## v0.11.1 "Clausewitz Protocol" (2024-01-13) ##
### Changes from beta 0.11.0x ###
* Strategy AI fixes/adjustments
* Don't start wars with negative diplomacy actions if war weariness too high
* Try to fix offensive fleet actions being used against non-hostile markets sometimes
* Add a setting for hiding strategic AI of other factions from intel
* Strategy AI doesn't try to build stuff on player-governed markets (unless AI faction is player)
* Rework ceasefire prevention check, should be more reliable now
* Factions should not ceasefire if military action between the two sides is ongoing, counting allies
* Invasions, raids etc. will not block ceasefire if still in the initial planning stage
* Silverlight DP 80 -> 75 (make it a little easier to use without neural link)
* Academy stipend can be disabled in new game settings
* Personal intel tracks planets surveyed, and shows officer deaths if Price of Command mod is running
* Officer death setting: survival chance also uses crew loss mult modifier
* Destroyed ships still have an officer survival chance if crewLossMult < 1
* Raids no longer attack hidden markets in the target system
* Fixes
* Fix custom starts being broken by new backgrounds feature
* Fix non-transponder cargo scan still checking for heavy arms while commissioned/allied
* Random sector/own faction doesn't put markets on NOT_RANDOM_MISSION_TARGET entities (like Sentinel)
* Fix error from merc fleet gen plugin not being restored on game load
* Fix transmitting update when a rebellion suppression fleet is defeated
* Fix 'alliance offer to own commissionee' bug
* Fix logic for when lower relations action chooses to show min relations
* Fix a rare crash with strategic AI raids
* Try to prevent cases of covert actions targeting self or friendly
* Salvation mission points player more directly to Arroyo
* Wiping out independents no longer removes them from market transfer list
* Show daily invasion point increments in diplomacy profile and strategic AI intel
* [Modding] Reduce priority of our reputation action response plugin, and don't run it unless the action is one we care about
* [Modding] Ground battle features, fixes
* Delegate some GroundUnit functionality to a new, customizable GroundUnitPlugin
* Buttons to create ground unit types can be tied to a player memory key, will be hidden if not present
* This also applies to the commodity amount display for the commodities those units use
* Fix ground units using a bunch of hardcoded stats instead of reading from config
### Gameplay ###
* Develop strategic AI to a releasable state
* This is a "new" gameplay feature that seeks to make NPC factions act in a more goal-directed manner
* Can be enabled in settings (default off)
* Mods can modify or add their own strategic 'concerns' and 'actions' to the system
* Add a new personal background system in new game dialog, by Lukas04
* Add a new Remnant story mission, "File Drawer Problem"
* Rearrange order of Remnant story missions
* Fragments and File Drawer Problem require Welcoming reputation
* Showdown requires Friendly reputation and completing either of the two previous missions
* Salvation requires Cooperative reputation and completing Showdown, will also disable File Drawer Problem once completed
* Gameplay improvements to some Remnant missions
* Notably, Showdown will have strength scaling on both sides to account for variability in the size and number of patrols each nexus has
* Also try to fix janky behavior by the ally fleet in Salvation
* Invasion points are still generated in peacetime, at 25% the base rate
* Invasion point stockpile capped at about 180 days' worth of output for that faction (but will not be less than the points needed to trigger an invasion/raid event)
* Pending a potential broader overhaul of resources available to NPC factions
* Lower ground battledrop cost mults for ground defenses
* Ground def 1.5 -> 1.25
* Heavy batteries and planetary shield 2 -> 1.5
* Prism checks no-sell tag for weapons as well
* Enhanced vanilla systems adjustments
* Tigra City has sparse ore and poor farmland instead of moderate ore
* Eventide has midline instead of high tech battlestation
* Pirate/Pather commissions will mitigate the Hostile Activity contributions from their respective factions
* Player special task groups get a 20% discount on operating expenses
* Revive costs unchanged
* Selling survey data to a faction will increase its chances of being picked for colony expedition
* Faction loses its bonus after being successfully picked
* Add a new game setting to disable having neighbors in own faction start (non-random sector only)
* `invasionPointsPerPlayerLevel` default set to 1 (was previously 1.5, or 2 after being rounded by LunaLib ingame menu config)
* Also fixed value not being read from config file
* Buy ship offer shouldn't pick a Sierra ship
* Pirate activity on NPC markets won't target non-hostile markets
* Remove Luddic Path's factional market condition (+10% accessibility)
* Factions vote yes on alliance vote if their current relationship is the same as the target one
* Can offer RAT abyss cores to the hypershunt discovery encounter
### UI ###
* Invasion point stockpiles are shown in diplomacy profiles and strategy AI intel items
* Faction directory can also print all markets with revanchist claims
* Player auto-move in ground battles has option to allow deploying new units from orbit
* Counter-invasion intel also appears in colony threats
* Ground battle defender strength estimate accounts for modifiers
* Lower sound effect volumes for ground battle outcomes
### Text ###
* Add a bit of gameplay info to "Showdown" and "Salvation" briefing dialogs
* Fix a diplomacy setting description being under the wrong setting
* Fix ceasefire offer intel missing its title
### Bugfixes ###
* Fix crash if have active patrol package but no hostile activity intel
* Fix a brawl mode crash
* Fix ceasefire offer crash if relations are already at max
* Fix a crash that could happen when checking a market's original owner
* Fix crash when using military base starting bonus with own faction start
* Maybe fix fleet event crashes if star system has no jump points
* Crash safety for special task group generation
* Fully fix the issue with special task group ships sometimes losing their variant and requiring a restore
* Fix ground defenses being disabled by ground combat sometimes
* Fix some bugs/exploits with AIM merc companies
* Try to fix recruit operative action sometimes failing
* Fix repeat relations setting not working with lower relations action
* Fix own faction start potentially having both patrol HQ and military base if starting on a moon
* Make random sector's Kanta's Den get appropriate memory flags
* Fix admins disappearing from comm board in faction ruler mode
* Fix heavy industry transfer-and-raid exploit when time isn't advanced
* Fix The Usurpers quest still trying to start in random sector
* When playing music in personal info intel, try to make it go away when done
* Can't loot an industry in ground battle more than once (fixes defender infinite sell–loot exploit)
* Fix AIM anti-piracy package being purchasable when it shouldn't be, if viewing T&C first
* Remove relationship syncing from Derelicts
### User config ###
* Add setting for 'skip story' default to LunaSettings
* Add settings.json option to have no rep penalty with third parties for sat bomb
* Enable indirectly changing the min/max value of LunaConfig settings
* If the value in settings file is lower than min or higher than max defined in code, settings value becomes the new min/max
### Modding ###
* Music tracks not specified in a faction file can be added to music picker in data/config/modSettings.json
* Custom start defs can be added and modified via code
* Arbitrary ground battle plugins can be defined, plugins can execute code on battle generation
* Mods should now be able to add their own operative actions (previously there was no way to add them to the orders dialog)
* Fix Nex_TransferMarket.NO_TRANSFER_FACTIONS being non-mutable
* Fix SectorManager's present factions list never actually losing elements
### Misc ###
* Add GraphicsLib maps for boss ship, by Himemi/Cieve-san
106480 [Thread-5] ERROR com.fs.starfarer.combat.O0OO - java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
at com.fs.starfarer.settings.StarfarerSettings.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setInteractionImage(Unknown Source)
at data.scripts.world.ExerelinSectorGen.pickEntityInteractionImage$(ExerelinSectorGen.java:173)
at data.scripts.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:684)
at data.scripts.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:383)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.i.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.B.null.class$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Bug when i launched the campaign, after distributing my skill points at the character creation.Hmm, that's odd.Code106480 [Thread-5] ERROR com.fs.starfarer.combat.O0OO - java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
java.lang.RuntimeException: Texture [urban03] from category [illustrations] not found
at com.fs.starfarer.settings.StarfarerSettings.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setInteractionImage(Unknown Source)
at data.scripts.world.ExerelinSectorGen.pickEntityInteractionImage$(ExerelinSectorGen.java:173)
at data.scripts.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:684)
at data.scripts.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:383)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.i.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.B.null.class$super(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)
Tried a few times with just Lazylibs, Shaderlibs and common radar. Most of the [urban] textures seems to be missing or something.
"urban00":"graphics/illustrations/urban00.jpg",
"urban01":"graphics/illustrations/urban01.jpg",
"urban02":"graphics/illustrations/urban02.jpg",
"urban03":"graphics/illustrations/urban03.jpg",
would it be possible to use ships instead of wings to mine too?I don't actually have any plans to implement mining for now, but if I do I'll keep that in mind!
Hmm, that's odd.
v0.2.2
- Compatibility with Exigency, II and Templars (once they're updated)
-- SCY too, but I forgot to uncomment the lines in rules.csv so you'll have to do it manually unless I update again by then
- Fix crash after fighting with independents
- Agents, prisoners, saboteurs less common
- Reduce reserve damage from saboteur action
- Lower chances of detection from destroying food
- NPC covert action interval increased 30 days -> 45
- Don't change storage submarket faction on market capture
After doing the above and starting with a crystantite ship, picked a fight with a one-ship fleet of "neutral" faction, defeated it, took more cargo than could carry, GAME CRASHED:Thanks for report, fixed.
427339 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 5, FP2: 5, maxFP1: 200, maxFP2: 200
470935 [Thread-5] INFO exerelin.world.InvasionFleetManager - Get reserve size - failed to get key fake_market
475523 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.DiplomacyManager.reportBattleOccurred(DiplomacyManager.java:445)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
Dude, why isn't Exi in here? They were around in 54 and especially in 62!'cos it crashes (on account of not keeping Exerelin compatibility in mind during the recent updates)
v0.2.3
- Fix misreporting of market captures
- Fix SCY support
- Fix Mayorate being listed in the wrong category
- Change starting Templar Martyr variant to Saltare
- Reduce default star/planet/station count
- Remove size 2 stations
Edit (again): Question! Are the features that currently are not included (that were in the former exerelin) are going to be included later on or not?I plan to implement faction switching at some point (in fact, your faction should boot you out if you make them mad at you), and faction respawns as well. Tartiflette's been
217962 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.campaign.events.CampaignEventTarget.<init>(CampaignEventTarget.java:20)
at data.scripts.TEMModPlugin.onGameLoad(TEMModPlugin.java:43)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(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)
For the Templars to work, do they need both this and SS+ enabled? I'm getting an error:
Im curious how the economy works. Are spawning fleets random or tied to production? Can you support production of fleets any other way then capturing worlds?Fleet spawning behavior is mostly identical to vanilla. The old Exerelin had stations use supplies to make fleets (more supplies = more fleets), and I'll probably implement something similar here as well at some point.
Would be cool if you dropped off the right amount of supplies that fleet production would go up for a world.
For the Templars to work, do they need both this and SS+ enabled?You don't need SS+ (in fact, I fully expect it'll explode if you try to use it with Nexerelin).
Are you using Templars 0.94b?I am now :)
Fleet spawning behavior is mostly identical to vanilla. The old Exerelin had stations use supplies to make fleets (more supplies = more fleets), and I'll probably implement something similar here as well at some point.
(or, since I'm lazy, wait for Alex to do something similar in vanilla)
Reserve generation speed (for response fleets) and the size of invasion fleets are tied partly to stability, so there's that.
At the begining, other factions' fleets were quite large compared to player's. However, you can easily destoryed them when you got more than 4 cruisers or battleships. Is there any ways to increase the fleet size??Yeah, it's rather like vanilla where you start out small but once you get enough skills and ships you can steamroll most things (though in Exerelin by the time you reach this point it's time to finish the game, so I'm not as concerned as I might be). Anyway, to answer the question:
I have seen regular ore and rare cost the same.In general things seem to cost the same.There could be some differences in prices to add more variety to the market.The ore thing sounds like a trade disruption, was there one going on?
Invasion/response fleets: not player side for now, but I could make these scale with player level; is that desirable?
v0.3
- Work towards SS+ compatibility
- Version Checker support
- Fix pirate starting relationships
- Fix SCY compatibility again
- Stars now seeded in a concentric pattern
- Fleets can drop a few green crew as loot
- Revise invasion fleet, response fleet sizing
- Invasion fleets gain 1 DP per player level (can be configured)
- Max response fleet size also increases by 1 DP per player level (controlled by same tag)
- Invasion fleets can now come with support fleets that fly around shooting stuff
- Free market planets have 10% tariff (previously all planets had 20%)
- Marine losses during invasion vary less with relative strengths
- Reserve strength incrementing works properly
- More backgrounds, including the free set by Psiyon
- Update/fix some text descriptions
I haven't tried the mod yet, but is the system generation still the same as the original one? (One large Exerelin system plus a few of minor systems?)I'm pretty sure it was always this way, but there are several systems of mostly the same size (Exerelin does have your faction HQ in it).
Can you make the Red & Blue mod compatible for this :D?
Whan ever i try to load the campaign it gives meUpdate to the RC2 version of Starsector 0.65.2a
(fatal: texture [urban01][urban02][urban03] or [urban00] from category [illustrations] not found)
??? ???
I got a Fatal Null Error right before the actual map loaded. Everything is up-to-date.
I have chosen to be part of Templars, activated random Omnifactory, and that's about it.
Later edit: Apparently there *was* another version of the Templars :) Stupid me.
*Squeeeeeeeeeeeeee*
- Starsector+ is now compatible with Nexerelin
- Partially populated sector? With independent stations ripe for the taking? (Not sure if it's the case or not)
Now that I think about it, enabling the Omnifactory as a mod isn't necessary right?
v0.31
- Fix invading Templar planets not working
- Fix being able to attack own faction fleets, or invade/sabotage own planets with SS+ (requires new game)
- Factions that don't normally spawn patrols (e.g. Templars) will now do so (may or may not require new game)
- Fix SS+ invasion fleets not having troop transports
- Fix various other possible SS + compatibility issues
- Fix slave trading reputation effects
- Turn off intel screen button at comm relays (avoid NPE)
- Celestial bodies (planets, moons, asteroids, relays, stations, alpha jump point) obey Kepler's third law
- Alpha jump point orbits first planet in system instead of star
- Response fleets despawn instantly once their patrol ends instead of hanging around for a few days
- Response fleet patrol lasts twice as long (60 days)
- Response fleets give up and go straight home if they drop below half their starting FP and their current FP is less than 25
- Tweak response fleet composition in SS+
- Valkyrian starting ship is now an Inquisitor instead of a Longinus
- SCY starting ship is now a Talos instead of a Tisiphone
Some of the original Exerelin background make the game much more difficult: too bright or too red, you can't see the incoming threats.If it's not too much trouble, looking in graphics/backgrounds and graphics/exerelin/backgrounds and making a list would be really helpful, thanks!
Is the mining still workin' ? Haven't seen any mining drones....No mining yet, sorry!
v0.3.2
- Fix reputation changes with SS+
-- This reintroduces a minor bug in v0.3, but no-one noticed it and it corrected itself fairly quickly anyway
- Fix multiple manager scripts running in parallel after loading a game (!!!)
-- Requires a new game, but at least it'll stop adding more scripts to a current save
- Templars now use the Templar submarket (will be added/removed after market capture as appropriate)
-- This will be applied to old saves
- Templar markets and pirate markets don't run the merc/pirate fleet spawn script any more (requires a new game)
- Factions can be configured to not spawn patrols (requires a new game)
Is it possible to help other factions capture stations?I want the neutrinos to get another station. I have coop status with them and have beening watching the intel for invasion fleet.I was going to clear the way for them.Well, I assume you already know how to get the intel event for factions other than your own. Anyway, you can use agents to destabilize the market (increases their invasion success chance, particularly if done after the fleet spawns but before it gets there). You can also sabotage the defender's reserve to weaken their response fleet (or provoke it into spawning and take it out yourself).
Can anyone explain, how ship/weapons are added to the market? As has been stated before templars, do not get any medium/large weapons, although I have captured entire system(total 5 markets) for them. Neutrino corp does not stock any capitals. Is this related to them having only one market? Can I help them expand in any way, if I belong to another faction?Ship spawning code is same as vanilla (or SS+ if you're using it); special ships will appear if they normally would in the faction's markets.
Also, are special ships(like neutrino unsung or rm -r *) supposed to be delivered to the stations?
Does Nexerelin require any mods beyond LazyLib? Does Nexerelin require more than 1 GB (i.e., needs 64-bit Java) to run?Just LazyLib. 1 GB should be sufficient even if you use a bunch of mods, up to the whole SS+ set (but you run the risk of crashing; save often!)
I allocated 4 gb to this game with this mod on and brought it down to 1 mod and it still crashes....too much memory being used for the game current status :|You have to use 64 bit java! If you don't then the game will crash if above 1 GB in ram useage
I feel like the supplies are a bit to pricey 387 credits for a single supplie is killer especially for bigger fleets to the point where your broke and start losing your shipsSupplies have a base price of 100, that price is affected by the demand vs production of the rest of the sector. That world you're on just has a shortage.
Maybe lower it to 200 or something?
I don't know That's just my opinion
Would love to have an option to play as a completely independent character that starts without enemies (except for maybe pirates). However without salaries.If you manage to *** off your own faction they won't pay you.
Also true Omnifactory random placement would be nice. Right now it always spawns at your home planet, at least for me it does.
"minTravelSpeed":50, # at max burn 0
"baseTravelSpeed":80, # in units (pixels) per real-time second (10 sec/day)
"speedPerBurnLevel":20, # speed per max burn level, in units (pixels) per real-time second (10 sec/day)
{
"plugins":{
#"newGameDialogPlugin":"exerelin.plugins.ExerelinNewGameDialogPlugin",
"newGameCreationEntryPoint":"data.scripts.world.ExerelinSectorGen",
"coreLifecyclePlugin":"exerelin.plugins.ExerelinLifecyclePlugin",
}
}
Does Nexerelin require any mods beyond LazyLib? Does Nexerelin require more than 1 GB (i.e., needs 64-bit Java) to run?Just LazyLib. 1 GB should be sufficient even if you use a bunch of mods, up to the whole SS+ set (but you run the risk of crashing; save often!)
@ HistidineOnce you've released an update for 0.65.2a (test it for compatibility first - see first post), just nudge me and I'll add it to the list of playable factions :) Also let me know if you want a specific starting variant (else I'll just pick one from the old config).
Do I need to petition you to do anything to get my P9 faction compatible with Nexrelin?
When you take over a station/planet, does it create your own personal faction? it probably doesn't. Would it be possible to have a player's personal faction implemented?Eventually™ (maybe in next update, actually)
And another request: be able to tell your faction to send an invasion fleet to this location or that planet.
98520 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
98520 [Thread-5] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
---- Debugging information ----
message : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
class : org.lazywizard.omnifac.OmniFac
required-type : org.lazywizard.omnifac.OmniFac
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 5517285
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.StarSystem
class[3] : com.fs.starfarer.campaign.CampaignPlanet
class[4] : com.fs.starfarer.campaign.CircularOrbit
class[5] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[6] : com.fs.starfarer.campaign.CustomCampaignEntity
class[7] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[8] : com.fs.starfarer.campaign.ModAndPluginData
class[9] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : null
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
---- Debugging information ----
message : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Could not call org.lazywizard.omnifac.OmniFac.readResolve() : null
class : org.lazywizard.omnifac.OmniFac
required-type : org.lazywizard.omnifac.OmniFac
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 5517285
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : com.fs.starfarer.campaign.StarSystem
class[3] : com.fs.starfarer.campaign.CampaignPlanet
class[4] : com.fs.starfarer.campaign.CircularOrbit
class[5] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[6] : com.fs.starfarer.campaign.CustomCampaignEntity
class[7] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[8] : com.fs.starfarer.campaign.ModAndPluginData
class[9] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.I
version : null
-------------------------------
Also, I always start in the Exerelin system, but my faction and stations are not always in Exerelin. Sometimes I can't even get out of the system to go to my homesystem, since well, 10 fuel.If I started a new game after I had loaded any another game, some time I wouldn't find my faction and omni in the started sector. It means I have to relaunch the program each time before starting the new game.
Thanks for listening :)
189147 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(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.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createGenericFleet(FleetFactory.java:638)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:139)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:261)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:300)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(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)
Cant play a single mod on this...it just runs out of memory...I downloaded the java that people said to but what else do I do with it....I have 16 GB of ram and I want to give it more but I cant...unless I am giving th wrong command...do I say 2g or something and do I put the Java somewhere in Starsector?http://fractalsoftworks.com/forum/index.php?topic=8726.0
Citadel 0.8 is out, so I loaded it up with Nexerelin and got a CTD.Code-ship-
Might be due to the changes in the Citadel fleet variants, so the faction config files in Nexerelin might be different.
I have 2.0b version...most recent
I re downloaded it...then tagged it again and got this when I tried to start a game with CitadelThat's the same problem I got. The faction config for Citadel in Nexerelin hasn't been updated yet, so it technically isn't compatible until that's fixed.
4011995 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(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.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:390)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:308)
at com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager.advance(PatrolFleetManager.java:121)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.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.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
I re downloaded it...then tagged it again and got this when I tried to start a game with Citadel
4011995 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.N] with id [] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(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.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:390)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createPatrol(FleetFactory.java:308)
at com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager.advance(PatrolFleetManager.java:121)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.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.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
v0.3.3
* Revamped sector generation
** Creates more realistic systems
** Planets somewhat closer together on average
** Sector capital no longer needs to be closest planet to sun (it can be second or third)
** Fix Omnifactory random location
** Omnifactory also obeys Kepler's third law
** Markets distributed more evenly between factions
** Markets tend to pick two of the same primary resource/industry market condition where possible (increases market specialisation)
** Player homeworld is always at least size 6
** Shipbreaking center can spawn for size 5 planets (previously 6)
** Aquaculture spawn chance a bit higher (food was too scarce)
** Habitable moon chance slightly increased
** Habitable moons can be ocean or desert worlds
** Player homeworld always has a heavy autofactory (makes supplies)
** Stars spread out a bit more
** Code cleanups
* Players can change faction mid-game, or play as their own faction (code player_npc)
** Own faction start is under vanilla factions category (starts at 100 reputation)
** player_npc faction will work with you even if you're a member of another faction
** player_npc currently uses the independents' ship set
** Currently player_npc does not benefit from SS+ skilled captains or other fleet modifications; effects on items for sale at markets are unknown
** Joining a faction requires friendly or better reputation
** Factions (except player_npc) will boot you out if they turn inhospitable or worse towards you
** Thresholds for salary cut / insurance payout denied raised
** player_npc can be configured with the appropriate files (look in data/world/factions/player_npc.faction and data/campaign/rules.csv)
* Invasion support fleets actually spawn now
* Response fleet returns to base and despawns if it has half its starting FP or less, and it has less than half the FP of the original target
** The second condition replaces the older <25 FP requirement, which didn't keep too-small fleets from bothering the player
* Response fleets regenerate faster (particularly at low stability values)
* Pirates can invade and be invaded if set to do so in config (default off)
* Players can request a boarding fleet to attack a market, for a fee (probably not worth it atm)
* Diplomacy tweaks
** Increased effects of most diplomacy events, agent lowering relations by 5 or so points (some raised by more, some less)
** Increased chance of a few diplomacy events intended to push two factions towards the tipping point
** Ensure-relationship-at-best/worst effects of diplomacy events are now applied after the plain numerical change instead of before
The omnifactory seems to hang out away from any of the planets now. Is this intentional?Bug (it actually tries to orbit the planet at a distance suitable for a star... without first checking that is in fact orbiting a star), sorry. Fix here (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.3.3_omnifacpatch.zip)
Is there any sort of upper limit on how many factions can be in any given game? Also, if some factions don't spawn, does that mean they have to be added to one of Nexerelin's files?The number of planets places a functional limit on how many factions can be in a game (more factions than habitable planets/moons/stations = some factions won't make it in). I imagine this is pretty hard to actually achieve, but you probably still want any given faction to have more than one market.
There is a new version of Citadel (0.8.1) that should fix both of you's problems.
91859 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
Did you increase vram?
EDIT: Also, a couple of bugs related to the faction directory:That's a vanilla bug, as I understand it. Not sure how to fix short of removing the highlight, unfortunately.
This one's pretty minor, but if there's a number in the planet/star(?) name that's the same as the market size it highlights it in the planet name instead of the market size number:Spoiler(http://puu.sh/gQjga/125e9adccf.jpg)[close]
Played around with the 0.3.3 and it's great.
One thing I feel a bit strange is, am I the leader of the player faction or just a normal member of it. I did some trade with a hostile faction by mistake (didnt notice the diplomatic event just happened before i docked with the station), and i was told that my relationship with player drops to -50 directly which imho doesn't make much sense because they should just no longer consider me as one of them, then if i were kicked out, what faction do i belong to?
I feel like just a grunt in my own faction. I supposedly lead my faction, and conquer markets for them... and then they start tolling me and doing everything like any other established faction.Yeah, it's a bit silly. I might disable investigations into smuggling and market manipulation stuff for own faction; disabling customs inspections is probably much harder but might still be workaround-able.
299345565 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Effecer]
299345565 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - 2 out of a maximum 4 pirate/merc fleets in play for market [Effecer]
299346264 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NumberFormatException: Numbers must be in range 1-3999
java.lang.NumberFormatException: Numbers must be in range 1-3999
at com.fs.starfarer.util.oOOO.super(Unknown Source)
at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShipAndAddToFleet(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactory.createMerc(FleetFactory.java:508)
at com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager.advance(MercAndPirateFleetManager.java:97)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.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.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
56861 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Starting sector generation...
56861 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/planetNames.json]
56861 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin_config.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
56863 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
56863 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
56864 [Thread-5] ERROR exerelin.utilities.ExerelinFactionConfig - org.json.JSONException: JSONObject["stationInteriorIllustrationKeys"] not found.
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/bushi.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ori.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/rori.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/patnavy.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exipirated.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/crystanite.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/oculusberserk.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ptech.json]
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - EXERELIN: Getting modded factions
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped hegemony
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped tritachyon
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped sindrian_diktat
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped luddic_church
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped pirates
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped player_npc
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped blackrock_driveyards
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped bushi
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped citadeldefenders
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped hiigaran_descendants
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped junk_pirates
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped mayorate
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped neutrinocorp
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped ori
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped rori
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped pack
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped patnavy
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped shadow_industry
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped syndicate_asp
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded valkyrian
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped exigency
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped exipirated
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped interstellarimperium
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped SCY
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped diableavionics
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped crystanite
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped templars
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded oculusberserk
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded ptech
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
57128 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.econ.Market.isIllegal(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.Population.apply(Population.java:55)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at exerelin.world.ExerelinSectorGen.addMarketToEntity(ExerelinSectorGen.java:242)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:553)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:453)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(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)
57165 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
57167 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
I can't seem to get the Nexerelin running right after Faction selection, it usually crashes.SpoilerCode56861 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Starting sector generation...
56861 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/planetNames.json]
56861 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin_config.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
56862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
56863 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
56863 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
56864 [Thread-5] ERROR exerelin.utilities.ExerelinFactionConfig - org.json.JSONException: JSONObject["stationInteriorIllustrationKeys"] not found.
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
56864 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/bushi.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hiigaran_descendants.json]
56865 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
56866 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ori.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/rori.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
56867 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/patnavy.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
56868 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/valkyrian.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exigency.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/exipirated.json]
56869 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
56870 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/crystanite.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/oculusberserk.json]
56871 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ptech.json]
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - EXERELIN: Getting modded factions
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped hegemony
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped tritachyon
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped sindrian_diktat
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped luddic_church
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped pirates
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped player_npc
56872 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped blackrock_driveyards
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped bushi
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped citadeldefenders
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped hiigaran_descendants
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped junk_pirates
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped mayorate
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped neutrinocorp
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped ori
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped rori
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped pack
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped patnavy
56873 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped shadow_industry
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped syndicate_asp
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded valkyrian
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped exigency
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped exipirated
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped interstellarimperium
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped SCY
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped diableavionics
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped crystanite
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Skipped templars
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded oculusberserk
56874 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded ptech
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
57128 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.econ.Market.isIllegal(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.Population.apply(Population.java:55)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at exerelin.world.ExerelinSectorGen.addMarketToEntity(ExerelinSectorGen.java:242)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:553)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:453)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(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)
57165 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
57167 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg][close]
I could use some help.
So far, these are the files that I have already done.
But for now try doing that other thing that needs fixing (case of faction entry string in exerelin_config should match that in the .faction) file.
vanilla data/config/settings.json
Although I don't actually have as many debug messages in the sector generator as I thought, so I'm not sure it'll help.
Can you narrow it down to either Blue or Red, or does it crash with both?
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
v0.3.4
* Add easy start option (more credits; start at level 6)
* Add free start option (same as own faction start but you don't have a planet; i.e. classic solo start from Exerelin)
* player_npc doesn't launch investigations into or do customs inspections on player
* Trading with own faction or player_npc doesn't cause reputation penalties with other factions
* player_npc starts inhospitable (rather than hostile) to Templars on own faction/free starts
* Player faction won't pay salary or insurance if they're dead (have no markets)
* Fix crash if Exerelin star is renamed
* Fix Omnifactory orbit
* Some new planet/star names
* Blackrock and Mayorate start hostile to each other
* Clean up unused junk in faction configs
* Change Templar unfriendly market message
should be OculusBerserk and PTech everywhere it occurs (although I expect that won't fix the crash)Code56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
56874 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:ptech
What would really help is that if each faction got a "capital" world with very high defenses (and production/market size). For example, when you capture it it could only loose 1 point of stability, until there is none left, and a new defense fleet would be created.
I like the idea of a hard-to-capture capital, but you don't want to make it too tedious for the players either. There should be a middle ground, even if it requires subjecting the NPCs to slightly different rules.That's why I suggested reducing the stability: if it's the last bastion you can imagine it won't have many places to trade with a get various shortages, and you can reduce it further with agents. Maybe not under 2 though to keep some capture challenge.
47996 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded oculusberserk
...
51499 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/oculusberserk.json]
...
51502 [Thread-5] INFO exerelin.campaign.ExerelinSetupData - Loaded oculusberserk
...
51502 [Thread-5] WARN exerelin.campaign.ExerelinSetupData - EXERELIN ERROR: Couldn't determine faction for:oculusberserk
51545 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
51548 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
51771 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.econ.Market.isIllegal(Unknown Source)
at com.fs.starfarer.api.impl.campaign.econ.Population.apply(Population.java:55)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addCondition(Unknown Source)
at exerelin.world.ExerelinSectorGen.addMarketToEntity(ExerelinSectorGen.java:242)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:559)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:454)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(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)
[Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull [Fox_Frigate] variant [Fox_Frigate_Hull]: slot id [WS0012] not found for weapon [blinker_red]
java.lang.RuntimeException: Ship hull [Fox_Frigate] variant [Fox_Frigate_Hull]: slot id [WS0012] not found for weapon [blinker_red]
at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.private.null(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0O000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0O000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(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)
Active mods:I think this might be the problemSpoiler(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)[close]
* Some new planet/star namesSeeing Galaxy Angels in the new planet names made my day :D
I see some Final Fantasy in there too!Active mods:I think this might be the problemSpoiler(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)[close]Spoiler(http://puu.sh/gU7xJ/eb614d1ed9.png)[close]* Some new planet/star namesSeeing Galaxy Angels in the new planet names made my day :D
At the beginning of the Battle of the crash, started after upgrading to 3.3Looks like a Citadel crash. Are you running the latest version of Citadel (and SS+, although it shouldn't be an issue)? Were you running those versions when you first started the savegame?CodeActive mods:[Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull [Fox_Frigate] variant [Fox_Frigate_Hull]: slot id [WS0012] not found for weapon [blinker_red]
java.lang.RuntimeException: Ship hull [Fox_Frigate] variant [Fox_Frigate_Hull]: slot id [WS0012] not found for weapon [blinker_red]
at com.fs.starfarer.loading.specs.intsuper.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.private.null(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0O000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?0O000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.G.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(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)Spoiler(http://SSmaker.ru/53d17429.png) (http://SSmaker.ru/53d17429/)[close]
6 GB of memory and things load like Lightning...sadly...i still get this...cant load gamesI've heard some stuff about deleting saves from older versions of the game and such to prevent a crash. Perhaps that? Might be wrong.
0501 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.õ0Ò000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
Are there any special tricks that are needed for Starsector +?Have you checked the starsector.log?
Running the two together leads to a CTD without any error message after the initial load up.
v0.3.5
* Add P9 Colony Group support
* Work towards support for Blue, Red
* Templars get a +25% strength bonus during invasions (both as attacker and defender) (can be changed in faction config)
* NPC invasion fleets underdeploy in terms of marine count against planets with defensive market conditions and/or faction defence bonuses (makes them less likely to capture strong planets)
* Base marine multiplier on NPC invasion fleets increased (1.1 -> 1.15) to compensate for the above
* Ceasefire/peace treaty reputation effects increased
* Add faction-specific station images; one more generic station
* Enable per-faction invasion fleet names
65470 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
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/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.determineValue(UnitCompiler.java:7236)
at org.codehaus.janino.UnitCompiler.compileContext2(UnitCompiler.java:3227)
at org.codehaus.janino.UnitCompiler.access$5700(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$9.visitFieldAccessExpression(UnitCompiler.java:3153)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileContext(UnitCompiler.java:3160)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4367)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitFieldAccessExpression(UnitCompiler.java:2835)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2872)
at org.codehaus.janino.UnitCompiler.access$4900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitUnaryOperation(UnitCompiler.java:2808)
at org.codehaus.janino.Java$UnaryOperation.accept(Java.java:3647)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
Nice mod, man!
However, I receive a crash report right after the game loads. Here it is:Code65470 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
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/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.determineValue(UnitCompiler.java:7236)
at org.codehaus.janino.UnitCompiler.compileContext2(UnitCompiler.java:3227)
at org.codehaus.janino.UnitCompiler.access$5700(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$9.visitFieldAccessExpression(UnitCompiler.java:3153)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileContext(UnitCompiler.java:3160)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4367)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitFieldAccessExpression(UnitCompiler.java:2835)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2872)
at org.codehaus.janino.UnitCompiler.access$4900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitUnaryOperation(UnitCompiler.java:2808)
at org.codehaus.janino.Java$UnaryOperation.accept(Java.java:3647)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
Delete your Nexerelin folder and reinstall.
(Actually you just need to delete everything in the data/scripts/world folder except ExerelinGen.java)
Nice mod, man!
