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());
}
}
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());
}
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
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 :/
balance, I'd think...
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 i chose "pay" option at the first time & it was OKgetting 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
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
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?
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]
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
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 OKgetting 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
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 ?
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
having faction specific weapons being delivered is the biggest problem i hope gets solved soon.its just like RPG Diablo like games , play as barbarian get rouge/sorcerer epic loot :D
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
Whats that? I probably dont have it. So from you asking it, i'm assuming that i should get it right?http://fractalsoftworks.com/forum/index.php?topic=5444.0
EDIT: Derp. I never read the full post. didnt see it says that it was a requirement.
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
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.
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
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 ???
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.
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
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?
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 :)
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.Ah, okay. Thanks for elaborating.
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.
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" insteadAs a counter-nitpick, the opposite of inter- would be intra- (but the two words are pretty awkwardly similar).
Why not: inner system and outer system?
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 :)
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).
Why not: inner system and outer system?Those terms would both refer to 'intra-system' fleets. Really, in-system and out-system works best.
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
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
hope there will be next version (if needed ;p) till weekend :) so i can play some
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
I think you forgot the variants folder for Shadowyards HI ... not a single one of theirs ships have weapons mounted.
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! :)
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
ExerelinVariantSelector.randomizeFleet(fleet);
fleet.setPreferredResupplyLocation(getAnchor());
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?
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.
@MShadowy
@sarducardun
@sirboomalot
The front-page link is give'n me a 404 error...
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 enoughSpoiler(http://i.imgur.com/3SmZHa7.png?1?9987)[close]::)
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 enoughSpoiler(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... :(
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);
}
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...
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
@Uomoz
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 :)
Is it possible to have the mod without all the other factions?
<snip>
I second the vanilla version <snip>
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.
private String[] possibleFactions = new String[] {"player", "hegemony", "tritachyon" };
--- 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"im bored & i think you can cut the spawn rate cuz it's a bit annoying to chase the little onesSpoiler(http://i.imgur.com/qJobA83.png?1?8456)[close]
BUT i like the changes so far & i hope the updates will be as much as fast as it is for now :]
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?
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
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)
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
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
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.
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.
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
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
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.
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?
A "random variables" option would then be good so that we don't lose that randomness to your modits 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'sA 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!
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.
A "random variables" option would then be good so that we don't lose that randomness to your mod
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.
So if I specify that I want 30 factions?
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.
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
0.41
- 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
- Added war weariness for faction fighting constantly in a war
- Added dislike for leading faction and like for losing faction
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
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 byQuote- Added war weariness for faction fighting constantly in a war
- Added dislike for leading faction and like for losing faction
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.
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 ;DThanks :)
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.
So much text, I've never seen so much on this forumYah, you shouldn't look at half my other 12 posts then :P
Thules Legacy
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.
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:::)
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).
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.
1#- not only vanilla weapons are missing, i cant get (buy) tyhion lances too (got the name right ? :D)
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?
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).
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
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?
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.
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
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 :)
Adventure Civilian Battleship is from Neutrino Corp
also never saw the Blowtorch Construction Ship also from Neutrino
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?
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:Spoiler5942 [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...
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:Spoiler5942 [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...
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 :)
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 ;)
Spoiler174859 [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]
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 ;pSpoiler174859 [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 ;pSpoiler174859 [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.
PS: any new ver. comming up this weekend ?
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
Meet a error~Code41376 [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
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
New version as promised:Code0.5
- 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
New version as promised:Code0.5
- 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.
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.
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...
Dude..you should put the hawkin fleet in...the ships look very nice and sleek and they seem very fun
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 :(
WAIT...important faction to add...Thule Legacy...they are vanilla balanced and there fun and interesting :)
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 :)
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?
A couple of notes after havinglost timeplayed the mod for thetime I should have been sleepingevening.
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.
relics faithoper main gun (Ultima) build in weapon is missingSpoiler(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
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: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.SpoilerReliability = 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]
TLDR:
I have thoughts about diplomacy, most of them boring.
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.
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]
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?
return new String[]{};
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 :).
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.vYou might want to check out the lower part of the first post, Specifically:
Restricting Certain FactionsI 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.
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- That's it! :)private String[] possibleFactions = new String[] {"player", "hegemony", "tritachyon" };
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
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
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
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
You mean the largest ship they have? I didn't notice anything too bad, but then I didn't test a lot against it...
I changed some of the stats on some of their ships slightly, so hopefully they won't be too bad :Pwell i hope you change combat speed of the fighter wing, cuz 300 as far i remember is way TOO fast :P
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
While this is largely off-topic, I just wanted to mention that 1) autoresolve will be simpler and more predictable in the next release, withAlex, in case you forgot, I just want to say that I love you.fleetdeployment point values playing a larger role and 2) the algorithm will be fully moddable, with the baseline implementation provided in starfarer.api.zip.
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?
it's been a year now &as you can see Neutrino go bearserk :PSpoiler(http://i.imgur.com/pQEjrnk.png)[close]
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
While this is largely off-topic, I just wanted to mention that 1) autoresolve will be simpler and more predictable in the next release, withfleetdeployment point values playing a larger role and 2) the algorithm will be fully moddable, with the baseline implementation provided in starfarer.api.zip.
--- 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.
--- 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
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.
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.vIf you don't like them, it's trivial to remove them. Just calm down.
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..
Scheisse, this wasn't the simplest, integrating this code. Oh well, i'll do it.... Somehow else ;)
--- snip ---
Now to something productive.
To address the "too many large fleets" issue.
--- snip ---
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.
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?
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 agoAre you serious? I curbstomped Nihil when I fought them.
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
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.
addFactionSpecificWeapons(targetCargo, 4, ExerelinData.getInstance().getPlayerFaction());
addRandomFactionShips(targetCargo, 2);
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
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 changed some of the stats on some of their ships slightly, so hopefully they won't be too bad :P
Hi. I'm trying to run the mod but this error happen:do you have LazyWizards LazyLib instal properly ?Spoiler(http://i43.tinypic.com/34yvfcm.jpg)[close]
Yes I'm installed it correctlyHi. I'm trying to run the mod but this error happen:do you have LazyWizards LazyLib instal properly ?Spoiler(http://i43.tinypic.com/34yvfcm.jpg)[close]
Hi. I'm trying to run the mod but this error happen:Spoiler(http://i43.tinypic.com/34yvfcm.jpg)[close]
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
So..Nihil thinks he's the undisputed king of super capital ships??? NOT WHEN IM AROUND!! NOBODY challenges ValkyriaL in ship size! 8)SpoilerDIE COUNCIL!!!!!!!!(http://i.imgur.com/1pPXQfk.jpg)[close]
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.
