYSTEMS)
            ExerelinData.getInstance().numSystems = 6;
        else if (response == EIGHT_SYSTEMS)
            ExerelinData.getInstance().numSystems = 8;
        else if (response == TWELVE_SYSTEMS)
            ExerelinData.getInstance().numSystems = 12;
        else if (response == SIXTEEN_SYSTEMS)
            ExerelinData.getInstance().numSystems = 16;
        else if (response == TWENTY_SYSTEMS)
            ExerelinData.getInstance().numSystems = 20;
        else if (response == TWENTYFOUR_SYSTEMS)
            ExerelinData.getInstance().numSystems = 24;
Just change the integer values on the end and the sector generator will apply them appropriately :) You could also up the max number of stations per system in a similar way, which is directly proportional to the number of fleets (as each station can spawn a set number of fleets).

I do have a question, I think that answer is "you can't right now" , but is it possible board stations using your own fleet? Because I've about 500 marines, 2000 crew and I still can't board any abandoned stations. I would figure that I'd be able to, but nothing happens. or am I just not meeting the requirements?

You can, but your fleet needs to contain at least one super-freighter (atlas or equivalent) and at least one troop transport ship (valkyrie or equivalent).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Lakis on October 20, 2013, 01:52:35 PM
wow... just 3 seconds apart. xD

 I'd just figured it out too! I looked at the other boarding fleets and saw that every one of'em had an atlas or an equivalent (for their faction) in the fleet. I didn't.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: lindsay lohan on October 20, 2013, 01:55:56 PM
Hello all, I'm having some difficulty. Seems I'm not able to select any starting faction, I automatically get spawned as the Sindrat (the white vanilla faction). Also I'm not getting any of the exerelin staring options (#of planets asteroid belts etc) when I start a new game. Is there a way to fix this? Thanks
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 20, 2013, 02:00:47 PM
Hello all, I'm having some difficulty. Seems I'm not able to select any starting faction, I automatically get spawned as the Sindrat (the white vanilla faction). Also I'm not getting any of the exerelin staring options (#of planets asteroid belts etc) when I start a new game. Is there a way to fix this? Thanks

I suspect you are using another mod that is overriding Exerelin's character creation setup. Please see the OP for mod comparability and any changes you need to make to some mods to get them compatible :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: lindsay lohan on October 20, 2013, 02:06:07 PM
Got it thanks. It was the Blackrock mod. I probably screwed something up royally when trying to install them to your mod. Thanks for the prompt response and great work on the mod, I've lost many Sundays to it
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Scrambles on October 20, 2013, 03:26:29 PM

Weapons seeded at stations are spawned from ship variants available to that faction. Tier 3 weapons are generally rarer (as in, located on less variant on average) and so have less of a spawn chance.


Ahhh, that makes sense then - some of the Hiigaran weapons aren't equipped on any of the variants in the faction file. Adding the "Singular" variants to the generic fleet seems to have solved most of the problems - still rare but at least present in the world :)

There's also a couple of other Hiigaran weapons (small flak cannon and large 'high velocity' gun) that aren't on any variants at all (from what I can see)?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 20, 2013, 03:48:22 PM

Weapons seeded at stations are spawned from ship variants available to that faction. Tier 3 weapons are generally rarer (as in, located on less variant on average) and so have less of a spawn chance.


Ahhh, that makes sense then - some of the Hiigaran weapons aren't equipped on any of the variants in the faction file. Adding the "Singular" variants to the generic fleet seems to have solved most of the problems - still rare but at least present in the world :)

There's also a couple of other Hiigaran weapons (small flak cannon and large 'high velocity' gun) that aren't on any variants at all (from what I can see)?

If there are weapons that are not on any Hiigaran variants at all then that may be something to take up with Gotcha (why have weapons if you are not using them?).

Anyway, I will add the extra variants in to the generic fleet definition for Hiigaran :) Actually, if you could post/pm me your list that would save me the time :D Thanks for bringing that up!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: singlespace on October 20, 2013, 10:02:46 PM
If there are weapons that are not on any Hiigaran variants at all then that may be something to take up with Gotcha (why have weapons if you are not using them?).

Anyway, I will add the extra variants in to the generic fleet definition for Hiigaran :) Actually, if you could post/pm me your list that would save me the time :D Thanks for bringing that up!
There appears to be a similar problem with missing weapons due to missing variants with Blackrock as well. I haven't tried to compile a complete list, but the Desdinova Close Support variant (desdinova_cs) uses a weapon that's found on no other variants and that variant is not spawned in Exerelin.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 20, 2013, 10:06:38 PM
If there are weapons that are not on any Hiigaran variants at all then that may be something to take up with Gotcha (why have weapons if you are not using them?).

Anyway, I will add the extra variants in to the generic fleet definition for Hiigaran :) Actually, if you could post/pm me your list that would save me the time :D Thanks for bringing that up!
There appears to be a similar problem with missing weapons due to missing variants with Blackrock as well. I haven't tried to compile a complete list, but the Desdinova Close Support variant (desdinova_cs) uses a weapon that's found on no other variants and that variant is not spawned in Exerelin.

Excellent thanks :) It's on my 'things-to-do' list as I know this is an issue with a few of the factions.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 21, 2013, 03:49:30 AM
While we're on the topic, the vanilla weapon "Storm Needler" doesn't spawn in Exerelin because no vanilla variants have it equipped. Probably others too, but the needler is one of my favorites and I miss it...

Is the mechanic of limiting station inventory to spawned fleet equipment an Exerelin-specific thing, or is it that way in Vanilla too? Seems like the vanilla stations always had a large variety of equipment, and the Exerelin stations are so very limited...

Also, is there a way to make it so that factions that you're neutral with (not at war, not allied) will sell you stuff? IMO it would make the game more fun as there'd be more potential to acquire more variety of equipment, and since they're not at WAR with you, seems like they wouldn't mind selling you a piece of equipment or two...

Lastly, I did acquire a weapon that is not used on ANY variant... found it in a station. I'm playing Hiigaraans as the only modded faction, and the High Velocity Cannon (large weapon) appeared in a station, despite (and I double checked this) no hiigaraan ships use this on any variant. Could it have been brought in by a neutral trader? If so, is there a way to DRAMATICALLY increase the number of neutral traders, so that stations frequently see a variety of normally unused items?

If you couldn't tell, I like variety, and wish the base factions had access to more cross-faction gear. As they say, variety is the spice of life :P

And yes I know you can loot it from battles, but it's more immersive to see more things for sale in more places.

Great mod though, I'm having a ton of fun despite the crashes and minute-long save times :P
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 21, 2013, 05:00:35 AM
While we're on the topic, the vanilla weapon "Storm Needler" doesn't spawn in Exerelin because no vanilla variants have it equipped. Probably others too, but the needler is one of my favorites and I miss it...

Is the mechanic of limiting station inventory to spawned fleet equipment an Exerelin-specific thing, or is it that way in Vanilla too? Seems like the vanilla stations always had a large variety of equipment, and the Exerelin stations are so very limited...

Exerelin only. The idea being your faction choice dictates easy-availability of equipment :)

Also, is there a way to make it so that factions that you're neutral with (not at war, not allied) will sell you stuff? IMO it would make the game more fun as there'd be more potential to acquire more variety of equipment, and since they're not at WAR with you, seems like they wouldn't mind selling you a piece of equipment or two...

You can change the following in data/config/exerelin_config.json:
Code
    "allowTradeAtNeutralStations":false, # Boolean
    "allowTradeAtHostileStations":false, # Boolean

Set them to true to allow trade at neutral and/or hostile stations :)

Lastly, I did acquire a weapon that is not used on ANY variant... found it in a station. I'm playing Hiigaraans as the only modded faction, and the High Velocity Cannon (large weapon) appeared in a station, despite (and I double checked this) no hiigaraan ships use this on any variant. Could it have been brought in by a neutral trader? If so, is there a way to DRAMATICALLY increase the number of neutral traders, so that stations frequently see a variety of normally unused items?

If you couldn't tell, I like variety, and wish the base factions had access to more cross-faction gear. As they say, variety is the spice of life :P

And yes I know you can loot it from battles, but it's more immersive to see more things for sale in more places.

Great mod though, I'm having a ton of fun despite the crashes and minute-long save times :P

Yeah the traders will trade other factions equipment (they drop of weapons/ships from the faction of the previous station they visited), and if for some reason or other they can't get a weapon for a faction (i.e. all that factions ships have built-ins) then they will add random weapons to stations. Actually, factions that only have built in weapons on ships will also have random weapons generated at stations.

As for increasing them, hmm, I don't know how much you want to dig around in the code but you could edit data/scripts/world/Exerelin.java and change the initTraderSpawns method:
Code
private void initTraderSpawns(SectorAPI sector)
{
for(int j = 0; j < SectorManager.getCurrentSectorManager().getSystemManagers().length; j++)
{
StarSystemAPI systemAPI = SectorManager.getCurrentSectorManager().getSystemManagers()[j].getStarSystemAPI();
for(int i = 0; i < Math.max(1, systemAPI.getOrbitalStations().size()/5); i++)
{
IndependantTraderSpawnPoint tgtsp = new IndependantTraderSpawnPoint(sector,  systemAPI,  ExerelinUtils.getRandomInRange(8,12), 1, systemAPI.createToken(0,0));
systemAPI.addSpawnPoint(tgtsp);
}
}
}
to
Code
private void initTraderSpawns(SectorAPI sector)
{
for(int j = 0; j < SectorManager.getCurrentSectorManager().getSystemManagers().length; j++)
{
StarSystemAPI systemAPI = SectorManager.getCurrentSectorManager().getSystemManagers()[j].getStarSystemAPI();
for(int i = 0; i < Math.max(1, systemAPI.getOrbitalStations().size()/5); i++)
{
IndependantTraderSpawnPoint tgtsp = new IndependantTraderSpawnPoint(sector,  systemAPI,  ExerelinUtils.getRandomInRange(8,12), 1, systemAPI.createToken(0,0));
systemAPI.addSpawnPoint(tgtsp);
                                IndependantTraderSpawnPoint tgtsp2 = new IndependantTraderSpawnPoint(sector,  systemAPI,  ExerelinUtils.getRandomInRange(8,12), 1, systemAPI.createToken(0,0));
systemAPI.addSpawnPoint(tgtsp2);
}
}
}
and then add more if you want. I *think* this should work :)

EDIT: Also, what kind of crashes do you get? Not much I can do about the save sorry :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Phoenixheart on October 21, 2013, 05:47:47 AM
gotcha.

thanks, I'll try that

thanks, I'll give that a shot too. The idea is to copy-paste the contents of that for loop, and increment the # each time, right?

I'll start saving the logs from my crashes, but I *think* most of them are memory related. There have been a few when it's crashed upon entering a system from hyperspace. I get a lot less now that I installed 64 bit java and increased the memory allocation.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Typo91 on October 21, 2013, 02:32:55 PM
87 pages, i tried searching but can't find anything about it...

How does minning work ? 
What do we need to do it?
How do we do it?


How do we capture stations?
What do we need to do it?
How do we do it?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Bucktail on October 21, 2013, 02:46:19 PM
I was just looking through the ships for sale and there was a freighter named ABD F**k tha police V. Interesting name for a freighter.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 21, 2013, 02:52:41 PM
87 pages, i tried searching but can't find anything about it...

How does minning work ? 
What do we need to do it?
How do we do it?


How do we capture stations?
What do we need to do it?
How do we do it?

The OP of this thread (under Exerelin Quick Guide) has a few pointers for mining and capturing stations :)

I was just looking through the ships for sale and there was a freighter named ABD F**k tha police V. Interesting name for a freighter.

Hah I think that is from Kadur Theocracy (could be wrong though). Regardless, that mod has some great ship names :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 21, 2013, 07:03:27 PM

Hah I think that is from Kadur Theocracy (could be wrong though). Regardless, that mod has some great ship names :D



Oh, the crazy ship names are coming from mods?  I wasn't sure about that.  I really should probably play Vanilla for a while.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Doogie on October 21, 2013, 07:44:22 PM
Every time I fire up Exerelin, it doesn't even get to the loading screen before it tells me that it's missing a ship hull spec (or something...I don't speak computer). What am I doing wrong here?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 21, 2013, 08:31:06 PM
Every time I fire up Exerelin, it doesn't even get to the loading screen before it tells me that it's missing a ship hull spec (or something...I don't speak computer). What am I doing wrong here?

You will need to remove the entire Exerelin mod folder and then copy the latest version into the StarSector mods folder. If you do not delete the old folder then they will be merged, leaving behind some files that you do not want (and will cause the erorr you are getting) :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Doogie on October 21, 2013, 08:44:01 PM
I just did that, and got the exact same thing. The game won't even start.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 21, 2013, 08:47:41 PM
I just did that, and got the exact same thing. The game won't even start.

You are only running with StarSector 0.6.1, LazyLib 1.6 and Exerelin 0.61?

Can you please post the error you are getting?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Doogie on October 21, 2013, 08:52:58 PM
Yes, I am running the right versions with nothing else.

Logs
Spoiler
5631 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [ajax] not found!
java.lang.RuntimeException: Ship hull spec [ajax] not found!
   at com.fs.starfarer.loading.F.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
5769 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.ArmorPiercePlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6071 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.CharacterCreationPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6310 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.CombatUtils] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6311 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.ExerelinCoreCampaignPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6543 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.isHulkCheck] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6751 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.ms_panShotFX] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 21, 2013, 09:03:08 PM
Yes, I am running the right versions with nothing else.

Logs
Spoiler
5631 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [ajax] not found!
java.lang.RuntimeException: Ship hull spec [ajax] not found!
   at com.fs.starfarer.loading.F.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ô00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
5769 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.ArmorPiercePlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6071 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.CharacterCreationPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6310 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.CombatUtils] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6311 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.ExerelinCoreCampaignPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6543 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.isHulkCheck] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6751 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.ms_panShotFX] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
[close]

Well that seems a bit bizarre ??? The ajax is from the Lotus Conglomerate mod (that was included with Exerelin 0.58). Other people that have had this issue have fixed it by completely deleting the Exerelin folder from the StarSector mods folder, and then re-downloading the latest Exerelin version. If you have already done this then I'm sorry I have no idea :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 21, 2013, 09:14:14 PM
I have some suggestions and observations, based on my time playing Exerelin.  
My campaign is 24 systems, up to 5 stations per, 9 total factions (4 Original, Zorg Hive, Gedune, Junk Pirates, Kadur Theocracy, Qamar Insurgency).
My character is level 51, TriTachyon.  The game just started cycle 216.

First of all, as we talked about before, I think Factions need to spend more resources on defense and less on invasions.
I think it needs to scale, percentage wise, based on how many stations they own.  If you only have 1 station, then spending 50% or more of your resources on taking another station makes a lot of sense.  If you have 10 stations, then spending 50% on offense means your attack force will be 10 times bigger than the force defending any one of your stations... which is why we get dozens (or more) of fleets attacking a station defended by 1 or 2.  The bigger the faction gets, the more % of resources they should put toward defending what they have.  

I wouldn't want to sway it so much that stations never get captured, but as it is now, they never fail to capture without the player's intervention.


Next, I'm noticing some odd behavior with where (and IF) factions send their Boarding Fleets.

I'll give examples:

While defending a station from an overwhelming invasion in my home system, the station suffers a catastrophic accident and goes neutral.  While I continue to hold off the enemy Boarding Fleets and my CR is rapidly dwindling because now I can't land to repair, I watched several of my faction's Boarding Fleets cruise by, headed to some system we don't occupy, and shouldn't care about while our home system is being invaded by a hundred enemy fleets.  It was infuriating.  It seems like targets for Boarding Fleets are random and nonsensical.

Now that my faction is down to 1 or 2 stations , I notice some other odd behavior.  Our long time enemy, Hegemony holds most of the system that one of our stations is in.  One of the Hegemony stations went neutral several days ago.  Nobody has taken it after, I'd say, years of game time.  Hegemony ignoring it does not surprise me.  They have a huge empire and are at war with Sindarian Diktat, another huge empire.  But TriTachyon (my faction) has practically nothing, and seems quite content with it.  I saw a TriTachyon Boarding Fleet flying by the station, and thought "Finally!"...  but the Fleet says "Patrolling System" or something like that, and won't take the neutral station.

It seems like, in both those first 2 examples, Fleets get an objective when they are created, and won't change that objective if a more 'important' objective comes into play, even if that 'important' objective is literally right next to the fleet (I say 'important' because it's my opinion only.... but one's home system should be priority, no?) And what's more, it won't change it's objective even when the original objective is complete, or becomes impossible for whatever reason.

I also notice that Boarding Fleets will chase enemy fleets around rather than heading straight toward the objective, which is foolish.  I don't know how much control you have over some of this behavior though.


The one Ally my faction has had nearly the entire campaign, has been the Zorg Hive.  I haven't seen them much, but I finally today found their home system.  They are in a little cluster of 3 stars that are in the corner of the sector map pretty far from any other systems.  These 3 stars are right on top of each other.  If you are in hyperspace, it's just one big glob of planets/suns.

What's strange is that Zorg Hive have a 5 station home system...  they own 2 stations there, Pirates have come and taken 2, and there is still one neutral station.  The other 2 systems are completely unoccupied. No wonder I haven't seen Zorg much, they never expanded.  Something stopped them from ever taking more than a couple stations and it wasn't the Pirates, because the Pirates only went out there recently.  I don't know if it was just RNG silliness, if they got beat down by their own Rebel Dissenters, or what.


Anyway, sorry for the long post.  Hopefully there's something useful here for improving this fine mod.

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 21, 2013, 09:41:12 PM
I have some suggestions and observations, based on my time playing Exerelin.  
My campaign is 24 systems, up to 5 stations per, 9 total factions (4 Original, Zorg Hive, Gedune, Junk Pirates, Kadur Theocracy, Qamar Insurgency).
My character is level 51, TriTachyon.  The game just started cycle 216.

Nice :)

What are your memory settings? I haven't actively played a 24 system game quite that long (although I have let one progress far beyond that with me doing nothing).

First of all, as we talked about before, I think Factions need to spend more resources on defense and less on invasions.
I think it needs to scale, percentage wise, based on how many stations they own.  If you only have 1 station, then spending 50% or more of your resources on taking another station makes a lot of sense.  If you have 10 stations, then spending 50% on offense means your attack force will be 10 times bigger than the force defending any one of your stations... which is why we get dozens (or more) of fleets attacking a station defended by 1 or 2.  The bigger the faction gets, the more % of resources they should put toward defending what they have.  

I wouldn't want to sway it so much that stations never get captured, but as it is now, they never fail to capture without the player's intervention.

I have modified patrol fleets slightly for the next version to prioritize defending/patrolling over attacking/raiding, so you should see more stations (and systems) having more defending fleets. It does slow down the conquest game (and nothing stops a much larger faction demolishing a much smaller faction) but it somewhat alleviates your concern.

I would like to re-work the fleet system so that fleets are assigned as needed rather than always having 1 of each attack,patrol and defense. Then I could easily have it decide that 'hey, we are being attacked by overwhelming odds. All hands defend the station'. I haven't yet got round to it :)

Next, I'm noticing some odd behavior with where (and IF) factions send their Boarding Fleets.

I'll give examples:

While defending a station from an overwhelming invasion in my home system, the station suffers a catastrophic accident and goes neutral.  While I continue to hold off the enemy Boarding Fleets and my CR is rapidly dwindling because now I can't land to repair, I watched several of my faction's Boarding Fleets cruise by, headed to some system we don't occupy, and shouldn't care about while our home system is being invaded by a hundred enemy fleets.  It was infuriating.  It seems like targets for Boarding Fleets are random and nonsensical.

Now that my faction is down to 1 or 2 stations , I notice some other odd behavior.  Our long time enemy, Hegemony holds most of the system that one of our stations is in.  One of the Hegemony stations went neutral several days ago.  Nobody has taken it after, I'd say, years of game time.  Hegemony ignoring it does not surprise me.  They have a huge empire and are at war with Sindarian Diktat, another huge empire.  But TriTachyon (my faction) has practically nothing, and seems quite content with it.  I saw a TriTachyon Boarding Fleet flying by the station, and thought "Finally!"...  but the Fleet says "Patrolling System" or something like that, and won't take the neutral station.

It seems like, in both those first 2 examples, Fleets get an objective when they are created, and won't change that objective if a more 'important' objective comes into play, even if that 'important' objective is literally right next to the fleet (I say 'important' because it's my opinion only.... but one's home system should be priority, no?) And what's more, it won't change it's objective even when the original objective is complete, or becomes impossible for whatever reason.

Yeah I noticed this too in a game I played. Consequently I did make some changes to the Boarding Fleet targeting code that hopefully fixes this. If a boarding fleet ever gets 'Patrolling System' this is a bug. They should never have that. They should either move towards a enemy station to conquer, or return to their base. Unfortunately once Boarding Fleets get into 'Patrolling System' mode they don't seem to recover quickly :( There is also a max of one Boarding Fleet per station, which combined with the patrol bug can make things pretty frustrating.

Stations in the same system are the priority, failing that there is a faction-wide target star system (and target station in that system) to attack. Boarding fleets targets do get updated but it is certainly not realtime (otherwise the game would grind to a halt).

I also notice that Boarding Fleets will chase enemy fleets around rather than heading straight toward the objective, which is foolish.  I don't know how much control you have over some of this behavior though.

Not much unfortunately. I would like them to run away from bigger fleets, and that means they also chase smaller fleets. If they ignored smaller fleets they would also ignore larger fleets.

The one Ally my faction has had nearly the entire campaign, has been the Zorg Hive.  I haven't seen them much, but I finally today found their home system.  They are in a little cluster of 3 stars that are in the corner of the sector map pretty far from any other systems.  These 3 stars are right on top of each other.  If you are in hyperspace, it's just one big glob of planets/suns.

What's strange is that Zorg Hive have a 5 station home system...  they own 2 stations there, Pirates have come and taken 2, and there is still one neutral station.  The other 2 systems are completely unoccupied. No wonder I haven't seen Zorg much, they never expanded.  Something stopped them from ever taking more than a couple stations and it wasn't the Pirates, because the Pirates only went out there recently.  I don't know if it was just RNG silliness, if they got beat down by their own Rebel Dissenters, or what.

Possibly. I haven't noticed this myself, but I'll see if I can reproduce it. I have noticed that the Rebel Dissenters can pretty much completely overwhelm a faction so I'll look into tweaking it so that can't happen!

Anyway, sorry for the long post.  Hopefully there's something useful here for improving this fine mod.

Thanks heaps for the feedback :) I'll have a look at the issues you've raised and hopefully the next version should have some fixes :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 21, 2013, 10:25:36 PM
@Zaphide:

I am running 64-bit Java.  I used the 'copy my own Java folder into the SS folder' method.

I set the memory allocation to 2048-6144.  I had it lower but upped it each time the save got too big to load.  It seems to have stabilized here.  Saves got up to 800 megs at one point (I have Zorg Hive installed and un-compressed saves) but they seem to stay around 600-700 most of the time now.

The game runs a little choppy when flying around, not in battle.


It has occurred to me that I am assuming that the system I found is the Zorg Hive home system.  I think it must be, because I rarely saw their fleets the entire game, or got messages about them taking or losing stations, and everything else seems occupied.  But maybe I am wrong.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Doogie on October 21, 2013, 11:06:05 PM
Ah, I got it to work. Turns out I was modifying my backup folder, rather than my normal one. I feel stupid.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Scrambles on October 22, 2013, 12:38:05 AM
I use the following for the Hiigaran generic fleet:

Code
	    "exerelinGenericFleet":{
           "displayName":"Generic Fleet",
           "maxFleetPoints":180,
           "daysWorthOfSupplies":[30, 50],
           "lyWorthOfFuel":[40, 60],
           "extraCrewPercent":[80, 80],
           "marinesPercent":[20, 20],
           "ships":{
"hii_sajuukkhar_Standard":[0, 1],
                "hii_sajuuk_Standard":[0, 1],
"hii_sajuuk_Singular":[0, 1],
                "hii_koshiir_Standard":[0, 1],
"hii_koshiir_Singular":[0, 1],
                "hii_taiid_Standard":[0, 2],
                "hii_kuun-lan_Standard":[0, 2],
                "hii_faal-corum_Standard":[0, 2],
                "hii_vraan_Standard":[0, 2],
                "hii_rathan_Standard":[0, 2],
                "hii_skaal_Standard":[0, 2],
                "hii_vaahrok_Standard":[0, 2],
                "hii_vanaar_Standard":[0, 2],
                "hii_jneer_Standard":[0, 3],
"hii_jneer_Singular":[0, 3],
                "hii_saarkin_Standard":[0, 3],
                "hii_kaan_Standard":[0, 3],
                "hii_jet_Standard":[0, 3],
                "hii_fiirkan_Standard":[0, 3],
                "hii_tarii_wing":[0, 3],
                "hii_toba_wing":[0, 3],
                "hii_raachok_wing":[0, 3],
                "hii_heeshk_wing":[0, 4],
           },

I think though that there's still the problem of the un-used weapons but as you've said that's really nothing to do with this mod - I've raised the question in the Hiigaran thread, they may be broken/WIP etc.

It would probably be good to add a few new variants - is that something you'd prefer to leave with the original modders?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 22, 2013, 12:44:06 AM
@Zaphide:

I am running 64-bit Java.  I used the 'copy my own Java folder into the SS folder' method.

I set the memory allocation to 2048-6144.  I had it lower but upped it each time the save got too big to load.  It seems to have stabilized here.  Saves got up to 800 megs at one point (I have Zorg Hive installed and un-compressed saves) but they seem to stay around 600-700 most of the time now.

The game runs a little choppy when flying around, not in battle.

It has occurred to me that I am assuming that the system I found is the Zorg Hive home system.  I think it must be, because I rarely saw their fleets the entire game, or got messages about them taking or losing stations, and everything else seems occupied.  But maybe I am wrong.

Good to hear it stabilized. I suspect that it should at some point but sometimes I wonder.... :)

I'll look into the expansion issue, see if there is something wrong there.

Ah, I got it to work. Turns out I was modifying my backup folder, rather than my normal one. I feel stupid.

No worries :)

--- snip ---
It would probably be good to add a few new variants - is that something you'd prefer to leave with the original modders?

I generally manage the Exerelin fleet definitions, although I base it off what the other mod has in their fleet definitions, and then sometimes the other mod author requests certain things. Hiigaran Descendents doesn't include those extra variants in it's default fleet definitions so I didn't include them in Exerelin's definitions. I have updated Exerelin's definitions with them but hopefully Gotcha stops by to advise :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: LarvaLounge on October 22, 2013, 02:40:52 PM
Are Prisoners and Agents meant to keep appearing in the storage facility?  I had 3 Prisoners and 2 Agents there since pretty early in the campaign.  I remember seeing the messages about them being put there, at least once or twice.  Long ago I used all 3 prisoners and one agent and no more have ever appeared.  This is over many years of game time.  Currently my home station is occupied by those rotten Hegemony folks, i don't know if that effects it...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 22, 2013, 02:58:19 PM
Are Prisoners and Agents meant to keep appearing in the storage facility?  I had 3 Prisoners and 2 Agents there since pretty early in the campaign.  I remember seeing the messages about them being put there, at least once or twice.  Long ago I used all 3 prisoners and one agent and no more have ever appeared.  This is over many years of game time.  Currently my home station is occupied by those rotten Hegemony folks, i don't know if that effects it...

They will keep appearing (one of the faction skills increases their chance of appearing), although you have reminded me I did change a few things round and may need to adjust the spawn rate accordingly.

Your initial station being taken over doesn't affect it, other than making it more difficult to access :)

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Doogie on October 23, 2013, 08:32:13 AM
The mining for gas giants and the station takeover mechanics need to be put in as an option on the interaction screen for each respective event. At times taking a station can be tricky and mining fuel is absolutely impossible. I don't know how you could do this, but I see that Ironclads did something along those lines.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Trylobot on October 23, 2013, 11:57:09 AM
I agree, hovering is an awkward interface mechanic unfortunately.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 23, 2013, 02:57:53 PM
The mining for gas giants and the station takeover mechanics need to be put in as an option on the interaction screen for each respective event. At times taking a station can be tricky and mining fuel is absolutely impossible. I don't know how you could do this, but I see that Ironclads did something along those lines.

I agree, hovering is an awkward interface mechanic unfortunately.

Perhaps. I agree that it is an issue, I'm just not sure that dialog boxes are the solution. At least, they are not a solution that I would like so... :)

I have an aversion to the dialog box solution as it takes you out of the game world to <do things>. If you are mining/boarding by hovering on planets/stations you have time (CR, supply use etc) and other fleets as issues. With the dialog approach that won't be a problem. Actions will be instantaneous. Also, there are already a lot of dialog boxes and screens to wade through as it is.

I don't think that mining supplies from asteroids is a problem? In fact I would argue that this is better than using dialogs. So really, the problem is that your fleet doesn't 'stick' to planets/stations like it does to asteroids.

I have raised it as a suggestion (a while ago) so we shall see ... :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Doogie on October 23, 2013, 03:04:07 PM
Asteroids are the easiest and best method, which is why that shouldn't be changed. While, yes, the dialogue box solution might not be ideal, it is still far better than the system that's in place now.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 23, 2013, 05:40:58 PM
Asteroids are the easiest and best method, which is why that shouldn't be changed. While, yes, the dialogue box solution might not be ideal, it is still far better than the system that's in place now.


Hmmm OK I have hacked around a bit and you can now 'stick' your fleet to planets and stations by clicking an initial time to move the fleet to that object and then when very close clicking again to cause it to stick. It's still not 100% but it does mean you don't have to keep maneuvering your fleet to stay on top of a planet/station. I think this is as close as I can get with the API as it currently is.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 24, 2013, 12:35:42 AM
Update time!

Exerlein v0.62
Download: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.62.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.62.zip)
NOTE: Remove the existing Exerelin folder before copying the new version into the StarSector mods folder.
NOTE: Be sure to check that you have increased StarSector's memory allocation (see OP).

Major changes include a message history options when visiting stations, additional star types/backgrounds and a lot of fixes/quality of life changes. There is also now a configuration file for each faction (see data/config/exerelinFactionConfig) in which there are a number of variables that can be changed to customise a faction.

Also updated support for the Nomads faction and the latest Zorg release (apologies for taking so long!).

Many thanks to kilomann and Trylobot who contributed to this release :)

As usual, please let me know if there are any issues or otherwise. Happy playing!

Changes
Code
v0.62
- Added message history, displayable in any station
- Added additional star types and background pictures
- Player fleet will now 'stick' to planets/stations
  - Requires a second mouse click when close to the object

- Changed rebel fleet spawns to hopefully provide a more appropriate challenge
- Changed fleet commander personalities depending on fleet type

- Stations will now stock a stack of green, veteran and elite crew that builds up slowly
- Improved responsiveness of stations fleet spawning at start of game
- Added fleet destruction flash when boarding ships are destroyed in failed boarding attempt
- Leadership skill Advanced Tactics level 5 perk now improves marine station boarding effectiveness
- Saboteur now only requires 3 points in active diplomacy
- Gaining Saboteur perk now grants two saboteurs immeditaly
- Patrol fleets now prioritize own system first
- Stations now deploy extra mining fleets if efficiency > 1.8 (only when a faction respawns)
- Slightly increased spawn chance of diplomacy agents

- Updated support for Nomads
- Updated support for Zorg
- Updated support for Gedune

- Fixed spawn issue with Hiigaran and Bushi cargo ships
- Fixed incorrect marine supply usage from vanilla 0.6.1a
- Fixed crash issue with boarding fleets
- Fixed allowing use of mothballed ships for mining or station boarding
- Fixed occurence of catastrophic accidents on a faction's last station
- Fixed issue with asteroid belt radius being far too large
- Fixed some issues with resupply targets for fleets
- Fixed issue with attack fleets redirecting to abandonded stations on station target switch
- Fixed betray message to show faction real names
- Fixed incorrect hegemony faction color
- Fixed some missing variants/hulls for various factions
- Fixed issue with ally report
- Fixed weapon cargo reduction code

- Added exerelin_config settings for player wages and station transfer
  - Station transfer setting doesn't work until fixed in StarSector core
- Added config setting for capital ship sale reduction
- Added faction specific configuration settings (see data/config/exerelinFactionConfig)
- Added exerelin config setting for loading custom faction configs
- Added configurable option for new stars/backgrounds
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Giangiotto on October 24, 2013, 12:40:43 AM
Quote
- Added config setting for capital ship sale reduction

Does that basically do what I did to my own game a little while back?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.61
Post by: Zaphide on October 24, 2013, 12:42:02 AM
Quote
- Added config setting for capital ship sale reduction

Does that basically do what I did to my own game a little while back?

Yep :) just set the setting in data/config/exerelin_config.json to false.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 24, 2013, 12:44:11 AM
Actually, before anyone asks, this version is not save compatible with the previous version sorry :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Scrambles on October 24, 2013, 03:50:51 AM
Oh well, I guess it's time to start a new game then! It will take some time to get back to level 42 ¬.¬

Is it possible to configure *which* factions spawn in a game now?

Also, awwwwwwwwwwwww:

- Fixed allowing use of mothballed ships for mining or station boarding

I may be missing something but is there anything other than a mining pod that can mine stuff?

I was admittedly mothballing them... but I'd still like to see them not take up tons of resources when they're idle :/ In reality they would be docked somewhere (assuming some big ships also present), not flying around eating up supplies when not in use.

On the boarding mechanics - my main issue so far has been the massive cost of maintaining marines, which has made it pretty much impossible for me to capture anything myself (as I can only support about 100 dudes...), I presume this is resolved by the supply cost adjustment?

It would also be good to get more/better feedback during boarding actions (say, "15 marines died, 500 enemy marines remain" or something) and/or have some way of judging the combat strength of a hostile station before boarding ("defence rating high/medium/low" on hover-over would probably do). I'm not really sure how the boarding mechanics work in the background but it seems like kind of a coin toss at the moment.

Lastly, this may not be the right place for this question but is there a way of upping your available deployment points?  I can edit the points that ships require to deploy but that's kinda cheating ^.^
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Giangiotto on October 24, 2013, 04:04:18 AM
Speaking of it being save incompatible is there a way to carryover characters?
With compressed saves I don't think you can with simple copy-pasting.

I tend to play with between 1 or 4 systems to keep the loading and saving reasonable so my games aren't too long.
Plus Starfarer uses the Java process so Cheat Engine is out the door too.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: muttiman on October 24, 2013, 05:02:34 AM
YEY new update, a reason to turn the game on again :D

Q: I've read in the changelogs that you can board stations with marines. how to do this, what do i need to buy, how doas this work? ;D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Trylobot on October 24, 2013, 07:22:53 AM
Lastly, this may not be the right place for this question but is there a way of upping your available deployment points? 

Yeah that's a setting in the actual game. Just press Esc, go to Settings, and set Battle Size to something higher. The default is 200. I play with like 500 usually, it's fun.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Andy H.K. on October 24, 2013, 07:35:04 AM
Speaking of it being save incompatible is there a way to carryover characters?
With compressed saves I don't think you can with simple copy-pasting.

I tend to play with between 1 or 4 systems to keep the loading and saving reasonable so my games aren't too long.
Plus Starfarer uses the Java process so Cheat Engine is out the door too.
Should still be doable before your save is bloated.... you just turn off compress save and edit the resulting .xml and turn compression back on.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Diatonic on October 24, 2013, 10:41:59 AM
Hey there!  I've played previous versions of this mod and thoroughly enjoyed it, but it won't work for me since the big Starsector 0.6x update.  I've downloaded the new Exerelin, lazylibs and all of the factions and each time I try to run the mod I get this error:

"Starsector 0.6.1a

Fatal: Ship hull spec [exerelin_atlas_algae] not found!
Check starsector.log fr more info."

This happens once I've run the .exe, the progress bar appears for a few seconds with no progress made, then it CTD's with the above error notification in a little window.  The only choice is to click OK, deactivate the mod and run Starsector in vanilla mode.

I have no idea where starsector.log might be, I've uninstalled and re-downloaded Starsector and the mods (gawd knows how many times).  Anyone got any ideas?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 24, 2013, 01:42:32 PM
Oh well, I guess it's time to start a new game then! It will take some time to get back to level 42 ¬.¬

Is it possible to configure *which* factions spawn in a game now?

See the OP for instructions for turning on/off the vanilla factions. For modded factions, just don't load the mod at the same time if you wish the faction not to appear :)

Also, awwwwwwwwwwwww:

- Fixed allowing use of mothballed ships for mining or station boarding

I may be missing something but is there anything other than a mining pod that can mine stuff?

I was admittedly mothballing them... but I'd still like to see them not take up tons of resources when they're idle :/ In reality they would be docked somewhere (assuming some big ships also present), not flying around eating up supplies when not in use.

Zorg Worker Sphere will also allow mining.

As they are quite handy to have in your fleet when somewhere away from your stations I'm actually OK with the high supplies/day cost :) Basically your taking a combat potential hit for a longer potential deployment time.

On the boarding mechanics - my main issue so far has been the massive cost of maintaining marines, which has made it pretty much impossible for me to capture anything myself (as I can only support about 100 dudes...), I presume this is resolved by the supply cost adjustment?

Yes, I had left the old Vanilla variables in by mistake. When it was lowered for 0.6.1a I forgot to lower the Exerelin one.

It would also be good to get more/better feedback during boarding actions (say, "15 marines died, 500 enemy marines remain" or something) and/or have some way of judging the combat strength of a hostile station before boarding ("defence rating high/medium/low" on hover-over would probably do). I'm not really sure how the boarding mechanics work in the background but it seems like kind of a coin toss at the moment.

Yeah not a bad idea :)

The mechanics are kind of similar to Risk (if anyone has played that), and yeah pretty much a coin toss (although many coin tosses over a short period of time). Defenders and attackers get a dice roll. Defender wins on a draw. How much you win by is how many marines are killed on the enemy side (so 6 v 1 would mean 5 marines killed). This is repeated a number of times per game day, resulting in the message you see.

Advanced Tactics (? I forget the Leadership Skill level 5 perk) increases your attacking marines effectiveness by 100%, so they can roll up to a 12, meaning they have a much higher chance of winning combat.

YEY new update, a reason to turn the game on again :D

Q: I've read in the changelogs that you can board stations with marines. how to do this, what do i need to buy, how doas this work? ;D

See the Quick Guide in the OP for details on baording and what is required :)

Hey there!  I've played previous versions of this mod and thoroughly enjoyed it, but it won't work for me since the big Starsector 0.6x update.  I've downloaded the new Exerelin, lazylibs and all of the factions and each time I try to run the mod I get this error:

"Starsector 0.6.1a

Fatal: Ship hull spec [exerelin_atlas_algae] not found!
Check starsector.log fr more info."

This happens once I've run the .exe, the progress bar appears for a few seconds with no progress made, then it CTD's with the above error notification in a little window.  The only choice is to click OK, deactivate the mod and run Starsector in vanilla mode.

I have no idea where starsector.log might be, I've uninstalled and re-downloaded Starsector and the mods (gawd knows how many times).  Anyone got any ideas?

Hmm most other people that have had this (or similar errors) have not been deleting the old Exerelin mod folder before installing the new version. You will need to delete the old Exerelin mod folder, download the latest version and then place it in the mod folder.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: ValkyriaL on October 25, 2013, 12:29:35 AM
Valks are updated Zap, yay? ;D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 25, 2013, 12:49:46 AM
Valks are updated Zap, yay? ;D

Yeah I noticed, very nice work :)

I'll fix up the compatibility for the next version (which won't be far away at all, just a compatibility update).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Diatonic on October 25, 2013, 07:26:37 AM
Thanks Zaphide, that fixed the problem!  This mod is a must for Starsector at the mo imho...  Although now my save game from last night won't load for some inexplicable reason.  Oh well!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: LuciferNZ on October 25, 2013, 04:50:19 PM
Zaphide, thanks a lot for this mod!

Made me buy a copy after seeing it played!

Great work, Ive already made some tweaks and bugfixes, Im an indie game developer myself, so if you ever want some major upgrades or help - send me a PM or email and I'll gladly help!

One bug I *think* is happening, is that agents etc are only spawning once, then it is locking out.  Ive changed that code, so you may have changed it.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 25, 2013, 05:07:24 PM
Thanks Zaphide, that fixed the problem!  This mod is a must for Starsector at the mo imho...  Although now my save game from last night won't load for some inexplicable reason.  Oh well!

You will probably need to increase the memory allocation for StarSector and possible run Java 64bit. See the OP for some details :)

Zaphide, thanks a lot for this mod!

Made me buy a copy after seeing it played!

Great work, Ive already made some tweaks and bugfixes, Im an indie game developer myself, so if you ever want some major upgrades or help - send me a PM or email and I'll gladly help!

One bug I *think* is happening, is that agents etc are only spawning once, then it is locking out.  Ive changed that code, so you may have changed it.

Haha damn your right, it's a leftover from where that code was before :P

Well, that can go into the next version as the fix is save compatible. Thanks for letting me know :)

The mod is housed at https://bitbucket.org/Zaphide/exerelin/overview (https://bitbucket.org/Zaphide/exerelin/overview) in a Git repository so if you like you could fork it and send me a pull request for any changes you would like to make? I'm quite happy with people making changes, although I would probably prefer to discuss any large scale removal/additions of features before implementing :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: goduranus on October 25, 2013, 11:14:52 PM
Is there a way to obtain weapons that are not used on any of ships?

I've been playing for a while, but could never find the storm needler on any of the station or from destroyed ships.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: ValkyriaL on October 25, 2013, 11:25:45 PM
Its a vanilla mid/low tech weapon, so you would have to go with Hege/independents for it to appear in your stations.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 25, 2013, 11:41:32 PM
Is there a way to obtain weapons that are not used on any of ships?

I've been playing for a while, but could never find the storm needler on any of the station or from destroyed ships.

Its a vanilla mid/low tech weapon, so you would have to go with Hege/independents for it to appear in your stations.

I think (someone correct me if I am wrong) the Storm Needler may be unique(?) in that it doesn't actually appear in any Vanilla variants. Exerelin pulls the possible weapons for a faction from ship variants available to that faction. If a weapon is not in those variants, then it doesn't spawn for that faction (unless that faction has all built in weapons then it is just random weapons).

You could create a variant of <something> that uses a Storm Needler and then add that variant to any of the exerelinGenericFleet definitions for factions you want to have a chance of spawning a Storm Needler. This variant would also have a chance at spawning in any of their fleets.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: LuciferNZ on October 26, 2013, 12:48:23 AM
Haha damn your right, it's a leftover from where that code was before :P

Well, that can go into the next version as the fix is save compatible. Thanks for letting me know :)

The mod is housed at https://bitbucket.org/Zaphide/exerelin/overview (https://bitbucket.org/Zaphide/exerelin/overview) in a Git repository so if you like you could fork it and send me a pull request for any changes you would like to make? I'm quite happy with people making changes, although I would probably prefer to discuss any large scale removal/additions of features before implementing :D
Of course ;)

I'll fork it, and look at some bug fixes to start with ;)

Ive managed to get all of the findable mods fixed up and working with your new version, its wonderful playing with over 20 factions!
There were a lot of old mods that needed updating / tweaking / recoding, but being in java makes is so SO easy!

Are there any interesting additions youve thought about adding, but havent had time to introduce/look at?  I could prototype something for ya later on down the track =)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 26, 2013, 02:45:23 AM
Haha damn your right, it's a leftover from where that code was before :P

Well, that can go into the next version as the fix is save compatible. Thanks for letting me know :)

The mod is housed at https://bitbucket.org/Zaphide/exerelin/overview (https://bitbucket.org/Zaphide/exerelin/overview) in a Git repository so if you like you could fork it and send me a pull request for any changes you would like to make? I'm quite happy with people making changes, although I would probably prefer to discuss any large scale removal/additions of features before implementing :D
Of course ;)

I'll fork it, and look at some bug fixes to start with ;)

Ive managed to get all of the findable mods fixed up and working with your new version, its wonderful playing with over 20 factions!
There were a lot of old mods that needed updating / tweaking / recoding, but being in java makes is so SO easy!

Are there any interesting additions youve thought about adding, but havent had time to introduce/look at?  I could prototype something for ya later on down the track =)

Yeah it was pretty good with 0.54! So many factions to choose from, literally felt like a different game each time. Lots of ship types to learn though...

As for plans, there are bits and pieces here https://bitbucket.org/Zaphide/exerelin/issues?status=new&status=open (https://bitbucket.org/Zaphide/exerelin/issues?status=new&status=open) but it is more of a brain dump rather than any real coherent plan :)

If there is something in particular you would like to add I'm quite happy for you to contribute that :)

I don't really feel the need for a schedule, as I like to use this as more of a 'fun programming' exercise rather than 'job programming' and my way of attempting to learn Java (amongst other things). So, things I've been adding are more 'I can see a way to do that, it would be neat and I feel like adding that' rather than 'the game is really missing this so I should add that'. This does mean that some things don't get added for a while when they probably should be a priority (ahem message history) but still, all good fun :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: dogamusprime on October 26, 2013, 03:27:28 AM
Hey Zaph!

    First off I'd like to say that this mod is spectacular. Secondly, I'm not seeing any "Faction" skill tree, and I'm wondering if I bungled something somewhere. I have a modified vannila SkillData.java and was wondering if this might somehow cause this problem. I don't see anything on the OP or changelog that says it was removed so I probably messed somethin up  :-\. Once again, excellent piece of work.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Erick Doe on October 26, 2013, 03:33:20 AM
Hey Zaph!

    First off I'd like to say that this mod is spectacular. Secondly, I'm not seeing any "Faction" skill tree, and I'm wondering if I bungled something somewhere. I have a modified vannila SkillData.java and was wondering if this might somehow cause this problem. I don't see anything on the OP or changelog that says it was removed so I probably messed somethin up  :-\. Once again, excellent piece of work.

Just to be sure: did you scroll all the way down in the Character screen? It is below Industry.


By the way, Zaphide, the stations in Exerelin do not use faction specific ship names. Can this be fixed?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: dogamusprime on October 26, 2013, 03:46:43 AM
Well I feel stupid  ::)

That solves that I guess :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 26, 2013, 03:48:49 AM
By the way, Zaphide, the stations in Exerelin do not use faction specific ship names. Can this be fixed?

Thanks, I'll check it out :)

Well I feel stupid  ::)

That solves that I guess :)

:)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Erick Doe on October 26, 2013, 05:01:44 AM
Noticed something odd. After playing for quite a bit, the Zorg still haven't spawned boarding fleets. They've been doing well. And have lots of huge fleets floating about. But no boarding fleets. The Hegemony is completely beaten. Their only station under permanent siege and ripe for the taking. But without those boarding fleets...

Well, you get the idea.  :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: dogamusprime on October 26, 2013, 07:19:42 AM
Hey Zaph?

Is there any way I can make it so that my enemies don't spawn 5 capital ship command fleets in my home system? I was having a great time until 5 tri-tachyon fleets spawned in my system and rolled everything in a matter of minutes. They were 5 elite capital ship fleets. I don't have anything that can even compare to one of those.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Lopunny Zen on October 26, 2013, 08:36:30 AM
I keep trying to start it with the mods that are compatible but it keeps crashing on game startup..ill send the file



[attachment deleted by admin]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: EurypteriD on October 26, 2013, 09:25:55 AM
There. Finaly got the log as ihave had a small break

Spoiler
Code
Error on loading a save.
3018619 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
3018619 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.lang.StringBuffer.toString(StringBuffer.java:585)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
[close]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zudgemud on October 26, 2013, 10:20:29 AM
So, I have two problems, the first one is that I keep getting nullpoint errors when loading saves from where I'm pretty far into the game, here is a log for that.

Quote
86765 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
87156 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.FactionDirector.getFactionDirectorForFactionId(FactionDirector.java:160)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint.setFleetAssignm ents$(InSystemStationAttackShipSpawnPoint.java:109)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1.run(InSystemStationAttackShipSpawnPoint.java:157)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


The second problem is that saving gets progressivly slower the longer a game progresses, and loading games where I'm pretty far into the game is also impossible unless I close the client and restart the game. I assume this is something memory related but I have set the game to use 64 bit, and memory usage to 1024 and 2048.

The only mods I use is the latest version of the ones compatible with Exerelin.


So, anyone know how to fix this? Especially the nullpoint error as that one simply renders the save useless.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: goduranus on October 26, 2013, 11:38:49 AM
I might have found a bug. I was playing vanilla Hegemony, and agents, prisoners etc stopped spawning when I reached max Faction Skill, either that, or when I reached the level for it to spawn saboteurs.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 26, 2013, 01:45:11 PM
Noticed something odd. After playing for quite a bit, the Zorg still haven't spawned boarding fleets. They've been doing well. And have lots of huge fleets floating about. But no boarding fleets. The Hegemony is completely beaten. Their only station under permanent siege and ripe for the taking. But without those boarding fleets...

Well, you get the idea.  :D

I assume the Zorg spawned boarding fleets before that? Hmmm I'll check it out. Could you PM me your save file? :)

Hey Zaph?

Is there any way I can make it so that my enemies don't spawn 5 capital ship command fleets in my home system? I was having a great time until 5 tri-tachyon fleets spawned in my system and rolled everything in a matter of minutes. They were 5 elite capital ship fleets. I don't have anything that can even compare to one of those.

Command Fleets are called when a faction respawns. You can turn off the faction respawning in the initial game setup options. The Command Fleets should just attack and takeover one station, which once taken over they will defend for a time.

I keep trying to start it with the mods that are compatible but it keeps crashing on game startup..ill send the file

If you are playing with the latest version (Exerelin v0.62) that file should not exist. You need to delete the previous versions folder before installing the new version of the mod.

There. Finaly got the log as ihave had a small break

Spoiler
Code
Error on loading a save.
3018619 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
3018619 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.lang.StringBuffer.toString(StringBuffer.java:585)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
[close]

This is a symptom of running out of memory. If you increase the memory allocation (see OP for details on this and using Java 64bit) your save should load :)

So, I have two problems, the first one is that I keep getting nullpoint errors when loading saves from where I'm pretty far into the game, here is a log for that.
Spoiler
Quote
86765 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
87156 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.FactionDirector.getFactionDirectorForFactionId(FactionDirector.java:160)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint.setFleetAssignm ents$(InSystemStationAttackShipSpawnPoint.java:109)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1.run(InSystemStationAttackShipSpawnPoint.java:157)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
The second problem is that saving gets progressivly slower the longer a game progresses, and loading games where I'm pretty far into the game is also impossible unless I close the client and restart the game. I assume this is something memory related but I have set the game to use 64 bit, and memory usage to 1024 and 2048.

The only mods I use is the latest version of the ones compatible with Exerelin.

So, anyone know how to fix this? Especially the nullpoint error as that one simply renders the save useless.

Ah I think I might know what that error is. Add the following lines:
Code
if(ExerelinData.getInstance().getSectorManager() == null)
     return; //TODO - Remove when scripts do not run before after game load
to the data/scripts/world/exerelin/InSystemStationAttackShipSpawnPoint.java at lines 122 and 170 (first call in the createTestTargetScript and createArrivedScript methods). There is currently a bug in game load that game scripts can run prior to running the OnGameLoad hooks (fixed for next version of StarSector). I will add additional checks for the next version (which will be save compatible).

It will get progressively slower as a lot more stuff gets added to the save file/held in memory as the game progresses. This is impacted by the number of systems/stations/asteroids/planets/factions/other faction mods you are running.

On saving/loading in the same session, that's currently an issue with Exerelin. The previous game is kept in memory until the new game is completely loaded, so when loading the new game there has to be enough free memory to have BOTH games simultaneously (at least parts of those games).

I might have found a bug. I was playing vanilla Hegemony, and agents, prisoners etc stopped spawning when I reached max Faction Skill, either that, or when I reached the level for it to spawn saboteurs.

Thanks, I have fixed for the next version(which will be save compatible) :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: daggertx on October 26, 2013, 02:34:59 PM
Spoiler
958202 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
958203 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry[3]/list/CampaignFleet/fleetData/members/FleetMember[4]/captain/stats
line number         : 216990
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.StarSystem
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry[3]/list/CampaignFleet/fleetData/members/FleetMember[4]/captain/stats
line number         : 216990
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.StarSystem
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.converters.reflection.ObjectAccessException: Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:71)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 90 more
Caused by: java.lang.NullPointerException
   at data.characters.skills.scripts.ActiveDiplomacyPerk1.apply(ActiveDiplomacyPerk1.java:12)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor6.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:65)
   ... 92 more
[close]

I think this is caused by me messing with the console mod?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 26, 2013, 07:11:29 PM
Spoiler
958202 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
958203 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry[3]/list/CampaignFleet/fleetData/members/FleetMember[4]/captain/stats
line number         : 216990
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.StarSystem
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
---- Debugging information ----
message             : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry[3]/list/CampaignFleet/fleetData/members/FleetMember[4]/captain/stats
line number         : 216990
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.StarSystem
class[9]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: com.thoughtworks.xstream.converters.reflection.ObjectAccessException: Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : null
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:71)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:235)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 90 more
Caused by: java.lang.NullPointerException
   at data.characters.skills.scripts.ActiveDiplomacyPerk1.apply(ActiveDiplomacyPerk1.java:12)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.readResolve(Unknown Source)
   at sun.reflect.GeneratedMethodAccessor6.invoke(Unknown Source)
   at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
   at java.lang.reflect.Method.invoke(Unknown Source)
   at com.thoughtworks.xstream.converters.reflection.SerializationMethodInvoker.callR eadResolve(SerializationMethodInvoker.java:65)
   ... 92 more
[close]

I think this is caused by me messing with the console mod?

Perhaps. I'll do a bit of testing around it and see. I'm unsure on how the skill stuff hangs together (I *think* that that block of code should only be called if you trigger the level that grants you that perk but perhaps it is called every time or every game load, in which case it may need some guard checks).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: EurypteriD on October 27, 2013, 01:27:17 AM
Quote
There. Finaly got the log as ihave had a small break

Spoiler
Code
Error on loading a save.
3018619 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
3018619 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.lang.StringBuffer.toString(StringBuffer.java:585)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
[close]

This is a symptom of running out of memory. If you increase the memory allocation (see OP for details on this and using Java 64bit) your save should load :)

Its running 64 bit. and 12 gb ram. Im only running 8 systems total.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 27, 2013, 01:49:46 AM
Quote
There. Finaly got the log as ihave had a small break

Spoiler
Code
Error on loading a save.
3018619 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
3018619 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.lang.StringBuffer.toString(StringBuffer.java:585)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
[close]

This is a symptom of running out of memory. If you increase the memory allocation (see OP for details on this and using Java 64bit) your save should load :)

Its running 64 bit. and 12 gb ram. Im only running 8 systems total.

How much have you actually allocated to StarSector though? By default, StarSector only grabs up to 512MB. You need to edit a certain file (different for Windows/MacOSX/*nix) to increase the amount allocated to StarSector. If you need to allocate over 1024MB you will need to use the 64bit version of Java.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 27, 2013, 03:00:05 AM
(minor+save compatible) Update Time!

Download: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.621.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.621.zip)
Note: This version is save compatible with Exerelin 0.62.

Mainly bug fixes, and added support for the ValkyriaL's Valkyrian faction, the latest Zorg version and the latest Nomad version. Links in the OP.

EDIT: I will add that there is currently an intermittent NullPointerException with the Valkyrian mod. If you use this with Exerelin please save often :)

Changes:
Code
- Updated support for Valkyrians
- Updated support for Zorg Hive
- Updated support for Nomads

- Slightly increased AI fleet deployment cost for bushi and hiigaran descendents

- Fixed diplomacy items not spawning more than once
- Fixed diplomacy item spawn chance calculation
- Fixed background image size on bluewhite background to remove black edges
- Fixed crash issue on load after selecting Active Diplomacy perk 1
- Fixed potential crash issue with gas mining fleets
  - Due to script queue issue on load
- Fixed crash issue with boarding fleets
  - Due to script queue issue on load
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: ValkyriaL on October 27, 2013, 03:07:03 AM
It might just have been that _wing was missing in the title_screen_variants for the corvettes, i haven't played long enough to find out, but that could have been it. ::)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Sproiet on October 27, 2013, 07:01:05 AM
It might just have been that _wing was missing in the title_screen_variants for the corvettes

So, should I restart Exerelin and play as one of my favorite factions (Valkyrians) now, or wait for a hotfix from Valk regarding some issue with the corvette wings...?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: daggertx on October 27, 2013, 08:52:42 AM
Should I avoid for now using the console mod on thing related to skill and aptitude points? Thank you!!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Scrambles on October 27, 2013, 03:06:38 PM
I think I've come across a bug in the latest version, I'm able to board stations without a troop transport in my fleet.

I do have a super-freighter but I wasn't planning on doing any boarding so I didn't take a troop ship (or any marines).

Hover over a hostile station and suddenly a failed boarding attempt message appears (again, no marines...) and I lose my freighter D:
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Wunder on October 27, 2013, 03:39:00 PM
Its not a bug
Read the description
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 27, 2013, 03:54:47 PM
It might just have been that _wing was missing in the title_screen_variants for the corvettes

So, should I restart Exerelin and play as one of my favorite factions (Valkyrians) now, or wait for a hotfix from Valk regarding some issue with the corvette wings...?

You can start now, just save often (and maybe delete the data/config/title_screen_variants file from the Valkyrian mod) :)

Should I avoid for now using the console mod on thing related to skill and aptitude points? Thank you!!

No, that was a bug in Exerelin. Should be fixed for 0.621 and your save should now load :)

I think I've come across a bug in the latest version, I'm able to board stations without a troop transport in my fleet.

I do have a super-freighter but I wasn't planning on doing any boarding so I didn't take a troop ship (or any marines).

Hover over a hostile station and suddenly a failed boarding attempt message appears (again, no marines...) and I lose my freighter D:

Hmmm that doesn't sound ideal :( Which faction where you and what were your ships? Zorg's troop transport and super-freighter are the same ship so it may be getting confused there.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: ValkyriaL on October 27, 2013, 04:01:51 PM
Zap, a lot of people seem to be getting an Atlas_valk_standard error, what's that about? I guess they didn't delete the old folder before installing the new one?

and i noticed portraits and descriptions that i don't have anymore, did you also put the new folder onto the old one? ;D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 27, 2013, 04:13:12 PM
Zap, a lot of people seem to be getting an Atlas_valk_standard error, what's that about? I guess they didn't delete the old folder before installing the new one?

and i noticed portraits and descriptions that i don't have anymore, did you also put the new folder onto the old one? ;D

Yes, I'm guessing they didn't remove the old Exerelin folder before downloading the latest :)

Yeah the portrait issues. I don't actually move around anything; all your mods assets stay in your mod, Exerelin just uses them if they are available. I'm overriding a couple of things (which I maybedon't need to anymore) and I think it is this which causes the portrait issue. I will see if I can fix for the next version :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Erick Doe on October 27, 2013, 04:15:01 PM
Love that the Zorg stations use the station image I made for them. I was happily surprised.  ;)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 27, 2013, 05:01:19 PM
Love that the Zorg stations use the station image I made for them. I was happily surprised.  ;)

Yep :) Makes them more 'Zorg-ey'. They will also convert the systems star and background to Zorg-specific versions when they completely conquer a star system. It will revert back when the system becomes contested again.

I did try and work out a way to make station names be more faction specific (so Zorg taking over Hegemony Habitat would rename it Zorg Base), but unfortunately I don't think you can rename stations as yet via the API :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Scrambles on October 28, 2013, 05:28:33 AM
I'm playing Hiigaran Descendants, possibly their super-freighter also holds both roles? Not sure how that works.

I didn't notice the Zorg station sprite but that's cool - Hiigarans have their own station (though I don't think it's used anywhere), maybe add this for them too?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Erick Doe on October 28, 2013, 05:33:24 AM
I'm playing Hiigaran Descendants, possibly their super-freighter also holds both roles? Not sure how that works.

I didn't notice the Zorg station sprite but that's cool - Hiigarans have their own station (though I don't think it's used anywhere), maybe add this for them too?

We weren't talking about station sprites. Rather the image that shows up when you dock with a station.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Scrambles on October 28, 2013, 09:17:26 AM
That is sad :( It... would be cool if you could change the station sprite? :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zudgemud on October 28, 2013, 11:35:40 AM
I encountered another problem, same setup as last time except I used the newest updated version of exerelin. This game and this mod in particular is really great, too bad I keep having to restart the campaign from scratch all the time. 

Welp, cant have everything.

Spoiler
106818 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Keskal_4575363908185907092\descriptor.xml]
108336 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Keskal_4575363908185907092...
110047 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
110047 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity. :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
---- Debugging information ----
message             :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[6]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[19]/interactionTarget/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/CampaignFleet/fleetData/members/FleetMember[11]/captain/stats
line number         : 125813
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.JumpPoint
class[10]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[11]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[12]           : com.fs.starfarer.campaign.StarSystem
class[13]           : com.fs.starfarer.campaign.CampaignPlanet
class[14]           : com.fs.starfarer.campaign.CircularOrbit
class[15]           : com.fs.starfarer.campaign.CampaignOrbitalStation
class[16]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[17]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[18]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity. :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
---- Debugging information ----
message             :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[6]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[19]/interactionTarget/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/CampaignFleet/fleetData/members/FleetMember[11]/captain/stats
line number         : 125813
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.JumpPoint
class[10]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[11]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[12]           : com.fs.starfarer.campaign.StarSystem
class[13]           : com.fs.starfarer.campaign.CampaignPlanet
class[14]           : com.fs.starfarer.campaign.CircularOrbit
class[15]           : com.fs.starfarer.campaign.CampaignOrbitalStation
class[16]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[17]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[18]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: com.thoughtworks.xstream.io.StreamException:  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 351 more
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(XMLStreamReaderImpl.java:593)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 358 more
[close]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 28, 2013, 03:54:58 PM
That is sad :( It... would be cool if you could change the station sprite? :D

Yes that would be neat, and have it change on station takeover :) but alas, the API doesn't support this yet.

I encountered another problem, same setup as last time except I used the newest updated version of exerelin. This game and this mod in particular is really great, too bad I keep having to restart the campaign from scratch all the time. 

Welp, cant have everything.