However, I receive a crash report right after the game loads. Here it is:Code65470 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ExerelinSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
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/ExerelinSectorGen.java', Line 302, Column 56: "exerelin.campaign.ExerelinSetupData" has no field "omniFacPresent"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.determineValue(UnitCompiler.java:7236)
at org.codehaus.janino.UnitCompiler.compileContext2(UnitCompiler.java:3227)
at org.codehaus.janino.UnitCompiler.access$5700(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$9.visitFieldAccessExpression(UnitCompiler.java:3153)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileContext(UnitCompiler.java:3160)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4367)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitFieldAccessExpression(UnitCompiler.java:2835)
at org.codehaus.janino.Java$FieldAccessExpression.accept(Java.java:3560)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2872)
at org.codehaus.janino.UnitCompiler.access$4900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitUnaryOperation(UnitCompiler.java:2808)
at org.codehaus.janino.Java$UnaryOperation.accept(Java.java:3647)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
Try this:Delete your Nexerelin folder and reinstall.
(Actually you just need to delete everything in the data/scripts/world folder except ExerelinGen.java)
Sorry if it has been answered, how do I name my faction?mods/Exerelin/data/world/factions/player_npc.faction
Is it possible to add ships from mods to the fleet composition?Sorry if it has been answered, how do I name my faction?mods/Exerelin/data/world/factions/player_npc.faction
(you can also set flag, ship name prefix, NPC portraits and fleet composition here)
To change the dialogue lines, go to mods/Exerelin/data/campaign/rules.csv and look for the section "# Player fleet greeting lines" (hmm I just noticed a bug here, I better fix it sometime soon)
Note: this will apply to existing saves.
Nexerelin uses the same system fleet spawner as Vanilla, witch pick ships from the mods .faction files. If you want to add a ship, say the Unsung (I bet it's the one you want...) you have to add it to neutrino.faction in the Neutrino mod. Nexerelin itself don't change anything on that.So if I want my Player faction to use the Xanthus as it's main superfreighter, I can simply add it to the player_npc.faction files in Nexerelin to have it spawn for my faction? (I was thinking of the Xanthus actually, since it won't slow my trade fleets down as much compared to an Atlas :P)
Damn, was loving my first Nexerelin campaign so much but as soon as I got myself situated and prepared to go claim my faction's first planet, I realized both the Templar and Mayo-people had gone extinct. :( What's the fun when the big bad bosses are already dead and there's no Mayo-people to make fun of for having such a silly name?
I really like the 'capital' idea from a couple of pages back, every faction having at least one big market with huge defense bonuses would really help. I mention market size because currently my Diable faction has just two tiny markets that don't even have military sales sections.
Has anyone taken a stab at save file editing to revive their templars? I just poked around at it and it seemed to be quite difficult. I found that a planet or station's "<owner ref="26406"></owner>" bit seemed to relate to which faction it belonged to (duh), but there were no templar planets or stations left to get an ID from. So I started up a new campaign so that I could find some templars and get their ref number from their planet... but that was when I found out that that ref number isn't consistent across campaigns, it appears to be randomly generated for each faction at world gen. Welp. :'(
if i recall right from memory, the previous mod Exerelin allowed that driven out factions could enter again after time with a huge invasion fleet, to conquer atleast something.
So what are the chances of being able to make the Sector even bigger in the future? 10 systems is plenty for the base factions, but when you have 10 faction mods on top of it it actually feels a bit small. Of course, something would need to be done about the intel screen map which is neither movable nor zoomable and leaves entire systems off the edges in larger games.
I can't remember exactly either, but indifferent to this, awesome idea. +5 (because +1 is so 1994)
v0.3.6
* Add faction respawning (toggle in starting options)
* Add Prism Freeport (sells high-end ships and weapons from all factions at a steep price)
* Pirate factions can be set to not count towards victory (in config file)
* All factions get a size 6 HQ planet at start (if one is available)
* HQ market condition gives 20% size bonus to reserve fleet size (previously 10%); increases reserve build speed by 25%
* Normal planets now in size range 4-5 (previously 4-6)
* Add 12 and 16 star starts
* Stars are further apart if there are fewer of them, and closer if there are more
* Fix stars being all the same size
* Some factions have custom invasion and/or response fleets in SS+ (this means the Cathedral can appear, among other things)
* Templars get 25% bigger invasion and response fleets
* Don't spawn response fleet if it won't be at least half the size of the triggering invasion fleet
* Invasion fleets attract nearby hostile combat fleets to them (probably)
* No invasion fleets for first 30 days of game (can be changed in config file)
* Markets get a higher "security alert" level as more destabilization/sabotage attempts are made, successful or otherwise; this reduces the chance of further such actions in the short term
** Reduces the effectiveness of agent bombing
** Set the relevant values in data/config/agentConfig.json to 0 to disable this
* Agents can gather intel on markets (stability, alert level, reserve size)
* Add console command SyncFactionRelationships.java
* Change console command FlipClosestMarket to SetClosestMarketOwner (accepts faction arg)
* Fix Hegemony interaction dialog
v0.3.6b
* Fix several security alert bugs
* Fix a couple of small typos in the Prism Freeport flavor text
Is there any reason why law enforcement persists across radically different regimes? Makes me want to destroy the planet or market for their insolence if I could.There is: the game engine doesn't support allegiance changes yet. Ant that will be the case until the Industry/Exploration update. For now everything is hack and tricks to make it look it works.
7336229 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
7336229 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Cotton Base]
7336229 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Maximum number of 2 pirate/merc fleets already in play for market [Cotton Base]
7336310 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent - Player smuggling reduced stability for Claude Base by 5.0
7336533 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
7336533 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
7336533 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Maximum number of trade fleets already in play (150)
7337122 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Honor I_market_Tifa_market]: trade (s: 24, l: 0), smuggling: (s: 0, l: 0)
7337237 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent - Player smuggling reduced stability for Nambor by 1.0
7337928 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
7337928 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Darwin Quey]
7337928 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - 1 out of a maximum 2 pirate/merc fleets in play for market [Darwin Quey]
7337930 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Spawned pirate fleet [Raiders] from market Darwin Quey
7338291 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Cyan_market_Creta_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
7339850 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_02_hostile.ogg]
7339850 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_02_hostile.ogg]
7343351 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Cyan_market_Nambor_market]: trade (s: 4, l: 0), smuggling: (s: 0, l: 0)
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 147 out of a maximum 150 trade fleets in play
7343663 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Tifa] to spawn trade fleet from
7343664 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Cyan]
7343664 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Food,Organics,Domestic Goods,Volatiles,Supplies], bringing back [Fuel,Crew]; volume: 15967
7343664 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 5 for market [Tifa] (volume: 15967)
7343667 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 63 point trade fleet from [Tifa] to [Cyan]
7344184 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Erilatir_Backwater_market_Honor I_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
7345855 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_pirate_encounter_02_hostile.ogg]
7345857 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_pirate_encounter_02_hostile.ogg]
7348357 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
7348804 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Nambor_market_Sagan_Wall_market]: trade (s: 1, l: 1), smuggling: (s: 0, l: 0)
7350358 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_02_hostile.ogg]
7350359 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_02_hostile.ogg]
7353225 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
7353225 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Tifa]
7353225 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - 2 out of a maximum 4 pirate/merc fleets in play for market [Tifa]
7353226 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Spawned merc fleet [Privateer] from market Tifa
7353359 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 146 out of a maximum 150 trade fleets in play
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Aurora Nest] to spawn trade fleet from
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Ixmucane]
7353627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Volatiles,Hand Weapons], bringing back [Supplies,Ore,Crew,Food]; volume: 1292
7353628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating smuggling fleet of tier 1 for market [Aurora Nest] (volume: 1292)
7353628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 5 point trade fleet from [Aurora Nest] to [Ixmucane]
7354861 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_02_hostile.ogg]
7354863 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_02_hostile.ogg]
7372141 [Thread-5] INFO com.fs.starfarer.combat.CombatEngine - FP1: 203, FP2: 235, maxFP1: 185, maxFP2: 215
7373864 [Thread-11] INFO sound.O - Creating streaming player for music with id [battle3.ogg]
7373873 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [battle3.ogg]
7516899 [Thread-11] INFO sound.O - Creating streaming player for music with id [Panic.ogg]
7516906 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [Panic.ogg]
7726492 [Thread-11] INFO sound.O - Creating streaming player for music with id [battle2.ogg]
7726497 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [battle2.ogg]
7889642 [Thread-11] INFO sound.O - Creating streaming player for music with id [CloakandDagger.ogg]
7889649 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [CloakandDagger.ogg]
8049759 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
8076460 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Silk Backwater by 0.3431773, is now 0.40787995
8076462 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Vagar] due to fighting Duke Best's Fleet
8076471 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Honor I] due to fighting Duke Best's Fleet
8076471 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Honor] due to fighting Duke Best's Fleet
8076472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Honor I] due to fighting Duke Best's Fleet
8076472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Vagar] due to fighting Duke Best's Fleet
8076473 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Improving reputation with owner of market [Honor] due to fighting Duke Best's Fleet
8076480 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.SystemBountyEvent - Paying bounty of 122100 from market [Tifa]
8076482 [Thread-5] INFO data.scripts.campaign.events.SSP_PersonBountyEvent - Paying bounty of 702000 from faction [Hegemony]
8078178 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Rutherford_market_Ranpha_Shipyard_market]: trade (s: 2, l: 0), smuggling: (s: 0, l: 0)
8078449 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Aurora_Nest_market_Yar_market]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
8079054 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Honor_market_Darwin_Quey_market]: trade (s: 2, l: 0), smuggling: (s: 0, l: 0)
8079998 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Cyan_market_Honor I_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8080507 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.SystemBountyEvent - Starting bounty at market [Patiota], 3300 credits per frigate
8080556 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8080556 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8080557 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 146 out of a maximum 150 trade fleets in play
8080557 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Honor] to spawn trade fleet from
8080559 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Patiota]
8080559 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Organics,Supplies,Volatiles,Hand Weapons,Heavy Machinery], bringing back [Domestic Goods,Fuel,Food,Metals,Luxury Goods]; volume: 29428
8080560 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 7 for market [Honor] (volume: 29428)
8080568 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 112 point trade fleet from [Honor] to [Patiota]
8080770 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8080770 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Darwin Quey]
8080771 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Maximum number of 2 patrols already in play for market [Darwin Quey]
8081089 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent - [Claude Base] Ended by relief fleet arrival
8081090 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.FoodShortageEvent - [Claude Base] Unrest +1
8081384 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
8081384 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Silk Backwater]
8081384 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - 2 out of a maximum 3 pirate/merc fleets in play for market [Silk Backwater]
8081388 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Spawned pirate fleet [Raiders] from market Silk Backwater
8082078 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8082079 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Patiota]
8082079 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - 5 out of a maximum 10 patrols in play for market [Patiota]
8082090 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Spawned patrol fleet [Valkyrian Patrol] from market Patiota
8082508 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8082508 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8082508 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 146 out of a maximum 150 trade fleets in play
8082508 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Vagar] to spawn trade fleet from
8082509 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Darwin Quey]
8082510 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Supplies,Hand Weapons,Heavy Machinery], bringing back [Ore,Fuel,Domestic Goods,Rare Ore,Rare Metals]; volume: 3129
8082510 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 3 for market [Vagar] (volume: 3129)
8082511 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 28 point trade fleet from [Vagar] to [Darwin Quey]
8082983 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8082984 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Vagar]
8082984 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Maximum number of 5 patrols already in play for market [Vagar]
8083191 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8083191 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Cotton Base]
8083191 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Maximum number of 2 patrols already in play for market [Cotton Base]
8090049 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Garret_market_Aurora_Nest_market]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
8090211 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Creta by 0.018443154, is now 0.12025224
8090886 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Rutherford_market_Creta_market]: trade (s: 44, l: 0), smuggling: (s: 0, l: 0)
8091627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8091627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8091627 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 142 out of a maximum 150 trade fleets in play
8091628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Ixmucane] to spawn trade fleet from
8091628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Cyan]
8091628 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Supplies,Rare Metals,Organics,Volatiles,Harvested Organs], bringing back [Food,Fuel,Recreational Drugs]; volume: 578
8091630 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating smuggling fleet of tier 1 for market [Ixmucane] (volume: 578)
8091631 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 3 point trade fleet from [Ixmucane] to [Cyan]
8092922 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8092922 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Garret]
8092923 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - 5 out of a maximum 6 patrols in play for market [Garret]
8092926 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Spawned patrol fleet [Luddic Church Patrol] from market Garret
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Diable Corporation for a rep change (114317.94, 65610.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Valkyrians for a rep change (198885.5, 121704.1)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (837950.3, 0.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (120392.25, 91083.43)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the ASP Syndicate for a rep change (14045.555, 0.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independent for a rep change (0.0, 0.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Junk Pirates for a rep change (0.0, 0.0)
8094319 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Shadowyards Reconstruction Authority for a rep change (187.8198, 370337.34)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Blackrock Drive Yards Corporation for a rep change (701799.0, 511018.6)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the P.A.C.K. for a rep change (38956.06, 98821.77)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Neutrino Corporation for a rep change (348758.94, 299968.94)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (22804.574, 48287.926)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the bounty hunters for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the player for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with The Hiigaran Descendants for a rep change (257216.12, 257315.45)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (59672.953, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (0.0, 0.0)
8094320 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
8096550 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8096551 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8096551 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 143 out of a maximum 150 trade fleets in play
8096551 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Bavartis Post] to spawn trade fleet from
8096552 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Cotton Base]
8096552 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Ore,Crew,Fuel,Food], bringing back []; volume: 241
8096553 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 1 for market [Bavartis Post] (volume: 241)
8096553 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 3 point trade fleet from [Bavartis Post] to [Cotton Base]
8096599 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Kryska_HQ_market_Darwin_Quey_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8096769 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Cyan_market_Sagan_Wall_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097516 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Kryska_HQ_market_Vagar_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097604 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
8097604 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Darwin I Trading Post]
8097604 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Maximum number of 1 pirate/merc fleets already in play for market [Darwin I Trading Post]
8097608 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Erilatir_Backwater_market_Darwin_I_Trading_Post_market]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
8098917 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Claude_Base_market_Ixmucane_market]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8098936 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
8098937 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Factions are: pirates, Blackrock
8098937 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Trying event: Spy Ring Uncovered
8099326 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8099326 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8099326 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 141 out of a maximum 150 trade fleets in play
8099326 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Yar] to spawn trade fleet from
8099328 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Blond]
8099328 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Metals,Fuel,Organics,Volatiles], bringing back [Food,Domestic Goods,Ore,Supplies,Luxury Goods]; volume: 31792
8099328 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 7 for market [Yar] (volume: 31792)
8099333 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 94 point trade fleet from [Yar] to [Blond]
8099667 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Diable Corporation for a rep change (114317.94, 65610.0)
8099667 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Valkyrians for a rep change (198885.5, 121704.1)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the pirates for a rep change (837950.3, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Tri-Tachyon for a rep change (120392.25, 91083.43)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the ASP Syndicate for a rep change (14045.555, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the independent for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Junk Pirates for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Shadowyards Reconstruction Authority for a rep change (187.8198, 370337.34)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Blackrock Drive Yards Corporation for a rep change (701799.0, 511018.6)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Path for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the P.A.C.K. for a rep change (38956.06, 98821.77)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Lion's Guard for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Neutrino Corporation for a rep change (348758.94, 299968.94)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Luddic Church for a rep change (22804.574, 48287.926)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the bounty hunters for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the player for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with The Hiigaran Descendants for a rep change (257216.12, 257315.45)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Hegemony for a rep change (59672.953, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Sindrian Diktat for a rep change (0.0, 0.0)
8099668 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Knights of Ludd for a rep change (0.0, 0.0)
8100761 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager -
8100762 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Checking whether to spawn patrol for market [Creta]
8100762 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - 3 out of a maximum 11 patrols in play for market [Creta]
8100771 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager - Spawned patrol fleet [Valkyrian Patrol] from market Creta
8102777 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_02_hostile.ogg]
8102778 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_02_hostile.ogg]
8103380 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8103381 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8106592 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 255
8114801 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Saboteur attacking reserve fleet
8114804 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8116222 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Saboteur attacking reserve fleet
8116224 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8116740 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Saboteur attacking reserve fleet
8116741 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure
8144381 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Agent trying to destablize market
8144385 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8145863 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Agent trying to destablize market
8145865 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8146497 [Thread-5] INFO exerelin.campaign.CovertOpsManager - Agent trying to destablize market
8146498 [Thread-5] INFO exerelin.campaign.events.CovertOpsEventBase - Covert warfare event: failure_detected
8151425 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8151425 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8152850 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 259
8154752 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8154753 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8155721 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 159
8157262 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8157263 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8157742 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 236
8158506 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8158507 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8158828 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 211
8159565 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8159567 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8159950 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 279
8160737 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8160738 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8161084 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Invasion Fleet of size 137
8161698 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8161698 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8161968 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 162
8162548 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8162548 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8162848 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 228
8163563 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8163564 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8163928 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 184
8164547 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8164547 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8164793 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 185
8165391 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8165391 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8165626 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 197
8166231 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8166231 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8166449 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 213
8167164 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8167165 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8167514 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 189
8168231 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8168231 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8176318 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 163
8176747 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8176748 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8176927 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 215
8177314 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8177314 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8177436 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 154
8177831 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8177831 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8177961 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 203
8178331 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8178331 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8178475 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 161
8178864 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8178864 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179017 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 283
8179324 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179324 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179456 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 285
8179817 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179817 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8179933 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 223
8180342 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8180342 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8180461 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Invasion Fleet of size 119
8181001 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8181001 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8184963 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 211
8185505 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8185506 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8185792 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 191
8186552 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8186552 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8187056 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 203
8187716 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8187717 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8189078 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 225
8189692 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8189692 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8190898 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 186
8191284 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8191284 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8191465 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 263
8191845 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8191845 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: player
8191962 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawned invasion fleet Blackrock Grand Invasion Fleet of size 221
8193857 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8193941 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8193986 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194043 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194098 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194191 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194240 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Invasion Fleet has 9 marines
8194284 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194347 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194371 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [StellarRemnant.ogg]
8194413 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194449 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194503 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194595 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194683 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194754 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194833 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8194891 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195128 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195167 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195247 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195348 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195408 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195445 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Invasion Fleet has 9 marines
8195503 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195562 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195617 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195687 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195742 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195825 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8195904 [Thread-5] INFO exerelin.utilities.ExerelinUtilsFleet - Invasion fleet Blackrock Grand Invasion Fleet has 9 marines
8196005 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent - Player smuggling reduced stability for Claude Base by 5.0
8196500 [Thread-5] INFO data.scripts.campaign.events.SSP_PersonBountyEvent - Starting person bounty by faction [Luddic Church] for person Dolga Jagar
8196618 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
8196618 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Ranpha Shipyard]
8196619 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Maximum number of 1 pirate/merc fleets already in play for market [Ranpha Shipyard]
8196776 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager -
8196777 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Checking whether to spawn pirate or merc fleet for market [Kryska HQ]
8196777 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.MercAndPirateFleetManager - Maximum number of 2 pirate/merc fleets already in play for market [Kryska HQ]
8196953 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager -
8196953 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Checking whether to spawn trade fleet
8196953 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 142 out of a maximum 150 trade fleets in play
8196953 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.Ec
Damn, was loving my first Nexerelin campaign so much but as soon as I got myself situated and prepared to go claim my faction's first planet, I realized both the Templar and Mayo-people had gone extinct. :( What's the fun when the big bad bosses are already dead and there's no Mayo-people to make fun of for having such a silly name?
I really like the 'capital' idea from a couple of pages back, every faction having at least one big market with huge defense bonuses would really help. I mention market size because currently my Diable faction has just two tiny markets that don't even have military sales sections.
Has anyone taken a stab at save file editing to revive their templars? I just poked around at it and it seemed to be quite difficult. I found that a planet or station's "<owner ref="26406"></owner>" bit seemed to relate to which faction it belonged to (duh), but there were no templar planets or stations left to get an ID from. So I started up a new campaign so that I could find some templars and get their ref number from their planet... but that was when I found out that that ref number isn't consistent across campaigns, it appears to be randomly generated for each faction at world gen. Welp. :'(
Damn, was loving my first Nexerelin campaign so much but as soon as I got myself situated and prepared to go claim my faction's first planet, I realized both the Templar and Mayo-people had gone extinct. :( What's the fun when the big bad bosses are already dead and there's no Mayo-people to make fun of for having such a silly name?
I really like the 'capital' idea from a couple of pages back, every faction having at least one big market with huge defense bonuses would really help. I mention market size because currently my Diable faction has just two tiny markets that don't even have military sales sections.
I'm having the exact opposite problem. In my game the templars now control over 40 markets and are unstoppable.
I experienced both, I saw that the Templars only had one size 4 station left and had launched a single, unescorted invasion fleet to take a planet. I didn't want to see them wiped out so soon so I escorted them and took out the defense fleet.That would certainly make for an interesting story.
I went to a different system and came back after an hour of play; they had conquered the entire system - aside from 1 pirate station - and now had three size 6 planets launching waves of invasion fleets at every other system.
Now my current game is a desperate struggle to keep them from dominating the sector. Lacking leadership skills, my only counter is to stall their fleet with my flagship so my horde of freighters-turned-impromptu missile boats can hurl harpoons and captured clarents at them.
I used to be hostile to nearly all factions, and now I'm hailed by all non-templar factions as the only reason the rest of the sector hasn't fallen to the Templars.
If only they knew.
You can indeed invade both planets and stations, i just won my Nexerelin playthrough by beaing a sneaky bugger and capping everything. ::)
Templars steamroll? they die in the first 5 minutes almost every time unless i go out of my way to save them. being hostile to everything off the bat is pretty much a death sentence. :-\
* Reduce Templar invasion offense/defense bonuses to 12.5% (was 25%)
* Improved fleet request system
* Has its own option tree, with configurable fleet size and marine count
* Ships in a requested fleet are no longer free
* Can summon a defense fleet to protect a non-hostile planet (don't put marines in it!)
* Invasion grace period 30 days -> 60
* Cathedral can appear in Luddic response fleets too; doesn't appear in fleets that are too small (<120 FP)
* Smarter check for nearby fleets to see if they should attack an invasion fleet
* Tweak fleet name prefixes to have higher FP bounds (i.e. an Invasion Fleet needs to be considerably bigger now to be called Grand)
* Response fleets can have custom names
* Templar fleets get custom names
* Remove patrols blocking agent/saboteur insertion (it's massively annoying and the security alert level is a much better balancing factor)
* Change some target weightings for agent relationship changes (in particular don't weigh current enemies so heavily for lowering relations)
* Reputation penalty from invading a market is applied when the command is issued, instead of when an alerted fleet touches the player
* Starting hostile, inhospitable relationships are -60 and -40 respectively (don't get to move up one level just by killing a bunch of their enemies' fleets)
* Random relationship range is now (-100, 55) instead of (-100, 100) for more wars
* Pirates default to hostile if randomizer doesn't set their relationship to something else
* Don't reset faction relationships to zero on faction elimination, if one of them is Templars
* Fix recycling plant producing too many rare metals
* Free port market condition is now a faction config option
* No longer hardcoded in sector generator
* Changes (along with tariffs) if market is captured
* Current factions with free markets: Tri-Tachyon, Pirates, ASP Syndicate, Junk Pirates, Ahriman Association
* High-end seller is independent (fixes getting rep with Neutral for trading with it)
* NPC invasion fleets don't target independent markets
* Remove exception from changing independent market owner
* Remove high-end seller submarket icon (defaults to owner icon)
* Fix SCY faction config not working on Linux
* Double base prisoner cash values (per-level increments unchanged)
* Maybe fix own faction tolling, investigations (probably not, though)
* Investigations are cancelled if the market is captured
* Star maximum distance increment reduced
* Market list in faction directory is now sorted by star system and size
* Add "%" symbol to alert level display from intel report
* Fix "attack again" dialogue option
286695 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.InvestigationEvent - Starting investigation with suffix "start_comm_sniffer" at Kalymnos Relay (Kalymnos Star System). Delay: 0.000000, dur: 10.166431
286987 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.events.ExerelinInvestigationEventCommSniffer.startEvent(ExerelinInvestigationEventCommSniffer.java:22)
at com.fs.starfarer.campaign.events.CampaignEventManager.do.Object$String(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Found a bug where everytime they start a investigation on a comm relay the game just crashes. Unfortunately it happens each time I load the save. If you need more lemme know.Code286695 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.InvestigationEvent - Starting investigation with suffix "start_comm_sniffer" at Kalymnos Relay (Kalymnos Star System). Delay: 0.000000, dur: 10.166431
286987 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.events.ExerelinInvestigationEventCommSniffer.startEvent(ExerelinInvestigationEventCommSniffer.java:22)
at com.fs.starfarer.campaign.events.CampaignEventManager.do.Object$String(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.ooOO.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
v0.3.7c
* Fix crash at start of comm sniffer investigation
v0.3.8
* Add victory screen
* Invasion fixes/improvements
* When picking a faction to invade someone else, Templars get a higher weighting for each faction they're at war with
* Fix other factions not invading Templars if they aren't at war with anyone else
* Factions prioritize invading non-Templar planets
* Templar invasion attack bonus 12.5% -> 15%, defense bonus 12.5% -> 20%
* Invasion/strike/response fleets have minimum quality factor 0.7 (prevents bugs with them sometimes being empty)
* Requested fleets move to target immediately instead of orbiting origin market for a few days
* Halve fleet request costs (both marines and ships)
* Fix Templar invasion fleet name
* Fix a couple of invasion text errors
* Templars post bounties
* Maybe fix own faction inspections for real this time
* Add a vanilla background
Hi. I started a Nexerelin/SS+ game, playing as the Interstellar Imperium. I've noticed that my faction was sending fleets to attack stations or planets, but they seemsto be just wandering around the station/planet and not actually capturing or fighting (while the tooltip says "attacking planet/station X").Attack fleets (the ones that say "attacking") don't actually do any planet/station invasions; IIRC some of them are just vanilla patrols that wandered over to cause trouble for an enemy faction. The ones you want are the invasion fleets (most have "Invasion Fleet" in the name, though the Imperium ones are "Exercitus"); they will have the appropriate tooltip text.
Moreover, they attack the base of a faction with a neutral relationship. How is that supposed to work?
So far it seems that my faction's fleets are stuck on the base/planet they want to attack. That would explain why I don't see much of them in the rest of the sector.
v0.3.8b
* Fix qualityFactor floor not being applied in all instances
Is there any way to expand the inventory on Prism Freeport? I looked around the java files but I didn't find anything related. I'd like to double, or even triple the amount of ships at a time. I found that when playing with all of the supported mods installed it'd be great to have a bigger offering.Not at the moment. Weapon and ship count already scale with faction count, but I've added relevant multipliers to the config files for next version nevertheless.
For example, the Interstellar Imperium has an neverending unforgiving archenemy "the Hegemony" (lore wise) and because of that (for other faction are other factions the archenemies) they should never ever be able to get the neutral or even friendly reputation to that specific faction.I've considered that, but decided that games going into predictable patterns diplomacy-wise was worse than breaking the lore. I may add a config option for it, though.
On top of that i would like to see less often merges of factions with other factions, it should be rare to happen. Sometimes i just fly to the next system and fight one fleet, then i fly back and all my enemies are now friendly. That happens too often in short periodes.I'll look at increasing the war weariness needed for ceasefires (and make it configurable). It'll need some testing first though, I'm also doing stuff with invasion fleets right now (they'll be more common in larger games).
You need the RC2 release of Starsector 0.65.2.a, get it here (http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/).
So,i`m running with the: starsector+, blackrock driveyards, citadel, common radar, extingency incorporated, Interstellar imperium, Junk pirates/asp/p.a.c.k., lazylib, nexrelin, omnifactory, scy, shadowyards, simulator overhaul, knights templar, twiglib, zzmusic, and zzshaderlib. All these(i think) are compatible with nexrelin.(omnifactory adds another ommnifactory) One problem though. I wanted to edit the omnifactory(at least one of them) tariff to 50%. Without nexrelin I was easily able to do it within the omnifac_settings.json folder but with nexrelin, both the ommnifactory from nexrelin and the ommnifactory are at 99% tariff(without change to the omnifactory settings folder of omnifactory,not nexrelin omnifactory) and I cant figure out how to change this. Do I edit the OmniFacSettings.java folder? If so how?Omnifactory is already in Nexerelin.
still, how do i edit the tariff on the omnifactory in nexrelin?mods\Nexerelin\data\config\omnifactory\omnifac_settings.json
v0.4
* Implement alliances
* A brief guide is available at https://bitbucket.org/Histidine/exerelin/wiki/Alliances
* Add Corvus mode (beta)
* Uses the vanilla starmap and systems (e.g. Corvus, Askonia, etc.) instead of a randomly generated one
* Also works with mods, but no faction mods support this at release
* Revamp invasion system
* All factions accumulate invasion points based partly on sum of market (size * stability)
* When invasion points reach a certain amount, the faction gets an invasion fleet
* Templars and pirate accumulate invasion points faster the more enemies they have
* If a faction's only enemies are Templars and/or pirates, it charges invasion points more slowly the more enemies there are of its enemies
* Reduce Templar invasion offensive/defensive bonuses to balance for these changes
* Some numbers can be modified in config
* Invasion fleet intel events get their own icon
* Requested strike fleets go straight to target instead of dithering around the star system
* Fix dysfunctional respawn fleets
* Fix some small bugs with requesting a defense fleet
* Faction directory is available even when not docked anywhere (press D)
* Ceasefires less frequent
* Add a dominance system
* Factions/alliances with more markets get more negative diplomacy events and fewer positive ones (the affected faction/alliance must control at least 25% of the sector's population)
* Likewise for NPC covert actions and player agents lowering relationships (no lower bound)
* NPC use covert ops more often; weightings for choice of action tweaked
* NPC covert ops have 50% greater effect
* Templars get a market condition that prevents stability loss from smuggling and adds +1 stability; added/removed on market capture as appropriate
* Templars don't post bounties any more
* Prism Freeport improvements:
* Will no longer buy ships (at a negative price)
* Ship/weapon counts can be modified in config file
* Has a light industrial complex
* Homeworld storage unlocked for free at start
* Agents, saboteurs more expensive
* Starting Monitor variant (own faction/free start) stronger
* Starting friendly relationship 50 -> 40
* Starting relationship with selected faction 50 -> 60 (still 100 for player_npc)
* Recycling Plant doesn't produce heavy machinery any more
* More asteroids in belts
* Use backgrounds, interaction images from mods if available
* Use first star name instead of "Exerelin" when applicable
* More planet names
* Fix customs inspections not working
* Fix buggy behavior if two fleets capture a market at the same time
* Fix being able to attack player_npc fleets after joining some other faction
* Fix reputation loss from slavery
* Fixes to some event reports and other text items
Your sector generation code should have something like this:Code: javaBe careful with any code that targets a specific planet or star by name! Make sure you disable it in non-Corvus mode, and don't assume a given planet will always belong to its original owner.public void onNewGame()
{
try {
//Got Exerelin, so load Exerelin
Class<?> def = Global.getSettings().getScriptClassLoader().loadClass("exerelin.campaign.SectorManager");
Method method;
try {
method = def.getMethod("getCorvusMode");
Object result = method.invoke(def);
if ((boolean)result == true)
{
// Exerelin running in Corvus mode, go ahead and generate our sector
MySectorGen.myGenerationFunc();
}
} catch (NoSuchMethodException | SecurityException | IllegalAccessException | IllegalArgumentException |
InvocationTargetException ex) {
// check failed, do nothing
}
} catch (ClassNotFoundException ex) {
// Exerelin not found so continue and run normal generation code
MySectorGen.myGenerationFunc();
}
}
v0.4.0b
* Corvus mode polish
* Leave faction relationships to be set by vanilla + mods, unless randomization is on
* Ascalon has a military submarket when held by non-Templars
* Faction directory: special handling for ExigencyCorp
* Teleport player to homeworld at start (including in Corvus mode)
* Fix player faction being improperly set when multiple new games are started in one session
* Fix Citadel interaction images
* Fix a couple of reports
Is there an mirror download? The past few months certificates haven't been received correctly on browsers, and the one on the post already I can't access. It would be great if someone could post it.0.4.0b on Dropbox (https://www.dropbox.com/s/wyn2885hj1z1xqo/Nexerelin_0.4.0b.zip?dl=0)
v0.4.0c
* Fix forgetting player faction after application restart
* Fix background crash with Shadowyards, Valkyrians
* Fix Omnifactory location crash in Corvus mode
* Fix a couple of minor issues with fleet requests
* Add some more faction homeworlds (Corvus mode) to snap to
* ExigencyCorp and Association players start with destroyers
* Remove obsolete config options
Quick question, how do agents and saboteur's work? I know how to send them on mission, but I've dumped about 40 into one planet without a single success. Do I just need to send armies of them, or what? How are the mechanics set up?Each agent/saboteur action has a % success chance (and a % chance to get found out for a rep loss, which is IIRC higher if the action fails). This can be customized with data/config/agentConfig.json.
Histidine, im having some issues making my mod Corvus-compatible. IDEA refuses to accept "Method" in your provided script.
v0.4.1
* Corvus mode fixes/improvements:
* Fix crash when playing without SS+
* Fix tariffs being broken after market capture
* Almost all Nexerelin-compatible factions have their homeworlds set
* Capturing an entity marked as a system capital captures the system relay as well
* Exigency pays salaries, insurance
* (Probably) fix comm relay issues with Avesta Station (Ahriman Association)
* Don't reset Exigency relationships on faction elimination or failed respawn attempt
* Update config file comment
* Don't allow agent use if alert level reaches 100%
* Easy start renamed to fast start; add extra fast start
* Fix invasion fleets having wrong origin/target if multiple factions launch an invasion on the same day
* Fix respawn fleets not having any marines
* Don't reset faction relationship if respawn invasion fails but we were already hostile to begin with
* New Prism Freeport sprite; tweak some properties
* Prism Freeport tariff can be modified in config file
* Faction directory: "markets" -> "market(s)"
v0.4.2
* Add New Galactic Order support
* Expand victory handling
* Non-player factions can win a diplomatic victory
* If the player is not a member of the winning faction but does have friendly or better relations with them, win an "ally" victory of the appropriate type
* Victory screen now also works as a defeat screen
* Victory/defeat screen displays some stats (requires a new game to work properly)
* player_npc can't participate in alliances any more
* Some factions (Templars, Spire) don't drop prisoners
* Try to fix fleeing invasion fleets being chased across the entire cluster
* Fix not being able to request a fleet if the player has just enough credits
* Externalize most previously hardcoded strings (for localization)
* Replace SetClosestMarketOwner console command with just SetMarketOwner (takes a market arg)
v0.4.2b
* Add support for Firestorm Federation, Metelson Industries
* Storage on player homeworld is unlocked for free in Corvus mode as well
* Add NGO alignments
* Update Omnifactory to v1.11
* Externalize station names
* Fix Tri-Tachyon homeworld being Achaman instead of Tibicena
* Fix NGO fleet names, starting variant
* Fix a lowercase letter in faction directory
I tried to use Nexerelin and I got an error about a JSONArray.Just a few quick checks:
12808 [Thread-5] ERROR com.fs.starfarer.combat.D - org.json.JSONException: JSONArray[13] not found.
org.json.JSONException: JSONArray[13] not found.
at org.json.JSONArray.get(JSONArray.java:204)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.this.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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)
v0.4.2c
* Fix hang on starting a non-Corvus game
Spoiler(http://i.imgur.com/1WXHS1T.png)[close]
v0.5
* Add mining
* Asteroids, uninhabited moons and gas giants can be mined
* Different planets give different resources
* Sometimes accidents can damage a random ship or cause it to lose CR, or kill crew
* Sometimes mining uncovers a hidden cache with various goodies
* Can be configured in data/config/exerelin/mining_config
* Add Protonian Tech, Oculian Berserks support
* Invasions occur more frequently, particularly as the player gains levels
* Factions launch a pair of strike fleets when reaching the halfway mark on the invasion counter
* Fleets responding to a player invasion attempt no longer break ceasefires that got signed between said attempt and reaching the player fleet
* Tweak invasion balance (particularly for Templars)
* Add more factions to some faction-specific diplomacy events
* Add a Hydroponics Lab market condition
* Aquaculture and lobster pens have higher spawn chance, but won't appear on dry planets (only terran, jungle and ocean worlds can have them)
* Moons can be jungle worlds
* Count markets held by player_npc for diplomacy/agent dominance mod
* Prism Freeport can sell the mod-ships seen in SS+ arcade mode if configured to do so (default off)
* Asteroid belt stations should be more common
* Don't use Citadel's twin cities illustration for stations
* New star, planet names (from In Conquest Born)
* Move Exerelin config files in data/config to /exerelin subfolder
* Fix a background image crash with SS+
* Fix gas giants sometimes appearing in inner system
* Fix SetMarketOwner console command
* Fix some tariff bugs
Nice to see something as huge as this to come up. Great work.