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.).
November 14, cycle 207 Capt'n Log: Neutrino just declared another war with our beloved nilic empireDang :-\Spoiler(http://i.imgur.com/2qjbo11.png)[close]
question: what's the frequency of faction fleet rebelling ?
saw only once, and it wasn't enough ;p
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.
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
download ain't working 0.52
You're too quick :Pthat's second time I read that :-[
i hope that at least with "read" is better than "heard" :DYou're too quick :Pthat's second time I read that :-[
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 :
The input popup never appears/the console stops working after a while:And sometimes after using it you click somewhere and it 'passes through' to click on something in the background--------SNIP--------
- 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.
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.
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 :SpoilerThe input popup never appears/the console stops working after a while:And sometimes after using it you click somewhere and it 'passes through' to click on something in the background--------SNIP--------
- 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.
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.[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.
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();
}
}
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!!
Hey zaphide, was wondering if you fancied taking part in the new, massive community based project I'm working on?
Okie dokie! Thanks for the permission though, I'd love to try and incorporate all of your generation scripts, the way options are done etcHey 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 :(
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
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
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
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.
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.
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
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).
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.
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.
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)
Why not let us buy from factions we're allied with?
Quote41741 [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.
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.
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?
"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",
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.
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
my faction's stations sell other factions weapons and ships, i presume this is not intended? :|
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.
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)
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..
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?
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 :)
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?
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.
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.
"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
If you're using Windows, you would edit starsector-core/starsector.bat to look something like this:
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.
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.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.
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.
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.
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..
--- 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 ---
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.HeavenGoogle 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.
Love the mod so far, but where are the weapons at?
No station seems to have any....
as well as ships....
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
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.
Love the mod so far, but where are the weapons at?
No station seems to have any....
as well as ships....QuoteWeapons 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
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.
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.
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.
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 :)I think InterstellarFederation will be next on my list.Spoiler(http://filesmelt.com/dl/screenshot0081.png)[close]
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). :)
QuoteYou 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.Haha thats fine, my faction got too strong anyway, I need to try another one :P
And you're welcome :)
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
Codev0.54
- Fixed issue with ships not clearing from a station when taken over
Link's broken, Zaph.
Codev0.54
- Fixed issue with ships not clearing from a station when taken over
Wait, that wasn't intentional? :'(
Link's broken, Zaph.
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.
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
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!
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.
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
}
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:Codeboolean 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
}
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?
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$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
(Side note: if you edit settings.json and set "compressSaveGameData":true, the saves will be *much* smaller and the loading times will speed up correspondingly. On the downside, you won't be able to hand-edit the save files anymore.)it cut the save time in half
My saves get slower and slower to load the more I play.yes im aware of that , but i got longer saves on the 209 cycle not on the 6-8 months in the game
I think my babies want your station..pretty badly.. you better hand it over :Ptill i lvl up some (currently lvl 3) then i'll *** valkyrians like *pow pow pow whoosh whoosh whoosblargblarghabargbang*
Code323150 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.EventOutSystemReinforcements.callReinforcementFleets(EventOutSystemReinforcements.java:67)
at data.scripts.world.exerelin.EventManager.runEvents(EventManager.java:47)
at data.scripts.world.exerelin.SystemManager.runDaily$(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
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?
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>
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
Application Version: 6.0.180.7
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.
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.
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?
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 :)
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.
So the Valkyrians seem to hate themselves (http://i.imgur.com/OqoE52X.jpg).
I'ma call civil war a feature. :D
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.
Haha hmmm civil war is not a feature yet :P so I wonder what happened? Did any events happen just before that?
They got angry at the guys in command and decided to fight themselves...
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
https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip)
https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip (https://dl.dropboxusercontent.com/u/43834064/Exerelin_0.55.zip)
404 :(
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?
::)
meh ;/ can't capture the station bug still present ;/
+station anyone ?Spoiler(http://i.imgur.com/LokZGZv.png)[close]
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.
if(ExerelinData.getInstance().respawnFactions && ExerelinUtils.getRandomInRange(0,55) == 0)
{
//eventStationSeccession.makeStationSecedeToOutSystemFaction(); COMMENTED OUT
return;
}
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?
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.
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 :)
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..
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?!Polsih-Poland-Pole ect. :D
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"?
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.
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/)
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)
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)
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 ---
let me see if I can remember...
--- snip ---
number of factions: all
faction return: yes(second option)
--- snip ---
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?
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?
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.
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.
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.
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.
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.
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.
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!
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'
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?
The council is stupidly OP. I can kill multiple Vanilla Destroyers with a single Frigate of theirs. It's ridiculous.
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.
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.
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.
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.
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!
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.ur
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
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 ;)
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.
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.
---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.
---snip---Not yet, but StarSector 0.6 will allow custom UI elements. It will be the first thing built :)
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.
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.
Thanks, will check it out. Freighters and civilian ships should only appear in the supply fleets.
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.
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. :)
- 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.
- 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.
Any chance of getting the Tore Up Plenty ships put in as options to start with?I would second this request, the TUP ships are a lot of fun to mess around with
I'd love to use some of those instead of starting with a default Vanilla ship when I use a vanilla faction.
Aaah you can keep the omega, soon, i'll have a new monster available in my arsenal that can take it on. ::)
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.
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.
Cains are nice..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.
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..
Cains are nice..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.
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..
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.
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.
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!
... Or StarSector 0.6 will handle it for you :)
Man, having multiple systems will up the complexity of this mod just a bit...
... 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?!
... 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.
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 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]
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
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. >.>)
Mining fleets sound like they should add some life to the system regardless.
Omnifactory. Just take one of everything your faction produces and haul it the Omnifactory.
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".
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"?
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?
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)
...
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.
---snip---
Note that the Omnifactory is invisible on your map unless Zaphide changed that in 0.56.
---snip---
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.
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.
---snip---
also are you aware that you included a 50MB Git folder in 0.56? you should probably re-upload.
Could someone tell me what i gotta do to buy weapons and ships from other factions , at least that are neutral to me .
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?
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
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.
sometimes it takes 10 days to capture a station
sometimes it takes 2 days.
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
Just one question how will we get more PoW and agents ? will they spawn x amount of times or are they random drops ?
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.
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.
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.
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?
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.
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???
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.
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.
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.
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
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
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.
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.
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?
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.