Spoiler
106818 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Keskal_4575363908185907092\descriptor.xml]
108336 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Keskal_4575363908185907092...
110047 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
110047 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity. :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
---- Debugging information ----
message             :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[6]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[19]/interactionTarget/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/CampaignFleet/fleetData/members/FleetMember[11]/captain/stats
line number         : 125813
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.JumpPoint
class[10]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[11]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[12]           : com.fs.starfarer.campaign.StarSystem
class[13]           : com.fs.starfarer.campaign.CampaignPlanet
class[14]           : com.fs.starfarer.campaign.CircularOrbit
class[15]           : com.fs.starfarer.campaign.CampaignOrbitalStation
class[16]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[17]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[18]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity. :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
---- Debugging information ----
message             :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
cause-exception     : com.thoughtworks.xstream.io.StreamException
cause-message       :  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
class               : com.fs.starfarer.campaign.CharacterStats
required-type       : com.fs.starfarer.campaign.CharacterStats
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path                : /CampaignEngine/respawnLocation/objects/lists/entry/list/CampaignFleet[6]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[12]/ai/assignments/FleetAssignmentData/target/orbit/focus/orbit/focus/containingLocation/objects/lists/entry/list/CampaignFleet[19]/interactionTarget/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/CampaignFleet/fleetData/members/FleetMember[11]/captain/stats
line number         : 125813
class[1]            : com.fs.starfarer.rpg.Person
class[2]            : com.fs.starfarer.campaign.fleet.FleetMember
class[3]            : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4]            : com.fs.starfarer.campaign.fleet.FleetData
class[5]            : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6]            : java.util.HashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[7]            : com.fs.util.container.repo.ObjectRepository
class[8]            : com.fs.starfarer.campaign.Hyperspace
class[9]            : com.fs.starfarer.campaign.JumpPoint
class[10]           : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[11]           : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[12]           : com.fs.starfarer.campaign.StarSystem
class[13]           : com.fs.starfarer.campaign.CampaignPlanet
class[14]           : com.fs.starfarer.campaign.CircularOrbit
class[15]           : com.fs.starfarer.campaign.CampaignOrbitalStation
class[16]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[17]           : com.fs.starfarer.campaign.ai.CampaignFleetAI
class[18]           : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.void
version             : null
-------------------------------
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.start(TreeUnmarshaller.java:134)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.unmarshal(AbstractTreeMarshallingStrategy.java:32)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1052)
   at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1036)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: com.thoughtworks.xstream.io.StreamException:  : ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 351 more
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[125813,55]
Message: XML document structures must start and end within the same entity.
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(XMLStreamReaderImpl.java:593)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 358 more
[close]

Hmmm it looks to me like you are running into memory issues when saving, and as such it is not creating the save file correctly (it's probably truncated). If you haven't already, look at raising the memory limits and use the Java 64bit JRE (details in OP). There is also a backup save kept (the previous save) in the save folder which you can rename from .bak to .zip/.xml to 'restore' back a save.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Lopunny Zen on October 28, 2013, 04:29:28 PM
Exerlin is glitched....its the only thing that wont work on startup
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 28, 2013, 05:20:41 PM
Exerlin is glitched....its the only thing that wont work on startup

I need a bit more info than that Lopunny :) Otherwise there is very little I can do!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Lopunny Zen on October 28, 2013, 05:56:51 PM
i sent it 3 times...here

Spoiler
fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/plugins/CharacterCreationPluginImpl.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/CharacterCreationPluginImpl.java, Line 471, Column 51: "data.scripts.world.exerelin.ExerelinData" has no field "confirmedFaction"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.determineValue(UnitCompiler.java:6674)
   at org.codehaus.janino.UnitCompiler.compileContext2(UnitCompiler.java:2934)
   at org.codehaus.janino.UnitCompiler.access$51(UnitCompiler.java:2933)
   at org.codehaus.janino.UnitCompiler$10.visitFieldAccessExpression(UnitCompiler.java:2866)
   at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:2541)
   at org.codehaus.janino.UnitCompiler.compileContext(UnitCompiler.java:2873)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2417)
   at org.codehaus.janino.UnitCompiler.access$39(UnitCompiler.java:2415)
   at org.codehaus.janino.UnitCompiler$8.visitAssignment(UnitCompiler.java:2373)
   at org.codehaus.janino.Java$Assignment.accept(Java.java:2430)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2407)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1426)
   at org.codehaus.janino.UnitCompiler.access$8(UnitCompiler.java:1425)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:926)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1447)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.access$7(UnitCompiler.java:955)
   at org.codehaus.janino.UnitCompiler$5.visitBlock(UnitCompiler.java:925)
   at org.codehaus.janino.Java$Block.accept(Java.java:1386)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1550)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.access$7(UnitCompiler.java:955)
   at org.codehaus.janino.UnitCompiler$5.visitBlock(UnitCompiler.java:925)
   at org.codehaus.janino.Java$Block.accept(Java.java:1386)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1049)
   at org.codehaus.janino.UnitCompiler.access$10(UnitCompiler.java:1017)
   at org.codehaus.janino.UnitCompiler$5.visitForStatement(UnitCompiler.java:928)
   at org.codehaus.janino.Java$ForStatement.accept(Java.java:1527)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.access$7(UnitCompiler.java:955)
   at org.codehaus.janino.UnitCompiler$5.visitBlock(UnitCompiler.java:925)
   at org.codehaus.janino.Java$Block.accept(Java.java:1386)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1560)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more
[close]

Moderator note: I've put it in spoilers.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 28, 2013, 08:05:07 PM
i sent it 3 times...here

Spoiler
fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/plugins/CharacterCreationPluginImpl.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/CharacterCreationPluginImpl.java, Line 471, Column 51: "data.scripts.world.exerelin.ExerelinData" has no field "confirmedFaction"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.determineValue(UnitCompiler.java:6674)
   at org.codehaus.janino.UnitCompiler.compileContext2(UnitCompiler.java:2934)
   at org.codehaus.janino.UnitCompiler.access$51(UnitCompiler.java:2933)
   at org.codehaus.janino.UnitCompiler$10.visitFieldAccessExpression(UnitCompiler.java:2866)
   at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:2541)
   at org.codehaus.janino.UnitCompiler.compileContext(UnitCompiler.java:2873)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2417)
   at org.codehaus.janino.UnitCompiler.access$39(UnitCompiler.java:2415)
   at org.codehaus.janino.UnitCompiler$8.visitAssignment(UnitCompiler.java:2373)
   at org.codehaus.janino.Java$Assignment.accept(Java.java:2430)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2407)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1426)
   at org.codehaus.janino.UnitCompiler.access$8(UnitCompiler.java:1425)
   at org.codehaus.janino.UnitCompiler$5.visitExpressionStatement(UnitCompiler.java:926)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:1447)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.access$7(UnitCompiler.java:955)
   at org.codehaus.janino.UnitCompiler$5.visitBlock(UnitCompiler.java:925)
   at org.codehaus.janino.Java$Block.accept(Java.java:1386)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1550)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.access$7(UnitCompiler.java:955)
   at org.codehaus.janino.UnitCompiler$5.visitBlock(UnitCompiler.java:925)
   at org.codehaus.janino.Java$Block.accept(Java.java:1386)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1049)
   at org.codehaus.janino.UnitCompiler.access$10(UnitCompiler.java:1017)
   at org.codehaus.janino.UnitCompiler$5.visitForStatement(UnitCompiler.java:928)
   at org.codehaus.janino.Java$ForStatement.accept(Java.java:1527)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.access$7(UnitCompiler.java:955)
   at org.codehaus.janino.UnitCompiler$5.visitBlock(UnitCompiler.java:925)
   at org.codehaus.janino.Java$Block.accept(Java.java:1386)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1560)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1542)
   at org.codehaus.janino.UnitCompiler.access$9(UnitCompiler.java:1477)
   at org.codehaus.janino.UnitCompiler$5.visitIfStatement(UnitCompiler.java:927)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1494)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:946)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:972)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2083)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:851)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:832)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:528)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more
[close]

Moderator note: I've put it in spoilers.

Lopunny, the file 'data/scripts/plugins/CharacterCreationPluginImpl.java' (which is causing the error) does not exist in the latest (since v0.62) mod version. It is has been renamed 'data/scripts/plugins/ExerelinCharacterCreationPluginImpl.java'.

Given that you are getting this error, you need to:
 - Delete your current Exerelin folder
 - Download the latest version of Exerelin
 - Copy the Exerelin folder into the StarSector mods folder
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Doogie on October 28, 2013, 09:10:37 PM
Zaphide, you should really put that in big red text on the OP. This seems to happen quite a bit.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 28, 2013, 09:19:14 PM
Zaphide, you should really put that in big red text on the OP. This seems to happen quite a bit.

Yeah it does... so, I have followed your excellent suggestion :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: ValkyriaL on October 28, 2013, 09:47:29 PM
Yeah, deleting the title screen variants seem to have removed the null pointer, or just adding _wing to the end of the corvettes, either way, i haven't seen it since.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: goduranus on October 29, 2013, 07:31:45 AM
Awesome, you added the message log! Hey, I noticed you used Zaphod as one of the station names, do you happen to be Zaphod on the Planetary Annihilation youtube channel?

Also

I think (someone correct me if I am wrong) the Storm Needler may be unique(?) in that it doesn't actually appear in any Vanilla variants. Exerelin pulls the possible weapons for a faction from ship variants available to that faction. If a weapon is not in those variants, then it doesn't spawn for that faction (unless that faction has all built in weapons then it is just random weapons).

You could create a variant of <something> that uses a Storm Needler and then add that variant to any of the exerelinGenericFleet definitions for factions you want to have a chance of spawning a Storm Needler. This variant would also have a chance at spawning in any of their fleets.

Would I need to start a new game for the Storm Needler to appear?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: ValkyriaL on October 29, 2013, 07:47:15 AM
Yes.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 29, 2013, 01:32:34 PM
Yeah, deleting the title screen variants seem to have removed the null pointer, or just adding _wing to the end of the corvettes, either way, i haven't seen it since.

Great :) Easy fix!

Awesome, you added the message log! Hey, I noticed you used Zaphod as one of the station names, do you happen to be Zaphod on the Planetary Annihilation youtube channel?

Also

I think (someone correct me if I am wrong) the Storm Needler may be unique(?) in that it doesn't actually appear in any Vanilla variants. Exerelin pulls the possible weapons for a faction from ship variants available to that faction. If a weapon is not in those variants, then it doesn't spawn for that faction (unless that faction has all built in weapons then it is just random weapons).

You could create a variant of <something> that uses a Storm Needler and then add that variant to any of the exerelinGenericFleet definitions for factions you want to have a chance of spawning a Storm Needler. This variant would also have a chance at spawning in any of their fleets.

Would I need to start a new game for the Storm Needler to appear?

Haha no I am not ZaphodX1 but I follow his channel, it's very cool :) I don't actually have PA and it looks a bit half-finished at the moment but I played a lot of Forged Alliance so I'm fairly interested in where PA ends up.

You can have the Storm Needler appear in your current save game. You need to create a variant of a hull with the Storm Needler as at least one of the weapons. Then, add that variant into the exerelinGenericFleet definition in data/world/factions/<yourfaction>.faction file. That variant will then appear in <yourfaction> AI fleets and the hull/weapons have a chance to be available in stations.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Lopunny Zen on October 29, 2013, 02:32:39 PM
why di i bother saving games...there all too big and i havent even captured half the stations....why cant this game handle the size?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: LuciferNZ on October 29, 2013, 04:28:13 PM
why di i bother saving games...there all too big and i havent even captured half the stations....why cant this game handle the size?
Really?

Im playing with max systems, asteroids, bases etc - with 21 factions.... And my saves are fine.  Large, but fine.

PEBKAC issue?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Lopunny Zen on October 29, 2013, 05:35:33 PM
just says file error because of its size...and my specs are good so it has to be the game
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: lowpolygon on October 29, 2013, 09:52:04 PM
If I may make a suggestion...is it possible for the first station you capped to spawn ming pod/wing ? Here I am starting a new game.
Not much to do since there is no ming wing for me to get to start something...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: EurypteriD on October 29, 2013, 10:38:32 PM
Quote
There. Finaly got the log as ihave had a small break

Spoiler
Code
Error on loading a save.
3018619 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
3018619 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.lang.StringBuffer.toString(StringBuffer.java:585)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
[close]

This is a symptom of running out of memory. If you increase the memory allocation (see OP for details on this and using Java 64bit) your save should load :)

Its running 64 bit. and 12 gb ram. Im only running 8 systems total.

How much have you actually allocated to StarSector though? By default, StarSector only grabs up to 512MB. You need to edit a certain file (different for Windows/MacOSX/*nix) to increase the amount allocated to StarSector. If you need to allocate over 1024MB you will need to use the 64bit version of Java.

Yes im running 64 bit Java. Heres a snipping from the Starsector.bat file
Code
"C:\Program Files\Java\jre7\bin\java.exe" -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.util.Arrays.useLegacyMergeSort=true -Djava.library.path=native\\windows -Xms512m -Xmx12g 

Its running java 7.45 freshly updated before last time i played.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: LuciferNZ on October 30, 2013, 01:19:59 AM
If I may make a suggestion...is it possible for the first station you capped to spawn ming pod/wing ? Here I am starting a new game.
Not much to do since there is no ming wing for me to get to start something...
I believe the storage facility is stocked with one at the beginning, unless its changed (which I dont think it has) in .621
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 30, 2013, 03:19:48 AM
Quote
There. Finaly got the log as ihave had a small break

Spoiler
Code
Error on loading a save.
3018619 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
3018619 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
at java.lang.StringBuffer.toString(StringBuffer.java:585)
at com.thoughtworks.xstream.io.path.PathTracker.peekElement(PathTracker.java:133)
at com.thoughtworks.xstream.io.path.PathTracker.getPath(PathTracker.java:169)
at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentElementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCollection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.readItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:306)
[close]

This is a symptom of running out of memory. If you increase the memory allocation (see OP for details on this and using Java 64bit) your save should load :)

Its running 64 bit. and 12 gb ram. Im only running 8 systems total.

How much have you actually allocated to StarSector though? By default, StarSector only grabs up to 512MB. You need to edit a certain file (different for Windows/MacOSX/*nix) to increase the amount allocated to StarSector. If you need to allocate over 1024MB you will need to use the 64bit version of Java.

Yes im running 64 bit Java. Heres a snipping from the Starsector.bat file
Code
"C:\Program Files\Java\jre7\bin\java.exe" -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.util.Arrays.useLegacyMergeSort=true -Djava.library.path=native\\windows -Xms512m -Xmx12g 

Its running java 7.45 freshly updated before last time i played.

I believe changing the .bat file won't actually do anything (unless you are running the application from the .bat file each time).

The file you want to change for memory settings (assuming Windows) is vmparams.

You also need to setup StarSector to use Java 64bit. I don't believe it automatically uses it (could be wrong on this though).

I'm sorry I can't be more specific. I don't actually have a Windows install anymore to test this stuff.

If I may make a suggestion...is it possible for the first station you capped to spawn ming pod/wing ? Here I am starting a new game.
Not much to do since there is no ming wing for me to get to start something...
I believe the storage facility is stocked with one at the beginning, unless its changed (which I dont think it has) in .621

Yep the storage facility has one :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Lopunny Zen on October 30, 2013, 02:05:23 PM
246233 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - GC overhead limit exceeded
java.lang.OutOfMemoryError: GC overhead limit exceeded
   at com.thoughtworks.xstream.core.util.FastStack.<init>(FastStack.java:26)
   at com.thoughtworks.xstream.io.path.Path.apply(Path.java:185)
   at com.thoughtworks.xstream.core.ReferenceByXPathUnmarshaller.getReferenceKey(ReferenceByXPathUnmarshaller.java:37)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:55)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
   at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
   at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)


How do i fix that...and yes it compresses and yes its x512 x512...dont know if lower or higher is better
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.62
Post by: Zaphide on October 30, 2013, 02:52:36 PM
--- GC overhead limit exceeded ---

--- GC overhead limit exceeded ---

Hmmm perhaps you two could PM me your save files? (if you are not using compression you'll need to ZIP them up and then upload them with mediafire or similar).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Lopunny Zen on October 30, 2013, 03:00:37 PM
i am using compression amd still not helping...this is stupid...i have a gaming machine and this game cant even function on a basic level and now its unplayable...cant even send the COMPRESSED file the game is so big...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Hyph_K31 on October 30, 2013, 03:47:32 PM
Ah, the joys of playing huge mods with a game that isn't optimised yet ^_^

Really, really loving playing with this mod now, since making to appropriate changes! Even though when I end a play session corruption is pretty much assured, I'm still having tonnes of fun. Not running with save compression, and oddly enough the game runs pretty smoothly with 4 systems, and maxed out everything else.

As it turns out, repeatedly playing a huge war campaign is pretty good for spotting areas in need of balance/tweaking in my own mod ;)

I cannot wait for the day that StarSector is optimised for this sort of thing :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: dogamusprime on October 30, 2013, 04:19:20 PM
Lopunny,

       I'm not sure about your level of understanding but, If you're using a 64-bit system you may need to modify and run the game from the batch file located in your starsector-core folder. Mine looks like this:

"C:\Program Files\Java\jre7\bin\java.exe" -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.util.Arrays.useLegacyMergeSort=true -Djava.library.path=native\windows -Xms512m -Xmx5g -Dcom.fs.starfarer.settings.paths.logs=. -Dcom.fs.starfarer.settings.paths.saves=saves -Dcom.fs.starfarer.settings.paths.screenshots=screenshots -Dcom.fs.starfarer.settings.paths.mods=mods -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.res.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;lwjgl_util_applet.jar;jinput.jar;lwjgl_test.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar com.fs.starfarer.StarfarerLauncher

The REALLY important part which is right at the beginning is this:

"C:\Program Files\Java\jre7\bin\java.exe"

Which points starsector at your 64-bit java. As starsector uses it's own native environment and is not supposed to run the level of crazy that's involved with exerelin.

And this:

-Xms512m -Xmx5g

Which tells Java how much memory should be applied to starsector. Really important as exerelin needs (from what I've discovered) at least 5g of ram to run at the max of everything and still be able to save and run at more than one fps on the strategic map.

Doing this may help you, I'm not sure. My level of Java voodoo is laymen at best. It worked for me however. I basically copied mine off of another person on the forums (can't find the post or their name or I would credit them). There may actually be some details in that long string of whooptie that I don't need or want so there's that. I pointed out the two most important parts however. If you need further elaboration I'll try to help, I'll be back here a couple times today at least. More if you're around and really need help.

I'm running this in windows on a macbook pro, so if I got it to work you should be able to as well. It's just a question of figuring it out. Also please try to remember that this game is alpha and REALLY unoptimized at this time.

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 30, 2013, 07:38:50 PM
Ah, the joys of playing huge mods with a game that isn't optimised yet ^_^

Yeah unoptimized mods on an alpha game that isn't optimzed... :D All good fun!

Really, really loving playing with this mod now, since making to appropriate changes! Even though when I end a play session corruption is pretty much assured, I'm still having tonnes of fun. Not running with save compression, and oddly enough the game runs pretty smoothly with 4 systems, and maxed out everything else.

The number of stations is the biggest contributor to memory use (as it dictates fleet counts among other things), so if you can bear to lower that you will probably have more stable games :)

I cannot wait for the day that StarSector is optimised for this sort of thing :D

Me neither, it's already such an amazing game :)

--- Windows Java 64bit JRE and memory instructions ---

Thanks dogamusprime, I will link to your write up from the OP. Just out of curiosity, what settings do you play with for 5GB memory use?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: dogamusprime on October 30, 2013, 08:28:45 PM
Maximum Everything, with all of the listed compatible mods. It does ok with 4g, but sometimes when I try to load a save it just hangs right near the end(task manager listed it as trying to take 4.6g during this operation, so that's why I upped it) . Adding the extra gig solved that problem. I run the saves uncompressed as you suggested and it takes a little longer but always loads for me without fail.

It doesn't run perfectly as when the galaxy is fully populated I get a LOT of jerk and stutter. But considering that it's built around an alpha doing things it's not intended to do, it runs remarkably well.

One thing I've noticed, is that pirates seem to snowball later in the game if they establish a decent presence. Not sure if this is intended or not, or if I'm just getting this by coincidence in a series of games. They always seem to have a LOT of fleets. And I haven't played vanilla in so long that I can't remember if they even use caps or not  :-\. So I can see the extra fleets being a balance as I only see them rocking cruisers at most.

As an aside Zaph this mod is absolutely brilliant and I've loved every minute that I've played. The tiny bit of extra work to get it up and running was well worth it. If I have any problems I'll let you know right away.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 30, 2013, 09:06:32 PM
Maximum Everything, with all of the listed compatible mods. It does ok with 4g, but sometimes when I try to load a save it just hangs right near the end(task manager listed it as trying to take 4.6g during this operation, so that's why I upped it) . Adding the extra gig solved that problem. I run the saves uncompressed as you suggested and it takes a little longer but always loads for me without fail.

Good to know, thanks :)

It doesn't run perfectly as when the galaxy is fully populated I get a LOT of jerk and stutter. But considering that it's built around an alpha doing things it's not intended to do, it runs remarkably well.

The jerk/stutter is probably due to some of the more intensive Exerelin scripts that are not that well optimised/spread evenly over time. They hopefully/eventually/probably will be at some point :)

One thing I've noticed, is that pirates seem to snowball later in the game if they establish a decent presence. Not sure if this is intended or not, or if I'm just getting this by coincidence in a series of games. They always seem to have a LOT of fleets. And I haven't played vanilla in so long that I can't remember if they even use caps or not  :-\. So I can see the extra fleets being a balance as I only see them rocking cruisers at most.

Yeah that's actually my experience too. Pirates were serious underdogs 0.54 so they got a few breaks (combat-freighter (mule), Venture in their mining fleets, slightly higher fleet size cap) but now their low resource cost, slightly larger, CR-cheap fleets seem to do really well! Their lack of a capital ships is kind of double-edged sword; their fleets are cheaper resource-wise but lack the 'punch' of some of the other factions fleets. Anyway, I'm not really sure how it all plays out in the auto-resolve but I do think it is more even compared to 0.54. Potentially some of the factions will get a slight re-balance around certain things, which I can now achieve more easily as of the last mod update :)

As an aside Zaph this mod is absolutely brilliant and I've loved every minute that I've played. The tiny bit of extra work to get it up and running was well worth it. If I have any problems I'll let you know right away.

Appreciated :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: dogamusprime on October 31, 2013, 09:41:38 AM
Hey Zaph,

     When starting out in a smaller galaxy I have a bit of a problem. Whenever I start in a system with one or more other factions, they usually immediately declare war, or I declare war. This is fine except for the massive command fleets that they get at the start. Which just sit on top of my one solitary station and kill anything that comes out. The worst offender so far seems to be tri-tachyon. They start with at least four really good cap ships in that fleet. And my station kept pooping out cruiser commanded fleets to try to fight them. It was pretty sad.

     Anyway, I end up having to restart over and over again until I can get into a system by myself. Not a really big deal just incredibly annoying. It's also not that big of a deal if I start further away from their home station, as the command fleet doesn't seem to wander much but, I always get sandwiched right next to them or they spawn right next to the only gas giant  :'(.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Garmine on October 31, 2013, 12:40:15 PM
Alright I managed to break my save! :D

First of all it's still awesome as always, thanks for the "wasted" hours! ;)

Secondly:
I get a NullPointerException right as the game finished loading the save.

The list of mods enabled:
Spoiler
  • Exerelin
  • LazyLib
  • --
  • Blackrock Drive Yards
  • Bushi
  • ASP Syndicate
  • Zorg
  • Hiigaran Descendants
  • Gedune
  • Junk Pirates
  • Nomades
  • Shadowyards
  • Kadur Theocracy
  • Neutrino Corp
[close]

The save + descriptors (settings.json compression enabled, I hope it isn't a problem :( ):
https://app.box.com/s/dfzbwh6gvfirkwjks4zo (https://app.box.com/s/dfzbwh6gvfirkwjks4zo)

The error message (+last few INFOs):
Spoiler
192475 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock.json]
192484 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/junkpirate.json]
192484 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/zorg_hive.json]
192491 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/shadowyards_hi.json]
192497 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
192498 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
192500 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/regime.json]
192501 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
192501 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
193109 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.FactionDirector.getFactionDirectorForFactionId(FactionDirector.java:160)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint.setFleetAssignm ents$(InSystemStationAttackShipSpawnPoint.java:112)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1.run(InSystemStationAttackShipSpawnPoint.java:157)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o0ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.title.B.o00000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

And I'm on a 64 bit Linux running the 64 bit Sun Java 7, and I changed the memory parameters to: -Xms1024m -Xmx2048m.

I'll keep on playing from the backup so I lost ~20 minutes, nothing *too* serious :)
But I believe the most valuable information is the bug itself so I posted this anyways.

Thanks in advance!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Garmine on October 31, 2013, 12:45:55 PM
     When starting out in a smaller galaxy I have a bit of a problem. Whenever I start in a system with one or more other factions, they usually immediately declare war, or I declare war. This is fine except for the massive command fleets that they get at the start. Which just sit on top of my one solitary station and kill anything that comes out. The worst offender so far seems to be tri-tachyon. They start with at least four really good cap ships in that fleet. And my station kept pooping out cruiser commanded fleets to try to fight them. It was pretty sad.

I also had some problems with a Hegemony Command Fleet 'till they disappeared for some reason. I believe that if your first station spawned a Command Fleet of it's own these problems could be solved. :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: daggertx on October 31, 2013, 01:10:14 PM
Spoiler
58562 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.exerelin.FactionDirector.getFactionDirectorForFactionId(FactionDirector.java:160)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint.setFleetAssignm ents$(InSystemStationAttackShipSpawnPoint.java:112)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1.run(InSystemStationAttackShipSpawnPoint.java:157)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Thank you!!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 31, 2013, 01:25:20 PM
Hey Zaph,

     When starting out in a smaller galaxy I have a bit of a problem. Whenever I start in a system with one or more other factions, they usually immediately declare war, or I declare war. This is fine except for the massive command fleets that they get at the start. Which just sit on top of my one solitary station and kill anything that comes out. The worst offender so far seems to be tri-tachyon. They start with at least four really good cap ships in that fleet. And my station kept pooping out cruiser commanded fleets to try to fight them. It was pretty sad.

     Anyway, I end up having to restart over and over again until I can get into a system by myself. Not a really big deal just incredibly annoying. It's also not that big of a deal if I start further away from their home station, as the command fleet doesn't seem to wander much but, I always get sandwiched right next to them or they spawn right next to the only gas giant  :'(.

Yeah I'll look at spreading the starts out a bit more, or at least in a more sensible fashion. That initial AI command fleet is really just there to make sure the AI players don't get blown away straight away.

--- NullPointerException ---

--- NullPointerException ---

Garmine, daggertx have you guys updated to Exerelin v0.621? It is save compatible with v0.62 and should hopefully fix this error.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Garmine on October 31, 2013, 02:33:50 PM
--- NullPointerException ---

--- NullPointerException ---

Garmine, daggertx have you guys updated to Exerelin v0.621? It is save compatible with v0.62 and should hopefully fix this error.

Checked the modinfo.json just to be sure:
"version":"0.621"

So I afraid it is v0.621!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 31, 2013, 02:44:54 PM
--- NullPointerException ---

--- NullPointerException ---

Garmine, daggertx have you guys updated to Exerelin v0.621? It is save compatible with v0.62 and should hopefully fix this error.

Checked the modinfo.json just to be sure:
"version":"0.621"

So I afraid it is v0.621!

Ah yeah OK I see it, thanks. I'll put up another save-compatible version with a fix tonight, and update the Zorg supported version too.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: drakhades on October 31, 2013, 06:21:41 PM
i tried a 4 system game (max factions, max planets, etc) and get the stuttering gameplay once the game's been going for 8 months or so.    restarting starsector worked for a few mnutes before back to the same issues.

then i tried save+exit and my save got corrupted (starsector crashed during save)

fyi i played the 0.62 version with 2 systems (max everything) and I didn't see the problem (i think)  so either something changed in 0.621 or doubling the game activity (2 to 4 systems)....  i would bet the activity is the culprit.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 31, 2013, 06:32:48 PM
i tried a 4 system game (max factions, max planets, etc) and get the stuttering gameplay once the game's been going for 8 months or so.    restarting starsector worked for a few mnutes before back to the same issues.

then i tried save+exit and my save got corrupted (starsector crashed during save)

fyi i played the 0.62 version with 2 systems (max everything) and I didn't see the problem (i think)  so either something changed in 0.621 or doubling the game activity (2 to 4 systems)....  i would bet the activity is the culprit.

Have you increased the max memory allocated to StarSector (details in OP)? If you have, it sounds like you need to increase it more (if possible) :)

Bear in mind that number of stations is the biggest impact performance wise so it may be worth lowering that (although increasing the number of systems increases the number of stations anyway etc etc etc so it's kind of a balance).

That is a bummer about the save :( There is always a backup of your previous save retained in the save folder, just remove the .bak extension from the end of those two files.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: drakhades on October 31, 2013, 11:17:02 PM
i increased memory to 1024...   when i increase to 2048 for some reason the .exe doesn't launch.  (i'm running 64bit jvm and i have 8gb ram)

thanks for the tip on the .bak, i'll give that a try (but i guess the game is still a bit unplayable with the lagging)

i'll just go back down to 2 systems i suppose
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Phoenixheart on October 31, 2013, 11:44:11 PM
Zaph, you mentioned in an earlier post that there were now several configurable options (capital ship availability being one of them), but WHERE is this configured? It wasn't in the pre-game selections with the system size, number, etc options were...

*EDIT* Nevermind, found it in Exerelin\data\config\exerelin_config.json like you specified in the OP's changelog. Derp.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.621
Post by: Zaphide on October 31, 2013, 11:50:00 PM
i increased memory to 1024...   when i increase to 2048 for some reason the .exe doesn't launch.  (i'm running 64bit jvm and i have 8gb ram)

thanks for the tip on the .bak, i'll give that a try (but i guess the game is still a bit unplayable with the lagging)

i'll just go back down to 2 systems i suppose

If you want to allocate above a certain amount (I think it is 1024) then you will need to have the 64bit Java Runtime Environment installed. You also need to ensure that StarSector is actually using the 64bit JRE. Given that you can't allocate above 1024 without it crashing I suspect your StarSector is still using the 32bit JRE. See various links in OP for instructions.

Zaph, you mentioned in an earlier post that there were now several configurable options (capital ship availability being one of them), but WHERE is this configured? It wasn't in the pre-game selections with the system size, number, etc options were...

*EDIT* Nevermind, found it in Exerelin\data\config\exerelin_config.json like you specified in the OP's changelog. Derp.

:)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Zaphide on November 01, 2013, 02:43:46 AM
(minor save compatible) Update Time!

Here:
https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.622.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.622.zip)

Tiny save-compatible update to fix the NullPointerException on loading some saves. Also added support for the latest Zorg version.

Changes:
Code
v0.622
 - Updated support for Zorg

 - Fixed NPE crash on load game

Happy playing :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Garmine on November 01, 2013, 08:35:33 AM
Tiny save-compatible update to fix the NullPointerException on loading some saves. Also added support for the latest Zorg version.

Ooh I glad my report helped!
Thanks! :)

P.s.: Oh, you also need to update the Zorg... :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Garmine on November 01, 2013, 11:41:21 AM
Holy Potato!

I've just scrolled down on the character page and saw there's a faction aptitude! And I'm level 38 lol.

It's Exerelin stuff, isn't it? :D It'd be nice if you put a screenshot of this in the OP, Zaphide, so other newbies won't miss it.
(But probably I'm the only blind n00b who missed it :D)

Pretty neat stuff, it's a pity I didn't notice it earlier :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Phoenixheart on November 02, 2013, 03:12:48 AM
Any idea when you'll add either the option or just force factions to spawn in different systems when # of factions <= # of systems?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Zaphide on November 03, 2013, 02:42:51 PM
Holy Potato!

I've just scrolled down on the character page and saw there's a faction aptitude! And I'm level 38 lol.

It's Exerelin stuff, isn't it? :D It'd be nice if you put a screenshot of this in the OP, Zaphide, so other newbies won't miss it.
(But probably I'm the only blind n00b who missed it :D)

Pretty neat stuff, it's a pity I didn't notice it earlier :(

Yeah not a bad idea. Perhaps I should also switch it with Industry seeing as that has 0 skills in it atm... :)

Any idea when you'll add either the option or just force factions to spawn in different systems when # of factions <= # of systems?

Probably not till v0.63, which will contain some new features.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: drakhades on November 03, 2013, 05:55:00 PM
still crashes with 4 systems (max everything)

ps: even with following the JRE64bit instructions,  it looks like i had to replace the jre shipped with starsector, otherwise windows task-manager was still showing "32 bit" next to the java runtime.

pps:  right now i'm doing a single-system game (max stations/factions) and performance is great.

my only real gripe is how slow your faction is at starting out, versus the AI factions...    i've played the game for about 10 in-game months and my faction has only a single station expansion, and very pathetic ship purchase options....  (and no mining ships to buy so I can't make any money, just flying around in little ships)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Diztram on November 04, 2013, 10:01:26 AM
Hello, when i try to extract the Exerelin mod into the mod folder winrar says its Archive is Damage so the extraction is not complete? am i the only one getting this?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: ValkyriaL on November 04, 2013, 12:30:40 PM
I've noticed i cant find any of my super-capitals in my stations, did you remove all of them or just the dreadnought? =I
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Judokast on November 04, 2013, 01:13:56 PM
Well damn i changed the mod of course and i had changed one of the files to be able to buy from neutral stations and now for the life of me i can't remember where i saw that. Driving me bonkers and the search engine isnt helping so i thought i would throw that here..grrrr, i hate feeling like an idiot.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Zaphide on November 05, 2013, 12:39:54 PM
Hello, when i try to extract the Exerelin mod into the mod folder winrar says its Archive is Damage so the extraction is not complete? am i the only one getting this?

I believe the archive is OK? You could try this one:
https://bitbucket.org/Zaphide/exerelin/get/0.622_Release.zip (https://bitbucket.org/Zaphide/exerelin/get/0.622_Release.zip)

I've noticed i cant find any of my super-capitals in my stations, did you remove all of them or just the dreadnought? =I

Removed some:
Code
"vatican_IV_A":[0, 1],
"vatican_III_M":[0, 1],
"yoshura_II_A":[0, 1],
"vatican_II_M":[0, 1],

You can move them back, see the Exerelin valkyrian.faction file and move them from the exerelinEliteFleet to exerelinGenericFleet :)

I wasn't sure whether the other super capitals where balanced or not? It's been set like that since 0.54 so if they are balanced just let me know and I'll move them over by default :)

Well damn i changed the mod of course and i had changed one of the files to be able to buy from neutral stations and now for the life of me i can't remember where i saw that. Driving me bonkers and the search engine isnt helping so i thought i would throw that here..grrrr, i hate feeling like an idiot.

data/config/exerelin_config.json:
Code
"allowTradeAtAlliedStations":true, # Boolean
"allowTradeAtNeutralStations":false, # Boolean
"allowTradeAtHostileStations":false, # Boolean
"reduceCapitalShipSaleChance":true, # Boolean

Change as you would like :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: dogamusprime on November 05, 2013, 03:16:27 PM
my only real gripe is how slow your faction is at starting out, versus the AI factions...    i've played the game for about 10 in-game months and my faction has only a single station expansion, and very pathetic ship purchase options....  (and no mining ships to buy so I can't make any money, just flying around in little ships)


The mining drones should appear in your storage hanger. Then just drop them in the omnifactory. Life time supply! :)

As for the player faction expanding too slowly, I agree.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: ValkyriaL on November 05, 2013, 04:18:43 PM
Vat-II is not a super-capital, Vat-III is harmless (almost), Yosh-II is where things get dangerous, but since it gets trashed by any zorg capital id say shes fine. Vat-IV as we all know and love, should stay in its corner. :P

I guess moving Vat II and III to generic fleets seems reasonable, and maybe keep Yosh-II and definitely keep Vat-IV to elite fleets.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Zaphide on November 05, 2013, 04:50:52 PM
my only real gripe is how slow your faction is at starting out, versus the AI factions...   

As for the player faction expanding too slowly, I agree.

OK I'll see what I can do for the next update :)

Vat-II is not a super-capital, Vat-III is harmless (almost), Yosh-II is where things get dangerous, but since it gets trashed by any zorg capital id say shes fine. Vat-IV as we all know and love, should stay in its corner. :P

I guess moving Vat II and III to generic fleets seems reasonable, and maybe keep Yosh-II and definitely keep Vat-IV to elite fleets.

Shall do :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Khanbalyk on November 05, 2013, 09:45:01 PM
Holy Potato!

I've just scrolled down on the character page and saw there's a faction aptitude! And I'm level 38 lol.

It's Exerelin stuff, isn't it? :D It'd be nice if you put a screenshot of this in the OP, Zaphide, so other newbies won't miss it.
(But probably I'm the only blind n00b who missed it :D)

Pretty neat stuff, it's a pity I didn't notice it earlier :(

I had no idea there was another skill tree.  I just started up my big Exerelin save game to see it (for the first time). 

Mind.  Blown.

I'm level 42.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Lopunny Zen on November 06, 2013, 05:44:22 AM
Wait theres another skill tree...why didnt the game make it clear there was another skill tree...i didnt see an arrow or anything displaying much that there was a new skill tree. Anyways i dont even think this mod can be played accept with 2 systems...even then it still crashes...hopefully the game can get optimized to handle such large files and events...until then the game seems unplayable
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: FasterThanSleepyfish on November 06, 2013, 07:20:53 AM
There is a solution!
1. Go to the starsector directory

2. Open the starsector_core file

3. Open up the starsector.bat with something like jedit

4. Delete the "..\jre\bin" section, and change the two values of -Xms512m -Xmx512m to -Xms1024m and -Xmx2048m (assuming you have 1 and 2 gb of free RAM)

5. Go back to the orginal starsector directory, the one with the "mods" folder.

6. Drag the "mods" folder, or copy\paste it, into the starsector_core

7. Double click on the starsector.bat, and play!

8. (Optional) Follow the same process for the "saves" folder as you did with the "mods" folder
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Lopunny Zen on November 06, 2013, 01:32:27 PM
thats alot of work and editing...thats not a very good solution
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: daggertx on November 06, 2013, 02:39:18 PM
Its a mod for a game in Alpha.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.622
Post by: Khanbalyk on November 06, 2013, 08:05:02 PM
A few posts here have suggested to me that I'm not the only one who lurking these forums full of super-talented modders that is not a modder...I'm just a player. 

Regarding the saves and stability, Exerelin and even the vanilla meta-game portion of Star Sector are simply not optimized right now.  It's not a shortcoming...as the lead dev (Alex?) said in his blog - it's hard to know what to optimize at this stage in the development (paraphrasing). 

I did the mod below (changing the line items from 512 to 1024/2048), and it helped a LOT.  I highly recommend it.  It's basically just dealing with the problem with brute force.  It's not like any of us on this forum are lacking for RAM, statistically speaking...



There is a solution!
1. Go to the starsector directory

2. Open the starsector_core file

3. Open up the starsector.bat with something like jedit

4. Delete the "..\jre\bin" section, and change the two values of -Xms512m -Xmx512m to -Xms1024m and -Xmx2048m (assuming you have 1 and 2 gb of free RAM)

5. Go back to the orginal starsector directory, the one with the "mods" folder.

6. Drag the "mods" folder, or copy\paste it, into the starsector_core

7. Double click on the starsector.bat, and play!

8. (Optional) Follow the same process for the "saves" folder as you did with the "mods" folder
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 07, 2013, 02:54:58 AM
Update 0.623

Download:https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.623.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.623.zip)

Added support for Foxer360's Citadel Fleet (http://fractalsoftworks.com/forum/index.php?topic=6442.0) and Runoved's Objectless Research Institute (http://fractalsoftworks.com/forum/index.php?topic=7243.0).

As these faction mods are both WIP's I'm sure their authors would appreciate any feedback :)

This update is save compatible with 0.62x of Exerelin.

Changes
Code
v0.623
- Added support for Foxer360's Citadel Defenders
- Added support for Runoved's ORI faction

- Slightly reduced number of trapezoid fighter wings for Zorg

- Moved Vatican II/III to normal fleet for Valkyrian faction
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on November 10, 2013, 09:23:42 AM
I moved the Vat III back and forth a bunch of times, because it is indeed a super cap and it performs as such, and since the elite deployment doesn't work properly as you said, i'd say, keep it in the generic fleets for now, because its not too strong, but its not weak either, then when you get the fleet deployment to work, move it over to elite ships again, how does that sound?

Also, is there somewhere where you can read about the different stats specific planets and stations give?

like Ports, bases and HQ has extra fleet deployment or whatever.

customs, view, post, generate extra resources.

terminal and trading post send out more convoys.

and what bonus each planet types give.

Also!
Spoiler
Quote
11783424 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[1,1]
Message: Inneh?et ?inte till?t i prologen.
com.thoughtworks.xstream.io.StreamException:  : ParseError at [row,col]:[1,1]
Message: Inneh?et ?inte till?t i prologen.
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:141)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.move(AbstractPullReader.java:118)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.moveDown(AbstractPullReader.java:103)
   at com.thoughtworks.xstream.io.xml.StaxReader.<init>(StaxReader.java:45)
   at com.thoughtworks.xstream.io.xml.StaxDriver.createStaxReader(StaxDriver.java:137)
   at com.thoughtworks.xstream.io.xml.StaxDriver.createReader(StaxDriver.java:88)
   at com.fs.starfarer.campaign.save.CampaignGameManager$3.createReader(Unknown Source)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.?0000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOO.if.do$super(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.????00(Unknown Source)
   at com.fs.super.oOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[1,1]
Message: Inneh?et ?inte till?t i prologen.
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 22 more
11784330 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Littlebetch_4954502991707125274...
11785556 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
11786074 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
11786075 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
11786075 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/bushi.json]
11786076 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
11786076 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock.json]
11786076 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/zorg_hive.json]
11786077 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
11786077 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
11786078 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
11786078 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
12913601 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: [infinity_wing] is not a valid fighter wing id
java.lang.RuntimeException: [infinity_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.world.exerelin.commandQueue.CommandAddShip.executeCommand(CommandAddShip.java:25)
   at data.scripts.world.exerelin.commandQueue.CommandQueue.advance(CommandQueue.java:37)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.????00(Unknown Source)
   at com.fs.super.oOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Whut? D: that fighter shouldn't exist! (yet)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 10, 2013, 01:49:44 PM
I moved the Vat III back and forth a bunch of times, because it is indeed a super cap and it performs as such, and since the elite deployment doesn't work properly as you said, i'd say, keep it in the generic fleets for now, because its not too strong, but its not weak either, then when you get the fleet deployment to work, move it over to elite ships again, how does that sound?

Sounds good :)

Also, is there somewhere where you can read about the different stats specific planets and stations give?

like Ports, bases and HQ has extra fleet deployment or whatever.

customs, view, post, generate extra resources.

terminal and trading post send out more convoys.

and what bonus each planet types give.

The only difference is between the planet types: Gas = fuel, moons = supplies, planets = more crew/marines.

All stations produce some crew/marines, with the stations orbiting planets getting a bonus. Only stations orbiting a gas giant produce fuel; the rest must rely on mining fleets. The same for stations orbiting a moon except it is supplies.

So the ultimate starting spot is a gas giant with a station, that has a moon with a station :)

The station names are just descriptions for now.


Also!
Spoiler
Quote
11783424 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -  : ParseError at [row,col]:[1,1]
Message: Inneh?et ?inte till?t i prologen.
com.thoughtworks.xstream.io.StreamException:  : ParseError at [row,col]:[1,1]
Message: Inneh?et ?inte till?t i prologen.
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:141)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.move(AbstractPullReader.java:118)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.moveDown(AbstractPullReader.java:103)
   at com.thoughtworks.xstream.io.xml.StaxReader.<init>(StaxReader.java:45)
   at com.thoughtworks.xstream.io.xml.StaxDriver.createStaxReader(StaxDriver.java:137)
   at com.thoughtworks.xstream.io.xml.StaxDriver.createReader(StaxDriver.java:88)
   at com.fs.starfarer.campaign.save.CampaignGameManager$3.createReader(Unknown Source)
   at com.thoughtworks.xstream.XStream.fromXML(XStream.java:921)
   at com.fs.starfarer.campaign.save.CampaignGameManager.?0000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOO.if.do$super(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.????00(Unknown Source)
   at com.fs.super.oOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[1,1]
Message: Inneh?et ?inte till?t i prologen.
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(Unknown Source)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 22 more
11784330 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\saves\save_Littlebetch_4954502991707125274...
11785556 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
11786074 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
11786075 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
11786075 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/bushi.json]
11786076 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
11786076 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock.json]
11786076 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/zorg_hive.json]
11786077 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
11786077 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
11786078 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
11786078 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
12913601 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: [infinity_wing] is not a valid fighter wing id
java.lang.RuntimeException: [infinity_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.super.float$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at data.scripts.world.exerelin.commandQueue.CommandAddShip.executeCommand(CommandAddShip.java:25)
   at data.scripts.world.exerelin.commandQueue.CommandQueue.advance(CommandQueue.java:37)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.OoOO.????00(Unknown Source)
   at com.fs.super.oOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Whut? D: that fighter shouldn't exist! (yet)

What mod is [infinity_wing] from?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on November 10, 2013, 02:11:00 PM
Mine, but i haven't put it in yet so god knows how you got it. XD
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 10, 2013, 02:23:55 PM
Mine, but i haven't put it in yet so god knows how you got it. XD

Haha well although I would like to claim I can see the future I don't think I have specified that wing yet? At least, not for the Valkyrians.

Latest Valkyrian generic fleet definition:
Code
"exerelinGenericFleet":{
            "displayName":"Generic Fleet",
            "maxFleetPoints":170,
            "daysWorthOfSupplies":[30, 50],
            "lyWorthOfFuel":[40, 60],
            "extraCrewPercent":[80, 80],
            "marinesPercent":[20, 20],
            "ships":{
                 "vatican_III_M":[0, 1],
                 "vatican_II_M":[0, 1],
                 "yoshura_AS":[0, 1],
                 "radiance_M":[0, 1],
                 "vatican_I_M":[0, 1],
                 "nirvana_III_M":[0, 1],
                 "nirvana_II_M":[0, 2],
                 "almire_II_A":[0, 2],
                 "almire_M":[0, 1],
                 "elfheim_M":[0, 1],
                 "heron_M":[0, 2],
                 "elysium_M":[0, 2],
                 "inquisitor_M":[0, 2],
                 "jenova_ECM":[0, 2],
                 "longinus_M":[0, 1],
                 "tesladora_M":[0, 1],
                 "yuusha_M":[0, 2],
                 "excalibur_corv_wing":[0, 2],
                 "helia_corv_wing":[0, 2],
                 "lightning_wing":[0, 4],
                 "azgard_wing":[0, 4],
                 "sahara_wing":[0, 6],
                 "morgiana_wing":[0, 6],
            },
        },

Are you sure you didn't add it yourself at some point? :) Otherwise, perhaps another mod also uses that name?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on November 10, 2013, 04:00:08 PM
Its in my mod, but i've got the DEV and exerelin doesn't so i guess it calls error because its jealous of my fighter. (if only)

I'll delete/reinstall exerelin and see if i can make sense of it.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Fantastic Chimni on November 10, 2013, 10:15:22 PM
I'm having issues getting Starsector to run on 64 bit java, I'm running windows 7 and cant get it to work, either with having it reference my jre7 in my Programfiles(x86) through use of a .bat file or by replacing the jre in the main starsector folder with a copy of my 64 bit jre. Whenever i do either of these Starsector simply never opens and i get no reaction.

I set it to 1024 and 1024 in the vmparams, but that isn't enough with 32 bit java.

Any help getting 64 bit java to work would be appreciated.

EDIT: I am the dumb. I copied a version of 32 bit java that I downloaded to get chrome to work instead of my 64 bit java.

Tried copying the 64 bit version in, hit go, worked like a charm on the first try. Such a good feeling to not have to troubleshoot more after two days of trying to get this to work.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on November 11, 2013, 02:09:01 AM
Got an error from a fresh reinstall, gdamit.. i broke the game didn't i? T_T

Spoiler
Quote
7869 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Zorg16f (data/world/factions/player.faction)]
7869 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading player faction
7870 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin (data/world/factions/zorg.faction)]
7871 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading zorg_hive faction
8336 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.HiiModPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
8442 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [org.lazywizard.lazylib.LazyLib] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
8844 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.ZorgModPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
8900 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [zorg_supernova_Configurated] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [zorg_supernova_Configurated] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?0000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Scrambles on November 11, 2013, 02:23:02 AM
Got this too but updating to the latest version of the Zorg seemed to resolve it. It's a new ship that's not in the previous version but is references by Exerelin, I think :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Erick Doe on November 11, 2013, 03:05:07 AM
Yes. You'll need V16h (been out for well over a week).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Arakash on November 11, 2013, 08:25:59 PM
I also had trouble getting this working (especially with the other mods i loaded with it) until i raised the second number above 1024. Is there a disadvantage to having it too high? or a recommended number it should be set at depending on your ram?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 11, 2013, 08:57:37 PM
Got an error from a fresh reinstall, gdamit.. i broke the game didn't i? T_T

Spoiler
Quote
7869 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Zorg16f (data/world/factions/player.faction)]
7869 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading player faction
7870 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin (data/world/factions/zorg.faction)]
7871 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading zorg_hive faction
8336 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.world.HiiModPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
8442 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [org.lazywizard.lazylib.LazyLib] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
8844 [Thread-8] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.ZorgModPlugin] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
8900 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [zorg_supernova_Configurated] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [zorg_supernova_Configurated] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.?0000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Got this too but updating to the latest version of the Zorg seemed to resolve it. It's a new ship that's not in the previous version but is references by Exerelin, I think :)

Yes. You'll need V16h (been out for well over a week).

Yes, Erick updates his Zorg mod too frequently :P

I also had trouble getting this working (especially with the other mods i loaded with it) until i raised the second number above 1024. Is there a disadvantage to having it too high? or a recommended number it should be set at depending on your ram?

Not really. I believe the upper limit is just how much the Java Virtual Machine can ask the OS for. You might as well set it at max RAM - 2GB (or whatever your OS uses).

If it is close to your (max RAM - whatever OS uses) you may find your PC page faults a heap (swaps stuff between memory to disk) a lot, which will may result in slow alt-tabs.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Garmine on November 12, 2013, 04:00:35 AM
I also had trouble getting this working (especially with the other mods i loaded with it) until i raised the second number above 1024. Is there a disadvantage to having it too high? or a recommended number it should be set at depending on your ram?

Not really. I believe the upper limit is just how much the Java Virtual Machine can ask the OS for. You might as well set it at max RAM - 2GB (or whatever your OS uses).

If it is close to your (max RAM - whatever OS uses) you may find your PC page faults a heap (swaps stuff between memory to disk) a lot, which will may result in slow alt-tabs.

I use it with 1GB + 2GB, seems to be OK for 90% of the time. Unfortunately I have 4GB RAM altogether, the OS uses ~0.9GB and ~0.5-1 GB is used by the "other apps" category. And Java uses close to 3GB for whatever reason. So I can confirm that the swap is indeed used and painfully slow when it wants to access it...  ;D

Btw: IMHO, at least on the Linux Sun JVM the upper limit is not how much Java can use but how much the app running inside Java can use. So the total will be (max_limit+java_ate_this) MBs.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Arakash on November 12, 2013, 09:50:22 AM
Im using mine currently at 5 or 6, as i had a fair amount of crashes(during loading and occasionaly playing) around 1-2.
I think its entirely my fault in this case, as im running other mods + set up a medium sized sector with all factions. Next time i do it ill make the sector much smaller which will hopefully help.
My current game does stutter regularly on the sector/system maps, but is tolerable for me.

This mod is a lot of fun, ive really enjoyed it
Im currently trying to block the massive tide of Sindrian Diktat who flowed into my systems after being long time allies.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: qsdoosix on November 13, 2013, 10:58:24 AM
Hello, I need some help over there@-@ :(

I download this mod, lazyLib, and 2 faction mods from "Mod Compatibility“
I start the game and get into the star map. But the problem is what should i do now? Every spaceport i visited has only 4 choices, Friend report, enemy report, display message and leave. How can I buy or sell items/ships? And why even pirate is neutral to everyone?(I visited pirate spaceport and in it's enemy view says no enemy)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Erick Doe on November 13, 2013, 11:13:11 AM
Hello, I need some help over there@-@ :(

I download this mod, lazyLib, and 2 faction mods from "Mod Compatibility“
I start the game and get into the star map. But the problem is what should i do now? Every spaceport i visited has only 4 choices, Friend report, enemy report, view report and leave. How can I buy or sell items/ships? And why even pirate is neutral to everyone?(I visited pirate spaceport and in it's enemy view says no enemy)

Hover over a neutral station for a bit to capture it with your starting fleet. Then wait as it starts to send out mining fleets. It should start receiving weapons, supplies and ships.

All factions are neutral to one another right from the start. But wars will break out eventually and alliances will also be made. You yourself can start a war by attacking a faction's fleets.

The start of the game can be a bit challenging and slow. Look for easy targets to attack. As soon as mining drones (or spheres for the Zorg) start to show up, buy some and start mining asteroids by hovering over them.

There's a lot more to Exerelin than that, but I hope it helps you get started.


Also, check this quick guide:
Exerelin Quick Guide
Spoiler
Starting Out
You can take over a station by moving your fleet up to it and 'hovering' over it. An abandoned station will be taken over instantly (no defenders).

Once you have taken over your first station a fleet will construct both a Storage Facility and an Omnifactory (if you selected it) around the same planet as your first station. Your storage facility initially contains 2xPrisoners, 2xAgents, 1xMining Wing.

Station Takeover
Once you have your first station, your faction will automatically start taking over other available stations, or stations that your faction is at war with. You can still take over stations, but you will need (at minimum) a super-freighter (i.e atlas or equivalent) and a troop transport (i.e valkyrie or equivalent) in your fleet. Boarding is expensive; you will loose the super-freighter, and any extra supplies/marines/crew on a successful board. If your boarding fails (the defenders kill all the marines in your fleet) you can loose a number of ships.

Your Faction
Your faction will send out boarding fleets, attack fleets (during war), patrol fleets, defense fleets and logistics convoys. Defense and attack fleets are pretty obvious; patrol fleets will change from patrol/raid/attack/defend depending on certain circumstances. Logistics Convoys deliver resources to stations under heavy attack.

Your faction will also deploy mining fleets from it's stations to gather supplies/fuel, which are used (in conjunction with crew and marines) to fund their fleets. A lot of resources will result in larger faction fleets. A prolonged war will strain your factions resources.

Station Efficiency
Stations have an efficiency value that dictates resource generation for that station. Stations with a low efficiency will produce crew/marines slower, and mining fleets will deliver less supplies/fuel.

Station efficiency can be increased via skills, and it will be reduced by accidents and after station takeover. Reduced station efficiency will slower recover to normal levels over time.

Mining
You can mine by 'hovering' over an asteroid or gas giant and having mining drone wings (or Zorg Worker drones) in your fleet. The number of wings dictates how much you mine.

Diplomacy Items
You can 'trade' diplomacy items (that appear in your storage facility) to other factions station to change your factions relationship with that faction.

Effects as follows:
 - Prisoner; increases your factions relationship with the faction you deliver the prisoner to
 - Agent; attempts to create a division between the faction you plant the agent at and another faction (not yours)
   - Small chance to backfire, resulting in a relationship loss between your faction and thiers
   - Small chance to fail with no penalties
 - Saboteur; causes a station explosion that reduces a station efficiency and destroys resources (including marines), weapons and ships on the station they are planted on. Good for softening up before boarding.

Also, if you use multiple diplomacy items they will run one after another.

Faction Skill Tree
You can spend attribute and skill points in the Faction Skill Tree to improve aspects of your faction:
 - Each point in the Faction aptitude increases your stations efficiency
 - Station Industry (increase station efficiency, station storage and additional mining fleets)
 - Passive Diplomacy (bonus to faction relationships)
 - Active Diplomacy (Gain access to saboteurs and increase diplomacy agent effectiveness)
 - Fleet Crew Training (Upgrade crew in fleets)
 - Fleet Deployment (Decrease resource cost of fleets, increase chance of an elite ship in your factions fleets)

The faction skill tree is located below the Industry Skill Tree (scroll down).
[close]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lopunny Zen on November 13, 2013, 06:27:32 PM
what happened to the antediluvian's 
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: CrashToDesktop on November 13, 2013, 06:39:10 PM
The game crashes every time I try to enter a system that I wasn't originally in. :/
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: qsdoosix on November 13, 2013, 07:00:25 PM
Hello, I need some help over there@-@ :(

I download this mod, lazyLib, and 2 faction mods from "Mod Compatibility“
I start the game and get into the star map. But the problem is what should i do now? Every spaceport i visited has only 4 choices, Friend report, enemy report, view report and leave. How can I buy or sell items/ships? And why even pirate is neutral to everyone?(I visited pirate spaceport and in it's enemy view says no enemy)

Hover over a neutral station for a bit to capture it with your starting fleet. Then wait as it starts to send out mining fleets. It should start receiving weapons, supplies and ships.

All factions are neutral to one another right from the start. But wars will break out eventually and alliances will also be made. You yourself can start a war by attacking a faction's fleets.

The start of the game can be a bit challenging and slow. Look for easy targets to attack. As soon as mining drones (or spheres for the Zorg) start to show up, buy some and start mining asteroids by hovering over them.

There's a lot more to Exerelin than that, but I hope it helps you get started.


Also, check this quick guide:
Exerelin Quick Guide
Spoiler
Starting Out
You can take over a station by moving your fleet up to it and 'hovering' over it. An abandoned station will be taken over instantly (no defenders).

Once you have taken over your first station a fleet will construct both a Storage Facility and an Omnifactory (if you selected it) around the same planet as your first station. Your storage facility initially contains 2xPrisoners, 2xAgents, 1xMining Wing.

Station Takeover
Once you have your first station, your faction will automatically start taking over other available stations, or stations that your faction is at war with. You can still take over stations, but you will need (at minimum) a super-freighter (i.e atlas or equivalent) and a troop transport (i.e valkyrie or equivalent) in your fleet. Boarding is expensive; you will loose the super-freighter, and any extra supplies/marines/crew on a successful board. If your boarding fails (the defenders kill all the marines in your fleet) you can loose a number of ships.

Your Faction
Your faction will send out boarding fleets, attack fleets (during war), patrol fleets, defense fleets and logistics convoys. Defense and attack fleets are pretty obvious; patrol fleets will change from patrol/raid/attack/defend depending on certain circumstances. Logistics Convoys deliver resources to stations under heavy attack.

Your faction will also deploy mining fleets from it's stations to gather supplies/fuel, which are used (in conjunction with crew and marines) to fund their fleets. A lot of resources will result in larger faction fleets. A prolonged war will strain your factions resources.

Station Efficiency
Stations have an efficiency value that dictates resource generation for that station. Stations with a low efficiency will produce crew/marines slower, and mining fleets will deliver less supplies/fuel.

Station efficiency can be increased via skills, and it will be reduced by accidents and after station takeover. Reduced station efficiency will slower recover to normal levels over time.

Mining
You can mine by 'hovering' over an asteroid or gas giant and having mining drone wings (or Zorg Worker drones) in your fleet. The number of wings dictates how much you mine.

Diplomacy Items
You can 'trade' diplomacy items (that appear in your storage facility) to other factions station to change your factions relationship with that faction.

Effects as follows:
 - Prisoner; increases your factions relationship with the faction you deliver the prisoner to
 - Agent; attempts to create a division between the faction you plant the agent at and another faction (not yours)
   - Small chance to backfire, resulting in a relationship loss between your faction and thiers
   - Small chance to fail with no penalties
 - Saboteur; causes a station explosion that reduces a station efficiency and destroys resources (including marines), weapons and ships on the station they are planted on. Good for softening up before boarding.

Also, if you use multiple diplomacy items they will run one after another.

Faction Skill Tree
You can spend attribute and skill points in the Faction Skill Tree to improve aspects of your faction:
 - Each point in the Faction aptitude increases your stations efficiency
 - Station Industry (increase station efficiency, station storage and additional mining fleets)
 - Passive Diplomacy (bonus to faction relationships)
 - Active Diplomacy (Gain access to saboteurs and increase diplomacy agent effectiveness)
 - Fleet Crew Training (Upgrade crew in fleets)
 - Fleet Deployment (Decrease resource cost of fleets, increase chance of an elite ship in your factions fleets)

The faction skill tree is located below the Industry Skill Tree (scroll down).
[close]
Sincerely thank you!  :D That helped a lot, but may I suggest to add some tips to help player like me to get start? For example, add a progress bar when taking over the station, then i know it's doing something and i may wait for the result to see what is happening. then I can know what to do.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Fantastic Chimni on November 13, 2013, 09:21:34 PM
...How many marines can it possibly take to take over a station? I had over a thousand marines in my fleet and two troop carriers... still failed even with me scaring off all of their logistic fleets... I dont understand. That was around 500,000 in marines alone.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on November 14, 2013, 12:31:51 AM
stations can stockpile several 1000 stack of marines, its annoying if you are trying to take something over, but you're relieved when your own stations have that, because they are hard to take by the enemy.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Asetre on November 14, 2013, 07:54:59 AM
Hey i was wondering if i have already started a save game with Exerelin, how can i go about editing the save game file to include new factions to spawn in that save file?

Thanks alot!  :)

I'm new to the forums but I've been playing with Exerelin for quite a while now, tinkering with some of it's files. Loving this mod!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Garmine on November 14, 2013, 11:26:51 AM
...How many marines can it possibly take to take over a station? I had over a thousand marines in my fleet and two troop carriers... still failed even with me scaring off all of their logistic fleets... I dont understand. That was around 500,000 in marines alone.

Just drop a few saboteurs on the station before you board. That should significantly weaken their defenses ;)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 14, 2013, 12:37:00 PM
what happened to the antediluvian's 

They haven't yet been updated for StarSector 0.6+.

The game crashes every time I try to enter a system that I wasn't originally in. :/

Hmmm have you changed the memory settings? If so, maybe change them even higher. Could you post the error please?

Some people have had this in Vanilla StarSector only, and I think they fixed it by upping the memory.

-- quick guide ---

Sincerely thank you!  :D That helped a lot, but may I suggest to add some tips to help player like me to get start? For example, add a progress bar when taking over the station, then i know it's doing something and i may wait for the result to see what is happening. then I can know what to do.

It would be great to do that but I don't think I'll be able to add a progress bar (at least not yet). I could potentially do some pop ups (that you can toggle off) that explain some of the mod features but a in-game tutorial-like is not really a priority at the moment sorry.

Hey i was wondering if i have already started a save game with Exerelin, how can i go about editing the save game file to include new factions to spawn in that save file?

Thanks alot!  :)

I'm new to the forums but I've been playing with Exerelin for quite a while now, tinkering with some of it's files. Loving this mod!

I don't think you can unfortunately :( When a game starts, it saves a list of possible factions that will appear in this game (based off the starting options: Vanilla Only and Only Respawn Starting Factions). It then creates a number of game objects for those factions. It would be hard to create all those objects directly in the save game file.

...How many marines can it possibly take to take over a station? I had over a thousand marines in my fleet and two troop carriers... still failed even with me scaring off all of their logistic fleets... I dont understand. That was around 500,000 in marines alone.

Just drop a few saboteurs on the station before you board. That should significantly weaken their defenses ;)

Yep saboteurs are the go :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: CrashToDesktop on November 14, 2013, 12:57:37 PM
I've upped the memory.