Still, I haven't seen my mod implemented. I'm probably the worst.
EDIT: Downloaded, got all the latest versions of almost all the compatible mods, and am running into this bug directly after selecting the starting aptitude points for my character. The bug only occurs when I have prism freeport enabled, both with and without boss-ships enabled.Hmm, I couldn't reproduce with the same settings (mods: Junk Pirates, Imperium, Shadowyards, SS+ and various utility mods).Spoiler429425 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.OoOo.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinSectorGen.addPrismMarket(ExerelinSectorGen.java:581)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:775)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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]
If the other settings are relevant I'm using max stars, planets, and stations along with the junk pirates as my starting faction and a non-randomized omnifactory. Faction respawn is on.
EDIT: Downloaded, got all the latest versions of almost all the compatible mods, and am running into this bug directly after selecting the starting aptitude points for my character. The bug only occurs when I have prism freeport enabled, both with and without boss-ships enabled.Hmm, I couldn't reproduce with the same settings (mods: Junk Pirates, Imperium, Shadowyards, SS+ and various utility mods).Spoiler429425 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.OoOo.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinSectorGen.addPrismMarket(ExerelinSectorGen.java:581)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:775)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.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]
If the other settings are relevant I'm using max stars, planets, and stations along with the junk pirates as my starting faction and a non-randomized omnifactory. Faction respawn is on.
What other mods were you using? Have you done a clean reinstall of Nexerelin? Java version? (http://fractalsoftworks.com/forum/index.php?topic=9460.0)
696712 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
java.lang.NoClassDefFoundError: Could not initialize class exerelin.campaign.submarkets.PrismMarket
at java.lang.Class.forName0(Native Method)
at java.lang.Class.forName(Unknown Source)
at com.fs.starfarer.loading.scripts.ScriptStore.Object(Unknown Source)
at com.fs.starfarer.loading.OoOo.getNewPluginInstance(Unknown Source)
at com.fs.starfarer.campaign.econ.Submarket.<init>(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addSubmarket(Unknown Source)
at exerelin.world.ExerelinSectorGen.addPrismMarket(ExerelinSectorGen.java:581)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:775)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.??o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(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)
v0.5.0b
* Fix strange Prism Freeport crash
* Grammar tweaks for a few docking messages
How do you remove a default faction from Nexerelin and replace it with another (most likely a mod faction)?In data/config/exerelin/exerelin_config.json:
EDIT 1 :Hmm. I'll need to test to be sure, but at a guess it breaks if minimumPlanets in the config is higher than the max planets in the game start settings. You could try lowering one or raise the other.Spoilerjava.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:662)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1142)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:761)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(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)
Ever encountered this before? What does it mean?[close]
I'm a bit late, so...
What is Corvus Mode?
- Corvus mode: Battle for supremacy in the original Corvus cluster from vanilla (including mod systems and planets)!
- Corvus mode: Battle for supremacy in the original Corvus cluster from vanilla (including mod systems and planets)!
244400 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignPlanet.isMoon(Unknown Source)
at exerelin.campaign.MiningHelper.canMine(MiningHelper.java:128)
at exerelin.plugins.ExerelinCoreCampaignPlugin.pickInteractionDialogPlugin(ExerelinCoreCampaignPlugin.java:42)
at com.fs.starfarer.campaign.ModAndPluginData$3.o00000(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.super(Unknown Source)
at com.fs.starfarer.campaign.ModAndPluginData.String(Unknown Source)
at com.fs.starfarer.campaign.C.super(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.C.super(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.A.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:744)
v0.5.0c
* Add The Reaper (Junk Pirates) to mining ships list
* Add option for min. 6 stations per system
* Fix crash on interacting with a star
* Fix crash when starting with fewer planets/stations than minimum
* Fix SCY background selection; remove a couple of unwanted BGs
"frozen":{ # let it go
It might be nice to have a console command that sets all relationships back to default. It's an odd start when I import my big fleet from an old save to rampage across a new galaxy and everybody's neutral because they were all dead in the previous save.
Is there a chance for crew to leave when put into storage? I ran out of supplies and ditched all but 2 ships in a pirate station I bought storage in. Took a freighter across to a different system to haul back 500 supplies and I return to find all but 10 of my crew no longer in storage. There is not enough crew in the station to buy to even run a third of my fleet. I also cant buy from the others in the system as they nearly universally hate me for using the black market too much to trade with me. I just lost all of my elite and veteran crew. Is this a glitch, or should you never put crew in a stations storage?Did you click the personel tab in the storage? Also, you did STORE them and not sell them off right?
Using the mod "Save Transfer" (get it here: http://fractalsoftworks.com/forum/index.php?topic=8950 ) along with Console Commands you can transfer almost every little aspect of your fleet to a new save, even with different mods!It might be nice to have a console command that sets all relationships back to default. It's an odd start when I import my big fleet from an old save to rampage across a new galaxy and everybody's neutral because they were all dead in the previous save.How do you go about importing an old fleet?
Did you click the personel tab in the storage? Also, you did STORE them and not sell them off right?
v0.5.1
* Add Rural Polity as a possible market condition
* Urban Polity slightly less common; can only appear on worlds not considered a hostile environment
* Terran, jungle, arid, water, desert planets (but not moons) 25% more common
* Ore extraction and processing market conditions less common; hydroponics more common
* Add ResetRelationships command (won't work properly with mod factions in a Corvus mode game)
* SyncFactionRelationships is now just SyncRelationships
* Remove ssp_arcade.png background for now (fixes crash; applies to existing games)
* New Galactic Order no longer hostile to Tri-Tachyon
* Reload Prism's boss ship list on each market refresh (for factions added mid-game, etc.)
* Remove intel screen link from not-docked faction directory (prevents crash when clicking on cargo tab)
* Fix correcting of "orphans made" stat for prisoners/crew captured
is it possible to get better relations with my starting faction? I'm starting off with The neutrino corp if that matters
Done and done!
Alliances (https://bitbucket.org/Histidine/exerelin/wiki/Alliances)
Mining (https://bitbucket.org/Histidine/exerelin/wiki/Mining)
BTW: Accidents seem a bit too frequent at present, so I'd suggest going into the config and lowering it. (baseAccidentChance is currently 0.8 IIRC; it'll be 0.5 in next version)
v0.5.2
* Sector generator improvements/fixes
* Planet spacing more regular
* Relays orbit further from bigger stars
* Entities have a 20% chance to orbit in the reverse direction
* Fix screwy planet number handling in some places (like which planet should be the system capital)
* Base mining accident chance 0.8 -> 0.5
* New Galactic Order has fewer enemies; remove invasion bonuses (no longer needed)
* Templars can't participate in alliances
* Fix patrols not caring about comm sniffer installation or market invasions
* Fix player reputation gains with alliances
* Fix player_npc being able to form alliances
* Fix player relationship with newly formed alliance not being properly averaged
* Fix SyncRelationships command
* Fix mothballed ships still contributing mining strength
* Ships under 40% CR also get a penalty to their mining strength
* Fix mining fleets spawning too infrequently (practically never)
* Fix mining fleet size being modified by faction's response fleet size mod
I opened exerelin_config.json and set the corvus start to true
Then in modinfo.json i commented out "data/campaign/econ/economy.json",
Hi! Quick question: is there any way to do a free start gametype without starting in a Monitor? It is a very very poor ship for solo starting gameplay - I usually just let myself die and then go hunting with whatever I get next. Or sell it for a D hound or something.Hmm, I find the starting variant I put in the mod decent enough. But to answer your question: not at the moment :(
v0.6
* Add "Starfarer Mode" starting option (hard mode: halved salary and insurance payouts, other factions more aggressive towards player's, enables SS+ bounty hunters)
* May not work entirely as it should
* Other features may be implemented later
* Add binary star systems (~20% chance for each system; can be changed in config)
* Overhaul sector generator to use a system with specialized market archetypes; should also create a more overall balanced economy
* Add diplomatic penalty for starting a war with other faction (the "warmonger penalty")
* Penalty is higher with own faction, and with any faction that likes the victim
* Can be turned off in config
* Add Avesta Station for Ahriman Association (can be disabled in config)
* Remove intel screen link from faction directory completely (it's a crash waiting to happen)
* Add Tiandong Heavy Industries support
* Templars have better invasion defense; launch invasions half as often
* More intuitive strike fleet behavior if target turns out to be friendly
* If target belongs to own faction (i.e. captured), patrol around it for 40 days and then despawn there
* Else, go home and despawn
* Mining gas giants gives some organics (and slightly fewer volatiles)
* Mining accident chance for each ship is weighted by its mining strength
* Mining accidents cause less CR loss for larger ship classes
* Reduce effectiveness of saboteur's food destruction ability
* Externalize fleet assignment texts
* Remove default fleet names from faction configs
* Add a few more planet names from Sunrider
* Clean up unused tags from config file
* Fix Exigency crash in Corvus mode
* Fix invasions targeting abandoned stations and neutral factions
* Abandoned stations can't launch invasions either
* Fix Templar markets sometimes incorrectly having the military submarket
* Fix badly broken relationship handling in some areas (leaving faction; relations with player_npc)
* Fix wrong player reputation with eliminated factions if playing as pirate
* Fix own faction customs inspection (was on when set to off in config and vice-versa)
* Fix slaves sold event taking place even if no factions are affected
* Fix typo in faction switch text, diplomatic defeat message
* Fix some event labels in menu starting with lowercase letter if the faction is like that
Binary star systems? Awesome. 8) Will the stars be very close, like they usually are depicted in games, or will they be far apart, like Valhala in the vanilla version with it's own jump point and stations?They're like Valhalla.
I was wondering when a new patch may be coming.
If not soon, then no rush.
You can put up with it for now, use the older version of SS+, and/or wait for a Nexerelin update later this week.
I dunno about Shadowyards, but an actual Blackrock-SCY alliance sounds like hell. It's kinda unfortunate that allied groups don't have joint fleets (as far as I've seen), because the SCY's long range support bricks and Blackrock's in-your-face agile DPS would be a pain.In light of Alex's newest blog post, I'm giggling at this :D
Can you tell I'm camping out in this thread for the update too?
v0.6.1
* Revamp economy generator to fix extreme price/supply issues
* Remove all randomness from market archetype assignment; use a Tetris-style rotation system (n.b. the markets can still be of different sizes and have variable market conditions)
* Implement smart algorithm for balancing supply/demand (and thus prices) of domestic goods, supplies and metal
* Adjust many market condition costs, chances
* Recycling plant: doubled crew requirements, produces somewhat more supplies and metals
* Markets can no longer have both an orbital station and a spaceport
* Make some planet types a bit more common (primarily to increase food supply)
* Reduce random bonus points for seeding market conditions
* All HQs have a bonus recycling plant and hydroponics lab
* All sector capitals have a bonus hydroponics lab
* Homeworld has a fuel production facility on top of the HQ bonuses
* Prism Freeport gets an extra hydroponics lab
* Larger initial stockpiles for supplies, fuel and food
* Fix a major bug with condition min/max sizes (was using <= and >= instead of < and >)
* Retool Prism Freeport's handling of boss ships
* List of boss ships moved to external config file (data/config/exerelin/prism_boss_ships.json)
* Number of ships available at a time is controlled by config (default 2)
* Once a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
* Add new boss ships from Starsector Plus v2.9
* Add Neutrino Unsung as a boss ship
* Mining fleets spawn more often; prefer ore over volatiles where relevant
* Tiandong uses certain Chengdu variants in mining fleets
* Metelson uses Pala mining variant in mining fleets
* Own faction/free starts get an Alastor-class frigate, if SS+ is enabled
* Remove warmonger penalty when NPC fleet attacks player for refusing a customs inspection or toll/fine payment, or for installing a comm sniffer
* Penalty still applies if the player attacks the patrol without hearing them out first
* Also remove penalty if no enemy ships are killed
* Strike fleets that get hammered to <50% FP while in patrol mode should go home properly
* Uninhabited moons can use desert, water and jungle types
* Display basic outcome (success/fail, detected) of player's agent/saboteur actions in dialog screen right away
* You still need to wait for the intel event to come in to get the exact result numbers
* Add a warning + (partial) crash prevention for incompatible factions in Corvus mode
* Will still crash on mods that use economy.json, unfortunately
* Planet names: add more In Conquest Born entries and station names
* Starsector+ v2.10 compatibility fixes (fleet injector; famous bounties)
* Fix some cases of comm relays changing hands inappropriately on market capture
* Fix a possible crash when attempting to flip a comm relay upon market capture
* Fix various issues with alliance relationship handling
v0.6.1b
* Further economy adjustments:
* More supplies and domestic goods in general
* Supply balancer takes into account orbital stations
* Reduce number of volatiles markets
* Most markets can't have volatiles complexes by default
* Increase point cost of volatiles depot
* Fix homeworld autofac sometimes being removed
* Link boss ship availability to SS+'s IBB sidequest progress
* Defeating a famous bounty fleet unlocks the boss ships it used
* Unsung does not require IBB progress
* Disable in config to have all boss ships available at start, as before
* Add Cleric (super Paladin) as a boss ship
* Boss ships available for sale at a time 2 -> 3
* Remove reputation penalty (with target) from a failed invasion attempt
* Fix bug where a friendly fleet capturing a market while player is still invading leads to angering that faction
CodeOnce a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
data/config/exerelin/exerelin_config.json -> prismRenewBossShips (https://bitbucket.org/Histidine/exerelin/src/65654a5f78593a1f7b2b221ccd87c95075177a93/data/config/exerelin/exerelin_config.json?at=master&fileviewer=file-view-default#exerelin_config.json-46)QuoteCodeOnce a boss ship is bought from the Prism Freeport, it won't be sold again (can be disabled in config)
So maybe I'm blind, but I can't find out where to toggle this. I found prism_boss_ships.json but don't see anything to toggle. Also looked in settings.json and elsewhere.
"fighter":{
"broadsword_wing":10,
"gladius_wing":10,
"xyphos_wing":10,
"warthog_wing":10,
"fallback":{"interceptor":1},
},
v0.6.1c
* Fix strike fleet stand down behavior
* Fix some non-player factions being hostile to famous bounties (applies to existing saves)
I'm having a problem, can someone please help? I'm getting the error, "Fatal: org/lazywizard/omnifac/OmniFacSettings Cause: org.lazywizard.omnifac.OmniFacSettings Check starsector.log for more info". I've checked to make sure lazylib and Nexerelin were the latest version, and neither are outdated. Any help would be appreciated, thank you!Hmm.
I'm having this issue where only a few factions spawn on a given sector. I allow plenty of territory, but when I start the game I only have 3-4 factions; even a few vanilla factions suddenly cease to exist. The faction still appears on the relation screen, but they have no territory at all.Well, that's odd.
Spoiler(https://i.gyazo.com/f5a66b98cedc86dbf8c0945110f5cc1e.png)(https://i.gyazo.com/0366e6eec2e80c82cf1dade11a6339bc.png)[close]
Omnifactory doesn't charge for weapons if they're bought through the refit screen on latest version.
Same result with default tariff, same result with updated version of Omnifactory.
Edit: Also as an aside the Omnifactory is selling ship variants with weapons installed? I have no idea what that's about though.
I think the charge is deducted when you leave the station, but I could be wrong.
I think the charge is deducted when you leave the station, but I could be wrong.
Usually it would be finalized when you either switch ship tabs in refit or exit the screen, but I went ahead and tested it anyway: replaced a ship's weapon with something directly from the Omnifactory, returned to space and had the same amount of credits.
Looks like a bug with the Omnifactory mod. Reported here (https://bitbucket.org/LazyWizard/omnifactory/issues/1/weapons-are-free-in-refit-screen)Spoiler(https://i.gyazo.com/f5a66b98cedc86dbf8c0945110f5cc1e.png)(https://i.gyazo.com/0366e6eec2e80c82cf1dade11a6339bc.png)[close]
Omnifactory doesn't charge for weapons if they're bought through the refit screen on latest version.
Same result with default tariff, same result with updated version of Omnifactory.
v0.6.2
* Add support for the following factions:
* Idoneus Citadel Garrison
* Pegasus Belt Council
* Flu-X (treated as pirate faction; hostile to all)
* Economy refinements (again):
* Economy balancer smarter in general
* Economy balancer can remove shipbreaking centers if needed
* Hydroponics lab is population-based instead of fixed throughput (can supply 20% of its own market's food requirements by default)
* Balance food supply/demand by adding/removing hydroponics labs
* Agriculture planets prefer terran and arid over water and jungle types
* Lower ore mining, refining complex chances
* Reduce market points in general
* Autofactory costs more points
* Allow spawning only some of the available factions at start
* Available options: 3 factions, 5 factions, 50% of available factions, 75% of available factions, all factions
* Player's selected faction is always one of the spawning factions (except player_npc)
* Pirates always spawn
* Nexerelin can be added to an existing save game
* This could be used to circumvent Corvus mode incompatibility, but functionality is not guaranteed
* Un-hardcode, fix handling of hostile-to-all factions (currently this is Templars, Dark Spire, infected)
* Hostile-to-all state controlled by a faction config int (0-3)
* Add Neutrino Falken as boss ship
* Add SS+ arcade background
* Player mining takes half as long and produces half as much
* Update Corvus mode entries
* Update Omnifactory to v1.11b
* Fix free refitting at Omnifactory
* Fix mining fleet crash with some unusual mods in Corvus mode
* Fix wrong number of starting factions when only allowing starting factions to respawn
* Fix asteroids sometimes being too close to sun
* Possible fix for bug where respawn fleets cause alliance war/peace message spam
I set it to 8 planets per system, but it seems that only 3-4 planets are actually inhabited. The rest are just lifeless rocks.Those are for you to mine and for bounties to spawn.
I just played a game where there were pairs of planets only a few hours apart. It was possible to trade between them very fast, even pick up 5000 fuel, overloading but only using 100 extra supplies to cross over to the other planet. I got past level 30 in less than 3 months, seems this shouldn't be possible.The trading imbalance is more of a "feature" of SS 0.65, where the player is unable to profit from normal hauling and the AI is nearly incapable of taking advantage of price differences. In this case it's exacerbated by short interplanetary distances.
On another note, which factions are well balanced with vanilla? I already included SRA and THI.A lot of the SS+/Nexerelin compatible factions (excluding the Templars) are (advertised as) vanilla balanced. To name a few, Mayorate and BRDY. Inter-mod balancing could still be an issue: putting weapons from one mod on a ship from another mod can result in a load-out that's overpowered.
Yeah, mining pod has always been junk and even mining doesn't make it that useful. I could give it a small hull mining strength boost, and/or cut the Shepherd's.
(Mining strength for fighter wings is multiplied by fighter count, yes)
Haven't been able to reproduce the issue with mining uninhabited moons (including desert and water worlds). (I did find out that I can never spell "cryo" right)
Regular planets can't be mined even if unpopulated. Do you think I should change this?
(I also plan to make moons more common in general)
The quick leveling is also a part of the game's design, you hardly need any experience to get into the 30's, yet once you get into the 40's the amount you need per level quickly gets into the hundreds of thousands and eventually millions as you get further in.
The quick leveling is also a part of the game's design, you hardly need any experience to get into the 30's, yet once you get into the 40's the amount you need per level quickly gets into the hundreds of thousands and eventually millions as you get further in.
once I get to the point I'm throwing a big ol' fleet around I'd rather not still have to grind out hundreds of huge battles to level up, since by that time the current game is essentially over barring ferrying marines and supplies to invade all the planets that haven't yet been conquered.I just reached this point in my campaign; does anyone have any pointers for how to keep the game exciting and difficult at this stage? Any self-imposed restrictions? (is this part of why people play faction-themed campaigns?) I'm honestly not a very good frigate pilot, but I have a big fleet with plenty of replacement vessels, and my 30 cap/30 vent 0.54 flux-per-shield-damage Morningstar is pretty hard to mess up in. =P
Just started another game to try things out... and discovered that attacking non-hostile factions lowers reputation of your faction and your allies. (I play with the "player" faction.) Okay, I understand established factions, but my faction?!I think the general opinion is that it isn't "your" faction per say - if you're just playing as part of Shadowyards, as an example, you aren't the CEO of that company (and thus don't call all the shots), and it's understandable that the real CEO gets rather fussy over you blowing up the fleet of something they could have had a good business relationship with (or other reasonable cause).
So, no, your "own" faction is your "own" faction in name only. Mechanically, they are the same as any other established faction.I second this. Today I've got message along the lines "faction Player increased standings with you up to 87" (don't remember exact phrasing). This mean that faction I created, the faction where I must be god, lord, and ultimate good, dared to defy me even below 87? What's the point of having own
@MegasHist recently added a warmonger penalty that drops your rep with every faction you are friendly with if you attack an non enemy
Really? I swear, the last time I played as my own faction in Nexerelin, I could declare war on whoever I liked without penalty. If it isn't like that or isn't been changed, I'd change that ASAP.
This and every other mod ::). Hope 0.7 is only a week away at most.God forbid if it isn't, I think all of us who can't mod ourselves will whither into a pile of grey dust.
Rulers can still be overthrown ;)Sure, they can overthrow me, then my faction that I no longer own should change into another faction. I should be able to create another faction to replace the parasitic faction (that I founded) that fired me. Effectively, old player "own" faction should morph and join the independents instead of stealing my name.
Yeah, currently the early game mostly involves playing much like vanilla; you fight bounties and trade to get XP and a better fleet. Once you've established yourself, you can start taking on the powerful invasion and response fleets, and invading markets (either using your own marines or renting an invasion fleet).
In 0.7 with multi-fleet battles and abilities there'll be room for direct participation in attack/defense much sooner.
Okay, if you really don't want to deal with the -21 rep loss (on neutral relationship) from attacking pirates, there are two things you can do:Yeah, currently the early game mostly involves playing much like vanilla; you fight bounties and trade to get XP and a better fleet. Once you've established yourself, you can start taking on the powerful invasion and response fleets, and invading markets (either using your own marines or renting an invasion fleet).
In 0.7 with multi-fleet battles and abilities there'll be room for direct participation in attack/defense much sooner.
I may have a problem with the Mayorate because most bounties are classed as pirates no matter what and I lose tons of reputation with the Mayorate if I do that so I cannot attack them and I get nothing from fighting even enemies of the Mayorate except loot.
(I forget if pirate patrols can do custom inspections)
Okay, if you really don't want to deal with the -21 rep loss (on neutral relationship) from attacking pirates, there are two things you can do:Yeah, currently the early game mostly involves playing much like vanilla; you fight bounties and trade to get XP and a better fleet. Once you've established yourself, you can start taking on the powerful invasion and response fleets, and invading markets (either using your own marines or renting an invasion fleet).
In 0.7 with multi-fleet battles and abilities there'll be room for direct participation in attack/defense much sooner.
I may have a problem with the Mayorate because most bounties are classed as pirates no matter what and I lose tons of reputation with the Mayorate if I do that so I cannot attack them and I get nothing from fighting even enemies of the Mayorate except loot.
...
You get bounties for killing enemies of the faction only if the friendly faction has a station or planet in system offering a bounty, just like Vanilla. That's not counting assassination bounties.
...
If you're getting the event/relationship losses outside those circumstances, it's a bug. Do you have a save I can look at?
Only other scenario I could imagine right now: Does me as a player have separate relations with pirates and those were "good" (as starting out with the Mayorate) so other factions considered my attacks heinuous despite being hostile to pirates themselves as I attacked a friendly but now I dropped deep enough in relation with pirates that they consider it expected?If a faction is hostile to the faction you attack they won't get upset.
There is a problem here, the nex is support the Fleaden mod.
But I can't find it in FAQ.
Update? :)Eventually. I'd like to finish my vanilla playtest first, then see how the new features work with stuff and add a few new things. (And debugging, of course.)
I'm going to be so happy when this mod gets updated - the update name can finally change. :DYou should be thankful; my other candidate name for the release was "My Little Pegasus" (after celestis's PBC mod).
Hi,>Implying you have a rig even remotely capable of running that at an acceptable framerate :-\
Can you please provide support for systems with more than just 8 planets?
Like 50 planets per system and like 50 stations?
Thanks, cuz I don't like hyperspace and really like in-system conflicts more than extra-system invasions.
>Implying you have a rig even remotely capable of running that at an acceptable framerate :-\
>Implying you have a rig even remotely capable of running that at an acceptable framerate :-\
(http://fastml.com/images/distributed/htop_32_cores.png)
Hi,>Implying you have a rig even remotely capable of running that at an acceptable framerate :-\
Can you please provide support for systems with more than just 8 planets?
Like 50 planets per system and like 50 stations?
Thanks, cuz I don't like hyperspace and really like in-system conflicts more than extra-system invasions.
@Histidine
Are you going to keep the existing faction relations system?
@HistidineI'll adjust the good rep investigation to make sense with the concept of faction membership (i.e. faction A won't investigate your ties with faction B if either A or B is the faction you're a member of). Other than that, the only reputation things I'm changing for now are UI and under-the-hood stuff.
Are you going to keep the existing faction relations system?
And what kind of CPU has 16 cores? I thought the top-end Xeon had 18.Well, there is a Linux version, no reason not to try it on every machine you have access to...
I can understand the inpatience though...
Because of my personality that is more of a trader, and maybe a conqueror, but not a bounty hunter, I find the vanilla campaign for now extremely boring.
But I have loads and loads of fun with Nexerelin (also Nexerelin + Starsector+ has better skills than the stock ones)
I guess I could provide a "no warranty" beta version or something?
I could push an update as early as this weekend if I don't decide the economy generator needs to be gutted and redone. But that would require not doing a test playthough at all.
I guess I could provide a "no warranty" beta version or something?
Also what you mean redo the economy generator? A Nexerelin one, or the stock one I am nagging people a lot about?The Nexerelin system for seeding planets and their market conditions. The last one could get prices within acceptable bounds fairly reliably, but with the changes to market condition throughput in 0.7 (and, well, me upsizing many of the markets) it is now rather... inadequate for the task.
Also what you mean redo the economy generator? A Nexerelin one, or the stock one I am nagging people a lot about?The Nexerelin system for seeding planets and their market conditions. The last one could get prices within acceptable bounds fairly reliably, but with the changes to market condition throughput in 0.7 (and, well, me upsizing many of the markets) it is now rather... inadequate for the task.
I'll try fiddling with the dials some more and see if I can get something that can be counted on to not have large over/undersupply problems.
I could push an update as early as this weekend if I don't decide the economy generator needs to be gutted and redone. But that would require not doing a test playthough at all.
I guess I could provide a "no warranty" beta version or something?
v0.7 (interim)
* Updates for Starsector 0.7
* Add Luddic Path handling
* Add special handling for good rep investigations
* Add ability: Follow Me!
* New planet types can spawn, be mined
* Update Corvus mode locations
* Corvus mode selectable from within the game config menu
* Add Scion Collective, ApproLight support
* Fixes/improvements for star system generation:
* Enable uninhabited systems
* Non-Corvus-mode systems use a preset list of start points instead of full randomization
* Fix moon generation; moons more common now (a gas giant can have up to three)
* Belter stations actually spawn now
* Binary companions get their own jump points
* Tweak selection of stellar objects for spawning belts
* Increase number of asteroids in star-orbiting belts
* Remove an ugly background
* Better handling of asteroid belt, relay orbit distances from stars
* Stars and gas giants have lower mass (things orbit them more slowly)
* Huge economy generation revamps
* Mining improvements/fixes:
* Uninhabited planets (not just moons) can be mined (25% higher danger)
* Base accident hull damage 500 -> 400
* Heavy Mining Laser strength 5 -> 8
* Shepherd strength 10 -> 9
* Mining Pod (hull) strength 0 -> 0.5
* Armored Mining Drone (hull) strength 0 -> 0.7
* Increase rocky unstable output (1.3 -> 1.4 ore), reduce danger (0.75 -> 0.6)
* Mining fighter wings can lose CR from accidents
* Fix null reference when only miners are wings, no ships
* Mining hazard rating shown with 2 decimal points
* Fix mining cryovolcanic worlds
* UI improvements:
* Hide dead factions in intel screen (except pirates, etc.)
* Markets with military bases listed as such in directory
* Allow 10 and 12-planet, zero station starts
* Various gameplay changes:
* Sindrian Diktat gets Lions' Guards at their homeworld
* Having transponder off reduces detection chance of agents/saboteurs
* Don't add/remove free port condition on market capture in Corvus mode
* countPiratesForVictory off by default (i.e. they no longer need to be killed to win)
* Diplomacy improvements/fixes:
* Dominance mod (for diplomacy) uses the higher value for the two factions rather than the average
* Infected (Flu-X) no longer categorized as a pirate faction
* PBC can experience the "tech stolen" diplomacy event
* player_npc does not have warmonger penalties by default
* Don't make factions neutral on death
* Bugfixes:
* Prevent crash if game somehow fails to find a valid mining ship
* Fix war weariness null crashes
* Fix Shanghai not changing faction on market capture
* Fix dominance mod boost in hard mode
* Fix Protonian Tech support
* Miscellaneous:
* Update Starsector+ compatibility
* Player teleporting to homeworld now included in start game save (i.e. persists after reload)
* Externalize tariffs to config
Would you like some feedback on the 0.6.9 beta played with other mods, or just Nex alone ?Feedback with a modded game is welcome, thanks!
I'd be happy to help ya test some out
If you have an Emergency Burn lasting for more than for hours, consult a doctor.
Several issues:
- When starting a new game, there are no Vanilla faction options available other than "Your own" and "Free start". The mod faction lists are empty too (I have Templars, Imperium, and Citadel installed).
- I got an error when attempting to install Starsector without Omnifactory installed (it was looking for it). Once I installed Omnifactory, the error went away.
- For the "On Your Own" start that gives you a Monitor, apparently monitor.indie doesn't exist, because the game crashed as it was generating my new start.
This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.
Several issues:It seems like the Nexerelin .zip wasn't extracted properly (although it somehow seems to have put mod_info.json in the right place anyway).
- When starting a new game, there are no Vanilla faction options available other than "Your own" and "Free start". The mod faction lists are empty too (I have Templars, Imperium, and Citadel installed).
- I got an error when attempting to install Starsector without Omnifactory installed (it was looking for it). Once I installed Omnifactory, the error went away.
- For the "On Your Own" start that gives you a Monitor, apparently monitor.indie doesn't exist, because the game crashed as it was generating my new start.
This is on a fresh install of Starsector, with just lazylib, shaderlib, console commands, and the aforementioned mods installed, prior to installing Nexelerin fresh.
Yes to both. All mods are selected in the mod selector, all mods are 0.7a compatible, and 0.7a is the Starsector version that is running.
Just tried the process again and got the same result. In fact, when selecting either of the start options available under "Vanilla" it assigns me a Monitor, but right above that it tells me that shiphull variant monitor_indie not found.
Just tried a full reextraction from scratch, as recommended Histidine. Same results as above. That JSON does not exist, though. That .69 beta link above is a full install, correct?
Edit: Ahh... somehow not all the folders are getting created correctly on Mac OS X. Only campaign is getting created. That's probably why.
Edit 2: It's the hotfix. When dropping the hotfix "data" folder into the nexelerin folder, OS X literally replaces the entire data folder with the hotfix data folder, rather than merging the hotfix data folder (which just has a changed campaign file) into the existing data folder.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Determining winner: unhandled fleet goal combination: [null] vs [null]
java.lang.RuntimeException: Determining winner: unhandled fleet goal combination: [null] vs [null]
at com.fs.starfarer.combat.C.class.Ò00000(Unknown Source)
at com.fs.starfarer.combat.C.class.<init>(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.getResults(Unknown Source)
at com.fs.starfarer.combat.CombatState.endCombatAndShowDialogIfMission(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
supplies are 200+ credits, fuel likewise
I'm getting this error when using Nexerelin and SRI:Nexerelin doesn't touch other mods' officer traits and player_npc doesn't have the fearless trait. Clean install? What other mods were you using?Spoiler79414 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 0 out of a maximum 50 trade fleets in play
79414 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Heaven] to spawn trade fleet from
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Bardasano]
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [], bringing back [Fuel,Food]; volume: 166
79417 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating smuggling fleet of tier 1 for market [Heaven] (volume: 166)
79433 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 20 point economy fleet from [Heaven] to [Bardasano]
79433 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79444 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary company] at hyperloc Vector2f[2497.0, -3117.0]
79444 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79447 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-3135.829, -849.5943]
79447 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79454 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[-7520.898, -201.46985]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Sophita]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Kryska]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Vanilla Quey]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Linen II]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Setzer I]
79455 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Torm Terminal]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Cyan I]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Raqueler]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Heaven]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Vanilla II]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Sanctuary Nest]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Rayma Backwater]
79456 [Thread-5] INFO exerelin.world.ForcePatrolFleetsScript - Added patrol fleet spawning script to market [Camanis I]
79470 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 1 out of a maximum 50 trade fleets in play
79470 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Creta] to spawn trade fleet from
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send trade fleet to market [Gryphon Terminal]
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Hand Weapons], bringing back [Crew,Supplies]; volume: 92
79472 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating smuggling fleet of tier 1 for market [Creta] (volume: 92)
79476 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 24 point economy fleet from [Creta] to [Gryphon Terminal]
79476 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79484 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary patrol] at hyperloc Vector2f[2497.0, -3117.0]
79484 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79486 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-8050.683, -4598.629]
79486 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 1 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79490 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate raiders] at hyperloc Vector2f[-9542.138, 682.0615]
79498 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 15 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.MercFleetManager]
79501 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [mercenary scout] at hyperloc Vector2f[-3034.0, -411.0]
79501 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 34 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
79502 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[-7296.9795, -1145.2489]
79502 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 2 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
79505 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate raiders] at hyperloc Vector2f[-6746.6333, -1316.4934]
79507 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: drugs to Edea
79509 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: neutral
79509 [Thread-5] WARN exerelin.utilities.ExerelinConfig - Faction config not found: neutral
79519 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
79889 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
79889 [Thread-11] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
79918 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [fearless] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.rpg.oOOO] with id [fearless] not found
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.rpg.Person.setPersonality(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:209)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:158)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:150)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.advance(OfficerManagerEvent.java:82)
at com.fs.starfarer.campaign.events.CampaignEventManager.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.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Edit: That said, I have spent quite some time trying to reproduce this problem, and looking at the way the economy flows. Best I can tell there is far too *much* production, not too little. I have trouble finding the basic economic imbalances that lead to any profit at all, and I have made a handful of worlds to test this. As it stands now, I contend you basically have killed merchants because of the way the economy currently functions. Admittedly, they were quite easy in vanilla, but this extreme is a bit of a problem.My immediate concern is making supplies/fuel not exorbitantly expensive (too cheap is also a problem, but at least it doesn't make the game unplayable). Other issues are secondary at present.