Hmm. With Ironclads you say. So its possible to run these two mods? Interesting ))
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)
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 :PPerhaps 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.
Quote1. 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 :PPerhaps 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.
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.
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.
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.
Which would you prefer, Davidoff? Council? Or Loyalists? Or the full Council Loyalists name?
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.
Has the bug when playing with ISF been resolved so that they make actual station attack fleets now?
Has the bug when playing with ISF been resolved so that they make actual station attack fleets now?
Yes :)
@Zaphide:
---snip---
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 -_-
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.
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 :)
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 :)
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 -_-
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.
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.
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?
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).
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?
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;
}
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.
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. --- snip ---
--- snip ---
Drawpbawx (https://www.dropbox.com/sh/ticdbz9yp8qp52w/elLKOVUde8), should you wish to take a gander, Zaphide.
--- snip ---
Regarding OP ships
Regarding cross-faction balance discussion appearing in this thread
QuoteRegarding 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 )
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 :)
QuoteRegarding 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.
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.
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.
QuoteRegarding 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.
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...
QuoteRegarding 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.
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
- 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) :)
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?
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?
So how exactly do I capture another station?
--- 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.
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.
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.
Ok got it sirboomalot.Thanks for the info!
yes but thule are based on carefully placed guns en-mase of course they can d it...sadly no shields
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...
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 thingsAnd 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.vThe "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.
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.
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
Suggestion:
Why not tag some of the habitable planets as having population and "mine" them for crew?
--- 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.
--- 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 ---
or Hegemony_Core ::)
Loyalists. Pls. Loyalists. Council Loyalists.
::) :D
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. :-\
I'll start calling them Loyalists the second that the visible names imply that they're called Loyalists :P
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
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
I love that you can now capture stations yourself!
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.
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.
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.
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]
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.Quotejava.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 ?
It was about being case sentitive, and now i can play mods. Thank you.
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)
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:SpoilerInterstellarFederation 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. :/
Is latest gedune among the list of the latest supported mods in 059 dev? because that would explain that error.
What faction mods are currently safe to run with the current Dev version of Exerelin?
- Updated Shadowyards HI supported version
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)
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 :)
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 :)
P.s.: don't you know if StarSector will implement a better save file format in the future (or maybe make it moddable)?
"compressSaveGameData":true, # smaller files, much faster saving/loading, but can't be edited by hand
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.
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 ?
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
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.
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 ?
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
--- snip ---Those instructions are for modded factions that are not supported. It is easy to get a supported faction working :)
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 ---
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.
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.
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.
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.
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.
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.remember to extract files "..here" not "...to <mod name>"
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.
Is this mod going to be updated for 0.6a in a near futur ?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.
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".
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.
Eh, it works fine, all the other released mods are using it.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.
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 :)
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'..... :'(
Are we going to see a 0.6a compatible Exerelin? It doesn't necessarily need more than 1 system. Just exclude wormholes.
I can barley contain meh excitement ;D
At Least something related to valkyrians will work then. :P
I can barley contain meh excitement ;D
All of my this.
They will get updated, but it will take some time...these new CSVs man...they are killing meh.
---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,
--- snip ---
We need some hundred of dynamic star systems badly.
"modPlugin":"data.scripts.ModPlugin",
#"modPlugin":"data.scripts.ModPlugin",
- 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
"modPlugin":"data.scripts.world.(modname)ModPlugin",
#"modPlugin":"data.scripts.world.(modname)ModPlugin",
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
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)
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
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
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)
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!
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
Nice! I'll try it out! I spotted some of my code in there aswell!
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.
Found the problem for the crashes, you need to update for latest Zorg. Zorg V14 is not compatible with current version of exerelin
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!
// Testing for yourFaction
if(isFactionInstalled("yourFactionId", "data.scripts.world.ModSpecificClassName"))
possibleFactionList.add("yourFactionId");
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) :-\
Every time I start a new game (regardless of whether or not I have other mods running) I get a fatal: 4 error.
--- snip ---
:'( help guyz!!! it crashes just before the main screen comes up... loads the full bar and quits then gives me this message:
--- snip ---
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!
I lost all my ships and on pressing "Leave" from the battle the game crashed with:
--- snip ---
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.
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
Yay :)
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)
Upon starting a campaign... :-\SpoilerCode373639 [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]
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.
I'm sure I did that already... Lemme go check it..Upon starting a campaign... :-\SpoilerCode373639 [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]
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 :(
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)
Regarding Fatal: 4 error
--- snip ---
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.
Working now, glad I could help!
Side note: is there a guide anywhere?
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
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!
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?
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 :)
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
theSystem.addSpawnPoint(new OmniFac(theSystem.addOrbitalStation(theTarget, ExerelinUtils.getRandomInRange(1,359), orbitRadius, ExerelinUtils.getRandomInRange(40,60), "Omnifactory", "neutral")));
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
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! :)
--- snip---
If you'd like to integrate it into future ExerelinData and CharacterCreationPluginImpl files, I'd be honored.
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
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.
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. :)
"modPlugin":"data.scripts.ModPlugin",
#"modPlugin":"data.scripts.ModPlugin",
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
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:Spoiler2385688 [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$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
It seems that Restock doesn't play well with Exerelin. Honestly, I'm not sure why I was running Restock anyway, I think I just left it ticked. The stations stock themselves as they build stuff, so restock is largely redundant to begin with. But at least now I know I SHOULDN'T be using it.
Wasn't trying to cheat to get larger ships, honest...
Are there not supposed to be pirates in this or is my game somehow bugged? I have nothing around me but friendly factions so far and I'm not sure what I should really be doing. I'm excited as hell about playing this though, having more of a clear goal in game should be great.
ty all, managed to get an actual game going...
Boarding fleets are too OP, IMO. Full atlases worth of supplies (800 per ship) for so little defenders? I killed 2 of those and now has 100,000 creds with nothing to do
Mining (semi-broken currently)
You can mine (although it's kind of broken at the moment, due to the inability to easily hover) by 'hovering' over an asteroid or gas giant and having mining drone wings in your fleet. The number of wings dictates how much you mine.
Diplomacy Items
You can 'trade' diplomacy items (that appear in your storage facility) to other factions station to change your factions relationship with that faction.
Got the factions working properly, thanks to your help. However, I do run into a really weird error on occasion (thank goodness I save a ton) that I'm sure anyone who uses the restock mod will wanna know about.