And yea, I've found out that it's a memory bug.  Even with 1024, it still crashes. :P And that's with pretty much with everything that's non-essential not running.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ApetureUnicorn on November 14, 2013, 11:23:27 PM
i can't get it to work!  ??? >:(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 15, 2013, 01:41:41 AM
I've upped the memory.

And yea, I've found out that it's a memory bug.  Even with 1024, it still crashes. :P And that's with pretty much with everything that's non-essential not running.

I don't know that it is a memory bug; rather, everything is not optimised and uses far more memory than it eventually will.

When you say 'non-essentials' do you mean other applications other than StarSector? I'm not sure how much memory you computer has but if you can use the 64bit version of Java and up the upper memory limit to 2048+. That should allow you to play a small-medium size game happily :)

Feedback seems to suggest that 6GB+ is required for max everything (systems, planets, stations etc).

i can't get it to work!  ??? >:(


A little more information would help :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on November 15, 2013, 02:06:10 AM
Yeh, going "It doesn't work!" generally gets answered with What is it that's not working? we can't read your mind you know. =/

give us the log featuring the error (if that's the issue) or explain what you are trying to do.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: entropy on November 15, 2013, 11:32:08 AM
I love this mod! I have tried a bunch of different factions but the only one where I can get them to take over multiple stations is Citadel. Is there anyway to make my other troops take over stations or do only specific factions spread out?

Also is it possible to play as the Patrician Navy in Exerelin?

Thanks for the response!

~entropy
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: CrashToDesktop on November 15, 2013, 12:01:25 PM
By memory bug, I means out of memory.  Sorry 'bout that.  Anyways, thanks for the tip on how much the game uses. :)

And yea, I've got a 32-bit computer, so no use in going to a 64-bit Java.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: qsdoosix on November 16, 2013, 05:51:48 PM
Is there things like "Some asteroids have mineral and some don‘t? " Because I sometimes can't mine from the asteroids, Fleet is hovering on it but it doesn't provide any supplies. I have to switch to many other asteroids and finally one of them will provide supply as usual. How can i know whether a asteroid have mineral on it?

-------------EDIT--------------

Besides.... Maybe it's because i'm new to this mod. But I find that my faction is always develops much slower than AI's.........Is there any thing I can do to help my faction?(I have spent some skill points on Faction skill tree, But it seems not very helpful) The start point is quite good i think, It has 5 Station together, 2 Asteroid belts surrounding a gas giant and it's moon. But soon i found that the AI has controlled about 2/3 of the space and have many powerful fleets. I tried to use that faction, and the same things happened again, the AI faction still develops much faster than mine.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: CrashToDesktop on November 16, 2013, 07:28:47 PM
I also find it rather annoying.  When that happens, I save the game, visit a station, and it usually fixes itself.  But annoying nonetheless.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: alcari on November 18, 2013, 04:51:28 AM
Loving this mod. I played your mod at a friend, and I bought the game right away.

some questions though.

1 - Is the omnifactory not working? If i'm correct I just sell a ship to it, and it starts making those ships. It doesn't seem to do that.
I should be less impatient

2 - How do I get ships bigger than cruisers? I've started 2 games, and while I do quite well against enemy fleets, my faction seems very much stuck in one system and i'm unable to get the big transports or battleships.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Garmine on November 18, 2013, 08:23:31 AM
2 - How do I get ships bigger than cruisers? I've started 2 games, and while I do quite well against enemy fleets, my faction seems very much stuck in one system and i'm unable to get the big transports or battleships.

Be patient! :D

Capital ships do spawn sometimes (more likely later in the game) in stations, or you can try to board one (well, try...). Unfortunately it's painfully slow to get a good capital :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: momerathe on November 19, 2013, 08:31:51 AM
a few questions:

1) are there any settings in this mod that I can edit to get better ships? I've been stuck on the same fleet for ages and it's getting dull.

2) how does your faction decide where it sends its boarding fleets? I've got an enemy planet next door with no defenders (I've killed them), but my guys keep sending boarding fleets to different star systems.

3) if I prevent supply/logistics fleet reaching an enemy station, will it regenerate marines?

4) what's the ratio of marines you need to board vs. marines defending a station?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: momerathe on November 19, 2013, 04:29:14 PM
1) are there any settings in this mod that I can edit to get better ships? I've been stuck on the same fleet for ages and it's getting dull.

Well, I can answer (one of) my own questions - I had a look in Exerelin/data/config/exerelin_config.json and found reduceCapitalShipSaleChance - I set it to false and lo and behold a short while later up pops the battlecruiser I'd been after.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: planeswalker on November 20, 2013, 09:32:31 AM
Hey Zaphide and other modders. Just to say thanks for the Exerelin mod + all the other factions I downloaded. I just have a question though, would it be possible for me to add a TUG to the initial player storage we start with in addition to the mining drones. This is because I find it really annoying that I have to wait and be very lucky for independent merchants to pop by my controlled starbases to drop off a Tug, which I then have to transfer to the omnifactory. I'm not familiar with adding ships to bases to i'm not sure what lines to copy paste in. Thanks
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 20, 2013, 01:25:52 PM
Apologies for the late reply's all!

I love this mod! I have tried a bunch of different factions but the only one where I can get them to take over multiple stations is Citadel. Is there anyway to make my other troops take over stations or do only specific factions spread out?

Also is it possible to play as the Patrician Navy in Exerelin?

Thanks for the response!

~entropy

The other factions should also spread out. I am slowly going through a rebuild of some of the AI fleet code so I'll keep a look out for any issues.

Patrician Navy should be possible, but it will require a couple of changes to this mod and the Patrician Navy mod. Support will probably be added soon :)

Is there things like "Some asteroids have mineral and some don‘t? " Because I sometimes can't mine from the asteroids, Fleet is hovering on it but it doesn't provide any supplies. I have to switch to many other asteroids and finally one of them will provide supply as usual. How can i know whether a asteroid have mineral on it?

I also find it rather annoying.  When that happens, I save the game, visit a station, and it usually fixes itself.  But annoying nonetheless.

Yeah there seems to be a bug in the target sticking code I wrote. You can fix it by opening the map and clicking on a station which seems to reset the process. I'll see if I can fix this for the next update :)

Loving this mod. I played your mod at a friend, and I bought the game right away.

some questions though.

1 - Is the omnifactory not working? If i'm correct I just sell a ship to it, and it starts making those ships. It doesn't seem to do that.
I should be less impatient

2 - How do I get ships bigger than cruisers? I've started 2 games, and while I do quite well against enemy fleets, my faction seems very much stuck in one system and i'm unable to get the big transports or battleships.

1) are there any settings in this mod that I can edit to get better ships? I've been stuck on the same fleet for ages and it's getting dull.

Well, I can answer (one of) my own questions - I had a look in Exerelin/data/config/exerelin_config.json and found reduceCapitalShipSaleChance - I set it to false and lo and behold a short while later up pops the battlecruiser I'd been after.

Yep that will set the capital ship spawn chance to normal :)

a few questions:

1) are there any settings in this mod that I can edit to get better ships? I've been stuck on the same fleet for ages and it's getting dull.

2) how does your faction decide where it sends its boarding fleets? I've got an enemy planet next door with no defenders (I've killed them), but my guys keep sending boarding fleets to different star systems.

3) if I prevent supply/logistics fleet reaching an enemy station, will it regenerate marines?

4) what's the ratio of marines you need to board vs. marines defending a station?

1) Looks like you found that (as above) :)

2) Generally when in-system it is the closest station to that station. When sending to another system, your faction has a home system (the system they start or restart in) and your faction will send fleets to the closest system to their home system that has any enemy stations in it.

3) It will, but much slower.

4) Marines are slightly better at defending, but you can use the Marine Efficiency level 5 perk (in Leadership) to increase your marines effectiveness. You can also use a saboteur to soften up a station.

Hey Zaphide and other modders. Just to say thanks for the Exerelin mod + all the other factions I downloaded. I just have a question though, would it be possible for me to add a TUG to the initial player storage we start with in addition to the mining drones. This is because I find it really annoying that I have to wait and be very lucky for independent merchants to pop by my controlled starbases to drop off a Tug, which I then have to transfer to the omnifactory. I'm not familiar with adding ships to bases to i'm not sure what lines to copy paste in. Thanks

You can add new starting "stuff" to your storage facility by editing data/scripts/world/ExerelinUtils.java in the populateStartingStorageFacility() method.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Runoved on November 23, 2013, 01:30:31 AM
Planeswalker,  probably should add a line like this:

Code
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "ox_Standard"));
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: planeswalker on November 23, 2013, 06:11:14 AM
Planeswalker,  probably should add a line like this:

Code
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "ox_Standard"));
That works, Thanks a lot!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Cyan Leader on November 24, 2013, 07:41:12 PM
I'm modifying one of the factions from the game and I'm adding a few ships to each. How can I make sure the ships I'm adding are eventually sold in Exerelin's stations?
Same goes for weapons.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 26, 2013, 11:55:33 AM
I'm modifying one of the factions from the game and I'm adding a few ships to each. How can I make sure the ships I'm adding are eventually sold in Exerelin's stations?
Same goes for weapons.

Sory for the late reply (also responded to PM but I'll repost here in case anyone else is wondering) :)

It's actually pretty straightforward, but slightly different to how most other mods do it. Exerelin pulls *all* the ship/weapon data from the variants that are listed in a factions .faction file (data/world/factions), from the exerelin<type>Fleet's that are specified. The ship variants are used to check which weapons are loaded for each variant, and then these weapons are used as the pool for the weapons available in those stations.

So, to have new ships/items appear for a faction you would need to add variants to this file (exerelinGenericFleet usually) that contain the ship/weapons you want available in that factions stations :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Fantastic Chimni on November 26, 2013, 09:24:15 PM
How would I modify the amount of XP we get from mining each time?

I'm tired of starting each new game and having no way of getting xp to get back to the point where I just was in the previous game (without it taking the hours it did previously).

I keep having to restart games after getting it because my faction always fails to expand early and ends up surrounded and only having one or two stations and camped by enemy fleets. Even if i kill the boarding fleets my station almost never produces fleets and the second it does they wander off and get killed by roaming fleets.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Bartcheeks on November 27, 2013, 12:14:43 AM
How would I modify the amount of XP we get from mining each time?

I'm tired of starting each new game and having no way of getting xp to get back to the point where I just was in the previous game (without it taking the hours it did previously).

I keep having to restart games after getting it because my faction always fails to expand early and ends up surrounded and only having one or two stations and camped by enemy fleets. Even if i kill the boarding fleets my station almost never produces fleets and the second it does they wander off and get killed by roaming fleets.

This is what I usually do.
1. Get a planet with a asteroid belt around for efficient mining.
2. Wait till the miners pop out, and then put them into the omni-factory.
3. Get miners as soon as they are produced in omni-factory and also from the station and keep mining and selling.

Eventually you'll get a good fleet going with the amount of money from selling supplies, and then you gain XP from destroying enemy fleets, not from mining xD (Make sure you only loot the supplies so you stay self-sufficient).
The problem you'll tend to encounter the most is usually getting to a good planet before the AI does, but once you've done it it'll be smooth sailing all the way!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Fantastic Chimni on November 27, 2013, 01:18:40 AM
How would I modify the amount of XP we get from mining each time?

I'm tired of starting each new game and having no way of getting xp to get back to the point where I just was in the previous game (without it taking the hours it did previously).

I keep having to restart games after getting it because my faction always fails to expand early and ends up surrounded and only having one or two stations and camped by enemy fleets. Even if i kill the boarding fleets my station almost never produces fleets and the second it does they wander off and get killed by roaming fleets.

This is what I usually do.
1. Get a planet with a asteroid belt around for efficient mining.
2. Wait till the miners pop out, and then put them into the omni-factory.
3. Get miners as soon as they are produced in omni-factory and also from the station and keep mining and selling.

Eventually you'll get a good fleet going with the amount of money from selling supplies, and then you gain XP from destroying enemy fleets, not from mining xD (Make sure you only loot the supplies so you stay self-sufficient).
The problem you'll tend to encounter the most is usually getting to a good planet before the AI does, but once you've done it it'll be smooth sailing all the way!

Aye, and thats what ive been doing, but that gets tiresome after the fitfh or so reset where its the same thing again and again building up your stuff while the enemy ai surround you.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on November 27, 2013, 01:40:30 AM
Go to a star system where no AI has spawned, that allows your faction to get a foothold instead of being crushed around their first station, given that the other AI factions spawn fleets 3 times faster than yours. and they have cruiser fleets out while you sit with picket defence.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Garmine on November 27, 2013, 07:22:09 AM
Hmm, are compressed saves supported? I know they're turned off by default, but will they cause nullpointer exception like this (which seem to be a bug in Exerelin itself caused by a boarding attempt right before finishing loading)?

Spoiler
java.lang.NullPointerException
   at data.scripts.world.exerelin.SystemManager.getSystemManagerForAPI(SystemManager.java:117)
   at data.scripts.world.exerelin.ExerelinUtils.boardStationAttempt(ExerelinUtils.java:887)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1.run(InSystemStationAttackShipSpawnPoint.java:151)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o0ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.title.B.o00000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

My Exerelin version is 0.623 btw.

P.s.: if it's unrelated to compressed saves I can upload my (compressed) save files, if you wish.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Cyan Leader on November 27, 2013, 08:24:11 AM
How would I modify the amount of XP we get from mining each time?

I'm tired of starting each new game and having no way of getting xp to get back to the point where I just was in the previous game (without it taking the hours it did previously).

I keep having to restart games after getting it because my faction always fails to expand early and ends up surrounded and only having one or two stations and camped by enemy fleets. Even if i kill the boarding fleets my station almost never produces fleets and the second it does they wander off and get killed by roaming fleets.

I haven't tested it personally yet but this should be it:

Global.getSector().getPlayerFleet().getCommanderStats().addXP(400);

There are two lines like that in ExerelinUtil.java (located in data\scripts\world\exerelin), one for asteroid mining and the other for gas planets mining.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Fantastic Chimni on November 27, 2013, 09:31:37 PM

I haven't tested it personally yet but this should be it:

Global.getSector().getPlayerFleet().getCommanderStats().addXP(400);

There are two lines like that in ExerelinUtil.java (located in data\scripts\world\exerelin), one for asteroid mining and the other for gas planets mining.
Thank you! I'll check that out the next time i start up a game after this run, I managed to get lucky.

Only two factions spawned, I then went around and started gunning down their boarding fleets with my singular brawler while running terrified from their command fleet. Kept managing to take out the atlas and book it out of the battle. Eventually I had 3 stations and they still only had one and my faction started to produce cruiser fleets that could fight them. Now after I take over the other 8 stations in this sector its time for the other five star systems to learn fear.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lopunny Zen on November 28, 2013, 06:31:36 AM
that is...until the game crashes on you due to no optimization
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lopunny Zen on November 28, 2013, 07:23:31 AM
i think there should be a call for factions to have their own mining ship designs and small cargo ships...neutrino has their own atlas freighter....why not make everything unique...id say it on their pages but it would be a pain to type them all up
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Bjørn_in_the_Sector on November 28, 2013, 11:15:07 AM
^ seconded. It'd be also cool for the two mining lasers in existence - the small and the medium energy mounts - to allow ships with them mounted to pick up supplies from asteroids.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 28, 2013, 01:36:22 PM
Hmm, are compressed saves supported? I know they're turned off by default, but will they cause nullpointer exception like this (which seem to be a bug in Exerelin itself caused by a boarding attempt right before finishing loading)?

Spoiler
java.lang.NullPointerException
   at data.scripts.world.exerelin.SystemManager.getSystemManagerForAPI(SystemManager.java:117)
   at data.scripts.world.exerelin.ExerelinUtils.boardStationAttempt(ExerelinUtils.java:887)
   at data.scripts.world.exerelin.InSystemStationAttackShipSpawnPoint$1.run(InSystemStationAttackShipSpawnPoint.java:151)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.o0ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.ui.oOo0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.oOo0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInput(Unknown Source)
   at com.fs.starfarer.title.B.o00000(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

My Exerelin version is 0.623 btw.

P.s.: if it's unrelated to compressed saves I can upload my (compressed) save files, if you wish.

Compressed save games had a higher chance of OutOfMemory'ing on saving a game, where if the file is uncompressed it would usually only OutOfMemory on game load. If the game crashes while saving, the save game file is unrecoverable. So, I set save games to be uncompressed as most people can simply increase the memory allocation to StarSector to get around the problem; no one can fix corrupt save files :)

Your NullPointerException isn't due to compressed saves, rather there is a current issue (kind of with Exerelin, kind of with StarSector) where game scripts will be run prior to the LoadGame function ending, which can cause some scripts to crash like you see here. I was hoping I had caught all the places this was an issue but apparently not :P

Happily this won't occur in the next version of StarSector, and the next version of Exerelin should be a bit more robust in this area as well.

If you feel up to it you could edit the ExerlinUtils.java file at line 886 like so:
Code
StarSystemAPI starSystemAPI = (StarSystemAPI)fleet.getContainingLocation();
if(starSystemAPI == null)
    return false; // Game hasn't finished loading so abort board attempt till following day
SystemManager systemManager = SystemManager.getSystemManagerForAPI(starSystemAPI);

which should fix your issue :)

i think there should be a call for factions to have their own mining ship designs and small cargo ships...neutrino has their own atlas freighter....why not make everything unique...id say it on their pages but it would be a pain to type them all up

Yeah while that would fit with the Exerelin mod (as it currently is) I'm not sure what faction modders plans are for their factions, they may wish to just use the Vanilla versions of those ships until the Vanilla industry gameplay is expanded upon :) Creating new ships (even just mining/cargo ships) is a lot of work :)

^ seconded. It'd be also cool for the two mining lasers in existence - the small and the medium energy mounts - to allow ships with them mounted to pick up supplies from asteroids.

Yeah I'll look at adding this to the next release :) This may be a easier compromise to implement Lopunny's suggestion above; just create a variant with mining lasers to be used as a stand-in mining ship.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Cyan Leader on November 28, 2013, 03:20:37 PM
I'd make for better progression I think. If your starting planet has a mining belt you can seriously get close to 100k in less than 10 minutes if you do it properly by using a station nearby to avoid the no-mine bug, buying new mining ships with your money and flying around with one or two Atlas. I'm not sure if I'd consider that broken or not, but it is very effective nonetheless.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: theSONY on November 28, 2013, 03:50:51 PM
Yo Zaphide, congrats
your mod just hit 100 page
glad to have you here
& don't stop with your work
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on November 28, 2013, 05:08:09 PM
I'd make for better progression I think. If your starting planet has a mining belt you can seriously get close to 100k in less than 10 minutes if you do it properly by using a station nearby to avoid the no-mine bug, buying new mining ships with your money and flying around with one or two Atlas. I'm not sure if I'd consider that broken or not, but it is very effective nonetheless.

Well I'm not sure about broken, as you can only really spend the money on your own fleet currently. Mining is pretty boring too... :) I kind of think of it as a safety net; if you need a couple more ships but don't feel like running combat then you can mine.

In the next version I'm adding the ability for the player to produce extra AI controlled fleets (player-commanded AI fleets?) for cash (it will also require an investment of skill points). So, if you just took over a station and it comes immediately under attack you can rapidly scramble a defense fleet, or if you are assaulting a station and need another attack fleet or boarding fleet you can call one.

Unfortunately it has required a lot of refactoring (which has now been done) and I got side tracked with some other changes/fixes :P Anyway, it's coming together but will be a little while yet :)

Yo Zaphide, congrats
your mod just hit 100 page
glad to have you here
& don't stop with your work

Haha yeah the mod has certainly growna lot over the 100 pages!

Thanks :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Garmine on November 29, 2013, 03:25:29 AM
@Zaphide:

I've never had problems with Out Of Memory on saving. On the other hand loading likes to crash sometimes after big battles.... hmm.

I gonna add that if the next time I encounter this error (lazyness FTW!). Thanks!

Also, congratz on the 100th page. :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: martinw on November 29, 2013, 06:52:08 AM
Damm awesome mod! However is there a way to let various weapons spawn more often? I'm playing it with the great&awesome Valkyrians Mod and a couple of weapons in that mod I've never seen spawn at the stations, just as several ships. (already changed the reducecapitalshipchace to false as described a page back)

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Danthar on November 30, 2013, 08:01:30 AM

In the next version I'm adding the ability for the player to produce extra AI controlled fleets (player-commanded AI fleets?) for cash (it will also require an investment of skill points). So, if you just took over a station and it comes immediately under attack you can rapidly scramble a defense fleet, or if you are assaulting a station and need another attack fleet or boarding fleet you can call one.

Unfortunately it has required a lot of refactoring (which has now been done) and I got side tracked with some other changes/fixes :P Anyway, it's coming together but will be a little while yet :)


That is exactly what I wanted to suggest today. Reason for that is, is that i get a bit frustrated that all auto spawning boarding fleets are going to the same enemy owned station (in my game atm), which is defended by 3 wtfpwnage defense fleets. So they are only flying to their doom.

It would really help actually being able to coordinate several fleets to attack/defend a certain station.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: crushems on November 30, 2013, 05:41:19 PM
I have this error when I to star the game
Fatal Error compiling [data.scripts.ExerelinModPlugin]
Cause: Compiling unit "data/scripts/world/exerelin/ExerelinUtils.java"
I looked up starsector.log has this    at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)

I have thus far uninstalled and reinstalled the Exerelin mod,  changed vmparams file from Xms512m -Xmx1024m to Xms1024m -Xmx1024m and made sure I had the latest java download available on the interenet and still got the same error message. 
I have noticed a post by Lopunny on Oct 28th with the same issue and there seems to be some difference in the path for this comment
Lopunny, the file 'data/scripts/plugins/CharacterCreationPluginImpl.java' (which is causing the error) does not exist in the latest (since v0.62) mod version. It is has been renamed 'data/scripts/plugins/ExerelinCharacterCreationPluginImpl.java'. 
Which was posted by Zaphide.
and this path Starsector\starsector-core\data\scripts\plugins\CharacterCreationPluginImpl.java.  The first one I believe was under mods while the second path is under starsector-core.
A further note is I use a 32 bit operating system.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on December 01, 2013, 02:14:14 PM
Damm awesome mod! However is there a way to let various weapons spawn more often? I'm playing it with the great&awesome Valkyrians Mod and a couple of weapons in that mod I've never seen spawn at the stations, just as several ships. (already changed the reducecapitalshipchace to false as described a page back)

Not yet. You could possibly tweak the variants listed in exerelinGenericfleet (in the .faction files) to weight more towards the weapons you want but it's a fairly roundabout process.

Sometime soon I will add a spot (probably a json file) where you can manually add items for a faction that have a chance at spawning at their stations :)

--- Stuff about player AI fleet control ---

That is exactly what I wanted to suggest today. Reason for that is, is that i get a bit frustrated that all auto spawning boarding fleets are going to the same enemy owned station (in my game atm), which is defended by 3 wtfpwnage defense fleets. So they are only flying to their doom.

It would really help actually being able to coordinate several fleets to attack/defend a certain station.

The other thing you will be able to do is set individual stations to dictate a fleet priority between Attack, Defend and Patrol. Stations that are assigned Defend will use all their fleets to defend their station (good if under heavy assault), stations set to Attack will send extra Attack Fleets in lieu of patrol fleets and a similar setup for when assigned Patrol.

I have/will be tweaking AI fleet behaviors a fair bit in the next version, with patrol fleets getting the most revamp. They will cycle through defending other stations in their home system that are under heavy attack, patrolling their home stations system (if an enemy station is within their home stations system) and raiding a enemy system (if no enemies are in their home stations system and no stations are under heavy attack). It's still all WIP at the moment but shaping up OK :)

I have this error when I to star the game
Fatal Error compiling [data.scripts.ExerelinModPlugin]
Cause: Compiling unit "data/scripts/world/exerelin/ExerelinUtils.java"
I looked up starsector.log has this    at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)

I have thus far uninstalled and reinstalled the Exerelin mod,  changed vmparams file from Xms512m -Xmx1024m to Xms1024m -Xmx1024m and made sure I had the latest java download available on the interenet and still got the same error message. 
I have noticed a post by Lopunny on Oct 28th with the same issue and there seems to be some difference in the path for this comment
Lopunny, the file 'data/scripts/plugins/CharacterCreationPluginImpl.java' (which is causing the error) does not exist in the latest (since v0.62) mod version. It is has been renamed 'data/scripts/plugins/ExerelinCharacterCreationPluginImpl.java'. 
Which was posted by Zaphide.
and this path Starsector\starsector-core\data\scripts\plugins\CharacterCreationPluginImpl.java.  The first one I believe was under mods while the second path is under starsector-core.
A further note is I use a 32 bit operating system.

I'm sorry but I find this a bit hard to follow. I'll attempt to answer :)

You shouldn't get an error compiling; are you sure you are deleting the Exerelin folder before reinstalling it? Don't just drag it into the same folder otherwise it will merge them, which can cause compile issues. Also, it would be great if you could attach the whole log file as that line is not really that useful unfortunately :(

If you use a 32bit operating system you will only be able to set the memory limits to 1024 or below.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: theSONY on December 01, 2013, 04:44:59 PM
I have this error when I to star the game
Fatal Error compiling [data.scripts.ExerelinModPlugin]
Cause: Compiling unit "data/scripts/world/exerelin/ExerelinUtils.java"
I looked up starsector.log has this    at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)

I have thus far uninstalled and reinstalled the Exerelin mod,  changed vmparams file from Xms512m -Xmx1024m to Xms1024m -Xmx1024m and made sure I had the latest java download available on the interenet and still got the same error message. 
I have noticed a post by Lopunny on Oct 28th with the same issue and there seems to be some difference in the path for this comment
Lopunny, the file 'data/scripts/plugins/CharacterCreationPluginImpl.java' (which is causing the error) does not exist in the latest (since v0.62) mod version. It is has been renamed 'data/scripts/plugins/ExerelinCharacterCreationPluginImpl.java'. 
Which was posted by Zaphide.
and this path Starsector\starsector-core\data\scripts\plugins\CharacterCreationPluginImpl.java.  The first one I believe was under mods while the second path is under starsector-core.
A further note is I use a 32 bit operating system.
i'm not an expert & all but i hope you got properly installed LazyLib ?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Cyan Leader on December 02, 2013, 07:08:18 AM
Not yet. You could possibly tweak the variants listed in exerelinGenericfleet (in the .faction files) to weight more towards the weapons you want but it's a fairly roundabout process.

Sometime soon I will add a spot (probably a json file) where you can manually add items for a faction that have a chance at spawning at their stations :)

I believe you'll be needing that regardless. Disregarding my modifications of your mod and the stuff I PM'd you over, I was messing around the Blackrock faction with Exerelin and found out that one of the weapons of the mod(a medium port missile rack) won't spawn at all because none of the variants have it equipped. I didn't report it sooner because I imagine there might be many other weapons from several other mods that have the same problem and checking for all would be a nightmare. I'd suggest just changing the system to a concise list on items/ships that are going to be sold on station, but it seems you're leaning for that direction already.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: entropy on December 03, 2013, 03:52:08 PM
Hello!

I have not gotten a clear answer on this yet: Is it possible for me to take over a station besides the first station?

Thank you for the response!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on December 03, 2013, 03:57:20 PM
pretty sure its been asked and answered least 30 times across these 100 pages =/ but, yes, you can.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Doogie on December 03, 2013, 04:12:57 PM
Hello!

I have not gotten a clear answer on this yet: Is it possible for me to take over a station besides the first station?

Thank you for the response!

There's a tutorial to do it in the original post?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: entropy on December 05, 2013, 11:04:17 PM
Quote
Station Takeover
Once you have your first station, your faction will automatically start taking over other available stations, or stations that your faction is at war with. You can still take over stations, but you will need (at minimum) a super-freighter (i.e atlas or equivalent) and a troop transport (i.e valkyrie or equivalent) in your fleet. Boarding is expensive; you will loose the super-freighter, and any extra supplies/marines/crew on a successful board. If your boarding fails (the defenders kill all the marines in your fleet) you can loose a number of ships.

Does it have to be specifically designated as a super freighter? Does the freighter have to be empty? I have tried with the Hiigarans with 2 of their biggest freighters and 2 troop transports maxed with marines. I never get an option to board a station. I have tried just hovering over the station but I always end up drifting off. Every time I come to an enemy station the only option is to leave. Any additional help would be appreciated. Thank you!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: CopperCoyote on December 06, 2013, 01:08:52 AM
I don't know if the Hiigaran's freighter is big enough. Or if it is, if it has been flagged as a super freighter.  With an atlas and Valkyrie (the vanilla ones) you simply hover over the station and periodically it tells you you've lost some marines. An easy way to center yourself is to click the station, and select leave. Then immediately click on it again. There is a slight delay before you can interact with things ad whilst it's happening your fleet will center it's self over the station.

Remember you risk losing one or both of the ships if you run out of marines (usually both in my experience), so you should head back to a friendly base and buy more marines if you get low.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: martinw on December 06, 2013, 08:49:36 AM
How can i add ships to the storage station? So when it spawns it has more ships then the mining wing.

I have found

   public static void populateStartingStorageFacility(SectorEntityToken storageFacility)
   {
      CargoAPI cargo = storageFacility.getCargo();
      cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "agent", 2);
      cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "prisoner", 2);
        cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "mining_drone_wing"));
                   }

What do I need to add to make the dreaghtnought of the Hiigaran Descendants spawn aswell. In the hull folders the ships name is hii_sajuukkhar
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: entropy on December 06, 2013, 01:59:11 PM
I don't know if the Hiigaran's freighter is big enough. Or if it is, if it has been flagged as a super freighter.  With an atlas and Valkyrie (the vanilla ones) you simply hover over the station and periodically it tells you you've lost some marines. An easy way to center yourself is to click the station, and select leave. Then immediately click on it again. There is a slight delay before you can interact with things ad whilst it's happening your fleet will center it's self over the station.

Remember you risk losing one or both of the ships if you run out of marines (usually both in my experience), so you should head back to a friendly base and buy more marines if you get low.

Alright thank you for the explanation that helps! I picked up the vanilla ships and it works. I modified the Exerelin file to allow for bigger capital ships to spawn so I figured the new freighters would work, I guess not! Thanks again!

~entropy
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Danthar on December 06, 2013, 02:56:50 PM
That big hiigaran freighter can be used as well. Not sure what its name is. Its actually a pretty decent anti fighter platform as well. Although abit slow ofcourse.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Axiege on December 06, 2013, 08:25:49 PM
Reported bug for a modded game that included Exerelin: http://fractalsoftworks.com/forum/index.php?topic=7477.0
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: KhaakBlocker on December 08, 2013, 02:51:29 PM
Stupid question? Being a noob to the mod, is there any documentation on it?  I wanted to learn how omni-factories work, and how to mine (I got some mining drones and moved over an asteroid/gas giant but nothing happens.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: LostInTheWired on December 08, 2013, 04:27:53 PM
Stupid question? Being a noob to the mod, is there any documentation on it?  I wanted to learn how omni-factories work, and how to mine (I got some mining drones and moved over an asteroid/gas giant but nothing happens.

You sell stuff to the omnifactory and it gets broken down (destroyed), and then they begin to make it.  It allows you to acquire other faction's ships/gear a bit easier in large numbers.

Mining is pretty simple, you have mining drones, then you just sit over the top of the asteroid until it says that you got some supplies.  Pretty easy stuff.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: CopperCoyote on December 08, 2013, 10:44:13 PM
I've been having some trouble mining as well. Its been a bit too tedious to mine for infernum, but mining asteroids only seems to work when you're relatively close to one of your faction's stations. I don't know if it is supposed to be a feature or if it is a glitch. It made me very sad that i couldn't bring some miner pods when i was trying to gain a foothold in another system.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Garmine on December 09, 2013, 07:15:04 AM
Its been a bit too tedious to mine for infernum, but mining asteroids only seems to work when you're relatively close to one of your faction's stations.

Infernium?  :o
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: LostInTheWired on December 09, 2013, 07:16:58 AM
I've been having some trouble mining as well. Its been a bit too tedious to mine for infernum, but mining asteroids only seems to work when you're relatively close to one of your faction's stations. I don't know if it is supposed to be a feature or if it is a glitch. It made me very sad that i couldn't bring some miner pods when i was trying to gain a foothold in another system.
I...are you playing the right mod?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: FasterThanSleepyfish on December 09, 2013, 08:18:12 AM
Infernium = fuel
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Garmine on December 09, 2013, 11:19:31 AM
Infernium = fuel

Oh. That explains it. :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: FasterThanSleepyfish on December 09, 2013, 12:20:01 PM
Hum, where is Zaphide? Taking Exams?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on December 09, 2013, 12:36:34 PM
I've been having some trouble mining as well. Its been a bit too tedious to mine for infernum, but mining asteroids only seems to work when you're relatively close to one of your faction's stations. I don't know if it is supposed to be a feature or if it is a glitch. It made me very sad that i couldn't bring some miner pods when i was trying to gain a foothold in another system.

Yes I think there is a glitch <somewhere>. I had to hack about a bit to get a way to have a fleet 'stick' to an object (you can click on the object again once hovering over it to activate the 'stick'). Unfortunately I think there is a bug in it, and sometimes you need to open the map and click on a planet/station to 'clear' the stick data. I'll see if I can track it down for the next version :)

Hum, where is Zaphide? Taking Exams?

Still around :) No exams for me, but I have been majorly busy unfortunately :(

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: xenoargh on December 09, 2013, 02:02:10 PM
Feel free to port over the AsteroidDialog code I set up for Vacuum, if you want; or check out the PlanetDialog for an example of one that doesn't destroy things, but forces to player to use real time with a chance to fail (and pirate ambushes, too).  Those were my warmup exercises for the rest of the stuff that's going to be in this Alpha but they could be really fun with a little work.  Anyhow, might save you some time, and it's almost plug-and-play :)

The other thing you could do is to implement a "dialog" that immediately exits after doing whatever it's supposed to do.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: martinw on December 12, 2013, 04:18:18 AM
How can i add ships to the storage station? So when it spawns it has more ships then the mining wing.

I have found

   public static void populateStartingStorageFacility(SectorEntityToken storageFacility)
   {
      CargoAPI cargo = storageFacility.getCargo();
      cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "agent", 2);
      cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "prisoner", 2);
        cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "mining_drone_wing"));
                   }

What do I need to add to make the dreaghtnought of the Hiigaran Descendants spawn aswell. In the hull folders the ships name is hii_sajuukkhar

I have experimented with this for a while but i still cant make the storage station spwan extra ships. Every time i start the game it crashes while loading giving this file as reason.

Anyone have a suggestion?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Danthar on December 12, 2013, 10:31:05 AM
How can i add ships to the storage station? So when it spawns it has more ships then the mining wing.

I have found

   public static void populateStartingStorageFacility(SectorEntityToken storageFacility)
   {
      CargoAPI cargo = storageFacility.getCargo();
      cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "agent", 2);
      cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "prisoner", 2);
        cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "mining_drone_wing"));
                   }

What do I need to add to make the dreaghtnought of the Hiigaran Descendants spawn aswell. In the hull folders the ships name is hii_sajuukkhar

I have experimented with this for a while but i still cant make the storage station spwan extra ships. Every time i start the game it crashes while loading giving this file as reason.

Anyone have a suggestion?

If it fails, while specifically mentioning this file. You probably have an syntax error somewhere. Carefully check the file if your not missing an bracket or semicolon somewhere.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: martinw on December 12, 2013, 01:53:34 PM
Yea problem is just what i should add. Should i add a second line as in:

 cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "mining_drone_wing"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.CAPITAL, "hii_sajuukkar"));
                   }

or just

 cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "mining_drone_wing", )(FleetMemberType.CAPITAL, "hii_sajuukkar"));
                   }
I don't quite understand how the storage station reads this line, unfortunately there is no example on how extra ships are added beyond the first.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on December 12, 2013, 03:21:21 PM
Yea problem is just what i should add. Should i add a second line as in:

 cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "mining_drone_wing"));
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.CAPITAL, "hii_sajuukkar"));
                   }

or just

 cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.FIGHTER_WING, "mining_drone_wing", )(FleetMemberType.CAPITAL, "hii_sajuukkar"));
                   }
I don't quite understand how the storage station reads this line, unfortunately there is no example on how extra ships are added beyond the first.

You will need to add an extra line like:
Code
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "hii_sajuukkar_Hull"));

There are only two types of FleetMemberType: FIGHTER_WING and SHIP.

For the second parameter, you need to pass the variant id:
 - For fighters it is the wing id
 - For ships it is the variant OR the hull id + '_Hull'
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: sagwamoksori on December 13, 2013, 06:08:51 AM
Hello,

I'm a new guy and seeing 102 pages made me not read much or any of it. I wanted to congratulate you on a successful mod. I originally was going to wait to buy the game because the original campaign is a little lackluster (I understand the developers have been focusing on the combat, which is phenomenal by the way), but I really wanted to try this, so I bought it and I was not disappointed.  I love how you can purchase other faction's ships etc and how fluid and legit the AI acts. I didn't even realize when I started that you could mine and I ended up hunting rebels to get money. Though, mining only seems to be an early game thing because eventually war happens.

Are Ox Tugs included in the game? I haven't seen one yet.

One thing that I would like is the ability to start with no other factions in the system.

Boarding is a little hard because I have to keep adjusting my ships as my ships drift away or the station orbits away. It would be cool if there was a mini-game for boarding a station/other ships, but I guess that is up to the game devs to include it.

Feel feel to skip this: this is just my current game story. I feel like I'm in Star Wars playing as the rebels and fighting the Empire. I chose to start as the Hegemony because that was what I was familiar with and they seem weak compared to the other races. When you are lacking funds, corvettes and 2/3 fighter wings are overpowered compared to the weak craft that the Hegemony has (even the destroyer can get stomped by a few squads of fighters). That aside, I started in a system with the Hiigaran Descendants and were we friendly for a while and even shared a planet (2 stations). They eventually declared war on us and because the Hegemony had the brilliant Captain (me), we were able to drive them out to one isolated station. I did not realize how insignificant this was because they managed to form an alliance with the Valkyrians who bumrushed us and stole a station. While we were fighting them, the Valkyrians were contesting another star system and were losing. We managed to capture the station back and then stole two neutral stations in the foreign system they were contesting with the Neutrinos. So now the Hiigaran Descendants sign a peace treaty with us while they're in their isolated station just watching life continue. *** hits the ceiling about here because I've been busy defending my home star system and I see the Neutrinos take out 2 Valkyrian planets and I'm like.. yeah baby, serves them right. Turns out that while we were squabbling over planets, the Neutrinos were quietly subjugating all other star systems and they ended up controlling 3 star systems and most of 1 (except for the one that we were contesting). Seeing all the poop on the ceiling, the Valkyrians and Hegemony form an alliance and desperately try to fight off the Neutrinos. The Valkyrians own 1 star system, and the Hegemony (me) own most of 1 (the Hiigaran Descendants still have that isolated station). Now, it is a 2v3.5 (star systems) and we're holding out. Pretty exciting and it seems like this game will last quite a while. I love that the Valkyrian's are resupplying my isolated stations that are constantly under attack.

I could definitely see the devs including this into the official game. I was thinking that the universe for this concept to work would have to be very large... like dozens or hundreds of systems and there would be a frontier where the two factions are dynamically fighting each other and you as a neutral merchant/mercenary could choose to help one side by working as a supplier/independent trader and eventually rising up to the ranks and begin targeting enemy facilities. I dunno, it's pretty addicting and a nice thought. Of course.. this could just stay a mod :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Dex on December 13, 2013, 07:05:30 AM
what this guy said ^^

- story

+ cookie

Awesome mod, sir.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: dryden10 on December 13, 2013, 04:31:12 PM
hey eveyone i downloaded the mod and got a error message it said something lik data/scripts/plugin ....so i erased it and re downloaded it but now the icon is not a folder it just looks like a white piece of paper and now the option for the mods does not even show up in the game ...pls help im not very computer smart and this mod looks absolutly awesome !!!!!!!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: sagwamoksori on December 13, 2013, 06:38:46 PM
Did you unzip the mod and then place it in your installation folder
Code
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\
C:\Program Files\Fractal Softworks\Starsector\mods
x86 if you are running 64bit.

Are you using the latest version of StarSecter, version 0.6.1a?
0.6 Won't work and you will need to update to the latest version.

Did you install the LazyLib (http://fractalsoftworks.com/forum/index.php?topic=5444.0) mod also? Exerelin requires it.

Edit: Format + Clarification
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on December 14, 2013, 07:49:37 AM
Zap, remove the inquisitor as a starting ship for valks, i feel giving people a high performance heavy frigate right of the bat is just wrong. :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Cycerin on December 15, 2013, 05:17:37 AM
What do I have to do to make a custom heavy industrial ship replace the Atlas for Blackrock boarding fleets? Does said ship need to be able to carry over a set amount of supplies to be recognized when hovering over a station?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Admiral Loverod on December 15, 2013, 12:31:43 PM
I've been getting an error when I try to load Exerelin. It says
"Fatal: Error compiling [data.scripts.ExerelinModPlugin]
Cause: Compiling unit "data/scripts/exerelin/ExerelinUtils.java"

Can anyone help? I've done some very light tweaking on games before, but I don't know heads or tail of the workings of Java.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on December 15, 2013, 02:25:36 PM
Zap, remove the inquisitor as a starting ship for valks, i feel giving people a high performance heavy frigate right of the bat is just wrong. :)

Haha no worries shall do :)

What do I have to do to make a custom heavy industrial ship replace the Atlas for Blackrock boarding fleets? Does said ship need to be able to carry over a set amount of supplies to be recognized when hovering over a station?

There is an array at the top of ExerelinData.java (ValidBoardingFlagships). Just add your hull id to this and it will be recognized as a boarding ship :)

There aren't really any requirements, but it should ideally be fairly slow, carry a fair amount of stuff and be lightly defended.

I've been getting an error when I try to load Exerelin. It says
"Fatal: Error compiling [data.scripts.ExerelinModPlugin]
Cause: Compiling unit "data/scripts/exerelin/ExerelinUtils.java"

Can anyone help? I've done some very light tweaking on games before, but I don't know heads or tail of the workings of Java.

Have you also selected LazyLib in the StarSector startup mod selection window? Exerelin requires that.

Otherwise, delete the mods/exerelin folder and re-download. If you just copy the new version over the old version it will merge things and create a mess :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Griffinhart on December 17, 2013, 11:33:52 PM
I'm getting the same error as Vlitzen on a fresh install of Exerelin (in fact, my first time ever on this machine).

Excerpt from the error log:
Spoiler
Code
java.lang.RuntimeException: Error compiling [data.scripts.ExerelinModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/exerelin/ExerelinUtils.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/exerelin/ExerelinUtils.java, Line 678, Column 29: A method named "isMothballed" is not declared in any enclosing class nor any supertype, nor through a static import
[close]

Looks like some kind of badness regarding "isMothballed".

Also, question regarding using Exerelin: do I activate all of the faction mods I wish to use with it as well? E.g. let's say I want to use Neutrino Corp. I download the mod and extract it as appropriate; do I also activate it from the launcher, along with Exerelin and LazyLib, or do I just activate Exerelin and LazyLib?

-- Griffinhart
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on December 18, 2013, 01:44:33 AM
I'm getting the same error as Vlitzen on a fresh install of Exerelin (in fact, my first time ever on this machine).

Excerpt from the error log:
Spoiler
Code
java.lang.RuntimeException: Error compiling [data.scripts.ExerelinModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/exerelin/ExerelinUtils.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/exerelin/ExerelinUtils.java, Line 678, Column 29: A method named "isMothballed" is not declared in any enclosing class nor any supertype, nor through a static import
[close]

Looks like some kind of badness regarding "isMothballed".

Also, question regarding using Exerelin: do I activate all of the faction mods I wish to use with it as well? E.g. let's say I want to use Neutrino Corp. I download the mod and extract it as appropriate; do I also activate it from the launcher, along with Exerelin and LazyLib, or do I just activate Exerelin and LazyLib?

-- Griffinhart

Hmmm this seems a bit bizarre; that method is just part of the StarSector API. If it can't see that then... hmmm. Perhaps PM me or post the whole log so I can see if it is throwing any other errors earlier on :) You haven't changed any of the StarSector path settings or anything?

When you get it working (:P), in the launcher select Exerelin+LazyLib and any other faction mods you wish to appear. The upshot of this is you can control what gets loaded into the Exerelin game by selecting/deselecting mods; the downside is that you need to select the same mods to load a game (obvious, but yeah).
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Griffinhart on December 18, 2013, 03:13:39 AM
Hurr, I'm an idiot. I forgot to update Starsector to 0.6.1a.

-- Griffinhart
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ZoOLf on December 18, 2013, 04:04:59 AM
i have a question about BOARDING SHIPS after battle:

how it works exactly ? chance to boarding and is there skills or strategy to get a chance to board BIG ships?

i know there is the skill to get 50% to successful a boarding but after a battle a get only the smaller (or small) ships ...

thx
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Cycerin on December 18, 2013, 04:10:38 AM
There is an array at the top of ExerelinData.java (ValidBoardingFlagships). Just add your hull id to this and it will be recognized as a boarding ship :)

There aren't really any requirements, but it should ideally be fairly slow, carry a fair amount of stuff and be lightly defended.


Smooth. Make sure you add "brdy_eschaton" to that list for the next version <3
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: kupan9 on December 18, 2013, 02:38:31 PM
Is it just me or do you get a saboteur is waiting message for every skill point spent after unlocking that skill tier?
Photo of messages from Omnistation. (http://i.imgur.com/ICrURAf.png)

*Edit*
Got back to the station, It would appear to actually give the saboteur each time too. 31 waiting atm.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on December 18, 2013, 04:20:06 PM
Hurr, I'm an idiot. I forgot to update Starsector to 0.6.1a.

-- Griffinhart

Hah yeah that'll do it :)

i have a question about BOARDING SHIPS after battle:

how it works exactly ? chance to boarding and is there skills or strategy to get a chance to board BIG ships?

i know there is the skill to get 50% to successful a boarding but after a battle a get only the smaller (or small) ships ...

thx

This isn't specific to Exerelin as it is the same in Vanilla StarSector but I will attempt to explain it as much as I know :)

Basically there is a set chance to board one ship after battle. That one ship is chosen at random from remaining ships that are disabled. You then play out the boarding scenario (hard dock etc).

There is an array at the top of ExerelinData.java (ValidBoardingFlagships). Just add your hull id to this and it will be recognized as a boarding ship :)

There aren't really any requirements, but it should ideally be fairly slow, carry a fair amount of stuff and be lightly defended.


Smooth. Make sure you add "brdy_eschaton" to that list for the next version <3

Great :) will do!

Is it just me or do you get a saboteur is waiting message for every skill point spent after unlocking that skill tier?
Photo of messages from Omnistation. (http://i.imgur.com/ICrURAf.png)

*Edit*
Got back to the station, It would appear to actually give the saboteur each time too. 31 waiting atm.

Haha yeah it does, and I just fixed it in the DEV last night :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: dryden10 on December 21, 2013, 03:45:32 PM
hey guys im running exerelin and some times after when i try to load a game using it  during the load it will slightlyfr eeze then come backfre eze then come back  and then just wontoa d and saysthe re was a problem loading your game etc any help would be nice
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Garmine on December 21, 2013, 03:59:34 PM
hey guys im running exerelin and some times after when i try to load a game using it  during the load it will slightlyfr eeze then come backfre eze then come back  and then just wontoa d and saysthe re was a problem loading your game etc any help would be nice

I believe your game runs out of memory. Did you do the suggested things (editing vmparams, using 64 bit Java, etc.)?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: dryden10 on December 21, 2013, 05:01:05 PM
no its saying somthing like java tm platform se binary is not responding
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: joey4track on December 21, 2013, 08:18:56 PM
no its saying somthing like java tm platform se binary is not responding
I get the same thing with Uomoz's too. Still haven't found a fix
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on December 22, 2013, 12:57:54 AM
no its saying somthing like java tm platform se binary is not responding

no its saying somthing like java tm platform se binary is not responding
I get the same thing with Uomoz's too. Still haven't found a fix

That can happen if you get an OutOfMemory error. If you can, please post the log file. Regardless, most of the larger mods really require you to increase the default memory allocation to StarSector.

See Okim's suggestion here:
http://fractalsoftworks.com/forum/index.php?topic=431.msg119610#msg119610 (http://fractalsoftworks.com/forum/index.php?topic=431.msg119610#msg119610)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: joey4track on December 22, 2013, 02:20:49 AM
Yeah I've done all that and still have issues with loading saves after playing for awhile
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zudgemud on December 22, 2013, 09:28:24 AM
The only settings that work for me is having 4-6 small systems, with the minimal amount of of stations, planets and asteroid belts, the number of factions did not seem to matter as much.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: dryden10 on December 22, 2013, 10:33:25 AM
i went to okims link and couldnt figure it out this is really *** me off  and another question how do you update the game its self when update come out
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zudgemud on December 22, 2013, 11:09:21 AM
Uppdate the game by removing the old installation, then download and install thenew version from the main site.

The easiest way to make the game use your computer better is to open the vmparams file with notepad and change the first two instances where it mentions ram usage to 1024 and 2048 respectively, then save and close. After that download 64bit java, go to the directory where you installed it and copy that folder (I think it will be named jre7) and replace the jre folder in starsector with the jre7 folder, just remember to rename the java folder in the starsector folder to jre from jre7.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Coolrah on December 22, 2013, 02:07:02 PM
Been playing the mod for awhile now and recently redownloaded the new version but I seem to be only able to start as the vanilla factions. I know there are ways to include and exclude other factions but in the older version there were at least 6-8 other factions already included. Have they been taken out of the newest version due to balance issues or did I do something wrong?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: joey4track on December 22, 2013, 02:14:18 PM
Been playing the mod for awhile now and recently redownloaded the new version but I seem to be only able to start as the vanilla factions. I know there are ways to include and exclude other factions but in the older version there were at least 6-8 other factions already included. Have they been taken out of the newest version due to balance issues or did I do something wrong?
You have to download the other factions separately.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on December 22, 2013, 08:24:34 PM
Been playing the mod for awhile now and recently redownloaded the new version but I seem to be only able to start as the vanilla factions. I know there are ways to include and exclude other factions but in the older version there were at least 6-8 other factions already included. Have they been taken out of the newest version due to balance issues or did I do something wrong?

Yeah as joey4track says; Download the faction mod separately and then select Exerelin, LazyLib and any other faction mods you wish to play with :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: joey4track on December 23, 2013, 09:21:45 PM
Is it possible to actively take over another factions station in this mod? I heard something about having to get an Atlas and pack it up with supplies then add it to your fleet, then hover over the station and it should take it over?

Or am I crazy and that is just not possible at all?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zudgemud on December 24, 2013, 12:04:31 AM
You need a valid superhauler such as the atlas in addition to a valid troop transport such as the valkyrie, and usually a big load of marines. You attack by floating your fleet above the station; it will take one attacking marine per defending marine and if you run out of marines you might lose your hauler and troop transport. So, if the defending station is packed with 1000 marines but your fleet can only hold 700 marines it will take at least two loads of marines to capture the station, provided that it does not get supplied in between your capture attempts.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Silver Silence on December 24, 2013, 03:07:29 AM
Haven't visited these forums in a while. How's this mod getting on? Stopped playing shortly after 0.6, the bloated saves after loading a reasonably sized modiverse like Exerelin made my little craptop heave at the prospect.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: joey4track on December 24, 2013, 09:05:36 AM
You need a valid superhauler such as the atlas in addition to a valid troop transport such as the valkyrie, and usually a big load of marines. You attack by floating your fleet above the station; it will take one attacking marine per defending marine and if you run out of marines you might lose your hauler and troop transport. So, if the defending station is packed with 1000 marines but your fleet can only hold 700 marines it will take at least two loads of marines to capture the station, provided that it does not get supplied in between your capture attempts.
Wow. Dang.. That seems like a lot has to go right for that to happen. Wish it was easier.. Well I have the credits to try it out, might as well give it a shot thanks.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: CottonEye on December 28, 2013, 08:30:22 AM
It dosnt load my saves and it is not the out of memory error it says:

Caused by: com.thoughtworks.xstream.io.StreamException:  : ParseError at [row,col]:[469194,36]
Message: XML document structures must start and end within the same entity.
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:73)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:148)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
   at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
   at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
   at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
   ... 84 more
Caused by: javax.xml.stream.XMLStreamException: ParseError at [row,col]:[469194,36]
Message: XML document structures must start and end within the same entity.
   at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.next(XMLStreamReaderImpl.java:593)
   at com.thoughtworks.xstream.io.xml.StaxReader.pullNextEvent(StaxReader.java:58)
   ... 91 more
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Sundog on December 28, 2013, 10:19:03 AM
It looks like something is wrong with your save file. Did you edit it? If so you might want to restore to a backup.

Edit: Also, was the save you're trying to load generated with Exerelin to begin with? I don't think you can load a vanilla save with Exerelin running.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: CottonEye on December 28, 2013, 11:21:20 AM
it was generated with exerelin and i didnt edit it and this happens to all saves that i try to load
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Abyz on December 28, 2013, 05:57:46 PM
I've started 4 different games with Exerelin, and all my save games eventually get corrupted.... Makes me so sad too... This mod is so boss! Any tips?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Erick Doe on December 28, 2013, 06:01:24 PM
I've started 4 different games with Exerelin, and all my save games eventually get corrupted.... Makes me so sad too... This mod is so boss! Any tips?

Less systems and factions is all I can recommend, unfortunately. At least, that works for me.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: theSONY on December 28, 2013, 06:02:17 PM
I've started 4 different games with Exerelin, and all my save games eventually get corrupted.... Makes me so sad too... This mod is so boss! Any tips?
plenty :) but try read "Mod Requirements" at the front page :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on December 28, 2013, 06:46:18 PM
Tokshens Valk series are not on the OP, probably a few others also missing. =(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Abyz on December 29, 2013, 10:10:19 PM
I've started 4 different games with Exerelin, and all my save games eventually get corrupted.... Makes me so sad too... This mod is so boss! Any tips?
plenty :) but try read "Mod Requirements" at the front page :)

*rolls eyes*
Problem is, when I change the file to the higher memory numbers, Starsector won't even start up. Anyone have anything witty to say like this fella ^, or maybe something helpful? I'm using windows 8.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Crisscross on December 30, 2013, 12:33:05 AM
Hi all, just wanted to ask about a small gameplay issue I've had with the mod. Is there something I need to do to make capital ships get sold in your faction's stations? I currently have a game as the Sindrian Diktat, and it's currently cycle 209 and there are still no Conquest battlecruisers being sold at any of my stations. NPC fleets are already fielding Conquests, but the most the stations sell are only Apogee-class cruisers.

Do I have to put points in the 'faction' skill tree to unlock capital ships being sold at the stations? Is there something else I need to do to unlock them, or is my game possibly just bugged?

Thanks a bunch.

EDIT: Nvm, found the config option earlier in the thread.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Griffinhart on December 30, 2013, 05:54:53 PM
I've started 4 different games with Exerelin, and all my save games eventually get corrupted.... Makes me so sad too... This mod is so boss! Any tips?
plenty :) but try read "Mod Requirements" at the front page :)

*rolls eyes*
Problem is, when I change the file to the higher memory numbers, Starsector won't even start up. Anyone have anything witty to say like this fella ^, or maybe something helpful? I'm using windows 8.

Sounds like you're not using 64-bit Java, then.

-- Griffinhart
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: ValkyriaL on December 30, 2013, 06:49:24 PM
run the game of the bat file, the shortcut doesn't work once you allocate memory beyond a certain point.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Abyz on December 30, 2013, 07:42:30 PM
Running the game off the BAT file works fine, except that non of the mods are loaded into the new mod menu on the startup window.  I can only play the vanilla game...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: joey4track on December 30, 2013, 08:38:26 PM
Running the game off the BAT file works fine, except that non of the mods are loaded into the new mod menu on the startup window.  I can only play the vanilla game...
If there isn't already one, create a folder named mods in your starsectore-core directory and put your mods in there and then run from the bat.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lopunny Zen on January 03, 2014, 12:04:08 PM
When can Interstellar Federation be added to this mod?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: LostInTheWired on January 03, 2014, 05:31:54 PM
When can Interstellar Federation be added to this mod?
I know a couple of guys made compatibility for the new version of Starsector.  I did some minor compatibility fixes as well as some minor balancing.  The only way to see if it works with Exerelin is to try it out, really.  I know IFed USED to work with Exerelin, but I'm not sure if it still does.

Link (http://fractalsoftworks.com/forum/index.php?topic=2012.msg123461#msg123461)

Keptin said it was cool for the community to keep up compatibility since he wasn't going to work on it until the next update.

Like I said, very minor balancing.  I haven't done any balancing in the new system, so it's going to be off in places.  I tried to match closely with vanilla analogues.  I haven't tested it with Exerelin myself, so I can't promise anything, but I do know it works with the vanilla game.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lopunny Zen on January 03, 2014, 10:49:01 PM
what is the next update bringing?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on January 05, 2014, 01:17:36 AM
When can Interstellar Federation be added to this mod?
I know a couple of guys made compatibility for the new version of Starsector.  I did some minor compatibility fixes as well as some minor balancing.  The only way to see if it works with Exerelin is to try it out, really.  I know IFed USED to work with Exerelin, but I'm not sure if it still does.

Link (http://fractalsoftworks.com/forum/index.php?topic=2012.msg123461#msg123461)

Keptin said it was cool for the community to keep up compatibility since he wasn't going to work on it until the next update.

Like I said, very minor balancing.  I haven't done any balancing in the new system, so it's going to be off in places.  I tried to match closely with vanilla analogues.  I haven't tested it with Exerelin myself, so I can't promise anything, but I do know it works with the vanilla game.

It will work but the balancing was way off (no CR values etc etc). I'm not sure if the latest community-submitted version has changes that at all?

what is the next update bringing?

A few new factions added to the compatible list, and updates to compatibility for some existing ones :)

A lot of (backend) changes around AI fleet management, to facilitate the following:
 - You can now specify a station-stance for AI fleets spawned by that station (under heavy attack? Set all fleets defensive etc etc)
 - You can now spend credits to rapid-deploy AI fleets (defense, attack, station capture and mining)

Old bugs fixed, new bugs added :P

Faction skill tree changes:
 - Above station and strategic level fleet command capabilities need to be unlocked in skill tree
 - Increased capital ship hull chance for sale in stations is now a perk (no longer a config option) to be unlocked
 - Elite Ship Chance perk now also gives a small chance for Elite ships to spawn in stations and a once off delivery to your Storage Facility of a single ship

A few changes around the start of the game to make things a bit more balanced.

I only have to do a bit more play testing and it should be ready to go :) EDIT: I have been a bit delayed by all the holiday festivities :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: RoboticManiac on January 05, 2014, 03:40:36 AM
Alright, so I've updated Java, verified I've got the 64 bit version and all the like.

And I even managed to bump up the memory allocation to 1024 and 1024, but I can't seem to get it any higher- the game simply will not start.

I've also tried changing the start from Java.exe to- "C:\Program Files\Java\jre7\bin\java.exe", because one of the aforementioned posts stated that the game needed to know where Java 64 was (His location is the same as my own) but when I tried that, the game wouldn't start at all.

I've never gotten an error message mind you, the game simply won't start up- I've tried both the shortcut, and the .exe in both cases.

Any tips?  :-X


EDIT: Nope, 1024 doesn't work- The game begins to load, but then crashes- I actually get an error report stating: Fatal: null, it then goes on to tell me to check the log. Should I post it? If so, where is it located?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Vinch on January 05, 2014, 04:49:08 AM
       Hey! I have a small question regarding weapon spawn in stations: I have made the Interstellar Federation work in the current version of exelerin and its stable so far   8).

However, in all campains i struggle to get any of the Ifed's weapons so i wonder, how the weapons are spawned in Exelerin?
Does it have something to do with the ship's variants listed in the Exelerin's faction files? If so that make sense since most if not all Ifed's stock variants use vanilla weapons  ???.

Ps: For Ifed i used the link provided before but the ships Id are not the same than in Exelerin
 
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on January 05, 2014, 12:36:17 PM
Alright, so I've updated Java, verified I've got the 64 bit version and all the like.

And I even managed to bump up the memory allocation to 1024 and 1024, but I can't seem to get it any higher- the game simply will not start.

I've also tried changing the start from Java.exe to- "C:\Program Files\Java\jre7\bin\java.exe", because one of the aforementioned posts stated that the game needed to know where Java 64 was (His location is the same as my own) but when I tried that, the game wouldn't start at all.

I've never gotten an error message mind you, the game simply won't start up- I've tried both the shortcut, and the .exe in both cases.

Any tips?  :-X


EDIT: Nope, 1024 doesn't work- The game begins to load, but then crashes- I actually get an error report stating: Fatal: null, it then goes on to tell me to check the log. Should I post it? If so, where is it located?

Sorry RoboticManiac, I can't remember where it's located on Windows (I'm assuming you are running Windows 7/8 64bit). I'm sure someone will helpfully chime in :) (it is somewhere in the StarSector folder though)

       Hey! I have a small question regarding weapon spawn in stations: I have made the Interstellar Federation work in the current version of exelerin and its stable so far   8).

However, in all campains i struggle to get any of the Ifed's weapons so i wonder, how the weapons are spawned in Exelerin?
Does it have something to do with the ship's variants listed in the Exelerin's faction files? If so that make sense since most if not all Ifed's stock variants use vanilla weapons  ???.

Ps: For Ifed i used the link provided before but the ships Id are not the same than in Exelerin
 

Yes the weapons come from the variants listed in Exerelin's faction files.

I hadn't seen LostInTheWired's latest IFed update, so I will update Exerelin for the next release to accommodate it :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Vinch on January 05, 2014, 03:14:40 PM
Finally I did the trick  ;D: I'd modified all Ifed variant to make use of all Ifed's weapons (minus the earthcracker i think) and add them in the Exelerin faction File. Now in the campaign i have all the weapons after ~ 2 hours.

LostInTheWired's Ifed patch fix the CR values but change All ID like ifed_theship_variant so just need to change the faction file and the caractercreation.plugin to make exelerin compatible!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Tecrys on January 10, 2014, 03:00:55 AM
Hi guys!

I've been playing around with DSMK2's DSTech Corporation mod, tweaked it to work with Starsector 0.6.1a and managed to integrate it into Exerelin.
I just wanted to ask if it's ok for the authors of Exerelin if I upload the files I changed to the forum.
Since it's no official release I wanted to post it in DSTech Corporation.

If anyone feels like rebalancing the faction I uploaded an updated version.
I really like the sprites and it would be a shame to let the mod die just because noone is updating it.

Cheers!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on January 10, 2014, 03:40:42 AM
Hi guys!

I've been playing around with DSMK2's DSTech Corporation mod, tweaked it to work with Starsector 0.6.1a and managed to integrate it into Exerelin.
I just wanted to ask if it's ok for the authors of Exerelin if I upload the files I changed to the forum.
Since it's no official release I wanted to post it in DSTech Corporation.