Don't recall what the last number is; probably transparency (or lack thereof). [255,0,0,255] should be "pure" solid red and is the default vanilla Pirates color. Increase the zeroes to add blue and green to darken it.
v0.7
* Updates for Starsector 0.7
* Add Luddic Path handling
* Add special handling for good rep investigations
* Add ability: Follow Me!
* New planet types can spawn, be mined
* Update Corvus mode locations
* Corvus mode selectable from within the game config menu
* Add Scion Collective, ApproLight support
* Fixes/improvements for star system generation:
* Enable uninhabited systems
* Non-Corvus-mode systems use a preset list of start points instead of full randomization
* Fix moon generation; moons more common now (a gas giant can have up to three)
* Belter stations actually spawn now
* Binary companions get their own jump points
* Tweak selection of stellar objects for spawning belts
* Increase number of asteroids in star-orbiting belts
* Remove an ugly background
* Better handling of asteroid belt, relay orbit distances from stars
* Stars and gas giants have lower mass (things orbit them more slowly)
* Huge economy generation revamps
* Mining improvements/fixes:
* Uninhabited planets (not just moons) can be mined (25% higher danger)
* Base accident hull damage 500 -> 400
* Add Laminar as Diable miner
* Heavy Mining Laser strength 5 -> 8
* Shepherd strength 10 -> 9
* Mining Pod (hull) strength 0 -> 0.5
* Armored Mining Drone (hull) strength 0 -> 0.7
* Increase rocky unstable output (1.3 -> 1.4 ore), reduce danger (0.75 -> 0.6)
* Mining fighter wings can lose CR from accidents
* Fix null reference when only miners are wings, no ships
* Mining hazard rating shown with 2 decimal points
* Fix mining cryovolcanic worlds
* UI improvements:
* Hide dead factions in intel screen (except pirates, etc.)
* Diplomacy, covert ops events get special icons
* Markets with military bases listed as such in directory
* Various gameplay changes:
* Independents spawn at start
* Market invasion defense made slightly higher for smaller markets, lower for larger ones
* Invasions less frequent; add grace period
* Extend grace period for alliance formation
* Sindrian Diktat gets Lions' Guards at their homeworld
* Having transponder off reduces detection chance of agents/saboteurs
* Don't add/remove free port condition on market capture in Corvus mode
* countPiratesForVictory off by default (i.e. they no longer need to be killed to win)
* Diplomacy improvements/fixes:
* Dominance mod (for diplomacy) uses the higher value for the two factions rather than the average
* Infected (Flu-X) no longer categorized as a pirate faction
* PBC can experience the "tech stolen" diplomacy event
* player_npc does not have warmonger penalties by default
* Don't make factions neutral on death
* Random start relationships higher on average
* Bugfixes:
* Prevent crash if game somehow fails to find a valid mining ship
* Fix war weariness null crashes
* Fix Shanghai not changing faction on market capture
* Fix dominance mod boost in hard mode
* Fix Protonian Tech support
* Probably fix some weird sector generation issues if starting new game multiple times in one session
* Miscellaneous:
* Update Starsector+ compatibility
* Player teleporting to homeworld now included in start game save (i.e. persists after reload)
* Externalize tariffs to config
* Allow 10 and 12-planet, zero station starts
* Externalize market destabilization texts
* Fix misleading comment for crewLootMult config option
Using the newest version posted above; just got an error, it seems fleets are trying to use mining_pod_wing even when they don't have a specification.Spoiler271173 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
at com.fs.starfarer.loading.if.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(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.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.addMiningShipToFleet(ExerelinUtilsFleet.java:143)
at exerelin.world.MiningFleetManager.spawnMiningFleet(MiningFleetManager.java:175)
at exerelin.world.MiningFleetManager.updateMiningFleetPoints(MiningFleetManager.java:227)
at exerelin.world.MiningFleetManager.advance(MiningFleetManager.java:251)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Open up starsector-core/data/hulls/wing_data.json and make a second copy of the mining_drone_wing and ten renaming the id into mining_pod_wing fixed my error. So if you're looking for a quick fix until the patch comes there you go.
Using the newest version posted above; just got an error, it seems fleets are trying to use mining_pod_wing even when they don't have a specification.Well that's what I get for not testing my fallbacks...Spoiler271173 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
java.lang.RuntimeException: Fighter wing spec [mining_pod_wing] not found
at com.fs.starfarer.loading.if.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(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.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at exerelin.utilities.ExerelinUtilsFleet.addMiningShipToFleet(ExerelinUtilsFleet.java:143)
at exerelin.world.MiningFleetManager.spawnMiningFleet(MiningFleetManager.java:175)
at exerelin.world.MiningFleetManager.updateMiningFleetPoints(MiningFleetManager.java:227)
at exerelin.world.MiningFleetManager.advance(MiningFleetManager.java:251)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
EDIT:Try starting a game with fewer stars for now.
Just edited the wing_data.csv and did what you said but still get an error:
75240 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:706)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
43541 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ceyx by 3.4492248E-4, is now 0.024413852
143801 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [crom_cruach_chicomoztoc]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
144029 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [stillness_nortia]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
144139 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [auris_grip_qaras]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
144332 [Thread-5] INFO exerelin.world.MiningFleetManager - Trying mining fleet for market Sphinx
144336 [Thread-5] INFO exerelin.world.MiningFleetManager - Spawned Hegemony mining fleet of size 11
144336 [Thread-5] INFO exerelin.world.MiningFleetManager - Trying mining fleet for market Ceyx
144720 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [ceyx_coatl]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
144941 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - 48 out of a maximum 50 trade fleets in play
144941 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Picked market [Nortia] to spawn trade fleet from
144942 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
144942 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
144943 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Will send liner fleet to market [Sphinx]
144943 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Creating liner fleet of tier 1 for market [Nortia], going to [Sphinx]
144948 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Nortia] to [Sphinx]
145203 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [chicomoztoc_cruor]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
145281 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [mimir_platform_theramin]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
145555 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
145556 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Factions are: pirates, player
145556 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.10958904
145556 [Thread-5] INFO exerelin.campaign.DiplomacyManager - Trying event: Spy Ring Uncovered
145618 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [orthrus_sindria]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
145701 [Thread-5] INFO exerelin.campaign.SectorManager - Faction Shadowyards has 3 markets left
145702 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/corvus_location_config.json]
145722 [Thread-5] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
145900 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:687)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:365)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:124)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7a-RC10 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: 1.8.0_60 (32-bit)
21 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [D:\Games\Starsector\starsector-core\..\mods\LazyLib]
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [D:\Games\Starsector\starsector-core\..\mods\Nexerelin]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [D:\Games\Starsector\starsector-core\..\mods\ShaderLib]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
24 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [D:\Games\Starsector\starsector-core\..\mods\Version Checker]
30 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/settings.json]
92086 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Stillness by 3.4738716E-4, is now 0.12911591
92184 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 19 out of a maximum 20 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.PirateFleetManager]
92193 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate attack fleet] at hyperloc Vector2f[2401.3464, 14875.646]
92436 [Thread-5] INFO exerelin.campaign.SectorManager - Faction Shadowyards has 3 markets left
92440 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/corvus_location_config.json]
92450 [Thread-5] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
92460 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
92658 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.captureMarket(SectorManager.java:687)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:365)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:124)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
92717 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
92717 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
28101029 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya by 9.435915E-5, is now 0.07271667
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya by 9.435915E-5, is now 0.072787434
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Hyperion by 9.435915E-5, is now 0.025414048
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Hyperion by 9.435915E-5, is now 0.025484815
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya I by 9.435915E-5, is now 0.0848548
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya I by 9.435915E-5, is now 0.08492557
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Shadow by 9.435915E-5, is now 0.08511422
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Shadow by 9.435915E-5, is now 0.08518499
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya by 9.435915E-5, is now 0.07285821
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Freya by 9.435915E-5, is now 0.07292898
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Hyperion by 9.435915E-5, is now 0.025555585
28101030 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Hyperion by 9.435915E-5, is now 0.025626354
28101070 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Silk_III_Ledge_Zidane]: trade (s: 8, l: 19), smuggling: (s: 0, l: 0)
28101676 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.util.ColorShifter.getCurrForBase(Unknown Source)
at com.fs.starfarer.util.ColorShifter.updateCurr(Unknown Source)
at com.fs.starfarer.util.ColorShifter.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Just crashed out with this error:Probably the AI War bug (http://fractalsoftworks.com/forum/index.php?topic=9427.msg171774#msg171774). (Fixed for 0.7.1a, in the meantime read the follow-up replies for a workaround)
Quick question: Using Console commands, I'm not sure what argument to pass to setRelationship to change my standing with a faction. player and player_npc both don't work, and while I can set the faction I'm affiliated with to being friendly with another faction (doing to both ways, ie setRelationship x y 70, then setRelationship y x 70), the other faction still stays hostile to me, personally. I thought syncRelationships would fix my relationships to match my factions, but it actually does the opposite. What am I being dumb about?
Yeah, SetRelationship doesn't seem to "take" properly and I'm afraid I have no idea why, sorry :(Okay, I figured it out (the command is matching the faction to player_npc instead of the actual player faction).
Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.That would imply completely rewriting the AI in campaign for those fleets as this is the intended vanilla behavior. A huge undertaking to say the least; and it would probably brake with each major update of the game.
Is there a way I could edit the planet system generation? If I can where would you find that file. I'm trying to see if I could improve the planet generation so that stations and planets belong to the same faction. So the factions feel more conglomerated and less I spread apart. I would very much appreciate some advice.
"plugins":{
"newGameCreationEntryPoint":"exerelin.world.MyExerelinSectorGen",
},
What the player faction do exactly?For most purposes, it's just the "default" faction if you aren't with one of the vanilla/mod ones. There are a couple of behavioural differences (they can't join alliances, they don't investigate you for smuggling, and you start at max reputation with them), but for the most part they aren't really important.
Suggestion: tweak the system generation to make thing a bit closer together - things can be very spread out compared to vanilla.Yeah, the current implementation was pretty much just a quick and dirty fix for the "not enough spots" crash. I'll teach it to use a set of closer spots first and only add further ones if it needs more.
Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.I'll poke Alex and see if there's a way to do it.
Aw, shoot. I thought that the solution was something as simple as "swapping" the code with that of the trade fleets. After all, invasions are a logistically serious matter; you want that huge fleet to go from point A to point B and do it's job, right?Another suggestion: make invasion fleets more focused on their primary purpose. Watching the only invasion fleet of your faction waste time trying to catch single pirate frigate is really depressing.I'll poke Alex and see if there's a way to do it.
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7a-RC10 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: 1.8.0_60 (32-bit)
21 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [D:\Games\Starsector\starsector-core\..\mods\LazyLib]
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [D:\Games\Starsector\starsector-core\..\mods\Nexerelin]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [D:\Games\Starsector\starsector-core\..\mods\ShaderLib]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
24 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [D:\Games\Starsector\starsector-core\..\mods\Version Checker]
30 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/settings.json]
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 60Hz, 32bpp
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 60Hz, 16bpp
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 75Hz, 16bpp
33921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025346387
6033921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025578275
6033921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 0.0010821401, is now 0.02638988
6033923 [Thread-5] INFO exerelin.world.InvasionSupportFleetAI - Strike fleet standing down; critical damage? true
6034005 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [jangala_umbra]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034040 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [euripides_lumen]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034359 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11052433
6034360 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11072836
6034360 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.110932395
6034361 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11113644
6034362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11134048
6034362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11154451
6034717 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [culann_starforge_tigra_city]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6035018 [Thread-5] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
6035025 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
6035225 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.terrain.Planet.render3d(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.renderSphere(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.render(Unknown Source)
at com.fs.starfarer.ui.newui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.private.render(Unknown Source)
at com.fs.starfarer.campaign.JumpPoint.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
6035331 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6035331 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7.1a-RC3 launcher
So.. I recently found the option "Number of empty starsystems" (not sure if it was there before or only since this update), but is it just me, or is there no way to benefit from this?
Or am I missing a way to colonize these?
one more bugCould you post in this thread (http://fractalsoftworks.com/forum/index.php?topic=10125) and help Alex work out the details? Thanks!SpoilerCode0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7a-RC10 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: 1.8.0_60 (32-bit)
21 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [D:\Games\Starsector\starsector-core\..\mods\LazyLib]
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [D:\Games\Starsector\starsector-core\..\mods\Nexerelin]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [D:\Games\Starsector\starsector-core\..\mods\ShaderLib]
23 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [D:\Games\Starsector\starsector-core\..\mods\shadow_ships]
24 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [D:\Games\Starsector\starsector-core\..\mods\Version Checker]
30 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/settings.json]
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 60Hz, 32bpp
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 60Hz, 16bpp
1133 [main] INFO com.fs.starfarer.StarfarerLauncher - Found display mode: 640x480, 75Hz, 16bppCode33921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025346387
6033921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 3.0918288E-4, is now 0.025578275
6033921 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ogma by 0.0010821401, is now 0.02638988
6033923 [Thread-5] INFO exerelin.world.InvasionSupportFleetAI - Strike fleet standing down; critical damage? true
6034005 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [jangala_umbra]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034040 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [euripides_lumen]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6034359 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11052433
6034360 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11072836
6034360 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.110932395
6034361 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11113644
6034362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11134048
6034362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Auris Grip by 2.720464E-4, is now 0.11154451
6034717 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [culann_starforge_tigra_city]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
6035018 [Thread-5] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
6035025 [Thread-9] INFO sound.OOoO - Cleaned buffer for sound music (using cast)
6035225 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.terrain.Planet.render3d(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.renderSphere(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.render(Unknown Source)
at com.fs.starfarer.ui.newui.N.renderImpl(Unknown Source)
at com.fs.starfarer.ui.private.render(Unknown Source)
at com.fs.starfarer.campaign.JumpPoint.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
6035331 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
6035331 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Same error onCodeINFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.7.1a-RC3 launcher
[close]
Could you post in this thread (http://fractalsoftworks.com/forum/index.php?topic=10125) and help Alex work out the details? Thanks!
Histidine I decided to start my economy mod by modding the tax...market.getFactionId().equals("player_npc");
One idea I had is make the tax 0, no matter any other modifiers, if the market is yours in the literal sense (I mean, why you would pay tax to yourself?)
There is a way to check that? If not, can you add it?
v0.7.1 (interim)
* Update for Starsector 0.7.1a
* Joining a faction automatically issues a commission, if the faction issues them (replaces any existing commission)
* Handling for relationship changes of players with commissions when factions cease hostilities
* Faction commissions also provide access to allies' equipment in military submarket
* Disable vanilla faction hostility event
* Replace some faction configuration .jsons with .csvs; move some stuff to faction config files as well
* In principle, adding Nexerelin support for a faction should be entirely doable from within the faction mod now
* Update Diable Avionics, Metelson support
* Non-Corvus mode allows stars further from center, if there aren't enough close ones
* Reinstate dissident market condition
* Rename player_npc to "followers"; add crest
* Faction changed event messages delivered immediately
* Remove planet definition entries that duplicate vanilla entries
* Use decimal group separators where applicable
* Independents can no longer be involved in NPC covert ops
* Fix crash on capturing a relay-associated market if planetToRelay map is not set
* Fix relationship with player_npc when applying Nexerelin to existing save
* Fix free start hugging planets it shouldn't
* Fix mining variant fallback
You renamed "player_npc", the rename affects what I need from it? (ie: check if a market belongs to the player faction)I didn't change the ID (so still player_npc), only the player-visible name.
2431444 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:269)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:292)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:305)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:391)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:421)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:600)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
23315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
First, thanks for the update!Well, I've had the same problem in Corvus mode only. Dob't kbow what's up with that.
But there is likely an issue with officers. Not quite sure if that's Nexerelin related, but most likely it is.
There are a lot of very high level officers around. Like lvl20, in vanilla there are often lvl5-7. It's a bit ridiculous not to be able to catch a cruiser with frigates. I suppose they have their speed skills maxed, so most time during the battle I just run after a ship several classes above mine in vain. That's probably not an issue with "fast factions" with a lot of propulsion stuff, but it is irritating with others.
I got an issue with new hotfixLooks like you've got an out-of-date copy of events.json. Which version of Nexerelin did you install?Quote23315 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
java.lang.RuntimeException: Error compiling [exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.campaign.events.ExerelinInvestigationEventGoodRepWithOther
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Starsector 0.7.1a-RC5
How much of this is actually intended?
Not really a bug , but starting several games with 0.7/0.7.1 (and it's RCs) + Nexelerin and faction mod updates, I've encountered very different price ranges for most basic commodities.The way the economy works its impossible to have a random sector with stable prices. Heck it's even mostly impossible with mods that have hand-made systems because you don't know which ones are active or not. So yeah, it work as best as possible short of removing the economy or rewriting it from scratch. Just check the prices on a new game and restart if they are too high on launch, more often than not you'll get 100-150 prices.
Supplies 100..450 (about 400 of course makes even basic sustenance quite difficult)
Fuel 50..200 (expensive fuel makes following bounties wherever they are generated not such an automatic decision)
Marines 500..2500 (2500 makes ship capture unviable, also big impediment to planet capture)
Which created very different experiences overall. How much of this is actually intended?
If you see such things, a couple of bits of information could help me try to fix it:So I've been trying to get a good start for a bit now (~7 tries) and the game keeps stumbling over the same price hurdles.
- Starting options: how many systems/planets/stations?
- How much do organics, volatiles, [rare] metals and heavy machinery cost?
- Open starsector.log and Ctrl+F for "balancing". This gives a bunch of lines reporting how it tried to add/remove market conditions to bring supply and demand in line with each other. Posting this could help; if the balancer is failing, or if the economy is out of whack despite that, I might be able to come up with something. (Probably.)
Holy cow, is it even remotely possible to start in current Nexelerin? I have tried 5 times, never getting supplies cost below 280. So, basically, all I could do is to get to the nearest neutral market, buy myself a shuttle, and be left with about 3000 in cash, which is equal to 10 supplies! What should I do then? The best I managed so far is to kill pirate fleet of 2 frigates, which yielded me 20 money and 1 supply as a loot and 180 money as a bounty reward! Hell, this is less than 2 supplies total for killing two frigging frigates! If I sound a bit annoyed, it's only because I just wasted a whole evening trying to get my foothold in latest 0.7.1 set of mods, and it's best I got before being hammered between pirates coming from thin air, flying faster than me and ganking me with a several fleets at once and economy draining every last cent off me because fighting is plainly unprofitable.The supply cost is due to the economy generation not being perfect when using Nexerelin, so you'd probably have to restart with a new file a few times to try and get normal prices. As for the rest of your concerns, that's 0.7.1a's new mechanics, not Nexerelin's.
By this point (or may be earlier) you might want to say that this is because I suck. Well I'm not a hardcore gamer, but I fared nicely & easily starting Nexelerin in 0.65.2, so this is not (the only) case. Please do something about enemy flying faster than me, pursuing across half the map, and dropping loot not worthy 50% of supplies I wasted in the process.
Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
Not sure whether it is SS+ or Blackrock bug...
Otherwise awesome mod as always.
Nex bug, I believe. SS+ overrides the event, but Nexerelin re-overrides it without the fixes SS+ makes.
Is it intentional that Knights Templar have -60 faction relationship with all others (at best) when using the random option at game start?
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
Not sure whether it is SS+ or Blackrock bug...
Otherwise awesome mod as always.Nex bug, I believe. SS+ overrides the event, but Nexerelin re-overrides it without the fixes SS+ makes.
Is there any solution for this issue? I got 3 months in before this went off as well. Supposidly this is a nexerelin-starsector+ hybrid bug caused by nexerelin specifically.
For now, I am just adding the repuation back in after losing it via console commands, to neutralize the effect.
{
"name":"dissident",
"special":true,
"archetypes":{"default":1},
"minSize":3,
"maxSize":5,
"allowDuplicates":false
},
Also wanted to add to the pile of reports about the reputation degrading wrt the faction you're in, due to "the wanted" and "the bounty hunters" factions.
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.
Marine prices solution also seems to work, though supply prices up to at least 300 are still possible.
A question, i have test my mod in Nexerelin. (oh, sorry, before i say Nexeredin, sorry ><)It is low techincally speaking, pirate ships are garbage variants that are easy to kill. I have just captured two planets belonging to pirates using only one Onslaught battleship. Took little damage.
When i have attack a station of my mod, i am dead, ok, but we have not options for low response against pirates when you attack a pirate's station? Because a too big fleet who attack you because you have attack a small factions, this is....
"The Independents have driven the Knights Templars from the sector!"What the hell? Is that some kind of a joke? (It does sound funny)
How do I avoid this?
[...]It is low techincally speaking, pirate ships are garbage variants that are easy to kill. I have just captured two planets belonging to pirates using only one Onslaught battleship. Took little damage.
Ah ah, i want know how!"The Independents have driven the Knights Templars from the sector!"What the hell? Is that some kind of a joke? (It does sound funny)
How do I avoid this?
It comes up as "The have driven the knights templars from the sector". It says independents in the intel tab."The Independents have driven the Knights Templars from the sector!"What the hell? Is that some kind of a joke? (It does sound funny)
How do I avoid this?
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.
The hardcore solution is to port the necessary changes from SS+'s commission event into Nexerelin's (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/events/ExerelinFactionCommissionMissionEvent.java?fileviewer=file-view-default) and make it use that.
Well, guess I'll be spending the week gutting and redoing the economy generator again (hopefully for the last time).That would be the
*dramatic sigh*Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.Blackrock commission reduces my reputation for having hostile relations with "bounty hunters" and "wanted". (In Nexelerin)I have the same problem except I have commission with Tiandong in Nexerelin. I also use SS+.
Not sure whether it is SS+ or Blackrock bug...
Otherwise awesome mod as always.Nex bug, I believe. SS+ overrides the event, but Nexerelin re-overrides it without the fixes SS+ makes.
Is there any solution for this issue? I got 3 months in before this went off as well. Supposidly this is a nexerelin-starsector+ hybrid bug caused by nexerelin specifically.
For now, I am just adding the repuation back in after losing it via console commands, to neutralize the effect.
The hardcore solution is to port the necessary changes from SS+'s commission event into Nexerelin's (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/events/ExerelinFactionCommissionMissionEvent.java?fileviewer=file-view-default) and make it use that.
"faction_commission":{
# "script":"exerelin.campaign.events.ExerelinFactionCommissionMissionEvent",
},
Hmm, where does this come up? I can't recall (or find) any part of the mod that puts the two factions in the same message, except the one where the player wins a conquest victory (and you can't join the independent faction, so this issue shouldn't happen). For that matter, independents aren't supposed to be able to launch invasions.It comes up as "The have driven the knights templars from the sector". It says independents in the intel tab."The Independents have driven the Knights Templars from the sector!"What the hell? Is that some kind of a joke? (It does sound funny)
How do I avoid this?
For that matter, independents aren't supposed to be able to launch invasions.
What faction mods work with this?
The following mods are supported (later versions of any of these should work as well):
AI War v0.3b*
Blackrock Drive Yards v0.8.0
Citadel v0.8.3*
Diable Avionics v1.2*
Flu-X v0.56
Interstellar Imperium v1.9.1*
Junk Pirates v2.4.0*
Knights Templar v0.9.5b*
Metelson Industries v0.7*
Neutrino Corp. v1.82*
Scy Nation v0.98*
Shadowyards v0.6 dev*
Tiandong Heavy Industries v1.0.5*
*Supports Corvus mode
Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!
The following mods are not supported:
Any mod that doesn't support Starsector 0.7a won't work!
This is a very good change, they are way too overpowered as they are atm
- Templar, Spire special fleet (invasion, strike, response) sizes smaller
Hey Histidine, Pegasus Belt Council (http://fractalsoftworks.com/forum/index.php?topic=9666.0) claims it's compatible with Nexelerin, while your list under FAQ section of the OP doesn't have it in the list of supported. Please clarify, am I right reading it as "compatible but not supported" as in it will have its market and spawn fleets, but won't participate in politic dynamics and won't try to capture new markets?I forgot to add PBC to the supported list when it updated. It's on now, thanks for pointing it out!
I have many question:
-When this list will be updated ( i wanted download direct supported mod ) ?
-Or not, but i can just not understanding this dual list... (Because: supported is compatibility no? (For me, yes, but, i see no, so.. ah ah ><)
I forgot to add PBC to the supported list when it updated. It's on now, thanks for pointing it out!Great, thanks a lot!
This is a very good change, they are way too overpowered as they are atm
- Templar, Spire special fleet (invasion, strike, response) sizes smaller
This is a very good change, they are way too overpowered as they are atm
- Templar, Spire special fleet (invasion, strike, response) sizes smaller
Personally I don't mind the Templar being overpowered, since that is what they are. What was the huge issue was that they STARTED with an array of battlegroups so overwhelming that no navy forces in the beginning have any chance of protecting the supply convoys. Furthermore, even the fleets with 5-7 archbishops still traveled very fast, thus they were tough to outrun, and they seem to have limitless CR, so you couldn't attrit them.
As for the patrols, the most glaring issue is that the Archbishop is far too common. They are supposed to be the grand warships of the templar, but they are as common as Paladin's, at least in my game. Paladin's are fairly easy to knock out if you can bait them into using their holy charge. Archbishops are moving castles, and every assault on even just one of these monsters is like Omaha beach in space; ships dying left and right to clarents and that Tsar Bomb Priwan burst that only the bishop can produce.
I haven't tried the new patch yet so I will check them out again. Just don't nerf the Templars too much. I like hard mode, I just didn't take well to suicide mode.
Found something really problematic with the mod last night, after playing with nexerelin for at least 3-4 days I had a problem with market stability being way too low and it was really getting on my nerves, yesterday i finaly gave up trying to stabilise the market in 3 different saves with the same issue by giving them supplies but at last, it didn't work. First I thought it was starsector + but then realised that it wasn't, its nexerelin causing it. Found another problem as well which sucks and its the fact that the blackrock systems with corvus mod enabled don't spawn... So please, can you fix both issues because playing withought nexerelin and starsector + is really boring since you don't have a porpuse... also, would it be possible to remove this bloody commission where you have to be hostile to other factions!?! Its so annoying because no matter how hard you try to respect the rules its just really stupid the way it works because they wouldn't be able to see your actions anyway...
Please fix the market issue first, its really REALLY ruining the mod lmao, I mean, can't even find decent ships or weapons and the npc fleets are tiny because of it.
Do you have the newest version (0.7d)? It's supposed to address some of the economy problems.
Even after latest update, the only thing I can see in every system, is templar fleets chasing everything got into their sight.Yeah, looks like I'll have to override the patrol spawning scripts. Guess that's one thing I'll be working on this weekend to the next...
Those mad dogs are literally everywhere.
Is this bug already on it's way to being fixed?I can't imagine anything in Nexerelin or any compatible faction mods that would do this. What mods are you using? (For that matter, the log line right before should say which faction is sending a fleet from where to where.)Spoiler699672 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
It happens everytime it hits July during my playthrough.
EDIT 01# It happened again...Spoiler8171363 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Found something really problematic with the mod last night, after playing with nexerelin for at least 3-4 days I had a problem with market stability being way too low and it was really getting on my nerves, yesterday i finaly gave up trying to stabilise the market in 3 different saves with the same issue by giving them supplies but at last, it didn't work. First I thought it was starsector + but then realised that it wasn't, its nexerelin causing it/Where are you looking? I didn't test during the interval where the dissident bug was a thing, but outside of that I don't think I've ever seen a faction HQ or a system capital below stability 5 (or very maybe 4). Pretty hard to drop lower, considering they get at least +4 stability from mandatory market conditions alone and are all sizes 6-7. Meanwhile, Prism Freeport is basically never below 10.
[...]
Please fix the market issue first, its really REALLY ruining the mod lmao, I mean, can't even find decent ships or weapons and the npc fleets are tiny because of it.
also, would it be possible to remove this bloody commission where you have to be hostile to other factions!?! Its so annoying because no matter how hard you try to respect the rules its just really stupid the way it works because they wouldn't be able to see your actions anyway...If you're not a member of any faction, you don't have to take any commission.
Okay found the problem! it seems like nexerelin litterally makes the market condition freeze, no matter how much stuff happens to it it doesn't get affected or doesn't gain any stability from sales altho it does get affected by smuglers...Nexerelin doesn't "freeze" market conditions or stability; the notion of "freezing" a market condition is basically meaningless anyway, and I have no idea how to clamp a market's stability (without resorting to certain market condition hacks, at any rate) even if I wanted to.
There a one things I want to suggest you......Will take a look later.
The Wolf(F) is better than Siege when we choose the Fleaden, Siege is so strong and cargo is so small.
And now the Fleaden have Anti_Fleaden factions, Can you make the Anti_Fleaden faction become a chooseable faction?
:)
I'm not sure you actually know enough to diagnose any particular problem here.
snip
I found out who it was, turns out it was Tri-Tachyon sending those invasion fleets from Hoth to Tywin and crashing my game.Well, if a vanilla faction is failing in a vanilla component of code (officer handling), and no-one else appears to have this bug, then I'm not sure I can do any more than recommend a reinstall (of both the game and the mod).Spoiler582297 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Tri-Tachyon; source Hoth; target Tywin[close]
I believe I had at least one empty star system (suprisingly I thought that invasions were possible on empty star systems due to me thinking they're uninhabited planets for the taking)
(But please don't delete the Fleaden support part of moveminingConfig.json, corvus_location_config.json,exerelin_config.json, I can't move those part into my mod.)The mod faction entries in corvus_location_config.json and exerelin_config.json are obsolete, you're supposed to use the new .csvs (check the files in the latest beta). Didn't think of the mining config, I may convert the ship/weapon entries to csv as well.
snip
Stability is not something you get easily on a game with Nexerelin + a lot of different faction. The reasons are that there is more traffic.
People come and go smuggling a lot. War is going on all over. Merchants search for willing kamikazi remnants in hopes they will follow them in sure to die missions. Planets get raided Faster Than Light.
There are many normal reasons this can be happening for sure, along with just a chain of unlucky events. But the difference between the stable and nice market of vanilla and the unstable and bad market of Nexerelin might be because factions do not just sit around shooting whoever passes close to their borders or rarely send around patrols. There is war war and more war.
Never said it was not high enough/harsh, but that it doesn't change no matter what! thats the problem :/ and it is nexerelin causing it, wished it wasn't the case, really don't know why but I am pretty sure its some weird glitch which is not intended, all I came here for was to know if anyone else had this problem.
PM : don't act like a 5 year old by making useless name jokes... its just weird.
I found out who it was, turns out it was Tri-Tachyon sending those invasion fleets from Hoth to Tywin and crashing my game.Spoiler582297 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Tri-Tachyon; source Hoth; target Tywin[close]
I believe I had at least one empty star system (suprisingly I thought that invasions were possible on empty star systems due to me thinking they're uninhabited planets for the taking)
Well, if a vanilla faction is failing in a vanilla component of code (officer handling), and no-one else appears to have this bug, then I'm not sure I can do any more than recommend a reinstall (of both the game and the mod).
Do Hoth and Tywin have unusual market specs (like, say, no market at all)?
As far as I know, not that I have seen
On another note, I did the Java 8 update not too long ago and put the newest update over the starsector folder and renamed it to JRE, for more information if needed to help out with the bug.
Edit 02# I encountered it once again, completely new install...Spoiler3254140 [Thread-5]
3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Edit #04, my complete mod list for my Nexerelin Playthrough is :
(Mods)
Starsector+ 3.0.0
Blackrock Driveyards 0.8.0
Diable Avionics 1.2
LazyLib 2.1
Neutrino Corporation 1.82
Nexerelin 0.7c beta
P9 Colony Group 0.45
Scy Nation 0.98
The Mayorate 0.9.0
TwigLib 0.6.8a
ZZShaderLib Beta 1.1.2
Is it possible to save the start options somewhere so we can later start with the same set of options without having to manually adjust them again?I've made it not reset each time the player starts a new game at least, good call.
Does 'starfarer mode' starting option actually affect other faction aggression towards player's faction?That Templar... thing... should not happen. Uh, I'll keep an eye out for it.
In my current game, while I started with some enemies (non-random relations start), eventually all of them except pirates (whom I throughly extinguished, gaining a lot of reputation with everyone) and Luddic Path signed peace treaties with mine. This includes even Templars! Who are still hostile to everyone except my alliance: Blackrock(my faction) + Tiandong.
That Templar... thing... should not happen. Uh, I'll keep an eye out for it.
As for the question: Nexerelin calculates a "dominance mod" (basically the % of the sector under the control of the faction/alliance being checked during a diplomacy or covert ops check). If it's higher than about 25%, that faction/alliance is more likely to experience negative diplomacy events and less likely to have positive diplomacy events. Starfarer mode applys a multiplier to the dominance mod.
(code here (https://bitbucket.org/Histidine/exerelin/src/9d8ae352417be068d8ecdf3b63efa9c0633f87bc/jars/sources/ExerelinCore/exerelin/campaign/DiplomacyManager.java?at=master&fileviewer=file-view-default#DiplomacyManager.java-166))
It's possible it's not working as it should, or the effect is too small. I should debug it sometime, but since it doesn't actually break anything it's low priority.
Can someone clear up for me the reason why my mining fleet HAS to take damage in one form or another when I try mining, and is there any way to reduce the chance of damage occurring?
Can someone clear up for me the reason why my mining fleet HAS to take damage in one form or another when I try mining, and is there any way to reduce the chance of damage occurring?