Game crashes with a simple "Fatal: Null". The log file reports the following chunk:Spoiler2385688 [Thread-6] ERROR com.fs.starfarer.combat.D - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.AbstractList$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$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
It seems that Restock doesn't play well with Exerelin. Honestly, I'm not sure why I was running Restock anyway, I think I just left it ticked. The stations stock themselves as they build stuff, so restock is largely redundant to begin with. But at least now I know I SHOULDN'T be using it.
Wasn't trying to cheat to get larger ships, honest...
Exerelin now runs some of its logic in other threads (station inventory management is one of the areas) which will cause a concurrency error if 2 or more threads attemp to modify the same data. So, it is unlikely to play nice with most other mods unfortunately :(
Got the factions working properly, thanks to your help. However, I do run into a really weird error on occasion (thank goodness I save a ton) that I'm sure anyone who uses the restock mod will wanna know about.
Game crashes with a simple "Fatal: Null". The log file reports the following chunk:Spoiler2385688 [Thread-6] ERROR com.fs.starfarer.combat.D - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.AbstractList$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. ;)
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();
}
}
package data.scripts.commands;
public interface BaseCommand
{
public void executeCommand();
}
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);
}
}
ClassThatKeepsTrackOfVariables.getCommandQueue().addCommandToQueue(new RemoveCargo(station.getCargo(), "green_crew", CargoItemType.RESOURCES, 500f));
QuoteMining (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?
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)
Despite the hovering error, is it still possible to mine?
Also, how does the omnifactory work?
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??
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 :I tried with Exerelin alone and with Gedune faction.SpoilerCode53844 [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]
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.
I might just be missing an update or in topic post but I'm not able to load any saves...
--- snip ---
(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)
--- 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 ---
How are logistics numbers calculated with this mod? I am not sure why 10+10+10= 74 with an empty inventory + skeleton crew.
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.
--- 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.
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 ?
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.
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.
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.
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
just save and load, always get this information :'(SpoilerQuote969588 [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]
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.
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.
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 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
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
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
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.
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.
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.
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
By the way, don't know if anybody mentioned it, but mothballed mining pods can still mine, is it intended?
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.
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).
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
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).
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.
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
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!
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.
i have lazylib...its saying it is missing a ship
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
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.
i only run this a lib...
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.
--- snip ---
I too would love something where you can review allies. even just a dialog option at a station, we need something
heres the error
[data.scripts.plugins.isHulkCheck]
[data.scripts.plugins.ms_panShotFX]
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 >:(
I also can't remember which mod has the 'Ajax' in it?
I also can't remember which mod has the 'Ajax' in it?
Lotus Conglomerate.
-- Griffinhart
thats the thing im not..only those 2....and it still does it...all the other mods dont do it but this one now
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.
@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.
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
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?
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.
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
Excelent mod.
PS: What is this!, a Changelog spoiler for ants?
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.
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
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?
...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.
It was a joke from zoolander. Its because the code tags show (barely) one line of text with a long scroll :p
---snip ---
but sadly there aren't many factions so that the universe feels populated .
--- snip ---
it would've been interesting to see different factions appear using a mix of ships available from a pool available.
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.
--- AI retreating ships ---
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.
...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...
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).As later pointed out by a player:
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 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.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.
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.
P.S.
is it possible to make fleets stick to asteroids and such again?
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 :)
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.
--- wages discussion ---
How can we get asp back in?
--- shared manufacturing with allies ---
--- Retain some faction manufacturing from previous station owner ---
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 :-\
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 :-\
--- Gedune gen file rename
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).
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... :-\
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.
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.
Djava.library.path=native\\windows -Xms1024m -Xmx1536m -classpath
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*
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.:)
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.)
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).
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?
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?
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.
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?
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.
Scale chart of Exerelin-compatible modded factions:Spoiler(http://i.imgur.com/xhmUfjeh.jpg)[close]
Enjoy!
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?
// 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");
please read description on the 1'st page about Mod Compatibility
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:CodeNote: There already is a Gedune entry, so you can either replace that one or just add the new lines in regardless; either will work.// 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");
Hopefully that helps :)
Alright, got to a point where null point exception consistantly occur.Spoiler167916 [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 :-\
FleetDataAPI getMothballedShips()
Call initMothballedShips(String factionId) before using this method.
...
cargo.initMothballedShips(factionId); // Added line
List ships = cargo.getMothballedShips().getMembersListCopy(); // Existing line
...
................Doesn't work, unless it calls for a new save...
getMothballedShips()
................
................Doesn't work, unless it calls for a new save...
getMothballedShips()
................
the error log I get this time look like this:Spoiler94644 [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$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
So from what I see, I guess the problem does not come from "getMothballedShips", but from "getMembersListCopy"
aw I wish I could make sense of all the codes.....
Alright, I think I've not only noticed another bug, but noticed it caught on video. When generating a new game, the player's starting system does not always get the right number of planets and stations. This is best seen in Axiege's most recent video (http://www.youtube.com/watch?v=WY7Cl3xRKbY&feature=youtu.be), where after choosing 9 planets per system, his starting system ends up with three.
Is this meant to happen?
Alright, I think I've not only noticed another bug, but noticed it caught on video. When generating a new game, the player's starting system does not always get the right number of planets and stations. This is best seen in Axiege's most recent video (http://www.youtube.com/watch?v=WY7Cl3xRKbY&feature=youtu.be), where after choosing 9 planets per system, his starting system ends up with three.
Is this meant to happen?
The game offers "maximum amount per system". That means that a system may have 9 planets at most, but may actually have well less than that.
Got my first crash today, not surprisingly after I managed to get Blackrock working well with Exerelin. The game had been going for about an hour at this point.
exceptionSpoiler1905074 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/backgrounds/background3.jpg (using cast)
2201982 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.AttackFleetSpawnPoint.setTarget(AttackFleetSpawnPoint.java:31)
at data.scripts.world.exerelin.StationRecord.setFleetTargets$(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?
// 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();
// 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();
Zaphide, any thoughts on the null pointer exception I'm experiencing? I'm the guy that posted in the bugs subforum.
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!
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?
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.
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.
No problems with 0.6.1a so far
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.
Some kind of ui pice wich tell you who is ta war with who would be nice.
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.
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.
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?
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?
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.
--- bugs and hard early game ---
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,
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.
Ok i was unaware that there was editing to the Exerlindata.Java was required, but thank you and keep up the good work
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.
Okay, first post for me. I apologize if this is a stupid question but, is the list of compatible mods up-to-date?
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.
Blackrock Driveyards not compatible with Exerelin huh? :(
http://fractalsoftworks.com/forum/index.php?topic=4018.0
--- 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
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?