If anyone feels like rebalancing the faction I uploaded an updated version.
I really like the sprites and it would be a shame to let the mod die just because noone is updating it.

Cheers!

Please feel free to upload the changed Exerelin files; no problems there :)

I actually got the OK from DSMK2 (creator of DSTech Corp Fleet) to include support for DSTech in Exerelin ages ago; I haven't added it yet simply due to the balance issues. So, I'll look at including support in the next version of Exerelin and maybe just mark it as unbalanced or similar :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Tecrys on January 10, 2014, 03:57:58 AM
Cool!

Thanks mate!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Tecrys on January 10, 2014, 04:40:21 AM
Here's the files needed for mod integration of DSTech into Exerelin:

http://fractalsoftworks.com/forum/index.php?topic=2711.msg125044#msg125044

Enjoy!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lakis on January 10, 2014, 03:40:47 PM
Alright, so I've updated Java, verified I've got the 64 bit version and all the like.

And I even managed to bump up the memory allocation to 1024 and 1024, but I can't seem to get it any higher- the game simply will not start.

I've also tried changing the start from Java.exe to- "C:\Program Files\Java\jre7\bin\java.exe", because one of the aforementioned posts stated that the game needed to know where Java 64 was (His location is the same as my own) but when I tried that, the game wouldn't start at all.

I've never gotten an error message mind you, the game simply won't start up- I've tried both the shortcut, and the .exe in both cases.

Any tips?  :-X


EDIT: Nope, 1024 doesn't work- The game begins to load, but then crashes- I actually get an error report stating: Fatal: null, it then goes on to tell me to check the log. Should I post it? If so, where is it located?

Get a fresh version of the Starsector BAT, if it works great, reapply the changes one by one until it breaks again.

As for your starsector.log your operating system should have a search function. Search the C Drive and it should find it in a subfolder in application data, AppData, main starsector folder, or one of the two Program Files.  Most likely under/in a folder named Fractal Softworks.

I'll be double checking since It's been about three years since I last even touched windows. (Switched to Linux, haven't looked back since.)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lopunny Zen on January 10, 2014, 09:28:40 PM
hey...can you lower the amount of ships the starting enemies have or something..it seems when they get to a location and capture they build boarding fleets and mining right away since they already have a defense fleet of a huge magnitude..and it takes very long for you to get either before all the places are taken...is there a way to fix this maybe?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: FasterThanSleepyfish on January 10, 2014, 09:44:11 PM
The initial faction fleets are meant to stop the player (and rare early wars) from immediately destroying factions, because reducing the amount of factions makes the entire campaign less fun.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lopunny Zen on January 10, 2014, 10:17:27 PM
well...you dont need THAT many ships i mean.....all you get is a frigate and all...and I do not think the troop transport and boarding ship will be of much help...cant they just have 1 capital or a little bit more...plus since they have so much and they war with you when your next to them(since your not given a choice between decisions) then they roll you over with the max rank command fleet o.o
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Lopunny Zen on January 11, 2014, 05:23:09 PM
i dont know...it just gets old when they build their mining and boarding ship way before you do even when you get and outpost way before them...in fact everything about the player factions is slow 90% of the time..whats the spawning for the player and ai?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.623
Post by: Zaphide on January 11, 2014, 06:14:48 PM
That should all be a little more balanced in the next version. Each faction (AI and player) now start with the same 'super-freighter + troop transport' fleet. When conquering the first station each get a small starting amount of supplies, fuel and crew; enough to build a defense fleet and usually a boarding fleet. It also speeds up the start of the game a fair bit :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 12, 2014, 02:32:17 AM
Update time! :)

Exerelin 0.63
Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.63.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.63.zip)
A couple of new features, a lot of refactoring, expanded faction mod support/updates and bug fixes!

Station Fleet Command
Activate via the Faction skill tree (perk under Fleet Management) to assign a particular stance to stations:
 - Defense: 3 Defense fleets, no boarding fleets will spawn
 - Balanced: 1 Attack, 1 Defense and 1 Patrol fleet, boarding fleets will spawn
 - Attack: 2 Attack, 1 Defense fleet, boarding fleets will spawn
 - Patrol: 2 Patrol, 1 Defense fleet, boarding fleets will spawn

The AI controlled factions will update their station stances appropriately; the players faction will need to be set by the player (if desired).

Strategic Fleet Command
Activate via the Faction skill tree (perk under Fleet Management) to order additional AI-controlled fleets for your faction:
 - Boarding Fleet / Attack Fleet: $80000 credits, order from enemy stations to spawn from your factions closest station and attack that station
 - Defense Fleet: $80000 credits, order from your stations to help defend that station
 - Asteroid / Gas Mining Fleet: $15000 credits, order from your stations to increase resource rate

New Supported Factions
Erick Doe's Project Batavia (http://fractalsoftworks.com/forum/index.php?topic=7458.0)
kazi's The Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
NikolaiLev's The Patrian Navy (http://fractalsoftworks.com/forum/index.php?topic=7329.0)
Zudgemud's The P9 Colony Group (http://fractalsoftworks.com/forum/index.php?topic=7430.0)
DSMK2's DSTech Corp Fleet (http://fractalsoftworks.com/forum/index.php?topic=2711.0) NOTE: Currently unbalanced/WIP, see last posts in thread for details

Erick Doe's Tore Up Plenty (http://fractalsoftworks.com/forum/index.php?topic=5762.0)
keptin's Interstellar Federation (http://fractalsoftworks.com/forum/index.php?topic=2012.0)

A couple of notable returning supported mods! :)

Please note that a number of the new factions are works in progress, so please give some constructive feedback to the factions author :)

New Mod Structure
Due to a few technical reasons I have moved the majority of the mod into a pre-compiled JAR file. This will make things a little harder if you wish to change things yourself. I have included the source (exerelin_0.63/jars/sources/ExerelinCore/) so you can always re-compile the ExerelinCore JAR if desired :)

There are a few things that are still outside the JAR (notably faction selection, game setup, etc) so if you wish to change those it is still very straightforward.

Changes
Code
- Added Station Fleet Command
- Added Strategic Fleet Command
- Independent Traders now have a small chance to deliver Tore Up Plenty ships (if installed)
- Added Station Status view

- Renamed Fleet Crew Training skill to Fleet Management
- Added Capital Ship Availability perk to Fleet Deployment skill (increases capital ship sale chance)
- Removed CapitalShipSaleReduction from exerelin_config.json (see above skill)
- Added complimentary faction-specific elite ship to Elite Ship Chance perk in Fleet Deployment skill (spawns in Storage Facility)
- Added effect to Elite Ship Chance perk to add a small chance that an elite ship will be for sale in stations

- Changed starting cargo for first stations
- Changed AI starting fleets to be same as player fleet

- Added Project Batavia support
- Added P9 Colony support
- Added support for Patrian Navy
- Added support for Mayorate
- Added support for DSTech Corp
- Updated support for Intersteller Federation
- Updated support for Valkyrian
- Updated support for ShadowYards
- Updated support for ORI
- Updated support for Zorg
- Updated support for Citadel Defenders
- Updated support for Hiigaran Decsendents
- Updated support for Blackrock Driveyards
- Updated support for Neutrino
- Updated support for Tore Up Plenty

- Fixed issue with calculating station efficiency after skills applied
- Fixed issue with running saboteur allocation code on each subsequent skill up
- Fixed issue with too many asteroid belts per system
- Fixed issue with station target priority within systems

- Moved more stuff into config.json file
- Removed reliance on static ExerelinData class (is now only used on game setup (ExerelinSetupData))
- Refactored a lot into a single JAR for ease

Please let me know if there are any issues and I'll get a fix up ASAP. My apologies for the delay between the last version but unfortunately I do not have as much spare time as I used too :(

Have fun playing :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Garmine on January 12, 2014, 05:44:05 AM
Hi!

Batavia's Exerelin faction file contains a reference to pb_gadila_Convoy, which is not (yet) in Batavia V4.

Edit: nevermind, Erick is right now uploading Batavia V5 which has a pb_gadila_Convoy. :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Erick Doe on January 12, 2014, 05:45:54 AM
Hi!

Batavia's Exerelin faction file contains a reference to pb_gadila_Convoy, which is not (yet) in Batavia V4.

Edit: nevermind, Erick is right now uploading Batavia V5 which has a pb_gadila_Convoy. :D

Yes. It has been ready for over a month. I just kept it to V4 because Exerelin wasn't updated to use it yet. V5 is up now.


Look at that. Now I have to keep Tore Up Plenty, Project Batavia and Zorg up to date.  ::)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Garmine on January 12, 2014, 07:02:24 AM
Go Erick! :D

Zaphide: the Patrian Navy has a Modplugin, could you add a warning on the OP for this?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 12, 2014, 01:01:30 PM
Go Erick! :D

Zaphide: the Patrian Navy has a Modplugin, could you add a warning on the OP for this?

Thanks, have done so :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Uomoz on January 12, 2014, 02:47:26 PM
Congrats for the new release!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: sirboomalot on January 12, 2014, 03:09:47 PM
Hey zaphide, would a random faction option be possible, for when the player just isn't sure about who they want to fight for?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 12, 2014, 03:28:04 PM
Congrats for the new release!

Thanks Uomoz :)

It was a while coming, Christmas+Holidays set me back a bit :D

Hey zaphide, would a random faction option be possible, for when the player just isn't sure about who they want to fight for?

Haha yeah shouldn't be too hard, I'll look at adding it for the next release :)

For now, random click on screen?  :P
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: TotenKopf on January 13, 2014, 06:45:01 AM
Hello all!

First, I absolutely love Starsector, Exerelin, and all the contributions from various folks. Been playing with this the last couple weeks and I'm really looking forward to whats to come. I really appreciate the hard work... thank you all!

So, like I say, I've been playing Exerelin for a couple weeks. Just updated to v0.63. Looks like it's a pretty huge update and I can't wait to try it! The caveat? When I go to start a new game, instead of starting like Exerelin used to for me (selecting system size, number of stations, etc.), it opens the vanilla Starsector dialogue about what I used to do for a living (flying for the Hegemony defense fleet or what have you) but then after that it drops me into an Exerelin game. This is fine but It always starts me as the Sindrian and I can't choose the game parameters.

I decided to uninstall everything starsector related and redownload the game along with all the mods (Lazylib, factions, everything). Still no joy. Did I forget to do something this time through? Had everything working before, and can't figure out what I'm doing wrong.

Any ideas?

Thanks in advance for any advice, Fellas! 
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Tecrys on January 13, 2014, 07:29:41 AM
Hi Totenkopf!

I had a similar problem before as well and it turned out that ExerelinCharacterCreationPluginImpl.java file was broken in some way.
Did you delete all mods before reinstalling?
Did you make sure all mods used in Exerelin are up to date?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Kroma BaSyl on January 13, 2014, 09:00:04 AM
Is v0.63 save compatible with the last version?

BTW, thanks again, loving the mod.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Tecrys on January 13, 2014, 09:24:43 AM
I don't think it is save compatible, my save was generating an error.
But, since I'm constantly changing data while updating DSTech, I'm not entirely sure.
Could be I broke my save in a different way ...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Lolpingu on January 13, 2014, 09:27:02 AM
The mod seems to start up fine: I hit new game, pick all of the settings (system size, asteroid belts, factions, so on so forth), but once I'm in game, I have but a brief moment before this error message pops up: "Fatal: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z Check starsector log for more info"
It seems that the error pops up no matter what options I pick, as long as Exerelin is being used.

EDIT: Scratch that. Updating seemed to solve the problem completely.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: ciago92 on January 13, 2014, 10:39:46 AM
I can confirm that a clean download works properly for me
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Peter1x9 on January 13, 2014, 11:54:06 AM
Congrats on the new release!  I've been having lots of fun with it.  I can also confirm that a clean download works properly.

My one complaint about the mod is the placement of factions at the start of a new Exerelin campaign.  I normally start a game with 9 factions and 12 available solar systems (factions don't respawn).  Most of the time the campaign starts me in a system with 2-3 other factions, even though there are more systems than factions. 

Is there a way for you to assign each faction to its own starting system?  Ex: If (the number of solar systems > the number of starting factions) then (place each faction by itself in its own solar system) else (use the current method of placing factions). 
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 13, 2014, 12:47:42 PM
--- Only get normal vanilla startup options ---

Hi TotenKopf,

Which other mods are you running with Exerelin? If this happens it is usually because another mod is overriding the CharacterCreationPlugin.

Is v0.63 save compatible with the last version?

BTW, thanks again, loving the mod.

Sorry it is not save compatible :(

Any bugfix release I put out for 0.63 should be save compatible though.

The mod seems to start up fine: I hit new game, pick all of the settings (system size, asteroid belts, factions, so on so forth), but once I'm in game, I have but a brief moment before this error message pops up: "Fatal: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z Check starsector log for more info"
It seems that the error pops up no matter what options I pick, as long as Exerelin is being used.

EDIT: Scratch that. Updating seemed to solve the problem completely.

Glad to hear you solved it :)

Congrats on the new release!  I've been having lots of fun with it.  I can also confirm that a clean download works properly.

My one complaint about the mod is the placement of factions at the start of a new Exerelin campaign.  I normally start a game with 9 factions and 12 available solar systems (factions don't respawn).  Most of the time the campaign starts me in a system with 2-3 other factions, even though there are more systems than factions. 

Is there a way for you to assign each faction to its own starting system?  Ex: If (the number of solar systems > the number of starting factions) then (place each faction by itself in its own solar system) else (use the current method of placing factions). 

Yeah it's on my todo list, I just haven't got to it yet :)

I'll also be adding the option to start in a half or fully populated sector, so that hlaf/all the stations are owned at the start of the game.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: OhNoesBunnies on January 13, 2014, 01:05:23 PM
DSTech still does not work for me, for whatever reason.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: TotenKopf on January 13, 2014, 01:26:46 PM
--- Only get normal vanilla startup options ---

Hi TotenKopf,

Which other mods are you running with Exerelin? If this happens it is usually because another mod is overriding the CharacterCreationPlugin.

Thanks for the responses!

A little more info. Starsector is v0.6.1a RC2. Exerelin is v0.63. Lazylib is 1.7 I believe. I'm using a number of faction mods to include Blackrock, Bushi, hiigaran, junk pirates, and Vayra's Theocracy faction; even with only exerelin and and lazy lib in the Mod folder I still get this problem. Regardless, I deleted them all and downloaded them fresh last night so I'm going to assume they are current releases. Those are all of the mods I'm using.

I'll try deleting the current installation and installing fresh DLs in a different directory... who knows, right? Also... I would have thought I would have to enter my key again after reinstalling... weird? I'm not exactly computer savvy. Lets see how fast I can do this.

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: TotenKopf on January 13, 2014, 01:58:29 PM
Still can't seem to get it working. Everything fresh, installed in a different directory. Whats weird is that the mods are already checked when the game loads up... I seem to remember having to do that manually. Is the game storing data somewhere that is surviving the uninstall.exe?

Should I be looking at the ExerelinCharacterCreationPluginImpl.java.bin? How can I verify everything is as it should be? It all looks like I remember it in game when I preview it. Unfortunately replacing the vanilla plug with the Exerelin one doesn't work ;) Sigh... frustration!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 13, 2014, 02:06:10 PM
Still can't seem to get it working. Everything fresh, installed in a different directory. Whats weird is that the mods are already checked when the game loads up... I seem to remember having to do that manually. Is the game storing data somewhere that is surviving the uninstall.exe?

Should I be looking at the ExerelinCharacterCreationPluginImpl.java.bin? How can I verify everything is as it should be? It all looks like I remember it in game when I preview it. Unfortunately replacing the vanilla plug with the Exerelin one doesn't work ;) Sigh... frustration!

StarSector writes some things to the registry/preferences, which will most likely survive an uninstall :)

So just to confirm: You're running only Exerelin+LazyLib, and the game setup options don't come up at character creation?

ExerelinCharacterCreationPluginImpl.java will replace the vanilla CharacterCreationPluginImpl as long as the Exerelin mod is loaded, but it doesn't sound like that is happening here. Is it possible for you to upload/PM me your starsector.log file? It will be located somewhere in the StarSector folder.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Tecrys on January 13, 2014, 02:07:32 PM
DSTech still does not work for me, for whatever reason.

Please go here:

http://fractalsoftworks.com/forum/index.php?topic=2711.msg125421#msg125421

and download the newest version of the mod.
Did you download the version from the first post of the thread?
If yes please delete and use the link provided, the other version is outdated and only works with Starsector 0.5.2a.

I hope that solves the problem,

cheers!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: TotenKopf on January 13, 2014, 02:55:44 PM
So just to confirm: You're running only Exerelin+LazyLib, and the game setup options don't come up at character creation?

Correct.

So I went through the registry and cleaned up some things that I thought were related to StarSector; Now my machine hangs after POST. Once I get this all sorted out I'll get you the aforementioned .log file as soon as I am able. Sorry to be a PITA, thanks for looking into this for me... This mod is really kick@ss!

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 13, 2014, 03:02:04 PM
DSTech still does not work for me, for whatever reason.

Please go here:

http://fractalsoftworks.com/forum/index.php?topic=2711.msg125421#msg125421

and download the newest version of the mod.
Did you download the version from the first post of the thread?
If yes please delete and use the link provided, the other version is outdated and only works with Starsector 0.5.2a.

I hope that solves the problem,

cheers!

I have added an additional note against DSTech Corp (with the link to your updated version) in the 1st post in this thread :)

So just to confirm: You're running only Exerelin+LazyLib, and the game setup options don't come up at character creation?

Correct.

So I went through the registry and cleaned up some things that I thought were related to StarSector; Now my machine hangs after POST. Once I get this all sorted out I'll get you the aforementioned .log file as soon as I am able. Sorry to be a PITA, thanks for looking into this for me... This mod is really kick@ss!

Ah damn... I didn't mean you should change things in the registry (unless of course you are comfortable doing so) :(

System restore hopefully? :)

And no worries, you probably aren't the only person with the issue anyways :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zantiszar on January 15, 2014, 11:02:44 AM
Hello first time posting here :D never had a problem with any of the mods here but its a first today :( I would think its because of having various mods loaded at the same time so heres what I got


215992 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [dreadnought_Support] not found!
java.lang.RuntimeException: Ship hull variant [dreadnought_Support] not found!
   at com.fs.starfarer.loading.L.super(Unknown Source)
   at com.fs.starfarer.title.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.title.oOOO.String(Unknown Source)
   at com.fs.starfarer.title.oOOO.String(Unknown Source)
   at com.fs.starfarer.title.oOOO.super(Unknown Source)
   at com.fs.starfarer.combat.super.B.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


followed by the game crashing never seen this before but then again first time loading many mods at the same time

my mod list im loading is Exelerin with a few additional faction mods all which are in your supported list. The crash happened before even jumping in game was setting up the universe and selecting faction with the ship you want to start with when this happened.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Garmine on January 15, 2014, 11:22:32 AM
If you could write down the list of mods you enabled I could probably tell which ones don't produce an error like that :D

Also, are you running the latest version of *everything*? (Including Exerelin and LazyLib?)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zantiszar on January 15, 2014, 01:24:50 PM
If you could write down the list of mods you enabled I could probably tell which ones don't produce an error like that :D

Also, are you running the latest version of *everything*? (Including Exerelin and LazyLib?)

Yup all are latest version since my PC build is new also :P

so let me get a list here for ya:

Batavia5
Blackrock Drive Yards
Bushi_062a_v102
exelerin_0.63
interstellarfederation_v1_2_7
lazylib 1.7
Mayorate_v0.41_nomusic
Neutrino Corp v1.75
ORI v0_14
Shadowyards 0.4.3
Toreupplenty v4
valkyrians v1.3


That's the whole list and yes I do like diversity :P
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Gotcha! on January 15, 2014, 01:28:08 PM
Count Bushi out. It doesn't own a dreadnought_Support. :P
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zantiszar on January 15, 2014, 01:34:44 PM
Count Bushi out. It doesn't own a dreadnought_Support. :P

bummer and I really like the ship designs :( could that one be causing the error ?

Wait sec just noticed that starsector is now at 0.6.2a thought we was still on 0.6.1a XD sooo maybe this is where the error is starting at such noob mistake >_<
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Erick Doe on January 15, 2014, 03:08:08 PM
I found the problem. It is easy to fix. In Tore Up Plenty V4, go to data > variants. Then change dreadnougt_Support to dreadnought_Support. I made a typo while saving the variant and the 'h' is missing. Exerelin is probably looking for dreadnought_Support.

So change the name and add the 'h'. Also open up the variant file and change this line:
  "variantId": "dreadnougt_Support",

to

  "variantId": "dreadnougth_Support",
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zantiszar on January 15, 2014, 04:32:05 PM
I found the problem. It is easy to fix. In Tore Up Plenty V4, go to data > variants. Then change dreadnougt_Support to dreadnought_Support. I made a typo while saving the variant and the 'h' is missing. Exerelin is probably looking for dreadnought_Support.

So change the name and add the 'h'. Also open up the variant file and change this line:
  "variantId": "dreadnougt_Support",

to

  "variantId": "dreadnougth_Support",

Alrighty will do this and report back if it fails.

Also ive tried to change the memory xm I currently have it like this xm512 xm1024
now if I try to go xm512 xm2048 starsector doesn't boot at all
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 15, 2014, 06:57:12 PM
I found the problem. It is easy to fix. In Tore Up Plenty V4, go to data > variants. Then change dreadnougt_Support to dreadnought_Support. I made a typo while saving the variant and the 'h' is missing. Exerelin is probably looking for dreadnought_Support.

So change the name and add the 'h'. Also open up the variant file and change this line:
  "variantId": "dreadnougt_Support",

to

  "variantId": "dreadnougth_Support",

Alrighty will do this and report back if it fails.

Also ive tried to change the memory xm I currently have it like this xm512 xm1024
now if I try to go xm512 xm2048 starsector doesn't boot at all

That means that the Java version StarSector is using is a 32 bit version. See the first post for detaisl on installing and using 64bit Java with StarSector :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zantiszar on January 15, 2014, 07:50:00 PM
I found the problem. It is easy to fix. In Tore Up Plenty V4, go to data > variants. Then change dreadnougt_Support to dreadnought_Support. I made a typo while saving the variant and the 'h' is missing. Exerelin is probably looking for dreadnought_Support.

So change the name and add the 'h'. Also open up the variant file and change this line:
  "variantId": "dreadnougt_Support",

to

  "variantId": "dreadnougth_Support",

Alrighty will do this and report back if it fails.

Also ive tried to change the memory xm I currently have it like this xm512 xm1024
now if I try to go xm512 xm2048 starsector doesn't boot at all

That means that the Java version StarSector is using is a 32 bit version. See the first post for detaisl on installing and using 64bit Java with StarSector :)

I swear I downloaded the correct one >_< and btw the change file name that Erick suggest did the job hasn't crashed and is working very good :D

Edit: got java 64bit work was easy just copy paste and done and it works
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Kroma BaSyl on January 16, 2014, 05:57:09 PM

Station Fleet Command
Activate via the Faction skill tree (perk under Fleet Management) to assign a particular stance to stations:
 - Defense: 3 Defense fleets, no boarding fleets will spawn
 - Balanced: 1 Attack, 1 Defense and 1 Patrol fleet, boarding fleets will spawn
 - Attack: 2 Attack, 1 Defense fleet, boarding fleets will spawn
 - Patrol: 2 Patrol, 1 Defense fleet, boarding fleets will spawn

The AI controlled factions will update their station stances appropriately; the players faction will need to be set by the player (if desired).

Strategic Fleet Command
Activate via the Faction skill tree (perk under Fleet Management) to order additional AI-controlled fleets for your faction:
 - Boarding Fleet / Attack Fleet: $80000 credits, order from enemy stations to spawn from your factions closest station and attack that station
 - Defense Fleet: $80000 credits, order from your stations to help defend that station
 - Asteroid / Gas Mining Fleet: $15000 credits, order from your stations to increase resource rate

I don't see any perk listed under any of the five skills within the Faction tree. Is there supposed to be a descriptor or is it just available after reaching a certain level of skill for one of them? I currently have lvl 3 in both Industry and Fleet Deployment, but don't see any options to set station stance. Thanks.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zantiszar on January 16, 2014, 06:37:59 PM

Station Fleet Command
Activate via the Faction skill tree (perk under Fleet Management) to assign a particular stance to stations:
 - Defense: 3 Defense fleets, no boarding fleets will spawn
 - Balanced: 1 Attack, 1 Defense and 1 Patrol fleet, boarding fleets will spawn
 - Attack: 2 Attack, 1 Defense fleet, boarding fleets will spawn
 - Patrol: 2 Patrol, 1 Defense fleet, boarding fleets will spawn

The AI controlled factions will update their station stances appropriately; the players faction will need to be set by the player (if desired).

Strategic Fleet Command
Activate via the Faction skill tree (perk under Fleet Management) to order additional AI-controlled fleets for your faction:
 - Boarding Fleet / Attack Fleet: $80000 credits, order from enemy stations to spawn from your factions closest station and attack that station
 - Defense Fleet: $80000 credits, order from your stations to help defend that station
 - Asteroid / Gas Mining Fleet: $15000 credits, order from your stations to increase resource rate

I don't see any perk listed under any of the five skills within the Faction tree. Is there supposed to be a descriptor or is it just available after reaching a certain level of skill for one of them? I currently have lvl 3 in both Industry and Fleet Deployment, but don't see any options to set station stance. Thanks.

You have to get to lvl 5 or 10 in order to be able to do that
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 16, 2014, 07:07:16 PM

Station Fleet Command
Activate via the Faction skill tree (perk under Fleet Management) to assign a particular stance to stations:
 - Defense: 3 Defense fleets, no boarding fleets will spawn
 - Balanced: 1 Attack, 1 Defense and 1 Patrol fleet, boarding fleets will spawn
 - Attack: 2 Attack, 1 Defense fleet, boarding fleets will spawn
 - Patrol: 2 Patrol, 1 Defense fleet, boarding fleets will spawn

The AI controlled factions will update their station stances appropriately; the players faction will need to be set by the player (if desired).

Strategic Fleet Command
Activate via the Faction skill tree (perk under Fleet Management) to order additional AI-controlled fleets for your faction:
 - Boarding Fleet / Attack Fleet: $80000 credits, order from enemy stations to spawn from your factions closest station and attack that station
 - Defense Fleet: $80000 credits, order from your stations to help defend that station
 - Asteroid / Gas Mining Fleet: $15000 credits, order from your stations to increase resource rate

I don't see any perk listed under any of the five skills within the Faction tree. Is there supposed to be a descriptor or is it just available after reaching a certain level of skill for one of them? I currently have lvl 3 in both Industry and Fleet Deployment, but don't see any options to set station stance. Thanks.

You have to get to lvl 5 or 10 in order to be able to do that

Actually, you need 2 skill points in Fleet Management to access Station fleet Command, and 4 points to access Strategic Fleet Command :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Kroma BaSyl on January 17, 2014, 07:15:07 AM
Actually, you need 2 skill points in Fleet Management to access Station fleet Command, and 4 points to access Strategic Fleet Command :)

Sorry to be such a pain, but what is "Fleet Management"? That is neither the name of a skill tree nor the name of any of the skills in any of the trees. In the faction tree I have "Fleet Deployment" but nothing called "Fleet Management".
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 17, 2014, 12:29:14 PM
Actually, you need 2 skill points in Fleet Management to access Station fleet Command, and 4 points to access Strategic Fleet Command :)

Sorry to be such a pain, but what is "Fleet Management"? That is neither the name of a skill tree nor the name of any of the skills in any of the trees. In the faction tree I have "Fleet Deployment" but nothing called "Fleet Management".

Ah is there 'Fleet Crew Training'? If so, then you are running the older version of Exerelin and should update (not save compatible sorry!) :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Kroma BaSyl on January 17, 2014, 12:49:07 PM
Ah is there 'Fleet Crew Training'? If so, then you are running the older version of Exerelin and should update (not save compatible sorry!) :)

Doh!  I downloaded the new version and copied it into mods dir, but since the zip'ed dir had the version number in it I assumed it could sit along side the old version. Will clean that up tonight and try again, thanks.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: ValkyriaL on January 18, 2014, 06:39:59 AM
http://i.imgur.com/yrRF4QE.png
http://i.imgur.com/BIYpNjy.jpg

http://i.imgur.com/bXHLkcB.png
http://i.imgur.com/3mVNKNm.jpg
http://i.imgur.com/3WSRTmq.png

Yeah...thats some pretty damn impressive stealth tech you put there Zap, as well as not starting with any freighters but actually having them, they must be very good at hiding in all that space dust. ;)

anyway, i think i found a 6.2 mishap regarding Exerelin. :P
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: SainnQ on January 18, 2014, 10:10:14 AM
I keep getting an error.


Fatal:Error compiling [data.scripts.plugins.LazyLibCombatPlugin]
Cause: Compiling unit "data/scripts/plugins/LazyibCombatPlugin.java"
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: SainnQ on January 18, 2014, 10:12:21 AM
I keep getting an error.


Fatal:Error compiling [data.scripts.plugins.LazyLibCombatPlugin]
Cause: Compiling unit "data/scripts/plugins/LazyibCombatPlugin.java"


I forgot to add that I'm using the most recent RC as of maybe, 3-4 days ago.
Also using LazyLib 1.7 & Exelerin .63

I tried using Torn Up Plenty but I believe I got the error due to the dreadnaught typo. I'm more concerned about not being able to start Exelerin vanilla.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: LazyWizard on January 18, 2014, 10:16:38 AM
You can just delete data/scripts/plugins/LazyLibCombatPlugin.java. It's not used anymore and it causes a crash if it's there. A few people have been having issues where they forgot to delete the old mod folder before installing the new one, so the file sticks around. :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: SainnQ on January 18, 2014, 10:24:50 AM
Oh, that's all?

Hell. That's easy enough to fix, appreciate it Wiz.

Another question I had, how does Exelerin handle additional mod content, does it already come with several factions or do I manually have to add them?

I notice a bunch of let's play with like 12+ factions and I also noticed how small Exelerin was. Did someone do some compression wizardry?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: ValkyriaL on January 18, 2014, 10:37:36 AM
exerelin is as big as you want it to be, depending on what your computer can handle, and how much time you want to spend on a single playthrough.

all factions are downloaded separately.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 18, 2014, 04:47:12 PM
http://i.imgur.com/yrRF4QE.png
http://i.imgur.com/BIYpNjy.jpg

http://i.imgur.com/bXHLkcB.png
http://i.imgur.com/3mVNKNm.jpg
http://i.imgur.com/3WSRTmq.png

Yeah...thats some pretty damn impressive stealth tech you put there Zap, as well as not starting with any freighters but actually having them, they must be very good at hiding in all that space dust. ;)

anyway, i think i found a 6.2 mishap regarding Exerelin. :P

Yeah its a weird bug; not really sure what's happening there. Regardless, I'll need to do a compatibility fix anyways :)

Oh, that's all?

Hell. That's easy enough to fix, appreciate it Wiz.

Another question I had, how does Exelerin handle additional mod content, does it already come with several factions or do I manually have to add them?

I notice a bunch of let's play with like 12+ factions and I also noticed how small Exelerin was. Did someone do some compression wizardry?

exerelin is as big as you want it to be, depending on what your computer can handle, and how much time you want to spend on a single playthrough.

all factions are downloaded separately.

As ValkyriaL says; just download the other mods separately, then pick Exerelin+LazyLib plus any other faction mods you want in the StarSector mod selection window :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Jc on January 19, 2014, 02:33:01 PM
Great Mod loving it. Just one question how do I increase the amount of xp gained from mining

i went here

Exerelin_0.63\jars\sources\ExerelinCore\exerelin

then here

ExerelinUtils.java

then here

Quote
playerFleet.getCargo().addItems(CargoAPI.CargoItemType.RESOURCES, ExerelinConfig.asteroidMiningResource, ExerelinConfig.miningAmountPerDayPerMiner*miningPower);
                    ExerelinUtilsMessaging.addMessage("Mined " + ExerelinConfig.miningAmountPerDayPerMiner*miningPower + " " + ExerelinConfig.asteroidMiningResource, Color.green);
                    Global.getSector().getPlayerFleet().getCommanderStats().addXP(400);
                }
                else if(interactionTarget instanceof PlanetAPI && ((PlanetAPI)interactionTarget).isGasGiant())
                {
                    playerFleet.getCargo().addItems(CargoAPI.CargoItemType.RESOURCES, ExerelinConfig.gasgiantMiningResource, ExerelinConfig.miningAmountPerDayPerMiner*miningPower);
                    ExerelinUtilsMessaging.addMessage("Mined " + ExerelinConfig.miningAmountPerDayPerMiner*miningPower + " " + ExerelinConfig.gasgiantMiningResource, Color.green);
                    Global.getSector().getPlayerFleet().getCommanderStats().addXP(400);


but when i change the numbers it doesnt work. i still get 400 xp

am i supposed to start a new game or unload the mod then load the mod again?



Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Dragar on January 20, 2014, 02:37:19 PM
Got an error when I start a new game:


[Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.SectorGen.initFactionRelationships(SectorGen.java:99)
   at data.scripts.world.SectorGen.generate(SectorGen.java:25)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOoo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)




Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Zaphide on January 20, 2014, 04:01:44 PM
--- Mining xp amount ---

That is the right spot, but those files are the source files for ExerelinCore.jar. The Exerelin mod, except for the game setup stuff, is now pretty much all in that .jar file. You will need to recompile the jar file from those (changed) source files if you want the changes to come up. This is unfortunately a little bit more involved than just editing a text file :(

I will move those variables into data/config/exerelin_config.json for the next version so they are easier to change.

Got an error when I start a new game:

Spoiler
[Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.SectorGen.initFactionRelationships(SectorGen.java:99)
   at data.scripts.world.SectorGen.generate(SectorGen.java:25)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOoo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Hmmm what version of StarSector and what version of Exerelin are you playing with? Are you playing with any other mods? data/scripts/world/SectorGen.java isn't in use by Exerelin anymore, and there are not 99 lines in it, so I'm not sure where your error is coming from sorry :(

Bear in mind that Exerelin will not work with StarSector 0.6.2 (the latest) until I upload a fix version.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Dragar on January 20, 2014, 04:13:30 PM
Oh well that probably explains it since I tried to start a new Umoz's sector and I got the same error. Odd enough I can still load Umoz saves up just fine.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Linnis on January 21, 2014, 03:53:37 AM
Bear in mind that Exerelin will not work with StarSector 0.6.2 (the latest) until I upload a fix version.

FIXXXXXXXXXXXX  :'(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: Kroma BaSyl on January 22, 2014, 11:27:09 AM
315170 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.specs.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getHiddenAngleOffset(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.B.Object(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.String.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Started getting this error every time I enter a mission in the middle of the battle. I am using the previous versions of Starsector and Exerelin, that is the version prior to the update just released. It had been working fin until today, guessing something wrong in one of the ships in either my fleet (although I am using the same fleet that was working for me yesterday) or in the fleets I am facing.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.63
Post by: CrashToDesktop on January 22, 2014, 04:28:39 PM
Well, Exerelin actually works fine for me (minus new factions).  For once, I actually run it well. :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on January 23, 2014, 01:27:41 AM
Update time :)

Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.631.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.631.zip)

Compatibility update to work correctly with StarSector 0.6.2-RC3. Unfortunately for some reason you will now start the game in hyperspace as I couldn't seem to have it correctly set a start location in a new system. Hopefully should have a fix soon :)

Changes:
Code
v0.631
- StarSector 0.6.2 RC3 compatibility fixes

- Updated support for Hiigaran Descendants
- Updated support for P9
- Updated support for Tore Up Plenty
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: ValkyriaL on January 23, 2014, 05:49:46 AM
Spoiler
Quote
208490 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/exerelin/backgrounds/orange_background1.jpg into existing tex id 317
209045 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 358,52 MB of texture data so far
209047 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/exerelin/backgrounds/orange_background1.jpg (using cast)
641538 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: data.scripts.world.OmniFac.loadSettingsFromJSON(Ljava/lang/String;)V
java.lang.NoSuchMethodError: data.scripts.world.OmniFac.loadSettingsFromJSON(Ljava/lang/String;)V
   at exerelin.OutSystemStationConstructionFleet$1.run(OutSystemStationConstructionFleet.java:79)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Latest version, was AFK on an asteroid.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on January 23, 2014, 02:53:34 PM
Spoiler
Quote
208490 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/exerelin/backgrounds/orange_background1.jpg into existing tex id 317
209045 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 358,52 MB of texture data so far
209047 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/exerelin/backgrounds/orange_background1.jpg (using cast)
641538 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: data.scripts.world.OmniFac.loadSettingsFromJSON(Ljava/lang/String;)V
java.lang.NoSuchMethodError: data.scripts.world.OmniFac.loadSettingsFromJSON(Ljava/lang/String;)V
   at exerelin.OutSystemStationConstructionFleet$1.run(OutSystemStationConstructionFleet.java:79)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Latest version, was AFK on an asteroid.

Thanks Valk, I'll check it out :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on January 24, 2014, 12:39:50 AM
Spoiler
Quote
208490 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/exerelin/backgrounds/orange_background1.jpg into existing tex id 317
209045 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 358,52 MB of texture data so far
209047 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/exerelin/backgrounds/orange_background1.jpg (using cast)
641538 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: data.scripts.world.OmniFac.loadSettingsFromJSON(Ljava/lang/String;)V
java.lang.NoSuchMethodError: data.scripts.world.OmniFac.loadSettingsFromJSON(Ljava/lang/String;)V
   at exerelin.OutSystemStationConstructionFleet$1.run(OutSystemStationConstructionFleet.java:79)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Latest version, was AFK on an asteroid.

Hmmm I can't seem to reproduce this, was there anything special about the game? Which mods were you running?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: ValkyriaL on January 24, 2014, 12:49:09 AM
Don't know, I was AFK from the start. ;D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: LazyWizard on January 24, 2014, 04:30:13 PM
Spoiler
Quote
208490 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/exerelin/backgrounds/orange_background1.jpg into existing tex id 317
209045 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 358,52 MB of texture data so far
209047 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/exerelin/backgrounds/orange_background1.jpg (using cast)
641538 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NoSuchMethodError: data.scripts.world.OmniFac.loadSettingsFromJSON(Ljava/lang/String;)V
java.lang.NoSuchMethodError: data.scripts.world.OmniFac.loadSettingsFromJSON(Ljava/lang/String;)V
   at exerelin.OutSystemStationConstructionFleet$1.run(OutSystemStationConstructionFleet.java:79)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Latest version, was AFK on an asteroid.

Do you have an old version of the Omnifactory tagged in the launcher? That method was added in a relatively recent Omnifactory version, so if the game found the old mod in your mods folder and loaded the jar from there...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: MtHonkey on January 24, 2014, 06:25:08 PM
Just started playing this mod and am having a bug.  I have Starsector 0.6.2.a-RC3, Exerelin, LazyLib, and a few of the factions linked from the top post.

When I start a new game I appear in hyperspace.  If I choose a 1-system game, I don't see any jump points.  If I choose a multi-system game (usually 2 so far) then when I jump to the Exerelin system I will randomly appear either in Exerelin or another system.  If I arrive in another system my fleet is invisible and the game is very jerky and I cannot take over any stations, but I can eventually navigate to a jump point and travel to Exerelin and start the game.

Am I doing something wrong?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on January 24, 2014, 06:48:36 PM
Just started playing this mod and am having a bug.  I have Starsector 0.6.2.a-RC3, Exerelin, LazyLib, and a few of the factions linked from the top post.

When I start a new game I appear in hyperspace.  If I choose a 1-system game, I don't see any jump points.  If I choose a multi-system game (usually 2 so far) then when I jump to the Exerelin system I will randomly appear either in Exerelin or another system.  If I arrive in another system my fleet is invisible and the game is very jerky and I cannot take over any stations, but I can eventually navigate to a jump point and travel to Exerelin and start the game.

Am I doing something wrong?

Are you using the latest version of Exerelin (0.631)? What you describe was an issue with 0.63 with the latest StarSector version.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: MtHonkey on January 24, 2014, 07:03:55 PM
Oh, thanks, I guess that was updated in the 2 days since I downloaded Exerelin.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Vinch on January 25, 2014, 06:27:51 AM
 Just tried the new exelerin version!

I think starting in hyperspace is a good thing : you now have an overview of the sectors loadout from the start and can choice a good placement ( who didn't start in a good sector but found it utterly isolated from the rest of game?). Of course it would be even better if all faction start in hyperspace, but thats a bug after all ;).


Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Jc on January 25, 2014, 10:39:31 AM
Ok I figured out how to edit the experience gained!

I used 7-zip to extract the exerelinuils.class file

then i used a program called dirtyjoe to edit the class file!

now i get 4 million exp every time i mine! muahahaha! ;)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Amurka on January 25, 2014, 12:57:20 PM
Hi, I just wanted to say I love this mod and am having a blast! I honestly feel this should be the direction they take Vanilla in, rather than it always being the same sectors with the same factions at the same locations.

I'm having an issue that I could use help with though.

I'm getting a CTD when I attack certain rebel fleets, it has something to do with "mothball prior to combat", and might be related to a certain popular ship in their fleet (I'm pretty sure it's the "cargo" ship that is usually the core of every rebel fleet. I'm playing as BlackRock.

I can easily reproduce this (in fact I don't even engage Rebels anymore because it almost always happens), so if you're interested, I can get the crash text.

I'd really appreciate the help! I'm a total noob at this! :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on January 25, 2014, 03:57:05 PM
Just tried the new exelerin version!

I think starting in hyperspace is a good thing : you now have an overview of the sectors loadout from the start and can choice a good placement ( who didn't start in a good sector but found it utterly isolated from the rest of game?). Of course it would be even better if all faction start in hyperspace, but thats a bug after all ;).

Yeah I might just leave it as it is I think :)

Hi, I just wanted to say I love this mod and am having a blast! I honestly feel this should be the direction they take Vanilla in, rather than it always being the same sectors with the same factions at the same locations.


I'm having a few issues that I could use help with though.


The first is that my Omnifactory seems to be eating things, rather than reproducing them... and I don't know what to do! It was working just fine in another game (I restarted because the faction I chose blew hard) and now I don't seem to be getting any of the "Omnifactory is now producing XX" messages or anything. What's worse, is when I go back to the station, all the good stuff I put in there that I wanted to reproduce is gone.

The second is WHEN WILL THE MINING WINGS SHOW UP AT MY STATION!?!

The third is: I'm getting a CTD when I attack certain rebel fleets, it has something to do with "mothball prior to combat", and might be related to a certain popular ship in their fleet. I can easily reproduce this (in fact I don't even engage Rebels anymore because it almost always happens), so if you're interested, I can get the crash text.

I'd really appreciate the help! I'm a total noob at this! :D

I believe that Vanilla StarSector will have some pre-determined core systems and then a large number of randomly generated ones, so the best of both worlds really :)

OmniFactory: That is strange behavior. Exerelin has the OmniFactory built-in; you don't need to download and activate the separate install. However, the version Exerelin uses is old and (as it seems from LazyWizard's post above) may clash with the newer version if it is installed separately. I'll look at updating Exerelin's version for the next Exerelin release.

Mining Wings: Mining wings have a chance to be created at any station. When your Storage Facility is constructed, it contains one mining wing.

CTD: If you could send me the crash text (preferably the stacktrace from the log file, or just the whole log file) that would be great. Are you sure you're playing with the latest StarSector, Exerelin and whichever other faction mods you are using? There was an error around an IsMothballed method, due to a newer version of Exerelin being used with an older version of StarSector a while back.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Amurka on January 25, 2014, 06:02:26 PM
The Omni Factory issue was user error. I was just confused when the parts I put in temporarily dissapeared, before production began. OOPS!

Knowing the Mining Wing spawns in the storage is valuable info! I never would have though to look there!

----------------------

Ok yea this bug continues to annoy, and it's not just with a certain faction. It seems whenever I try to engage fleets with lone ships left, usually which are also low on CP, the game CTDs.

Here's a screencap (in the attachment) of the text I'm getting. This one is right after I engaged a large Gedune fleet, harried the one remaining ship that was left in reserves, and clicked "pursue". The glitch always comes immediately after clicking pursue on these last ships.

Let me know if this screen cap is clear enough. I'm sure I could reproduce and take a better one if needed.

[attachment deleted by admin]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on January 26, 2014, 12:21:05 AM
Ok yea this bug continues to annoy, and it's not just with a certain faction. It seems whenever I try to engage fleets with lone ships left, usually which are also low on CP, the game CTDs.

Here's a screencap (in the attachment) of the text I'm getting. This one is right after I engaged a large Gedune fleet, harried the one remaining ship that was left in reserves, and clicked "pursue". The glitch always comes immediately after clicking pursue on these last ships.

Let me know if this screen cap is clear enough. I'm sure I could reproduce and take a better one if needed.

Hmmm, are you sure your running StarSector 0.6.2-RC3? It looks like it is complaining about the crash mothballing stuff that was added in StarSector 0.6.2.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Amurka on January 26, 2014, 01:58:57 AM
It says I'm running 6.2a? Looked in my download folder and you were right. I could only find RC2.

EDIT: Ok I redownloaded the game and installed that.
EDIT 2: Wow, so patching deletes all the mods and resets my StarSector.bat? That's...lame. Well hopefully I can remember what factions I had running on that save...
EDIT 3: Oh, looks like the factions are still there. Gonna go see if all this did anything. Oh wait. They're gone again.
EDIT 4: Hmmm. When I run using the Starsector.bat file, it starts the program, but when I got to the mods button, there's nothing there. When I run using the normal .exe, all the mods still show up. Can someone who has everything working properly post an attachment of their batch file from their Starsector-core folder? All the text from the old JRE help topics on the forums seems to be outdated. I need one that will utilize my 64 bit system and the 64 bit java I installed. It was all working before I updated to RC3, so I'm not really sure why I'm having trouble now. :(
EDIT: Found something that might work on pg 96

There is a solution!
1. Go to the starsector directory

2. Open the starsector_core file

3. Open up the starsector.bat with something like jedit

4. Delete the "..\jre\bin" section, and change the two values of -Xms512m -Xmx512m to -Xms1024m and -Xmx2048m (assuming you have 1 and 2 gb of free RAM)

5. Go back to the orginal starsector directory, the one with the "mods" folder.

6. Drag the "mods" folder, or copy\paste it, into the starsector_core

7. Double click on the starsector.bat, and play!

8. (Optional) Follow the same process for the "saves" folder as you did with the "mods" folder

Ok! Everything seems to be working! Thank so much for the help. I NEVER would have noticed that SLIGHT difference in versions.

Now I just have to figure out how to take over enemy stations... (Insert Mr. Burns grin here)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Starasp on January 29, 2014, 08:04:06 PM
Hi, new to all this, was hoping to get a bit of help. Game crashes because it can't find something on the Exerelin Shuttle?
Spoiler
Quote
1292740 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
1292742 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
1292743 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
1292743 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/insurgency.json]
1292744 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
1292745 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
1292746 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/nomads.json]
1292746 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/neutrino.json]
1292747 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock.json]
1292748 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/junkpirate.json]
1292749 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/shadowyards_hi.json]
1292750 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
1292751 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
1292752 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
1292753 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/regime.json]
1292754 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/interstellarFederation.json]
1292755 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
1292756 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
1298119 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
1298120 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
1298120 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
1298120 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/insurgency.json]
1298121 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
1298121 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
1298122 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/nomads.json]
1298122 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/neutrino.json]
1298122 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock.json]
1298123 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/junkpirate.json]
1298123 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/shadowyards_hi.json]
1298123 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
1298124 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
1298124 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
1298124 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/regime.json]
1298125 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/interstellarFederation.json]
1298125 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
1298126 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
1298133 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id exerelinshuttle_SHIP not found
1413366 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.SectorGen.initFactionRelationships(SectorGen.java:123)
   at data.scripts.world.SectorGen.generate(SectorGen.java:26)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
[close]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: FasterThanSleepyfish on January 29, 2014, 09:21:38 PM
I'm only guessing, but the version of starsector you have is probably 0.6.2. This version of Exerelin downloadable right now is for starsector 0.6.1, hence the crash you're having. Again, this is only a guess!

Also, welcome to the forums! :D
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on January 29, 2014, 09:56:57 PM
Hi, new to all this, was hoping to get a bit of help. Game crashes because it can't find something on the Exerelin Shuttle?
Spoiler
Quote
1292740 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
1292742 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
1292743 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
1292743 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/insurgency.json]
1292744 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
1292745 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
1292746 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/nomads.json]
1292746 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/neutrino.json]
1292747 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock.json]
1292748 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/junkpirate.json]
1292749 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/shadowyards_hi.json]
1292750 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
1292751 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
1292752 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
1292753 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/regime.json]
1292754 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/interstellarFederation.json]
1292755 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
1292756 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
1298119 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelin_config.json]
1298120 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
1298120 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
1298120 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/insurgency.json]
1298121 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
1298121 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
1298122 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/nomads.json]
1298122 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/neutrino.json]
1298122 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/blackrock.json]
1298123 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/junkpirate.json]
1298123 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/shadowyards_hi.json]
1298123 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
1298124 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
1298124 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
1298124 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/regime.json]
1298125 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/interstellarFederation.json]
1298125 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
1298126 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
1298133 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id exerelinshuttle_SHIP not found
1413366 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.SectorGen.initFactionRelationships(SectorGen.java:123)
   at data.scripts.world.SectorGen.generate(SectorGen.java:26)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
[close]

Hi Starasp,

I think you need to reinstall the Exerelin mod. The latest version (0.631) does not actually have this method 'data.scripts.world.SectorGen.initFactionRelationships' so the fact that it is even running that method tells me something is amiss :)

Ensure you delete the previous Exerelin folder before copying in the latest Exerelin mod.

As for exerelinshuttle, well it is a test ship I sometimes use (it requires no crew) so that I can leave an Exerelin game running for days :D

(I think I accidentally left it enabled in the latest version but it shouldn't cause anything to crash)

I'm only guessing, but the version of starsector you have is probably 0.6.2. This version of Exerelin downloadable right now is for starsector 0.6.1, hence the crash you're having. Again, this is only a guess!

Also, welcome to the forums! :D

Actually, Exerelin v0.631 works with StarSector 0.6.2-RC3 :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Starasp on January 30, 2014, 10:28:51 AM
Thanks for the help. I think it was conflicting with Uomoz Sector, I reinstalled and took that one out. Working fine now.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Cyan Leader on January 30, 2014, 10:30:38 AM
I'm having a problem after modifying the Campaign cvs file.

JSONObject["base value"] is not a number.

This is weird since just opening the file and not changing anything, just resaving it, is enough to cause this problem. What gives? Do I need an specific program to modify the values there? I feel that Marines for example are too expansive considering how strongly you need to use them in this mod.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on January 30, 2014, 12:07:32 PM
I'm having a problem after modifying the Campaign cvs file.

JSONObject["base value"] is not a number.

This is weird since just opening the file and not changing anything, just resaving it, is enough to cause this problem. What gives? Do I need an specific program to modify the values there? I feel that Marines for example are too expansive considering how strongly you need to use them in this mod.

I assume you mean data/campaign/resources.csv :)

A simple text editor should do it; Notepad++ / TextWrangler (PC / Mac) should work fine :)

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Space Bob on January 31, 2014, 01:39:27 PM
This mod looks nice, but I do have a few questions about it:

-Do abandoned stations still need the atlas and marine transport to be taken over?

-Where exactly are the factory and storage facility located after a takeover? After my first one I can't seem to find these two new additions.

-How long does it take before I start to see my faction take over closeby stations? I have been waiting around a bit with quite a few abandoned stations closeby the one I started out with and my Blackrock AI buddies don't really seem to care much at all.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: CrashToDesktop on January 31, 2014, 02:10:27 PM
I believe you still need to use the Atlas and troop transport to capture stations (with enough marines, of course).

The factory and storage facilities?  Are you confusing this mod with Uomoz?  In Uomoz's Corvus, you can't capture stations, but you can purchase an Autofactory and storage in nuetral and friendly stations.  In Exerelin, it's only station capture AFAIK.

Your faction will start taking abandoned stations ASAP, give them a week or so at the most to get the ball rolling.  Also, they will only take enemy stations when they're at war with them.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Space Bob on January 31, 2014, 02:13:28 PM
Thanks for the quick reply!

I'm referring to the first bit of the quick start guide:

"Once you have taken over your first station a fleet will construct both a Storage Facility and an Omnifactory (if you selected it) around the same planet as your first station. Your storage facility initially contains 2xPrisoners, 2xAgents, 1xMining Wing"

So this got me wondering where/when these should show up. :)

Edit: and suddenly a neutral fleet jumps into the system and is all "hey buddy, you order a storage base and a factory? 'ere ya go!". I didn't realise the goods would be dropped off by another faction.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: CrashToDesktop on January 31, 2014, 04:43:31 PM
Ah, I thought you mean that that would be for every station you got.  Yea, a Neutral faction will drop off those two things for your first (and only first) station you capture.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Fantastic Chimni on January 31, 2014, 05:15:48 PM
Not sure if this is caused by the mod or the game update, but how do I change my default flagship that I take into battle? When I start the battle I select transfer command so I start the battle in the right ship, but after the battle it goes back to the first ship that I transferred away from. Rather annoying to have to transfer command every battle.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: CrashToDesktop on January 31, 2014, 05:22:08 PM
Go to your Fleet screen and go the ship that you want to be your Flagship.  There should be a little character outline in the bottom left corner of it.  Click that and it'll become your Flagship.

This is also how it's done in vanilla as well.

Spoiler
(http://i61.tinypic.com/wsn5hf.png)
[close]
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Fantastic Chimni on January 31, 2014, 06:19:39 PM
Go to your Fleet screen and go the ship that you want to be your Flagship.  There should be a little character outline in the bottom left corner of it.  Click that and it'll become your Flagship.

This is also how it's done in vanilla as well.

Spoiler
(http://i61.tinypic.com/wsn5hf.png)
[close]

Thank you! Been playing this since before campaign was implemented and never noticed that being added. Last version I changed just through the pre battle text prompts but before that there was a more obvious button iirc.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Sidie Hawkton on January 31, 2014, 06:35:39 PM
Has anyone run into a crashmothballing fatal error?
Spoiler
2639997 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
   at exerelin.plugins.ExerelinFleetInteractionDialogPluginImpl.optionSelected(ExerelinFleetInteractionDialogPluginImpl.java:382)
   at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I get it only with Exerelin enabled, while pursuing fleeing ships after a first victory.  I tested with all other mods on, only turning off Exerelin, and didn't have the issue, but get it consistently with Exerelin on...
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Alex on January 31, 2014, 06:37:37 PM
Took a look - this is most likely because of a change in the crash mothballing method's signature, as it now takes a FleetEncounterContextPlugin instead of a FleetEncounterContext.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Space Bob on February 01, 2014, 04:49:23 AM
Ok so after my first few idiot moments I am getting the hang of things so I just wanted to ask people here what their preferred system/asteroid/station etc settings are per amount of factions.

Nice work man, this is some good stuff!
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Flare on February 01, 2014, 04:59:27 AM
I prefer setting all possible factions onto as tiny a map and as few planets as possible.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Space Bob on February 01, 2014, 05:29:02 AM
Ahahaha that sounds like a terrible idea (I'm totally gonna do it).

I think I have ten additional factions installed. This is going to be hilarious.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on February 02, 2014, 03:11:23 PM
Has anyone run into a crashmothballing fatal error?
Spoiler
2639997 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.ai.CampaignFleetAIAPI.performCrashMothballingPrio rToEscape(Lcom/fs/starfarer/api/campaign/FleetEncounterContextPlugin;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)V
   at exerelin.plugins.ExerelinFleetInteractionDialogPluginImpl.optionSelected(ExerelinFleetInteractionDialogPluginImpl.java:382)
   at com.fs.starfarer.ui.O0OO.Q$1.super(Unknown Source)
   at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.OOoO.processInput(Unknown Source)
   at com.fs.starfarer.ui.T.super(Unknown Source)
   at com.fs.starfarer.new.super.float$super(Unknown Source)
   at com.fs.A.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I get it only with Exerelin enabled, while pursuing fleeing ships after a first victory.  I tested with all other mods on, only turning off Exerelin, and didn't have the issue, but get it consistently with Exerelin on...

Took a look - this is most likely because of a change in the crash mothballing method's signature, as it now takes a FleetEncounterContextPlugin instead of a FleetEncounterContext.

Hmmm weird, the source for that line in Exerelin is currently:
Code
ai.performCrashMothballingPriorToEscape(null, playerFleet); //TODO CHANGE null -> context when API is fixed

so I am passing null. Although perhaps I didn't recompile the jar before releasing... :P

Thanks for the report, I'll get it fixed and release an update :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Amurka on February 03, 2014, 01:23:41 PM
Zaphide. I was getting the crash mothballing text a lot. But then you told me to reinstall Exelerin, because I was using a "slightly" older version. Since I reinstalled, I haven't had any issues whatsoever. Maybe that would help this guy as well.

P.S. The game I'm currently in has kind of stalled, due to everyone having control of their entire system, and the DIFFICULTY of getting my empire to board enemy stations (combined with the sheer stupidity of my boarding fleets[they run right into the large defense fleets...ugh]). Is there a better or easier way to capture enemy stations than landing on it and clicking "hire boarding fleet"?? I would really appreciate someone telling me how to take them over myself... but I couldn't figure it out. I had a fleet with both a large cargo ship, and a troop transport loaded with marines, but it never gave me the option to board. What gives?
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on February 03, 2014, 03:19:45 PM
Zaphide. I was getting the crash mothballing text a lot. But then you told me to reinstall Exelerin, because I was using a "slightly" older version. Since I reinstalled, I haven't had any issues whatsoever. Maybe that would help this guy as well.

Thanks for the info, I can't actually see how it is a problem with the current release so hopefully Sidie Hawktron just needs to update, but I'll confirm when I can anyway :)

P.S. The game I'm currently in has kind of stalled, due to everyone having control of their entire system, and the DIFFICULTY of getting my empire to board enemy stations (combined with the sheer stupidity of my boarding fleets[they run right into the large defense fleets...ugh]). Is there a better or easier way to capture enemy stations than landing on it and clicking "hire boarding fleet"?? I would really appreciate someone telling me how to take them over myself... but I couldn't figure it out. I had a fleet with both a large cargo ship, and a troop transport loaded with marines, but it never gave me the option to board. What gives?

In order to board with your fleet, just 'hover' your fleet (with a large freighter and troop transport) above a station. You can trigger a (hackish-not-great) method of 'hovering' over a station/planet by double clicking on it once you are pretty much over the station/planet on the campaign map. It should 'stick' after you close the dialogue that comes up. Once you are hovering, your fleet will attempt boarding actions once per day, but depending on how many marines the other station has it may be a VERY hard/long process.

A few strategies:
 - You can put skill points in the Leadership skill that has the 100% marine improvement perk at level 5 for stronger marines.
 - You can use a saboteur to soften a station up before boarding (accessed in the faction tree, level 3 perk)
   - A saboteur will also destroy supplies/fuel/crew so fleets spawned by that station will be smaller
 - You could use Prisoners/Agents to gain an ally/cause more enemies for your targeted faction
 - Your faction will be directing most of it's firepower towards a particular station in a particular system, perhaps try following and guarding the Boarding Fleets your faction creates?
 - On stations that are not under attack, set their stance as 'Attack', which should cause them to use two of their three fleets as another attack fleet.

Hopefully that helps :)
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Amurka on February 03, 2014, 10:23:17 PM
All great tips!

Thanks again. You're always most helpful in getting me out of my noobish conundrums.
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Lolpingu on February 04, 2014, 10:09:01 AM
An option to propose peace would be incredibly useful, and it would be interesting if the faction to which you are proposing peace would present some sort of abstract conditions: such as, declare war with another faction they are at war with, give them money, etc etc, the more the faction hates you, the higher the cost of peace will get.

Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: CrashToDesktop on February 04, 2014, 11:54:01 AM
With that lolpingu said, I'd like that as well.  It's rather random when your faction decides to go to war or when your faction decides to end one.  Maybe a political option could be added, where you could go to war, make peace, help other factions, etc.  Would be very useful, since you ARE the leader of your faction. :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on February 06, 2014, 01:06:32 PM
An option to propose peace would be incredibly useful, and it would be interesting if the faction to which you are proposing peace would present some sort of abstract conditions: such as, declare war with another faction they are at war with, give them money, etc etc, the more the faction hates you, the higher the cost of peace will get.

With that lolpingu said, I'd like that as well.  It's rather random when your faction decides to go to war or when your faction decides to end one.  Maybe a political option could be added, where you could go to war, make peace, help other factions, etc.  Would be very useful, since you ARE the leader of your faction. :)

Yeah I have been thinking about this a bit, I'm just not sure yet how I want to implement it :) But yeah, eventually the player will control their factions diplomacy with other factioUnfortunately I don't really have a lot of time at the moment for StarSector :(
Title: Re: [0.6.1a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Vinch on February 06, 2014, 01:57:36 PM
I'm having a problem after modifying the Campaign cvs file.

JSONObject["base value"] is not a number.

This is weird since just opening the file and not changing anything, just resaving it, is enough to cause this problem. What gives? Do I need an specific program to modify the values there? I feel that Marines for example are too expansive considering how strongly you need to use them in this mod.

IIRC i get this error back in the days when i tried to make Ironclad's factions compatible with Exelerin ...
I was never able to fixe the problem though :-\
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Space Bob on February 07, 2014, 08:04:29 AM
Do additional ai warfleets that were formed to combat threats return home and disband after the task? My fleet and those of my alliance went to town to kick out an intruder and the entire system is now a colorful hectic beehive of fleets.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Amurka on February 08, 2014, 02:26:17 AM
Just lost my save (not mad, I almost won anyway).

I was in the game, and noticed a long hang on an F5 save. Then, after that, I couldn't load my save (from ingame), so I kept resaving and trying to load (F9). Nothing would work.

It kept giving me the "Make sure all the right mods are running" message, even though I had quicksaved and loaded multiple times already in the same playsession.

*If someone teaches me where my logs are kept I can post the error, for the stability of this mod (which I love).

Gonna go start a new game!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: ValkyriaL on February 08, 2014, 02:42:09 AM
Starsector/starsector-core/starsector.log
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Sidie Hawkton on February 08, 2014, 01:26:55 PM
Help please... I'm running into the following compatibility issue with Valkyrians & Mayorate (Ravana Pursuit variant in that case):

Spoiler
16081 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [yoshura_II_A] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [yoshura_II_A] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Also have the following error with DSTech:
Spoiler
java.lang.RuntimeException: Error compiling [data.hullmods.ds_ship_tech]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/ds_ship_tech.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/hullmods/ds_ship_tech.java, Line 27, Column 28: A method named "getRepairTimeBonus" is not declared in any enclosing class nor any supertype, nor through a static import
[close]

Turning off all three mods seems to work fine though.  Mayorate & Valkyrians at least work without Exerelin active, so I think the cause is in Exerelin there...  Did IDs change in the base mods without matching changes in Exerelin?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Tecrys on February 08, 2014, 01:47:24 PM
Seems like you are using an outdated version of DSTech, before I updated it I used to get the same error. Did you download it from the first page? If yes the go over to the last or before last page, there should be a link to an updated version.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: ValkyriaL on February 08, 2014, 02:57:56 PM
latests valks won't work with exe until zap updates.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: XpanD on February 08, 2014, 03:31:25 PM
Just conquered a 2-system universe with 12 factions, playing as the Batavia guys. It all took me several days, but it was a blast to do. Thanks a lot for this great mod, and keep up the good work!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Sidie Hawkton on February 08, 2014, 04:39:17 PM
First page DL, so I'll try the later pages. Thanks!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: CopperCoyote on February 08, 2014, 07:16:13 PM
I really like this mod, but the Diplomacy AI is bonkers!