This is meant for the realism of "accidents happen", that I know. I do not think you can do anything to prevent the random accidents though.
I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
Is it just me or am I not able to invade anymore? Even with 100% chance... do I need to have a special ship now to invade (aside from shuttles?).Conflict with Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.msg175314#msg175314), should be fixed in one mod or the other soon-ish. In the meantime, try opening Nexerelin/data/campaign/rules.csv, find all instances of HasMarines (there's
Yeah, this should work.I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
Without being sure or knowing, I will say you can go in \mods\Nexerelin 0.7d\data\config\exerelin and edit miningConfig.json. Change "baseAccidentChance":0.5 to something lower like 0.1 or 0 and it will lower or remove it.
Is it just me or am I not able to invade anymore? Even with 100% chance... do I need to have a special ship now to invade (aside from shuttles?).Conflict with Mayorate (http://fractalsoftworks.com/forum/index.php?topic=7372.msg175314#msg175314), should be fixed in one mod or the other soon-ish. In the meantime, try opening Nexerelin/data/campaign/rules.csv, find all instances of HasMarines (there'sthreefour of them) and change it to
HasMarines 1
(haven't tested yet)Yeah, this should work.I'd be nice to reduce the number of random accidents seeing as I get one every two mining trips.
Gonna try this out right now and see if it fixes it.
Without being sure or knowing, I will say you can go in \mods\Nexerelin 0.7d\data\config\exerelin and edit miningConfig.json. Change "baseAccidentChance":0.5 to something lower like 0.1 or 0 and it will lower or remove it.
(although I don't think accidents are severe * common enough to make mining anywhere near unprofitable on their own, they can be ignored as long as you have enough supplies and spare green crew)
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Fezzan II
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Amarant
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Amarant I
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Amarant II
139677 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hello I am having an error when setting the non corvus setup options to maximum:Looks like you ran out of planet names. (Yeah, I never imagined that would happen...)Code139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Fezzan II
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Amarant
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Amarant I
139266 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating moon Amarant II
139677 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I go with the default setting and it works I have looked at the log myself and can't make heads or tails of it seems I can't have the big game I want although no one else seems to be having this problem hrrm.
took a single station from the pirates (vanilla factions, hostile to the sindrian and church) and I'm getting swarmed by invasion fleets somewhere to the tune of 5-6 in a single month.
is this normal? Am I just not prepared to own my own station? When can my outposts start defending itself?
When I got a commission from the independents, I kept loosing rep for not being hostile with the Knight's Templar.
Problem is, they're gone!
Loving it so far btw. Huge fights. Thanks a lot for this.
"Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!"
I've read and re-read over both of the mod descriptions and figured I'd ask, exactly what features are non-SS+ integrated factions missing out on? I've yet to try any of those yet so sorry if it's something completely obvious.
Also, I assume using a faction in corvus mode that doesn't support it just plain doesn't work. I'd love to play with that mode but I don't want to give up Blackrock Drive Yards. They're too fun both as an ally and enemy.
I am pretty sure that it means that balance and tweaks SS+ are missing from them, making some Mods not balanced compared to the ones adjusted by SS+. Also special bounties and boss bounties will only be posted from factions that support SS+. At least that is what I thought up to now. A lot of people seem to be using factions that do not support SS+ with no problems.I see. Maybe it's about time I tried some of the other factions then. Diable Avionics and Neutrino Corp in particular look really neat.
If you use a faction in Corvus mode, that does not support it, it will probably just not try to invade others and it's planet will not be able to be captured. At least I remember my first playthrough was with a non Corvus faction and it loaded it fine in game. I would see them around, but I do not know what was missing.
Although I might still wait for BRDY to get corvus mode support just in case, however long that will take (and if he intends to do it at all).
I'm enjoying very much a Corvus mode playthrough... except for the fact that Free Start stars you with a Monitor :P. A more worthless player ships I cannot find lol. The 10k starting vs 2k in the campaign is good enough if you win one fight and find something decent like a lasher.
I'm enjoying very much a Corvus mode playthrough... except for the fact that Free Start stars you with a Monitor :P. A more worthless player ships I cannot find lol. The 10k starting vs 2k in the campaign is good enough if you win one fight and find something decent like a lasher.
I thought it was random? At least for me, starting with my own faction started me with a Alastor.
What is the difference between "free start" and your own faction, anyhow?Free Start means your faction doesn't exist, and you don't belong to a faction. I'm pretty sure that's all.
What is the difference between "free start" and your own faction, anyhow?Free Start means your faction doesn't exist, and you don't belong to a faction. I'm pretty sure that's all.
It always gives you a Monitor on own faction/free start without SS+, Alastor with it.I'm enjoying very much a Corvus mode playthrough... except for the fact that Free Start stars you with a Monitor :P. A more worthless player ships I cannot find lol. The 10k starting vs 2k in the campaign is good enough if you win one fight and find something decent like a lasher.
I thought it was random? At least for me, starting with my own faction started me with a Alastor.
Oh! Well in that case I'm just going to restart until I get something else!
Histidine I'm not sure what's going on with the planet generation. However, along with the sporadic economy certain suns can spawn as a market. This is causing my longer playthrough a lot of lag since I ships can't despawn cause they can't approach the sun. It looks like moths to a flame.Well, damn. Saw that bug once before but I thought I fixed it (and IIRC it was Sphinx that time too, although I checked and it wasn't the obvious bug). Went over the code again but couldn't find the source; I'll add a safety check at the start of the market adding code at least.
So...I came across said error once again, with no vanilla factions, and I don't know what to do.I keep staring at the code involved, and I still can't imagine how this can happen (and only in this one place). Just to check: You are using Starsector 0.7.1a-RC5, correct?
There was no empty sectors this time, and all planets at least had a station.Spoiler2082156 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Zell] to [Effecer II View]
2082214 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Oldat_Trading_Post_Vanilla]: trade (s: 2, l: 5), smuggling: (s: 0, l: 0)
2082309 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Esuna_Freya]: trade (s: 9, l: 0), smuggling: (s: 0, l: 0)
2082492 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Mayorate; source Vivi; target Crick
2083566 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
oh, and I found another error as well, looks like it had the same thing in common with the "FleetFactoryV2".
Except it was a market issue.Spoiler3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Both happened on clean installs of Starsector & Nexerelin.
Monitor isn't the best starting ship but I couldn't think of a better choice: Tempest and Afflictor are too good, and I tried a solo Shade start and didn't like it. I could duplicate the Lasher or Wolf from the Hegemony/TT starts perhaps.
So...I came across said error once again, with no vanilla factions, and I don't know what to do.I keep staring at the code involved, and I still can't imagine how this can happen (and only in this one place). Just to check: You are using Starsector 0.7.1a-RC5, correct?
There was no empty sectors this time, and all planets at least had a station.Spoiler2082156 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Zell] to [Effecer II View]
2082214 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Oldat_Trading_Post_Vanilla]: trade (s: 2, l: 5), smuggling: (s: 0, l: 0)
2082309 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Esuna_Freya]: trade (s: 9, l: 0), smuggling: (s: 0, l: 0)
2082492 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Mayorate; source Vivi; target Crick
2083566 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
oh, and I found another error as well, looks like it had the same thing in common with the "FleetFactoryV2".
Except it was a market issue.Spoiler3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Both happened on clean installs of Starsector & Nexerelin.
What is the progress with supporting Blackrock in Corvus mode?Nexerelin and Corvus mode are now managed by each mod author, not Histidine (impossible to keep up with every single small update for each mod) So ask Cycerin?
So...I came across said error once again, with no vanilla factions, and I don't know what to do.I keep staring at the code involved, and I still can't imagine how this can happen (and only in this one place). Just to check: You are using Starsector 0.7.1a-RC5, correct?
There was no empty sectors this time, and all planets at least had a station.Spoiler2082156 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 25 point economy fleet from [Zell] to [Effecer II View]
2082214 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Oldat_Trading_Post_Vanilla]: trade (s: 2, l: 5), smuggling: (s: 0, l: 0)
2082309 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [Esuna_Freya]: trade (s: 9, l: 0), smuggling: (s: 0, l: 0)
2082492 [Thread-5] INFO exerelin.world.InvasionFleetManager - Spawning invasion fleet for Mayorate; source Vivi; target Crick
2083566 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnInvasionFleet(InvasionFleetManager.java:372)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:466)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:601)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
oh, and I found another error as well, looks like it had the same thing in common with the "FleetFactoryV2".
Except it was a market issue.Spoiler3252887 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager - Created MarketProcurementMission: domestic_goods to Polres Nest
3254140 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CharacterStats.getStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.refreshCharacterStatsEffects(Unknown Source)
at com.fs.starfarer.campaign.CharacterStats.increaseSkill(Unknown Source)
at com.fs.starfarer.rpg.OfficerData.levelUp(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent.createOfficer(OfficerManagerEvent.java:194)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addCommanderAndOfficer s(FleetFactoryV2.java:250)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:168)
at exerelin.world.InvasionFleetManager.spawnFleet(InvasionFleetManager.java:152)
at exerelin.world.InvasionFleetManager.spawnSupportFleet(InvasionFleetManager.java:345)
at exerelin.world.InvasionFleetManager.generateInvasionFleet(InvasionFleetManager.java:472)
at exerelin.world.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:594)
at exerelin.world.InvasionFleetManager.advance(InvasionFleetManager.java:634)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Both happened on clean installs of Starsector & Nexerelin.
While I'm not 100% certain this might be the case for you, did you happen to modify either:
"officerSkillIncreasePerLevel":3,
"officerMaxLevel":20,
in settings.json?
I was trying to play a game where I changed the officerSkillIncreasePerLevel to 5 instead of three, resulted in a crash every time on load with that exact error. Also crashed a short while after load in SS+ without Nexerelin.
Edit: I think what's going on here is that when setting those two beyond their mutual balance of 60, officers eventually max out everything and once they do so, bad things happen if the game attempts to level them up again.
Both happened on clean installs of Starsector & Nexerelin.
Yes, I did modify one of them (officerMaxLevel) but not past 60, it was on 50...Tssss.
So i'm hostile against pirates and tri-tachyon and this is causing my relation with the imperium who I have a commision with to go down and seeing as I only have one ship and a trio of pirate vessels have been chasing me for the past ten minutes I can't do anything else because I need to keep spending money on supplies.
Is there any way for a player to get out of this spiral?
Hi histidine,See:
So this Youtuber does a lot of playthroughs for starsector and he keeps getting the " you have been hostile to the wanted or the bounty hunter" notification from his commision from his own factions.
https://www.youtube.com/watch?v=XJkpe6di7ls&feature=youtu.be
22:18 is where he first encounters the bug. He does excellent videos on starsector that actually got me into purchasing the game. I'd like to see if there anything he can do or I could tell him that would help him fix the bug.
Commenting out the relevant line in Nexerelin's events.json (https://bitbucket.org/Histidine/exerelin/src/ea9332d5f2df518e5175b43ce783e0d41a5f283b/data/campaign/events.json?at=master&fileviewer=file-view-default#events.json-90) should work, although I don't know if existing saves will break. Note that doing this will likely cause bugs if SS+ is off.
The hardcore solution is to port the necessary changes from SS+'s commission event into Nexerelin's (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/campaign/events/ExerelinFactionCommissionMissionEvent.java?fileviewer=file-view-default) and make it use that.
I wanted to report that trying to open a Templar market made my game get stuck when I tried to open it. The planet was Ratatosk that they took over. I tried it a couple of times, be it for cargo or ships. This is the end of my log of one of the times;I had the same issue. Redownloading Starsector+, Lazylib etc seemed to fix the issue. (Use Version checker if you're not already)Spoiler8045192 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [sindria_ratatosk]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8045362 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Domestic Goods(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Supplies(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Heavy Machinery(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Ore(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Food(Ratatosk)
8045363 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Volatiles(Ratatosk)
8079985 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Saving to ..\\saves/save_Bow_8688348307315937406...
8091344 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
8097644 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [coatl_agreus]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097644 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [ii_perinthus_ii_babylon]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8097724 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates[close]
I had the same issue. Redownloading Starsector+, Lazylib etc seemed to fix the issue. (Use Version checker if you're not already)
runcode for (MarketAPI market : sector.getEconomy().getMarketsCopy()) market.getPrimaryEntity().removeScriptsOfClass(PatrolFleetManager.class);
runcode Global.getSector().removeScriptsOfClass(CoreScript.class);
runcode Global.getSector().sector.addScript(new ExerelinCoreScript());
Why isn't the player faction allowed to join alliances?Mostly I didn't want to have to figure out the edge case of the followers faction being in one alliance and then the player joins a faction that also has an alliance (and possibly not the same one). Someone was working on proper handling for follower alliances, but never got around to a pull request.
On topic of supporting an Invasion fleet - is it possible to exhaust patrols spawned from a planet at least for a while?Not at present. Maybe I'll implement something along those lines later.
So far this mod has added a whole lot of life to the sector, and i am enjoying the heck out of it!Good idea, I'll put it on the todo. And glad you like it :)
The only annoying thing i have encountered is with invasion fleets. I get the notification when my faction is sending an invasion fleet, but i don't get a notification if the fleet is destroyed on the way there. so when i spend 200k+ on a massive invasion fleet that spawns halfway across the map and it gets destroyed somewhere inbetween, [ and i don't hear about it ] that sucks. i like to go to the place of invasion early and sabotage their fleets and such, but if the fleet never makes it there and i am sitting around waiting for nothing it gets kinds frustrating. it just means that i have to do all of the invading myself, and it feels like i am literally carrying the weight of my faction on my back.
It couldn't be too impossible, the food shortage relief fleets in vanilla notify when they are destroyed.
Otherwise thank you for keeping mod up to date, i love the fact that faction relationships move up and down. my favorite so far is when there was a love affair between a pirate and a hegemony officer. now, a cycle of love later, the pirates and hegemony are neutral with eachother!
Wouldn't it be simpler just to make Player a mod faction like brdy, scy, templar etc? Except when planets generate make it maybe just generate one market for the player. Then it would interact with other factions the same way nexerelin does with other factions. Then when players want to customize thier factions they can just do that themselves. I'm not a proficient coder yet but it seems this would be a simpler idea.
Just tried the 0.7e from the repository. I've only started one game, but the price of supplies is ranging from 20 when rock bottom price, and 100 from inflated price. Normal seems to be around 30-50 or so. Other prices seem okay too, but I haven't really been looking.Scratch that, must've been a Christmas miracle. 150-300 on repeated generations. 8 systems, 6 planets, 4 stations. Prism Freeport enabled.
This is at the start of the game by the way, with numbers increased by one level from default; 6 systems to 8 systems, etc.
Wouldn't it be simpler just to make Player a mod faction like brdy, scy, templar etc? Except when planets generate make it maybe just generate one market for the player. Then it would interact with other factions the same way nexerelin does with other factions. Then when players want to customize thier factions they can just do that themselves. I'm not a proficient coder yet but it seems this would be a simpler idea.That's basically how the followers faction works already, only it's integrated and has a couple of caveats:
Hmm, is it possible for a game mode to be introduced, where all factions have one market and they have to scramble to take an uninhabited planet/station to expand their markets?Yeah, original Exerelin had this and I'd like to implement it eventually. Need to work out proper handling for trade + expansion during the initial phase though.
Like, 1 market and up to as many uninhabited planets/stations as plausible?
It'd play like normal Nexerelin in the end, due to each faction having their own markets, but...I dunno, is it like that already? (due to me having extra fast start all the time, I wouldn't e sure if it was like that.)
Just finished a game and the end screen made me laugh.Collaborating with Templars? Oh you evil person.Spoiler(http://i.imgur.com/F4JNkjG.jpg?1)[close]
I destroyed all the factions except the Templar, that they were in Cooperative with me and never disliked me when I traded with others or randomly dislike me. In the end I took 4/5 of the galaxy and the rest were captured by Templar. When I saw Diplomatic Victory, made me laugh for a way. Definitely I used hard diplomacy.. XD
Afar from that I want to point out that I repatriated any prisoner I got with factions, helping myself to boost relationships a lot. I do not know why it shows 0. Also considering I ended with 48 markets, I feel I captured more than just 22. But it might be just me, but I know after a point I started just flying around getting boss bounties and capturing any market I could.
Collaborating with Templars? Oh you evil person.
:D
For the issues: It only counts markets you personally captured (i.e. spawned invasion fleets don't count). The prisoner thing is an odd bug, I'll keep an eye out for it.
Question: How win money if i play a pirate faction? :x
Like i am hostile against all factions, i cannot go bounty. For trade, this is dangerous. Mining is not very good.
A means add a script for give more salvage if you play pirates? '.'
I've noticed that if you have a mod that adds ships and weapons, but for whatever reason it doesn't show up in the game, those ships and weapons occasionally pop up in random markets.
I actually kind of like that, so is there a way to prevent a faction from generating? Cause I kinda want to do that with Approlight.
Ah, I see.I've noticed that if you have a mod that adds ships and weapons, but for whatever reason it doesn't show up in the game, those ships and weapons occasionally pop up in random markets.
I actually kind of like that, so is there a way to prevent a faction from generating? Cause I kinda want to do that with Approlight.
Open up Nexerelin/Data/config/exerelin/exerelinfactionconfig and alter the faction's json and set "playableFaction" to false.
For supplies, i buy a ship who give supply per day, so except after a fight, i do not need supplies...
So...I'm wondering which ship that is, that can generate supply per day? Using the vanilla-factions only. I haven't found a ship and before I search for it forever, I thought I should register and ask :D
Thanks for the link. I will check it out.
I'm wondering if I can balance the prices manually somewhere in the files. For me it is pretty much unplayable...or let's say, not so much enjoyable, because I can not play it, how I would like to.
So, i have conquered everyone but the Templars, but any allied invasion fleets that say they are going to ascalon never enter the system, and just leave when they get there. Do i really have to go there alone? 8)That would be my fault. The Templars have a routine to prevent trade fleets and the like from going there, but the problem is it's filtered by DELIVER_CREW etc. Since Exerelin uses that type of order for invasion fleets, it stops them. I'll be fixing this (i.e. removing the check completely and allowing fleets to suicide into Antioch occasionally) in the next update.
It'd be neat if you could change the government of a place you've captured (or, even, install one in the first place) so you can get rid of mods like Decivilized or other horrible stability-killing modifiers.STOP! YOU VIOLATED THE LORE! Pay the Loremaster a fine or serve your sentence!
So, i have conquered everyone but the Templars, but any allied invasion fleets that say they are going to ascalon never enter the system, and just leave when they get there. Do i really have to go there alone? 8)That would be my fault. The Templars have a routine to prevent trade fleets and the like from going there, but the problem is it's filtered by DELIVER_CREW etc. Since Exerelin uses that type of order for invasion fleets, it stops them. I'll be fixing this (i.e. removing the check completely and allowing fleets to suicide into Antioch occasionally) in the next update.
Is there any way i could easily change this so i could finish my current playthrough?
Not sure if this belongs here, might be some vanilla bug but...That's the "dark" nebula. It won't be used any more in Nex 0.7.1, precisely for the pictured reason.Spoiler(http://i.imgur.com/6eDaOlJ.jpg)[close]
EDIT: The system I'm in also has nebula looking like this.
"terrain":{
[...]
"nebula_blue":"graphics/terrain/nebula512_blue.png",
[...]
"nebula_dark":"graphics/terrain/nebula512_blue.png", #"graphics/fx/nebula_dark.png",
[...]
},
That's the "dark" nebula. It won't be used any more in Nex 0.7.1, precisely for the pictured reason.Thanks for the help.
For now you could open the game's settings.json and make the nebula_dark entry the same as the nebula_blue one:Code: json"terrain":{
[...]
"nebula_blue":"graphics/terrain/nebula512_blue.png",
[...]
"nebula_dark":"graphics/terrain/nebula512_blue.png", #"graphics/fx/nebula_dark.png",
[...]
},
Is there any way i could easily change this so i could finish my current playthrough?
Create a fleet of capital ships, man them with 20 level officers and attack the Templar. At the same time have a timer on the side running, so you can see how many minutes you will last while attacking their capital. When you will be reduced to dust, come back here and tell me my idea was terrible.
DA is definitely working with SS+ and nexerelin for me. have you got the newest version of everything?
Well, I've discovered a creative use for saboteurs. Using SS+ and this mod I go to a station/planet I know has a fair amount of food, buy it all up and then deploy saboteurs to destroy food stocks. Prices quickly skyrocket, and I make a huge profit. Just make 500K in Prism doing that, and it only took 1 relationship hit.
Yeah, it ran out of planet names. Add entries to Nexerelin/data/config/exerelin/planetNames.json to solve; I'll be adding some of my own in the next release.Spoiler7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Hoth
7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Creta
7067545 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Did i try to have it generate too much?
Will you be working on the "Follow me" command in the future as everytime I do use it the other fleets which were following me bugger off to attack a single patrol so something that makes the Ai return to you after they go a certain distance and ignore small fleets for a period of time after would mean I can go places for once without getting molested by a templar fleet.Hmm I forgot I need to deal with that (and poke Alex a bit), thanks for the reminder :)
Yeah, it ran out of planet names. Add entries to Nexerelin/data/config/exerelin/planetNames.json to solve; I'll be adding some of my own in the next release.Spoiler7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Hoth
7067128 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Creating planet Creta
7067545 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalArgumentException: bound must be positive
java.lang.IllegalArgumentException: bound must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1343)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:709)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.intsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.O0OO.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O00O.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Did i try to have it generate too much?
I got the same problem, however the game seems to not even use the new names I put downProbably failed to read the json. Check starsector.log (Ctrl+F "error"), check your planetNames..json syntax and maybe pastebin it.
If i have omnifactory or prism freeport installed and i enable them in the starting options, there end up being two of them. one freeport in hyperspace, and one in the acheron system. the omnifactories spawn in the same system.The Prism Freeport was initially a feature from Scy, and it will spawn no matter what in Acheron if you use Corvus mode: no need to activate the Nexerelin one (although Histidine's version has a couple more feature I need to port in mine). Similarly for the omnifactory mod, it's integrated to Nexerelin and you don't need to activate the mod.
v0.7.1
* Sector generation fixes
* Improve ring textures for asteroid belts
* Objects orbit more slowly
* Better handling of station orbit distances
* Fix belter stations orbiting in opposite direction to asteroid belt
* Starting skill points 6 -> 4 (match vanilla/SS+)
* Tweaks to economy generation handling of food, supplies, lobsters
* Reduce agent production
* Automatically set hostile status for commission holders if war breaks out
* Invasion fleet event reports for when fleet is turned back or invasion fails
* Tweak special fleet naming by size; reduce officer level bonus
* When market is captured, make previous faction's stuff buyable in submarkets
* Response fleets: don't do enemy size check before deciding to spawn
* Mining stuff:
* Ingame mining help (gives per-ship mining strength list; list of all mining ships and weapons available in the Sector)
* Add Tiandong Qianzi as miner
* Move mining ship/wing definitions to .csv
* Fix Mining Pod not getting its mining strength bonus
* Update high-end seller's handling of boss ships for new SS+ version
* Don't use dark nebula (ugly)
* More planet names
* Workaround for Follow Me behaviour (use passive orbit for the first day, aggressive thereafter)
* Fix Prism submarket ship spawning (in particular, stop carrying Templar ships)
* Fix Sphinx star market bug
* Fix possible text formatting crash when parsing some .json configs
* Hopefully fix invasions by independents (and other unwanted types) for real this time
Is it possible to include a faction mod but prevent the faction from being spawned? Ideally, is it also possible to prevent it's ships from being used at all, leaving only the weapons/hullmods? I want to use Citadel's weapons without the abnormal supply costs I hear they have at the moment.
I swear something like this was mentioned, but I've been searching the forums for half an hour without any luck.
I've noticed that if you have a mod that adds ships and weapons, but for whatever reason it doesn't show up in the game, those ships and weapons occasionally pop up in random markets.
I actually kind of like that, so is there a way to prevent a faction from generating? Cause I kinda want to do that with Approlight.
Open up Nexerelin/Data/config/exerelin/exerelinfactionconfig and alter the faction's json and set "playableFaction" to false.
I have a couple questions about how commissions work with Nexerelin. If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with? Can the player faction offer commissions?It belongs to the player's faction (followers), and no.
A minor note on this:Yeah, I noticed that a few hours after the release :(
* Starting skill points 6 -> 4 (match vanilla/SS+)
It seems you only changed the text message. You are still giving out 6 skill points:
NGCAddSkillPoints 6
Thanks for the answers, and I don't think anyone is worried about starting with 2 extra skill points. =)I have a couple questions about how commissions work with Nexerelin. If you are independent and accept a commission with a faction, if you capture a market does it start the player's faction or does it now belong to the faction you have a commission with? Can the player faction offer commissions?It belongs to the player's faction (followers), and no.A minor note on this:Yeah, I noticed that a few hours after the release :(
* Starting skill points 6 -> 4 (match vanilla/SS+)
It seems you only changed the text message. You are still giving out 6 skill points:
NGCAddSkillPoints 6
It's a minor bug though, so fixing it will just have to wait for next version.
Thanks for the answers, and I don't think anyone is worried about starting with 2 extra skill points. =)
Are allowing the player faction to appear on the factions screen and letting it issue commissions feasible future features? I like the player faction because it draws from a wide mix of ships and weapons, but I'd like the benefits of having a commission as well.
You have to start a new save, since the background filename changed from .jpg to .png. Also, you should delete your II folder and replace it; copying over an existing folder isn't supported, if you did any of that.
First time installed the mod. Playing in corvus mod. Some questions:
What is the difference between starting with your own faction or as a lone wolf?
If you play as lone wolf can you still make your own faction, or you can only join other factions?
Also does the your own faction option makes it possible to make your own faction in corvus mod?
If I chose Omnifactory in corvus mod, will it spawn it somewhere, or it only works with random map?
And last thing what does prism freeport option do?
First time installed the mod. Playing in corvus mod. Some questions:
What is the difference between starting with your own faction or as a lone wolf?
If you play as lone wolf can you still make your own faction, or you can only join other factions?
Also does the your own faction option makes it possible to make your own faction in corvus mod?
If I chose Omnifactory in corvus mod, will it spawn it somewhere, or it only works with random map?
And last thing what does prism freeport option do?
Starting with your own faction should mean that you start with your faction having a planet. When you start by yourself, you will have nothing buy your initial ship to start. I didn't know Corvus mode though had that option. But anyway, having a planet already, means you start by getting an monthly check from the beginning and have a faction that no matter what will always like you. So it is easier.
In corvus mode, when you take over a planet, it becomes yours. Omnifactory spawns in Corvus starsystem. It floats over a non habitable planet.
Prism Freeport is a independent market that you can find for sale anything in there. When I say anything I mean anything, which means even ships and weapons that are normally found only on specific markets and nowhere else.
So when you take over a planet, you will than have all the options as you would have a faction, right?
Can I make/buy fleets from that planet? The thing I am trying to understand is when i play with corvus option on, should I start the game with lone wolf or your own faction options, and what/if there is any difference between this tow options in corvus mode (as in both cases I start without a planet)So when you take over a planet, you will than have all the options as you would have a faction, right?
Taking over the planet means that the planet fro mthat point will sell you all the ships/weapons it has from the get go, since you are cooperative with your "followers". The ships and weapons they sell can be from different factions too, although it is not all factions, just some of them. Still though you will have a bigger "buffet" XD Afar from that nothing really changes afar from seeing the planet is owned by your own faction.
Question regarding pirates, why is it that when I buy or sell at a pirate black market do I end up getting an investigation launched as well as a stability drop?
Do you mean while you are being a pirate? If you are not a pirate, why would you care of course what happens to them.
Pirate factions needs taxes too, to pay for it's workers, crew and anything else that needs for the faction to have money in it's coffers. When you sell in the blakc market, only you and the buyer make money. That drops the stability of the pirates of course. If they find out you are the one that messed up their economy, they will of course not be happy.
Good catch, I'll update soon-ish (hopefully).You have to start a new save, since the background filename changed from .jpg to .png. Also, you should delete your II folder and replace it; copying over an existing folder isn't supported, if you did any of that.
Should ExerelinSectorGen.java line 180 be changed too?
Any chance you can make the omnifactory spawn in your chosen faction home system in Corvus mode?Good idea, I'll do that.
Does the blast doors hull mod reduce crew losses during mining accidents?It'll crew losses from hull damage if that occurs. Doesn't do anything for the direct crew losses at present.
What is the difference between starting with your own faction or as a lone wolf?No difference in Corvus mode. (in random generation mode the own faction start gives you a planet to start with and free start doesn't)
If you play as lone wolf can you still make your own faction, or you can only join other factions?You can capture a planet/station, then it belongs to the followers (own faction). It'll generally work the same as if you had it all along to begin with.
Also does the your own faction option makes it possible to make your own faction in corvus mod?There's no specific faction creation, but you can edit the follower faction details (as detailed here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg158626#msg158626)).
Question regarding pirates, why is it that when I buy or sell at a pirate black market do I end up getting an investigation launched as well as a stability drop?All pirate markets in random generation mode have the Free Port market condition, so smuggling will have no effect on stability and cause no investigations (assuming no bugs). Many pirate markets in the vanilla sector have it too; but Umbra, Kanta's Den and Qaras don't. Are any of those locations where you saw this?
I wasn't sure whether this belongs in the Knights Templar thread or here, but if the Templars capture a station they remove the military market there. IE in my current game i finally recaptured the Hephaistos SCY station back, but the military market is gone.Nexerelin removes the regular submarkets when a market is captured by Templars, and adds them if a Templar market is captured.
runcode Global.getSector().getEconomy().getMarket("SCY_hephaistosStation").addSubmarket("generic_military")
runcode Global.getSector().getEconomy().getMarket("SCY_hephaistosStation").removeSubmarket("black_market")
-When you summon a defense fleet, will they patrol permanently, or there is time limit, after witch they will disappear.-They hang around for 150 days, although they'll go home early if they take too many losses
-Will my faction invade others on their own, as it seems they do agent missions alone
-Does planet stability (and similar) have a impact on forces they spawn (not counting when you invade them)?
Suggestions:-It's based on the player's level. Modifying by number of markets would make sense yeah, but I think salaries work well for their intended purpose* and tying it to empire size adds slippery slope effects that would complicate it unnecessarily.
-I noticed that you get money 30k every month. I would increase the income with every planet you add to your empire
-Would like that there is more control over my faction, or better said that they dont do things on their own (so no sending agents and similar)
two questions, is it possible to move the omnifactory somewhere else? its in a hostile starsystem atm, and is it possible to colonize uninhabited planets?1) Omnifactory normally spawns around Somnus in Corvus mode, around the player's homeworld otherwise (or at a random location in free start). (if you don't pick the random location option obviously)
v0.7.2
* Actually start with 4 skill points
* When losing faction commission due to low reputation, cease being hostile with enemies of faction
* Workaround for relationship weirdness if commission issuer signs a ceasefire/peace treaty
* Invasion and response fleets restore some of the target/defended market's reserve points when despawning
* Reduce officer level bonus for invasion/strike/response fleets from large markets
* Followers don't execute covert ops by default; can be excluded from diplomacy in config
* Move pirate homeworld from Umbra to Qaras
* Make sure certain Scy markets get the right submarkets back if recaptured from Templars
* Highlight messages for agent actions that bring peace
* Sector generation:
* Omnifactory spawns in faction home system in Corvus mode
* Relays orbit pointing down
* Try to reduce orbits of things overlapping planets
* Update Thracia background reference (now a .png)
* Use some nebula maps from mods
* Fix some Corvus mode capitals
* Fix losing reputation with Neutral from slave trade
* Fix Omnifactory, Ascalon flavor texts
* Fix possible crash with some system locales
* Fix some fleet assignment texts not being externalized
* Set correct is/are verb for followers
* Don't use placeholder tooltips for white stars
I used the search to no avail, Is there a way to process materials? Like turn ore into metal, Through this mod/vanilla/ or another mod? Also i see a blank outpost button, is there a way to manage planets or set up outposts? Sorry for my noobness but I haven't player this game in years.Hello! :)
Ook, no big deal. This game scratches my Escape Velocity itch like no other game has. Great community too.
Can someone tell me where the prism freeport spawns? I can't seem to locate it at all.
I am not sure if this is Nexerelin or Starsector+ related yet, but every new game with pirate stations in the system turns out like this:Spoiler(http://i.imgur.com/Lb9wnQS.png)[close]
A bit crazy, right? sometimes it gets much larger than that, though. at one point in a game there were three massive pirate fleets ravaging an entire system. Don't really know what to say, just that having that many pirates is a bit nuts. after a *while* everything returns to normal and it never happens again. i also don't see fleets that size without it being a bounty fleet after incidents like that.
oh, i probably should have specified: that is Corvus. Corvus mode Corvus. This has also happened in the BRDY home system, as well.Well, in that case youre going to have to live with it :D or play without SS+
This brings me to the question - can we transfer our generated worlds? So we can play anew in the world we have already generated and we like very much? (Not unlike the Minecraft worlf seeds, amirite?)Not yet. Maybe Someday?
SpoilerModders! If you ever find yourselves on a weekend morning with nothing to do, would you be so kind as to supply fleet definitions (i.e. a list of variants) you think would be suitable for the four new starting fleet types? That'll save me the trouble of going through the variants for like 35 different mods and putting them together myself.
The small fleets usually have 1 destroyer and 2 frigates, the large ones have 1 cruiser, 1 destroyer and 1 frigate. But variations are possible, as you can see from the BRDY screenshot.[close]
{
"Anwser1":[
"name":"Light combat patroln",
"variant":[
"ship_variant1",
"ship_variant2",
]
(or not?)"Inventory":[{120,210,210}] (crew,supply,fuel)
],
"Answer2":[],
}
A quote who show how represents this new startings fleet types?Here's an example. (https://bitbucket.org/Histidine/exerelin/src/09fcef4b0b29f9542fdbee03867d7a3a2e45fe7a/data/config/exerelinFactionConfig/player_npc.json?at=newStartOptions&fileviewer=file-view-default)
I'm pretty sure I fixed that back in 0.7.1 (and I can tell from the star tooltip that the Nexerelin version shown isn't 0.7.2 or newer). Is it still happening for people?Hegemony colonized a sun :oSpoiler(http://i.imgur.com/Jaed0ek.png)[close]Spoiler(http://i.imgur.com/QZiDWKm.jpg)[close]
I'm pretty sure I fixed that back in 0.7.1 (and I can tell from the star tooltip that the Nexerelin version shown isn't 0.7.2 or newer). Is it still happening for people?Pretty sure I haven't seen it.
Last version of Looters mod?
The crash occurs in a hullmod for Exigency Corporation, which hasn't been updated for 0.7.1 yet.Thanks for heads up mate!
So, as I recall, the player's Followers or faction cannot join an alliance?
If that is so, will we ever see it happen, or is that a certified no?
No donation button i really want to contribute to your effort mate you did a nice work.Email address PM'd, thanks!