-- snip --
I think that's how it works? Zaphide, little help? :D
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).
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.
Blackrock Driveyards not compatible with Exerelin huh? :(
http://fractalsoftworks.com/forum/index.php?topic=4018.0
--- EV Nova ---
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.
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.
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]
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]
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
1 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.6.0_18 (32-bit)
@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.
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.
--- crash on load ---
@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.
@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.
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
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.--- 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?
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?
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)
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?
--- 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.
--- memory issues ---
While being alt-tabed... i got this ^ ???
Also anyone else getting weird CTDs with no log info or error information?
Hmm.. saved games still dont work for me. Now I crash to desktop after the loading slowly grinds to halt.
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)
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
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
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? :-\
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.
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.
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.
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.
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.
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...
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:Spoiler42459 [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.
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 :(
Is it intentional that marines still have the 0.1/unit supply consumption of 0.6a?
--- Fleet stick to objects ---
--- Fleet build times ---
--- high cpu load ---
--- description warnings ---
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.
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'.
I have java 64bit installed, yet from the log it looks like the game is running in java 32bit mode.
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?
--- Spelling mistake in settings.json ---
--- 64bit Java setup guide for StarSector on Windows ---
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
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)
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 ???
Well these errors no more actual because i cleared whole mods folder for now. :DTried 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. :DTried 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?
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, 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.
--- performance issues / saving issues ---
--- Mining supplies is OP ---
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... -_-
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:Spoiler107518 [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.
if(stationTarget != null && stationTarget.getOwner() != null && stationTarget.getOwner().getFactionId().equalsIgnoreCase(fleetOwningFactionId))
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... :'(
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
Yes i have commented out the modplugin and renamed the CharacterCreationPluginImpl.Java to CharacterCreationPluginImpl.rename, and they are selected in the mods panel
// Test for blackrock
if(isFactionInstalled("blackrock", "data.scripts.BRModPlugin"))
possibleFactionList.add("blackrock");
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.
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
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)
I changed the line in that file, and it fixed the save, thanks!
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?
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 ?
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.
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
--- fleet caps idea ---
CharacterCreationPlugin - how to be compatible [0.6.1a] (http://fractalsoftworks.com/forum/index.php?topic=7136)
To tell you the truth I was hoping there was a simpler way
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.
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 :)
"exerelinGenericFleet":{
"displayName":"Generic Fleet",
"maxFleetPoints":180,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"exerelinGenericFleet":{
"displayName":"Generic Fleet",
"maxFleetPoints":360,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
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?
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.
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$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
I just sent a pull request; I tweaked some of the rebel fleet spawn code and I've been having quite a bit of fun with it in my play-testing.
I also found a bug... looks like a NPE when a faction is completely killed out of the game:SpoilerCode2725257 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.exerelin.DiplomacyManager.removeFactionFromAlliance$(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 ;))
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...
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?
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..
im missing nomands from this release :)
other than that it is great!
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
// Test for nomads
if(isFactionInstalled("nomad", "data.scripts.nom.world.SectorGenWithNomads"))
possibleFactionList.add("nomad");
// Test for nomads
if(isFactionInstalled("nomads", "data.scripts.TheNomadsModPlugin"))
possibleFactionList.add("nomads");
else if (factionId.equalsIgnoreCase("nomad"))
else if (factionId.equalsIgnoreCase("nomads"))
"data/world/factions/nomads.faction",
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:CodeTO// Test for nomads
if(isFactionInstalled("nomad", "data.scripts.nom.world.SectorGenWithNomads"))
possibleFactionList.add("nomad");Code// Test for nomads
if(isFactionInstalled("nomads", "data.scripts.TheNomadsModPlugin"))
possibleFactionList.add("nomads");
Change data/scripts/plugins/CharacterCreationPluginImpl.java, line 520:CodeTOelse if (factionId.equalsIgnoreCase("nomad"))
Codeelse 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
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.
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.
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?
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).
in next release will the downloads for the factions be like the zorg mod...all that has is download and play
- Message historyI want to get my feet wet regarding Starsector modding, and may as well try my luck with that.
- 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
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?
- Message historyI want to get my feet wet regarding Starsector modding, and may as well try my luck with that.
- 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 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.
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.
--- 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.
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?
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)
--- other factions 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:SpoilerCode27391 [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.
Hi,
Should I switch to 64bit Java? Thank you!!Spoiler69106 [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]
Is it normal to not find a single battleship for sale at your stations for two ingame years of play?
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.
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.
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$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:724)
Code64008 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.fleet.FleetMemberAPI.isMothballed()Z
at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolveEngagement(ExerelinBattleAutoresolverPluginImpl.java:273)
at data.scripts.plugins.ExerelinBattleAutoresolverPluginImpl.resolve(ExerelinBattleAutoresolverPluginImpl.java:190)
at com.fs.starfarer.campaign.CampaignEngine.autoResolveBattle(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.float.if$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.
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 :)
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]
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.
I would prefer to do that rather than increase the appearance of capitals in stations.
QuoteI 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.
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);
}
QuoteI 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.
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.
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.
Hi - looks like this crash is in the code for the Exerelin mod. Could you post this in the mod's thread instead?
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:Spoiler114876 [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:
- 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.
Sure - just sent u links to my save file and archived mods dir (just in case).
As for the version of Exerelin - 0.61
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.
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.
Sure - just sent u links to my save file and archived mods dir (just in case).
As for the version of Exerelin - 0.61
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.
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.
--- large system issues ---
--- 1. diminishing return orbit distances ---
--- 2. cap players starting distance ---
--- 3. vary star color etc. more ---
--- 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.
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.
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 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.
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?
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...
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.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.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.
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.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 ::)
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
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.
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!? ???
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??
Thank you for the feedback. I checked the settings for the java and they are as belowFirst 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 belowFirst 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.
both xms xml set for 10240
Running Java 7.40 64 bit.
Any ideas why the saves of mine gets ruined?
So assuming that 6.2 isn't just going to be bug fixes and tweaks, what can we expect for the next update?
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.
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 :)
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??
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
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
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 :)
QuoteI 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:Codeif(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 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)
QuoteI 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:Codeif(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++
Could you please post the error from the log?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.
Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?
Could you please post the error from the log?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.
Also, have you tried upping the memory limits/using 64bit Java (details in the OP)?
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)?
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.
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?
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?
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)?
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.
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.
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.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.
It's the nature of the beast, guys.
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 :)Not sure what's going on there, but I'll just send you links to the raw files then.
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.
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:
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: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.
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.