I wish i could figure out how to post a screen cap, but alas. Basically the AI made an alliance with hegemony broke the alliance and declared war all on the same day update.

Would it be possible for the diplomacy changes to happen in smaller increments in future updates?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Lcu on February 09, 2014, 12:07:36 AM
I wish you can control the diplomacy of your faction.
How do you mine from Gas Giants?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: CrashToDesktop on February 09, 2014, 06:31:04 AM
To mine from the planet, click the gas planet, wait for the pop-up screen to come, then click out of it and click on the gas planet as fast as you can.  Wait for the second pop-up box to come, click out of that and voila, you're stuck to the planet and can mine it a bit easier. :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: CopperCoyote on February 09, 2014, 06:56:43 AM
How do you mine from Gas Giants?

You need mining drones for gas too.

In addition to what The Soldier said it may be necessary to manually steer your fleet near the center of the gas giant before your first click. I don't know what the specifics are but it seems you need to have at least part of your fleet's circle over the center of the planet for it to stick. I've had to close out the dialog 3 times before when i clicked on a gas giant from the map and had an Atlas (with unstable injectors).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Erick Doe on February 10, 2014, 07:11:39 AM
Just conquered a 2-system universe with 12 factions, playing as the Batavia guys. It all took me several days, but it was a blast to do. Thanks a lot for this great mod, and keep up the good work!

Seeing people play the Batavians inspires me to continue work on this faction. Thank you.  :)

If you have any feedback or requests, please let me know!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: XpanD on February 10, 2014, 08:19:48 AM
Just conquered a 2-system universe with 12 factions, playing as the Batavia guys. It all took me several days, but it was a blast to do. Thanks a lot for this great mod, and keep up the good work!

Seeing people play the Batavians inspires me to continue work on this faction. Thank you.  :)

If you have any feedback or requests, please let me know!

Done. ;)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: CrashToDesktop on February 10, 2014, 06:25:59 PM
Has the bug with selecting a 1-System Sector spawning no systems yet?  You start a new game, select One System, and you won't get a system at all when you get into the game.  Just trying to find a nice, quick 5 or 6 faction system to conquer as Batavia (not to say that the saves with even a 2 system game are getting really large by time I'm level 20).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Zaphide on February 10, 2014, 07:36:37 PM
Do additional ai warfleets that were formed to combat threats return home and disband after the task? My fleet and those of my alliance went to town to kick out an intruder and the entire system is now a colorful hectic beehive of fleets.

Fleets that are spawned by a faction can and will have their orders re-assigned. This can take a little while (worst case is up to a month of game time, but usually much shorter).

Fleets that the player 'calls in' are essentially one-shots. They will not have their orders updated.

--- unable to reload ---

Always try quitting StarSector and re-loading. When reloading mid-game StarSector must maintain two 'games'; the one you are currently in and the one you are loading. This can double the memory requirements.

--- Valkyrians, Maoyrate issues with Exerelin ---

I will update support for these factions in the next update :)

I really like this mod, but the Diplomacy AI is bonkers!

I wish i could figure out how to post a screen cap, but alas. Basically the AI made an alliance with hegemony broke the alliance and declared war all on the same day update.

Would it be possible for the diplomacy changes to happen in smaller increments in future updates?

Yeah it can be a bit mad (as one change effects something, which in turn effects other things etc etc plus occasionally things can happen randomly). I'll see about adding a config option for diplomacy change speed at some point :)

I wish you can control the diplomacy of your faction.

This is the plan eventually (depends a little bit on what Alex ends up adding to StarSector next) :)

Has the bug with selecting a 1-System Sector spawning no systems yet?  You start a new game, select One System, and you won't get a system at all when you get into the game.  Just trying to find a nice, quick 5 or 6 faction system to conquer as Batavia (not to say that the saves with even a 2 system game are getting really large by time I'm level 20).

Yeah I still need to fix this I think (it's due to the now starting in Hyperspace part).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 11, 2014, 02:20:06 AM
Small update :)
Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.632.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.632.zip)

Added support for mendonca's P.A.C.K. Updated support for a few mods. Cleaned up a few bits and pieces.

This version should be save compatible with v0.63 and v0.631.

EDIT: Due to the mod support refactor, the method of supporting additional mods (other than those I have already setup) has changed. I have updated the OP with details.

Changes:
Code
v0.632
- Added support for P.A.C.K

- Updated support for Valkyrian
- Updated support for Blackrock
- Updated support for P9
- Updated support for Mayorate

- Refactored mod support (for mod detection and starting variants)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lordzias on February 11, 2014, 03:01:48 AM
After installing the newest version I get (fragment of the starsector error file thingie):

Spoiler
97284 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [pn_spore-mk2] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [pn_spore-mk2] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.?00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

The mods I use:

Spoiler
(http://i58.tinypic.com/21c8lt0.png)
[close]

I believe all of the mods are up-to-date...

EDIT: Ok, P9 was not updated, dont mind me.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.631
Post by: Amurka on February 11, 2014, 03:18:29 AM
This is a great mod. In-fact, it's so good, that it is now the ONLY way I play StarSector. However, there are still some things that happen in game that are so fundamentally wrong that it takes me out of the experience, and ruins gameplay.

Consider this post a review/suggestion
Here are some things I have noticed.

1.) Asteroid mining fleets.

The biggest issue I've noticed is that they ALWAYS seem to end up in a "limbo" state of having lost all their mining drones and all that is left is a cargo ship, yet it STILL acts like nothing is wrong. Basically if any of your mining fleets ever lose a battle, but don't get completely destroyed, they become a useless husk, that produces nothing, and simply by existing keeps a fresh replacement mining fleet from being automatically requisitioned.

The second issue with asteroid mining fleets, is that they often go LOOKING for combat, like when a tiny rebel fleet flies by... These asteroid fleets think they're tougher than they are, and end up PURSUING combat that they almost always lose, stopping production in the process. This quirk of their behavior becomes a major problem because it is compounded by the first issue I mentioned.

Possible Fixes:
- Fix AI so Mining fleets NEVER pursue enemy fleets
- Make Mining fleets realize "Hey, I don't have any mining drone wings, better go pick up some more!"
-***Could also use a way to tell which asteroids have been depleted. Currently it's a guessing game...

2.)Boarding Fleets.

Boarding fleets could also use a major behavioral update. I think the reason the universe in Exerelin stays so static (no changes in station ownership) even though everyone's ALWAYS at war, is because the only way to take over stations is with boarding fleets (or doing it yourself...but the AI doesn't have that option). I have yet to see a boarding fleet actively act as if they DON'T want to instantly be obliterated. The AI for them seems to be so focused on getting to the station they're attacking, they end up flying straight into massive defense fleets.

If I requisition an Attack fleet and a Boarding fleet at the same time, they find SEPARATE paths to the objective, and the Boarding fleet always gets there first, getting annihilated (there goes 80,000). Why doesn't the Boarding fleet follow the attack fleet? Why don't boarding fleets and attack fleets work together?...or combine their forces into an attack/boarding fleet that is NOT a soft target?

Boarding fleets are further weakened by the fact that even if they get to an UNPROTECTED station, 9/10 times they will fail to take it over...and by the time the next boarding fleet gets there, the stations Marine reserves are back to full capacity (or so it seems).

There comes a point in every game where I have a very powerful fleet, and can eliminate all defensive fleets of an enemy station, and then kill new fleets as they "spawn". However, no matter how long I sit there, keeping it unprotected, and calling wave-after-wave of Boarding fleets, it still takes damn near an HOUR of real-time for my faction to finally take it over. Depending on system size, the Boarding fleets can take up to 10 minutes real-time just to get there (and swiftly fail the boarding action). This is immensely frustrating

Possible Fixes:
-Have a fleet upgrade (maybe at rank 7 or 8) that attaches a saboteur to EVERY boarding fleet.
-Have Attack fleets and Boarding fleets with the same objective meet up and either combine fleets, or have the Attack fleet protect the boarding fleet, rather than running off at every enemy nearby, leaving the boarding fleet exposed
-Upgrade Boarding fleet AI so that they don't kamikaze charge straight into massive enemy fleets that should easily be avoidable.

If the Boarding fleets didn't act so insanely suicidal, the Exerelin universe might actually have some changes of station ownership. As it is now. It's EXTREMELY rare for the AI to take over enemy stations, which makes all the combat seem rather pointless.

3.) Fleet Control.

Since the AI has so many failings, it only succeeds in HIGHLIGHTING how little control I have over what my faction does. Even after spending at least 5 attribute points and even more Skill points, I can only tell stations what STANCE to be in, or hire various fleets for certain purposes. There's not even ONE option for me to control currently existing fleets.

I can't choose priority targets for my faction's fleets to intercept/assault/defend.

I can't choose even which enemy faction I'd like my faction's fleets to focus on attacking.

Basically what this means is that my faction's fleets will roam the universe, each fleet on its own, attacking targets in a seemingly random pattern...one at a time.
-They never group up to increase their odds of survival/success of their mission.
-They take ridiculously inefficient routes to whatever their destination is...often entering a star-system at the furthest jump point from their objective, even when sometimes the objective has its OWN jump point.
-They often spend so much time reaching their destination, that they sometimes have to head home for supplies before accomplishing anything.

Possible Fixes:

1.) Introduce Faction strategic AI: Logic for coordinated fleet behavior will go something like this...

----1) Pick weakest enemy and send all available fleets to attack ONLY that faction. The rest defend.
----2) Pick a target station of that faction that is NEAREST a jump-point (not just a gravity-well...it needs to be 2-way). This will be the initial target, and ALL boarding fleets will attempt to take this target, until successful. This will become the FORWARD OPERATING BASE for attacking that faction. It will serve as an in-system resupply point, greatly reducing travel times for fleets needing resupply/repairs.
----3) Proceed to pick a few targets close to this Forward Operating Base to take over, for Attack fleets and Boarding fleets to focus on.
----4) Rinse-repeat until enemy is Conquered.

*Keep in mind that EVERY faction would have this AI, which would make things really interesting. Making it that much more important to keep enemies from gaining that initial foot-hold in your system, and would make in-system fighting seem more intelligent.

2.) Allow the player (through putting points in the fleet skill-tree), to control more-and-more of his faction's operations. Eventually being able to Assign individual Fleets to Escort other fleets/attack certain targets, etc.

4.) Diplomacy Control.

There's a huge need for added diplomacy depth, rather than the random dice-roll it seems to be at the moment.

I can't choose who I'm at war with.

I can't choose who my Allies are.

I have no way of influencing faction relations other than by attacking someone.

There simply needs to be more options.

Possible Fixes:

Allow the player (through putting points in the fleet skill-tree), to have more say in Diplomacy,
-(Low tier) Be able to Declare War/request Cease Fire.
-(Low tier) Be able to propose Alliances.
-(Mid tier) Be able to VIEW the current dispositions of all factions to your faction. (Sliding Hate/Like scale, like other games, maybe?)
-(Mid tier) Be able to influence the Hate/Like scale by donating fleets/stations/or credits to whoever you want.
-(High tier) Be able to choose which enemy faction your Alliance will focus their attacks on.
-(High tier) Be able to influence other factions opinions of other factions (with various degrees of success. [dice roll])

Well. I've been writing for a while. I probably forgot a few things. Anyways, I hope I'm not alone in wanting these things, but I'm sure many of you will have varying-degrees of differing opinions, so DISCUSS!!!

Please don't take this the wrong way, or think that I'm not extremely appreciative of all that already is in Exerelin. I will continue to play and have a blast even if NONE of this is ever addressed. I just can't help but think what it could be if these issues get traction.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on February 11, 2014, 03:57:03 AM
Damn!

I've had everything working with Exerelin v0.631 and managed to put Biomancy in there, now I've tried the same for the new version and I can't get BGE to appear at faction selection.

What am I missing?

Edit: Nevermind, got it to work. To play Biomancy Genetic Engineering with Exerelin simply follow the link and the instructions on how to get this to work.
WARNING! BGE is very much WIP!

http://fractalsoftworks.com/forum/index.php?topic=7682.msg127218#msg127218

Uploaded it just now, have fun trying my faction mod!
PS: Exerilin is one of my absolute favourites, I hope you will enjoy it as much as I do!
I've had a little compatibility bug with Blackrock, fixed version uploaded
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 11, 2014, 05:41:14 PM
  --- A lot of great detailed feedback ---

Wow thanks Amurka for the in-depth feedback! Glad your enjoying the mod and I really appreciate the effort you went to providing feedback :)

Responses below. Unfortunately some of things you suggest are just not possible yet (or at least, would take a -long- time to implement).

Another thing to bear in mind is that the AI vs AI is pretty much meant to fight to a standstill (all things being equal). The idea is it's up to the player to use their fleet to make the big impacts on the sector. At least, that's the goal :P

Mining Fleets:
These *should* go back once they have no mining drones, but it isn't updated very frequently. I'll have another look at it.

The 'looking for combat thing' I don't think I can change, as if I use the option that means they don't go looking for combat they also don't run away, which arguably might be better... I'll do some testing!

Asteroids don't get depleted, but I think there is a bug where it sometimes doesn't realise you are on top of the asteroid. I think you can clear this by opening the map, clicking on a station, and then going back to the game and clicking on the asteroid again.

Boarding Fleets:
Boarding fleets are meant to only board if you control that area (there are no defenders remaining).

A recent change to StarSector made fleets choose slightly random ways to get to where they want to get too. I don't think I can override this (in an easy way) :(

Yeah, station takeover can be a slow business. The marine reserves basically give a 'grace period' so you can reinforce an under threat station. The Saboteur is the answer here (deploying a saboteur destroys most of the defending marines on a station), and you can invest skill points in stronger marines (causing them to become much more powerful than defending marines). Possibly I need to cap the amount of defending marines at <some value> as well so it doesn't get ridiculous.

Same as mining fleets, if Boarding Fleets don't chase other fleets they also don't run away :( But, as above, it might be better that way.

Fleet Control:
Setting an attack target for your faction will be something I add soon(tm) :) Possibly also a defend target (for prioritizing a station to defend for your faction) and a resupply target (for prioritizing a station to get resupplied).

I don't think I'll implement any individual fleet control more than there currently is (although maybe for a very few select fleets), as I think that would become a chore to manage all the fleets. However, I agree completely that all fleets are a single entity that don't seem to notice each other. Staging fleets somewhere (so friendly fleets will stage at a friendly station close to the action until there are a few of them before heading off to attack) is something I would really like to do :) I have also though about fleets defending systems at jump points once a system is totally under control, but yeah haven't implemented these yet :)

The inefficient jump point selection is not something I can fix unfortunately (but it is a massive pain I agree) :(

Diplomacy:
Yeah this really needs a lot of work, couldn't agree more. I'm just not sure what Fractalsoftworks plans are for the next StarSector update. I don't really want to build a diplomacy model, to then have StarSector finally have it's own :P

Regardless, I agree with a lot of your points. Eventually it will look like a more traditional diplomacy model :)

Again, thanks for the feedback :) Unfortuantely I don't have as much time to work on StarSector mods as I used to, but hopefully I'll find some time soon to get a few things done :)

   --- BGE integration ---

Thanks Tecrys, I will include support for BGE in the next version :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nick XR on February 12, 2014, 12:52:25 PM
Zaphide, this mod is a total blast and is IMO the best that Starsector has to offer.  As a noob who had to research a bit to figure out how to play I have some suggestions for the first post around explaining how some of the new game mechanics work and how to use them:


So in short, just go into greater detail of the mechanics.
Thanks!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on February 12, 2014, 01:13:24 PM
Hi XRsyst!

Welcome to the forums!

Very nice of you to give some feedback, I love Exerelin as well.
If you think newbies need some mor explaination to the mechanics why don't you write a nice tutorial?
No offense intended, just a suggestion.

Writing mods and lore for them takes a lot of time and often modders are very busy working on code or sprites, so they often don't have much time to make an in depth player guide.
Also discovering how mods work in game is a big part of immersion imo, so sometimes it doesn't even add to the mod if every mechanic is explained.

It's the same as with children: the newest toy least played with is always the most interesting.

I hope this makes sense,

Have fun!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nick XR on February 12, 2014, 01:50:06 PM
Thanks Tecrys, but I've been around for awhile, most lurking :)

Good points about discovering mechanics for yourself, which I think makes sense when the commitment isn't too high, but when it requires, say 4 aptitude points (like the sector management station perk) that's a pretty hefty time investment (after level 40 at least).  Sure I could alter my save to figure it out so I know what I'm getting into, but all of the options like that boil down to just put it in a WIKI and save me the trouble  :o

This mod gives this game exactly what it needs, game mechanics that allow me to blow up and capture ships that aren't in the stock shipsets.  I'm really looking forward to trying yours out Tecrys, they look great.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: iamzerg on February 13, 2014, 06:24:17 AM
I suggest a new alternative way to take enemies stations...
It takes tons logistic points to have superfreighter and troop transporter in your fleet...
if player could just attack the station, winning it with a grand siege battle. That's better...
During the siege battle, player would encounter a great ememy fleet to engage. It should be quite difficult,and the garrison fleet never retreat, fighting until last single ship.

Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on February 13, 2014, 06:35:19 AM
If I am not entirely mistaken that is the way it works in Vacuum. I'm not sure how difficult that would be to implement but in some way you have a siege scenario in any case because defense fleets will engage your boarding fleet while trying to take it over.
On the other hand I have to admit that fighting a station alongside it's defence fleet sounds fun.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: DarkAlbino on February 14, 2014, 01:36:03 AM
Hey Zaphide,

took me some time now to update my mod Qualljom Society to 0.6.2a and I was happy to see that my faction was nearly ready to go with exerelin 0.632!
I just had to change some id and add a new qualljom.faction and I am playing exerelin with my guys.
Great work with this more than easy way to implement additional content.
Three thumps up!!!

Link to updated Qualljom Society
https://www.dropbox.com/s/vs26j23c1cbmfd3/Qualljom_0.6.7z

I can send the necessary changes if u like.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lcu on February 14, 2014, 06:59:52 AM
I have a suggestion,
After a station takeover/boarding success, there should be remaining ships and items from the previous owner of the station.
Example:
A Hegemony station has been taken over by the player (or the player's faction boarding fleet) and there is some remaining items left, such as a Tarsus Freighter and some Assault Chainguns.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: slyn4ice on February 14, 2014, 01:29:03 PM
This is a fantastic mod. Unfortunately, I have never been able to complete a game - memory leaks galore. I have 4GB reserved for Starsector, 12GB total. I always play with 6-9 factions, middle option for number of star systems, planets and asteroids. About 3-4 hours in game and saves always get corrupted and I run out of memory. No way to squish those mem leaks?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Kroma BaSyl on February 14, 2014, 01:48:20 PM
This is a fantastic mod. Unfortunately, I have never been able to complete a game - memory leaks galore. I have 4GB reserved for Starsector, 12GB total. I always play with 6-9 factions, middle option for number of star systems, planets and asteroids. About 3-4 hours in game and saves always get corrupted and I run out of memory. No way to squish those mem leaks?

I had similar problems, but now can play it all the way through.  There aren't leaks per se, it just uses a lot of RAM. Going with 6-9 factions and the middle number of stars (16ish) is a good set up that I use, but you also need to limit the number of stations per system to only 5 (load it up with planets and asteroids though). I also reserve around 7GB for it though (I have 8GM total). I actually have vprams value set to "6600". The last campaign I played with this setup I finished and never saw the "Active" RAM usage get above 4.5GB although it still reserved the full ~7GB. The key factor to running out of memory over the course of the campaign seems to be the total number of stations (stations-per-system x total-number-of-systems).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: HELMUT on February 14, 2014, 03:27:09 PM
Have recently played Exerelin. I don't know if that issue have been debated before but here i go:

The beginning is too slow. For the first ten minutes, you basically do nothing. First, you have to set up a station, then you have to wait for the builders to build your own hangar with the drones in it, then you have to wait for the Omnifactory to be set (if you play with it). Just this take a while and during that you ae just floating aimlessly in the void.

After this, there are three things to do: Mine asteroids and "harvest" your ships to the Omnifactory, attacking the occasional rebel fleet if you can, declaring war (did this against Batavia, didn't end up well...)

By the moment when you acquire a reasonable fleet and can start to attack other factions without getting slaughtered, something like 20 mins already passed, 20 minutes of farming.

My idea to make the beginning a bit more entertaining would be to include a pirate station in each systems, like in the Vanilla game. A lone station regularly spawning small scouts team for the player to play with and earn money. Like a Neutral faction in Exerelin, they're just the cannon fodder other factions grind to get money and stuffs. To me it seems more enjoyable than asteroid farming.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 14, 2014, 04:14:39 PM
   --- more info ---

Thanks XRyst :)

Yeah I'll get around to updating the Quick Guide in the OP, just low down on my priorities unfortunately :P

I suggest a new alternative way to take enemies stations...
It takes tons logistic points to have superfreighter and troop transporter in your fleet...
if player could just attack the station, winning it with a grand siege battle. That's better...
During the siege battle, player would encounter a great ememy fleet to engage. It should be quite difficult,and the garrison fleet never retreat, fighting until last single ship.

Well, the idea is you need to spend some of your logistics capacity (thus lowering your fleets combat potential) to take a station. Otherwise you can just roam around with the same fleet all the time.

I'd really like to move the actual station boarding action to a combat scenario (have an actual station in the combat map that you need to dock your superfreighter and transports with, and then defend them from any enemy ships (perhaps based on how many enemy fleets where nearby)) but I don't believe that's really doable yet (the boarding station part).

Hey Zaphide,

took me some time now to update my mod Qualljom Society to 0.6.2a and I was happy to see that my faction was nearly ready to go with exerelin 0.632!
I just had to change some id and add a new qualljom.faction and I am playing exerelin with my guys.
Great work with this more than easy way to implement additional content.
Three thumps up!!!

Link to updated Qualljom Society
https://www.dropbox.com/s/vs26j23c1cbmfd3/Qualljom_0.6.7z

I can send the necessary changes if u like.

Yay! I was looking at these guys the other day :)

Please send me the necessary changes, it just makes things a little quicker for me.

This is a fantastic mod. Unfortunately, I have never been able to complete a game - memory leaks galore. I have 4GB reserved for Starsector, 12GB total. I always play with 6-9 factions, middle option for number of star systems, planets and asteroids. About 3-4 hours in game and saves always get corrupted and I run out of memory. No way to squish those mem leaks?

I don't believe there are any memory leaks in Exerelin (although there could be, there did used to be some). There is a memory leak with the Nomads mod at the moment, and possibly other mods too. If you have 12GB available why not set StarSectors max at 10GB?

As BaSyl suggests, lowering the amount of stations in the game will drastically lower the memory requirements. As far as I'm aware, the largest use of memory by far is fleets. The number of fleets in the game is directly tied to the number of stations, so if you lower that you should have a better game :)

I play with about 3GB allocated to StarSector, and can get a long way through a game with 20 stations (so 4 systems with 5 stations or 1 system with 20 stations).

Have recently played Exerelin. I don't know if that issue have been debated before but here i go:

The beginning is too slow. For the first ten minutes, you basically do nothing. First, you have to set up a station, then you have to wait for the builders to build your own hangar with the drones in it, then you have to wait for the Omnifactory to be set (if you play with it). Just this take a while and during that you ae just floating aimlessly in the void.

After this, there are three things to do: Mine asteroids and "harvest" your ships to the Omnifactory, attacking the occasional rebel fleet if you can, declaring war (did this against Batavia, didn't end up well...)

By the moment when you acquire a reasonable fleet and can start to attack other factions without getting slaughtered, something like 20 mins already passed, 20 minutes of farming.

My idea to make the beginning a bit more entertaining would be to include a pirate station in each systems, like in the Vanilla game. A lone station regularly spawning small scouts team for the player to play with and earn money. Like a Neutral faction in Exerelin, they're just the cannon fodder other factions grind to get money and stuffs. To me it seems more enjoyable than asteroid farming.

Yes, that's pretty much my plan. I agree the start is too slow (although it's normally only 5-10 minutes I find before I can start attacking some Rebel fleets, kicking a war off etc.). It really depends on where you start, and if any other factions start in the same system but I'm aware that it is slow going for the first part.

The Pirates will become a NPC-only faction (with their unique ships given to Hegemony) and they will be added in a fashion like you suggest :) They will have the ability to take over stations (under rare circumstances) to use as their base of operations. They will probably partially replace some of the Rebel fleets that appear now.

The Independents will also be expanded from the Trader-only implementation to become a hire-able mercenary and trader faction.

Also, I will (when I get round to it) add the option to start with the Sector populated, so each station (or some of them) are pre-owned by factions and some wars/alliances already in place.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on February 15, 2014, 12:35:38 PM
Alright, as Erick just updated his Batavia, now it doesn't work with Exerelin.  Can anything be done to fix it on your end?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Space Bob on February 16, 2014, 02:10:16 AM
Wouldn't Erick know best what changed and thus what needs fixing? They were working before until batavia updated right?

Edit: nope, I was wrong. It's not a bug that's causing this. Batavia has new features.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Erick Doe on February 16, 2014, 05:22:20 AM
Yes, Zaphide has to make the new features available in Exerelin. V6 should still be compatible though? If it isn't, I can put back up V5 for now.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 16, 2014, 02:17:57 PM
Alright, as Erick just updated his Batavia, now it doesn't work with Exerelin.  Can anything be done to fix it on your end?

Wouldn't Erick know best what changed and thus what needs fixing? They were working before until batavia updated right?

Edit: nope, I was wrong. It's not a bug that's causing this. Batavia has new features.

Yes, Zaphide has to make the new features available in Exerelin. V6 should still be compatible though? If it isn't, I can put back up V5 for now.

I think the issue is that the portraits have been renamed/removed between Batavia v5 and v6, and Exerelin is still looking for the old portraits. It'll be fixed in my next update but for the time being you can change the exerelin/data/world/factions/batavia.faction file portrait definitions to match the Batavia mod.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on February 16, 2014, 04:10:35 PM
Alright, I knew the portraits were the problem, now I know how ti fix them. :) Thanks!

Oh, and how do I change the starting ships?  Just so I can get the Patrol variant of the Java (or other Batavian ships) out of the way.  Been digging through the normal, non-Java folders and haven't found anything, and frankly, I'm a bit embarrassed that I don't know how to. :P
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 16, 2014, 04:57:07 PM
Alright, I knew the portraits were the problem, now I know how ti fix them. :) Thanks!

Oh, and how do I change the starting ships?  Just so I can get the Patrol variant of the Java (or other Batavian ships) out of the way.  Been digging through the normal, non-Java folders and haven't found anything, and frankly, I'm a bit embarrassed that I don't know how to. :P

For each supported faction there is a json file in data/config/exerelinFactionConfig/ (so, data/config/exerelinFactionConfig/batavia.json), in which there is a field (string array) startingVariants. Just add/remove variant ID's from this list and it'll pick it up when starting a new game :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Picigabor on February 17, 2014, 01:14:37 AM
Since the new patch I can only choose between just same four races whenever I start a new game. Even if I mark the option to be allow to use all or just nine of them.
the game is on freshj clean instal, running in 64bit Java and 4g memori limit.. what now? :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 17, 2014, 01:50:42 AM
Since the new patch I can only choose between just same four races whenever I start a new game. Even if I mark the option to be allow to use all or just nine of them.
the game is on freshj clean instal, running in 64bit Java and 4g memori limit.. what now? :)

In order to use modded factions you need to download the other faction mods individually (linked in OP of this thread) and then select them (+Exerelin and LazyLib) in the 'Mods...' screen on the StarSector launcher :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: iamzerg on February 17, 2014, 05:02:40 PM
Just asking, is there any way to revive my savedata ?
It's like this....  Exerelin is a liittle bit slow in the beginning... so I alt+tab to wait a bit, while reading novel...
When I alt+tab again to check back... Blue screen occured..
I restarted the computer, and the save data is broken...
The folder is there, file is there. Starsector could not recognise the savedata...
What should I do? 
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: LazyWizard on February 17, 2014, 05:27:44 PM
Starsector keeps a backup of your previous save every time you save the game. You can find it in saves/save_<charname>_#####etc/, just rename campaign.xml.bak to campaign.xml. Keep in mind you'll lose any progress you've made since two saves ago, though.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: DarkAlbino on February 18, 2014, 01:02:25 AM
Gas Mining isn't working that well anymore since my fleet does not follow a gas giant after I leave the planet screen.
Or am I missing something?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on February 18, 2014, 01:34:33 AM
Hi!

I've got a little problem with prices for weapons, everything costs 120 credit. I gave every weapon values in the csv.
Does Exerelin generate weapon prices in a different way? What do I need to do to adjust them?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 18, 2014, 01:38:11 AM
Gas Mining isn't working that well anymore since my fleet does not follow a gas giant after I leave the planet screen.
Or am I missing something?

Yeah, if you double click when your fleet is really close to the center of the gas giant your fleet should follow. This is a hack/workaround I added although it is a little buggy. It was something that changed between StarSector 0.54 and 0.6; you can no longer have your fleet follow a planet, or your own fleets.

Hi!

I've got a little problem with prices for weapons, everything costs 120 credit. I gave every weapon values in the csv.
Does Exerelin generate weapon prices in a different way? What do I need to do to adjust them?

Exerelin doesn't change prices for anything (as far as I'm aware this currently isn't possible even if I wanted to :P).

Have you set a 'base value' for each weapon in weapons.csv?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on February 18, 2014, 02:04:52 AM
I see what my problem is:

I used the old weapons file from DSTech (which had the same problem) and in that weapons.csv it's called value instead of base value.
I only need to change it to that and it should be fine, thanks.

Edit: I just checked it in game, that was the problem. There are so many details I am trying to catch atm to make BGE a proper faction, it's tedius. And Balancing that faction is a pain in the ***
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 18, 2014, 03:19:06 AM
I see what my problem is:

I used the old weapons file from DSTech (which had the same problem) and in that weapons.csv it's called value instead of base value.
I only need to change it to that and it should be fine, thanks.

Edit: I just checked it in game, that was the problem. There are so many details I am trying to catch atm to make BGE a proper faction, it's tedius. And Balancing that faction is a pain in the ***

Ah nice :)

Yeah balancing is hard IMO!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: iamzerg on February 18, 2014, 04:03:24 AM
Starsector keeps a backup of your previous save every time you save the game. You can find it in saves/save_<charname>_#####etc/, just rename campaign.xml.bak to campaign.xml. Keep in mind you'll lose any progress you've made since two saves ago, though.
That helps.
Thank you!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Silver Silence on February 20, 2014, 12:46:02 PM
Hey, Zaphide, as you don't have Exerelin preloaded with factions anymore, what factions can you recommend for it? I'm gonna put Neutrino in there right off the bat, but I'unno what else to have in it. Also bearing in mind very limited memory. Project Ironclad uses so much memory last I tried it that starting a campaign or loading a game in that caused the space background to turn white immediately due to running out of memory
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on February 20, 2014, 12:49:04 PM
Alright, just a suggestion, but would you mind making some smaller attack  or defense fleets?  A lot of the fleets in-game right now are either really small and weak, e.g. the scout and mining fleets, or are really powerful, e.g. the Attack and Defense fleets.  A mid-game player can't really fight off the larger fleets and the small enemy fleets are either too fast or turn into a retreat battle.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Erick Doe on February 20, 2014, 01:25:38 PM
Hey, Zaphide, as you don't have Exerelin preloaded with factions anymore, what factions can you recommend for it? I'm gonna put Neutrino in there right off the bat, but I'unno what else to have in it. Also bearing in mind very limited memory. Project Ironclad uses so much memory last I tried it that starting a campaign or loading a game in that caused the space background to turn white immediately due to running out of memory

Actually, all if not most of the factions on the first post of this thread work well with Exerelin, in my opinion. Its just a matter of picking the ones you want for your playthrough, if you're worried about installing too many faction mods due to limited memory. As for the mods I created, all I can say is that you should pick the Zorg if you want some big, scary ominous pressence in the galaxy (like the Borg, pretty much). And pick Project Batavia if you like a broadside faction with some focus on carriers and fighters with a naval look. PB hasn't been updated yet to include all the latest content, so it may feel a bit bare bones right now.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on February 20, 2014, 01:34:05 PM
Take a look at Biomancy Genetic Engineering if you like organic ships or you are a fan of Zerg and tyranids.

Although I am not sure how memory heavy my mod is with all that animation stuff going on ...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on February 20, 2014, 07:11:00 PM
Has anyone played against the P.A.C.K faction?  IMO, they truely seem ovepowered.  The ships themselves are fine and balanced, I can take on P.A.C.K in an even fight and come out on top, don't get me wrong.  But the fleets they send out on the campaign map just seem to roll everything over.  I've seem them just smash their way through Tri-Tachyon, Gedune (which seem to be OP with missile and beams in battle, but balanced on the campaign map), even the Hegemony and Sindrian Diktat Defense Fleets.  Maybe something can be done? :P
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on February 20, 2014, 07:39:57 PM
Hey, Zaphide, as you don't have Exerelin preloaded with factions anymore, what factions can you recommend for it? I'm gonna put Neutrino in there right off the bat, but I'unno what else to have in it. Also bearing in mind very limited memory. Project Ironclad uses so much memory last I tried it that starting a campaign or loading a game in that caused the space background to turn white immediately due to running out of memory

Well it kind of depends what kind of game you want to play :) Every game I start I pretty much swap out most of the factions I have loaded for others (I tend to play with 4-6 additional factions, or 8-10 if I disable the Vanilla ones).

I also tend to pick factions that (IMO) are around the same impact. So, if I was adding Neutrino I would probably also add Valkyrian, Zorg, Hiigaran Descendants just so there are some extra super capitals around.

In order to work out memory load of a particular faction, you can just look at the size of the mod folder. If it is large, it probably has large ship sprites, music etc that will drive game memory use up, but realistically the major memory use is fleets created on the campaign map, so to keep memory use low play with 5 stations/system only, with a small number of systems (2-4).

Alright, just a suggestion, but would you mind making some smaller attack  or defense fleets?  A lot of the fleets in-game right now are either really small and weak, e.g. the scout and mining fleets, or are really powerful, e.g. the Attack and Defense fleets.  A mid-game player can't really fight off the larger fleets and the small enemy fleets are either too fast or turn into a retreat battle.

Yeah I'll have a look at this. It's a little difficult to manage as a faction should really try to put it's most powerful possible fleets on the field. Perhaps when raiding or patrolling those fleets could be smaller (and faster).

Has anyone played against the P.A.C.K faction?  IMO, they truely seem ovepowered.  The ships themselves are fine and balanced, I can take on P.A.C.K in an even fight and come out on top, don't get me wrong.  But the fleets they send out on the campaign map just seem to roll everything over.  I've seem them just smash their way through Tri-Tachyon, Gedune (which seem to be OP with missile and beams in battle, but balanced on the campaign map), even the Hegemony and Sindrian Diktat Defense Fleets.  Maybe something can be done? :P

Haha yeah I noticed this also :P I think it is because P.A.C.K tend to have larger fleets of smaller ships, which seem to do quite well in the auto resolve. I'll have a look at it, see if I can work something out!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Silver Silence on February 21, 2014, 06:10:20 AM
Hey, Zaphide, as you don't have Exerelin preloaded with factions anymore, what factions can you recommend for it? I'm gonna put Neutrino in there right off the bat, but I'unno what else to have in it. Also bearing in mind very limited memory. Project Ironclad uses so much memory last I tried it that starting a campaign or loading a game in that caused the space background to turn white immediately due to running out of memory

Actually, all if not most of the factions on the first post of this thread work well with Exerelin, in my opinion. Its just a matter of picking the ones you want for your playthrough, if you're worried about installing too many faction mods due to limited memory. As for the mods I created, all I can say is that you should pick the Zorg if you want some big, scary ominous pressence in the galaxy (like the Borg, pretty much). And pick Project Batavia if you like a broadside faction with some focus on carriers and fighters with a naval look. PB hasn't been updated yet to include all the latest content, so it may feel a bit bare bones right now.

Some subtle self promotion in there, I like it. I have messed with the Zorg and I might include them, I fought against the smaller Zorg ships and loved that one weapon that fires a talking laser. That amused me the first time I saw it. Never played for long enough to see bigger Zorg ships because last I played Exerelin was when multi-system support just came about and I had... Neutrino, Valkyrians, Gedune, IFed, Zorg, Bushi, Hiigarans, SHI, Blackrock, the Junk Pirates and ASP. Pretty much all the standard mod factions before new blood like the Citadel Fleet came about.  In a ~4-5 planet game with 4 systems, my craptop couldn't handle it. One or two battles would cause a soft crash where the game never recovered but still played music.

I think I'll definitely take a look into Project Batavia, though at first glance the bigger ships seem lightly armed.



Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Erick Doe on February 21, 2014, 06:19:01 AM
Self promotion? Not really.  :D I went into detail on PB and the Zorg because I created them and I feel it is more fair for me to detail the playstyle and flaws involved with them, then with other people's work. Hardly self promotion when you lay out the flaws. More of a warning or "heads-up" really.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lcu on February 21, 2014, 06:24:57 AM
Erick, can you please tell me when PB is compatible with Exerelin? Thanks :)

Anyway, i have some more suggestions :
-Besides from the uncontrolled diplomacy in-game, maybe it needs a system where you control your diplomacy agents?
 (I accidentally clicked "Plant Saboteur" on a Hegemony station, a few minutes after we became allies  :()
-IMO Hegemony's Patrol Division is a bit ridiculous. (Onslaught for patrol :))

This mod is amazing!

EDIT :
Alright, just a suggestion, but would you mind making some smaller attack  or defense fleets?  A lot of the fleets in-game right now are either really small and weak, e.g. the scout and mining fleets, or are really powerful, e.g. the Attack and Defense fleets.  A mid-game player can't really fight off the larger fleets and the small enemy fleets are either too fast or turn into a retreat battle.
Basically what he said.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Silver Silence on February 21, 2014, 06:45:08 AM
I'unno about using fighters, but I'll certainly put Batavia in there anyway. I remember back when Thunders came as a 3-man wing and a single Astral with as many wings as your computer could handle on the field at once would manhandle anything from Lashers to Onslaughts to Paragons with ALL of the Ion Cannons. Since then, I've rarely used fighters because they always seem too fragile and now are subject to ineffectiveness in any remotely extended combat like frigates are. I think I'll leave fighters in the hands of the AI and just shoot the things down.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: mendonca on February 21, 2014, 08:16:41 AM
Has anyone played against the P.A.C.K faction?  IMO, they truely seem ovepowered.  The ships themselves are fine and balanced, I can take on P.A.C.K in an even fight and come out on top, don't get me wrong.  But the fleets they send out on the campaign map just seem to roll everything over.  I've seem them just smash their way through Tri-Tachyon, Gedune (which seem to be OP with missile and beams in battle, but balanced on the campaign map), even the Hegemony and Sindrian Diktat Defense Fleets.  Maybe something can be done? :P

They DO have quite low deployment points, and it's possible I have them too low to be truly balanced (allowing equivalent DP fleets to be unevenly matched in favour of the P.A.C.K.) - especially with respect to something like Exerelin.

I'll do some playtesting on Exerelin and see if it's a problem.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on February 21, 2014, 06:59:22 PM
So I started a new game with every faction at once, and noticed a faction boarding fleet in the system I chose. I blew up the Atlas in it, but it somehow managed to capture an abandoned station anyway with just the transport.

Is this intentional? 'Cause taking out prospective enemies is just another way of doing things.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Megas on February 26, 2014, 08:14:46 PM
I finally tried this mod with extra factions, and it is fun.  I like the idea of faction elimination, one path I hope the final unmodded version of Starsector supports.  Observations and feedback:

Starting the game is a bit boring.  I search for a station, and after I claim one, I wait minutes for the Independents to build my storage outpost.  The only other thing to do in the meantime is to intercept other factions' command fleets before that get started.  (Suggestion:  Add a wing of mining drones to the starter fleet, so that your flagship can start mining immediately after claiming the first station.)

Soon after the beginning, the other factions' fleets invade my system while I am still fairly weak, and it is up to my flagship and ragtag fleet to stop them all.  Should I succeed, which is no easy feat, I build up wealth and levels very quickly.  The fast track to power is not a bad thing though.  (I do not want to waste much time on pointless level grinding.)  More accurately, I do not need to go out of my way to grind fights just to reach a high enough level.  I level to 40 simply by repelling invading fleets and establishing complete control of my home system.  Once that is done, I level up to 50 by the time I control an entire sector of six systems.

In my last playthrough, my progression as Tri-Tachyon was Technology 7, then Combat 10, Leadership 5, Technology 10, and the rest into more Leadership.  My strategy was simply kill all the fleets that spawned, then let my faction do the boarding, which worked as long as I have a foothold in the system.  To defeat the gigantic-sized fleets with a single flagship, I absolutely needed Damage Control and Helmsmanship skills at level 10.

I think the standard game is too stingy with Logistics, but it is worse in Exerelin.  Once I am ready to venture beyond screen distance of my home station, I needed three or four Atlas ships and at least one Valkyrie ship to function.  As the Tri-Tachyon leader, my fleet for the vast majority of the game was one or two Medusa, one Hyperion, three or four Atlas, one to three Valkyries, and at least as many Oxen as Atlas.

Later in the game, when I fought the Gedune, I acquired a Dahaki, discovered how overpowered that ship is, and replaced my Medusa flagship with it.  The Dahaki basically combines the strengths of both Medusa and Sunder ships, and adds more top speed and teleportation to it.

At this point, I should mention the added factions were Blackrock, Gedune, Interstellar Federation, and Valkyrians.  Other factions I considered but did not use included Nomads and Neutrino.  I did not use Nomads due to memory leak, and Neutrino because the content is too overpowered in my hands - two Phased Array Cannons enabled a Paragon flagship to one-shot battleships and everything else with ease.

Faction relationships are a joke.  One moment, your faction allies with another, and then soon after, betrayal and war.  The best thing to do with an allied faction is to buy out all of their marines, and maybe their other merchandise, so the player can board their stations with ease once hostilities resume.

After my faction claims more than half of the sector, complete dominance is only a matter of time.  All that is left to do for the rest of the game is to go to another faction's system, successfully board a station to establish a foothold, and reinforcements from the rest of the systems I control swarm in.  I may need to defeat defense fleets myself, but once that is done, my fleets swarm in like flies until they automatically take over the stations for me.  At that point, I can leave some of my support ships behind in storage to use a capital or two for fun.

Late in the game, after so many marines accumulate, boarding stations myself gets very hard even with the Special Ops perk.  In the last system of six to conquer, it took about 2,000 marines to take over the first station in the last system, and I had Special Ops perk.  No, I do not want to waste six levels just for the Saboteur perk in the custom Faction tree.

Faction respawns are often a matter of too little, too late.  After the returning faction takes over one of my stations in a system I control completely, the remaining fleets in the system swarm in angrily to utterly destroy their four command fleets before reclaiming my station.  If I am lucky, I may get leftover ships and weapons to buy.

Once I eliminated the final faction and control all systems, I get... nothing more!  Even if factions respawn, it would be nice if the game acknowledges your complete dominance of the sector and calls you a winner.  It would be nice if the winner gets the option to reset the entire sector, respawning all of the factions at once, preserving only the character's level, skills, and maybe flagship.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: pfffffff on February 27, 2014, 11:27:11 AM
Hello,

I cannot load any savegame and I would like to increase my memory, I have set " -Xms1024m -Xmx1024m " in the named file 'vmparams'.

The thing is, when i try to change it to 2048 the game does not launch at all.

I can run the mod with -Xms1024m -Xmx1024m with full sectors, large, full planets, full stations, full asteroids, full factions ( even though they are only basics ones, maybe you need to install more I have no idea ).

So I am now pretty confused. If anyone knows how to change the values or anything that can help me, I would be very grateful.

I have done some fast research but I am not very smart and I already spend one and a half hour reading walls of text that are not even in chronological order and my head hurts. I'll then give my deepest apologies to anyone that would qualify my post as spam or duplicate.

I wish a good day to all of you.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on February 27, 2014, 12:30:48 PM
I had a similar problem once, to fix that you will need to chenge the JRE folder in your SS folder with a 64 bit version of Java, that fixed it for me.

I simply assume you are using a 64 bit operating system ...

If not simply ignore this.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: pfffffff on February 27, 2014, 01:14:09 PM
Thank you very much Tecrys !

I could change to 2048 and load my game, you are my savior !
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Taverius on March 22, 2014, 11:43:25 AM
So uh ... I never got around to trying this before? Always meant to :D

Anyway, I was just trying to start a simple vanilla + BRDY game and it crashes at load complaining:

Fatal: Ship hull variant or fighter wing with it: [brdy_squilla_wing] not found!

Halp?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on March 22, 2014, 12:49:52 PM
So uh ... I never got around to trying this before? Always meant to :D

Anyway, I was just trying to start a simple vanilla + BRDY game and it crashes at load complaining:

Fatal: Ship hull variant or fighter wing with it: [brdy_squilla_wing] not found!

Halp?
If you're using the newest (0.6) version of BRDY, the Squilla Bombers have been replaced with the Vespa Bombers. You'll have to edit the faction file in the Exerelin mod folder.

Also, the current (0.632) version of Exerelin doesn't have support for a new ship in BRDY, so you'll need to get the newer 0.633 version from here: https://bitbucket.org/Zaphide/exerelin/overview
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Taverius on March 22, 2014, 05:02:47 PM
Pulled from git and swapped Squilla for Vespa, working great, thanks :D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on March 22, 2014, 05:17:39 PM
Great!

Now I just need to find out how to merge Exerelin and Starsector+ somehow...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Taverius on March 23, 2014, 02:38:35 AM
Does Exerelin need to know what weapons to spawn? There's a medium BRDY weapon I haven't seen anywhere.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on March 23, 2014, 02:44:45 AM
Exerelin only spawns weapons which are used by the variants in the faction file.

If you want weapons spawn which are not in there you need to edit those variants or add new ones that have these weapons installed.

The same doesn't count for built-in weapons.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: dmaiski on March 23, 2014, 07:32:47 AM
do some factions ever spawn mining drones in the shop? some factions seem to be devoid of any ships capable of mining in the early game
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on March 23, 2014, 07:37:09 AM
You always have one wing of mining drones in your storage and if you play with the omnifactory you can easily replicate them.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: dmaiski on March 23, 2014, 09:33:31 AM
noteable bug: large fleets can not mine

sugestion: expand the distance you need to be in to mine an asteroid (to at least 2x the size of the asteroid)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lcu on March 24, 2014, 04:03:16 AM
noteable bug: large fleets can not mine

sugestion: expand the distance you need to be in to mine an asteroid (to at least 2x the size of the asteroid)
Actually you still can, but it is very slow.
When i experience this i usually just zoomed in into max zoom and wait. It is faster this way (avoiding the lag).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: dmaiski on March 24, 2014, 02:45:50 PM
no i mean large as in fleets with more then 6 destroyer class ships, or a burn speed of less then 4

these fleets can not mine asteroids at all due to some bug (excluding rare hit and miss ocasions that happen due to a lucky accident)


another issue: i died due to accident (i went to capture a starbase and ran out of evrything...) and i respawned in tritachy space (who are my sworn enemies) instead of pirate space (my faction)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on March 27, 2014, 09:30:19 PM
noteable bug: large fleets can not mine

sugestion: expand the distance you need to be in to mine an asteroid (to at least 2x the size of the asteroid)

Thanks dmaiski I'll check it out.

--------------

Apologies for the low activity but unfortunately I don't have as much time to devote to StarSector-related things at the moment. I'll try and push out a formal release this weekend to support a few faction mods that have had updates :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on March 29, 2014, 04:25:02 AM
Hi mate!

I wanted to ask a little thing about your mod: Does it skip the mod plugin of faction mods completely or does it just skip the sector generation in order to randomize star systems?

The reason I am asking this is that I recently implemented Xenoarghs custom AIs again and they need to be called for in the modplugin.
So if the modplugin is skipped I will need to look for a different solution.

BTW: If you're updating the files for BGE as well for the next release just take a look into the folder ExerelinBGEmod inside my mod folder, all the files in there are updated to my latest release.

Have a good one!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 01, 2014, 12:21:21 AM
I wanted to ask a little thing about your mod: Does it skip the mod plugin of faction mods completely or does it just skip the sector generation in order to randomize star systems?

No, it still runs the ModPlugin; you just need to check for Exerelin in it, and if found, don't load the sector generator for your mod. It's pretty easy :) See the following example from Erick's Batavia mod:
Code
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import data.scripts.world.BataviaGen;

public class BataviaModPlugin extends BaseModPlugin
{
    private static void initBATAVIA()
    {
        try
        {
            Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
            //Exerelin active, so just let Exerelin load
        }
       
        catch (ClassNotFoundException ex)
        {
            // Exerelin not found so continue and run normal generation code
            new BataviaGen().generate(Global.getSector());
        }
    }

    @Override
    public void onNewGame()
    {
        initBATAVIA();
    }
}

The reason I am asking this is that I recently implemented Xenoarghs custom AIs again and they need to be called for in the modplugin.
So if the modplugin is skipped I will need to look for a different solution.

That should be fine. Anything you load in your mod plugin should be compatible, as long as you hand off sector generation to Exerelin.

BTW: If you're updating the files for BGE as well for the next release just take a look into the folder ExerelinBGEmod inside my mod folder, all the files in there are updated to my latest release.

Have a good one!

Shall do, and thanks for setting them up :) I've been meaning to get onto this for AGES!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 02, 2014, 06:51:14 PM
I spy an update on bitbucket!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zombiedragon201 on April 02, 2014, 10:35:38 PM
So, Exerelin is alot of fun, using quite a few factions. I've gotten to the point where Im taking 3 caps into combat and coming out with little to no damage from massive fleets. Pretty simple run too, shadowyards battlecruiser, hegemony battleship, and hiigaran heavy cruiser(they're my enemies, haven't scored a cap yet). So far nothing has come close to beating it and my stats are not really that great. I'm starting to wonder what else to do now that I can just win any fight.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 02, 2014, 10:45:52 PM
So, Exerelin is alot of fun, using quite a few factions. I've gotten to the point where Im taking 3 caps into combat and coming out with little to no damage from massive fleets. Pretty simple run too, shadowyards battlecruiser, hegemony battleship, and hiigaran heavy cruiser(they're my enemies, haven't scored a cap yet). So far nothing has come close to beating it and my stats are not really that great. I'm starting to wonder what else to do now that I can just win any fight.
Take three out in a row.

EDIT: With the e34b4f4 commit on bitbucket, I'm unable to choose a faction. After going through character creation, it simply tells me to pick the basic shuttle.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 03, 2014, 12:16:05 AM
So, Exerelin is alot of fun, using quite a few factions. I've gotten to the point where Im taking 3 caps into combat and coming out with little to no damage from massive fleets. Pretty simple run too, shadowyards battlecruiser, hegemony battleship, and hiigaran heavy cruiser(they're my enemies, haven't scored a cap yet). So far nothing has come close to beating it and my stats are not really that great. I'm starting to wonder what else to do now that I can just win any fight.
Take three out in a row.

EDIT: With the e34b4f4 commit on bitbucket, I'm unable to choose a faction. After going through character creation, it simply tells me to pick the basic shuttle.

Are you running with any other mods? Does it work the same when just with Exerelin+LazyLib loaded?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 03, 2014, 12:32:21 AM
So, Exerelin is alot of fun, using quite a few factions. I've gotten to the point where Im taking 3 caps into combat and coming out with little to no damage from massive fleets. Pretty simple run too, shadowyards battlecruiser, hegemony battleship, and hiigaran heavy cruiser(they're my enemies, haven't scored a cap yet). So far nothing has come close to beating it and my stats are not really that great. I'm starting to wonder what else to do now that I can just win any fight.
Take three out in a row.

EDIT: With the e34b4f4 commit on bitbucket, I'm unable to choose a faction. After going through character creation, it simply tells me to pick the basic shuttle.

Are you running with any other mods? Does it work the same when just with Exerelin+LazyLib loaded?
Hmm, if I remove the factions it works. Must be one of the factions then.

EDIT: Using factions:

Mayorate
Neutrino
Blackrock
Shadowyards
Qualljom
P9
Nomads
Hiigaran
Bushi
BGE
Gedune
Junk Pirates
PACK
Syndicate ASP
Valkyrians
Kadur Theocracy
and TuP

Newest versions of each.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on April 03, 2014, 02:05:26 AM
I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.

There should be a line in the code that checks for Exerelin being activated:

Code
	public CharacterCreationPluginImpl()  

// automatic yield of control pass-through in case of conflict:   
// Exerelin 
if(canBeLoaded("data.scripts.world.ExerelinGen" )) 

try 

handoffPlugin = (CharacterCreationPlugin) Global.getSettings().getScriptClassLoader() 
  .loadClass( "data.scripts.plugins.ExerelinCharacterCreationPluginImpl" ) 
  .newInstance(); 

catch( ClassNotFoundException e ) {} 
catch( InstantiationException e ) {} 
catch( IllegalAccessException e ) {} 

}

If you find a charactercreationplugin which is missing this you can try to add it in yourself but be careful if you do so and make a safety copy beforehand, that should fix it I think.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 03, 2014, 11:28:31 AM
I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.
If you find a charactercreationplugin which is missing this you can try to add it in yourself but be careful if you do so and make a safety copy beforehand, that should fix it I think.
Tried this. No dice.

EDIT: Taking a closer look, it seems that Exerelin w/ faction mods is defaulting to Shuttle + Sindrian Diktat.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on April 03, 2014, 02:32:46 PM
I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.
If you find a charactercreationplugin which is missing this you can try to add it in yourself but be careful if you do so and make a safety copy beforehand, that should fix it I think.
Tried this. No dice.

EDIT: Taking a closer look, it seems that Exerelin w/ faction mods is defaulting to Shuttle + Sindrian Diktat.

Ah, good thing you mention this, it is actually a little problem with BGE that is fixed by now but Exerelin is not updated with the changes I made to fix it.

Fix: Go to the BGE OP and follow the installation instructions to make it work with Exerelin. I'm sure this is fixed with ne next release of Exerelin.
Take a look 1 or two pages ago I mentioned the folder ExerelinBGEmod, it's all in there.

I hope that will fix it, sorry about the hassle.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 03, 2014, 02:51:10 PM
I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.
If you find a charactercreationplugin which is missing this you can try to add it in yourself but be careful if you do so and make a safety copy beforehand, that should fix it I think.
Tried this. No dice.

EDIT: Taking a closer look, it seems that Exerelin w/ faction mods is defaulting to Shuttle + Sindrian Diktat.

Ah, good thing you mention this, it is actually a little problem with BGE that is fixed by now but Exerelin is not updated with the changes I made to fix it.

Fix: Go to the BGE OP and follow the installation instructions to make it work with Exerelin. I'm sure this is fixed with ne next release of Exerelin.
Take a look 1 or two pages ago I mentioned the folder ExerelinBGEmod, it's all in there.

I hope that will fix it, sorry about the hassle.
Actually, I compared the three files and fond that the only difference was that the exerelin_config.json in the exerelin folders had your mod as "bge" while yours had "BGE".
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on April 03, 2014, 03:01:53 PM
That might seem so but i think I screwed up somewhere there. Did you try it? Does it work now?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 03, 2014, 03:29:01 PM
That might seem so but i think I screwed up somewhere there. Did you try it? Does it work now?
Yeah, no difference.

It might be due to the new Player Faction changes in the most recent build of Exerelin.

EDIT: Oh, and before I forget, the scavengers.faction needs to be edited. The portraits in Tore up Plenty have a different file path than what is used in the exerelin file:

graphics/tup/portraits

Exerelin is currently using:

graphics/portraits

This causes a crash.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 03, 2014, 04:26:29 PM
I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.
If you find a charactercreationplugin which is missing this you can try to add it in yourself but be careful if you do so and make a safety copy beforehand, that should fix it I think.
Tried this. No dice.

EDIT: Taking a closer look, it seems that Exerelin w/ faction mods is defaulting to Shuttle + Sindrian Diktat.

It will do this as a default if for some reason the CharacterCreationPlugin for Exerelin isn't called to setup the game.

I'll have a look at it tonight, but it was working for me with the latest BGE (and a few other mods) that I tried it with before committing to BitBucket.

As a workaround, it may be best to just rename the CharacterCreationPlugin for any mod that displays higher than Exerelin in the mod selection window. The reason for this is that StarSector loads the mods alphabetically, and uses the CharacterCreationPlugin from the first mod that contains it.

That might seem so but i think I screwed up somewhere there. Did you try it? Does it work now?
Yeah, no difference.

It might be due to the new Player Faction changes in the most recent build of Exerelin.

EDIT: Oh, and before I forget, the scavengers.faction needs to be edited. The portraits in Tore up Plenty have a different file path than what is used in the exerelin file:

graphics/tup/portraits

Exerelin is currently using:

graphics/portraits

This causes a crash.

Thanks! I'll fix this tonight.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: kupan9 on April 04, 2014, 07:01:45 PM
Original Post - Solved I Think
Spoiler
I am having a bit of a problem, I am getting a null error shortly after starting the game. I have a fresh install of 0.62a-rc3 with these mods installed
Spoiler
All mods downloaded from the first post of their respective threads besides ds tech which I downloaded the last version he posted in the thread (the first post of the thread was out of date)

1    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_51 (64-bit)
13   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: BGE [E:\Games\Starsector0.6.2a\starsector-core\..\mods\BGE]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: bounty [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Bounty]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: bushi [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Bushi]
17   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ds_tech [E:\Games\Starsector0.6.2a\starsector-core\..\mods\dstech]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: exerelin [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Exerelin_0.632]
21   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: The Gedune [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Gedune]
22   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: hiigaran_descendants [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Hiigaran Descendants]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [E:\Games\Starsector0.6.2a\starsector-core\..\mods\LazyLib]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ilkhannae_mayorate [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Mayorate_v0.6]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Neutrino [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Neutrino corp]
25   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nomads [E:\Games\Starsector0.6.2a\starsector-core\..\mods\nom_1.0_RC4]
25   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: patria [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Patria]
26   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: pn [E:\Games\Starsector0.6.2a\starsector-core\..\mods\pn]
28   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: valkyrian [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Valkyrians]
29   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: kadurtheocracy [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Vayra]
29   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: zorg [E:\Games\Starsector0.6.2a\starsector-core\..\mods\Zorg18]
[close]

The error as posted in Starsector.log was this.
Spoiler
java.lang.NullPointerException
   at data.scripts.world.systems.IndependentTraderSpawnPoint.spawnFleet(IndependentTraderSpawnPoint.java:41)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

This happened just long enough in the campaign for me to get into a system, but before I made it to a station to start capturing.

To the best of my recollection these were the settings I chose at the start.
Spoiler
Unchecked campaign help
4 systems
Small max system size
15 or 18 planets max
6-8 asteroid fields
30 stations
Omni factory available
6 other factions
Yes respawn
Four months
PN
The first ship with the phase skimmer
[close]
Considering the error, I would assume it isn't memory related since I have -Xms2048m -Xmx4056m set in vmparams with 16 gigs of system memory, and a 64 bit version of java installed as per directions (http://fractalsoftworks.com/forum/index.php?topic=6053.msg116483#msg116483) found in the first post in this thread.

I will start disabling mods and see if I can find the one that is causing it.
[close]

*Edit*
An attempt to try the game with DStech as my starting race ended with Fatal:Index: 0, Size: 0
and an starsector.log entry of
Spoiler
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.addFleetMember(Unknown Source)
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at exerelin.SectorManager.doEveryFrameChecks(SectorManager.java:395)
   at exerelin.TimeManager.advance(TimeManager.java:178)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]
It would be a shame if that was the problem, I liked DS Tech's aesthetic and play style.

*Edit 2*
The null error was caused by my having the Bounty Hunts mod on. That is to bad, it looked like a ton of fun to add to Exerelin.
DS Tech still doesn't want to start though.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on April 04, 2014, 07:40:26 PM
I am not sure why that is but I don't think DSTech will be updated anymore. I have too much to do with Biomancy and thus I am not able to update DSMK2's DSTech anymore.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: kupan9 on April 04, 2014, 07:43:06 PM
Fair enough, It might just be a bad interaction with something else. FYI I am currently playing a BGE run through Exerelin. The only thing that is getting me on it so far is that the hullmods and special systems (fungal spores and such) aren't very clear on what they do. Having fun otherwise :D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 04, 2014, 09:19:52 PM
Ah, so it was the new TuP that was causing the problem... Guess I'll go without it for now.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 04, 2014, 11:46:33 PM
*Edit 2*
The null error was caused by my having the Bounty Hunts mod on. That is to bad, it looked like a ton of fun to add to Exerelin.
DS Tech still doesn't want to start though.

Yeah Bounty Hunters won't work with Exerelin unfortunately :(

DS Tech *should* work (at least, Tecrys' updated version should). I'll see if I can work out why.

Ah, so it was the new TuP that was causing the problem... Guess I'll go without it for now.

Yep, newest (v7) TuP won't work. TuP v6 should work with the latest commit to BitBucket if you are using that
(https://bitbucket.org/Zaphide/exerelin/commits/e34b4f41ec664b9c95fc18432a3b890e45fc59e7).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 05, 2014, 12:02:12 AM
Yep, newest (v7) TuP won't work. TuP v6 should work with the latest commit to BitBucket if you are using that
(https://bitbucket.org/Zaphide/exerelin/commits/e34b4f41ec664b9c95fc18432a3b890e45fc59e7).
It doesn't actually. v5 might work, but I haven't checked.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Erick Doe on April 05, 2014, 04:36:15 AM
Get V5a of TuP here:
DOWNLOAD (http://www.mediafire.com/download/k2asru2h3axc1gh/Tore+Up+Plenty+NEW+V5a.zip)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 05, 2014, 05:44:51 PM
Just tried the old v5a of TuP with the current build of Exerelin. No dice. Seems some of the changes in Exerelin conflict.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 05, 2014, 11:29:24 PM
Thanks guys, I'll update it to be TuP v7 compatible (which should make things a lot easier :P)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 06, 2014, 01:03:49 AM
Just checked bitbucket and apparently all that was needed was to delete those exclamations? I should start learning...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 06, 2014, 01:26:58 AM
Just checked bitbucket and apparently all that was needed was to delete those exclamations? I should start learning...