Pass my an email so i can send you money through paypal?
Started a Diable game and the omnifac was in Corvus.Oops, the home system placement only works with vanilla factions. Fixed for next release, thanks.
So, as I recall, the player's Followers or faction cannot join an alliance?An acquaintance was working on that (you can choose which alliance to join) and had it mostly complete, I might poke him about it and ask him to send a patch. Other than that, I don't have any plans to implement it myself.
If that is so, will we ever see it happen, or is that a certified no?
When market is captured, make previous faction's stuff buyable in submarkets
I wonder if it would be at all possible to add a small chance to spawn ships belonging to factions that you've taken planets/stations from, with that chance increasing with each station/planet you capture. Would certainly make picking fights with powerful factions like the Templars more rewarding.
Wasn't it added in v0.7.1?That only applies immediately after capture (it refreshes the stock as if you visited the market while it has the old faction, so it doesn't refresh again with the new faction when you actually dock). Basically, you get a chance to swipe "captured" stuff.QuoteWhen market is captured, make previous faction's stuff buyable in submarkets
"Scy sponsors pirate rebels" ... I kind of understand what's happening but I think anarchic factions like pirates should be exempt from rebels? Maybe? Hmm ...
I'm trying to invade a size 7 (military) Sindrian Diktat planet and they spam response fleets/detachments every single time I whack them to oblivion and restart the process. I have a station nearby which I go to for repairs/supplies every time I run out of CR from constant fighting.
I have 3 decked out Paragons 1 Onslaught and 2 Eagles and some support ships + 2k marines, maxed out all available skills, so my capture probability is 100%, and I can take on anything that engages me every single time without loosing anything but supplies and CR.
My questions is (after many repetitive battles), whether the Sindrian Diktat will ever run out of response fleets, because otherwise it seems impossible to capture that planet - not because I don't have the resources, but because they interrupt the invasion process every single time due to game/mod mechanics.
Spamming them with saboteurs destroying reserve fleets didn't seem to help.
I assume it's because the fleet logistic module from the original Exerelin was left out and vanilla mechanics just spawn fleets on trigger without considering anything but the player's level. Is this true?
Once a response fleet spawns it needs to wait quite a while before it can accumulate enough points to spawn a new one (and a long time before it can spawn anything that doesn't immediately run from a decent lategame player fleet). Response fleets returning to base add part (75%) of their fleet points back to the reserve, and it's possible that this is bugged, but the points don't get added until the fleet despawns so it doesn't seem likely that this is the problem.
Currently there's nothing that stops patrols (including Detachments) from continuously spawning at a market being invaded; in fact, killing them just makes them spawn faster. I've been meaning to implement economy-dependent patrol spawning, or at least make them not appear while an invasion is in progress, but never got around to it. Still, it should be entirely possible to get enough of a gap (1 ingame day) between patrol spawns to finish the invasion.
Do you want to upload a save? Would help me look for specific failure cases.
Got a java out of memory/heap space error recently. Does the increase memory modification still need to be applied? Couldn't find the instructions anywhere, and no one else has made any comment about this for a long time as far as I can see.http://fractalsoftworks.com/forum/index.php?topic=8726.0
I tried that a while back and it wouldn't even start up when I changed it.
Can anyone explain to me how to earn money in Nexerelin? I am playing with player's faction and enemy to almost all other factions, so it is not possible for me to do bounty missions. I have already finished all available missions from Prism freeport and got several mod ships and now I do not know where to find funding for my fleet. Should I try mining? Is it profitable?
Also I have noticed it is almost impossible to have positive reputation with any other faction, since your reputation will degrade if you are an enemy to one of their allies. So, it is impossible to have positive reputation with BRDY because of that as they are allied with pirates. Is it possible to turn off reputation degradation?
Can anyone explain to me how to earn money in Nexerelin? I am playing with player's faction and enemy to almost all other factions, so it is not possible for me to do bounty missions. I have already finished all available missions from Prism freeport and got several mod ships and now I do not know where to find funding for my fleet. Should I try mining? Is it profitable?
Also I have noticed it is almost impossible to have positive reputation with any other faction, since your reputation will degrade if you are an enemy to one of their allies. So, it is impossible to have positive reputation with BRDY because of that as they are allied with pirates. Is it possible to turn off reputation degradation?
Can anyone explain to me how to earn money in Nexerelin?
Can anyone explain to me how to earn money in Nexerelin?
Same as vanilla: bounties and trade.
Which actually is a problem as far as I'm concerned - Nexelerin provides player with stuff to do late game, but it's not financially rewarding. Early and mid game is exactly same bounty hunting as always(I'm not much of a trader, and that's the only real way to significantly profit from combat).
Having player salary increase with faction size and providing premium on conquering a planet(max if alone, less for invasion fleet support) would be nice. Maybe also refund (partially?) successful invasion fleets sponsored by player.
Anyway these are details, point is - there is not enough incentive for participating in faction warfare, especially early. You don't even need to defend your faction - I've never seen size 7 worlds conquered (unless I'm doing the conquering). And as long as HQ is safe (main shopping place), player doesn't particularly care for losing size 3 worlds.
Okay, found the problem. It turns out the Diktat lost so many battles in that star system recently that patrols were spawning over 12 times (!!!) more frequently than base.
Modified it so each loss only reduces the speed at which the patrol timer increments by 50% instead of 100%, and losses can make patrols spawn no more than 4x as frequently as normal. Here is a .jar file (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (put in Nexerelin/jars/).
If you're still having problems, open vanilla's data/config/settings.json and temporarily increase averagePatrolSpawnInterval.
Glad you're enjoying the game :)
99099 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
99441 [Thread-11] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_main_menu.ogg]
It crashes with any of those mods, or even none of them?
If crashing with those mods, what were the changes you made in attempting to implement Corvus support? (IIRC it just needs the corvus_capitals.csv and corvus_spawnpoints.csv entries and the corvusCompatible json tag)
Whats the covrusCompatible json?Faction config json (the ones in data/config/exerelinFactionConfig)
"corvusCompatible":true,
Whats the covrusCompatible json?Faction config json (the ones in data/config/exerelinFactionConfig)Code"corvusCompatible":true,
Whats the covrusCompatible json?Faction config json (the ones in data/config/exerelinFactionConfig)Code"corvusCompatible":true,
Added that option but it still crashes :-\
Hmm, I should have mentioned the actual key part instead of assuming it was already done: the mod plugin detection for Nexerelin needs to be right. Check the OP and post your plugin code if it doesn't work.
private static void initHiigaranDescendants()
{
try
{
Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
}
catch (ClassNotFoundException ex)
{
new HiigaraGen().generate(Global.getSector());
}
}
@Override
public void onNewGame()
{
initHiigaranDescendants();
}
import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
The mod plugin needs to check if Corvus mode is running and spawn the same star systems and such that it does if in vanilla. (I'm not sure it should actually crash if it doesn't, but this would explain it)
If the code in OP fails to compile, you're probably missing the required imports:Code: java(Your IDE should point out such issues automatically and provide automatic correction options)import java.lang.reflect.InvocationTargetException;
import java.lang.reflect.Method;
[data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit 'data.scripts.world.HiiModPlugin'
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:172)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:214)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
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/HiiModPlugin.java', Line 49, Column 51: Identifier expected instead of '|'
at org.codehaus.janino.Parser.compileException(Parser.java:3125)
at org.codehaus.janino.Parser.readIdentifier(Parser.java:2909)
at org.codehaus.janino.Parser.parseFormalParameter(Parser.java:1032)
at org.codehaus.janino.Parser.parseTryStatement(Parser.java:1538)
at org.codehaus.janino.Parser.parseStatement(Parser.java:1261)
at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:1117)
at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:1085)
at org.codehaus.janino.Parser.parseBlock(Parser.java:1072)
at org.codehaus.janino.Parser.parseTryStatement(Parser.java:1530)
at org.codehaus.janino.Parser.parseStatement(Parser.java:1261)
at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:1117)
at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:1085)
at org.codehaus.janino.Parser.parseMethodDeclarationRest(Parser.java:938)
at org.codehaus.janino.Parser.parseClassBodyDeclaration(Parser.java:565)
at org.codehaus.janino.Parser.parseClassBody(Parser.java:515)
at org.codehaus.janino.Parser.parseClassDeclarationRest(Parser.java:481)
at org.codehaus.janino.Parser.parsePackageMemberTypeDeclaration(Parser.java:269)
at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:168)
at org.codehaus.janino.JavaSourceIClassLoader.findCompilationUnit(JavaSourceIClassLoader.java:203)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:146)
... 7 more
private static void initHiigaranDescendants()
{
try
{
//Global.getSettings().getScriptClassLoader().loadClass("data.scripts.world.ExerelinGen");
Class <?> def = Global.getSettings().getScriptClassLoader().loadClass("exerelin.campaign.SectorManager");
Method method;
try
{
method = def.getMethod("getCorvusMode");
Object result = method.invoke(def);
if((boolean)result == true)
{
new HiigaraGen().generate(Global.getSector());
}
}
catch (NoSuchMethodException | SecurityException | IllegalAccessException | IllegalArgumentException |
InvocationTargetException ex) {
// check failed, do nothing
}
}
catch (ClassNotFoundException ex)
{
new HiigaraGen().generate(Global.getSector());
}
}
@Override
public void onNewGame()
{
initHiigaranDescendants();
}
Now the game will crash on load instead of crashing on New Game. My IDE says the code is ok, but starsector says its not ???
Fixed it.What did you do? ???
Fixed it.What did you do? ???
Can you update support for Hiigarans, Kadur and Bushi ? Or how can i include them in my mod without having to modify nexerelin files manually?To my knowledge, this should be sufficient:
176907 [Thread-5] INFO data.scripts.ExerelinModPlugin - New game after economy load; true
176907 [Thread-5] INFO exerelin.world.ExerelinSectorGen - Placing Omnifactory around Nambor, in the Exerelin Star System
177183 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinPatrolFleetManager.readResolve(ExerelinPatrolFleetManager.java:58)
at com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager.<init>(PatrolFleetManager.java:56)
at exerelin.world.ExerelinPatrolFleetManager.<init>(ExerelinPatrolFleetManager.java:38)
at exerelin.campaign.ExerelinCoreScript.assignPatrolSpawningScripts(ExerelinCoreScript.java:47)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:59)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.int.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.U.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is there a way to set map-generation to alter the average size of individual stations/planets?
I wanted a more inhabited system, so I increased the number of stations, but that ended up with a bunch of size 3 trash. I then increased the number of planets, but that ended up with almost half of them being gas planets.
I am getting the following error when generating a new sector using the hotfix .jar.Yea, noticed this a while back. Uploaded a new jar at the same location (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0), this should work.
Is there a way to set map-generation to alter the average size of individual stations/planets?Currently non-homeworld markets (which are always size 7) follow the following size rotation:
I wanted a more inhabited system, so I increased the number of stations, but that ended up with a bunch of size 3 trash. I then increased the number of planets, but that ended up with almost half of them being gas planets.
In my latest Nexerelin game ive eliminated the red Pirates faction completely yet they still show up in the factions list(still vengeful, heh).. Is this intended?The pirate entry intentionally lingers around, yes, although this isn't strictly needed.
v0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options
Here's a quick early release of v0.7.3 (https://bitbucket.org/Histidine/exerelin/get/Nexerelin_v0.7.3.zip) that may fix the alliance manager crash. Will do official release post later this week (possibly with a newer version number, if new bugs are reported).
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Codev0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options
Approlight's star system's ID has changed. It is named "Agustin" now, not "ApproLight" any more.Alright, I've changed the system name for next version. Question: has the planet entity ID (ApproLight01) also changed?
nope, it hasn't.Approlight's star system's ID has changed. It is named "Agustin" now, not "ApproLight" any more.Alright, I've changed the system name for next version. Question: has the planet entity ID (ApproLight01) also changed?
Is there any way to pan the System map? Corvus mode in nexelerin is spawning systems off the map..just wondering if im missing a slider somewhere or what?:)The one you get when you hit Tab? Right click and drag. The one in the Intel screen? No.
v0.7.4
* Add conquest missions
* Factions will pay you to conquer markets belonging to their enemies
* Capture by an invasion fleet (even a randomly generated one) counts for success
* Add selectable starting fleets
* Available options: solo frigate, small combat fleet, small trade fleet, large combat fleet, large trade fleet
* Only used by the SS+ integrated factions, Spire, Infected and Looters at present
* Not all factions have all options
* Rename normal/fast/extra fast starts to Ensign, Lieutenant, Commander
* Lieutenant start also adds one officer and Commander adds two
* Followers can auto-join alliances again
* Joining a new faction makes followers leave their alliance, unless the joined faction is also in the alliance
* Add Bushi, Kadur/Qamar support
* Update ApproLight support
* Vanilla's easy mode can be enabled at start (simultaneously with Starfarer mode, if so desired)
* Limited faction respawns (untested); can be set in config
* Custom ping effects for Follow Me ability
* Fix own faction start not spawning homeworld after a previous free start in the same session
* Fix alliance manager breaking on invalid faction configs
v0.7.3
* Implement resource depletion/regeneration for mining
* Gas giants yield considerably less resources when mined
* New mining variants for NGO
* Patrol interval less affected by recent losses
* Don't spawn patrols from a market the player is currently invading
* Add a new vanilla background
* Add Kadur Theocracy and Qamar Insurgency to faction-specific diplomacy events
* NPE safety for alliance manager
* Fix Omnifactory not being in home system for mod factions in Corvus mode
* Fix back button in faction directory coming before some faction options
Wouldn't it be simpler just to make Player a mod faction like brdy, scy, templar etc? Except when planets generate make it maybe just generate one market for the player. Then it would interact with other factions the same way nexerelin does with other factions. Then when players want to customize thier factions they can just do that themselves. I'm not a proficient coder yet but it seems this would be a simpler idea.That's basically how the followers faction works already, only it's integrated and has a couple of caveats:
- Player defaults to followers faction when not part of another faction
- Followers faction can have planets of its own even if you yourself join another faction, and they'll continue to obey you and fight your enemies
(I originally tried making player faction the same one code-wise as the one the fleet you control belongs to, but this had UI issues)Hmm, is it possible for a game mode to be introduced, where all factions have one market and they have to scramble to take an uninhabited planet/station to expand their markets?Yeah, original Exerelin had this and I'd like to implement it eventually. Need to work out proper handling for trade + expansion during the initial phase though.
Like, 1 market and up to as many uninhabited planets/stations as plausible?
It'd play like normal Nexerelin in the end, due to each faction having their own markets, but...I dunno, is it like that already? (due to me having extra fast start all the time, I wouldn't e sure if it was like that.)SpoilerSome challenges:
- The economy needs to not break at any point (this likely means the "abandoned" markets still need to participate in trade with others and such)
- Need a sensible mechanic for the factions to expand (I could reuse the existing invasion code, but doing this cleanly and without screwy behaviours would take time)
[close]Just finished a game and the end screen made me laugh.Collaborating with Templars? Oh you evil person.Spoiler(http://i.imgur.com/F4JNkjG.jpg?1)[close]
I destroyed all the factions except the Templar, that they were in Cooperative with me and never disliked me when I traded with others or randomly dislike me. In the end I took 4/5 of the galaxy and the rest were captured by Templar. When I saw Diplomatic Victory, made me laugh for a way. Definitely I used hard diplomacy.. XD
Afar from that I want to point out that I repatriated any prisoner I got with factions, helping myself to boost relationships a lot. I do not know why it shows 0. Also considering I ended with 48 markets, I feel I captured more than just 22. But it might be just me, but I know after a point I started just flying around getting boss bounties and capturing any market I could.
:D
For the issues: It only counts markets you personally captured (i.e. spawned invasion fleets don't count). The prisoner thing is an odd bug, I'll keep an eye out for it.
I just played a game with v0.7.2 and there was a 600 strength market that could not be capped by AI invasion fleets as they were going out at strength 280 ish, even with 3 factions assaulting and every fleet getting through. Is there a way to reduce the defence strength with successive attacks over a short time period so say 3 attacks from 1 faction all getting through would Cap any station?The strength rating in the invasion fleet event actually refers to fleet size, not the marine count (although a bigger fleet does help with invading). The invasion fleet always brings as many marines as it thinks it needs to capture the target.
Also you now have Kadur support, but Kadur is out of date? Where are you getting a working version of the mod from?DefiasOne has an (at least partly) updated version here (http://fractalsoftworks.com/forum/index.php?topic=10555.msg179364#msg179364) (bottom of the post)
Also I played this mod once back when it was still Excerelin and decided to give it a pass but now having another go with it has shown me it's trhe one mod I can't do without.Thanks ;D
Dunno if it's SS+ or Nexerelin, but is there a place where I can make faction fleets bigger? I miss the larger fleets in vanilla, but prefer the more control-able random maps.Nexerelin doesn't touch the size of vanilla fleets. (But if you want bigger invasion/strike/response fleets, you can amp up the config variable that adds fleet points based on the player's level)
Dunno if it's SS+ or Nexerelin, but is there a place where I can make faction fleets bigger? I miss the larger fleets in vanilla, but prefer the more control-able random maps.
"baseInvasionPointsPerFaction": 50,
"invasionPointsPerPlayerLevel": 50,
"invasionPointEconomyMult": 1.2,
or a i being a dunce, and need to wait for this mod to be updated if i haven't already had an ongoing game?This. So far, the only mod I've seen updated to 0.7.2a is Shaderlib.
or a i being a dunce, and need to wait for this mod to be updated if i haven't already had an ongoing game?This. So far, the only mod I've seen updated to 0.7.2a is Shaderlib.
Here is what I'm trying to understand before I start a new playthrough:
- What is the difference between "free start" and "player faction"?
FWIW I would suggest adding a tooltip that explains what OmniFactory is when setting up a new game.
The officer starts don't actually give you officers (0.7.2a RC3, Nexerelin 0.7.4 hotfix).
v0.7.4b
* Starsector 0.7.2 compatibility
* Support for SS+'s Starlight Cabal
* Tooltips for Omnifactory, Prism Freeport, free start starting options
* Update Diable starting trade fleet (large)
* Update Infected starting fleets for shortened ship names in upcoming Flu-X version
* Lower effect of agent relations raising a bit (previously +10-15, now +9-14)
* Mining configs for three II planet types (and one vanilla one)
* Tag some event reports as important
* Externalize event names
* Fix missing starting officers
* Fix Bushi, Kadur, Qamar, Artefact starting options
* Fix solo Neutrino starting ship
* Fix solo starting ship options not using SS+ setting if available
* Fix larger starting fleets getting way too many supplies/fuel/crew
* Fix interaction image handling for Shanghai in non-Corvus mode
I used the Nexerelin Core patch for it, but it doesn't work for itNexerelin/jars, replace the existing ExerelinCore.jar
(Like, where do you put the files precisely?)
So I fiddled around with some of the files on this mod (it's a great mod of course), and I failed to include the ships I wanted in my player faction. After I checked Histidine's post on the matter (http://fractalsoftworks.com/forum/index.php?topic=9175.msg158626#msg158626) I still didn't figure it out.SS+ has it's own ship selection mechanism, which I suspect is your problem. I don't know of any way to get the control you want from the config files, though Dark.Revenant might.
Getting to my questions here: If including a dominator support variant is "dominator_Support":7, then why does "vulture_Storm":10, not work? I know a mod adds the Vulture to SS, but do I need to do something else to include that ship in my player faction file?
On a related note, my followers don't always seem to stay true to my faction file either. I excluded all ships besides middle-epoch Domain style ones, which allowed the game to load, yet my faction kept using ships besides the specified ones. Does something else in Nexelerin control this?
For the specific save I've tried the most to work around; I've got a character with a Tri-Tachyon commission. I want to backstab Tri-Tachyon and steal all their planets since I've gotten all of their ships and weapons to the Omnifactory. I have one big problem. When I invade one of their planets I get an infinite loop of "Your commission with Tri-Tachyon is annulled!" Eight to ten notices posting every second for as long as I cared to try and play on. In about 15 minutes of time accelerated play the repeated notices showed no sign of stopping. This happens regardless of if I invade them with or without leaving the faction first. All other faction relationships seem to default appropriately, however.
oopsWorked like a charm. Thank you for your excellent support response on top of an already excellent mod.
Here, use this fixed .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (place in Nexerelin/jars). I'll publish a fix later.
My wishlist
...
Revamped capture system
Quick question about the random generation: is it possible to change the max planets and stations in the configuration?You can add your own starting planets/stations options or modify the existing ones to get enough planets/stations. (Nexerelin/data/campaign/rules.csv, lines 33-59)
I'm trying to play a game in a single system that would be big enough to host all factions (vanilla only) with a few planets or stations per faction. Currently 12 planets and 6 stations maximum sometimes leads to very few markets per faction and usually one or two factions disappear from the game quite quickly.
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)QuoteMy wishlist
...
Revamped capture system
Random suggestion about this: would it be possible to transform the invading action into a standard battle against the response fleet but with some custom strategic points on the map that would boost the strength of the marines (attacking or defending) depending of who is controlling them? It would make the process less random, more player skill-based, and the player would no longer be able to win by just showing up with 2000+ marines, they would actually have to "win" the invasion with their fleet.
Just checked the faction directory and noticed that Blackrock wasn't listed, is this a thing because I'm allied with them or what?Works for me. If it's not just because Blackrock is dead (or someone broke rules.csv), put up a save and I can take a look at it.
That's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)
New idea for Nexerelin: ability to colonize a planet.
How would colonization work anyway? Just a timer that the player would have to wait until the planet becomes like the other planets habitable? Maybe having a faction that is "savage" and the player would have to battle a couple of battles, from easier to harder to remove them? Really large amount of money? Would the AI be able to colonize too? Would it be a station created or actually terraforming? >.> Would we be able to colonize suns? (I laughed so hard when this bug happened in one of my games)Quick idea draft I wrote up (https://bitbucket.org/Histidine/exerelin/wiki/4XDesign#Colonization). To answer some questions
So far as I can tell, messing with ingame objectives and such would require editing the BattleCreationPlugin. To avoid conflicts with SS+, this means one of two thingsThat's an idea. Though perhaps not entirely feasible (I imagine it can be done, but it's a lot of work and among other things I'd likely have to write off SS+ compatibility)
Please: elaborate on the "writing off SS+ compatibility" part
That's a shame. If SS had a mod organizing tool that could handle conflicts like this one that would be great.
So far as I can tell, messing with ingame objectives and such would require editing the BattleCreationPlugin. To avoid conflicts with SS+, this means one of two things
- DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
- I include the SS+ plugin in Nexerelin, modified appropriately (...could actually be done, but would likely be a maintenance headache or worse)
That's a shame. If SS had a mod organizing tool that could handle conflicts like this one that would be great.That's not the issue here: Both mods override the same file. Whatever the loading order would be, only the last override loaded would be running.
I know very little about java and SS/SS+/Nexerelin program's structure but wouldn't it be possible to have one of the mod's BattleCreationPlugin (ss+? nex? i think it's ss+ since it is also the one that is "allowed" to mess with hullmods due to "gentleman's modding rules"*) include a line that says something along the lines of:If only that would be that simple...
"IF [mod that add stuff to capture points] is installed THEN load [bunch of stuff that allows the capture points to be added] ELSE keep going as if nothing happened"
And have the capture point thingamajig be a separate file (a plugin for a plugin)?
DR includes Nexerelin handling in the SS+ plugin (not gonna happen)
That's not the issue here: Both mods override the same file. Whatever the loading order would be, only the last override loaded would be running.I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?
I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?Short answer: not possible in any real-world context.
I mean more in the sense that the tool would merge the edits made in both mods. But would that even be possible?Short answer: not possible in any real-world context.
The reason I couldn't implement it in SS+ is because I'd need to implement not just that little part of Nexerelin, but basically include half of Nexerelin inside my own mod. It's better to have an API hook I can call from my version to send the code path to Nexerelin's.
Depending on market size, 0-4 space objectives are seeded around the map; capture them to boost our side
Okay, logically speaking... why doesn't the invader win the space battle and then worry about boots on the ground?
v0.7.4c
* Replace Knight in Blackrock large military fleet start with Stenos
* Allow minPlanets/minStations to exceed max
* Fix commissions not being removed properly on low reputation
* Fix Ascalon not being invadable
* Fix Lieutenant start having wrong level in SS+
* Fix Neutrino being marked as incompatible with Corvus mode
* Update Tiandong dual interaction image handling
Quick question, I noticed that with the recent changes to the intel screen in 7.2a, a large number of events, mostly the political ones, are no longer visible in the Intel screen. Any word on when that might be fixed in Nex?Just the Important tab, or all of the Intel screen? (If it's the former, just click the All tab. If the latter, cannot reproduce.)
What faction mods work with this?
The following mods are supported (later versions of any of these should work as well):*Does not support Corvus mode
- AI War v0.3c (http://fractalsoftworks.com/forum/index.php?topic=9427.0)
- Approlight v0.3.6a (http://fractalsoftworks.com/forum/index.php?topic=9688.0)
- Blackrock Drive Yards v0.8.1 (http://fractalsoftworks.com/forum/index.php?topic=4018.0)
- Citadel v0.8.3 dev (http://fractalsoftworks.com/forum/index.php?topic=6442.0)
- Diable Avionics v1.2 (http://fractalsoftworks.com/forum/index.php?topic=10046.0)
- Flu-X v0.56 (http://fractalsoftworks.com/forum/index.php?topic=8902.0)*
- Interstellar Imperium v1.9.2 (http://fractalsoftworks.com/forum/index.php?topic=8007.0)
- Junk Pirates v2.4.5 (http://fractalsoftworks.com/forum/index.php?topic=161.0)
- Knights Templar v0.9.5d (http://fractalsoftworks.com/forum/index.php?topic=8095.0)
- Mayorate v0.9.1 (http://fractalsoftworks.com/forum/index.php?topic=7372.0)
- Metelson Industries v0.7 (http://fractalsoftworks.com/forum/index.php?topic=8100.0)
- Neutrino Corp. v1.82 (http://fractalsoftworks.com/forum/index.php?topic=2345.0)
- New Galactic Order v0.99 (http://fractalsoftworks.com/forum/index.php?topic=9402.0)
- Pegasus Belt Council v1.3 (http://fractalsoftworks.com/forum/index.php?topic=9666.0)
- P9 Colony Group 0.4.5 (http://fractalsoftworks.com/forum/index.php?topic=7430.0)*
- Scy Nation v0.98 (http://fractalsoftworks.com/forum/index.php?topic=8010.0)
- Shadowyards v0.6 (http://fractalsoftworks.com/forum/index.php?topic=3491.0)
- Tiandong Heavy Industries v1.0.6 (http://fractalsoftworks.com/forum/index.php?topic=9583.0)
Remember that only Starsector Plus integrated factions will fully benefit from SS+ features!
The following mods are not supported:Any mod that doesn't support Starsector 0.7a won't work!
Found a bug you might want to know about since it isn't in the known bugs section. Basically I attacked a pirate planet for my own faction and my marines failed me. I was then able to get to the planet's opening screen (the one that asks you if you want to trade, refit ships, look at mission postings, ect.) by choosing the option "cancel" and then "back" even though the planet will not let me trade with them due to fighting nearby/being an enemy. Attempting to trade then resulted in whats on the image and I had to close the game since it did not give me any options after "you decide to" and there was no way to exit.Fixed in next version. The description helped me narrow it down, thanks :)
I somehow managed to become hostile with my own faction ("the followers"). I'm not sure at what point did it happen though, I only noticed it by accident when my smuggling activity caused the relations to drop even further and they became inhospitable to me. Is there any log of relationship change against player somewhere? And it seems "the followers" aren't present in the "Factions" tab at all so I can't even see their relationship with me and other factions.Well, that sort of thing happens when you betray allies. But I made it not happen with the followers faction; you can use this fixed .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (also increases rewards from conquest missions) if you don't want to wait for next Nexerelin update before backstabbing your friends. (Drop in Nexerelin/jars, overwriting the existing file)
Can't do much about the already-captured planet locking you out, unfortunately. You can use Console Commands to remove the tag if you know how, but I'm too lazy to look the exact code up right now...
As I understand, "the followers" are supposed to be your personal faction, with you as the leader, but at the same time there is a hidden relationship meter with them, too (which can drop and improve as with other factions). Is there a way to see it without flipping showInIntelTab?Well, you can check the relationship band (when it's positive) by going to the military base submarket and seeing if anything is unbuyable at least.
Also, is there a way to form and disband pacts manually?At present, no (barring the CreateAlliance and LeaveAlliance console commands). This may be implemented in the future, but when I can't say.
I searched but couldn't find an answer - is it possible to increase market size at some planet/station, and if yes, how? I guess the station perks like industrial complex/supply workshop/recycling plant are predetermined and can't be built by the player? Likewise with the population...There's indeed no player control over markets at present; this will probably have to wait for Starsector's industry update (generally expected to be the next major one, coming at the end of the year). I could put my own implementation in Nexerelin before then, but given the UI issues involved this is unlikely.
If it has its transponder off it's likely not a patrol. Also, the followers by default don't care if you dock with your transponder off, even if a patrol is chasing you at that very moment (just tested this, though not with a recently captured planet). Did you change anything else in the config?Can't do much about the already-captured planet locking you out, unfortunately. You can use Console Commands to remove the tag if you know how, but I'm too lazy to look the exact code up right now...
I just encountered another case of my planet locking me out. This time I approached it with the transponder off. There was a huge hostile invasion fleet orbiting it, and a tiny fleet with its transponder off circling the planet and the invasion fleet. I docked but couldn't do anything because "at least one followers patrol was tracking my movement". It appears that that tiny fleet was my faction patrol, but I couldn't even catch it to allow it to do its scan.
Even if I turn my transponder on, my stupid faction wouldn't allow me, its leader, to do anything on his own planet because of some tiny patrol (which, by the way, is happily flying around with its transponder off!). Frustrating to no end!
I understand all this stems from the fact that "the followers" are hacked to be "your" faction but in reality it's just a common faction with all its traits - it could become suspicious of you, it could even become hostile as evidenced by the hidden relationship meter.
If it has its transponder off it's likely not a patrol. Also, the followers by default don't care if you dock with your transponder off, even if a patrol is chasing you at that very moment (just tested this, though not with a recently captured planet). Did you change anything else in the config?
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Factions are: Hegemony, Tri-Tachyon
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.1919192
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Trying event: Prisoner Exchange
1458720 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1458726 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1459167 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1459167 [Thread-10] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1459187 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:268)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:298)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:311)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:397)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:427)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:607)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Just encountered this bug:This is caused by an out-of-date Nexerelin version, try updating.Code1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Starting diplomacy event creation
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Factions are: Hegemony, Tri-Tachyon
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Dominance factor: 0.1919192
1458720 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Trying event: Prisoner Exchange
1458720 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1458726 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1459167 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1459167 [Thread-10] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1459187 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.getCommissionFaction()Ljava/lang/String;
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:268)
at exerelin.campaign.DiplomacyManager.adjustRelations(DiplomacyManager.java:298)
at exerelin.campaign.DiplomacyManager.doDiplomacyEvent(DiplomacyManager.java:311)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:397)
at exerelin.campaign.DiplomacyManager.createDiplomacyEvent(DiplomacyManager.java:427)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:607)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Well, I suspect there is a bug related to smuggling at our own planets/stations. I just visited my own planet and bought some small things off its official market (I never trade at the black markets at my systems). Upon leaving I was hit with a reputation drop due to smuggling, see screenshot. I *was* smuggling there before the planet capture, but it was probably several months ago - can't find it in the event log for a cycle for some reason, though my leaving Diable faction *is* there. My suspicion level at that system is currently medium.I don't know how long smuggling suspicion sticks around normally, but it isn't reset on market capture. I'll see if I can make it do so.
Thanks for all your work on the mod, it's excellent despite these quirks!I've had this happen multiple times. I think it's triggered by conquering a planet preparing a kill fleet, which means this only shows up when the enemy faction is vengeful. I usually ignore it, absolutely nothing happens.
I'm probably getting on your nerves already, but here's another bug probably related to some internal planet data not being reset after the planet capture.
I just captured a planet from the Sindrian Dictate. 2 days after the capture, the planet launched an executor fleet targeted at me. Despite being named "followers executors", the message in the log carries the Sindian Dictate flag, see the screenshot. I returned to the planet and lingered near it for a few days but didn't see any fleet.
Well, it seems that *any* trade I do with the followers is considered smuggling. I just completed a mission involving harvested organs netting 1.1 million at Sagan. I got 185k experience and also -3 rep hit with the followers, see the screenshot.Clearly you've somehow managed to start a civil war. ;D
*edit* Looks like there is something deeply wrong with the followers faction in my game. I saw a followers mercantile convoy running from the followers detachment (assault). And another followers fleet (patrol) "maintaining contact" with the same mercantile convoy. They converged near the followers planet, then circled near each other but didn't fight. The mercantile convoy descended to the planet and the patrol started to pursue the followers mining fleet that was hanging out nearby. The fleet fled to the planet as well. The patrol then switched to pursuing the first followers detachment (assault) which was standing down from patrol duty. The patrol still circled it when I left the scene after a day or two.
Have they gone rogue on me? :)
runcode Global.getSector().getFaction("player_npc").setRelationship("player_npc", 1)
149792 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
150035 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.createPirateFleet(MarketProcurementMissionEvent.java:215)
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.advance(MarketProcurementMissionEvent.java:172)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I can't really test if it works at the moment since I'm now crashing consistently a few seconds after my last save. Could it be because I eliminated the Pirate faction?It looks like it crashes because the pirate markets are gone, yeah. You can use setmarketowner <some random small market> pirates in the console to give the pirates a market, and not take procurement missions in the future. I'll poke Alex about this, or else just fix it locally.Code149792 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
150035 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.createPirateFleet(MarketProcurementMissionEvent.java:215)
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.advance(MarketProcurementMissionEvent.java:172)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
How does Nexerelin handle the tech level of player-owned markets if they haven't accepted a commission from or joined another faction? What ships are you going to find for sale?The followers faction currently doesn't have any special handling for ship availability based on player relationships. It uses the lists in player_npc.faction (copypasted from independents... and never updated for 0.7.2a, now that I think about it) if SS+ is off, or a set from allowed SS+-supported factions if SS+ is on (look in Starsector Plus/nexerelin_options.json). Though I think ships of trading partners can appear in markets as well (at least I think this is a vanilla feature).
It looks like it crashes because the pirate markets are gone, yeah. You can use setmarketowner <some random small market> pirates in the console to give the pirates a market, and not take procurement missions in the future. I'll poke Alex about this, or else just fix it locally.
Will eliminating some other faction cause this?No
Can someone confirm whether you can buy battleships (of any kind) at player owned markets? Does it need to be a market that's tagged as "Military"?Battleships won't appear in open markets (I figure this is obvious), although superfreighters will. It's also exceedingly unlikely (though presumably not impossible) that they'll appear in black markets. There should always be one in a military market in non-SS+ if the population is high enough.