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 :)Not sure what's going on there, but I'll just send you links to the raw files then.
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.
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.
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.
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).
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....
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).
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).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?
Perhaps I should move this as now with CR it is not quite so much of an elite ship...
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?
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?
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?
Why is thr game having this error...can someone help?
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).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?
Perhaps I should move this as now with CR it is not quite so much of an elite ship...
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. :)
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:Spoiler53930 [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.
Message: Premature end of file. : : ParseError at [row,col]:[910680,475]
Message: Premature end of file.
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. :)
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
How can I increase number of systems(more than default 30)/number of fleets spawned? Wanted to test few things with heavy load.
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;
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?
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
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.
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?).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.
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!
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?).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.
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!
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...
"allowTradeAtNeutralStations":false, # Boolean
"allowTradeAtHostileStations":false, # Boolean
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
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);
}
}
}
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);
}
}
}
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?
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
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?
I just did that, and got the exact same thing. The game won't even start.
Yes, I am running the right versions with nothing else.
LogsSpoiler5631 [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]
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.
"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],
},
@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.
Ah, I got it to work. Turns out I was modifying my backup folder, rather than my normal one. I feel stupid.
--- snip ---
It would probably be good to add a few new variants - is that something you'd prefer to leave with the original modders?
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...
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.
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.
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
- Added config setting for capital ship sale reduction
Quote- Added config setting for capital ship sale reduction
Does that basically do what I did to my own game a little while back?
Lastly, this may not be the right place for this question but is there a way of upping your available deployment points?
Speaking of it being save incompatible is there a way to carryover characters?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.
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.
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.
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
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?
Valks are updated Zap, yay? ;D
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!
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.
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.
Haha damn your right, it's a leftover from where that code was before :POf course ;)
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
Haha damn your right, it's a leftover from where that code was before :POf course ;)
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
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 =)
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.
By the way, Zaphide, the stations in Exerelin do not use faction specific ship names. Can this be fixed?
Well I feel stupid ::)
That solves that I guess :)
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)
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)
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
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.
I keep trying to start it with the mods that are compatible but it keeps crashing on game startup..ill send the file
There. Finaly got the log as ihave had a small breakSpoilerCodeError 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]
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.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.SpoilerQuote86765 [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 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.
if(ExerelinData.getInstance().getSectorManager() == null)
return; //TODO - Remove when scripts do not run before after game load
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.
Spoiler958202 [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?
There. Finaly got the log as ihave had a small breakSpoilerCodeError 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 :)
QuoteThere. Finaly got the log as ihave had a small breakSpoilerCodeError 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.
- 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
It might just have been that _wing was missing in the title_screen_variants for the corvettes
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...?
Should I avoid for now using the console mod on thing related to skill and aptitude points? Thank you!!
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:
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
Love that the Zorg stations use the station image I made for them. I was happily surprised. ;)
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?
That is sad :( It... would be cool if you could change the station sprite? :D
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.Spoiler106818 [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]
Exerlin is glitched....its the only thing that wont work on startup
i sent it 3 times...hereSpoilerfs.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.
Zaphide, you should really put that in big red text on the OP. This seems to happen quite a bit.
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.
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.
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?
AlsoI 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?
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?
QuoteThere. Finaly got the log as ihave had a small breakSpoilerCodeError 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.
"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
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.I believe the storage facility is stocked with one at the beginning, unless its changed (which I dont think it has) in .621
Not much to do since there is no ming wing for me to get to start something...
QuoteThere. Finaly got the log as ihave had a small breakSpoilerCodeError 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 fileCode"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.
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.I believe the storage facility is stocked with one at the beginning, unless its changed (which I dont think it has) in .621
Not much to do since there is no ming wing for me to get to start something...
--- GC overhead limit exceeded ---
--- GC overhead limit exceeded ---
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.
I cannot wait for the day that StarSector is optimised for this sort of thing :D
--- Windows Java 64bit JRE and memory instructions ---
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.
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.
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 :'(.
--- NullPointerException ---
--- NullPointerException ---
--- 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.
--- 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!
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.
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
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.
v0.622
- Updated support for Zorg
- Fixed NPE crash on load game
Tiny save-compatible update to fix the NullPointerException on loading some saves. Also added support for the latest Zorg version.
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 :(
Any idea when you'll add either the option or just force factions to spawn in different systems when # of factions <= # of systems?
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've noticed i cant find any of my super-capitals in my stations, did you remove all of them or just the dreadnought? =I
"vatican_IV_A":[0, 1],
"vatican_III_M":[0, 1],
"yoshura_II_A":[0, 1],
"vatican_II_M":[0, 1],
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.
"allowTradeAtAlliedStations":true, # Boolean
"allowTradeAtNeutralStations":false, # Boolean
"allowTradeAtHostileStations":false, # Boolean
"reduceCapitalShipSaleChance":true, # Boolean
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)
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.
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.
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 :(
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
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
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)
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!SpoilerQuote11783424 [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)
Mine, but i haven't put it in yet so god knows how you got it. XD
"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],
},
},
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)
Got an error from a fresh reinstall, gdamit.. i broke the game didn't i? T_TSpoilerQuote7869 [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).
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?
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.
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)
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.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 GuideSpoilerStarting 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]
...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.
what happened to the antediluvian's
The game crashes every time I try to enter a system that I wasn't originally in. :/
-- 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.
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!
...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 ;)
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 can't get it to work! ??? >:(
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.
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
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.
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.
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?
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
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "ox_Standard"));
Planeswalker, probably should add a line like this:That works, Thanks a lot!Codecargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "ox_Standard"));
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.
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.
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!
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.
Thank you! I'll check that out the next time i start up a game after this run, I managed to get lucky.
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.
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)?Spoilerjava.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.
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);
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
^ 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.
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.
Yo Zaphide, congrats
your mod just hit 100 page
glad to have you here
& don't stop with your work
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 :)
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)
--- 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.
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 have this error when I to star the gamei'm not an expert & all but i hope you got properly installed LazyLib ?
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.
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 :)
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!
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.
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.
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.
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'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?
Infernium = fuel
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.
Hum, where is Zaphide? Taking Exams?
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
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?
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.
cargo.getMothballedShips().addFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, "hii_sajuukkar_Hull"));
C:\Program Files (x86)\Fractal Softworks\Starsector\mods\
C:\Program Files\Fractal Softworks\Starsector\mods
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. :)
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?
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.
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
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:SpoilerCodejava.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
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.
Hurr, I'm an idiot. I forgot to update Starsector to 0.6.1a.
-- Griffinhart
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
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
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.