Haha yep that was it :P

and well, sometimes the code changes are tiny, but it takes hours (thinking + testing) to work out (not so in this case thankfully)!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 06, 2014, 10:35:01 AM
Just checked bitbucket and apparently all that was needed was to delete those exclamations? I should start learning...

Haha yep that was it :P

and well, sometimes the code changes are tiny, but it takes hours (thinking + testing) to work out (not so in this case thankfully)!
Zaphide, seems like there's still some calls for the old thunderchild_blue_basic.variant in the character creation plugin.

Line 587 in ExerelinCharacterCreationPluginImpl.java has it.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Erick Doe on April 09, 2014, 02:46:44 AM
You did nothing wrong

It looks like Exerelin is still looking for the old Thunderchild id, which was changed from thunderchild_blue_Basic to tup_thunderchild for the ship id and thunderchild_Basic, thunderchild_Assault and thunderchild_Support for the variants.

Zaphide said that he'd update Exerelin to fix this.

In the meantime, it will probably work if you change Line 587 in ExerelinCharacterCreationPluginImpl.java yourself. According to Nanao-kun the leftover reference to thunderchild_blue_Basic can be found here. Just change thunderchild_blue_Basic to thunderchild_Basic.

Hope this helps!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: snull on April 09, 2014, 04:01:37 AM
Thx for helpi tryed i used standard MS editor and changed it acordingly but wont solve the issue.

Also i get the same for java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_squilla_wing] not found!
;-)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 09, 2014, 05:17:45 AM
Thx for helpi tryed i used standard MS editor and changed it acordingly but wont solve the issue.

Also i get the same for java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_squilla_wing] not found!
;-)

Yeah the current v0.632 release is pretty outdated and does not play nicely with the newer versions of some mods :(

If you are feeling adventurous you can grab the latest version from https://bitbucket.org/Zaphide/exerelin (https://bitbucket.org/Zaphide/exerelin) which *should* fix the issues with most of the recently updated mods (namely BRDY and TuP).

I am working on a stable update, which I will hopefully get around to releasing soon(tm) :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Erick Doe on April 09, 2014, 05:25:44 AM
I'm too blame really. I've been pushing out a lot of small updates recently for TuP.  ::)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: snull on April 09, 2014, 09:35:44 AM
Thx for helpi tryed i used standard MS editor and changed it acordingly but wont solve the issue.

Also i get the same for java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_squilla_wing] not found!
;-)

Yeah the current v0.632 release is pretty outdated and does not play nicely with the newer versions of some mods :(

If you are feeling adventurous you can grab the latest version from https://bitbucket.org/Zaphide/exerelin (https://bitbucket.org/Zaphide/exerelin) which *should* fix the issues with most of the recently updated mods (namely BRDY and TuP).

I am working on a stable update, which I will hopefully get around to releasing soon(tm) :)

Thank you, I had a look and tred to download that particualar data/scripts/plugins/ExerelinCharacterCreationPluginImpl.java but I am not much experienced on cumputer stuff and couldnt figure out how to download it, hehe,so i better wait for the official update then, thx for the effort - much appriciated Sir!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 09, 2014, 02:26:16 PM
I'm too blame really. I've been pushing out a lot of small updates recently for TuP.  ::)

You do seem to be able to push out a lot of amazing content! (which is a great thing :D)

Thx for helpi tryed i used standard MS editor and changed it acordingly but wont solve the issue.

Also i get the same for java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_squilla_wing] not found!
;-)

Yeah the current v0.632 release is pretty outdated and does not play nicely with the newer versions of some mods :(

If you are feeling adventurous you can grab the latest version from https://bitbucket.org/Zaphide/exerelin (https://bitbucket.org/Zaphide/exerelin) which *should* fix the issues with most of the recently updated mods (namely BRDY and TuP).

I am working on a stable update, which I will hopefully get around to releasing soon(tm) :)

Thank you, I had a look and tred to download that particualar data/scripts/plugins/ExerelinCharacterCreationPluginImpl.java but I am not much experienced on cumputer stuff and couldn't figure out how to download it, hehe,so i better wait for the official update then, thx for the effort - much appriciated Sir!

Haha yeah no worries I completely understand :)

However, for you (or anyone else) I probably wouldn't bother trying to download and replace the individual files. If you follow the link there is a download button on the far right (next to Size: 76.5MB). If you use that you'll get the latest version of the mod. It will name the mod folder weirdly but that won't matter :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: snull on April 09, 2014, 11:44:44 PM
I'm too blame really. I've been pushing out a lot of small updates recently for TuP.  ::)

You do seem to be able to push out a lot of amazing content! (which is a great thing :D)

Thx for helpi tryed i used standard MS editor and changed it acordingly but wont solve the issue.

Also i get the same for java.lang.RuntimeException: Ship hull variant or fighter wing with id: [brdy_squilla_wing] not found!
;-)

Yeah the current v0.632 release is pretty outdated and does not play nicely with the newer versions of some mods :(

If you are feeling adventurous you can grab the latest version from https://bitbucket.org/Zaphide/exerelin (https://bitbucket.org/Zaphide/exerelin) which *should* fix the issues with most of the recently updated mods (namely BRDY and TuP).

I am working on a stable update, which I will hopefully get around to releasing soon(tm) :)

Thank you, I had a look and tred to download that particualar data/scripts/plugins/ExerelinCharacterCreationPluginImpl.java but I am not much experienced on cumputer stuff and couldn't figure out how to download it, hehe,so i better wait for the official update then, thx for the effort - much appriciated Sir!

Haha yeah no worries I completely understand :)

However, for you (or anyone else) I probably wouldn't bother trying to download and replace the individual files. If you follow the link there is a download button on the far right (next to Size: 76.5MB). If you use that you'll get the latest version of the mod. It will name the mod folder weirdly but that won't matter :)

...oh wonder - works ;-)
thanks to both of you ! magic ;-)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: JDCollie on April 24, 2014, 01:03:47 PM
Is there a reason why sometimes my mining fleet doesn't seem to, well, mine? (I'm talking about my own fleet equipped with mining wings, for reference)


Sometimes it seems to mine about every six seconds, and sometimes it goes for in-game days without ticking. Is there some kind of internal timer, or is this just a result of the code skipping a check somewhere because my computer is overtaxed?

Also, I cannot for the life of me get my ships to mine fuel at gas giants. Is that feature functional? If so, what are the requirements to do it?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 24, 2014, 01:40:33 PM

Also, I cannot for the life of me get my ships to mine fuel at gas giants. Is that feature functional? If so, what are the requirements to do it?
You should be able to do it by clicking the the gas giant, leaving the interaction menu, then double clicking it again. This time you should be right on top of it, so you leave the interaction menu again and then just stay there.

EDIT: Note that the newest build (2e1ce36) doesn't actually work with ICE. Not sure in what way though.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: JDCollie on April 24, 2014, 04:51:59 PM

Also, I cannot for the life of me get my ships to mine fuel at gas giants. Is that feature functional? If so, what are the requirements to do it?
You should be able to do it by clicking the the gas giant, leaving the interaction menu, then double clicking it again. This time you should be right on top of it, so you leave the interaction menu again and then just stay there.

EDIT: Note that the newest build (2e1ce36) doesn't actually work with ICE. Not sure in what way though.

Aaaah! Okay, it was the double clicking after closing the interaction menu that I wasn't doing. Thanks!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 24, 2014, 04:53:09 PM
EDIT: Note that the newest build (2e1ce36) doesn't actually work with ICE. Not sure in what way though.

Hmm, you may have to change things within the ICE mod itself but I can't remember what I did (I added support to my local version ages ago).

It's not *officially* supported yet, more just the placeholders are there for when Sundog reaches a point where the ICE mod is released :) Also, I wanted to give the faction a go and, well, I prefer to play Exerelin believe it or not haha :P
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 24, 2014, 04:54:13 PM

Also, I cannot for the life of me get my ships to mine fuel at gas giants. Is that feature functional? If so, what are the requirements to do it?
You should be able to do it by clicking the the gas giant, leaving the interaction menu, then double clicking it again. This time you should be right on top of it, so you leave the interaction menu again and then just stay there.

EDIT: Note that the newest build (2e1ce36) doesn't actually work with ICE. Not sure in what way though.

Aaaah! Okay, it was the double clicking after closing the interaction menu that I wasn't doing. Thanks!

Yeah sorry, it is kind of a hack to get around the problem of not 'sticking' the players fleet to a planet/station after the dialog window opens :(
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 24, 2014, 04:57:38 PM

Hmm, you may have to change things within the ICE mod itself but I can't remember what I did (I added support to my local version ages ago).

It's not *officially* supported yet, more just the placeholders are there for when Sundog reaches a point where the ICE mod is released :)
Ah, I see.
Also, I wanted to give the faction a go and, well, I prefer to play Exerelin believe it or not haha :P
Who would've guessed? :P
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Sundog on April 24, 2014, 10:59:02 PM
@Nanao-kun:
Yeah, sorry for taking my time about adding Exerelin support to ICE. I know how important it is and it's definitely something that's going to happen, but not until I feel that ICE is feature complete and reasonably stable. For now, other than following the instructions for 'Adding support for additional faction mods' in the Exerelin OP, you might try removing (or commenting out) lines 25 and 26 from \mods\ICE\data\scripts\ICEModPlugin.java

Those lines should look like this:
    new Ulterius().generate();
    Global.getSector().addScript(new ICEEveryFrameScript());

There might be other conflicts as well.

@Zaphide:
So you tried ICE with Exerelin? Any tips for improving the faction (WIP 2 version)? How did they fare in auto-resolve?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: spudcosmic on April 26, 2014, 03:48:18 PM
Hello, I'm new here to the forum, and I wanted my first message here to be addressing this awesome mod. I've had alot of fun with it so far, it makes the game like a mad game of space Mount and Blade Warband, but I do have a few issues and suggestions that I wanted to talk about.

My main issue right now is just the fact that some vanilla ships/items don't appear at all, I've played all of the vanilla factions so far except for the pirates and these are the things I was unable to find:

Longbow Support Fighter: It looks fairly Tritachyon-y, yet was unable to find it after two long games of playing Tritachyon.

Trident Torpedo Bomber: Also looks like it should belong to Tritachyons, it's a shame because this looks like a super effective bomber.

Phaeton Tanker: Never seen it. Personally I think that all tankers should belong to all races just to make it easier to effectively gas mine.

Prometheus Tanker: Never seen this ship either. Only use would be for mass gas mining.

Now onto weapons that I have yet to ever find while playing exerelin:

The Gauss Cannon: Might belong to the pirates, but I doubt it because I never saw a pirate using one. The Sindrian Diktats should have the Gauss cannon in their shops.

The Storm Needler: It's a shame that this weapon is missing, because it's epic, but anyway the Sindrians should also have this available in their shops.

Standard Bomb Bay & Frag Bombs: Not that big of a deal that they can't be bought, because I'd personally never put them on a ship, but someone out there in the world is     probably a bomb fanatic.

Atropos-class Torpedos: These are awesome weapons, seriously, I'm a bit disappointed that you can't even find the fighter that carries this weapon.

Plasma Cannon: Also an awesome weapon, Never seen one in exerelin, really should appear in Tachyon stores.

High Intensity laser & Heavy pulse laser: Yes, I know these can be found in Sindrian Stores, but I find it odd that the Tachyons don't sell them also.

Ion Cannon: It's a shame that you can't find these. It serves to even further alienate the emp damage system (In which only the Tachyon Lance and Salamander MRM are the only other vanilla weapons to have EMP damage).

I think these are all the things that I could not at all find in the game after playing exerelin. The only cause I think would be the fact factions fleets & variants don't use any of the above ships/weapons, therefor not putting them in shops. I'd be great if you could fix these by the next release of Exerelin.

Edit: Now onto the ideas I had for this mod: (Note: I understand my ideas are pretty complex and some might not even be possible with the current api, but they still might be something to consider for the future.)

First off, I have noticed a pattern I have been doing in this mod, which is Mine for credits, buy a fleet, fight a few times, replace destroyed ships, fight some more, not have enough credits for ship replacements, mine for credits, buy a fleet, ect... It gets a bit repetitive, so I propose a solution: Station Ownership! It would be alot like owning a city in Mount and Blade. The station you own will give you credits every week based upon it's efficiency and how much supplies/fuel have been mined by it's mining fleets. If your station is constantly being attacked and it can't get mining fleets in/out, you will receive a much lower paycheck. Now, How do you own a station you ask, well it's simple, any station you take over personally automatically becomes yours (So by that token, you start out with a station owned by the start of the game), or alternatively, you can pay a fee (Probably a lot of credits, so much in fact that it is more economical to organize a boarding fleet and take over an enemy station) to personally own any of your factions current stations. This should provide a sustainable way to earn money without constantly resorting to mining.

Now, for the people who really like mining (for whatever reason) I propose a change to trade based on supply/demand. It is probably important to note that the next update will probably make this idea obsolete, but you never know, it might make the implementation even easier. Well, anyway, I propose that the price of weapons/supplies/fuel is dependent on the amount of the said resource at the station you are selling it to. For example, you want to buy one unit of supply from one station and sell it to another. Station A has 2000 supplies and is selling and buying it for 20 cred/unit, and station B has 100 supplies and is selling and buying it for 50 cred/unit. So to make a profit you'd Buy from station A and sell to station B, another benefit to this is you effectively distributed the supplies. This would make player logistic convoys a profitable and useful playstyle, it would also make you think about where you'd want to sell your mining stock.

This next one would be a pretty big change to how the game currently works, but I still think it's worth considering for future versions of the mod. Station construction: Factions will now have to construct stations around planets instead of simply taking pre placed abandoned stations over. This means that at the start of the game you'd start out with an  2 atlases and a 4000 thousand supplies and instead of finding a station to takeover, you'd find a suitable planet and sit on top of it with your fleet and the atlas and 4000 supplies would be consumed and a station would be built. After that your station would sent out it's own station construction fleets and attempt to build stations up to the maximum stations per star system set at the start of the game.

Also a pretty big change that ties in with the idea above. Station Assault: Now, when you go to a hostile station you'll have the choice to assault the station, in an attempt to destroy it. When you attempt to assault a station, it prompts you to deploy your fleet, in which you then fight the station and a task force of ships to defend the station. Stations would be immobile behemoths, with a deadly arsenal, seemingly impenetrable armor, and 360 omni shielding. Taking down one of these bad boys would cause the entire station to be destroyed, requiring a replacement to be built by a station construction fleet. This would hardly be as efficient as just boarding a station and taking it over, but destroying one would be a major blow to the economy and defense of the star system you're fighting. Your fleets and enemy fleets would occationally attempt to destroy stations themselves, but would usually be unsuccessful, it would probably take multiple attack fleets in a row to lower its CR enough to the point where the ai would take one over.

This one would be pretty useful and even could be implemented easily (probably, what do I know?). Buying Station form allies: This change would allow you to purchase a station from allied factions, obviously, solving the frustrating problem of that faction who owns one station in the star system you nearly have conquered. Provided the station ownership idea is implemented you'd also own the station you purchased, buy purchasing stations from allies would cost much more credits than purchasing station ownership form your own faction.

Finally, changes to faction relations: This change would do away with the prisoner thing that jut materializes at your storage facility and any faction accepts and gets happy about. Instead you'd raise faction relations with bribes. When you go to another factions station you'd have another option to choose: "Give Bribe". You'd then be prompted with three choices: small, medium, or large bribe, each for an amount of credits (decided later depending on what seems most balanced). Clicking one of these options would take away that amount of credits and also raise the faction's relation with you by an amount. This makes a whole lot more sense than the current prisoners.

Phew, that was alot of work. Let me know of what you think of these ideas, do you hate them, love them, think they were sort of good but you can't implement this because of X restriction? Well, anyway I'm going to grammar check this later because I'm exhausted, sorry any potential grammar Nazis that will be reading this.

~Spudcosmic
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on April 26, 2014, 04:12:16 PM
@spudcosmic

Hi, and welcome to the forums! So, you know how some weapons, ships and wings never appear in your faction's stations? Well, as far as I know, Exerelin doesn't always put every ship or weapon into the game. For example, I have played through my mod several times in Exerelin. However, 2 campaigns in the past have never spawned a Nova-class cruiser, as well as a few other items. Perhaps you should try playing the tri-tachyon agan to see what items you get. Materials can also be a limiting factor on how much content is produced, just to let you know.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: spudcosmic on April 26, 2014, 05:45:21 PM
@spudcosmic

Hi, and welcome to the forums! So, you know how some weapons, ships and wings never appear in your faction's stations? Well, as far as I know, Exerelin doesn't always put every ship or weapon into the game. For example, I have played through my mod several times in Exerelin. However, 2 campaigns in the past have never spawned a Nova-class cruiser, as well as a few other items. Perhaps you should try playing the tri-tachyon agan to see what items you get. Materials can also be a limiting factor on how much content is produced, just to let you know.

It just seems so weird because it has always had the ships that were in station fleets and weapons that were part of stock variants... is your Nova-class cruiser part of regular fleets the station deploys?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on April 26, 2014, 09:28:58 PM
Indeed it is. Fleets have 2-3 Nova-classes in my current playthrough. I now have all of the ships in my Omnifactory, which is really rare, but awesome.

Oh, and weapons are spawned in automatically through the .faction's ships' variants files as far as I know.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 26, 2014, 11:50:17 PM
@Zaphide:
So you tried ICE with Exerelin? Any tips for improving the faction (WIP 2 version)? How did they fare in auto-resolve?

I didn't play overly long with them (just enough to see how they go and try out all the ships), but some of the things you have been able to do with the AI is amazing :)

Probably my favorite fight was trying to take down a much larger ship with a couple of frigates. I also had one of the 'fission drill' frigates (I forget the name) which, right as I am struggling to pressure the larger enemy ship, comes out of nowhere and 'drills' straight through it! Great synergy :)

I did feel the Phantom fighter was a bit lackluster for it's cost; I was expecting more out of it I think, although it didn't really seem to want to stay on target that often so perhaps that was the issue.

Auto resolve seems OK; They tend to do well but generally the ICE ships seem to out-class an equivalent so I'm not sure how relevant that is in the grand scheme of things. One thing that is apparent is their CR regain and repair tend to take a lot of supplies, and so ICE fleets tend not to hang around as long as fleets from less-supply-intensive factions.

In the most recent DEV version I have changed things around a bit with the fleet resource cost and sizing's. It seems to work a bit better for the less regular factions such as ICE.

- SNIP (Lots of great feedback) -

Thanks spudcosmic for playing the mod and leaving your feedback :)

The latest DEV version has a re-shuffle of a large number of things. Some variants were missing from the fleet lists for certain factions (although mainly modded ones). This would have affected ship and weapon availability. I'll double check for Vanilla variants.

One thing to bear in mind is that is is random which ships/weapons appear in stores (and also, stores only hold onto a finite number of ships/weapons before replacing them).

 - The Trident and Longbow are indeed missing from TriTachyon; I'll add them in.
 - I'm fairly sure the Phaeton tanker is used by the Tri Tachyons?
 - The Prometheus isn't actually used by any faction, although I have been trying to decide who should get it :P I'm thinking TriTachyon
 - Gauss cannon should be available to the Hegemony (at least in the most recent DEV)
 - Unfortunately I don't think the Storm Needler is actually used by any Vanilla variants. I probably should create one so it appears...
 - Bomb bays I'm not sure about. They may not be on any of the variants I've included.
 - Atropos Torpedoes, these should appear for Tri Tachyon
 - Plasma Cannon, HI Laser and HP Laser should all appear for Tritachyon
 - Hmmm, I always seem to find Ion Cannons (RNG perhaps?)

Thanks for the ideas too! Station construction (and destruction) will eventually replace the current boarding mechanics. I'm toying round with the idea of having the factions own the planets/moons and then having the stations as a kind of 'presence in space' for that planet. As stations get abandoned/destroyed around a planet, the planet itself becomes open to takeover. Once a planet is taken over by a faction, that faction can then begin re-crewing/constructing stations of their own around that planet.

I'm not quite sure how to handle gas giants and un-inhabitable moons; perhaps they are just single outposted stations similar to now? Factions can build them if there is a resource need? i.e. low on fuel so we should build a station around this systems gas giant(s).

Currently there is no real supply/demand system, but I think I'll wait and see with what Alex puts together with the Trade update. I'm hoping I can use that to produce the kind of outcomes I'm hoping for :)

These can then feed into the faction relationships; "We need fuel but that faction controls the gas giant in this system, so we don't like them" type of thing. And yes, I was imagining a sort of demand/offer type structure, where you could make a demand (or offer) to another faction and they would respond appropriately. The current prisoner/agent thing is more of a hangover from previosu StarSector versions where you didn't have nearly as much modding options available :)

Hmm well many ideas!! Most of which a doable (at least, should be in the next StarSector update), it's just I don't really have the time to implement much at the moment :P I'll hopefully get time to look at the station constructing stuff next though, as that is unlikely to change too much in the next StarSector update :)

Anyway, thank you for the feedback :)

Indeed it is. Fleets have 2-3 Nova-classes in my current playthrough. I now have all of the ships in my Omnifactory, which is really rare, but awesome.

Oh, and weapons are spawned in automatically through the .faction's ships' variants files as far as I know.

Yep :) Although in the latest DEV this has changed slightly. Everything is now in data/config/exerelinFactionConfig/<factionId>.json.

By the way, I played the Citadel on one of long plays recently, really great fun! The faction has come a long way. They definitely have their own play style, fitting style and fleet styles now. Everything feels much more polished and balanced :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on April 27, 2014, 12:19:53 AM
Why thank you very much Mr.Zaphide! I would love to hear any finer details/criticism/opinions you might have sometime, thanks!  ;D

Btw, I have recently experienced the mining bug where you can't mine. I think I may habe experienced it after clicking on multiple asteroid targets, but not arriving at one. It seems that visting a station helps though, which is pretty easy.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Titann on April 27, 2014, 06:46:05 AM
I think download link doesnt work, or is it for me? can anyone upload to mediafire or something like that?

-nvm downloading it right now
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Sundog on April 27, 2014, 02:01:32 PM
Thanks for the feedback Zaphide :)
I'll take a close look at the Phantom. Glad to hear auto resolve works ok. I worry about that with how unconventional ICE ships are.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FlashFrozen on April 27, 2014, 02:52:03 PM
Why thank you very much Mr.Zaphide! I would love to hear any finer details/criticism/opinions you might have sometime, thanks!  ;D

Btw, I have recently experienced the mining bug where you can't mine. I think I may habe experienced it after clicking on multiple asteroid targets, but not arriving at one. It seems that visting a station helps though, which is pretty easy.

The mining thing happens to me plenty of times, I have no idea why, but I find that if you go to something that'll open a dialog box /star/station, it tends to clear it.



@Zaphide Juuust as a possibility, is it possible that the station constructors that make your storage facility/omnifactory make the station in a slightly larger orbit? I always find it overlapping my initial station here and there.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: HELMUT on April 27, 2014, 03:05:09 PM
I can confirm, sometimes you can't mine anymore, buying something at the station seems to resolve the problem to me.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 27, 2014, 03:52:22 PM
Thanks guys, yeah the mining bug is a pain :( I'll see if I can track that one down.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: LetsRetreat on April 27, 2014, 09:07:43 PM
Are faction respawns disabled? I haven't played this [most excellent] mod in a few months, and when I picked back up the other day I skipped straight to the dev build (because Blackrock is my jam).

I'm using the current DEV build, with a whole slew of Exerelin-approved factions added.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 27, 2014, 10:09:46 PM
Are faction respawns disabled? I haven't played this [most excellent] mod in a few months, and when I picked back up the other day I skipped straight to the dev build (because Blackrock is my jam).

I'm using the current DEV build, with a whole slew of Exerelin-approved factions added.
They are disabled in the current dev build.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on April 27, 2014, 10:58:38 PM
Are faction respawns disabled? I haven't played this [most excellent] mod in a few months, and when I picked back up the other day I skipped straight to the dev build (because Blackrock is my jam).

I'm using the current DEV build, with a whole slew of Exerelin-approved factions added.
They are disabled in the current dev build.

Yep they are disabled. In it's current state, things will break in weird ways if a faction tries to respawn :P so I have disabled it for the time being.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: LetsRetreat on April 28, 2014, 08:24:52 AM
Does this apply to the player faction as well? I made the mistake of straying too far from the nest (overconfident little birds just learning to fly) and my station was overrun before I make the trip home.

[Your faction] has been driven from Exerelin!

Wellllllllllll there went my dreams of galactic conquest! It did, however, make for some interesting gameplay.

All the factions have become neutral to me, and I've deemed it wise not to pick fights with them. I exist in their shadow, preying on pirate and rebel fleets. There is plenty of fuel and supplies to be had from mining and salvaging, but—without friendly stations to buy from— the limiting factor is crew. These have quickly become a precious resource, as they can only be gained through combat... which is also where you risk losing them. In this respect, losing a ship can be devastating. I've streamlined my fleet, focused more on survivability, and employed more hit and run tactics than ever before. There's a sense of importance that I've never felt before: the brave men that serve under me are the lifeblood of the fleet, and I hold their lives in my hand. Only together can we hope to carefully glean whatever crew and technology we can from our skirmishes and bring it back home. If you can even call it home; our lonely storage station is little more than temporary refuge. And so, in the shadow of giants, we eek out a humble, but determined existence. As long as we keep cleansing the system of pesky pirates and rebels, the mighty factions may never look closely enough to discover the powerful secret of the Omnifactory.

But I digress! Factionless existence is not the norm for this mod, so there's not much to take away from here. Figured I'd share the unexpected fun I had from "losing" the game.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lopunny Zen on April 28, 2014, 11:31:27 AM
is there a point where someon can fix that mining glitch.....eve the ai has it...you have to go back to a station go in it then out then back to the asteroid field and pray to the mighty gods it will have you mine....even WORSE when your in a hostile sector and it wont mine...i think this needs to be addressed as soon as possible.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: JDCollie on April 28, 2014, 12:00:47 PM
is there a point where someon can fix that mining glitch.....eve the ai has it...you have to go back to a station go in it then out then back to the asteroid field and pray to the mighty gods it will have you mine....even WORSE when your in a hostile sector and it wont mine...i think this needs to be addressed as soon as possible.
If you read the preceding posts, you'll see that the mod author has already stated that he is trying to fix that issue. Perhaps you could look at the code yourself and give him a hand?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on April 29, 2014, 11:02:24 AM
Frigate fleets and Exigency support in the newest build? Awesome.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 03, 2014, 06:39:18 PM
Just grabbed the current stable dev a few hours ago, and whenever I start a new game (after answering 2 questions about career history and choosing a ship, the following happens immediately as I initially spawn:

Code
692378 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/exipirated.json]
693047 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

EDIT: Okay, it seems to be caused by ASP, since I can have every other faction enabled and get the normal Exerelin campaign wizard and it doesn't crash when spawning everything.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on May 03, 2014, 09:08:10 PM
Just grabbed the current stable dev a few hours ago, and whenever I start a new game (after answering 2 questions about career history and choosing a ship, the following happens immediately as I initially spawn:
-- snip ---

Ah well that sounds like you are running a mod that replaces the CharacterCreationDialogPlugin, and that that mod title starts with an earlier letter than 'Ex' (for Exerelin). Which other mods are you running with?

StarSector loads mods in an alphabetical order, and will only load one (the first) CharacterCreationDialogPlugin. So, a mod you are running is loading it's own CharacterCreationDialogPlugin prior to Exerelin's, meaning you don't get the Exerelin game setup options, causing the crash.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 03, 2014, 09:09:18 PM
Different question: last time I played this I started with freighters and captured an initial station, now I don't, and while the game is telling me I am getting agents at my storage station, I can't find it, and my starter supplies and fuel are running out while I hyperspace from star to star trying to find it. Is there an easy way to find where my faction is and where my storage station is?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 03, 2014, 09:12:41 PM
Just grabbed the current stable dev a few hours ago, and whenever I start a new game (after answering 2 questions about career history and choosing a ship, the following happens immediately as I initially spawn:
-- snip ---

Ah well that sounds like you are running a mod that replaces the CharacterCreationDialogPlugin, and that that mod title starts with an earlier letter than 'Ex' (for Exerelin). Which other mods are you running with?

StarSector loads mods in an alphabetical order, and will only load one (the first) CharacterCreationDialogPlugin. So, a mod you are running is loading it's own CharacterCreationDialogPlugin prior to Exerelin's, meaning you don't get the Exerelin game setup options, causing the crash.

Yup, it was ASP Syndicate.

Edit, yup, it overrides data\scripts\plugins\CharacterCreationPluginImpl.java
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on May 03, 2014, 09:15:56 PM
Different question: last time I played this I started with freighters and captured an initial station, now I don't, and while the game is telling me I am getting agents at my storage station, I can't find it, and my starter supplies and fuel are running out while I hyperspace from star to star trying to find it. Is there an easy way to find where my faction is and where my storage station is?

Unfortunately no. The popup that appears after the new game is created should tell you which system your faction has as it's home and your storage station should be in there, along with your factions initial station(s).

Ideally you would start (and respawn) on one of your factions stations but after StarSector 0.62 I can't seem to get this to happen without causing all sorts of other problems :(
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 03, 2014, 09:37:52 PM
Different question: last time I played this I started with freighters and captured an initial station, now I don't, and while the game is telling me I am getting agents at my storage station, I can't find it, and my starter supplies and fuel are running out while I hyperspace from star to star trying to find it. Is there an easy way to find where my faction is and where my storage station is?

Unfortunately no. The popup that appears after the new game is created should tell you which system your faction has as it's home and your storage station should be in there, along with your factions initial station(s).

Ideally you would start (and respawn) on one of your factions stations but after StarSector 0.62 I can't seem to get this to happen without causing all sorts of other problems :(

Okay, I must have missed that popup about faction spawn the first time. I see it now. My storage station (and I assume Omnifactory?) are nowhere to be seen though.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on May 04, 2014, 11:47:13 AM
Okay, I must have missed that popup about faction spawn the first time. I see it now. My storage station (and I assume Omnifactory?) are nowhere to be seen though.
They're delivered to you by the Neutral superfreighters coming to the station.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 04, 2014, 03:41:52 PM
Okay, I must have missed that popup about faction spawn the first time. I see it now. My storage station (and I assume Omnifactory?) are nowhere to be seen though.
They're delivered to you by the Neutral superfreighters coming to the station.

After a certain amount of time or something? I looked around the system my faction spawned in and the only stations I saw were faction ones, no storage facility, I just assumed that by the time I actually got there it'd be ready.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on May 04, 2014, 03:47:48 PM
After a certain amount of time or something? I looked around the system my faction spawned in and the only stations I saw were faction ones, no storage facility, I just assumed that by the time I actually got there it'd be ready.
You didn't see any purple fleets flying around in your system or anything? Note that the Storage and Omnifactory are different colors from the factions.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 04, 2014, 05:45:07 PM
After a certain amount of time or something? I looked around the system my faction spawned in and the only stations I saw were faction ones, no storage facility, I just assumed that by the time I actually got there it'd be ready.
You didn't see any purple fleets flying around in your system or anything? Note that the Storage and Omnifactory are different colors from the factions.

Nope, haven't seen 'em. I went to my faction spawn station and held shift for like 15 minutes and didn't seen any neutral freighters show up. After a while I started seeing notices that agents and POWs were being delivered to it though.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on May 04, 2014, 06:10:50 PM
Nope, haven't seen 'em. I went to my faction spawn station and held shift for like 15 minutes and didn't seen any neutral freighters show up. After a while I started seeing notices that agents and POWs were being delivered to it though.
Huh, odd. Might be a bug. Might have to start over.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 04, 2014, 06:50:22 PM
Nope, haven't seen 'em. I went to my faction spawn station and held shift for like 15 minutes and didn't seen any neutral freighters show up. After a while I started seeing notices that agents and POWs were being delivered to it though.
Huh, odd. Might be a bug. Might have to start over.
It seems to happen every time.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 04, 2014, 07:04:17 PM
Disabled all addon factions. Now my faction spawn system has like half a dozen purple abandoned stations and my options are greyed out 'access strategic command' or 'leave' at all of them.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: JDCollie on May 04, 2014, 09:21:18 PM
Nope, haven't seen 'em. I went to my faction spawn station and held shift for like 15 minutes and didn't seen any neutral freighters show up. After a while I started seeing notices that agents and POWs were being delivered to it though.
Huh, odd. Might be a bug. Might have to start over.
My guess is that the bug is in where the station was spawned. If it didn't get stuck around the correct planet, it might take awhile to track the little bugger down.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on May 05, 2014, 05:11:57 AM
My guess is that the bug is in where the station was spawned. If it didn't get stuck around the correct planet, it might take awhile to track the little bugger down.

Yeah, made a small 1 system game, was able to find the neutral fleet and my station. Anything bigger and I never find them.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Protoman on May 09, 2014, 07:28:28 PM
I'm having an issue on capturing abandoned stations. Now I read the tip and it said I had to hover over it, but It doesn't seem to do anything really. It asks me to Access strategic command but I can't do that. Is there something I have to do I don't know about?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jerebaldo1 on May 09, 2014, 07:49:39 PM
Hi, I just downloaded this mod as it brings Starsector profoundly closer to the game's end-vision. I too am stymied by not being able to capture neutral outposts, despite having at least 1 marine, crew, needed supplies, and fuel...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on May 10, 2014, 06:24:10 AM
You need to hover over the station itself.  Click the station, exit out of the dialogue, click it again, exit out of that dialogue, and just hover over the station while the game does the work.  You'll need an Atlas, a troop-transport ship, marines and supplies to do that.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lopunny Zen on May 10, 2014, 09:28:28 PM
can someone make the antediluvians compatible until the owner works on the project more...i miss playing them...there so fun and unique....there like the zorg but cool and fair and fun....but yeah plz someone help make it work...or give me a code to make them work plz
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on May 10, 2014, 09:37:40 PM
AFAIK Eric Doe would not appreciate someone else updating his mod without his explicit permission. If you want to update the Ante. files on your end (but don't release them to the forum!), then by all means do so. Then you can play with them Exerelin all you want!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nimblewright on May 13, 2014, 08:20:16 PM
I've downloaded the most current versions of Blackrock and Exerelin along with a few other faction mods. I can load all the mods except for exerelin and it boots up just fine, however if I try to load exerelin up I get this error

Fatal: Ship hull variant or fighter wing with id: [brdy_locust_wing] not found!

I'm not sure what I'm doing wrong has anyone else had this occur while trying to run both blackrock and exerelin?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on May 13, 2014, 10:53:10 PM
Did you download the dev version of Exerelin? 0.632 is very outdated.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Ravencroft on May 20, 2014, 05:41:32 AM
Sadly can't get Citadel to work as a playable faction. It's installed correctly and there are no crashes but the faction doesn't appear as a choice.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on May 20, 2014, 07:06:04 AM
1. Do you have the updated version of both mods? Exerelin has a dev version with faction support for more recent mods. Additionally, Citadel comes with two files the user needs to replace in Exerelin, the citadeldefenders.faction (exerelin_0.632/data/world/factions) and the citadeldefenders.json (exerelin_0.632/data/config/exerelinFactionConfig).

2. In your exerelin_config.json, is "citadeldefenders" one of the factions listed in the  "builtInFactions" section at the botton?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Ravencroft on May 20, 2014, 08:21:59 AM
I am using the dev build and have tried doing what you have suggested. Sadly I just get a crash.

This is the error I get.
Code
5034 [Thread-5] INFO  com.fs.starfarer.loading.SpecStore  - Loading citadeldefenders faction
5042 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)

In exerelin_config.json "citadeldefenders" is NOT in builtinfactions but it IS in supportedmodfactions

PS, I greatly appreciate the help. Thank you.
PPS, updated this post with additional info in hope it will help.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Sunfire on May 20, 2014, 01:01:54 PM
I've been trying to play this ever awesome mod, however, as I believe someone said a few posts ago, when they ran the game without excerlin, everything worked, but plus excerlin, everything fails. I get a null error when I atempt to play with exerlin on. So yeah, that sucks a bunch. Any possible solutions?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on May 20, 2014, 03:29:07 PM
Could you post sone of the last lines of code detaling the null error please?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lopunny Zen on May 20, 2014, 04:53:16 PM
i cant seem to access the menus for this latest version
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on May 20, 2014, 11:31:22 PM
Sadly can't get Citadel to work as a playable faction. It's installed correctly and there are no crashes but the faction doesn't appear as a choice.

Hi Ravencroft,

As Foxer360 says, make sure you grab the latest version of the Citadel mod, and then grab the DEV version of Exerelin (link in the OP of this thread). Everything should just work without you needing to change anything. The latest Exerelin DEV made a lot of changes to faction integration, and I have updated it to support the latest Citadel release (unless Foxer has released something recently :P )

If that still doesn't work, then if you could post the full error message that would be mighty helpful :)

EDIT: Actually, it looks like Foxer has released another Citadel version. I'll check it out and make sure it works with Exerelin.

i cant seem to access the menus for this latest version

Hi Lopunny,

It's probably due to another mod overriding the CharacterCreationPlugin. Could you please list what mods you are running with? Cheers!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on May 20, 2014, 11:35:25 PM
(Hate to double post but hey... :P)

Unfortunately I don't have a lot of free time at the moment (for either modding or play) and so updates to Exerelin will probably be slow or non-existent for the near future :(

I have a few faction addition requests and some updates to existing supported factions which I will try and get to this week.

So, my apologies to those who are waiting on things to be added or if I am slow to respond on the forum!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Ravencroft on May 21, 2014, 12:00:56 AM
This is what I am running as stated in the launcher:
Exerelin 0.64 - Dev Version
Citadel 0.6b - Latest

When running these I don't get a crash but the Citadel faction is not selectable as playable.

In the Citadel zip there are additional files for the older version of Exerelin I believe. If I put them where they state I then get that crash. I can post the log if you wish but it seems redundant as it only comes up when using the incompatible versions.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on May 21, 2014, 12:15:05 AM
Wait, Citadel 0.6.3b?

Also, you mentioned that citadel is not one of the built in mods listed. Would that change anything if you added it to the built in list?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on May 21, 2014, 12:25:54 AM
This is what I am running as stated in the launcher:
Exerelin 0.64 - Dev Version
Citadel 0.6b - Latest

When running these I don't get a crash but the Citadel faction is not selectable as playable.

In the Citadel zip there are additional files for the older version of Exerelin I believe. If I put them where they state I then get that crash. I can post the log if you wish but it seems redundant as it only comes up when using the incompatible versions.

Yeah don't put those files in or it will crash :)

I think I probably just need to update Exerelin for the latest Citadel, Foxer must have changed something or other :P

Wait, Citadel 0.6.3b?

Also, you mentioned that citadel is not one of the built in mods listed. Would that change anything if you added it to the built in list?

Built-in is just for Vanilla factions i.e Hegemony (and it's only there in case you want to play Exerelin without them). The supported mod factions is where Citadel should be (and I think it is). As above, I suspect the problem is that the Citadel mod-specific class that Exerelin is using to check that Citadel is actually there may have changed between releases (or I set it up wrong initially, always a possibility). I will check it out as soon as I can :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on May 21, 2014, 02:13:30 PM
This is what I am running as stated in the launcher:
Exerelin 0.64 - Dev Version
Citadel 0.6b - Latest

When running these I don't get a crash but the Citadel faction is not selectable as playable.

In the Citadel zip there are additional files for the older version of Exerelin I believe. If I put them where they state I then get that crash. I can post the log if you wish but it seems redundant as it only comes up when using the incompatible versions.

Ravencroft, give the latest (as of last night) Exerelin DEV a go, it should fix the issue with the Citadel faction not showing up :) You shouldn't need to replace any additional files either.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Ravencroft on May 22, 2014, 12:07:12 AM
Deleted Citadel and Exerelin, downloaded lastest versions of both (Exerelin Dev) listed in the first post. Disabled all other mods and only running Exerelin, Citadel, ShaderLib and Lazylib.

Faction still doesn't show up.


I went to your bitbucket and downloaded the latest Master as the dev link in your first post is not the latest link.

Here is the Master I downloaded https://bitbucket.org/Zaphide/exerelin/get/master.zip

This build now has Citadel working in it. So using this the problem is solved.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on May 22, 2014, 03:21:02 AM
Deleted Citadel and Exerelin, downloaded lastest versions of both (Exerelin Dev) listed in the first post. Disabled all other mods and only running Exerelin, Citadel, ShaderLib and Lazylib.

Faction still doesn't show up.


I went to your bitbucket and downloaded the latest Master as the dev link in your first post is not the latest link.

Here is the Master I downloaded https://bitbucket.org/Zaphide/exerelin/get/master.zip

This build now has Citadel working in it. So using this the problem is solved.

Ah OK, my OP had a link to the specific commit.

Thanks, I've updated the OP with a more correct link :P
https://bitbucket.org/Zaphide/exerelin/get/master.zip (https://bitbucket.org/Zaphide/exerelin/get/master.zip)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Ravencroft on May 22, 2014, 09:11:07 AM
Glad I could help and glad you could help. You have done a damn good job so please keep it going.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Sunfire on May 23, 2014, 08:56:40 PM
It worked! Quick question, where did the omnifactory and storage station go?

Nevermind, though I didn't see them when the system was fully occupied, but maybe I am blind.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Golol on May 24, 2014, 05:36:01 AM
I need some help with the mod.
Right after starting out I only have a frigate (in videos I saw people starting with a small fleet, and I think remember it was that way when I tried exerelin some time ago) and I can't capture any stations the way it is described in the quick guide. Am I supposed to get bigger and bigger ships until I can "acces strategic command"? (the only option when I go to stations). There are barely any small fleets so i have no idea how I could build up.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Megas on May 24, 2014, 07:51:53 AM
Some of the station options are available only if you added points to the skills in the fifth apititude (scroll down below Industry).  I do not think they are worth the points if it interferes with your favored skill choices.

As for building up, it is hard because you very likely fight defense fleet-sized threats before you get all of the skills, equipment, and ships you want.  You need to play dirty and like a munchkin with overpowered ships.  (For Tri-Tachyon, Medusa and Paragon are good choices.)  Of course, if you can survive and repel the invaders, you will accumulate wealth and levels very fast.

Some tips:
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on May 24, 2014, 07:57:35 AM
You *should* start off with an Atlas, Valkyrie (or troop carrier of your faction), and the frigate you choose to start off with.  If you didn't, try making a new game - I've never run into the bug yet.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Golol on May 24, 2014, 08:00:36 AM
I tried it countless times. some other strange things are:
-when I generate the map I can only choose the option that factions won't respawn, although i don't know if that's a bug
-when the game starts it says "you start out in the system blabla, but when i click next nothing happens. when i click leave I am somewhere in the hyperspace with a frigate
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on May 24, 2014, 08:59:11 AM
Alright, so after some reading the text it gives you, you no longer start off with the ability to establish your own faction.  The text box that comes up when you start a new game gives you the system that your faction starts in.  Go to that system, find your Storage Facility, and go on as normal with the Mining Pods.

Was it that hard to try to go to the system that it told you in the text box?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on May 25, 2014, 02:03:29 AM
Regarding the 'starting with a frigate instead of a frigate+atlas+troop ship' I removed that in the DEV as it was causing headaches to code around various little scenarios that popped up just because the player didn't actually have an initial station. So, I removed that in order to keep things simple :)

Also, the respawn option (in the initial setup options) has been temporarily removed as it would cause all sorts of problems if that code ran :P

Going forward, it is likely I will remove the 5th faction skill tree (which will also remove the restrictions on some actions such as 'Strategic Command') . I mostly agree with Megas, and feel that the skill point sacrifices aren't really worth it. The whole thing never really worked as well as I hoped :(
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Golol on May 25, 2014, 09:07:08 AM
so i just have to go to the correct system and there i already have a faction?
good, because the uomoz game i played inbetween just left the early stage and from my point of view its barely different to usal starsector from that point on :D. now i can hopefully start an exerelin game.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Taverius on May 31, 2014, 10:11:17 AM
Going forward, it is likely I will remove the 5th faction skill tree (which will also remove the restrictions on some actions such as 'Strategic Command') . I mostly agree with Megas, and feel that the skill point sacrifices aren't really worth it. The whole thing never really worked as well as I hoped :(
I 'like' some of them, in the gameplay sense of having to invest into them to get all functionality and also gating some of it with player level, the problem with them is not only having less skill points for your favourites, but also less aptitude, which is killer.

Have you taken a look at the skill tree in SS+? Its really rather well done ... there's a lot of nifty stuff in SS+ and the skill tree is one of the best parts. To get round the fact that the level skills are balanced around less skills, on non-aptitude levels you get 3 skill points. To make sure you have to spread them, it removes Navigation and spreads its per-level bonuses to level5/10 bonuses spread around lots of other skills.

At the very least, you could merge Fleet Management into Command Experience, merge the two diplomacy skills, merge Fleet Deployment and Station Industry, and place it all under leadership.

P.S. Loltrino rebel stompfleets wut wut
(https://dl.dropboxusercontent.com/u/42665548/Starsector/Screenshot_3.png)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on May 31, 2014, 10:25:34 AM
Not really. Those are cargo drones that make up a lot of those fleets!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Taverius on May 31, 2014, 11:41:58 AM
Yeah, but it does have a fair few frigate drones, and there were 2 of those as soon as I started, before any defence fleets were formed.

Result: they were curbstomping my miners before they could leave to mine :D

Started a new game, which is going better, except figging nomads and tritach just setupup shop IN MAH PLANETS.

Btw, is it normal for my stations to be making a Higaran destroyer and Higaran PD weapons?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on May 31, 2014, 12:06:19 PM
Btw, is it normal for my stations to be making a Higaran destroyer and Higaran PD weapons?
It can happen. Things like auto fleets of your faction beating them up and bringing back their parts, or neutral traders bringing them.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lopunny Zen on June 04, 2014, 01:49:16 PM
is the Nomad Oasis available in this?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: The Sage on June 04, 2014, 04:40:50 PM
I think the ships using this mod would be better off with light blue.

What do you think?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on June 04, 2014, 04:51:39 PM
Huh? There are a lot of ships using light blue! Which ones?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: giacomo25 on June 10, 2014, 11:26:38 PM
I cant seem to take over abandoned stations even when i hover over them. when i dock with them i get 2 options leave or something about station command. Not sure what to do or what is wrong if anything at all. Maybe my fleet isnt big enough since i only have 1 ship and no marines
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on June 11, 2014, 02:06:13 AM
I cant seem to take over abandoned stations even when i hover over them. when i dock with them i get 2 options leave or something about station command. Not sure what to do or what is wrong if anything at all. Maybe my fleet isnt big enough since i only have 1 ship and no marines

In order to capture stations you will need a troop transport (Valkyrie for example), a super transport (Atlas or a faction specific version of it) and a huge amount of marines; at least more then stationed on that station.

Very important: You will lose these ships and all your marines after a successful capture.
If you run out of marines before you are able to capture the station bad things will happen to your fleet, similar to accidants caused by running out of supplies.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rambobrill on June 11, 2014, 04:36:22 AM
is there any chance that this mod gets the additional explosion and lightning effects that starsector plus and uomoz have? i just want to know cause i prefer this mod above the others.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on June 11, 2014, 04:46:15 AM
is there any chance that this mod gets the additional explosion and lightning effects that starsector plus and uomoz have? i just want to know cause i prefer this mod above the others.

Here you go, mate:
http://fractalsoftworks.com/forum/index.php?topic=7958.0
It's called shaderlib by Dark.Revenant.

PS: Try my mod with Exerelin, lots of fun if you like bioships and getting really close and personal.
Biomancy also works really well as an enemy faction.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rambobrill on June 11, 2014, 05:55:50 AM
to be honest..i cant see any differences. there are no distortion effects on shield impact , no distortion in blowing up small ships and no glow after the white flash when big ships explode. did i miss something?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on June 11, 2014, 06:05:17 AM
to be honest..i cant see any differences. there are no distortion effects on shield impact , no distortion in blowing up small ships and no glow after the white flash when big ships explode. did i miss something?
Did you check the box for shaderlib on startup?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rambobrill on June 11, 2014, 06:29:04 AM
yes i did. hmm thats wierd. i really have no clue.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tecrys on June 12, 2014, 07:49:07 AM
yes i did. hmm thats wierd. i really have no clue.

You should ask Dark.Revenant in the shaderlib thread about making it work with Exerelin.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rambobrill on June 14, 2014, 10:34:11 AM
HI

i want to ask if its possible to port the advanced explosions and lightning effects at ship destruction from starsector plus to exerelin. i already posted there and also talked to Dark.Revenant. he said that Zaphide is free to use his code. i hope you gonna make it happen. would be awesome.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Caiaphas_Cain on June 20, 2014, 09:15:11 AM
Hi, so I don't know if anyone else has been getting this, but personally, whenever I try to reload an Exerelin save, the little blue bar gets most of the way before it just quits and says that the game failed to load.  Anyone have any idea what's going on?
Title: Re: [0.54.1a] Exerelin - Dynamic System and Faction War - v0.58
Post by: doodeeda on June 20, 2014, 11:37:56 AM
I've had a second to take a look at this.

It's neat; the extended way you've generated and manage the System, alliances and all that is great.  It's a lot cleaner than my early attempts and certainly a lot more complete.

What files would I have to change to make my factions, weapons and other things fit into the mod's framework?  I'm rather interested in seeing what it's like to have a three-way war with the Glaug and seeing the bases change hands and so forth.

The main issue here is that what I've got is not a faction mod.  I basically built a TC but it's mainly concerned with completely starting over again, in terms of weapon balance and physics and a bunch of other core stuff; none of what I've got plays very nicely with others. 

What would I need to hack to get that done, and if I do it, can I release it?

Yeah I'm fairly happy with the approach. There's still a few bits here and there which aren't great but it's mainly because I haven't fixed them up and/or can't fix yet.

You will only run into issues if you rely on generators (as Exerelin overrides generators.csv) and any initial character stuff (as Exerelin overrides CharacterCreationPluginImpl.java). If you can avoid this, then you should be able to run the mods side by side. If you want to change these then you will need to merge the two mods.

Apart from those two, everything else should be fairly straightforward :) Exerelin only really changes the campaign level stuff.

Start from the factions not included version of Exerelin, as it has removed most of the extra assets (that you probably don't want):
 - Add your factions to ExerelinData.java
   - You can add it to the array of possibleFactions (remove the other factions if you don't want them)
   - Or you can add a check for a class from your mod to addModdedFactionsToList() and add the appropriate faction ID's if that class is loaded
 - Add your faction specific weapon sets to ExerelinUtils.getFactionWeapons()
  - If you don't, it will just add randoms
 - ExerelinUtils.isCapitalInFleet() checks for atlas-like ship specs for station takeover fleets so you may need to add your equivalents to that
 - There are a few of other methods at the bottom of ExerelinUtils to do with mining checks you may want to add more ship specs too
   - Depends on how much you are changing
 - Check ExerelinUtils.addRandomFactionShipsToCargo() in case you need to add exceptions to translate from ship spec to hull spec
  - There are some examples already in there
 - Finally, add the Exerelin specific fleets to your faction file
  - See the blackrock, bushi or hiigaran ones for the best examples

A while back I had Exerelin merged with Ironclads and it worked fairly well :)

Feel free to release it but maybe just credit :)

Haha beaten :P


This is what I would have to do if I wanted to have factions of Project Ironclads in Exerelin and play as one of those factions? Or is there another way now?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Plasmatic on June 20, 2014, 01:18:19 PM
So, after having been gone for a good while I just recently came back and I was trying to get this mod to work (with all the addon factions)

Game starts fine, but when I hit new game and after having chosen my ship and tech upgrades, the game crashes with a fatal null error soon as I hit the start game button on the tech tree screen.
The log shows the following:

Code
285626 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/exerelinFactionConfig/eleutheria.json]
285875 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Any idea's?

EDIT: After a little testing it seems ASP is the main culprit. it overrides Exerelines sector generation start (choosing number of systems etc) and with ASP loaded you just get the default start options..

All of the other mods seem to work fine. no crashes yet, but I haven't gotten far.

On a side note: How come you can't have factions respawn? Only option I get when starting a new game is "No, factions do not respawn"
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lolpingu on June 28, 2014, 07:14:27 AM
If possible, please consider implementing an option to order the construction of a ship at one of your stations.
One of the more frequent problems I've ran with when playing Exerelin is that you have no control over what ships your stations produce - it's a matter of luck. I've actually gone an entire in-game year doing tours between my faction's 10 stations and I haven't found a single Atlas (I'm allied with Hiigaraans, which have their own super freighter, which their stations didn't have either), neither have I found the Vatican Mk. IV, which is a ship included in the Project Valkyrie mod.
While not at all gamebreaking, it CAN get pretty tiresome if you go around looking for a specific ship and not finding it anywhere.
The solution to this would be to order a station to begin construction on a ship that's either A) A design belonging to your faction or B) A design belonging to a faction whose station you've managed to seize.
Obviously, placing a priority order for the construction of a ship would cost a premium, I'd say roughly x1.5 the price of the ship (which would make ordering the construction of capital ships and such very, very expensive) 
Although perhaps this is something that will be implemented into the base game in time.

On a different note, I hope Alex implements some sort of "renown" or "infamy" system that dictates the willingness of hostile factions to engage in combat with you.
If you slaughter several large fleets of a certain faction, they should be unwilling to fight you even if their total fleet value is higher than yours.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on June 28, 2014, 07:49:29 AM
You do know if you have the Omnifactory enabled, you can get one copy of your ship and get infinite versions of it after...?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lolpingu on June 28, 2014, 08:27:36 AM
You do know if you have the Omnifactory enabled, you can get one copy of your ship and get infinite versions of it after...?


Obviously.
However, that DOESN'T solve the problem that sometimes, a particular ship doesn't appear AT ALL. That's the problem here.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on June 28, 2014, 08:30:09 AM
Then it's probably not even in the faction file.  Add it.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lolpingu on June 28, 2014, 12:13:42 PM
Then it's probably not even in the faction file.  Add it.


It most certainly is, seeing as I've seen my own faction's fleets using it.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on July 01, 2014, 11:39:41 PM
While it isn't exactly what Exerelin was intended to be, I enjoy playing it as a "Catch em all" mod. Gotta collect all the weapons and ships to hoard them!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: joe130794 on July 12, 2014, 12:42:22 PM
i get a fatal:null error while playing and im not sure why.
i have exerelin 0.64
citadel 0.6b
hiigarans 1.1
imperial federation 1.27
lazylib 1.8
neutrino 1.75
patrians 1.1
gedune 1.51
mayorate 0.6
valkyrians 1.3
shaderlib 1.6 and
zorg v18

im not sure why the error pops up but it is while playing and not straight away
any suggestions
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Thargaed on July 13, 2014, 08:29:42 AM
hello
i have one question was the start of the game with this mod changed?
Because in all the videos i have watched on youtube all factions start with a fleet to take over 1 station.
But for me i start only with my frigate in the middle of nowhere and all stations are already claimed by others factions including mine.

i have starsector 0.6.2.a.
latest exerelin version

Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on July 13, 2014, 11:10:00 AM
hello
i have one question was the start of the game with this mod changed?
Because in all the videos i have watched on youtube all factions start with a fleet to take over 1 station.
But for me i start only with my frigate in the middle of nowhere and all stations are already claimed by others factions including mine.

i have starsector 0.6.2.a.
latest exerelin version


It was changed to start with a minimum of one station. You are told where it is in the first popup message when you start.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lakis on July 13, 2014, 02:38:14 PM
Vi: Spoilered to save space
Spoiler
i get a fatal:null error while playing and im not sure why.
i have exerelin 0.64
citadel 0.6b
hiigarans 1.1
imperial federation 1.27
lazylib 1.8
neutrino 1.75
patrians 1.1
gedune 1.51
mayorate 0.6
valkyrians 1.3
shaderlib 1.6 and
zorg v18

im not sure why the error pops up but it is while playing and not straight away
any suggestions
[close]

Imperial federation?

I'm pretty sure you meant Interstellar Federation, in anycase, that might be the cause.

The mod itself has only barebones support for 0.6.# of Starsector and since the factions must be installed separately from Exerelin... There's not much that Zaphide can do to fix the issue from the faction without splitting what little time they likely have between their own two - Three maybe? - Mods and slowing their own development plans.

I would remove factions and, through method of elimination, figure out what faction could possibly be causing the issue and report it on that factions respective forum topic, though that's just me. ^^
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Griffinhart on July 17, 2014, 02:35:07 PM
Muckin' around in space when I got a crash.

Fatal: Ship hull variant [ilk_esfahan_assault] not found!

Anyone know which faction that is? I don't recognize it.

-- Griffinhart
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Nanao-kun on July 17, 2014, 02:38:55 PM
Muckin' around in space when I got a crash.

Fatal: Ship hull variant [ilk_esfahan_assault] not found!

Anyone know which faction that is? I don't recognize it.

-- Griffinhart
Mayorate I believe.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Griffinhart on July 17, 2014, 03:00:53 PM
Grmph. No esfahan hull or variant in the Mayorate_v0.7_no_music archive.

ETA: Looks like Mayorate 0.7 removed the esfahan hull and all variants. Exerelin needs to remove its own references to that hull. Offending lines are in data/config/exerelinFactionConfig/mayorate.json, lines 51 and 59.

(There may be more; all I did was grep my entire mod directory for references to "esfahan".)

ETA2: data/config/exerelinFactionConfig/mayorate.json line 53 needs its reference to ilk_reaver_wing removed, as Mayorate 0.7 has removed that fighter.

ETA3: data/config/exerelinFactionConfig/valkyrian.json line 55 needs its reference to valk_ancord_hcorv_wing removed. (Or maybe changed to valk_ancord_H-bomber_wing? Not sure, I don't fly Valkyrian.)

ETA4: "Fatal: Fleet id [exerelinEliteFleet] not found for faction [neutrinocorp]" when I tried to level up Fleet Deployment to 10.

-- Griffinhart
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: kazi on July 17, 2014, 11:48:08 PM
I heard that the latest Mayorate update is causing crashes due to my removal of a couple ships.

There is a simple fix however - copy/pasting the Mayorate.faction file from Mayorate/data/world/factions to Exerelin/data/world/factions (overwrite Exerelin's copy) will restore Exerelin compatibility for the latest version.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: dogamusprime on July 19, 2014, 03:05:37 AM
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.findStack(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
   at exerelin.commandQueue.CommandAddCargo.executeCommand(CommandAddCargo.java:24)
   at exerelin.commandQueue.CommandQueue.advance(CommandQueue.java:37)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


I'm currently running:

Blackrock .65
citadel .6b
console commands 2.0 wip 7
exerelin .64 (latest dev as of postdate)
Interstellar fed. 1.27
Junk pirates 1.7
kadur 1.1.7b
lazylib 1.9
p9 colony .37
patrian v1
batavia v8
shadowyards .4.4a
mayorate .7
nomads 1.0
T.U.P. v7c
Valks 1.3c
shaderlib 1.66
zorg v18

I know that's a long list but, does anyone have any ideas?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Red5x5 on July 21, 2014, 06:42:10 PM
I also had to remove Mayorate.  :-[
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: kazi on July 22, 2014, 05:36:57 PM
I also had to remove Mayorate.  :-[

Read my above post. I can confirm that fix restores compatibility.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: HavenLife on July 23, 2014, 11:12:40 AM
I also had to remove Mayorate.  :-[

Read my above post. I can confirm that fix restores compatibility.

I downloaded the most recent "Stable DEV" version of Exerelin, considering that the other download link is crossed out and listed as Outdated for some reason. Furthermore, I got the most recent Mayorate download.

I performed the fix that you suggested. However, there was no Mayorate.faction file within the exerelin folder to replace (Though there was of course mayorate.faction in your mod to copy-paste into the exerelin folder, which I did do). In fact, only Abandoned, Elder, Gedune_Drone, Neutral, Player and Rebel were in the Zaphide-exerelin-cd1fa3f63c60\data\world\factions folder. This did not fix the problem at all for me, I am getting the same errors.

Did I do something wrong? That all seems weird ;c
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: kazi on July 23, 2014, 01:30:39 PM
Ok after doing a bit of experimentation, it appears that the fix I listed above only works for 0.632. Haven't really kept up with Exerelin as much as I should have lately, so I assumed that the same old fix from before would work for the most recent version. It doesn't.

However, after doing a bit of experimentation, I've fixed the error for the new Exerelin version as well. Works for me, but I haven't tested it extensively. Let me know if you still run into issues.

For the new "Dev" version:
Copy this mayorate.json file (http://www.mediafire.com/view/r7gr28x9lpsrcmq/mayorate.json) to exerelin's /data/config/exerelinFactionConfig folder. Overwrite the old one. Play Exerelin as usual.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: ValkyriaL on July 23, 2014, 02:05:16 PM
considering exerelin isn't being updated for whatever reason, prob vacation or burnt out, there are only so much we modders can do, my next update will probably completely break compatibility, no overwriting faction files there. =/
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: HavenLife on July 24, 2014, 02:05:57 AM
Ok after doing a bit of experimentation, it appears that the fix I listed above only works for 0.632. Haven't really kept up with Exerelin as much as I should have lately, so I assumed that the same old fix from before would work for the most recent version. It doesn't.

However, after doing a bit of experimentation, I've fixed the error for the new Exerelin version as well. Works for me, but I haven't tested it extensively. Let me know if you still run into issues.

For the new "Dev" version:
Copy this mayorate.json file (http://www.mediafire.com/view/r7gr28x9lpsrcmq/mayorate.json) to exerelin's /data/config/exerelinFactionConfig folder. Overwrite the old one. Play Exerelin as usual.

This fix is effective. Thank you.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: jacksonsp117 on July 24, 2014, 02:09:59 AM
I bought the game, I downloaded the mod, and took the mod folder, unzipped it, and dropped it into my mods folder in starsector, I also did the same to lazylib, turned them on, and When I lunch the game I have everything from the amount of systems to asteroids and factions but when I click "Start game" I only spawn with a solo ship. The one I select in the menu. No troop transport or combat ship... Just my only ship. I need help URL's and advice please!!!!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: kazi on July 24, 2014, 11:55:33 AM
Things have changed a bit. Go to whichever system it says your faction started in, and you'll already have a base set up. Buy the mining drones asap and start mining by hovering over asteroids.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: jacksonsp117 on July 24, 2014, 08:39:34 PM
Things have changed a bit. Go to whichever system it says your faction started in, and you'll already have a base set up. Buy the mining drones asap and start mining by hovering over asteroids.

I head to each station (The one matching my color) and either there are no ships or capital ships. No mining drones. I headed to the stating sector it tells me.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: jacksonsp117 on July 24, 2014, 09:29:06 PM
I fixed it, BTW thanks for the help!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: HavenLife on July 25, 2014, 02:23:12 PM
Things have changed a bit. Go to whichever system it says your faction started in, and you'll already have a base set up. Buy the mining drones asap and start mining by hovering over asteroids.

Haha, unless you use the Neutrino Corp and start with the drone with 2 medium DarkMatter Emitter weapon things. I killed a fleet of 20 mayorate frigates with 1 of those drones, and an EMP drone.