Managed to find the followers diplomacy option hidden away somewhere and turn it off, so hopefully that will affect my current game.May be too late now, but it'd be easier to just use leavealliance player_npc in console.
EDIT: It doesn't. Going to have to revert to an earlier savegame from before I founded the followers faction.
Is this intended that in Corvus mode Starlight Cabal starts at 0 relations with every faction?No... well. Will be fixed in next version.
May be too late now, but it'd be easier to just use leavealliance player_npc in console.
v0.7.4d
* Prism Freeport updates/improvements
* Cycle only half the stock on market refresh, instead of all
* Add ship and weapon blacklists
* Tariff goes down as relationship with independents goes up
* High-end seller becomes inaccessible if relationship is neutral or worse
* No longer sells Templar weapons (again)
* Nexerelin doesn't spawn its own Prism Freeport if SCY does (i.e. in Corvus mode)
* Update SS+ compatibility
* Update followers faction ship list (non-SS+) to 0.7.2a
* Conquest mission: Reward increased (base 2^size -> 3^size); add mult to config
* Move exerelin_config.json to root folder
* Add config option to keep followers from auto-joining alliances (untested)
* Non-Corvus mode uses a smaller version of the vanilla lobster pens condition (fixes super cheap luxury goods)
* Fix bugs from setting factions at start to anything other than "all", including salaries not being paid
* Fix turning hostile to player_npc when betraying an ally
* Fix interaction dialog getting stuck from exception after failed invasion
* Fix Starlight Cabal not being hostile to anyone in Corvus mode
540170 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
540175 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
540671 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
540678 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
541164 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
541178 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
541662 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
541663 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
542165 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
542181 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
542663 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
542667 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
543166 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
543168 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
543668 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
543676 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
544167 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
544171 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
544675 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
544717 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
545167 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
545175 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
545668 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
545682 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
546167 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
546176 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
546669 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
546677 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
547169 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
547180 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
547671 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
547681 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
548175 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
548183 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
548673 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
548682 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
549184 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
549201 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
549669 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
549683 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
550171 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
550185 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
550669 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
550671 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
551174 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
551189 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
551680 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
551689 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
552184 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
552193 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
552686 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
552692 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
553171 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
553176 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
553674 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
553678 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
554179 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
554182 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
554682 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
554696 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
555173 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
555180 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
555679 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
555682 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
556183 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
556197 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
556688 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
556697 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
557194 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
557198 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
557677 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
557682 [Thread-4] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
557963 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Starting sector generation...
557963 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/planetNames.json]
557964 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Loading backgrounds
557964 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Resetting vars
557965 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [exerelin_config.json]
557966 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
557968 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
557968 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
557969 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
557969 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
557970 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
557970 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
557971 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
557972 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
557972 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
557973 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction approlight
557973 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
557973 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction bushi
557973 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/cabal.json]
557974 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/citadeldefenders.json]
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction crystanite
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction diableavionics
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction exigency
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction exipirated
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction firestorm_federation
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction hiigaran_descendants
557974 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction infected
557974 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
557975 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/junk_pirates.json]
557976 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction kadur_theocracy
557976 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction insurgency
557976 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction Lte
557976 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/mayorate.json]
557976 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction metelson
557977 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction new_galactic_order
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction nil
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction noir
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction oculus
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction ori
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction pn_colony
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction PTech
557977 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction rori
557977 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pack.json]
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction patnavy
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction pbc
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction scion
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction SCY
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction shadow_industry
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction spire
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction darkspire
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction sun_ice
557978 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction sun_ici
557978 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/syndicate_asp.json]
557979 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
557979 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tiandong.json]
557980 [Thread-4] INFO exerelin.campaign.ExerelinSetupData - Couldn't find faction valkyrian
557984 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/marketConfig.json]
558279 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
558284 [Thread-4] INFO exerelin.campaign.PlayerFactionStore - Stored player faction ID as player_npc
558284 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Adding scripts and plugins
558302 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/diplomacyConfig.json]
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Official Aid
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Philanthropy
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Cultural Boom
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Cooperation Deal
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Major Cooperation Deal
558303 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Celebrity Wedding
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Helped Foil Terror Plot
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Criminal Extradited
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Prisoner Exchange
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Antiwar Protests
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Star-crossed Lovers
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Diplomatic Blunder
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Failed Deal
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Celebrity Wedding Jilted
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Political Funding Uncovered
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Xenophobia
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Criminal Extradition Refused
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Spy Ring Uncovered
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Sabotage Uncovered
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Supporting Rebels
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Diplomat Crime Ring
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Privateering
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Shots Fired
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Ceasefire
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Peace Treaty
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Expansion
558304 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Minority Persecuted
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Religious Majority Persecutes
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Priest Scandal
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Condemn Treatment of Dissidents
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Anti-Corporation Movement
558305 [Thread-4] INFO exerelin.campaign.DiplomacyManager - Adding diplomacy event Technology Stolen
558310 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/agentConfig.json]
558313 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/allianceNames.json]
558314 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Finished sector generation
559575 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.StarSystemAPI.initStar(Ljava/lang/String;Ljava/lang/String;F)Lcom/fs/starfarer/api/campaign/PlanetAPI;
at data.scripts.world.citadel.Citadel.generate(Citadel.java:40)
at data.scripts.world.citadel.DefendersGen.generate(DefendersGen.java:17)
at data.scripts.CITModPlugin.initCIT(CITModPlugin.java:22)
at data.scripts.CITModPlugin.onNewGame(CITModPlugin.java:63)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Yeah that seems to have done the job. Ill just have to go without Citadel for now.
I'll miss the Mako but I'll live.
Thanks.
Is it intended that your own faction can stop you for a smuggling scan? Or is there an option somewhere to turn that off?
Is it intended that your own faction can stop you for a smuggling scan? Or is there an option somewhere to turn that off?Not at present. You can circumvent it with "freeMarket":true in Nexerelin/data/config/exerelinFactionConfig/player_npc.json, but this has some side effects and won't work in Corvus mode.
Could you... not disable Prism in Corvus mode? The SCY version is extremely not-good. I hadn't even realised it existed until you pointed it out in the patch notes =_=Both are exactly the same. As in, they have the exact same code now.
v0.7.4e
* Use SS+'s doctrine hax for patrol, invasion, strike, defense and response fleets if SS+ is present (big fleets prefer big ships over small ones)
* ICE exiles can't launch or be targeted by invasions
* Reset smuggling suspicion on market capture
* Followers patrols will chase player for smuggling suspicion, but won't actually perform the scan
* Battles from refusing to submit to a smuggling suspicion scan won't cause warmonger event
* All invasion fleet events are tagged as important
* Add Blackrock's obsidianBG (2).jpg background (was deleted from BRDY; fixes crash on entering system)
* Failsafe for DiplomacyManager crash if a battle has no winner and/or no loser
* Fix boss ships not being consistently cleaned up and piling up in store
* Fix prismUseIBBProgressForBossShips config setting
* Fix followers auto-forming alliances when told not to
* When adding Nexerelin to an existing game, replace other CoreScripts with Nexerelin's own
How do you all use Nexerelin?I play with fairly standard settings, but mixing and matching the faction set for variety. Either Corvus mode or a procedural Sector with 6-10 populated systems, usually with Starfarer mode on. Prism Freeport is pretty much always on, Omnifactory always off.
Omnifactory always off.
where find this starsector hax doctrine for ss+ ?It's built-in, the player doesn't do anything. If you want to see the code: here (https://bitbucket.org/Histidine/exerelin/src/2cbcca1924df1d0a220b18df38c80fc349a117a2/jars/sources/ExerelinCore/exerelin/utilities/ExerelinUtilsFleet.java?fileviewer=file-view-default#ExerelinUtilsFleet.java-95)
Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.No way. Though you can control which factions' stuff the followers get with Starsector Plus/nexerelinOptions.json.
Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.
Is there any way to directly set player-faction fleet compositions with SS+ installed? It just seems to completely override anything in player_npc.faction with its randomized variants.[...]
Go into ss+/data/factions, open up the factions.csv file and comment out/delete the player_npc entry. That'll limit the ships to whatever you've specified in Nexerelin's player_npc.faction file.
[...]
Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.
"startShipsSolo":["exo_shinyo_a"],
"startShipsSoloSSP":["exo_shinyo_a"],
"startShipsCombatSmall":["exo_jukai_a", "exo_kaiten_a", "exo_shinyo_a"],
"startShipsTradeSmall":["exo_ubasute_a", "exo_dozaemon_a", "exo_dozaemon_a"],
"startShipsCombatLarge":["exo_aokigahara_a", "exo_fukuryu_s", "exo_kairyu_s"],
"startShipsTradeLarge":["exo_yamikin_m", "exo_ubasute_a", "exo_ubasute_a"],
citadeldefenderscolossescrystaniteIf that's what the text actually looks like you broke your .csv somehow (did it eat all the line breaks?)
Other question: I have a other mod, who have the faction compatible with Nexerelin, but when i do choice a startship, he go directly with the first ship... i cannot choice startship.Seems I forgot to change the rules.csv entry in Nexerelin. You can fix it by looking for
NGCSetPlayerFaction "noir"
NGCAddShipAndComplement "Noir_Fantome_Fantoma"
AddText "Added Fantome-class frigate" textFriendColor
FireBest ExerelinNGCStep4
NGCSetPlayerFaction "noir"
FireBest ExerelinNGCStep3
citadeldefenderscolossescrystaniteIf that's what the text actually looks like you broke your .csv somehow (did it eat all the line breaks?)
Anyway, non-playable factions don't get markets (except for independents, who are hardcoded). Maybe I'll add a config option for this, but no promises.
Ok, but if i want see ship (in merc fleet or pirate fleet) of this non-playable faction, i need add a other option except put false in playable or not?Without SS+: add the ships to the .faction ship role lists; Hiigarans does this for its pirate ships
I can suggest you for add a option "maxStartPlanet":3 #Integer , optional ? Or a other thing(a percentage, maybe) for limit number of planets... because Looters who is a small pirate faction, have more planets than pirates or vanilla faction... (this is not logic for me). After, i see that only if i play with very low many mods, so maybe useless.I might see about adding a config for this. (I'll need to work out a revision to the code that assigns a faction to each market first)
Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.You can indeed alter the base supply price in starsector-core/data/campaign/commodities.csv. But if prices are that high, you may have a hard time finding enough stock in markets. (In this case, increasing the figure in the "utility" column might help the markets drain fewer supplies, in theory)
Hey, quick question. I know this has probably been answered somewhere, (I can't find it, this is a long thread) But is there any way to edit the base price of supplies or something? I've tried starting a new game like 3 times now with different options hoping to get some stable markets and haven't gotten one yet where supplies don't end up costing 400-500+ before tariffs after a couple of months. Idk how to fix/affect the economy in-game apart from selling a lot of one thing drops the price.You can indeed alter the base supply price in starsector-core/data/campaign/commodities.csv. But if prices are that high, you may have a hard time finding enough stock in markets. (In this case, increasing the figure in the "utility" column might help the markets drain fewer supplies, in theory)
209807 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(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.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomShips(FleetFactoryV2.java:583)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:101)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(EconomyFleetManager.java:747)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(EconomyFleetManager.java:515)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.
From what I have read on 4chan, it seems that SS+ is required to use NGO. Most likely because he uses a hull mod that is added in by SS+if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.
I don't have SS+ installed since it's going to be split up and stuff. Seems like I only get this error when trying to start with New Galactic Order.
From what I have read on 4chan, it seems that SS+ is required to use NGO. Most likely because he uses a hull mod that is added in by SS+if i remember correctly, "mobile_headquarter" is from Starsector plus. might be something borked with the SS+ install.
I don't have SS+ installed since it's going to be split up and stuff. Seems like I only get this error when trying to start with New Galactic Order.
By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?Use SS+
By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
Could you... not disable Prism in Corvus mode? The SCY version is extremely not-good. I hadn't even realised it existed until you pointed it out in the patch notes =_=
What is up with Barad A?
...
Also, what is even more damning to me is how I've conquered Barad B before Barad A, and all that got out of the former was a measly patrol consisting of two D-Lashers, two D-Wolves and a Brawler.
What is up with Barad A?
I keep noticing that whenever I'd start a new Corvus mode game and started hunting down pirates in the system, Barad A would eventually start pumping out giant patrol fleets at an ridiculously fast rate, resulting in the system getting overrun by the pirates before the starting Jangala bounty event ends proper.
Case in point, I've started one such game and immediaetly proceeded to capture both of the Barad's moons. Alongside with raking in obscene amounts of bounty cash, below are depictions of all the fleets that spawned from Barad A barely an ingame week from capture:Spoiler(http://i66.tinypic.com/2j5lwmg.png)
(http://i65.tinypic.com/2e5l475.png)
(http://i67.tinypic.com/23m54iu.png)
(http://i64.tinypic.com/2d8gjdy.png)
(http://i63.tinypic.com/abm5pu.png)[close]
Also, what is even more damning to me is how I've conquered Barad B before Barad A, and all that got out of the former was a measly patrol consisting of two D-Lashers, two D-Wolves and a Brawler.
Also, not depicted: The former has level 7 officers in its fleet, while the latter levels 14-17-ish in theirs.
How did you manage to conquer those markets so early in game, can you elaborate a bit more? I'm interested in trying it out myself.
v0.7.5
* Compatibility with DynaSector, Ship/Weapon Pack, Underworld
* Backward compatibility with SS+ 3.4.0 maintained, but any future releases of SS+ will likely have irregular behavior if the descendant mods are not also present
* II's Olympus-T and Olympus-X can be used on markets to inflict major stability damage and destroy commodity stockpiles
* This will cause relationship penalties with any factions not at war with the target
* Agents, saboteurs and prisoners cannot be used on Templars
* Own faction/free start starting frigate is Centurion instead of Monitor
* Hammer-class Torpedoes can be used for mining
* Cabal submarkets more common
* Invasions destroy some commodity stockpiles
* Military bases make more marines, fewer agents/saboteurs
* Reduce chance of markets picking military base as special condition
* Increase agent/saboteur decay (0.5 -> 0.8)
* Supply workshop makes fewer hand weapons
* Fix Prism Freeport selling some ships it shouldn't
* Fix start ship selection for Artefact (noir)
* Fix invasion fleet event icon in Intel screen list, tweak text
* Change faction elimination, respawn messages
You didn't delete the old folder. Reinstall the mod and it will work.
Will you be integrating any of the campaign changes from the now-defunct SS+?Probably not, it's outside the purview of Nexerelin. It would make more sense to release a new version of the slimmed-down SS+.
Should i assume that at a later date the MIRV version will become a "sabotage defense fleet" on steroids?It already works that way, just fire it in combat with the defense fleet.
after updating 4 mods at the same time, the game stopped functioning properly and crashes when i try start a game.Mobile Headquarters is a hullmod from SS+ that was removed in the new Ship/Weapons Pack. The only way I can see this crash occurring is playing New Galactic Order without SS+, as NGO references the hullmod.
- Save Transfer 1.9.1.7
- GraphicsLib 1.0.1.7
- Neutrino Corp 1.83-RC3.6
- Nexerelin_0.7.5
I identified that the crash came from Nexerelin by turning it off and restarting the game. But when i started the game without Nexerelin, the game started fine and lasted about 20 seconds, showing the same crash again.
Crash:
Fatal: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
Check starsector.log for more info.
I have no idea what to do.
after updating 4 mods at the same time, the game stopped functioning properly and crashes when i try start a game.
- Save Transfer 1.9.1.7
- GraphicsLib 1.0.1.7
- Neutrino Corp 1.83-RC3.6
- Nexerelin_0.7.5
I identified that the crash came from Nexerelin by turning it off and restarting the game. But when i started the game without Nexerelin, the game started fine and lasted about 20 seconds, showing the same crash again.
Crash:
Fatal: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
Check starsector.log for more info.
I have no idea what to do.
Mobile Headquarters is a hullmod from SS+ that was removed in the new Ship/Weapons Pack. The only way I can see this crash occurring is playing New Galactic Order without SS+, as NGO references the hullmod.
hey guys do you know how to disable alliances? making it free for all for factions?
hey guys do you know how to disable alliances? making it free for all for factions?
I think you'll either have to disable it through a file settings, or use the Console Commands and manually set all the factions relations with each other to neutral (tediously long, and it works by plus/minus so you'll have to keep track of how many points are present).
The question is, 'How do I name my faction?'See here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg158626#msg158626) for changing the followers ("your") faction
Also, 'If I started off in a faction, can I set up my own faction if I leave that faction itself?'The followers faction is considered yours (e.g. you conquer planets for it) any time you're not in another faction.
656270 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC_255,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Theocracy,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pbc,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ssp/backgrounds/ssp_arcade.png] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bushi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Common Radar,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC_255,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Theocracy,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mi,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pbc,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\shadow_ships,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\mayorate,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\TwigLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.?0000(Unknown Source)
at com.fs.graphics.TextureLoader.String(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.graphics.TextureLoader.super(Unknown Source)
at com.fs.starfarer.util.ReplaceableSprite.update(Unknown Source)
at com.fs.starfarer.campaign.BackgroundAndStars.renderBG(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.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Omnifactory always off.
You have the patient of a saint my man.
Loving the mod so far. Nexerelin + SS+ and of course all the faction mods (Blackrock, Scy, Shadowyards, Imperium, Knight's ***, Junk Pirates and Neutrino) is heaven. Or hell, depending on the perspective.
Here's a SS from my current fleet (not shown are 25 wings of assorted fighters and bombers)
(http://i.imgur.com/hqVaPNR.jpg)
I'm yet to tackle the Templar BB fleet.
Is it possible to buy top tier military ships/weapons from allied factions' military market?
I'm not quite seeing them as "alliance" if they aren't selling me any goods.
Is there a way to get allies to sell top-tier gear to you? thx.Use DynaSector, or see this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg186955#msg186955)
Also, it's odd claiming certain faction victorious than claiming entire alliance winning.
I am using SS+, mods i`m using are (SS+, Nexrelin, Shaderlib, lazylib, twiglib, the faction mods associated with SS+, and quality of life mods like target leading pip and simulator overhaul.)By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
v0.7.5b
* Better conquest mission availability
* Upon creation, place on all markets hostile to the target and suspicious or better to the issuer (not just the issuer's markets)
* Remove mission if issuer is no longer hostile to target
* Unlist from market if the market is no longer hostile to target, or becomes inhospitable or worse to the issuer
* Compatibility with future SS+ versions
* Note: Any SS+ version older than 3.4.0 is no longer supported! Even 3.4.0 loses some minor functionality
* Sabotage reserve fleet: effect on security level 0.25 -> 0.4
* Sector gen: remove mandatory asteroid belts; only 50% chance of Lagrange asteroids for gas giants
* Fix background image crash when using Ship/Weapon Pack
You're visiting their military markets, correct? (You still need to have good relations with them to access better equipment, alliance just waives the commission requirement)I am using SS+, mods i`m using are (SS+, Nexrelin, Shaderlib, lazylib, twiglib, the faction mods associated with SS+, and quality of life mods like target leading pip and simulator overhaul.)By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
Some fixes. May have erratic behaviour with SS+, please report bugs.Yes, I just didn`t know you needed a full formal alliance to be able to buy the equipment, in the alliance page it mentions alignment, is there a easy way to find the alignments exactly? thx.
Note! If you're still playing with Starsector Plus 3.4.0, it's probably better to skip this update and stick with Nexerelin 0.7.5 for a while.Nexerelin v0.7.5b
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5b.zip)
Patch (0.7.5 -> 0.7.5b) (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.7.5b_patch.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Codev0.7.5b
* Better conquest mission availability
* Upon creation, place on all markets hostile to the target and suspicious or better to the issuer (not just the issuer's markets)
* Remove mission if issuer is no longer hostile to target
* Unlist from market if the market is no longer hostile to target, or becomes inhospitable or worse to the issuer
* Compatibility with future SS+ versions
* Note: Any SS+ version older than 3.4.0 is no longer supported! Even 3.4.0 loses some minor functionality
* Fix background image crash when using Ship/Weapon PackYou're visiting their military markets, correct? (You still need to have good relations with them to access better equipment, alliance just waives the commission requirement)I am using SS+, mods i`m using are (SS+, Nexrelin, Shaderlib, lazylib, twiglib, the faction mods associated with SS+, and quality of life mods like target leading pip and simulator overhaul.)By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
v0.7.5c
* Fix sector generation crash
* 40% chance of system primary having a guaranteed asteroid belt (was 100%, then 0%)
* Fix possible SS+-related crash
Forming an alliance for a particular alignment requires +1 on one side and a non-negative value on the other side, or +0.5 on both sides.Is there a way I can add alignment? thx.
Joining an alliance just requires the new member to not have have a negative value for that alignment.
I didn't set alignments for Approlight because I wasn't sure what their lore is like. Originem can post appropriate alignment values and I'll put them in.
A quick bit of advice or help would be appreciated.Ummmm You DO know that those are vanilla SS factions right?
I'm having a bit of frustration removing the three of the built in factions for Nexerelin: The Luddic Church, Luddic Sect, and Sindrin. I've followed the FAQ and removed them from the bottom of the "Exerelin_config' text file (which was strangely in the main mod folder and not the config folder) to no success. I also copied a version over to the FAQ's file location, neither have an effect.
Starting a new game still has the three factions present in the "Intel" screen. I've also tried other approaches like removing any files I can find in the mod associated with the factions to try and error them out of the game.
At a loss now on how to find a solution so I'm hoping someone here has had a similar experience or answer to what I must be doing wrong?
Thank you either way for making an old pilot fulfill some dreams.
A quick bit of advice or help would be appreciated.
I'm having a bit of frustration removing the three of the built in factions for Nexerelin: The Luddic Church, Luddic Sect, and Sindrin. I've followed the FAQ and removed them from the bottom of the "Exerelin_config' text file (which was strangely in the main mod folder and not the config folder) to no success. I also copied a version over to the FAQ's file location, neither have an effect.
Starting a new game still has the three factions present in the "Intel" screen. I've also tried other approaches like removing any files I can find in the mod associated with the factions to try and error them out of the game.
At a loss now on how to find a solution so I'm hoping someone here has had a similar experience or answer to what I must be doing wrong?
Thank you either way for making an old pilot fulfill some dreams.
Turns out doing things that way is slightly bugged; the "don't show faction in intel tab if dead" behavior will skip over the faction if it's not specified in either the built-in or mod faction lists. So they won't spawn, but they'll still appear in the intel screen.
Instead of removing them from the builtInFactions list, edit the faction config and set playableFaction to false. I'll amend the OP instructions accordingly, thanks!
A question about the player faction, are there any guides or such on how to expand the portraits the people in it will use, and alter the ships that fleets will be composed of? I'd like to change them to be something similar to the Junk Pirates or such for a gimmick playthrough I plan on, using some of the ships and whatnot from mods, but I'm not sure how to go about safely doing that without causing issues.Portraits are defined in Nexerelin/data/world/factions/player_npc.json. (Portrait Pack doesn't affect them at present)
Will there gonna be new hyperspace maps or is it gonna be only one? the one currently available looks pretty cramped, especially with 24 stars.It's actually just the vanilla hyperspace map rotated 180º; the spots are picked from vanilla star locations + the ones listed in this post (http://fractalsoftworks.com/forum/index.php?topic=9760.msg169327#msg169327). I could draw a bunch of maps and have it randomly pick one, but that's too much work right now.
Is IBB working when using S/W Pack instead of SS+? Haven't seen a single posting yet, I've been playing for a few hours.I haven't tried a full game yet, but Nexerelin doesn't touch the IBB handling and I don't know of SWP caring if Nexerelin is running either.
Legacy IBB btw.
106135 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/planetNames.json]
106136 [Thread-4] ERROR exerelin.campaign.SectorManager - org.json.JSONException: Expected a ',' or ']' at 3394 [character 178 line 39]
270289 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/planetNames.json]
270289 [Thread-4] ERROR exerelin.campaign.SectorManager - org.json.JSONException: Expected a ',' or ']' at 3405 [character 40 line 34]
89249 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/planetNames.json]Interestingly enough, they all reference different offsets. Could this have something to do with the names not registering?
89249 [Thread-4] ERROR exerelin.world.ExerelinSectorGen - org.json.JSONException: Expected a ',' or ']' at 3397 [character 40 line 30]
Almost every single faction is putting up missions for one or two Templar Flux Cores, and nearly none for other goods. Is this a bug or just an anomaly of code due to the cores being so incredibly rare?Sort of an anomaly, yeah. (http://fractalsoftworks.com/forum/index.php?topic=10002.0) You can make it go away by opening Templars/data/campaign/commodities.csv and adding nonecon to the tags column.
So does anyone know how to increase fleet quantity?More strike/invasion fleets: Nexerelin/exerelin_config.json -> reduce pointsRequiredForInvasionFleet
Almost every single faction is putting up missions for one or two Templar Flux Cores, and nearly none for other goods. Is this a bug or just an anomaly of code due to the cores being so incredibly rare?
A simple suggestion - can we make Construction Rigs have moderate levels of mining power?
Could be possible to implement a system where either by using various operatives to network one's way in into a faction archives, or by attacking a fleet transporting tech, or simply conquering the planet and hoping they didn't manage to press the "delete" button (or just a random chance whenever you blow up a fleet) to obtain the blueprints for a faction's stuff?
Dynasector / Starsector both kind of already have this system in place for Nexerrelin, however the player has to do it themselves. I believe there's a text file somewhere in either of those mods you can edit that gives you faction whatever tech you want - the higher the number for that tech, the more 'weight' it has in your own faction, the more likely you're going to see that tech in your faction markets. So you can customize your faction to be, say, entirely Blackrock or entirely Diable, or perhaps you can do the whole 'every single time I conquer a market I add that amount of tech points from that faction to mine' thing.
The system you are proposing; I reckon it'd probably be a bit too difficult to engineer properly, especially when the player can kind of already do it manually kind of.
2402540 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ResponseFleetManager.generateResponseFleet(ResponseFleetManager.java:107)
at exerelin.world.ResponseFleetManager.requestResponseFleet(ResponseFleetManager.java:184)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:127)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Just got an error while entering hyperspace:Should be fixed for next version. Though it'd help if I knew which faction mods were installed; one or more of them might require special handling.Code2402540 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ResponseFleetManager.generateResponseFleet(ResponseFleetManager.java:107)
at exerelin.world.ResponseFleetManager.requestResponseFleet(ResponseFleetManager.java:184)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:127)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi there.
I was wondering, how could I edit the files to generate a larger sector?
More specifically, the amount of stars present.
Say... 36, or 48.
I'm really enjoying this mod's mechanics, but I can't help but feel that mining just isn't good enough to make up for the supply consumption. Are there ships/weapons I could use to help out with that?
Most helpfull thing that you can do - storage your battlefleet on some station while you going to mining.
Also, quick-help for mining can be found on first page
https://bitbucket.org/Histidine/exerelin/wiki/Mining
I presume that I would have to own the station myself, as opposed to a faction or faction that I have a commission with?
It's absolutely didn't matter so long that it's not your enemies. You just need to pay 5k to unlock storage on this planet/station.
Good afternoon, I was looking at this and I wanted to know how I can make it work for me. If I choose to start on a faction then leave and create my own. Can I take over stations and planets? Build relations with other alliances? What functions does it have at the moment? Thanks! The link on the front page to alliances does not really say much.- Yes
Ive noticed that the planets stations build themselves up, traits and facilities can I purchase these if I run my own faction?Nope. Not in this verion, at least. They ever generated on start or they are dynamic and depends on events in current solar system. You can control second type a little, but you can't build anything at all. Most that you can is summon fleet.
So I've been generating random sectors to play in, and experienced an oddity. I've been running the map generation function, and I keep getting six stars staying right on top of each other. It's playable, but inconvenient from a perspective of using the intel tab to find out what's in each system. I'm running the Starsector & co. set of mods and some compatible factions, but nothing that should have an effect on map generation.Only thing that I can think of is that those are REALLLLY close binary star systems
Settings: 16 stars, maximum possible planets and stations, zero empty stars, omnifactory random, prism freeport
Screenshot (https://s9.postimg.org/c5ojtftcf/screenshot000.png).
Is there a trick I'm missing?
Those aren't binary systems (such are clearly identifiable with the "<star name> B" names). I assume it's failing to use the extended positions list somehow, although why it'd do that I have no idea; will have to debug.I went and re-downloaded and reinstalled, that seems to have fixed it. Something must have gone wrong with my recent download. Sorry for bothering you, and thank you for looking.
EDIT: Can't reproduce on Nexerelin v0.7.5c+ dev
909239 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Finished sector generation
909248 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
910424 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.ShipPackSectorGen.generate(ShipPackSectorGen.java:40)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
so far i've been splashing around in the kiddie pool..... finally decided to take the plunge: activated nexerelin
started a new game got all the way through the menu and started a game and crashCode909239 [Thread-4] INFO exerelin.world.ExerelinSectorGen - Finished sector generation
909248 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
909353 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
910424 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.ShipPackSectorGen.generate(ShipPackSectorGen.java:40)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.h.o00000(Unknown Source)
at com.fs.starfarer.ui.OooO.processInput(Unknown Source)
at com.fs.starfarer.ui.Objectsuper.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
help?
out of curiosity ....... why is ship pack incompatible?It doesn't check for Nexerelin (see the instructions in this thread's OP) before trying to spawn the station in Corvus star system, which likely doesn't exist.
in the game where i was playing as KT, the invasion fleet flew in circles around the planet for a day or so, being chased by the response fleet and patrols and then after a short time they just lost interest ....... the invasion fleet sat on 1 side of the planet offloading marine while the response fleet sat on the opposite side, ignoring itA newly spawned response fleet will chase the invader that triggered it for 3 days, any already-existing patrol/response fleets will chase for two. This should be more than enough to catch the invasion fleet, and if it somehow doesn't get caught manages to get through, it'll attract any remaining defenders again every 0.25 days. But they won't actually attack if they're too weak.
is this problem a side effect of how slow the KT fleets are?
why did the response stop chasing the invasion fleet? (and why did it stop so quickly?)
Ahh, I must admit defeat! I started a Nexerelin game earlier tonight and was shocked to find that the lowest price supplies in the sector were 600 creds... things were going fine as long as I was 2-3 frigates hunting pirates, but not being able to purchase any supplies is tough! Death spiraled back down to 2 frigates after my 2 destroyer fleet won a fight but didn't get enough supplies.
I think the problem is though that with 600 spacebucks per supply, it would be way too hard to expand. I never have seen sugh a high price for supplies in the 0.7+ universe. The highest I have seen was around 300 and that was an event. On my latest play 120 seems to be the highest with usual 50-60 ... now thats a galaxy I love :Dheh thats funny, in my current playthrough supplies are around 18c but fuel costs 250c which means moving around costs a fortune but blowing stuff up always makes a profit which is always fun.
...
Thaago,
do u start as part of a faction?
the commission bounty payments and monthly salary should be MORE than enough to completely cover supplies costs, even at higher prices for supplies
also, try moving do a different planet as your base, your faction HQ gets +2 stability which means more expensive goods. U'll have fewer weapon and ship choices at a smaller faction planet, but much cheaper supplies and it seems thats ur problem at the start
I think the problem is though that with 600 spacebucks per supply, it would be way too hard to expand. I never have seen sugh a high price for supplies in the 0.7+ universe. The highest I have seen was around 300 and that was an event. On my latest play 120 seems to be the highest with usual 50-60 ... now thats a galaxy I love :D
Ahh, I must admit defeat! I started a Nexerelin game earlier tonight and was shocked to find that the lowest price supplies in the sector were 600 creds... things were going fine as long as I was 2-3 frigates hunting pirates, but not being able to purchase any supplies is tough! Death spiraled back down to 2 frigates after my 2 destroyer fleet won a fight but didn't get enough supplies.
Do you have Mayorate installed? It is a possible bug that their Planetary AI Core market condition can cause an economic deathspiral, rapidly pumping up the cost of supplies to ridiculous levels.
Edit: found out on my own, but it would be nice to be able to name your faction, instead of it just being the followers.
and how does it determine what kind of ships I get? I've really just been rollin' around this entire time with TT and Sky ships, whit a lot of Diable avionics missiles. But currently I just have a bunch of generic ships for sale at my station.
how does it determine what kind of ships I get?
You can change your faction's name, banner, fleet composition and all kinds of other things in the player_npc.faction file, located in \Nexerelin\data\world\factions.(Or with DynaSector, look in DynaSector/nexerelin_options.json to let it pick ships and weapons from DS-enabled factions)
Edit 2: how do you get your faction to join alliances?By default they can randomly join alliances like any other faction (there's an exerelin_config option to disable that). There's no manual control over followers' alliance joining at present.
how does it determine what kind of ships I get?You can change your faction's name, banner, fleet composition and all kinds of other things in the player_npc.faction file, located in \Nexerelin\data\world\factions.(Or with DynaSector, look in DynaSector/nexerelin_options.json to let it pick ships and weapons from DS-enabled factions)Edit 2: how do you get your faction to join alliances?By default they can randomly join alliances like any other faction (there's an exerelin_config option to disable that). There's no manual control over followers' alliance joining at present.
Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
Did you perhaps have attempted an attack on the pirates before hand but failed? As far as I know, if a attack on a market fails, that faction will send a lot of large fleets to flood the system where the failed attack had occurred.
Another probability is vengeance fleet, but I think that feature was removed recently.
Which station in which system were you after anyway?
how does it determine what kind of ships I get?You can change your faction's name, banner, fleet composition and all kinds of other things in the player_npc.faction file, located in \Nexerelin\data\world\factions.(Or with DynaSector, look in DynaSector/nexerelin_options.json to let it pick ships and weapons from DS-enabled factions)Edit 2: how do you get your faction to join alliances?By default they can randomly join alliances like any other faction (there's an exerelin_config option to disable that). There's no manual control over followers' alliance joining at present.
Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?It should be mostly identical to vanilla, except the "spawn more patrols if existing patrols are getting whacked" thing is actually significantly toned down.
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
I set Diable, Tachyon, and SCY, to 1.0 with the Dynasector config file, but it still seems to mostly just using random ships. and how do I change the fleet composition in the faction file? there are ships with numbers following them. but I am scared to change anything there since I don't know how to add or remove ships and change how rare they are.The numbers in the .faction file after the ship variants are weightings. You can add new variants and change their frequency easily. It doesn't do anything with Dynasector though.
Is there some intricate mechanic to how many fleets each planet spawns or does everyone just generate more and more ships as the game goes on?
I've played for a while in my current game and in some systems the amount of patrols and detachments is pretty ridiculous. I mean I'm willing to accept that the Hegemony or Tri-Tachyon can flood a system and they certainly do when you're at war with them, but having to fight through 9 150+ points pirate fleets (not counting the market reserve) to capture a level 3 station seems a tad too much.
In the case of pirates it's not even a real threat, at least not when you bring along support fleets of your own, it's just really tedious.