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
no its saying somthing like java tm platform se binary is not respondingI get the same thing with Uomoz's too. Still haven't found a fix
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 respondingI get the same thing with Uomoz's too. Still haven't found a fix
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.
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 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.
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?
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 :)
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 :)
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.
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.
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.
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.
what is the next update bringing?
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?
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
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!
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?
- 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
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
Go Erick! :D
Zaphide: the Patrian Navy has a Modplugin, could you add a warning on the OP for this?
Congrats for the new release!
Hey zaphide, would a random faction option be possible, for when the player just isn't sure about who they want to fight for?
--- Only get normal vanilla startup options ---
Is v0.63 save compatible with the last version?
BTW, thanks again, loving the mod.
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.
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).
--- 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.
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!
DSTech still does not work for me, for whatever reason.
So just to confirm: You're running only Exerelin+LazyLib, and the game setup options don't come up at character creation?
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!
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!
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?)
Count Bushi out. It doesn't own a dreadnought_Support. :P
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",
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
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 :)
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
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.
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 :)
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!) :)
I keep getting an error.
Fatal:Error compiling [data.scripts.plugins.LazyLibCombatPlugin]
Cause: Compiling unit "data/scripts/plugins/LazyibCombatPlugin.java"
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
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.
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);
--- Mining xp amount ---
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]
Bear in mind that Exerelin will not work with StarSector 0.6.2 (the latest) until I upload a fix version.
v0.631
- StarSector 0.6.2 RC3 compatibility fixes
- Updated support for Hiigaran Descendants
- Updated support for P9
- Updated support for Tore Up Plenty
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)
SpoilerQuote208490 [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.
SpoilerQuote208490 [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.
SpoilerQuote208490 [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.
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?
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 ;).
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
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.
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
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)
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?SpoilerQuote1292740 [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]
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
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.
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]
Has anyone run into a crashmothballing fatal error?Spoiler2639997 [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.
ai.performCrashMothballingPriorToEscape(null, playerFleet); //TODO CHANGE null -> context when API is fixed
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?
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. :)
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.
How do you mine from Gas Giants?
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!
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!
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.
--- unable to reload ---
--- Valkyrians, Maoyrate issues with Exerelin ---
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?
I wish you can control the diplomacy of your faction.
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).
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)
--- A lot of great detailed feedback ---
--- BGE integration ---
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?
--- more info ---
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.
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.
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?
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.
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.
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
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? :)
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?
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?
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 ***
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.
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
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
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.
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
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.
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.
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
So uh ... I never got around to trying this before? Always meant to :DIf 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.
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?
noteable bug: large fleets can not mineActually you still can, but it is very slow.
sugestion: expand the distance you need to be in to mine an asteroid (to at least 2x the size of the asteroid)
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)
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?
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.
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!
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.
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.
Hmm, if I remove the factions it works. Must be one of the factions then.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?
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 ) {}
}
}
I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.Tried this. No dice.
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.
I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.Tried this. No dice.
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.
EDIT: Taking a closer look, it seems that Exerelin w/ faction mods is defaulting to Shuttle + Sindrian Diktat.
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".I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.Tried this. No dice.
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.
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.
That might seem so but i think I screwed up somewhere there. Did you try it? Does it work now?Yeah, no difference.
I think you can check the factions one by one by opening the folder scripts/plugins and check out the charactercreationplugin.Tried this. No dice.
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.
EDIT: Taking a closer look, it seems that Exerelin w/ faction mods is defaulting to Shuttle + Sindrian Diktat.
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.
*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.
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 thatIt doesn't actually. v5 might work, but I haven't checked.
(https://bitbucket.org/Zaphide/exerelin/commits/e34b4f41ec664b9c95fc18432a3b890e45fc59e7).
Just checked bitbucket and apparently all that was needed was to delete those exclamations? I should start learning...
Zaphide, seems like there's still some calls for the old thunderchild_blue_basic.variant in the character creation plugin.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)!
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!
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!
;-)
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) :)
I'm too blame really. I've been pushing out a lot of small updates recently for TuP. ::)
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!
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 :)
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.
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.
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?
EDIT: Note that the newest build (2e1ce36) doesn't actually work with ICE. Not sure in what way though.
EDIT: Note that the newest build (2e1ce36) doesn't actually work with ICE. Not sure in what way though.
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.
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?
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!
Ah, I see.
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 :PWho would've guessed? :P
@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.
@Zaphide:
So you tried ICE with Exerelin? Any tips for improving the faction (WIP 2 version)? How did they fare in auto-resolve?
- SNIP (Lots of great 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.
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.
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).They are disabled in the current dev build.
I'm using the current DEV build, with a whole slew of Exerelin-approved factions added.
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).They are disabled in the current dev build.
I'm using the current DEV build, with a whole slew of Exerelin-approved factions added.
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?
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)
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 ---
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.
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?
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.They're delivered to you by the Neutral superfreighters coming to the station.
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.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.
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.Huh, odd. Might be a bug. Might have to start over.
It seems to happen every time.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.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.
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)
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.
i cant seem to access the menus for this latest version
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.
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?
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.
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.
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.
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.
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
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.
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?
yes i did. hmm thats wierd. i really have no clue.
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
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)
You do know if you have the Omnifactory enabled, you can get one copy of your ship and get infinite versions of it after...?
Then it's probably not even in the faction file. Add it.
helloIt was changed to start with a minimum of one station. You are told where it is in the first popup message when you start.
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
Vi: Spoilered to save spaceSpoileri 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]
Muckin' around in space when I got a crash.Mayorate I believe.
Fatal: Ship hull variant [ilk_esfahan_assault] not found!
Anyone know which faction that is? I don't recognize it.
-- Griffinhart
I also had to remove Mayorate. :-[
I also had to remove Mayorate. :-[
Read my above post. I can confirm that fix restores compatibility.
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.
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.
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.
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.
._.
Nothing said "roflstomp" like an unsung with 6 Hadron Colliders.
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.
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.
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.
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.
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?
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.
Fatal:Fleet id [exerelinEliteFleet] not found for faction [blackrock_driveyards]
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)
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
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)Spoilerjava.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.
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.Spoilercom.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]
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.
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 :)
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)
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
andCode1661640 [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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
106877 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.createPirateFleet(ExerelinUtilsFleet.java:260)
at exerelin.events.EventPirateFleetSpawn.spawnPirateFleet(EventPirateFleetSpawn.java:49)
at data.scripts.world.exerelin.Exerelin.populateSector$(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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
"Access to technology and faction support is gated behind different influence levels"
How exactly does this work? In terms of technology, does it refer to ships and weapons? Do you tier the weapons and ships in some way?