._.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Griffinhart on July 25, 2014, 10:28:59 PM
Things have changed a bit. Go to whichever system it says your faction started in, and you'll already have a base set up. Buy the mining drones asap and start mining by hovering over asteroids.

Haha, unless you use the Neutrino Corp and start with the drone with 2 medium DarkMatter Emitter weapon things. I killed a fleet of 20 mayorate frigates with 1 of those drones, and an EMP drone.

._.

Interstellar Federation x Neutrino Corp O(T)P. Nothing quite like an Unsung streaking into the middle of a fight and bringing six Cains to bear.

-- Griffinhart
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: FasterThanSleepyfish on July 25, 2014, 10:38:04 PM
Nothing said "roflstomp" like an unsung with 6 Hadron Colliders. One shotted every single ship in the game, except for maybe the paragon or another unsung.

Some of the factions like the Bushi, Hiigaran Descendants, Neutrino and maybe BR usually are not good enemies. Although I have seen quite a few campaigns where the Hegemony/Tri-Tachyon have squished everyone with carrier fleets. I hate those campaigns...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Griffinhart on July 25, 2014, 10:52:08 PM
Nothing said "roflstomp" like an unsung with 6 Hadron Colliders.

Mh. It's a solid strike setup but it lacks staying power and sustained damage output, due to low ammo count and the charge time. Meanwhile, if you mount six Cains in a single group and set the group to auto, you don't have to worry about charge times or aiming, and you have significantly more ammo to play with.

ETA: Oh, and you can decimate carrier fleets with PD ships. Mount Thunderchiefs.

(My favorite anti-carrier fleet setup is a Titan with Cains in the large, Thunderchiefs in the mids, and Railguns in the smalls. It's arguably a better brawler than the Unsung - you lose three Cains' worth of alpha, but you have much better PD, significantly better shield coverage, and an unholy amount of mobility thanks to the Hadron Transporter ship ability.)

-- Griffinhart
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: PCCL on July 26, 2014, 10:41:19 PM
playing this with all stock ships, mid January most of the ships in our faction (Sidrian) are gemini, and fleets would have 20-25 of them

is this normal?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: biotic on July 28, 2014, 11:36:01 AM
Can anyone help me, i have issues with the mod... cant play more then 5 minutes at a time ... errors after errors .

And i dont understand why.

Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rath on August 19, 2014, 07:04:37 PM
Really enjoying Exerelin, thank you Zaph!

Is there any reason why a storage station and omnifactory no longer spawn? Played for hours and the ships never came to build them like they used to, and I don't see an option to build them in the fleet skills.

Thanks in advance.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Lopunny Zen on August 19, 2014, 07:08:37 PM
168417 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 642.49 MB of texture data so far
168418 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/exerelin/backgrounds/greenwhite_background1.jpg (using cast)
263621 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: [ms_kobold_wing] is not a valid fighter wing id
java.lang.RuntimeException: [ms_kobold_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at exerelin.utilities.ExerelinUtilsCargo.addFactionVariantsToCargo(ExerelinUtilsCargo.java:101)
   at exerelin.fleets.LogisticsConvoyFleet$1.run(LogisticsConvoyFleet.java:100)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

Who has a Kobald Wing?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on August 19, 2014, 07:13:55 PM
Really enjoying Exerelin, thank you Zaph!

Is there any reason why a storage station and omnifactory no longer spawn? Played for hours and the ships never came to build them like they used to, and I don't see an option to build them in the fleet skills.

Thanks in advance.

You've got to find the original system where your faction starts off in (the game should tell you at the very start), and somewhere among all the planets should be the Omnifactory (if you've chosen to enable it) and your Storage Facility.

@Lolpunny Zen
Sorry, don't have the time to find it for you at the moment, but look through the factions you have enabled.  Sounds like it might be Shadowyards.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rath on August 19, 2014, 11:12:06 PM
Should the storage/omni be there right away or take a while? I started a new game, went to the starting system, and still didn't see them.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Erick Doe on August 20, 2014, 02:49:53 AM
Should the storage/omni be there right away or take a while? I started a new game, went to the starting system, and still didn't see them.
It takes a while to be delivered.


Who has a Kobald Wing?
Kobold wing is from the Shadowyards mod. You might want to disable the mod or ask MShadowy how to fix it.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rath on August 20, 2014, 04:50:35 AM
Played for 4 hours, went to every system, no omni/storage. Did I break something?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CrashToDesktop on August 20, 2014, 06:17:45 AM
Played for 4 hours, went to every system, no omni/storage. Did I break something?
Did you stay in each system long enough for the (rather slow) Neutral Station Construction Convoy to reach any of the planets?  When you enter a system, wait a minute for so and then try to find a purple-ish fleet somewhere.

Also, there's always the possibility that you didn't enable the Omnifactory at the very start.

Kobold wing is from the Shadowyards mod. You might want to disable the mod or ask MShadowy how to fix it.
That can pretty easily be fixed by editing the .json file for Shadowyards located in "data/config/exerelinFactionConfig".  In there should be "shadow_industry.json" - open it up with any text editor and find the Kobold wing.  From there you can either get rid of the wing, or (what I'd suggest you do) edit it so the Kobald wing has the proper name.
(oddly enough, "ms_kobold_wing" should be the proper name - it's fine in the code)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rath on August 23, 2014, 04:10:00 PM
FIXED!

I reinstalled Starsector, Exerelin, and all of the Factions. Now the Storage and Omni Factory are spawning properly.

One thing I did notice though in my first game since reinstalling (all of the starting parameters maxxed) is that the Storage/Omni didn't spawn in the system that my faction started in. In the first case so far, it spawned in the Exerelin system even though it said my faction started in another system. Could be because I picked "Fully" for the "how populated is the exerelin system" - but in that case I might have misunderstood that parameter. Does selecting Fully for that mean it is populated by YOUR faction? OR does it just mean that system starts with the maximum amount of planets/stations per your starting parameter choices? Otherwise, it could just have been because my faction took over a station in Exerelin just as the Storage/Omni fleet was generated and it picked that station.

Either way, working great - such an awesome mod!

Running great even with all the starting parameters maxxed (24 systems with the highest possible parameters) - on a custom gaming rig running Java7 64 bit and Starsector set to use 512mb to 4g RAM.

Edit: I don't recommend playing with all 24 systems and maxxed parameters... it takes a very long time to load a save!

Back to conquering the universe!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Noxxys on August 24, 2014, 10:57:18 AM
I just started and joined the Hegemony. I went to the starting system of my faction. There are a couple of abandoned stations but I can't capture them by clicking on them or hovering above them. According to the guide, they are supposed to be captured immediately. What am I doing wrong?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rath on August 24, 2014, 08:05:51 PM
Your faction should start with a few stations in the system that it says in the first window that pops up when you initially start that game seed. After that, your faction will send fleets to capture other stations on its own. Otherwise, you have to do it manually with a transport ship and lots of marines/supplies. I'm not really sure how it prioritizes which stations to pick, and there may be a way to influence it with the faction perks (scroll to the bottom of the character window).

Someone with more knowledge on Exerelin could tell you more of course, as I have only recently gotten into it.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jeff on August 25, 2014, 04:44:45 PM
I just started and joined the Hegemony. I went to the starting system of my faction. There are a couple of abandoned stations but I can't capture them by clicking on them or hovering above them. According to the guide, they are supposed to be captured immediately. What am I doing wrong?

That hasn't been updated, if you're playing the more recent versions you don't spawn with the freighters and transports anymore, you'll have to buy them (and the supplies and marines) to capture stations. Your faction will likely have expanded on its own a bit before you're able to cap stations yourself.
Title: Only starting with one ship, I can't capture a starbase.
Post by: JMPDeluxe on August 26, 2014, 06:04:27 AM
Hey people,

When using the mod I always start with only one ship, no transport. So there is no way for me to actually capture a starbase. I've reinstalled the mod severall times. The issue is still excisting.

Did anyone have the same issue and found a way to solve it?

Greetings :)

JMP
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: PCCL on August 26, 2014, 06:10:08 AM
check your msg log on start, it should tell you where your people settled in and you're supposed to meet them there
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Noxxys on August 27, 2014, 01:25:39 PM
Thanks for the answer. How to know how many marines and supplies I need to capture the base?

Also I've noticed what seems to be a bug: if I have 1 "Mining pod standard wing" I can mine without problems, but I have 2 of these wings in my fleet, mining doesn't work anymore.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Rath on August 27, 2014, 04:03:09 PM
Noxx, the mining issue you are having is an interface bug I think. If you go back to a station (and open the interface with it) then go back to the asteroid it should work again.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Azureus on August 29, 2014, 04:43:26 AM
Hello everyone, i just got an error report while playing as the hiigaran descendants, when i tried to upgrade my fleet deployment to level 10 it gave me this:
Spoiler
java.lang.RuntimeException: Fleet id [exerelinEliteFleet] not found for faction [hiigaran_descendants]
   at com.fs.starfarer.loading.oOoO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at exerelin.EventAddObjectToStorage.addEliteShipToStorage(EventAddObjectToStorage.java:86)
   at exerelin.SectorEventManager.triggerEvent(SectorEventManager.java:61)
   at exerelin.skills.scripts.FleetDeploymentPerk1.apply(FleetDeploymentPerk1.java:13)
   at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
   at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
   at com.fs.starfarer.coreui.oOoo.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOoo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Does anyone know what i did wrong or how to fix this?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Noxxys on August 30, 2014, 02:07:01 AM
Noxx, the mining issue you are having is an interface bug I think. If you go back to a station (and open the interface with it) then go back to the asteroid it should work again.

It happened with only one mining wing too, so you're probably right. Thanks.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Jc on September 10, 2014, 10:50:27 AM
Get an error in Exerelin newest dev version as of 9-10-2014

Code
Fatal:Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]

Code
64229 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]
java.lang.RuntimeException: Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]
at com.fs.starfarer.loading.oOoO.?0000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
at exerelin.EventAddObjectToStorage.addEliteShipToStorage(EventAddObjectToStorage.java:86)
at exerelin.SectorEventManager.triggerEvent(SectorEventManager.java:61)
at exerelin.skills.scripts.FleetDeploymentPerk1.apply(FleetDeploymentPerk1.java:13)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.coreui.oOoo.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.oOoo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.E.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O0OO.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.public.processInput(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.??00(Unknown Source)
at com.fs.oOOO.A.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

There are 2 different files I've been looking into
blackrock_driveyards.json and blackrock_driveyards.faction

neither of them mention anything about eleite fleets.

Im not sure if this is a bug on exerelin side or if its a bug on blackrock side.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Setuna on September 17, 2014, 02:46:01 PM
Hey, new to modding star sector (actually bought the game last night) but after installing the space seems very empty? I spawn in hyperspace and then space seems very empty, I don't get the early life selection screens and I can't buy ships from my faction from my faction's stations.

Help would be greatly appreciated
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on September 18, 2014, 03:37:51 AM
Hey, new to modding star sector (actually bought the game last night) but after installing the space seems very empty? I spawn in hyperspace and then space seems very empty, I don't get the early life selection screens and I can't buy ships from my faction from my faction's stations.

Help would be greatly appreciated

Hi Setuna,

Did you grab the latest DEV version from the link in the OP? If not, please use that version. The current stable is terribly out of date (my fault) but I have spruced up the DEV version in the last week or two:
https://bitbucket.org/Zaphide/exerelin/get/master.zip (https://bitbucket.org/Zaphide/exerelin/get/master.zip)

The initial questions are just to generate the galaxy to play in; to start, I would suggest 4 or less systems, and generally the lower end of the other options. Larger games require exponentially more hardware and can get fairly slow (depending on your PC).

------------

Well this seems like as good a time as any to give a bit more info on the mod's status :)

Firstly, I would like to apologize for not keeping this mod up to date, or being around the forums much. The project at work I have been involved with for the last year has pretty much been in crunch time for a number of months and I did not really have the desire to do _more_ technical work :P

However!

I now find I have a little bit more time (enough to play StarSector again) and will be releasing a updated version of Exerelin in the near future. Some of the updates to existing mods and new mods that have come out are amazing. I am also really looking forward to the next version of StarSector (Alex's blog posts have heightened my interest again) :)

------------

If anyone does wish to play the DEV version of Exerelin (I'll try my best and keep it save-compatible from now till release) note that there are a number of changes. I'll re-iterate these when I release next but for the time being:

Main Change - Influence
Influence is a new mechanic that keeps track of your personal relationship with a faction based on actions you do. Once you reach certain levels of influence with a faction you can trade, join the faction and get access to larger and larger ships. At the moment you raise your influence with factions by destroying pirates/rebels in systems, and destroying enemies of factions. Influence is added per ship kill. Influence mainly replaces the Exerelin Faction skills. I didn't think they ended up working that well, and possibly needlessly complicated things.

Visiting a factions stations will display your influence with that faction.

You can now also start the game unaligned from any factions but this is a fairly brutal start. You start with influence lower than able to trade with anyone. You can still start aligned to a faction. You will gain influence twice as fast with a faction you have joined.

You can now also leave a faction. This resets your influence with that faction to 0. You can have different levels of influence with different factions. You lose influence with a faction if you destroy their ships (at half the rate it is gained).

Your unaligned relationships with factions is separate. Upon joining a faction, you take on that factions enemies and allies. If you then leave that faction you will retain your original personal relationships with other factions. If you are unaligned and at war with a faction you can spend credits to revert back to peaceful. This costs increasingly more the lower your influence with the faction.

Other Changes (DEV):
 - High value prisoners now drop from battles
  - Can be traded for credits
  - If you are in a faction, can be used to increase relationships between factions
 - A small number of crew now drop from battles
 - Saboteurs(110) and agents(80) (both usable against enemy factions stations) are now only available when in a faction and influence is high enough
 - Access to purchase Destroyers (40), Fighters (50), Cruisers(100) and Capitals(150) are restricted by influence level
 - Fixed compatibilities with a large number of mods
  - Upon starting/loading a game, Exerelin will warn (via a message) if mods are out of sync
 - Each station has a personal storage and hanger usable by the player
  - You will need an influence level high enough (25) to access
 - Changing a stations battle stance requires 80 influence, and must be part of faction
 - Accessing NPC fleet purchasing requires 110 influence, and must be part of faction

Anyways, if anyone feels brave enough to give the DEV a go, please leave any feedback :) I will (hopefully) be updating the OP in the next few days as it has become woefully out of date...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Tartiflette on September 18, 2014, 03:47:40 AM
This is GREAT news! Glad to see you around again. I'll try that tonight for sure.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CopperCoyote on September 18, 2014, 09:14:36 AM
I'm trying the dev version with no faction mods installed, and only Lazylib 1.9 and leading pip.

I started a new game with 2 systems and the rest are the smallest option on each choice and no omnifac.
Chose to be in tri-tach
Go to my home system and see pirates have all kinds of tech level combinations (yay)
Go to my station and see all the neat new options (yay)
Go to a non-captured station and get a fatal:null (sad)

Spoiler
java.lang.NullPointerException
   at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.displayStati onStatus(ExerelinOrbitalStationInteractionDialogPluginImpl.java:660)
   at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.optionSelect ed(ExerelinOrbitalStationInteractionDialogPluginImpl.java:119)
   at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.init(ExerelinOrbitalStationInteractionDialogPluginImpl.java:93)
   at com.fs.starfarer.ui.O0OO.interface.Öõo000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

--
Not sure if this is even the right error. It is however the last one on the list so it's probably it.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on September 18, 2014, 02:26:19 PM
I'm trying the dev version with no faction mods installed, and only Lazylib 1.9 and leading pip.

I started a new game with 2 systems and the rest are the smallest option on each choice and no omnifac.
Chose to be in tri-tach
Go to my home system and see pirates have all kinds of tech level combinations (yay)
Go to my station and see all the neat new options (yay)
Go to a non-captured station and get a fatal:null (sad)

Spoiler
java.lang.NullPointerException
   at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.displayStati onStatus(ExerelinOrbitalStationInteractionDialogPluginImpl.java:660)
   at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.optionSelect ed(ExerelinOrbitalStationInteractionDialogPluginImpl.java:119)
   at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.init(ExerelinOrbitalStationInteractionDialogPluginImpl.java:93)
   at com.fs.starfarer.ui.O0OO.interface.Öõo000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

--
Not sure if this is even the right error. It is however the last one on the list so it's probably it.

Ah thank you :) I have fixed that now. You can re-download the DEV to get the fix (it will be save compatible).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CopperCoyote on September 18, 2014, 04:37:49 PM
I have 2 new error messages. The first was with last dev as i was trying to load a game. The second is with the new on when i looked at my personal storage station.

Spoiler
com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on September 18, 2014, 04:57:28 PM
I have 2 new error messages. The first was with last dev as i was trying to load a game. The second is with the new on when i looked at my personal storage station.

Spoiler
com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.newsuper.super(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]

Hmmm there is only 1 error there?

I'll probably remove the personal storage station for new games now that you can use every station as a personal storage (provided you meet the influence requirement), but I'll see if I can fix it for existing saved games :)

I'll likely also set the OmniFactory (by default) to require supplies to produce anything; it feels a bit 'against the grain' to have the OmniFactory just pump out copies of an item with only the cash outlay.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: CopperCoyote on September 18, 2014, 05:14:52 PM
I personally don't mind needing to make a new save because i'm like 15 minutes in and mostly spent all that time fleeing larger pirate fleets. I realize some people have spent tens or hundreds of hours with one save though.

Unless it'll break saves i'd also like to suggest making the total number of ships per tier lower, and reducing the percentage of the stacks of weapons to .2. That way you don't need to feed it continually because it maxes out swiftly. If you don't want to or can't to preserve saves will it break anything if i change it to be like that?

Also to my novice eyes that looked like 2 errors. Sorry bout the confusion. I just grabbed everything after the last error. I don't know which it's mad about then.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Zaphide on September 19, 2014, 05:32:45 AM
I personally don't mind needing to make a new save because i'm like 15 minutes in and mostly spent all that time fleeing larger pirate fleets. I realize some people have spent tens or hundreds of hours with one save though.

Unless it'll break saves i'd also like to suggest making the total number of ships per tier lower, and reducing the percentage of the stacks of weapons to .2. That way you don't need to feed it continually because it maxes out swiftly. If you don't want to or can't to preserve saves will it break anything if i change it to be like that?

Also to my novice eyes that looked like 2 errors. Sorry bout the confusion. I just grabbed everything after the last error. I don't know which it's mad about then.

It shouldn't break saves; I believe the OmniFactory reloads settings each time you start or load a game.

re. the error, yeah I'll see if I can reproduce. Thanks for the feedback :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.632
Post by: Aklyon on September 19, 2014, 07:31:00 AM
I'd rather default to needing supplies than having smaller stacks of weapons, although assuming you can change the settings like the normal ominfactory I'd probably adjust them anyway before I go do things. :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.64
Post by: Zaphide on September 19, 2014, 10:16:12 PM
OK, update time :)

Exerelin v0.64
Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.64.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.64.zip)
It has been such a long time from a previous release that I'm not sure if anyone will remember how it used to play, but I will list the main changes nonetheless :)

Influence is the first main change. The player now has a separate influence counter with each faction which by and large replaces the faction skill tree. Higher levels of influence allow you to gain access to higher levels of technology and support, and you gain influence for destroying pirate, rebel and enemy ships of a faction. You lose influence for destroying a factions ships. Your influence with a specific faction can be viewed by visiting that factions stations.

You can now also join and leave factions. Joining a faction requires a certain influence level; leaving a faction resets your influence with that faction to 0. Some features (such as calling in attack/defense fleets) require you to be in a faction. You can also start the game unaligned to any faction. This is a  harder start, as initially you will not have enough influence to trade.

Stations now have a personal storage and personal hanger where you can store items/ships for free. Requires 25 influence to access.

Please let me know if you discover any issues; any updates I put out for the next little while I'll try my best to keep save-compatible :)

Changelog
Code
v0.64
 - Added faction influence mechanic
  - Access to technology and faction support is gated behind different influence levels
 - Added personal storage and personal hanger space in each station
  - Thank you Uomoz for USS example for hanger space, I was stumped for ages on the CR problem :)
 - Added support for Intersetellar Imperium
 - Added support for Exigency
 - Added support for Eleutheria Federation (Eternal Nox After)
 - Added start option to start with partially/fully populated sector
 - Added start option to start unaligned with any factions
 - Player can now join/leave factions
 - Added initial check on new game or load game for supported mod compatibility
 - Player (when unaligned) can now bribe for peace with a faction

 - Updated support for a huge number of mods
 - New games now start with factions owning 1 or more stations
 - Changed fleet compositions of AI fleets
  - Balanced, Carrier, Frigate, Large Ships and Medium Ships are possible fleet types
 - Crew now drop from battles
 - High value prisoners now drop from battles
 - Agents/Sabotuers now appear in factions stations (if player is a member of that faction)

 - Removed pirates as a playable faction
 - Removed faction skill tree
 - Removed alliance betrayal chance for factions in an alliance
 - Removed option for factions to respawn (temporary)

 - Fixed a bunch of stuffs :)



Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.64
Post by: FlashFrozen on September 19, 2014, 10:44:56 PM
I'll always appreciate a fun way to mess up other factions :D mwahahaha

Good work as always. *thumbs up* ( will report back if anything crashes )

Edit: I think omnifactory crashes the moment you click on station services :o

and

Code
1661640 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.createStationServicesOptions(ExerelinOrbitalStationInteractionDialogPluginImpl.java:426)
at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.optionSelected(ExerelinOrbitalStationInteractionDialogPluginImpl.java:129)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Zaphide on September 20, 2014, 12:21:36 AM
I'll always appreciate a fun way to mess up other factions :D mwahahaha

Good work as always. *thumbs up* ( will report back if anything crashes )

Edit: I think omnifactory crashes the moment you click on station services :o

and

Code
1661640 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.createStationServicesOptions(ExerelinOrbitalStationInteractionDialogPluginImpl.java:426)
at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.optionSelected(ExerelinOrbitalStationInteractionDialogPluginImpl.java:129)
at com.fs.starfarer.ui.O0OO.interface$1.o00000(Unknown Source)
at com.fs.starfarer.ui.O0OO.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Gah, I see why :(

Thanks for the report.

v0.641 has the fix, and is save-compatible :)
Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.641.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.641.zip)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Nanao-kun on September 20, 2014, 01:14:01 PM
"Access to technology and faction support is gated behind different influence levels"

How exactly does this work? In terms of technology, does it refer to ships and weapons? Do you tier the weapons and ships in some way?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: jumpervii on September 20, 2014, 02:40:39 PM
Fist attempt with adding other mods from your list of compatible. Keep running in to this after getting everything set up and pressing start game. 

Code
106877 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.createPirateFleet(ExerelinUtilsFleet.java:260)
at exerelin.events.EventPirateFleetSpawn.spawnPirateFleet(EventPirateFleetSpawn.java:49)
at data.scripts.world.exerelin.Exerelin.populateSector$(Exerelin.java:262)
at data.scripts.world.exerelin.Exerelin.generate(Exerelin.java:63)
at data.scripts.world.ExerelinGen.generate(ExerelinGen.java:28)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Happens every time I've tried. Odly enough I tried the same settings multiple time and got different ships in the error.

1st attempt - Ship hull variant [bloodhound_Assault] not found!
2nd attempt - Ship hull variant [marshall_Assault] not found!
3rd attempt - Ship hull variant [ms_potniaBis_Attack] not found!

I've tried disabling other ship mods one at a time and still having this.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Zaphide on September 20, 2014, 03:32:34 PM
"Access to technology and faction support is gated behind different influence levels"

How exactly does this work? In terms of technology, does it refer to ships and weapons? Do you tier the weapons and ships in some way?

Just ships for the time being, and they are just tiered by hull size. Frigate (25) -> Destroyer (40) -> Fighters (50) -> Cruisers (100) -> Capitals (150).

I also wanted to restrict large weapons but couldn't work out an easy-ish way to do that, so currently weapons are not restricted at all.

Faction support refers to the ability to use agents (80), sabotuers (110), order in fleets (80) and change a stations battle stance (110).

Fist attempt with adding other mods from your list of compatible. Keep running in to this after getting everything set up and pressing start game. 

Code
106877 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.createPirateFleet(ExerelinUtilsFleet.java:260)
at exerelin.events.EventPirateFleetSpawn.spawnPirateFleet(EventPirateFleetSpawn.java:49)
at data.scripts.world.exerelin.Exerelin.populateSector$(Exerelin.java:262)
at data.scripts.world.exerelin.Exerelin.generate(Exerelin.java:63)
at data.scripts.world.ExerelinGen.generate(ExerelinGen.java:28)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.newsuper.super(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

Happens every time I've tried. Odly enough I tried the same settings multiple time and got different ships in the error.

1st attempt - Ship hull variant [bloodhound_Assault] not found!
2nd attempt - Ship hull variant [marshall_Assault] not found!
3rd attempt - Ship hull variant [ms_potniaBis_Attack] not found!

I've tried disabling other ship mods one at a time and still having this.

Hi, thanks for the report :)

Unfortunately you'll need to give the Shadowyards Heavy Industries mod a miss till I update, and it looks like MShadowy will need to update the Shadowyards mod as well :(

Also, you will want to use the latest version of Tore Up Plenty (7c); that should fix the other errors :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: LazyWizard on September 20, 2014, 06:39:28 PM
"Access to technology and faction support is gated behind different influence levels"

How exactly does this work? In terms of technology, does it refer to ships and weapons? Do you tier the weapons and ships in some way?

Just ships for the time being, and they are just tiered by hull size. Frigate (25) -> Destroyer (40) -> Fighters (50) -> Cruisers (100) -> Capitals (150).

I also wanted to restrict large weapons but couldn't work out an easy-ish way to do that, so currently weapons are not restricted at all.

You can check the max stack size to see what size weapon it is, that's how the Omnifactory calculates weapon production times.

IIRC max stack size is 40 for small, 20 medium, 10 large.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Zaphide on September 20, 2014, 07:58:07 PM
"Access to technology and faction support is gated behind different influence levels"

How exactly does this work? In terms of technology, does it refer to ships and weapons? Do you tier the weapons and ships in some way?

Just ships for the time being, and they are just tiered by hull size. Frigate (25) -> Destroyer (40) -> Fighters (50) -> Cruisers (100) -> Capitals (150).

I also wanted to restrict large weapons but couldn't work out an easy-ish way to do that, so currently weapons are not restricted at all.

You can check the max stack size to see what size weapon it is, that's how the Omnifactory calculates weapon production times.

IIRC max stack size is 40 for small, 20 medium, 10 large.

Excellent, thank you Mr Wizard! I can use that in conjunction with isWeaponStack() :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: HELMUT on September 21, 2014, 12:54:18 PM
I noted that some fleets could spawn very, very big in Exerelin, especially P9 fleets.

Spoiler
(http://i.imgur.com/CjFQzzx.jpg)
[close]

This pic is only the tip of the iceberg, the list went on and on, i was lagging hard when my mouse hovered their fleet. I counted more than a thousand P9 cruisers in this one.

A thousand.

I think you should take a look Zaphide.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Zaphide on September 21, 2014, 02:10:29 PM
I noted that some fleets could spawn very, very big in Exerelin, especially P9 fleets.

Spoiler
(http://i.imgur.com/CjFQzzx.jpg)
[close]

This pic is only the tip of the iceberg, the list went on and on, i was lagging hard when my mouse hovered their fleet. I counted more than a thousand P9 cruisers in this one.

A thousand.

I think you should take a look Zaphide.

Yikes... I don't suppose you would believe 'working as intended'  :D

Thanks for the report :)

The routine that builds fleets basically just adds ships until a certain logistics limit is hit, then adds freighters if the max supply capacity is still low. I suspect it's gone rogue somewhere in there for P9, as I haven't noticed it with any other factions. Neutrino's can have a lot of their little frigate freighters, but not 1000+ :-[
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: CrashToDesktop on September 21, 2014, 02:11:54 PM
Good lord.

Yea, time to fix that, Zaph. ;D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Histidine on September 22, 2014, 08:43:31 AM
Dunno if this is fixable, but "store ships" doesn't work on mothballed ships (the ship can't be selected).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Fraggie001 on September 22, 2014, 04:30:12 PM
Love your mod, good to see you back ;-)
sorry if this is a stupid question maybe i missed a change, but i dont have the choice to let fractions respawn anymore.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Backstabz on September 22, 2014, 10:08:14 PM
I can not for the life of me load a save. It will slowly move up, then stop every so often. It will then eventually stop completely and say that the save isn't load-able. Also, I can't give the game more memory than 1024MB. Is this video memory, or ram memory? Because if it's ram I have 8 Gb, if video 2 Gb. But I can't do 2048m when I edit my vmparams file. It will not even launch the client, it will just load for a second then stop. I temporarily fixed it by doing -Xms512m -Xmx512m, but I feel like that it would hinder me in larger battles. Does anyone have tips for me? Thanks in advance, and I hope you all have a good day/night!

Edit: I also have X64 bit operating system, so I should be able to give the game more memory.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Nanao-kun on September 22, 2014, 10:13:43 PM
I can not for the life of me load a save. It will slowly move up, then stop every so often. It will then eventually stop completely and say that the save isn't load-able. Also, I can't give the game more memory than 1024MB. Is this video memory, or ram memory? Because if it's ram I have 8 Gb, if video 2 Gb. But I can't do 2048m when I edit my vmparams file. It will not even launch the client, it will just load for a second then stop. I temporarily fixed it by doing -Xms512m -Xmx512m, but I feel like that it would hinder me in larger battles. Does anyone have tips for me? Thanks in advance, and I hope you all have a good day/night!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Zaphide on September 22, 2014, 10:20:33 PM
Dunno if this is fixable, but "store ships" doesn't work on mothballed ships (the ship can't be selected).

Thanks! I'll see if I can fix that (and a few other niggling issues with the "store ships" process) for the next release :)

Love your mod, good to see you back ;-)
sorry if this is a stupid question maybe i missed a change, but i dont have the choice to let fractions respawn anymore.

I removed the respawn faction option as it will be a significant amount of work/testing to put it back in, with all the new structures. It'll go back in at some point, but probably not for a little bit unfortunately.

I can not for the life of me load a save. It will slowly move up, then stop every so often. It will then eventually stop completely and say that the save isn't load-able. Also, I can't give the game more memory than 1024MB. Is this video memory, or ram memory? Because if it's ram I have 8 Gb, if video 2 Gb. But I can't do 2048m when I edit my vmparams file. It will not even launch the client, it will just load for a second then stop. I temporarily fixed it by doing -Xms512m -Xmx512m, but I feel like that it would hinder me in larger battles. Does anyone have tips for me? Thanks in advance, and I hope you all have a good day/night!

Edit: I also have X64 bit operating system, so I should be able to give the game more memory.

It is RAM and you should be able to allocate more, but only if you use the 64bit Java Runtime Environment (JRE) with StarSector. There is some info in the OP of this thread (and in other places on this forum) that have instructions on how to do this with various OS's :)

If you have to play with the 32bit JRE it would be best to play with a very low number of stations/planets/systems etc.

Pre-post edit: Beaten by Nanao-kun :D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Backstabz on September 23, 2014, 05:53:27 AM
I can not for the life of me load a save. It will slowly move up, then stop every so often. It will then eventually stop completely and say that the save isn't load-able. Also, I can't give the game more memory than 1024MB. Is this video memory, or ram memory? Because if it's ram I have 8 Gb, if video 2 Gb. But I can't do 2048m when I edit my vmparams file. It will not even launch the client, it will just load for a second then stop. I temporarily fixed it by doing -Xms512m -Xmx512m, but I feel like that it would hinder me in larger battles. Does anyone have tips for me? Thanks in advance, and I hope you all have a good day/night!
  • Install 64bit Java
  • Copy the jre7 file from the installation folder
  • Paste it into the Starsector installation folder
  • Rename/Delete/Move the original jre folder in Starsector's folder
  • Rename the jre7 folder to jre
Thank you so much! This solved both of my problems. I hope you have a good day/night!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Zudgemud on September 24, 2014, 02:40:35 AM
I noted that some fleets could spawn very, very big in Exerelin, especially P9 fleets.

Spoiler
(http://i.imgur.com/CjFQzzx.jpg)
[close]

This pic is only the tip of the iceberg, the list went on and on, i was lagging hard when my mouse hovered their fleet. I counted more than a thousand P9 cruisers in this one.

A thousand.

I think you should take a look Zaphide.

Yikes... I don't suppose you would believe 'working as intended'  :D

Thanks for the report :)

The routine that builds fleets basically just adds ships until a certain logistics limit is hit, then adds freighters if the max supply capacity is still low. I suspect it's gone rogue somewhere in there for P9, as I haven't noticed it with any other factions. Neutrino's can have a lot of their little frigate freighters, but not 1000+ :-[

I think it might have something to do with my P9 faction having low logistics rating while also having a really terrible cargo/fuel capacity. I have never encountered this problem myself though, but if there is a way to fix this from my end I would like to know what I should do.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Zaphide on September 24, 2014, 03:29:40 AM
I noted that some fleets could spawn very, very big in Exerelin, especially P9 fleets.

Spoiler
(http://i.imgur.com/CjFQzzx.jpg)
[close]

This pic is only the tip of the iceberg, the list went on and on, i was lagging hard when my mouse hovered their fleet. I counted more than a thousand P9 cruisers in this one.

A thousand.

I think you should take a look Zaphide.

Yikes... I don't suppose you would believe 'working as intended'  :D

Thanks for the report :)

The routine that builds fleets basically just adds ships until a certain logistics limit is hit, then adds freighters if the max supply capacity is still low. I suspect it's gone rogue somewhere in there for P9, as I haven't noticed it with any other factions. Neutrino's can have a lot of their little frigate freighters, but not 1000+ :-[

I think it might have something to do with my P9 faction having low logistics rating while also having a really terrible cargo/fuel capacity. I have never encountered this problem myself though, but if there is a way to fix this from my end I would like to know what I should do.

Haha it's all good :)

Helmut and I chatted back and forth about it a bit; it worked out he had a old/different version of your mod where some of the logistics values were really different (lower) from your latest (as of 0.3.7) version. Once Helmut re-downloaded it was all good :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Backstabz on September 24, 2014, 04:59:54 PM
Is there a way to stop my saves from becoming unloadable? My saves go from 100MB (Which I can load almost instantly) to almost 1 Gig (Becomes unloadable) is less than 2 hours of playing. I hate having to restart my game, over, and over, and over. I know that it is the settings that I chose, since I want to have a large amount of sectors and planets. But, why give options that make the save file unloadable? Yes, I have X64 java, and I am giving the game 4 gigs of memory to work with, so I have no idea why it won't let me load the games I've saved. If anyone has suggestions, please tell me.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Zaphide on September 24, 2014, 05:21:50 PM
Is there a way to stop my saves from becoming unloadable? My saves go from 100MB (Which I can load almost instantly) to almost 1 Gig (Becomes unloadable) is less than 2 hours of playing. I hate having to restart my game, over, and over, and over. I know that it is the settings that I chose, since I want to have a large amount of sectors and planets. But, why give options that make the save file unloadable? Yes, I have X64 java, and I am giving the game 4 gigs of memory to work with, so I have no idea why it won't let me load the games I've saved. If anyone has suggestions, please tell me.

The main cause of save file size (which translates pretty well into memory required to load/run said save) is the number of fleets in the game. As the number of fleets in this mod is directly tied to the number of stations, reducing the number of stations will dramatically reduce the memory requirements of the game.

I think I remember reading something about save file and memory optimization for the next StarSector patch, so improvements are on the way :)

The options are like that so that you have maximum control over the sector that is created; you may wish to play with fewer but denser populated systems, or with more less populates systems, and it completely depends on your hardware as to what configuration your PC can handle.

Also, bear in mind that you can only give as much memory as you have spare. Specifying 4GB will not necessarily give 4GB to Java unless you actually have 4GB of memory spare (i.e you probably have 6-8GB memory total).

As a guide of sorts, I have a (terrible and anemic) laptop with 4GB total, with Java set to max 2GB. I tend to play with few stations (5/10/15) in a fairly small sector (2/4/6 systems).

Another possible option is to enable save compression in the StarSector options file (exerelin/data/config/setting.json, change compressSaveGameData to true) but although this reduces the save file size and load times, it may result in a corrupt and unrecoverable save file (other than the backup) when the memory limits are hit.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.641
Post by: Backstabz on September 24, 2014, 06:20:55 PM
Is there a way to stop my saves from becoming unloadable? My saves go from 100MB (Which I can load almost instantly) to almost 1 Gig (Becomes unloadable) is less than 2 hours of playing. I hate having to restart my game, over, and over, and over. I know that it is the settings that I chose, since I want to have a large amount of sectors and planets. But, why give options that make the save file unloadable? Yes, I have X64 java, and I am giving the game 4 gigs of memory to work with, so I have no idea why it won't let me load the games I've saved. If anyone has suggestions, please tell me.

The main cause of save file size (which translates pretty well into memory required to load/run said save) is the number of fleets in the game. As the number of fleets in this mod is directly tied to the number of stations, reducing the number of stations will dramatically reduce the memory requirements of the game.

I think I remember reading something about save file and memory optimization for the next StarSector patch, so improvements are on the way :)

The options are like that so that you have maximum control over the sector that is created; you may wish to play with fewer but denser populated systems, or with more less populates systems, and it completely depends on your hardware as to what configuration your PC can handle.

Also, bear in mind that you can only give as much memory as you have spare. Specifying 4GB will not necessarily give 4GB to Java unless you actually have 4GB of memory spare (i.e you probably have 6-8GB memory total).

As a guide of sorts, I have a (terrible and anemic) laptop with 4GB total, with Java set to max 2GB. I tend to play with few stations (5/10/15) in a fairly small sector (2/4/6 systems).

Another possible option is to enable save compression in the StarSector options file (exerelin/data/config/setting.json, change compressSaveGameData to true) but although this reduces the save file size and load times, it may result in a corrupt and unrecoverable save file (other than the backup) when the memory limits are hit.

Thank you for the tips! I'll try the save compression, because I would rather have a chance to corrupt it, rather than not being able to play it at all. Thanks again, and I hope you have a good day/night!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 25, 2014, 02:37:02 PM
Small update time!

Exerelin v0.642
Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.642.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.642.zip)

Save-compatible with v0.64 and v0.641. Note that compatibility support for a few factions has changed, and those factions mods may not be save-compatible.

Primarily just a bug fix and minor feature release.

Changes
Code
v0.642
- Added faction nice names for initial faction selection

- Changed the effect of using High Value Prisoner and Agent
  - Prisoner exchange now has a more substantial effect if relationship between factions is terrible
  - Agent now has a greater effect if relationship between two factions is great
    - Can easily break alliances
- Access to large weapons is now restricted to 70+ influence with faction (thanks LazyWizard)
- Increased resource cost of extra large AI-controlled fleets
  - Should result in less extra large AI fleets when resources are abundant

- Updated compatibility for SHI latest DEV
- Updated compatibility for ICE
- Updated compatibility for P9

- Fixed joining a faction now sets all stations to balanced stance

EDIT: Added link :P
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lopunny Zen on September 26, 2014, 02:05:45 PM
someone updated the lotus Conglo Pirates...can they be added to the list?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: AMDAMK on September 26, 2014, 02:18:20 PM
Hi :)

First, i#m new, but awesome game :D


got an error, all i know, or i remember, it had to do with a missle...
i don't now, which mod exactly added this missle...
Code
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.findStack(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at exerelin.commandQueue.CommandAddCargo.executeCommand(CommandAddCargo.java:24)
at exerelin.commandQueue.CommandQueue.advance(CommandQueue.java:37)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


help would be gratefull, i have still ton's of error from this game...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 26, 2014, 02:58:35 PM
someone updated the lotus Conglo Pirates...can they be added to the list?

I'll have a look at it for the next release :)

Hi :)

First, i#m new, but awesome game :D


got an error, all i know, or i remember, it had to do with a missle...
i don't now, which mod exactly added this missle...
Code
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.findStack(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at exerelin.commandQueue.CommandAddCargo.executeCommand(CommandAddCargo.java:24)
at exerelin.commandQueue.CommandQueue.advance(CommandQueue.java:37)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


help would be gratefull, i have still ton's of error from this game...

Damn I thought I had scrubbed all these :( Although, a few probably got added with the last release...

Hmmm, were you visiting a station when this happened?

Any chance you could PM me your save?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: AMDAMK on September 26, 2014, 03:32:03 PM
someone updated the lotus Conglo Pirates...can they be added to the list?

I'll have a look at it for the next release :)

Hi :)

First, i#m new, but awesome game :D


got an error, all i know, or i remember, it had to do with a missle...
i don't now, which mod exactly added this missle...
Code
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.findStack(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at exerelin.commandQueue.CommandAddCargo.executeCommand(CommandAddCargo.java:24)
at exerelin.commandQueue.CommandQueue.advance(CommandQueue.java:37)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


help would be gratefull, i have still ton's of error from this game...

Damn I thought I had scrubbed all these :( Although, a few probably got added with the last release...

Hmmm, were you visiting a station when this happened?

Any chance you could PM me your save?


1) I don't now... I'm not really up-to-date, but this have reasons... ( Unfortunatly, have a loadingtime to the main menu from 3h to 6h... dont know why, but i have searched the forums a few days ago, but nothing help...)
2) First time this happens, it was after a battle..  and I'm not rly sure it is the missle.. i think so, because the errors look the same as i remember, but i can be wrong..
3) When i know, how to send files in a PM, i can



and i have another question.

I have edited the vmparams-file; Java -Xms512m -Xmx1024m ; can i add higher numbers? Have replace the jre folder in the starsectorfolder
My PC:
Intelcore I7 3770 3.4GHz
8GB RAM
Win7 Home Prem 64bit
GeForce GTX 550 Ti 1GB (I Believe it is 1gb ^^ )

So, when i add higher number ( -Xms4096m -Xmx4096m) i won't start anymore...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Backstabz on September 26, 2014, 04:37:14 PM
I'm having another save problem, even though it's using 7 gigs of my ram, it still can't load my saves. Even with the save compressor, at 14 MB, it will not load the game..... I'm starting to give up on this game, because I keep having to restart my fleet after spending hours apon hours of playing, because I can no longer load them. Can someone give me a tl;dr on why this game can't load a game after it hits a certain amount of space used? I mean, even if it is a 1 gb save file, it would eventually load the game, wouldn't it? But, it just freezes at the 3/4 point, and doesn't even attempt to go further than that. Thanks in advance.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 26, 2014, 05:26:05 PM
someone updated the lotus Conglo Pirates...can they be added to the list?

I'll have a look at it for the next release :)

Hi :)

First, i#m new, but awesome game :D


got an error, all i know, or i remember, it had to do with a missle...
i don't now, which mod exactly added this missle...
Code
java.util.ConcurrentModificationException
at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
at java.util.ArrayList$Itr.next(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.findStack(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at exerelin.commandQueue.CommandAddCargo.executeCommand(CommandAddCargo.java:24)
at exerelin.commandQueue.CommandQueue.advance(CommandQueue.java:37)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


help would be gratefull, i have still ton's of error from this game...

Damn I thought I had scrubbed all these :( Although, a few probably got added with the last release...

Hmmm, were you visiting a station when this happened?

Any chance you could PM me your save?


1) I don't now... I'm not really up-to-date, but this have reasons... ( Unfortunatly, have a loadingtime to the main menu from 3h to 6h... dont know why, but i have searched the forums a few days ago, but nothing help...)
2) First time this happens, it was after a battle..  and I'm not rly sure it is the missle.. i think so, because the errors look the same as i remember, but i can be wrong..
3) When i know, how to send files in a PM, i can



and i have another question.

I have edited the vmparams-file; Java -Xms512m -Xmx1024m ; can i add higher numbers? Have replace the jre folder in the starsectorfolder
My PC:
Intelcore I7 3770 3.4GHz
8GB RAM
Win7 Home Prem 64bit
GeForce GTX 550 Ti 1GB (I Believe it is 1gb ^^ )

So, when i add higher number ( -Xms4096m -Xmx4096m) i won't start anymore...

That's OK, the save is just so I can confirm I have fixed the issue :)

Anyway, I had a look through the mod code and there are a couple of places where this issue could be caused. I will fix them and put out another update. Thank you for the report :)

If the game does not start after changing vmparams memory numbers, it is likely because it is still attempting to run the 32bit version of java (or you have broken the vmparams file somehow). You will want to make sure that you are using the 64bit version of Java (assuming your OS supports it). See Nanao-kun's post a few back for instructions. Also, you can check the StarSector.log file to see what version of java is running:
Code
 4    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (64-bit)

I'm having another save problem, even though it's using 7 gigs of my ram, it still can't load my saves. Even with the save compressor, at 14 MB, it will not load the game..... I'm starting to give up on this game, because I keep having to restart my fleet after spending hours apon hours of playing, because I can no longer load them. Can someone give me a tl;dr on why this game can't load a game after it hits a certain amount of space used? I mean, even if it is a 1 gb save file, it would eventually load the game, wouldn't it? But, it just freezes at the 3/4 point, and doesn't even attempt to go further than that. Thanks in advance.

Any chance you could send me the compressed save so I can check it out?

tl;dr; is probably "game is in development, mod is in development and does things not yet fully supported by in-development game" :) Every StarSector update further improves and optimizes the game.

Having said that, probably quite few pages back in this thread now, someone played a long game of Exerelin with all settings maxed. I can't remember where the max-used RAM came to, but I didn't think it was much if any higher than 7GB.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: AMDAMK on September 27, 2014, 03:37:45 AM
Quote
Anyway, I had a look through the mod code and there are a couple of places where this issue could be caused. I will fix them and put out another update. Thank you for the report Smiley

If the game does not start after changing vmparams memory numbers, it is likely because it is still attempting to run the 32bit version of java (or you have broken the vmparams file somehow). You will want to make sure that you are using the 64bit version of Java (assuming your OS supports it). See Nanao-kun's post a few back for instructions. Also, you can check the StarSector.log file to see what version of java is running:
Code:
Code
4    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_45 (64-bit)



Ok, i have check them.
Code
2    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_65 (32-bit)
Ok, i'll change them. Thanks for your help. I've both versions of java installed; 32bit / 64bit.

Hm, after replacement the new jre folder and starting the game and closed it instantly, it is still the same, but it work now with 4Gb+
Code
2    [main] INFO  com.fs.starfarer.StarfarerLauncher  - Java version: 1.7.0_65 (32-bit)


Edit: Have see Nanao-kun's post, i had it already made
Quote
Have replace the jre folder in the starsectorfolder
.
Edit2: Have now downloaded the newest version of Exerelin, looking now for it, hope, it don't crash anymore..
Edit3: I think, i've the wrong folder of Java jre replace.... have now removed the 32bit version java, and replaced the jre in starsector with the 64bit version, finally, it works. thanks to you and Nanao. Can now play with 6gb und 350 fps. :D
E^4: I have take a look into your modfolder, i've found some interesting details for me.. ^^ i have see, you have add a new skilltree? i have not seen ingame.. maybe i'll see it with the new version of exerelin
E^5: Oh, before i forget this, i have now updated to the newest exerilin version, have instantly via the command mod give me all weapons, all ships and all wings to me. It's not crushing. :) Maybe it was, i don#t had the newest version of the mod, and this happing the error appears...
E^6: Aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaand gained another error, but not an error, crashed easylie to desktop, in the log is a new entry
Code
java.lang.NullPointerException
at exerelin.plugins.WelcomeDialogPlugin.showText(WelcomeDialogPlugin.java:77)
at exerelin.plugins.WelcomeDialogPlugin.init(WelcomeDialogPlugin.java:40)
at com.fs.starfarer.ui.O0OO.interface.Öõo000(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
at com.fs.starfarer.campaign.A.showInteractionDialog(Unknown Source)
at exerelin.SectorManager.doEveryFrameChecks(SectorManager.java:360)
at exerelin.TimeManager.advance(TimeManager.java:179)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
   

I have so much fun with all these errors... :D

E^7: and again before i forget it; i don't have your skill-tree ingame, only the vanilla one; Millitary, Leadership & Technology, but not your diplomatic-skill-tree... or maybe it is not at this time not released and only the basic are in data's. Or i've something wrong..
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 27, 2014, 06:01:04 PM
@AMDAMK

Yeah the extra skill tree I removed. It is mostly replaced by the influence mechanic :)

Glad you got 64bit Java going; the game is much more stable, even with using mods other than Exerelin.

Not sure why you would get this error:
Code
java.lang.NullPointerException
at exerelin.plugins.WelcomeDialogPlugin.showText(WelcomeDialogPlugin.java:77)

Did you fully delete the old Exerelin version before adding the new one in?

Also, are you starting in a faction, or unaligned?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lord Sputnik on September 27, 2014, 09:03:47 PM
I'm not sure if anyone else has ran into this, but I tried using the Store Ships function in a Station and now when I click on Retrieve Ships it won't let me remove them...  Anyone else have this problem?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 28, 2014, 02:16:34 AM
I'm not sure if anyone else has ran into this, but I tried using the Store Ships function in a Station and now when I click on Retrieve Ships it won't let me remove them...  Anyone else have this problem?

Thanks for the report :) I have fixed it for the next release. As a possible workaround for the time being, if you buy and/or sell crew while at the station it can seem to fix the problem. Otherwise, you could grab the latest save-compatible DEV (see OP for details) :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: AMDAMK on September 28, 2014, 04:25:52 AM
Quote
Did you fully delete the old Exerelin version before adding the new one in?

Also, are you starting in a faction, or unaligned?


Yeah, i have. I start with the neutrino; neutrino spezific starting ship-options. May be, i know why this error appeared..

I have the command mod too, give me every ship, weapon and wing to store it into the omnifactory, a horrible lag, but it's a lot of stuff, too. :D
Then i have started a new game, 1System, Large, 10Planets, 10 Astoroid Bolts, Omnifactory enabled, faction will not respawn, starting with a faction spezific ship (neutrino i think, or perhaps the totally OP Higaraan). Then start it... > Blackscreen for a few seconds ( ~ 10), CtD, no error comes, but the log has one ;) . May be, it is'nt the mods I'm using? Maybe a vanilla error.



Quote
Yeah the extra skill tree I removed. It is mostly replaced by the influence mechanic Smiley

I had wondered me, because i saw the skill-tree in a  Youtube Lets play by Tokshen,  (http://www.youtube.com/channel/UC-XVEjLnK6sDFo5Zu7mD-Vg) but i know, this was some month old.




This time, I#m back with another error... ^^ 'love it :D

Spoiler
Quote


8802744 [Thread-10] ERROR com.fs.graphics.K  - Error loading [graphics/ships/Star.png] resource, not found in [I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Bushi,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Console Commands,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Exerelin_0.642,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Exigency 0.59b,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Hiigaran Descendants,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\interstellarFederation_v1_2_7,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Vayra,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\LazyLib,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Neutrino corp,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\ORI,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\SCY,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\nom_1.0_RC4,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Tore Up Plenty V7c,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\ShaderLib,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Zorg18,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/Star.png] resource, not found in [I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Bushi,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Console Commands,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Exerelin_0.642,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Exigency 0.59b,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Hiigaran Descendants,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\interstellarFederation_v1_2_7,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Vayra,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\LazyLib,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Neutrino corp,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\ORI,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\SCY,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\nom_1.0_RC4,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Tore Up Plenty V7c,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\ShaderLib,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Zorg18,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.graphics.K.Ô00000(Unknown Source)
   at com.fs.graphics.K.Ò00000(Unknown Source)
   at com.fs.graphics.K$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
8802757 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 917,61 MB of texture data so far
8802757 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/SCY/ships/SCY_deepSpaceOutpost.png (using cast)
8802757 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/Star.png] as texture with id [graphics/ships/Star.png]
8802939 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error loading [graphics/ships/Star.png] resource, not found in [I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Bushi,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Console Commands,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Exerelin_0.642,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Exigency 0.59b,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Hiigaran Descendants,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\interstellarFederation_v1_2_7,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Vayra,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\LazyLib,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Neutrino corp,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\ORI,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\SCY,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\nom_1.0_RC4,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Tore Up Plenty V7c,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\ShaderLib,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Zorg18,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/Star.png] resource, not found in [I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Bushi,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Console Commands,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Exerelin_0.642,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Exigency 0.59b,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Hiigaran Descendants,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\interstellarFederation_v1_2_7,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Vayra,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\LazyLib,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Neutrino corp,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\ORI,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\SCY,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\nom_1.0_RC4,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Tore Up Plenty V7c,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\ShaderLib,I:\Starsector_V0.6.2 RC 3\starsector-core\..\mods\Zorg18,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.Ò00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.super(Unknown Source)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


This time, i have enabled the Shaderlib, still in hope, it work this time... I hate it, 3 hours to wait until the loading screen is finished and i can play..
Edit^1: I think, i have font the error in the first line, it seems, it's the "star", which I have added manuel, because I don't know how to add a mod alone... have only make ship

E^2: Have now delete all the files i have created, but not able to add it, to the mods i can play, so all mods are still normal



[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lord Sputnik on September 28, 2014, 06:13:20 PM
I'm not sure if anyone else has ran into this, but I tried using the Store Ships function in a Station and now when I click on Retrieve Ships it won't let me remove them...  Anyone else have this problem?

Thanks for the report :) I have fixed it for the next release. As a possible workaround for the time being, if you buy and/or sell crew while at the station it can seem to fix the problem. Otherwise, you could grab the latest save-compatible DEV (see OP for details) :)
Yeah, thanks, that sometimes works but not always.  Just sucks cause I have 5 Atlas's stuck in storage and those things are next to impossible to find late game it seems...

I'm getting an error that occurs ever since I added the Imperium with the Exerelin mod, always happens in combat with certain weapons.  Not sure

Spoiler
9610641 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 57, FP2: 5, maxFP1: 300, maxFP2: 200
9631284 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lopunny Zen on September 28, 2014, 10:09:34 PM
cant anyone help me with this issue?

118796 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error loading [data/lights/pack_texture_data.csv] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin_0.642,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exigency 0.59a,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\interstellarFederation_v1_2_7,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pn,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Patria,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Batavia7b,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune 1.7.2,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Trylobot-ss-nom-b575d9d,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Valkyrians,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/lights/pack_texture_data.csv] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin_0.642,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exigency 0.59a,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\interstellarFederation_v1_2_7,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pn,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Patria,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Batavia7b,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune 1.7.2,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Trylobot-ss-nom-b575d9d,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Valkyrians,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Õ00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadCSV(Unknown Source)
   at org.dark.shaders.util.TextureData.readTextureDataCSV(TextureData.java:36)
   at data.scripts.world.SyndicateAspModPlugin.onApplicationLoad(SyndicateAspModPlugin.java:41)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Debido on September 28, 2014, 10:25:56 PM
@Lopunny Zen:
This looks like a specific issue with Syndicate ASP faction. I would suggest looking at deleting and re-installing that mod. Failing that, have a chat with Mendonca as he is the author of that I believe.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 28, 2014, 10:37:52 PM
Code
8802744 [Thread-10] ERROR com.fs.graphics.K  - Error loading [graphics/ships/Star.png] resource, not found in ---snip---

---snip---

Hmmm well if you are manually editing mods it is unlikely I can help you unfortunately :(

I haven't been able to replicate the error you posted before, but I'll keep on the lookout.

It looks like you are playing with mods that require ShaderLib, so definitely enable that at the splash screen :)

I'm not sure if anyone else has ran into this, but I tried using the Store Ships function in a Station and now when I click on Retrieve Ships it won't let me remove them...  Anyone else have this problem?

Thanks for the report :) I have fixed it for the next release. As a possible workaround for the time being, if you buy and/or sell crew while at the station it can seem to fix the problem. Otherwise, you could grab the latest save-compatible DEV (see OP for details) :)
Yeah, thanks, that sometimes works but not always.  Just sucks cause I have 5 Atlas's stuck in storage and those things are next to impossible to find late game it seems...

I'm getting an error that occurs ever since I added the Imperium with the Exerelin mod, always happens in combat with certain weapons.  Not sure

Spoiler
9610641 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 57, FP2: 5, maxFP1: 300, maxFP2: 200
9631284 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If you are super keen, the latest DEV will fix it and should be save-compatible :)

Weird error regarding Imperium; I played a long game with them recently but I only played around with (and against) a few of their ships (they were knocked out fairly early on). I'll do some more testing with them and keep an eye out. Do you happen to know which ships/weapons cause the issue?

cant anyone help me with this issue?

118796 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error loading [data/lights/pack_texture_data.csv] resource, not found in ---snip---

Hmmm it looks like this is due to the P.A.C.K mod. It should have the file data/lights/pack_texture_data.csv (I assume the ShaderLib mod integration is expecting it).

You may need to remove and re-download the P.A.C.K mod :)

Pre-post edit: Or yeah, the Syndicate ASP mod most recent had a similar issue. Mendonca is the author of both :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lord Sputnik on September 29, 2014, 07:12:47 AM
I'm not sure if anyone else has ran into this, but I tried using the Store Ships function in a Station and now when I click on Retrieve Ships it won't let me remove them...  Anyone else have this problem?

Thanks for the report :) I have fixed it for the next release. As a possible workaround for the time being, if you buy and/or sell crew while at the station it can seem to fix the problem. Otherwise, you could grab the latest save-compatible DEV (see OP for details) :)
Yeah, thanks, that sometimes works but not always.  Just sucks cause I have 5 Atlas's stuck in storage and those things are next to impossible to find late game it seems...

I'm getting an error that occurs ever since I added the Imperium with the Exerelin mod, always happens in combat with certain weapons.  Not sure

Spoiler
9610641 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 57, FP2: 5, maxFP1: 300, maxFP2: 200
9631284 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
   at com.fs.starfarer.combat.ai.attack.AttackAIModule.super(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.G.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

If you are super keen, the latest DEV will fix it and should be save-compatible :)

Weird error regarding Imperium; I played a long game with them recently but I only played around with (and against) a few of their ships (they were knocked out fairly early on). I'll do some more testing with them and keep an eye out. Do you happen to know which ships/weapons cause the issue?

Still trying to figure it out, it doesn't seem to happen a lot and it could just be a coincidence with the Imperium mod.  I've got so many different games in different mods that I should start taking notes...  I noticed though that every time it happens is when I get really really close to an enemy with guns blazin' going for an overload.  Not sure if it's a specific weapon but it seems to be more of a specific action.  I'll just record all of my battles and save more often normal.  Normally when I get a Paragon or Hyperion I tend to forget to save a lot since they can't catch a Hyperion and they can't kill a Paragon.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lopunny Zen on September 29, 2014, 08:25:50 AM
cant for the life of me figure out which mod this one is since it doesnt have the name of them in it

620853 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [pb_vanghent_Standard] not found!
java.lang.RuntimeException: Ship hull variant [pb_vanghent_Standard] not found!
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at exerelin.utilities.ExerelinUtilsFleet.buildAsteroidMiningFleet(ExerelinUtilsFleet.java:321)
   at exerelin.utilities.ExerelinUtilsFleet.createFleetForFaction(ExerelinUtilsFleet.java:283)
   at exerelin.fleets.AsteroidMiningFleet.<init>(AsteroidMiningFleet.java:34)
   at exerelin.StationRecord.updateFleets(StationRecord.java:273)
   at exerelin.SystemStationManager.updateStationFleets(SystemStationManager.java:98)
   at exerelin.SectorManager.updateStationFleets(SectorManager.java:136)
   at exerelin.TimeManager.runDaily(TimeManager.java:115)
   at exerelin.TimeManager.doIntervalChecks(TimeManager.java:199)
   at exerelin.TimeManager.advance(TimeManager.java:191)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Debido on September 29, 2014, 08:44:13 AM
@Lopunny: Project Batavia. Try giving Erick a call.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Mr5by5 on September 29, 2014, 09:08:33 AM
Can anyone explain the station boarding process to me?  I can get faction boarding fleets to launch, but I cannot seem to perform a boarding action myself even though I have a freighter, troop transport, and a metric butt ton of marines in my fleet.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: AMDAMK on September 29, 2014, 09:31:28 AM
Quote
Hmmm well if you are manually editing mods it is unlikely I can help you unfortunately Sad

I haven't been able to replicate the error you posted before, but I'll keep on the lookout.

It looks like you are playing with mods that require ShaderLib, so definitely enable that at the splash screen Smiley



1) It's my own fault, but I#m able to fix that - what i have did/done.
2) I have many error's, if you are interested.. :D
3) Hm, i believe, i don't have download mods, thats require ShaderLib, because it don't work - for me.


Oh, and i have a great idea. Maybe could you integrated/ implement a System, that has only Battlefleets to engage? Fight against always small corvette-fleets/ Miningfleets is boring... So, also could think about a option, when "i" started a game, that means, "i" can choose
and by battlefleets i mean, they only appeared in this battlesystem, which has nothing

I think that might be possible, but when you don't have time for that, or your focus is on other things, so be it/ then it's so.
Maybe, the GameDeveloper could integrated this idea to the Vanillagame? Would be awesome. :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Erick Doe on September 29, 2014, 10:13:38 AM
@Lopunny: Project Batavia. Try giving Erick a call.

Zaphide recently updated for Project Batavia V9b. So if you're still using V7c, try switching to V9b.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lopunny Zen on September 29, 2014, 03:14:09 PM
Never seen this before

161131 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Error loading [data/lights/pack_texture_data.csv] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin_0.642,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exigency 0.59b,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\interstellarFederation_v1_2_7,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pn,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Patria,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Batavia9b,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune 1.7.2,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Trylobot-ss-nom-b575d9d,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty V7c,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Valkyrians,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [data/lights/pack_texture_data.csv] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\syndicate_asp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Citadel,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exerelin_0.642,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exigency 0.59b,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\interstellarFederation_v1_2_7,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\junk_pirates,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pn,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Patria,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Batavia9b,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gedune 1.7.2,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Trylobot-ss-nom-b575d9d,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty V7c,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Valkyrians,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShaderLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Õ00000(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.loadCSV(Unknown Source)
   at org.dark.shaders.util.TextureData.readTextureDataCSV(TextureData.java:36)
   at data.scripts.world.SyndicateAspModPlugin.onApplicationLoad(SyndicateAspModPlugin.java:41)
   at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: mendonca on September 29, 2014, 03:30:16 PM
@lopunny;

It's an Asp problem, check out the Asp thread or re download the mod.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 29, 2014, 04:05:34 PM
Can anyone explain the station boarding process to me?  I can get faction boarding fleets to launch, but I cannot seem to perform a boarding action myself even though I have a freighter, troop transport, and a metric butt ton of marines in my fleet.

To initiate boarding, you just need to 'hover/stick' your fleet over a station owned by a faction who is hostile to your faction (you will need to be a member of another faction for this to happen). You can 'hover/stick' by clicking a station, then after you close the dialog double click the station. The dialog will open again but after that your fleet should hover on top of the station which will initiate the boarding process. Takes a bit of mucking round to get the timing right, same process is used for mining from gas giants or hovering over any planet/moon.