Fist attempt with adding other mods from your list of compatible. Keep running in to this after getting everything set up and pressing start game.Code106877 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
java.lang.RuntimeException: Ship hull variant [ms_potniaBis_Attack] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.createPirateFleet(ExerelinUtilsFleet.java:260)
at exerelin.events.EventPirateFleetSpawn.spawnPirateFleet(EventPirateFleetSpawn.java:49)
at data.scripts.world.exerelin.Exerelin.populateSector$(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.
"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.
"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.
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.
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!
Dunno if this is fixable, but "store ships" doesn't work on mothballed ships (the ship can't be selected).
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 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.
Thank you so much! This solved both of my problems. I hope you have a good day/night!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
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 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.
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.
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.
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
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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
someone updated the lotus Conglo Pirates...can they be added to the list?
Hi :)
First, i#m new, but awesome game :D
got an error, all i know, or i remember, it had to do with a missle...
i don't now, which mod exactly added this missle...Codejava.util.ConcurrentModificationException
at java.util.ArrayList$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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
help would be gratefull, i have still ton's of error from this game...
someone updated the lotus Conglo Pirates...can they be added to the list?
I'll have a look at it for the next release :)Hi :)
First, i#m new, but awesome game :D
got an error, all i know, or i remember, it had to do with a missle...
i don't now, which mod exactly added this missle...Codejava.util.ConcurrentModificationException
at java.util.ArrayList$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$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
help would be gratefull, i have still ton's of error from this game...
Damn I thought I had scrubbed all these :( Although, a few probably got added with the last release...
Hmmm, were you visiting a station when this happened?
Any chance you could PM me your save?
someone updated the lotus Conglo Pirates...can they be added to the list?
I'll have a look at it for the next release :)Hi :)
First, i#m new, but awesome game :D
got an error, all i know, or i remember, it had to do with a missle...
i don't now, which mod exactly added this missle...Codejava.util.ConcurrentModificationException
at java.util.ArrayList$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...
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.
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:Code4 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.7.0_45 (64-bit)
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.7.0_65 (32-bit)
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.7.0_65 (32-bit)
Have replace the jre folder in the starsectorfolder.
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)
java.lang.NullPointerException
at exerelin.plugins.WelcomeDialogPlugin.showText(WelcomeDialogPlugin.java:77)
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?
Did you fully delete the old Exerelin version before adding the new one in?
Also, are you starting in a faction, or unaligned?
Yeah the extra skill tree I removed. It is mostly replaced by the influence mechanic Smiley
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..
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)
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 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) :)
Code8802744 [Thread-10] ERROR com.fs.graphics.K - Error loading [graphics/ships/Star.png] resource, not found in ---snip---
---snip---
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 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) :)
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 sureSpoiler9610641 [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]
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---
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 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) :)
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 sureSpoiler9610641 [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?
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
@Lopunny: Project Batavia. Try giving Erick a call.
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.
--- 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 chooseand by battlefleets i mean, they only appeared in this battlesystem, which has nothing
- 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
- 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. :)
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.
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
sure :) where is it at?
It is unlikely I'll implement a 'battle system' type feature like you suggest; that is probably more appropriate for a completely new mod
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)
-Xms512m -Xmx1024m
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?
@Lopunny Zen
...(to echo AMDAMK) what are your memory settings? Also, are you using 64bit JRE?
-Xms5120m -Xmx6144m
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?
@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.
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...
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.
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
Having all the factions loaded at once causes the list of factions to go offscreen again.Oh, and what happens to the omnifactory if the player starts unaligned?Spoiler(http://i.imgur.com/K4too7q.png)[close]
Having all the factions loaded at once causes the list of factions to go offscreen again.Oh, and what happens to the omnifactory if the player starts unaligned?Spoiler(http://i.imgur.com/K4too7q.png)[close]
[E^1: How many faction are this?
[E^1: How many faction are this?
31 total, I believe, but I think I actually missed one somehow; the interstellar imperium.
[...]
v0.644
- Updated support for batavia (v10)
- Updated support for Valkyrian (v1.4)
Apparently i've still got my Planet floating around, even in Exerelin, is that normal?
public void onNewGame()
{
SectorAPI sector = Global.getSector();
//new valkyrianGen().generate(sector);
new valkyrianSystem().generate(sector);
}
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);
}
}
[...]
I should also point out I cannot edit the memory requirements to RC3 of 62a because otherwise the launcher will not appear. Period.[...]
--- game not starting ---
Also, it says Exigency is out of sync with the new Exerelin.
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?
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.
--- 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)
That has nothing to do with exerelin. I believe it is the invisible fighter bug in the current SS version.
SpoilerSo 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...Spoiler1897206 [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?
SpoilerSo 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...Spoiler1897206 [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)
@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.
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.
--- Taking over the sector while unaligned ---
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?
Spoiler560365 [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]A picture, because some piece of code are missing.Spoiler(http://postimg.org/image/bp6t80rl9/)[close]
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.
How is the work for 0.6.5 going? :D Is it how you thought necessary to write the mod from start?
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?
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 :(
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!
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.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
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.
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.
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. ^^;No problem! We are here to help!
Thanks guys.
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 ::)
There's some sort of BUG with the backgrounds and or spawn points caused by Exerelin.
Here: http://gyazo.com/0102283cd6c8a97b364b1f2aa3ba765d
Okay, couple of PRs submitted. I'm now writing a more sophisticated market condition randomizer.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.
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?
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.
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).
Protip: When taking a screenshot of an error message, try to get the entire message in it. ;)Okay, couple of PRs submitted. I'm now writing a more sophisticated market condition randomizer.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.
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?
When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.What version of Starsector are you using? This is for 0.6.2a
"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
When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.What version of Starsector are you using? This is for 0.6.2a
"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
http://fractalsoftworks.com/category/releases/When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.What version of Starsector are you using? This is for 0.6.2a
"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
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
Thank you for your help! ;Dhttp://fractalsoftworks.com/category/releases/When I start Starsector with Exerelin enabled (even with only the requirements; LazyLib), I get a fatal error.What version of Starsector are you using? This is for 0.6.2a
"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
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
They should be here.
how do you get the .62 version of LazyLib? XDOne better: Here is a pretty complete list (including links to) all of the .62 mods
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.
[...]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.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 ;)
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' :)
Is this mod getting updated or is Nexerelin the goto mod now?Just use Nexe for now