And yeah, I realise it's a pain to do. The boarding process is slated to be replaced when I get around to it :) Hopefully there will be a few more options with the next StarSector update and I can build a bit more of a meaningful station capture/defend/destruction/build process.

--- snip ---

Oh, and i have a great idea. Maybe could you integrated/ implement a System, that has only Battlefleets to engage? Fight against always small corvette-fleets/ Miningfleets is boring... So, also could think about a option, when "i" started a game, that means, "i" can choose
  • Enabled Battlefleets
  • Large fleets
  • No Battlefleets
  • Enabled large Battlefleets
  • Enabled very large battlefleets
  • battlefleets only Capital/cruiser
  • battlefleets only cruiser/destroyer
  • battlefleets only Capital
  • battlefleets only cruiser (maybe large/ very large)
  • battlefleets only destroyer (maybe large/ verly large/ extrem large
and by battlefleets i mean, they only appeared in this battlesystem, which has nothing
  • No PLanets
  • No Asteroid bolts
  • Only Jumpholes to get in/ out

I think that might be possible, but when you don't have time for that, or your focus is on other things, so be it/ then it's so.
Maybe, the GameDeveloper could integrated this idea to the Vanillagame? Would be awesome. :)

Battle fleets are created based on current resources (supplies/fuel/crew/marines) available in a station. Stations with a lot of resources produce larger fleets. So, as a faction conquers entire systems, the fleets they produce will get larger (to a point).

When my fleet is big enough and the game has progressed I normally go for a 'back-capture'; take out the defense fleets in a out-of-the-way station, call in some boarding fleets (or bring my own) and then defend it against the faction trying to re-take it :) Also gives my faction a foothold to re-supply at (which is invaluable).

I'll look into adding a setting so you can specify a modifier on how many resources each AI fleet will cost, so if you like you can set it low meaning each fleet will be a lot bigger :)

It is unlikely I'll implement a 'battle system' type feature like you suggest; that is probably more appropriate for a completely new mod :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Mr5by5 on September 29, 2014, 04:17:38 PM
Awesome, thank you!  I think I actually figured it out about an hour ago as I started to get a running tally of my marines getting killed when I was by the station.  One more question - I was away from my faction's last orbital and it got taken before I could leave the faction.  Will I be stuck as "The Last Nutrino Corp Patriot", or will I eventually be able to get into another faction?  I have decent enough relations with several other factions to be able to trade so I can still get by OK, but no dock repairs are available as of yet so I am stuck with waiting to repair on my own.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lopunny Zen on September 29, 2014, 05:06:33 PM
another freaki error..what team has the fox drone...you know i should recommend having them send you the mod folder then you can have a zip for us to get them all at once instead of doing this one at a time and mixing things up...would make this so much easier

Edit: Its citadel drone...might want to look into that
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 29, 2014, 05:52:38 PM
Awesome, thank you!  I think I actually figured it out about an hour ago as I started to get a running tally of my marines getting killed when I was by the station.  One more question - I was away from my faction's last orbital and it got taken before I could leave the faction.  Will I be stuck as "The Last Nutrino Corp Patriot", or will I eventually be able to get into another faction?  I have decent enough relations with several other factions to be able to trade so I can still get by OK, but no dock repairs are available as of yet so I am stuck with waiting to repair on my own.

Well, you have made me think of something: you can't leave from your faction if you have no stations left, as it won't show the option unless you are at a station owned by your faction... :P Sounds obvious but I completely missed that! I will change that for the next release so you can leave your faction from any station :)

another freaki error..what team has the fox drone...you know i should recommend having them send you the mod folder then you can have a zip for us to get them all at once instead of doing this one at a time and mixing things up...would make this so much easier

Edit: Its citadel drone...might want to look into that

Yes that was my fault. I have updated the Citadel definitions for the next release. If you are super eager, you could grab the latest DEV :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lopunny Zen on September 29, 2014, 06:23:45 PM
sure :) where is it at?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 29, 2014, 07:19:13 PM
sure :) where is it at?

https://bitbucket.org/Zaphide/exerelin/downloads (https://bitbucket.org/Zaphide/exerelin/downloads) - Go to Branches - Download as ZIP/GZ/BZ2 (on fair right) the 'master' branch

It'll give the folder a weird name but that is no problem :)

As an added bonus, it will also support the latest Lotus Conglomerate (v2.0) release :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: AMDAMK on September 30, 2014, 02:08:56 AM
Quote
It is unlikely I'll implement a 'battle system' type feature like you suggest; that is probably more appropriate for a completely new mod

A new mod, yeah? Would be awesome, but i don't have the experience for that, actually, I'm only able to modifiyng varius stuff, vanilla/ Modded, and see then, how it works, is it not working, how i think, it should be work, i'll make it better/ improve it.

But it must be a testformat, like XML, then i can make it, like the modding in Star Wars - Empire at War/+ Forces of Corruption, the whole mods are in XML, so i'm able to learn it fast, what is working, what give me an error, what is not working corrrectly, etc.

Maybe i will lokk into it, so i can realzised (?) it. :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Lopunny Zen on September 30, 2014, 11:51:54 AM
There seems to be this problem again...there has to be a way to fix this

258726 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.class.int(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.ØO0000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.ØØ0000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: AMDAMK on September 30, 2014, 12:13:23 PM
There seems to be this problem again...there has to be a way to fix this

258726 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
   at sun.misc.Unsafe.allocateMemory(Native Method)
   at java.nio.DirectByteBuffer.<init>(Unknown Source)
   at java.nio.ByteBuffer.allocateDirect(Unknown Source)
   at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.starfarer.util.ReplaceableSprite.class.int(Unknown Source)
   at com.fs.starfarer.campaign.BackgroundAndStars.ØO0000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.renderBG(Unknown Source)
   at com.fs.starfarer.campaign.A.ØØ0000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)




Edit your vmparamfile, it is needed for exerilin
Code
-Xms512m -Xmx1024m

Did that not work, try higher number, if you have replaced the jre folder with 64bit version.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on September 30, 2014, 05:43:19 PM
@Lopunny Zen

What kind of settings are you playing with (num stations etc.) and (to echo AMDAMK) what are your memory settings? Also, are you using 64bit JRE?

-----

Actually, kind of a general question, would people prefer if I hid the higher options for game setup (systems, planets etc.)? Maybe they could be re-enabled with a settings toggle?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Mr5by5 on September 30, 2014, 11:41:21 PM
@Lopunny Zen
  I don't know how computer savvy you are, but if you are running a 64 bit machine, odds are that you have both a 32 bit AND a 64 bit version of Java installed.  I ran into some similar issues when I first tried Okim's Project Ironclads mod.  Turns out  I used the wrong JRE file to update the game.  I have a 64 bit machine running Win 8.0 and I accidentally used the 32-bit Java JRE file located in the "Program Files (X86)" folder.  Apparently the 64-bit Java folder is located in the "Program Files" folder, not the "Program Files (X86)" folder.  I have not had any more out of memory errors with any of the mods I have tried so far - Ironclads, Uomoz's, and Exerelin's most excellent mod.

@Zaphide
  Speaking of Project Ironclads, Okim has a couple nice hull mods that he added early on under the Construction skill - extended cargo bay, extended tanks, and extended crew quarters.  They add an extra 10% capacity to the applicable section.  Any chance you would consider something similar?  I miss being able to add that little bit of extra cargo capacity early-game.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Tartiflette on September 30, 2014, 11:58:24 PM
I usually go for 4 to 6 small systems, 9 planets, 4 belts and 10 to 15 stations... Anything bigger is too long for my taste.

Speaking of game creation, I believe the numbers are completely random within their maximum range, using the previous limit as a lower range could help making more balanced systems (like 10 to 15 stations instead of 1 - 15) And for the ones that prefer as it is, a "complete random" setting could be added.

Maybe also an option to cluster the systems could come handy. If you start alone in an isolated system, you have a huge advantage against the other factions, and a boring start...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: LazyWizard on October 01, 2014, 02:49:11 AM
Actually, kind of a general question, would people prefer if I hid the higher options for game setup (systems, planets etc.)? Maybe they could be re-enabled with a settings toggle?

You could use Runtime.getRuntime().maxMemory() (http://docs.oracle.com/javase/7/docs/api/java/lang/Runtime.html#maxMemory()) and hide options based on the results.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: AMDAMK on October 01, 2014, 02:51:32 AM
@Lopunny Zen

...(to echo AMDAMK) what are your memory settings? Also, are you using 64bit JRE?



Remember, i think, we have correct them. And yes, I#m using the 64bit JRE, because my
Code
-Xms5120m -Xmx6144m
now.


Actually, kind of a general question, would people prefer if I hid the higher options for game setup (systems, planets etc.)? Maybe they could be re-enabled with a settings toggle?

Oh yeah, more options. :D

Oh, and what i see when I playing on
, is, that the system and planets are (extrem) far apart... and when i played on lower settings

Too far travel... An options, that they are closer, would be god.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.642
Post by: Zaphide on October 01, 2014, 03:43:29 AM
@Zaphide
  Speaking of Project Ironclads, Okim has a couple nice hull mods that he added early on under the Construction skill - extended cargo bay, extended tanks, and extended crew quarters.  They add an extra 10% capacity to the applicable section.  Any chance you would consider something similar?  I miss being able to add that little bit of extra cargo capacity early-game.

Yeah I have thought about this a few times. I figured maybe making a separate stand alone mod for a number of 'general purpose' hull mods might be better, then it can be used with Exerelin or without :)

For something like this, I might wait and see how the next StarSector release comes together before doing anything.

I usually go for 4 to 6 small systems, 9 planets, 4 belts and 10 to 15 stations... Anything bigger is too long for my taste.

Speaking of game creation, I believe the numbers are completely random within their maximum range, using the previous limit as a lower range could help making more balanced systems (like 10 to 15 stations instead of 1 - 15) And for the ones that prefer as it is, a "complete random" setting could be added.

Maybe also an option to cluster the systems could come handy. If you start alone in an isolated system, you have a huge advantage against the other factions, and a boring start...

The number of planets in a system (which is random 1 - max selected) and moons dictates the number of stations, in conjunction with the max chosen from the starting options.

As you suggest, switching this to a minimum selected value would be more straight forward :D

And yeah, the clustered/ring/spiral etc type layouts would be great, I just need to implement it :P

You could use Runtime.getRuntime().maxMemory() (http://docs.oracle.com/javase/7/docs/api/java/lang/Runtime.html#maxMemory()) and hide options based on the results.

Yeah, good idea, or at least I could warn :)

It seems (http://stackoverflow.com/questions/2062020/how-can-i-tell-if-im-running-in-64-bit-jvm-or-32-bit-jvm-from-within-a-program) checking for 32/64bit of the JVM isn't as exact as it could be, but that is another option too.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.643
Post by: Zaphide on October 02, 2014, 02:36:19 AM
Another update!

Exerelin v0.643
Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.643.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.643.zip)
Mainly another bug fix release, with updated support for some recently updated faction mods.

This update is save-compatible, but updates to faction mods may not be.

Please post any and all feedback :)

Changes:
Code
v0.643
- Added support for Lotus Conglomerate (v2.0)

- Updated citadel support (0.7.2)
- Updated support for Exigency v0.6

- Changed base level influence with faction (if player is a member of faction) to 60, down from 70

- Fixed some potential thread safe violations
- Fixed un-selectable ships in retrieve ships station option
- Fixed not being able to leave current faction from another factions station
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.643
Post by: sirboomalot on October 02, 2014, 10:56:51 AM
Having all the factions loaded at once causes the list of factions to go offscreen again.
Spoiler
(http://i.imgur.com/K4too7q.png)
[close]
Oh, and what happens to the omnifactory if the player starts unaligned?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.643
Post by: AMDAMK on October 02, 2014, 11:22:05 AM
Having all the factions loaded at once causes the list of factions to go offscreen again.
Spoiler
(http://i.imgur.com/K4too7q.png)
[close]
Oh, and what happens to the omnifactory if the player starts unaligned?


So far as i know (or it is the memory i have...), the factory will spawn, when you joined a faction, but not sure about it.

E^1: How many faction are this? :D Seems pretty cool (?) :D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.643
Post by: Zaphide on October 02, 2014, 01:55:27 PM
Having all the factions loaded at once causes the list of factions to go offscreen again.
Spoiler
(http://i.imgur.com/K4too7q.png)
[close]
Oh, and what happens to the omnifactory if the player starts unaligned?

Haha oh dear, I'll see if I can do something about that for next release :)

The problem is; too many awesome faction mods!  8)

Yeah, as AMDAMK says, the OmniFactory (and storage station) both spawn once a faction has been joined.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.643
Post by: sirboomalot on October 02, 2014, 03:49:52 PM
[E^1: How many faction are this?

31 total, I believe, but I think I actually missed one somehow; the interstellar imperium.


Zaphide, you should see about getting the pirates to use random weapons instead of set variants...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.643
Post by: AMDAMK on October 03, 2014, 03:39:34 AM
[E^1: How many faction are this?

31 total, I believe, but I think I actually missed one somehow; the interstellar imperium.

[...]
:o
31.
:o
That's.. a lot. I think, i have 15, or max. 20... but 31?
WoooooW
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on October 03, 2014, 08:10:18 PM
Very Minor Update Time!

Exerelin v0.644
Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.644.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.644.zip)

Small save-compatible release to update support for the recently released Valkyrian 1.4 and soon-to-be-released Project Batavia v10.

The update to Exerelin is save-compatible but bear in mind that updates to other faction mods may not be.

Changes:
Code
v0.644
- Updated support for batavia (v10)
- Updated support for Valkyrian (v1.4)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: ValkyriaL on October 04, 2014, 03:08:46 AM
Apparently i've still got my Planet floating around, even in Exerelin, is that normal?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on October 04, 2014, 04:22:53 AM
Apparently i've still got my Planet floating around, even in Exerelin, is that normal?

Ah yeah your ModPlugin generate will need to check for Exerelin and not run if Exerelin is active:
Code
public void onNewGame()
    {
        SectorAPI sector = Global.getSector();
        //new valkyrianGen().generate(sector);
        new valkyrianSystem().generate(sector);
    }

change to something like:
Code
public void onNewGame()
    {
        try
       {
          Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
          // Exerelin installed/activated, do nothing
        }
        catch (ClassNotFoundException ex)
        {
   // Run normal mod generation code
           SectorAPI sector = Global.getSector();
           //new valkyrianGen().generate(sector);
           new valkyrianSystem().generate(sector);
         }
     }

and that should do it :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on October 04, 2014, 01:45:26 PM
Sorry all, I forgot to remove an old variant and add a new fighter wing for the latest Valkyrian changes :(

I have re-uploaded Exerelin v0.644 with the correct changes:
Link: https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.644.zip (https://bitbucket.org/Zaphide/exerelin/downloads/Exerelin_0.644.zip)

Please re-download if you have already done so!

Thanks to Tartiflette for letting me know :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: OhNoesBunnies on October 05, 2014, 03:44:54 PM
So,

My game won't start. The launcher boots up fine, the factions load fine, and I can get in to the main menu, but whenever I click start (after making a character), it simply... stays on that screen. The background freezes and I can't click any buttons, but I can move the mouse.

It happens regardless of what starting conditions I pick, and I have all the recommended factions in use on the main page.

I should also point out I cannot edit the memory requirements to RC3 of 62a because otherwise the launcher will not appear. Period.

Edit

I figured out the problem with the game not starting. The SCY was out of date.

However, I still can't modify the memory without the launcher deciding to never pop up.

Also, it says Exigency is out of sync with the new Exerelin.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: AMDAMK on October 05, 2014, 04:33:35 PM

[...]
I should also point out I cannot edit the memory requirements to RC3 of 62a because otherwise the launcher will not appear. Period.[...]

Then you have not replace your JRE folder in Starsector with the 64bit-version of Java. An intruction how-to is a few sites back.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Lopunny Zen on October 05, 2014, 07:27:53 PM
im sorry to say this but im calling them out the citadel has some broken ships like the one that spawns a free huge drone thats like a corvette and the other smaller frigates...there is even a weapon called the plasma launcher that explodes before impacting things making a big explosion for such low costs even bypassing shields in some cases...im fighting them with 2 elite blackrock frigates and a destroyer and this thing zips around like a fly and i cant even get close to killing it....im sorry but if the BLACKROCKS are having trouble...the team that excels at mobility and fast paced combat then you really need to rethink your ships...can you ask him to nerf his ships plz?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: OhNoesBunnies on October 05, 2014, 07:37:54 PM
Thanks for the help! On the JRE thing, I totally forgot to do that. Derpybunny.

And I don't think the Citadel ships are broken, some of them are just tough to fight.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: MesoTroniK on October 05, 2014, 07:38:39 PM
Lopunny, would it not be prudent to bring this up with Foxer360 directly in his own mod thread?

Also, that vessel you are referring to is their elite frigate that is supposed to be devastating like the vanilla Hyperion.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on October 05, 2014, 09:55:00 PM
--- game not starting ---

Also, it says Exigency is out of sync with the new Exerelin.

Glad you got it going :)

What version of Exigency and Exerelin do you have? I'm sure I updated Exerelin for Exigency v0.6... but I have been wrong before (like, 3 posts up...  :P)

im sorry to say this but im calling them out the citadel has some broken ships like the one that spawns a free huge drone thats like a corvette and the other smaller frigates...there is even a weapon called the plasma launcher that explodes before impacting things making a big explosion for such low costs even bypassing shields in some cases...im fighting them with 2 elite blackrock frigates and a destroyer and this thing zips around like a fly and i cant even get close to killing it....im sorry but if the BLACKROCKS are having trouble...the team that excels at mobility and fast paced combat then you really need to rethink your ships...can you ask him to nerf his ships plz?

Yeah Lopunny, if you have some specific balance concerns can you please raise in the relevant faction thread? Exerelin (for better or worse) doesn't re-balance anything; I assume that faction mod authors have either made their best effort to balance their mod's new content, or that it is unbalanced and that is fun too :)

Also, bear in mind that some ships are balanced around repair/logistics/CR rather than direct on-field combat performance. That seemingly-OP frigate may have horrible logistics or CR values.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: FasterThanSleepyfish on October 05, 2014, 11:03:09 PM
Your cries have been acknowledged, O' mightly Lopunny.

***Make sure you have the latest version of Citadel too, balance changes have been made in the latest release***

The Plasma Launcher? That special weapon is meant to combat fighter wings and poorly shielded ships, just like the Hyperion can wreck an Onslaught. Its parent ship is also very fragile and difficult to keep repaired.

The Vixen Drone? You need graviton beams. It is meant to be a thorn in the side of frigate fleets, not just a wimpy drone attached to a wimpy little civilian-converted destroyer. It has also been nerfed as of the latest release to include a phase skimmer rather than a fortress shield, so that should make it easier to kill with standard weapons.

While the features above may need some balancing, you need to learn a very important lesson: You can't Blackrock your way out of every situation, sir. Good day.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: CrashToDesktop on October 07, 2014, 01:01:08 PM
I love the new version - the faction influence bar is pretty cool, just a little step ahead of the real thing. :)

My only gripe so far is just that Batavia doesn't have the Gadila Mk.2 available in any of it's fleets, and thus, can't be purchased anywhere.  Unless it was left out intentionally, I'd like to see it put in for the official version.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on October 07, 2014, 03:17:09 PM
I love the new version - the faction influence bar is pretty cool, just a little step ahead of the real thing. :)

My only gripe so far is just that Batavia doesn't have the Gadila Mk.2 available in any of it's fleets, and thus, can't be purchased anywhere.  Unless it was left out intentionally, I'd like to see it put in for the official version.

Yeah it's funny. I had been thinking about it on and off for a couple of months, penciling out a few things, and then I read Alex's Dev Blog about Faction Relationships :P

Still, we'll see how it all pans out. The influence mechanic in Exerelin may be completely replaced by the Vanilla relationship implementation in StarSector 0.65 but I like having influence separate as if the player is a member of a faction, they should still have individual influence with other factions even if the faction they currently are a part of is in a never ending war with other factions.

Re. Gadila Mk.2 - It wasn't left out intentionally so I'll see about adding that back in for the next release :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: OhNoesBunnies on October 07, 2014, 07:58:31 PM
--- game not starting ---

Also, it says Exigency is out of sync with the new Exerelin.

Glad you got it going :)

What version of Exigency and Exerelin do you have? I'm sure I updated Exerelin for Exigency v0.6... but I have been wrong before (like, 3 posts up...  :P)

Turns out this was my fault, I didn't have Exigency updated. All this moving and hectic real-life drama has me spinning in circles.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: MesoTroniK on October 07, 2014, 08:31:48 PM
Glad to hear that the issue was resolved OhNoesBunnies. You might look into using the Version Checker (http://bit.ly/1wSPmKE) mod, as more mod authors support it and players use it as well it will help alleviate these kinds of mixups. It also offers interesting statistics to mod authors if they use certain web hosts, and the next update of the VC mod will add an amazing new functionality :)

News from the future taken from the last page of his thread*
Spoiler
(http://i.imgur.com/m6r5lga.png)

(http://i.imgur.com/oroEJas.png)
[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: AMDAMK on October 07, 2014, 11:55:36 PM
Is this normal? Or a bug?
Spoiler
(http://s14.directupload.net/images/141008/efeh7p3t.jpg)
[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: FasterThanSleepyfish on October 08, 2014, 08:36:38 AM
That has nothing to do with exerelin. I believe it is the invisible fighter bug in the current SS version.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: AMDAMK on October 08, 2014, 08:43:10 AM
That has nothing to do with exerelin. I believe it is the invisible fighter bug in the current SS version.


More bugs.
MOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOREEEEEEEEEEEEEEEEEE

After destroying all (deployed) Carrier, or what else had flight deck, it vanished. It was funny to see. ;)














And here, Zaphide, I'm back with another error for you. ;)
Spoiler
25683617 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.optionSelect ed(ExerelinOrbitalStationInteractionDialogPluginImpl.java:113)
   at exerelin.plugins.ExerelinOrbitalStationInteractionDialogPluginImpl.init(ExerelinOrbitalStationInteractionDialogPluginImpl.java:92)
   at com.fs.starfarer.ui.O0OO.interface.Öõo000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Lord Sputnik on October 09, 2014, 10:32:45 AM
So  I thought it would be fun to start in a faction, earn enough rep to get all of their good stuff, then abuse the omnifactory and go unaligned.  After loading up the Atlas and Valkyrie and everything to board an abandoned station I get this wonderful error...

Spoiler
1897206 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.ExerelinUtils.getCrewXPLevelForFaction(ExerelinUtils.java:578)
   at exerelin.ExerelinUtils.handlePlayerBoarding(ExerelinUtils.java:434)
   at exerelin.TimeManager.runHourly(TimeManager.java:33)
   at exerelin.TimeManager.advance(TimeManager.java:186)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Is it not possible to play unaligned and take over the sector for yourself?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: AMDAMK on October 09, 2014, 12:40:16 PM
Spoiler
So  I thought it would be fun to start in a faction, earn enough rep to get all of their good stuff, then abuse the omnifactory and go unaligned.  After loading up the Atlas and Valkyrie and everything to board an abandoned station I get this wonderful error...

Spoiler
1897206 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.ExerelinUtils.getCrewXPLevelForFaction(ExerelinUtils.java:578)
   at exerelin.ExerelinUtils.handlePlayerBoarding(ExerelinUtils.java:434)
   at exerelin.TimeManager.runHourly(TimeManager.java:33)
   at exerelin.TimeManager.advance(TimeManager.java:186)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
[close]

Is it not possible to play unaligned and take over the sector for yourself?



Nope, so far as i know, you need a faction to gain the control over the sector.. but i can be wrong  8)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Lord Sputnik on October 12, 2014, 04:27:57 PM
Spoiler
So  I thought it would be fun to start in a faction, earn enough rep to get all of their good stuff, then abuse the omnifactory and go unaligned.  After loading up the Atlas and Valkyrie and everything to board an abandoned station I get this wonderful error...

Spoiler
1897206 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.ExerelinUtils.getCrewXPLevelForFaction(ExerelinUtils.java:578)
   at exerelin.ExerelinUtils.handlePlayerBoarding(ExerelinUtils.java:434)
   at exerelin.TimeManager.runHourly(TimeManager.java:33)
   at exerelin.TimeManager.advance(TimeManager.java:186)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
[close]

Is it not possible to play unaligned and take over the sector for yourself?



Nope, so far as i know, you need a faction to gain the control over the sector.. but i can be wrong  8)

Well that sucks, was hoping to hear from Zaphide on this.  Granted I guess it doesn't matter which faction you are since you end up doing most of the work yourself, not that that is a bad thing.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Lopunny Zen on October 15, 2014, 06:10:44 PM
My biggest concern is the more mods we get the harder it is to load and more data being used...question is can the game handle all these teams in the future...i mean my computer is over average and has 16 gigs og ram but i can only have 6 systems and 5 stations on each
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: CrashToDesktop on October 15, 2014, 06:16:55 PM
It depends on how many planets and, especially, how many asteroid belts you have.  I've run 12 systems with 3 planets per system, 5 stations, and 4 asteroid belts (rather enjoyable, I highly suggest that setup) and I've run it fine all the way through a game with Batavia with 3 other factions, and I'm currently going though a playthough with Exigency and 6 other factions with the same setup.

Also, although I'm pretty sure you've been asked this a million times, but try to up your vparams memory allocation for Starsector and replace the contents of the jre folder with a 64-bit version of Java if you have it (not all computers are 64-bit, but if it is, do that - it'll vastly increase performance).
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: sirboomalot on October 15, 2014, 07:40:23 PM
I for one like to keep the star count at one with as many factions as possible, just like in the good'ol days before multiple star systems existed.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Tallinu on October 15, 2014, 09:33:33 PM
The first post says this works with Interstellar Federation, but Keptin's thread only lists 0.6.1a and says he isn't updating it (supposedly Kazi was going to but who knows) - last post was ages ago. Can that version still be run, or is there any way to make it work even in part, to get those awesome ship hull designs? Maybe adding them to some faction's list of ships?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Daliaraptor on October 19, 2014, 04:31:41 AM
Hey Guys

Im new to starsector. Found it last week and i like it verry much.
Im trying to run exerelin mod with lazylib and shadderlib.
But unfortuantly something doesent work. I unziped the files directly in the mod folder with rar and 7-zip. And yes i have activated the mods.
But it seams not to work. When i see the videos on youtube there should be ship stats when choosing the beginner vessel. I have the normal
text description like in the original. I can choose systems planets and belts, so something is working.
But i also just start with only one ship and can not take a station, which should be possible i guess.
Im sure im not the only one, while i saw this problem in the youtube chats.

I first tryed it on MAC, then desiced to go to PC. But its the same, so i guess i do a fatal error ;)
Thanks for helping!

Chris
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Erick Doe on October 19, 2014, 05:12:53 AM
Chris, did you also download faction mods? If so which ones?

list of compatible mods that can be run with Exerelin:
Spoiler
Mod Compatibility:
Modded Factions Supported By Exerelin (these need to be downloaded separately, and 'ticked' along with Exerelin)
Gotcha's Bushi (http://fractalsoftworks.com/forum/index.php?topic=6413.0)
Gotcha's Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.0)
Hyph_K31's Gedune (http://fractalsoftworks.com/forum/index.php?topic=3865.0)
FlashFrozen's Neutrino Corp (http://fractalsoftworks.com/forum/index.php?topic=2345.0)
mendonca's Junk Pirates (http://fractalsoftworks.com/forum/index.php?topic=161.0)
MShadowy's Shadowyards Heavy Industries (http://fractalsoftworks.com/forum/index.php?topic=3491.0) NOTE: Latest DEV version, Link (http://fractalsoftworks.com/forum/index.php?topic=3491.630)
Erick Doe's Zorg  (http://fractalsoftworks.com/forum/index.php?topic=6522.0)
Varya's  Kadur Theocracy (http://fractalsoftworks.com/forum/index.php?topic=6649.0)
mendonca's ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.0)
Cycerin's Blackrock Drive Yards (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
Trylobot's Nomads (http://fractalsoftworks.com/forum/index.php?topic=162.0)
ValkyriaL's Valkyrians (http://fractalsoftworks.com/forum/index.php?topic=5066.0)
Foxer360's Citadel Fleet (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
Runoved's Objectless Research Institute (http://fractalsoftworks.com/forum/index.php?topic=7243.0)
Erick Doe's Project Batavia (http://fractalsoftworks.com/forum/index.php?topic=7458.0)
kazi's Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
NikolaiLev's Patrian Navy (http://fractalsoftworks.com/forum/index.php?topic=7329.0) NOTE: Requires changes SEE BELOW *
Zudgemud's P9 Colony Group (http://fractalsoftworks.com/forum/index.php?topic=7430.0)
DSMK2's DSTech Corp Fleet (http://fractalsoftworks.com/forum/index.php?topic=2711.0) NOTE: Currently unbalanced/WIP, see last posts in thread for details (link (http://fractalsoftworks.com/forum/index.php?topic=2711.msg125421#msg125421))
Erick Doe's Tore Up Plenty (http://fractalsoftworks.com/forum/index.php?topic=5762.0) NOTE: Expands possible pirate ships and ships that are available in stations.
keptin's Interstellar Federation (http://fractalsoftworks.com/forum/index.php?topic=2012.0)
mendonca's P.A.C.K (http://fractalsoftworks.com/forum/index.php?topic=6437.0)
Dark.Revenant's Interstellar Imperium (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
SniZipGun's Eleutheria Federation (http://fractalsoftworks.com/forum/index.php?topic=7570.0) NOTE: non-TC standalone (under discontinued mods)
MesoTronik's Exigency Incorporated and Ahriman Association (http://fractalsoftworks.com/forum/index.php?topic=6509.0)
Sundog's Idoneus Citadel Exiles (http://fractalsoftworks.com/forum/index.php?topic=7625.0)
Dante80's Lotus Conglomerate (http://fractalsoftworks.com/forum/index.php?topic=1619.195) NOTE: Use latest V2.0+ by Brainbread Link (http://fractalsoftworks.com/forum/index.php?topic=1619.195)
[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Daliaraptor on October 19, 2014, 05:39:50 AM
Hey Erick

Ive once added one faction (neutrino corp). But right now only exerelin,  lazylib and shadderlib.
When i added this faction, ther were the ships but no more characters (pics) to choce from. That made me wondering as well.
May there are some files that my pc cant open? Do i need additional mods or tools?
It looks like that it reconise some changes of the mod, but not all...

Thanks
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Erick Doe on October 19, 2014, 05:57:03 AM
Alright, I'm running the game with Exerelin, Neutrino Corp, Shaderlib and Lazylib.

First of all, Neutrino Corp does not add any new potraits. When you select the campaign, it should ask you "How many systems", "Max system size", "Max planets per system", "Max asteroid belts per system", "Max stations per system", "Is the omnifactory available?", "How many other factions in Exerelin initially", "Shall factions return to Sector Exerelin?"

Then as final question it will ask what faction you'd like to join. It should give you these choices:
-Start unaligned
-Hegemony
-Tri-Tachyon Corp
-Sindrian Diktat
-Neutrino Corp

Then it will ask: "How populated is Exerelin", and if you pick the Neutrino Corp it finally gives you a choice between a few Neutrino ships:
-Relativity-class Drone Frigate
-Singularity-class Balanced Drone Frigate

Did it give you these choices?

If you're not running it with Neutrino Corp it should do all the above, except you'll only be able to pick vanilla Starstector factions.


Also (I think this is what has you confused), Exerelin no longer allows you to capture a station upon startup. Your faction will start with its own station and it should say in which system at the start of the game. Those videos you saw were probably of an older version of the Exerelin mod. In the latest version you just start with one ship. But you can capture stations later one when you've got troop transports and lots of marines.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: CrashToDesktop on October 19, 2014, 05:57:17 AM
@Daliaraptor

Far as I can tell, Neutrino Corps hasn't been updaded for 0.65 yet.  Be sure to check for that, not just if it's compatible with Exerelin.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Erick Doe on October 19, 2014, 06:01:45 AM
@Daliaraptor

Far as I can tell, Neutrino Corps hasn't been updaded for 0.65 yet.  Be sure to check for that, not just if it's compatible with Exerelin.

It did give an "out of synch with Exerelin" notification upon starting the campaign. But so far it appears to be working. The Neutrino faction appears, starts spawning its fleets, mining, etc.

Anyway, I think Chris' problem is that he/she expected to start with a capture fleet upon starting the campaign, just like in the old videos on youtube.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Daliaraptor on October 19, 2014, 08:37:12 AM
Alright, I'm running the game with Exerelin, Neutrino Corp, Shaderlib and Lazylib.

First of all, Neutrino Corp does not add any new potraits. When you select the campaign, it should ask you "How many systems", "Max system size", "Max planets per system", "Max asteroid belts per system", "Max stations per system", "Is the omnifactory available?", "How many other factions in Exerelin initially", "Shall factions return to Sector Exerelin?"

Then as final question it will ask what faction you'd like to join. It should give you these choices:
-Start unaligned
-Hegemony
-Tri-Tachyon Corp
-Sindrian Diktat
-Neutrino Corp

Then it will ask: "How populated is Exerelin", and if you pick the Neutrino Corp it finally gives you a choice between a few Neutrino ships:
-Relativity-class Drone Frigate
-Singularity-class Balanced Drone Frigate

Did it give you these choices?

If you're not running it with Neutrino Corp it should do all the above, except you'll only be able to pick vanilla Starstector factions.


Also (I think this is what has you confused), Exerelin no longer allows you to capture a station upon startup. Your faction will start with its own station and it should say in which system at the start of the game. Those videos you saw were probably of an older version of the Exerelin mod. In the latest version you just start with one ship. But you can capture stations later one when you've got troop transports and lots of marines.

Hey Erick

Thanks verry much for this explanation. Indeed those videos confuesd me.
Guess it works then.... lol
I will try out and get a fleet, so i can capture a station...
Cheers ;D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: AMDAMK on October 19, 2014, 12:13:51 PM
Spoiler
560365 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.plugins.WelcomeDialogPlugin.showText(WelcomeDialogPlugin.java:79)
   at exerelin.plugins.WelcomeDialogPlugin.init(WelcomeDialogPlugin.java:41)
   at com.fs.starfarer.ui.O0OO.interface.?o000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.campaign.A.showInteractionDialog(Unknown Source)
   at exerelin.SectorManager.doEveryFrameChecks(SectorManager.java:360)
   at exerelin.TimeManager.advance(TimeManager.java:179)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Spoiler
(http://postimg.org/image/bp6t80rl9/)
[close]
A picture, because some piece of code are missing.

is that another "out-of-memory"? Or again the same unknow problem/ bug/ crash for you Zaphide?

E^1: I know it's a broken pic, click right on it, and open in a new tab, should work then.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on October 19, 2014, 06:45:29 PM
--- Taking over the sector while unaligned ---

Well that sucks, was hoping to hear from Zaphide on this.  Granted I guess it doesn't matter which faction you are since you end up doing most of the work yourself, not that that is a bad thing.
[/quote]

(sorry for the late reply!)

Well, this was always part of the "plan" for Exerelin but given the upcoming update will change <everything> I'm reluctant to make too many more changes before having a play with StarSector 0.65 :) I suspect that if this mod is to continue it will need a fairly drastic overhaul :P

Also, fundamentally, I am also undecided about how much a player should be able to directly <action> for their faction. I quite like Drox Operative (other than when it gets a bit grindy) and feel that a StarSector equivalent of Drox Operative could be pretty great.

The first post says this works with Interstellar Federation, but Keptin's thread only lists 0.6.1a and says he isn't updating it (supposedly Kazi was going to but who knows) - last post was ages ago. Can that version still be run, or is there any way to make it work even in part, to get those awesome ship hull designs? Maybe adding them to some faction's list of ships?

It should work as far as I know. The download link at the start of the IFed thread has an updated version that kazi put together :)

Spoiler
560365 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at exerelin.plugins.WelcomeDialogPlugin.showText(WelcomeDialogPlugin.java:79)
   at exerelin.plugins.WelcomeDialogPlugin.init(WelcomeDialogPlugin.java:41)
   at com.fs.starfarer.ui.O0OO.interface.?o000(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.ui.O0OO.interface.<init>(Unknown Source)
   at com.fs.starfarer.campaign.A.showInteractionDialog(Unknown Source)
   at exerelin.SectorManager.doEveryFrameChecks(SectorManager.java:360)
   at exerelin.TimeManager.advance(TimeManager.java:179)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Spoiler
(http://postimg.org/image/bp6t80rl9/)
[close]
A picture, because some piece of code are missing.

is that another "out-of-memory"? Or again the same unknow problem/ bug/ crash for you Zaphide?

E^1: I know it's a broken pic, click right on it, and open in a new tab, should work then.

Yes sorry it is a known issue (to me at least). It will only happen if you start a new game and then try and re-load that game without saving prior.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Streamingfox on October 29, 2014, 03:19:54 AM
How is the work for 0.6.5 going? :D Is it how you thought necessary to write the mod from start?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on October 29, 2014, 09:25:31 PM
How is the work for 0.6.5 going? :D Is it how you thought necessary to write the mod from start?

Haha yeah pretty much. It has also replaced the majority of the additional code I had written with a StarSector-core implementation (which is really cool) and there are much easier ways to achieve a lot of the things I was doing without resorting to weird hacks or anything :)

So, I have a randomised/procedural sector generating, with markets etc. all up and going, and for the most part just using the StarSector-core code (with some *really* minor tweaks). Pretty amazed at how well it hangs together in completely different sector setups, although the economy can go all weird if too many (large) markets are generating a lot of <commodity> without a lot of demand (or vice versa). I have been doing a lot of mucking around with the various economy settings and setups to see exactly what happens.

But, interestingly, it has made me realise that one of the things I like most about the 0.65 update is the lore/identity associated with the vanilla factions, which is essentially lost when you build everything in a random/procedural fashion (at least how I am doing it at the moment).

Also, apart from having very little spare time at the moment (due to a few non-StarSector projects), I'm not really sure which direction to take the mod in now. Most of the elements are in StarSector-core now except for the 'faction-taking-over-the-sector' parts. Unfortunately it is unlikely I'll get anything out in the near future :(
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Lcu on October 30, 2014, 12:25:16 AM
Well, if you have to write the mod from start, good luck :)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: ValkyriaL on October 30, 2014, 01:46:54 AM
Knowing Zaphide, that won't be much trouble, question is the time it takes to do it. I want to play again! =(
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on October 30, 2014, 03:36:27 AM
Haha yeah it actually felt pretty good to wholesale remove whole classes and packages :D

'The best code is no code' and all that :)
http://blog.codinghorror.com/the-best-code-is-no-code-at-all/ (http://blog.codinghorror.com/the-best-code-is-no-code-at-all/)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Salmon on November 12, 2014, 02:35:54 PM
Alright, don't mean to be a bother but I'm pretty new to the game and it's modding side. I'm running into the same error when loading Exerelin - "Fatal: Ship hull variant or fighter wing with id: [hound_Assault] not found!" I'm confused because it's only Exerelin that crashes it, even after trying fresh downloads of everything, and thanks in advance.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: MesoTroniK on November 12, 2014, 02:38:29 PM
Exerelin is not updated for the current version of the game.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Salmon on November 12, 2014, 03:00:47 PM
Ahh, I suppose that would explain it, thanks   ;)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: sagwamoksori on November 14, 2014, 05:05:01 PM
I am a very sad potato. I tried playing this after a hiatus and I couldn't get the mods to work. I either get Exerelin with no ship mods or the end. Does anyone have the compatible files that they'll be willing to share?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Oathseeker on November 15, 2014, 02:13:08 AM
I am a very sad potato. I tried playing this after a hiatus and I couldn't get the mods to work. I either get Exerelin with no ship mods or the end. Does anyone have the compatible files that they'll be willing to share?

I'm assuming you mean the compatible starsector files, which can be found here: http://fractalsoftworks.com/category/releases/
0.6.2a is what you're looking for.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: ssthehunter on November 17, 2014, 04:30:58 PM
so... uhh... Not to sound pushy or anything, but do you have an eta on the update? >_<
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: PartyAlarm on November 23, 2014, 12:28:31 PM

But, interestingly, it has made me realise that one of the things I like most about the 0.65 update is the lore/identity associated with the vanilla factions, which is essentially lost when you build everything in a random/procedural fashion (at least how I am doing it at the moment).

Also, apart from having very little spare time at the moment (due to a few non-StarSector projects), I'm not really sure which direction to take the mod in now. Most of the elements are in StarSector-core now except for the 'faction-taking-over-the-sector' parts. Unfortunately it is unlikely I'll get anything out in the near future :(


I think the sector-conquering aspect is the coolest part of the mod. It adds a completely new angle to gameplay. Given more control over that aspect, and you've basically made a 4X type game!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on November 24, 2014, 05:00:20 PM
so... uhh... Not to sound pushy or anything, but do you have an eta on the update? >_<

--- snip ---
Also, apart from having very little spare time at the moment (due to a few non-StarSector projects), I'm not really sure which direction to take the mod in now. Most of the elements are in StarSector-core now except for the 'faction-taking-over-the-sector' parts. Unfortunately it is unlikely I'll get anything out in the near future :(


I think the sector-conquering aspect is the coolest part of the mod. It adds a completely new angle to gameplay. Given more control over that aspect, and you've basically made a 4X type game!

Apologies for the late replies :)

Unfortunately, it's unlikely I'll be working on this mod in the near future. Although I don't believe it would be super difficult to rebuild some of the mechanics into StarSector 0.65.1 (and I have already implemented a few bits and pieces), it would take <some> time and I currently have almost 0 spare time with which to work on it :(
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: ssthehunter on December 02, 2014, 10:23:39 AM
Awee. Ah well, good luck on whatever you're doing thats taking up all your time!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: toushiryoku on December 05, 2014, 10:58:59 AM
is there alternatives to this mod that still being worked on (where factions are actively trying to wipe each other one instead of doing skirmishes with fleets)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: AMDAMK on December 21, 2014, 01:27:43 PM
Still playing .62a

Gained this
Spoiler

1382558 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.campaign.FactionManager.??00(Unknown Source)
   at com.fs.starfarer.campaign.Faction.getRelation(Unknown Source)
   at com.fs.starfarer.campaign.Faction.getRelationship(Unknown Source)
   at exerelin.utilities.ExerelinUtilsFaction.getFactionsAtWarWithFaction(ExerelinUtilsFaction.java:37)
   at exerelin.utilities.ExerelinUtilsFaction.isFactionAtWar(ExerelinUtilsFaction.java:74)
   at exerelin.fleets.WarFleet.setPatrolAssignments(WarFleet.java:184)
   at exerelin.fleets.WarFleet.setFleetAssignments(WarFleet.java:107)
   at exerelin.fleets.WarFleet.setTarget(WarFleet.java:87)
   at exerelin.StationRecord.updateFleetTargets(StationRecord.java:702)
   at exerelin.StationRecord.updateFleets(StationRecord.java:251)
   at exerelin.SystemStationManager.updateStationFleets(SystemStationManager.java:98)
   at exerelin.SectorManager.updateStationFleets(SectorManager.java:136)
   at exerelin.TimeManager.runDaily(TimeManager.java:115)
   at exerelin.TimeManager.doIntervalChecks(TimeManager.java:199)
   at exerelin.TimeManager.advance(TimeManager.java:191)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]

And yes, have searched the sites for this, but nothing found. :/

Spoiler
4228239 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.K.show(Unknown Source)
   at com.fs.starfarer.campaign.A.showInteractionDialog(Unknown Source)
   at exerelin.SectorManager.doEveryFrameChecks(SectorManager.java:360)
   at exerelin.TimeManager.advance(TimeManager.java:179)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.K.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.K.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.ui.p.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInput(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.B.??00(Unknown Source)
   at com.fs.oOOO.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Erick Doe on December 25, 2014, 01:35:32 PM
Were you able to play Exerelin .62a before? If so what changed, did you add new factions? Does it give this error when you run Exerelin without any other mods (apart from Lazylib, which you need anyway).

When does the error occur? In combat?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Phantomhive on January 03, 2015, 10:44:12 PM
so i tried to play the exrelin mod today and i got an error that said fatal check starsector.log so i go to it and found this
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.void.super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
how do i fix it i can't even run the exralin mod
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: MesoTroniK on January 03, 2015, 10:49:31 PM
Exerelin is not yet updated for Starsector 0.65.1a, but only will work for 0.6.2a.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Tommy on January 04, 2015, 07:57:07 AM
Srsly, we need this mod brought back. I grow tired of Starsector+.

Exerelin had the best mechanic. End game. Not just pew-pew until you get bored.

You had a way to "finish" the game.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Lcu on January 10, 2015, 07:44:30 PM
Well the mod author is busy IRL.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Ganet on January 12, 2015, 10:17:52 AM
Well I can't make heads or tales of installing mods at all for this game. Everything everyone has said in this makes zero sense to me. Shame, there were a ton of mods I wanted play.

Would love it if anyone could help honestly. Just keep getting errors that it can't find files like the ships usually when I try and use a mod other than the shaderlib and lazylib. Nothing else will even let the game start.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Midnight Kitsune on January 12, 2015, 10:35:34 AM
Well I can't make heads or tales of installing mods at all for this game. Everything everyone has said in this makes zero sense to me. Shame, there were a ton of mods I wanted play.

Would love it if anyone could help honestly. Just keep getting errors that it can't find files like the ships usually when I try and use a mod other than the shaderlib and lazylib. Nothing else will even let the game start.
It would help if you pasted the end of your error log (called starsector.log ) for one. it is located in "...\Fractal Softworks\Starsector\starsector-core" When you mouse over it, it should say "Type: LOG file" if you don't have file extensions showing. You can use Baretail, a free program, to easily open the large file

From what you are telling us, it sounds like you are:
A) Using the newest version of starsector. This mod is built for the previous version (.62) of SS and the current version is .65
B) Using the latest Lazylib and or Shader Lib. You can get the versions for .62 here: https://www.dropbox.com/s/undcojsajes3l7y/SS62LLandSL.rar?dl=0
C) A combination of both
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: angrytigerp on January 12, 2015, 10:40:52 AM
Well I can't make heads or tales of installing mods at all for this game. Everything everyone has said in this makes zero sense to me. Shame, there were a ton of mods I wanted play.

Would love it if anyone could help honestly. Just keep getting errors that it can't find files like the ships usually when I try and use a mod other than the shaderlib and lazylib. Nothing else will even let the game start.

Step 1: did you download SS 0.6.2 from the old release post, or are you trying to use 0.6.5? Your symptom (can't use anything other than Shader and Lazylibs, both of which are 0.6.5 compatible) sounds like that.

Secondly, once you DO get the 0.6.2 release, are you trying to use any factions that are 0.6.5 updated? Because I would guess that they wouldn't work. Basically, you'll only be able to use 0.6.2 factions (which will have "0.6.2" in the thread title and/or mention that they're written for 0.6.2 in the OP), or you can try asking around for people who saved old versions of the now-0.6.5 mods.

Not that it'll help you now, but I intend to start keeping the archives of the last updates for each mod for this explicit reason.

NINJA POST EDIT: Well, there you go, Midnight gave you the SL and LL 0.6.2 versions.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Ganet on January 12, 2015, 12:45:50 PM
How would I even get the previous version of Starsector? I only get the links to the updated one.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Silver Silence on January 12, 2015, 12:54:36 PM
Look in the blog on the starsector website or in the release subsection of the forums to find links to the blog posts.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Ganet on January 12, 2015, 01:05:59 PM
Yeah I found it. Pretty stupid move on my part. Should have looked at the version I was using against the ones it said the mods were made for. ^^;

Thanks guys.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Midnight Kitsune on January 12, 2015, 01:59:13 PM
Yeah I found it. Pretty stupid move on my part. Should have looked at the version I was using against the ones it said the mods were made for. ^^;

Thanks guys.
No problem! We are here to help!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Baleur on January 26, 2015, 09:11:35 AM
Literally cant wait for this to be updated for 0.65
One of my favorite mods.  :D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Tommy on January 26, 2015, 09:16:57 AM
Oh please dear GOD, bring back Uomoz and Exerelin!!!!!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on February 01, 2015, 01:28:54 AM
Zaphide, if you're reading this, could you push everything you've done for 0.65 so far to the repo?

I was trying to update the mod to 0.65 (while having basically zero prior SS modding experience; you can tell this wasn't very well thought out) and three hours later while looking up how to solve a particular problem (http://fractalsoftworks.com/forum/index.php?topic=8521.msg144730#msg144730), I found out you were (needless to say) already way ahead of me ::)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Shedovv on February 01, 2015, 06:30:33 AM
There's some sort of BUG with the backgrounds and or spawn points caused by Exerelin.
Here: http://gyazo.com/0102283cd6c8a97b364b1f2aa3ba765d
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on February 02, 2015, 02:27:27 AM
Zaphide, if you're reading this, could you push everything you've done for 0.65 so far to the repo?

I was trying to update the mod to 0.65 (while having basically zero prior SS modding experience; you can tell this wasn't very well thought out) and three hours later while looking up how to solve a particular problem (http://fractalsoftworks.com/forum/index.php?topic=8521.msg144730#msg144730), I found out you were (needless to say) already way ahead of me ::)

Done :)

Note that I removed/disabled lots of things. Some of the .java files I have deleted from the source (I think some of the DialogPlugins as they needed *serious* work to fix) but they'll obviously still be in the repo.

It only really functions as a sector generator at the moment, with a lot of the values hard set but it might give a few examples on how (not) to do things :D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on February 02, 2015, 08:03:32 AM
Ah, great, thanks. I've already been making some improvements and will submit pull requests soon-ish.

Now if only I could figure out why the $token substitution in dialogues is failing ::)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Shedovv on February 02, 2015, 10:01:05 PM
There's some sort of BUG with the backgrounds and or spawn points caused by Exerelin.
Here: http://gyazo.com/0102283cd6c8a97b364b1f2aa3ba765d

Still no reply to that? It doesn't let me play the damn mod. It keeps crashing cuz of that.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on February 02, 2015, 10:06:00 PM
Okay, couple of PRs submitted. I'm now writing a more sophisticated market condition randomizer.
Also scribbled out some gameplay feature proposals here (https://bitbucket.org/Histidine/exerelin/wiki/4XDesign).


@Shedovv: Screenshot doesn't show much, could you paste a text excerpt from the log at the part where it crashes?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Cyan Leader on February 03, 2015, 07:22:57 AM
I still think that station capture is too abstract and disconnected from the player. A capture minigame would go outside the scope of a mod but at least we could have a fleet to fight. Depending on the stability of a station market we could get different pre-dertmined boss-like fleets to fight, depending on the faction. If defeated, the chances of capturing goes up or something.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Tommy on February 03, 2015, 07:33:25 AM
The best way to build the "taking over stations" part would be for stations to have a defence fleet. It's power will grow depending on stability of the station and perhaps other parameters which do not come right now in mind. But a player (or the AI) could make certain stations almost impenetrable, unless you bring a very large fleet and have appreciable skill at the game.

Whenever you would want to take over a station, you would fight the defence fleet.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Shedovv on February 03, 2015, 09:17:03 AM
Okay, couple of PRs submitted. I'm now writing a more sophisticated market condition randomizer.
Also scribbled out some gameplay feature proposals here (https://bitbucket.org/Histidine/exerelin/wiki/4XDesign).


@Shedovv: Screenshot doesn't show much, could you paste a text excerpt from the log at the part where it crashes?
That screen shot IS a screenshot OF the LOG. I selected it at the portion, right where it crashed. If you want I can get a bigger screenshot.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Zaphide on February 03, 2015, 02:24:51 PM
There's some sort of BUG with the backgrounds and or spawn points caused by Exerelin.
Here: http://gyazo.com/0102283cd6c8a97b364b1f2aa3ba765d

Still no reply to that? It doesn't let me play the damn mod. It keeps crashing cuz of that.

Yeah need a bit more info than that. Can you attach the whole log file? Also, which versions (of both StarSector and Exerelin) are you using?

Okay, couple of PRs submitted. I'm now writing a more sophisticated market condition randomizer.
Also scribbled out some gameplay feature proposals here (https://bitbucket.org/Histidine/exerelin/wiki/4XDesign).

OK looks great :) (I'm sorry I hadn't yet cleaned it up, feel free to add/change/discard as much as you want, I'm not precious about any code at all)

Your plan for market development was pretty similar to what I had in mind. I was also planning to implement a kind of market 'change' mechanic that would add/remove conditions over time and/or due to certain events (i.e. markets change from 'Urbanized Polity' to 'Decivilised' for a time period after takeover, or markets have a chance of population growth/contract depending on how stable they are). Allowing a player to buy certain market conditions would be great for this too.

And yeah, the Planetary Conquest idea is similar as well:) I was imaging a 'market siege' type scenario, where an attacking fleet orbits (one of) the market points and does 'damage' to the defending market. Implementation wise, I was thinking that besieging fleet(s) add a market condition 'Under Siege/Blockade' that severely reduces stability. And yeah, I was imagining the existence of a military base (and/or similar conditions) would allow the spawning of a 'Scrambled Defense Fleet', triggering a combat scenario for the player's fleet (if it is the player doing the besieging) with the defenders strength based on the initial stability and size of the market. Once 'Under Siege/Blockade', there is a time period that the defenders/reinforcements have to destroy the besieging fleet(s), before capture occurs. I was thinking this time period would be impacted by stability and size (so larger, more stable markets are longer to take over, where border worlds change hands with relative ease) and then potentially by the number of marines/Valkyries in the attacking fleet.


Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on February 03, 2015, 04:49:02 PM
Okay, couple of PRs submitted. I'm now writing a more sophisticated market condition randomizer.
Also scribbled out some gameplay feature proposals here (https://bitbucket.org/Histidine/exerelin/wiki/4XDesign).


@Shedovv: Screenshot doesn't show much, could you paste a text excerpt from the log at the part where it crashes?
That screen shot IS a screenshot OF the LOG. I selected it at the portion, right where it crashed. If you want I can get a bigger screenshot.
Protip: When taking a screenshot of an error message, try to get the entire message in it. ;)

(Pastebin is also preferable to a screenshot in many cases, since it reduces omission of possibly important information)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on February 14, 2015, 11:15:49 PM
More PRs filed. Includes primitive invasion system (which the AI donut know to use yet).
Spoiler
(http://i.imgur.com/To4xAbZ.jpg)
[close]

Cool things like "huge response fleet that jumps out of the station and eats you when you try to do this" coming later.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: CrashToDesktop on February 15, 2015, 06:40:51 AM
Hey, some quality of life improvements with invasions! :D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Ahne on February 15, 2015, 08:25:51 AM
Will this mod get a new life for the new starsector patch, i really want to play this mod with the dynamic faction wars and conquerer feature.

I there any update coming soon?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Nemerid on February 15, 2015, 11:38:30 AM
When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.
"Fatal: Ship Hull variant or fighter wing with id: [hound_Assault] not found!
Check starsector.log for more info."

Here's the error from the .log file:

"16246 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)"

I'm guessing from the context that this is caused by something trying to access a file, yet it isn't in the correct directory? I've already tried re-installing Exerelin and LazyLib, even Starsector, yet the error continues. I don't know much more than that, I'm not that great at diagnosing problems in the tech world! :P
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Nanao-kun on February 15, 2015, 11:46:27 AM
When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.
"Fatal: Ship Hull variant or fighter wing with id: [hound_Assault] not found!
Check starsector.log for more info."

Here's the error from the .log file:

"16246 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)"

I'm guessing from the context that this is caused by something trying to access a file, yet it isn't in the correct directory? I've already tried re-installing Exerelin and LazyLib, even Starsector, yet the error continues. I don't know much more than that, I'm not that great at diagnosing problems in the tech world! :P
What version of Starsector are you using? This is for 0.6.2a
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Nemerid on February 15, 2015, 12:14:34 PM
When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.
"Fatal: Ship Hull variant or fighter wing with id: [hound_Assault] not found!
Check starsector.log for more info."

Here's the error from the .log file:

"16246 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)"

I'm guessing from the context that this is caused by something trying to access a file, yet it isn't in the correct directory? I've already tried re-installing Exerelin and LazyLib, even Starsector, yet the error continues. I don't know much more than that, I'm not that great at diagnosing problems in the tech world! :P
What version of Starsector are you using? This is for 0.6.2a

Ah, I didn't realize I was using a incompatible version. Is there a way to get 0.6.2a, or do i have to wait for the mod to be updated? :o
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Nanao-kun on February 15, 2015, 12:17:46 PM
When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.
"Fatal: Ship Hull variant or fighter wing with id: [hound_Assault] not found!
Check starsector.log for more info."

Here's the error from the .log file:

"16246 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)"

I'm guessing from the context that this is caused by something trying to access a file, yet it isn't in the correct directory? I've already tried re-installing Exerelin and LazyLib, even Starsector, yet the error continues. I don't know much more than that, I'm not that great at diagnosing problems in the tech world! :P
What version of Starsector are you using? This is for 0.6.2a

Ah, I didn't realize I was using a incompatible version. Is there a way to get 0.6.2a, or do i have to wait for the mod to be updated? :o
http://fractalsoftworks.com/category/releases/

They should be here.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Nemerid on February 15, 2015, 12:22:10 PM
When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.
"Fatal: Ship Hull variant or fighter wing with id: [hound_Assault] not found!
Check starsector.log for more info."

Here's the error from the .log file:

"16246 [Thread-5] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
java.lang.RuntimeException: Ship hull variant or fighter wing with id: [hound_Assault] not found!
   at com.fs.starfarer.loading.FleetCreationSpec.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÖO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)"

I'm guessing from the context that this is caused by something trying to access a file, yet it isn't in the correct directory? I've already tried re-installing Exerelin and LazyLib, even Starsector, yet the error continues. I don't know much more than that, I'm not that great at diagnosing problems in the tech world! :P
What version of Starsector are you using? This is for 0.6.2a

Ah, I didn't realize I was using a incompatible version. Is there a way to get 0.6.2a, or do i have to wait for the mod to be updated? :o
http://fractalsoftworks.com/category/releases/

They should be here.
Thank you for your help! ;D
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Midnight Kitsune on February 15, 2015, 12:24:33 PM
Make sure you use the .62 version of Lazy lib!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Nemerid on February 15, 2015, 08:33:40 PM
how do you get the .62 version of LazyLib? XD
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Midnight Kitsune on February 15, 2015, 08:42:07 PM
how do you get the .62 version of LazyLib? XD
One better: Here is a pretty complete list (including links to) all of the .62 mods
http://fractalsoftworks.com/forum/index.php?topic=8975.0
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Nemerid on February 15, 2015, 10:45:41 PM
One final question: is there a way to allocate more memory to the game? I'm trying to diversify the factions by adding more, and i have lots of spare memory to use. I'm pretty sure all i have to do is modify the "starsector.bat" in the starsector-core file, but i don't know the code. Anyone know how to do this, or knows how i can find out?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Mazuo on February 15, 2015, 11:54:56 PM
http://fractalsoftworks.com/forum/index.php?topic=5310.msg111235#msg111235

I had it at 6 gigs before the recent patch, but 4 seems more than sufficient currently with the better save compression.  You might still have to make sure you're running off 64-bit Java as I'm not sure the base game is including it yet, but it's easy to copy your install folder and move and rename.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on February 16, 2015, 05:22:49 AM
I there any update coming soon?
That depends on Zaphide, really. I'm doing a bunch of stuff, but nothing says I won't get tired of it before it reaches a playable state, and it's not my mod to do anything "official" with anyhow.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Ahne on February 16, 2015, 06:44:31 AM
Thanks for the answer, i really hope that the mod get an update.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Thorgaard on February 18, 2015, 12:40:35 PM
HELP!

When i try to launch the game (with Exerelin ofc), i get this error: "Fatal: Ship hull variant or fighter wing with id:[hound_Assault] not found! Check starsector.log for more info."
It only happens when i launch starsector with the mod enabled...

Please help...
You are my only ho-

-Transmission ended-

Seriously though, help me  ???
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: NightfallGemini on February 18, 2015, 12:54:52 PM
If you're trying to run it with the current version it won't work. It's not updated for this version. Check the thread title.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on February 20, 2015, 09:32:17 AM
For those curious about Zaphide's whereabouts, he sent me this PM earlier this week:

Quote from: Zaphide
[...]For myself I have so much going on at the moment (house reno's, freelance work (most of my time atm) and an extended holiday coming up) that I can't really see myself doing anything really that constructive on the mod at anytime in the near/medium future.

So, I am quite happy if you want to take whatever parts you feel are worthwhile and start a new mod, and no problems if you want to rename it or anything else :) Don't feel pressured at all though, it's more of a 'I am unlikely to do anything in the near future so feel free to take it and run with it' :)
I'm still not quite comfortable "stealing" the mod just like that though (and I don't feel like taking on the responsibility of formally maintaining a project), so once I get it to an adequate 0.65.2a-compatible level of functionality I may or may not just put up an unofficial release here. After that, well, code base is open ;)

In other news, today in the Exerelin cluster:
Spoiler
(http://i.imgur.com/OSeZGyT.jpg)

;D
[close]
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Ahne on February 20, 2015, 10:23:21 AM
Nice
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Nanao-kun on February 20, 2015, 01:23:50 PM
That's... that's pretty cool!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Voiddweller on February 20, 2015, 02:10:16 PM
Ahaha) Yeah, awesome) I just thought about how nice it can be if there were some skills in leadership branch, that can be used for diplomatic mini-quests. Espionage, escorting and transporting, assasinations, revolts...
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: MindsEye on February 28, 2015, 07:48:33 AM
Histidine Im glad you are updating this mod. I never got a chance to try it out. I left some time ago to come back to 65 to try out the new stuff. Would really like to try this mod out with latest ss.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on March 07, 2015, 02:46:48 AM
Now playable in 0.65.2a as Nexerelin (http://fractalsoftworks.com/forum/index.php?topic=9175.new#new)
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Enronhitman on May 04, 2015, 12:52:53 AM
Having the same issue,
Any luck yet?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Histidine on May 04, 2015, 01:28:20 AM
Exerelin is not compatible with 0.65. You can play it with the old version of Starsector available here (http://fractalsoftworks.com/2014/01/17/starsector-0-6-2a-release/) (also see old mods here (http://fractalsoftworks.com/forum/index.php?topic=8975.0)), but it's recommended that you get the updated remake Nexerelin here (http://fractalsoftworks.com/forum/index.php?topic=9175.0) instead.
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Enronhitman on May 04, 2015, 04:14:18 PM
Thank you!!
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Plasmatic on June 25, 2015, 09:46:43 AM
Is this mod getting updated or is Nexerelin the goto mod now?
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Midnight Kitsune on June 25, 2015, 10:19:13 AM
Is this mod getting updated or is Nexerelin the goto mod now?
Just use Nexe for now
Title: Re: [0.6.2a] Exerelin - Dynamic Sector and Faction War - v0.644
Post by: Erick Doe on June 25, 2015, 10:35:00 AM
This mod in its current state is for 0.6.2a compatible mods. If you want to play those mods, use Exerelin.

Otherwise, if you want to use newer mods switch to Nexerelin.