Someone else reported a similar issue before (http://fractalsoftworks.com/forum/index.php?topic=9175.msg187241;topicseen#msg187241), although it was Barad A in that case. I can't say I have a clue what could cause such a thing unfortunately, although I plan to implement a safety against the suspected possibility of the code doing something like adding multiple patrol spawn scripts to the same market, and maybe do some debugging in general.
I'm trying to make my ship pack compatible with Nexerelin, and I'm wondering how I can gaurantee the faction will be friendly to whatever faction the player chooses to start with? I've made a json and csv file in data/config/exerelinFactionConfig, set up factionsLiked and it seemed to work at first, but it looks like during the initial simulation your faction has a chance of becoming unfriendly with the ship pack faction (independent shipyards). How could I solve this?Is the faction supposed to behave like a "normal" faction (can be selected at start, can invade and be invaded, etc.)?
{
"uniqueModClassName":"data.scripts.cyansShipPackModPlugin", # String
"playableFaction":false, # Boolean
"corvusCompatible":true,
"showIntelEvenIfDead":true,
"noHomeworld":true,
"crewExpereinceLevelIncreaseChance":0.0, # Double, 0 - 1.0
"baseFleetCostMultiplier":1.0, # Double
"customRebelFaction":"", # String
"customRebelFleetId":"", # String
"rebelFleetSuffix":"Rebels", # String
"positiveDiplomacyExtra":0, # Integer
"negativeDiplomacyExtra":0, # Integer
"factionsLiked":["player_npc","tritachyon","hegemony","independent"], # String array
"factionsDisliked":[], # String array
"alignments":{
"diplomatic":0.5,
"militarist":0.5,
},
}
And as <0 = unlimted, if I keep 1 instead of 100, will the factions still respawn infinitely ?Sorry, not sure what you mean by this. If you want to give factions infinite respawn chances, just set maxFactionRespawns to -1.
Whether it is possible to increase quantity invasion fleets and size of the all fleets for separate fraction?There isn't a way to make all fleets bigger at present (other than modifying the config files for every faction), but you can make invasion fleets appear more frequently by changing pointsRequiredForInvasionFleet in Nexerelin/exerelin_config.json.
Whether it is possible to make so that at start there were only 2 fractions?In Nexerelin/data/campaign/rules.csv, look for the row starting with ExerelinNGCNumFactions3 (it's row 62 in my local version).
Whether it is possible to clean somehow "independents" or to make their planets captured for Ai fleets and hostile to all? Whether it is possible to set a certain fraction of the opponent somehow? That she wasn't random.Whether it is possible to increase quantity invasion fleets and size of the all fleets for separate fraction?There isn't a way to make all fleets bigger at present (other than modifying the config files for every faction), but you can make invasion fleets appear more frequently by changing pointsRequiredForInvasionFleet in Nexerelin/exerelin_config.json.
It might also be helpful to set minWarWearinessForPeace to something like 999999999 to make the war go on forever.QuoteWhether it is possible to make so that at start there were only 2 fractions?In Nexerelin/data/campaign/rules.csv, look for the row starting with ExerelinNGCNumFactions3 (it's row 62 in my local version).
Make a copy of this row and change all the 3s to 2s. Add exerelinNGCNumFactions2:Two to the cell in the row ExerelinNGCNumFactionsMenu above it, options column.
Select this option during the new game config.
(Pirates and independents will still exist in the game)
...other than modifying the config files for every faction- How to make it?
Whether it is possible to clean somehow "independents" or to make their planets captured for Ai fleets and hostile to all? Whether it is possible to set a certain fraction of the opponent somehow? That she wasn't random.Not at present, unfortunately. Maybe in next version.
Quote...other than modifying the config files for every faction- How to make it?
"invasionFleetSizeMod":-0.25,
"responseFleetSizeMod":-0.15,
"patrolSizeMult":0.7,
Example from Templars config:It can be changed directly during the game?
???: (json)
"invasionFleetSizeMod":-0.25,
"responseFleetSizeMod":-0.15,
"patrolSizeMult":0.7,
To make patrols larger than normal, set patrolSizeMult to >1 (e.g. 2 means double size patrols).
To make invasion and response fleets larger, set invasionFleetSizeMod and responseFleetSizeMod to a positive number (0.5 means 50% larger).
It'll affect ongoing games, yes.I hope it will work for Pirates, Templars and all vanila faction or most popular mods.
...Although due to a bug, patrolSizeMult doesn't actually do anything unless the faction doesn't normally spawn patrols in vanilla. Oops.
Well that's another reason to release the next version soon (maybe next weekend).
v0.7.6
* Faction updates/handling for: Exigency, ApproLight, Metelson, Ship Pack
* Mining adjustments/fixes:
* Add SCY planets
* Asteroids give a bit more ore, a bit safer to mine
* Fix exhaustion rate for planet types not being used
* Fix Shepherd (D) not being able to mine
* Sector generation:
* Add two faction start
* Tone down effects of star color on lighting
* More planet names; add origin comments
* Uninhabited systems can sometimes have relays
* Make sure 70% of systems have at least one market belonging to a pirate faction (the others can have them too); configurable
* Some factions can have more markets than others if so set in faction config
* Add config toggles for presence of pirates, independents in non-Corvus mode
* Fix some asteroid belt-related issues
* Sector generation crashes instead of failing silently if it fails to load planetNames.json
* Other game start stuff:
* Add random starting ships option
* Pirate starting solo Cerberus is shielded, has different weapons
* Auto assign starting officers
* Don't restore player relationships to previous state when leaving a pirate faction (once a pirate, always a pirate!)
* Stronger Templar defences against invasion
* Any fleet responding to an invasion is treated as having seen the player with their transponder off
* Prisoners can be ransomed to hostile factions if transponder-off trade is permitted and transponder is off
* Don't trigger warmonger event when joining an ally in battle, or enemy fleet is low-rep-impact
* Add hotkeys for most dialog options
* Various text amendments/fixes
* Fix behavior of some mod submarkets on market capture
* Fix patrol generation bugs
* Add crash safety if fleet factory fails to spawn fleet
1845086 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config not found: dassault_mikoyan
1845103 [Thread-8] INFO sound.O - Cleaning up music with id [Blackrock.ogg]
1845591 [Thread-10] INFO sound.O - Creating streaming player for music with id [Mobilization.ogg]
1845664 [Thread-10] INFO sound.H - Playing music with id [Mobilization.ogg]
1845796 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinPatrolFleetManager.advance(ExerelinPatrolFleetManager.java:92)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Keep getting a very sudden CTD NullPointerException, but only with the new version of Nex, the old one works fine:Argh.Code1845086 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config not found: dassault_mikoyan
1845103 [Thread-8] INFO sound.O - Cleaning up music with id [Blackrock.ogg]
1845591 [Thread-10] INFO sound.O - Creating streaming player for music with id [Mobilization.ogg]
1845664 [Thread-10] INFO sound.H - Playing music with id [Mobilization.ogg]
1845796 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.ExerelinPatrolFleetManager.advance(ExerelinPatrolFleetManager.java:92)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It consistenly happens a set amount of time into the game I'm playing, just drifting through space.
Fix patrol generation bugsWhat bug?
Ok. So that's a workaround for DME is it? Just for Corvus mode compatibility I assume.It'll work in Corvus mode if you do that, yeah. (DME never worked in non-Corvus mode to begin with)
Only there is one question:QuoteFix patrol generation bugsWhat bug?
Invading stations do generate respond fleet, but sometimes they escape from you if your ships are much superior than theirs and you will be able to capture station without turning neutral faction to hostile since you didn't officially fire at them.
you will be able to capture station without turning neutral faction to hostile since you didn't officially fire at them.That shouldn't be possible, both starting an invasion attempt and completing it successfully (as long as this market wasn't the faction's last) makes the target faction insta-hostile.
Argh.
Okay, you can do one of two things:
1) Turn off DME (and any other non-supported factions)
2) Make a copy of Nexerelin/data/configs/exerelinFactionConfig/neutral.json and rename it to dassault_mikoyan.json.
Might also need to change the value of uniqueModClassName in the file to data.scripts.DMEModPlugin.java.
The message I'm getting is that I should hurry up with integration ;D.
try {
//Got Exerelin, so load Exerelin
Class<?> def = Global.getSettings().getScriptClassLoader().loadClass("exerelin.campaign.SectorManager");
Method method;
try {
method = def.getMethod("getCorvusMode");
Object result = method.invoke(def);
if ((Boolean)result == true)
{
// Exerelin running in Corvus mode, go ahead and generate our sector
new Nikolaev().generate(Global.getSector());
}
} catch (Exception ex) {
// check failed, do nothing
}
}
catch (ClassNotFoundException ex) {
new Nikolaev().generate(Global.getSector());
// Exerelin not found so continue and run normal generation code
}
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Reuenthal (Neutrino)
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
169556 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
169556 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
169564 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
169759 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
169759 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
170223 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:1098)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:779)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Getting a CTD here too upon trying to start a new game:Did you delete the old mod folder first and then download the new one? Or did you just download the new one and copied over the new files?Code169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Processing market conditions for Reuenthal (Neutrino)
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organics_complex
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: exerelin_hydroponics
169555 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
169556 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: organized_crime
169556 [Thread-4] INFO exerelin.world.ExerelinMarketSetup - Adding condition: large_refugee_population
169564 [Thread-8] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
169759 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
169759 [Thread-10] INFO sound.H - Playing music with id [miscallenous_main_menu.ogg]
170223 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at exerelin.world.ExerelinSectorGen.populateSector(ExerelinSectorGen.java:1098)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:779)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I thought it might be DME, but even running with DME off or with the workaround led to the crash. I reverted to 7.5c, no problems so far.
149558 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.Q] with id [mobile_headquarters] not found
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.getAllMods(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(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.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomShips(FleetFactoryV2.java:583)
at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:101)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.createTradeFleet(EconomyFleetManager.java:747)
at com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager.advance(EconomyFleetManager.java:515)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
v0.7.6b
* Add DME start, directory options
* Fix patrol fleet manager crash with unsupported factions
* Fix sector generation crash from not having (enough) habitable planets
Asteroids and gas giants aren't gainning resource exhaustion on mining.Deliberate in both cases, though I can't remember the rationale for gas giants...
Also. I disable independent in mod config but they have appeared at a new game.Is this when using all factions at start? If so, put this .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) in Nexerelin/jars and it should work.Spoiler(http://i.imgur.com/kMe5DOQ.png)[close]
Sorry to bother, but I am unable to install/copy the new version. I get a ".gitignore". Listed as error 0x80004005: unspecified error. I deleted the 7.6 as instructed so I do not think its an issue with the old file mixing with new.
Sorry to bother, but I am unable to install/copy the new version. I get a ".gitignore". Listed as error 0x80004005: unspecified error. I deleted the 7.6 as instructed so I do not think its an issue with the old file mixing with new.
Asteroids and gas giants aren't gainning resource exhaustion on mining.Deliberate in both cases, though I can't remember the rationale for gas giants...
(Well, as Alex would say, gas giants are conceptually too big for their atmospheres to be depleted at any significant rate)
In the case of asteroids, it's so the code doesn't have to track every individual rock; asteroids don't persist between saves in vanilla anyway. They produce somewhat lower resources to make up for this.
(possibly including this (http://fractalsoftworks.com/forum/index.php?topic=11416.0)).
I'd assume this fix won't work for existing saves?
v0.7.6c
* Fix broken binary star systems
* Obey "enable pirates/independents" config settings when using all factions
* Revert asteroid mining danger (0.15 -> 0.2)
The perils of multitasking; the .jar isn't actually the one with the fix.
::)
I'll just do an official release tonight/tomorrow. Maybe with retroactive fix for existing saves as well.
@Alphascrub: What OS?
Windows 7. I normally use win7zip as an unpack but your already comes unpacked and ready to go so I don't think thats it either.
$ gunzip Nexerelin_0.7.6c.zip
gunzip: Nexerelin_0.7.6c.zip: unknown suffix -- ignored
Yeah, I don't know how you're building your zip archive, but normal zip tools won't open it. (Fortunately, the thing I got to read obnoxious .7z files does seem to be able to unpack it.)
Guess 7zip does something funky in LZMA compression mode. I've reuploaded zips to the same directories made with the deflate method (only a couple of hundred kB larger anyway).
Also, MesoTroniK is also a great modder and while his stuff isn't BRDY flashy or Templars OP, his mods add alot of interesting things like the ship converting stationGuess 7zip does something funky in LZMA compression mode. I've reuploaded zips to the same directories made with the deflate method (only a couple of hundred kB larger anyway).Everything seems to be working great after you re-uploaded. Thanks for your time your mod is one of the reasons I still play starsector. You, Dark Rev, and Cycerin.
I get this error when i play like 1-2 hour this time it happened 2 days later (48 LV)Ummm, why are you playing with Omni factory in a Nexe game? You know you can turn on Omni in the Nexe start up right?Spoiler[Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from stillness, 38 total available
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [lance_base_ragnar_complex]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [auris_grip_mimir_platform]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [tiandong_mogui_market_ii_station_cydonia]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [SCY_prismFreeport_ogma]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [new_maxios_port_tse]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
[Thread-8] INFO sound.O - Cleaning up music with id [Sovereignty.ogg]
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.addAll(Unknown Source)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:149)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:116)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:356)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:458)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.Cam
paignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[Thread-10] INFO sound.O - Creating streaming player for music with id [FearMachine.ogg]
[Thread-10] INFO sound.H - Playing music with id [FearMachine.ogg][close]
AudioPlus
Blackrock Drive Yards
DynaSector
GraphicsLib
Interstellar Imperium
Lazylib
Nexerelin (0.7.6c)
Omnifactory
SCY
Shadowyards
Ship and Weapon Pack
Starsector Plus
Tiandong Heavy Industries 1.1
Twiglib
Underworld
Also, MesoTroniK is also a great modder and while his stuff isn't BRDY flashy or Templars OP, his mods add alot of interesting things like the ship converting stationGuess 7zip does something funky in LZMA compression mode. I've reuploaded zips to the same directories made with the deflate method (only a couple of hundred kB larger anyway).Everything seems to be working great after you re-uploaded. Thanks for your time your mod is one of the reasons I still play starsector. You, Dark Rev, and Cycerin.
thats the power of mods :D
Seriously Thank You, to everyone who mods this game, and thanks to Alex for developing it. I'm not trying to sound cheesy but you guys are what make this game fun for me.
Hmm, without a way to reliably repro I'll just have to add a debug message and a failsafe. In the meantime, what does your Nexerelin\data\config\exerelin\allianceNames.json look like?
I get this error when i play like 1-2 hour this time it happened 2 days later (48 LV)Ummm, why are you playing with Omni factory in a Nexe game? You know you can turn on Omni in the Nexe start up right?Spoiler[Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from stillness, 38 total available
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [lance_base_ragnar_complex]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [auris_grip_mimir_platform]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [tiandong_mogui_market_ii_station_cydonia]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [SCY_prismFreeport_ogma]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [new_maxios_port_tse]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
[Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
[Thread-8] INFO sound.O - Cleaning up music with id [Sovereignty.ogg]
[Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.addAll(Unknown Source)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:149)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:116)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:356)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:458)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.Cam
paignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[Thread-10] INFO sound.O - Creating streaming player for music with id [FearMachine.ogg]
[Thread-10] INFO sound.H - Playing music with id [FearMachine.ogg][close]
AudioPlus
Blackrock Drive Yards
DynaSector
GraphicsLib
Interstellar Imperium
Lazylib
Nexerelin (0.7.6c)
Omnifactory
SCY
Shadowyards
Ship and Weapon Pack
Starsector Plus
Tiandong Heavy Industries 1.1
Twiglib
Underworld
Edit: Also, I noticed that you don't have version checker enabled and at least one of your mods (THI 1.1 should be 1.1.1) is out of date (but it shouldn't be the cause of the crash). I would suggest that you download and enable Version Checker to make sure all your mods are up to date along with console commands and save transfer so you don't lose your progress when you update your mods
Where in the settings can I adjust the amount of money received for killing ships from faction you're at war with?In vanilla's data/config/settings.json: factionCommissionBounty
there are capture planet missions for millions of creds and all u need is 10 saboteurs and 100 marines (and maybe 2 dreadnaughts if ur unlocky with the sabateurs..... i'm confused how that doesnt 'make bank'
You only get to use 3 per invasion, what do you do with the other 7?
I'm aware of such commissions but I'd still argue that defeating certain types of fleets could have their own rewards. Adjusting the Commission Bounty value is a half measure (and it screws up the early game), if possible it'd be great if certain classes of fleets had values linked to them. Ie. late game Planetary Defense Fleet = 500k or something akin to that.
I see fleets at that point of the game that I'd like to fight but I don't because doing so will make me go bankrupt/waste my time unless I start playing solo/economically. For example when the Imperium decides to invade and it's up to you to defeat their very, very large fleets, you'll be doing it for defense only because in terms of cash you'll barely profit as much as you would if you took on bounties instead (which are easier battles I might add). Defending your system and taking out dangerous fleets like those should be valuable and rewarding, but they aren't.
With Erick Doe's permission, I've tweaked his Tore Up Plenty mod to work with Starsector 0.7.2a.
I also put in Nexerelin support for starting as the Scavengers faction, using the faction directory, etc. Histidine, would you be willing to add the Scavengers into the next version of Nex and make it official?Yup, done for next version!
Is this with 0.7.6c?Oh no. I have just now noticed that I haven't updated Nexerelin. My mistake.
(Older versions had a similar bug and sometimes crashes with binary star systems, I want to know if this is a different issue)
Get version checker (here: http://bit.ly/1wSPmKE ) so SS will tell you that you are missing an updateIs this with 0.7.6c?Oh no. I have just now noticed that I haven't updated Nexerelin. My mistake.
(Older versions had a similar bug and sometimes crashes with binary star systems, I want to know if this is a different issue)
UPD - Now everything works. Thanks.
You'll need to edit the rules.csv file in Nexerelin or in your own mod. If you edit it in your own mod, you'll need to have two copies; one for use with Nexerelin, and one for use without.Thanks! Now it works. Has to notice that it is actually very easy.
It's fairly difficult to do; my attempts to set it up for testing were not successful.
You'll need to edit the rules.csv file in Nexerelin or in your own mod. If you edit it in your own mod, you'll need to have two copies; one for use with Nexerelin, and one for use without.Thanks! Now it works. Has to notice that it is actually very easy.
It's fairly difficult to do; my attempts to set it up for testing were not successful.Spoiler(http://i.imgur.com/F7pQmzs.png)
(http://i.imgur.com/V6nVzYT.png)
(http://i.imgur.com/T7i8Lc4.png)[close]
I couldn't correct the main mod problems. He doesn't work without Nexerelin and doesn't work in Corvus mode. Also installation mods hullmods appeals in crash. But for the rest mod works. And I play with him for a long time.You'll need to edit the rules.csv file in Nexerelin or in your own mod. If you edit it in your own mod, you'll need to have two copies; one for use with Nexerelin, and one for use without.Thanks! Now it works. Has to notice that it is actually very easy.
It's fairly difficult to do; my attempts to set it up for testing were not successful.Spoiler(http://i.imgur.com/F7pQmzs.png)
(http://i.imgur.com/V6nVzYT.png)
(http://i.imgur.com/T7i8Lc4.png)[close]
Great! Can you add that to the fix you have made for the Valkyrian mod?
Keep getting a rather strange problem, but I think it's unique to my situation:Well, that's a weird bug alright. The followers faction code is a mess anyway and hopefully I can gut the whole thing when 0.8 comes.
I got a commission from Blackrock. I then captured a planet. I quickly opened up the console, and gave the planet to Blackrock (Because I'm kind of RPing). Followers faction appeared, then dissappeared. My commission from Blackrock disappeared. I reaquired the Commission.
Now, every single time Blackrock makes peace with another alliance, one half of the alliance goes to normalized relations (-25ish) while the other half goes to vengeful (-100). Additionally in the feed it says "Followers make peace with _____", immediately followed by "Followers declared war on _____". Any ideas how on earth this happens?
Is it possible to have manual ships of your chose in your faction ?Collect blueprints to have access to that ship: Probably best to wait for vanilla to implement this
like : you have ship you want to fly in player faction not some random ships
if player have own faction so he cen choose what ships will be in that faction
if you want capitals ships yom must first gain it then add it to the plan ships buildabe in that faction
& if its possible to choose size & numbers of ship in fleets per station
like 3 small fleet with 4 ships in it
there was attemps of thae in elier ver.
(sorry 4 my english ;P )
v0.7.6d
* Corvus Scavengers (Tore Up Plenty) support
* New player faction flags/crests by Soren
* Remove SCY faction config (moved to Scy mod)
* Patch version instead updates the config to match the Scy one
* Failsafe, debug for alliance name picking
Is it possible to remove the built-in vanilla factions from the faction list if you have disabled them in the Nexerelin config?It's supposed to auto-remove the faction from the ingame intel list if playableFaction is set to false in the faction config, but apparently this doesn't work. In the meantime you can paste this into console (http://fractalsoftworks.com/forum/index.php?topic=4106.0):
runcode Global.getSector().getFaction("<FACTION ID>").setShowInIntelTab(false);
public void onNewGame()
{
try {
//Got Nexerelin, so load Nexerelin
Class<?> def = Global.getSettings().getScriptClassLoader().loadClass("exerelin.campaign.SectorManager");
Method method;
try {
method = def.getMethod("getCorvusMode");
Object result = method.invoke(def);
if ((boolean)result == true)
{
// Nexerelin running in Corvus mode, go ahead and generate our sector
MySectorGen.generate();
}
} catch (NoSuchMethodException | SecurityException | IllegalAccessException | IllegalArgumentException |
InvocationTargetException ex) {
// check failed, do nothing
}
} catch (ClassNotFoundException ex) {
// Exerelin not found so continue and run normal generation code
MySectorGen.generate();
}
// IMPORTANT: Make sure your addParticipatingFaction call gets called regardless of whether the sector generator runs or not!
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("myFactionId");
}
0.8 will bring outpostsno it won't, sorry. surveying will be in, but it's gonna be mostly pointless for now, as the bulk of industry gameplay (including the construction of outposts on surveyed worlds to exploit discovered resources) will not make it into 0.8. i believe the plan was originally to add at least a good chunk of industry into 0.8, but then exploration, fighter revamp, skill revamp, and a lot of related work became higher priority. and even without most of industry, it's probably still gonna be the biggest patch do date. ^^
6762444 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.createPirateFleet(MarketProcurementMissionEvent.java:215)
at com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionEvent.advance(MarketProcurementMissionEvent.java:172)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Looks like something's breaking the code that spawns a pirate raiding fleet for procurement quests.Yar. For now the workaround is to give pirates a market somewhere:
In the meantime you can use the console command (http://fractalsoftworks.com/forum/index.php?topic=4106.0) setmarketowner <market> pirates to return the pirates to the Sector.
v0.7.7
* Gameplay
* Add dialog options to control followers faction alliances
* Separate Templar invasion handling
* There are Templar invasion and counter-invasion points, separate from the regular invasion points
* When Templar invasion points are filled up, Templars invade one of their enemies
* When Templar counter-invasion points are filled, one of Templars' enemies invade them
* Add revenge fleets (first iteration)
* After the player kills enough fleets or their faction captures enough markets, an enemy faction will send a powerful invasion fleet at player
* See config file for options
* Bonus prisoner drops from killing ships with officers (base prisoner drop rate reduced to compensate)
* Don't exclude a pirate faction from victory check if player is a member
* Mining base accident chance 0.5 -> 0.4
* Agent raise relations effect range 0.8-0.14 (was 0.9-0.14)
* Prism: Only carry ships from IBBs we've actually killed, not just accepted the mission for
* Asteroid belt around star always spawns if nebula not present
* Add morality tag for factions (currently only affects reputation changes from selling slaves)
* GUI
* Faction join/leave now done by talking to market officials
* For most factions this is the station commander or military base commander
* For pirates and Templars it can be anyone except the quartermaster/supply officer (or mercs)
* Reorganize start options menu a bit to prevent overflow
* Console commands
* SetRelationship now automatically syncs faction relationships to player relationships
* CreateDiplomacyEvent can create a specific event
* Remove some unused commands
* Bugfixes
* Fix procurement mission crash if pirates were wiped out
* Fix some free start effects persisting into new game with another faction within the same application run
* Actually start at level 16 (instead of 15) on SS+ commander start
* Fix a money-farming exploit involving agents
* Fix crew loot from battles
* Preferential targeting of player markets in Starfarer mode now actually works
* Fix some stat tracker bugs
* Validate random starting ships (must have at least one member that is not a fighter wing and has nonzero cargo/fuel capacity)
* Crash safety for mining fleet spawn
* Miscellaneous
* ORA support
* Full support for rules.csv directory/faction joining entries on faction mod side
* Remove support for Starsector+ pre-3.4.0
Is there any way to make the notifications that relate to your current faction / followers more noticeable? I end up missing a lot of them and suddenly realize my faction isn't at war with the fleet i am hunting down and end up starting one all over again. If the faction names pop out in their specific color when they appear in the bottom left that would be great.I think I'll add an extra message line in the notifications area for war/peace changes that affect your faction.
May I ask if it's possible when pirates/cabal (pirates are usually bounty holders) are at least inhospitable with another faction (*especially mainline factions*) that bounties are no longer on offer against pirates/cabal?I don't touch the bounty events. You can still claim the bounty anyway, just turn off your transponder before attacking.
It doesn't make sense for bounties to be put up on "deserters" if they're with Pirates or Starlight cabal.
Besides, it'd damage relations when they join an alliance and are no longer hostile.
Or, if possible, there might be an option to stop pirate diplomatics?
9045312 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addWeaponsForRolePicks(DS_SubmarketUtils.java:147)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addBlackMarketWeapons(DS_SubmarketUtils.java:178)
at data.scripts.campaign.submarkets.DS_BlackMarketPlugin.updateCargoPrePlayerInteraction(DS_BlackMarketPlugin.java:105)
at exerelin.utilities.ExerelinUtilsMarket.refreshMarket(ExerelinUtilsMarket.java:173)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:342)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:140)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It seems it is an error of it mod.mod list?Code9045312 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addWeaponsForRolePicks(DS_SubmarketUtils.java:147)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addBlackMarketWeapons(DS_SubmarketUtils.java:178)
at data.scripts.campaign.submarkets.DS_BlackMarketPlugin.updateCargoPrePlayerInteraction(DS_BlackMarketPlugin.java:105)
at exerelin.utilities.ExerelinUtilsMarket.refreshMarket(ExerelinUtilsMarket.java:173)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:342)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:140)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
- DynaSector 1.0.7It seems it is an error of it mod.mod list?Code9045312 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addWeaponsForRolePicks(DS_SubmarketUtils.java:147)
at data.scripts.campaign.submarkets.DS_SubmarketUtils.addBlackMarketWeapons(DS_SubmarketUtils.java:178)
at data.scripts.campaign.submarkets.DS_BlackMarketPlugin.updateCargoPrePlayerInteraction(DS_BlackMarketPlugin.java:105)
at exerelin.utilities.ExerelinUtilsMarket.refreshMarket(ExerelinUtilsMarket.java:173)
at exerelin.campaign.InvasionRound.AttackMarket(InvasionRound.java:342)
at exerelin.world.InvasionFleetAI.advance(InvasionFleetAI.java:140)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
All right. I will go to download the updated fashion. But "Version Checker" to me it isn't necessary. It is too much fuss.What do you mean? If you mean how you needed to change the VMPRAMS file before, you don't now. It works like any other mod now
The Internet for his work is necessary. And he will constantly report about outdated mods(like "Valkyrians", my portraits mod or redacted version "Starsector+") which he isn't outdated.All right. I will go to download the updated fashion. But "Version Checker" to me it isn't necessary. It is too much fuss.What do you mean? If you mean how you needed to change the VMPRAMS file before, you don't now. It works like any other mod now
v0.7.7b
* Compatibility update for new DynaSector version
* Add Frankenstein IBB to Prism ship list
* Lower prisoner drop rate from officers in enemy fleet (less than half overall)
* Templar invasion point mult 0.4 -> 0.3
* Scrolling notification messages on war/peace state change between the player and another faction/alliance
* More specificity on which diplomacy events pirates can use
* Prism: Fix IBB renewal config option; fix handling of IBB fighter wings
* Fix Exigency mysterious_contact handling
* Fix a possible crash with broken faction configs
* Fix SetRelationship not working when player-aligned faction is passed as an arg
* Some text fixes/cleanups
v0.7.7b is broken. Fixing in a bit.Excuse me? Not dowload or you have already corrected an error?
java.lang.IllegalArgumentException: n must be positive
at java.util.Random.nextInt(Unknown Source)
at org.lazywizard.lazylib.MathUtils.getRandomNumberInRange(MathUtils.java:676)
at exerelin.world.ExerelinSectorGen.buildSystem(ExerelinSectorGen.java:1447)
at exerelin.world.ExerelinSectorGen.generate(ExerelinSectorGen.java:777)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.M.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.U.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
May I ask what the bug is?Any mod with a custom rules command won't launch (http://fractalsoftworks.com/forum/index.php?topic=5061.msg203328#msg203328).
May I ask what the bug is?Any mod with a custom rules command won't launch (http://fractalsoftworks.com/forum/index.php?topic=5061.msg203328#msg203328).
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)
Most likely a few weeksMay I ask what the bug is?Any mod with a custom rules command won't launch (http://fractalsoftworks.com/forum/index.php?topic=5061.msg203328#msg203328).
(Steiner Foundation, Mayorate and a bunch of DR mods will also be affected, in case anyone is wondering)
Did Alex indicate how far out the 8.1 update was?
Question, is there any way to spawn a station or create a market where there was none before?
Considering the recent introduction of surveyed planetary modifiers (ie: rich ore deposits and similar) it would be interesting if the player could create, at a massive cost, a settlement there to exploit the resources for loadsamone.
That or having a safe haven where to drop off stuff between survey runs.
Also a very endgame stuff, if possible, would be to set up an entire production chain where volatiles mined from a gas giant are shipped to a refinery that in turn makes fuel.
Again, i don't know if any of this is even remotely doable (maybe console commands?), just saying it would be great.
Cant wait for Nexrelin update: after playing current version for quite a bit, it feels like it discourages fighting due to heavy supply costs of restoring CR and repairing. Missing being able to just mine as much as you want and go on a murder spree ;D
import exerelin.campaign.SectorManager;
//[...]
public class MyModPlugin {
@Override
public void onNewGame()
{
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
new MySectorGen().generate(Global.getSector());
}
//[...]
}
Has the 0.8.1a release fixed the error?Geez, give the modders some time! .8.1 just released and they need to make sure everything works and is bug tested
Has the 0.8.1a release fixed the error?Geez, give the modders some time! .8.1 just released and they need to make sure everything works and is bug tested
v0.8
* Update for Starsector 0.8.1
* Add Persean League
* Omnifactory integration removed (can still use the separate mod)
* Non-Corvus mode disabled for now
* Port some battle-related features from SS+:
* Officer deaths
* XP bonus for officers in frigates/destroyers
* Battle map generator
* Revamp alliance handling
* Relationship with outsiders no longer shared
* If an alliance member goes to war or makes peace with someone else, alliance votes on whether to do the same
* Fleet-related amendments:
* Patrol fleets less ridiculously big after several patrols in a system destroyed
* Don't spawn patrols or invasion/strike fleets from a market currently being invaded
* Some invasion-related rebalancing
* Try to always pull in non-trade fleets to assist in battle
* Diktat response fleets at headquarters worlds use Lion's Guard ships
* Fleets obeying Follow Me order reliably follow and assist player
* UI improvements:
* Add button to reroll randomized starting ships
* Independents viewable in faction directory
* Some mod compatibility updates
* Remove support for some old mods (can be re-added by modders)
* Insurance covers officer deaths, has small payout for ship recovery
* Pirates don't do diplomacy with non-pirates unless pirate invasions are enabled
* Most base officials can handle faction join/leave now
* Some memory optimisations
* Add tariff mult config options (global, per-faction)
* Bugfixes:
* Fending off a Cabal extortion attempt no longer inflicts warmonger penalty
* Fix faction directory requiring two view attempts to work when not docked at market
* Fix incorrect logging of CR loss accidents for mining ships
* Various text fixes/adjustments
Well. Applying it to an existing save - no problems. Tried out to make a new game - crashes:Spoiler1086884 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocatedString(BreadcrumbSpecial.java:120)
at data.scripts.campaign.events.DS_PersonBountyEvent.getTokenReplacements(DS_PersonBountyEvent.java:318)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at data.scripts.campaign.events.DS_PersonBountyEvent.getHighlights(DS_PersonBountyEvent.java:272)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:591)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Edit: Ah, and if anything tried to go with SCY.
Edit2: Works allright for vanilla factions. So this def. have to do something with ship choices for SCY (and perhaps other mod factions, checking) - as I remember this happened in the past. I do not remember the solution tho.
Edit3: No, just SCY (again. sorta. have I said I remember this happening like 0.7-0.7.2?)
Edit4. Solved partially.
/exerelinfactionconfig lacked on SCY.json (and dassault_mikoyan.json too, they however did not crash). After manual adding those from respect mods, and adding them into txt file there, game doesn't crashes.
There's still a problem with SCY however. And diable avionics too apparently... Their systems are MISSING. And that's something I don't know how to fix.Spoiler(http://i.imgur.com/Y6GMYaM.jpg)[close]
So, for now it looks like it's best to disable Nex for the beginning and apply it after creating the new game.
Well. Applying it to an existing save - no problems. Tried out to make a new game - crashes:Spoiler1086884 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.ge tLocatedString(BreadcrumbSpecial.java:120)
at data.scripts.campaign.events.DS_PersonBountyEvent.getTokenReplacements(DS_PersonBountyEvent.java:318)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at data.scripts.campaign.events.DS_PersonBountyEvent.getHighlights(DS_PersonBountyEvent.java:272)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at data.scripts.campaign.events.DS_PersonBountyEvent.startEvent(DS_PersonBountyEvent.java:591)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPers onBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.oOO0.o00000(Unknown Source)
at com.fs.starfarer.ui.int.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Edit: Ah, and if anything tried to go with SCY.
Edit2: Works allright for vanilla factions. So this def. have to do something with ship choices for SCY (and perhaps other mod factions, checking) - as I remember this happened in the past. I do not remember the solution tho.
Edit3: No, just SCY (again. sorta. have I said I remember this happening like 0.7-0.7.2?)
Edit4. Solved partially.
/exerelinfactionconfig lacked on SCY.json (and dassault_mikoyan.json too, they however did not crash). After manual adding those from respect mods, and adding them into txt file there, game doesn't crashes.
There's still a problem with SCY however. And diable avionics too apparently... Their systems are MISSING. And that's something I don't know how to fix.Spoiler(http://i.imgur.com/Y6GMYaM.jpg)[close]
So, for now it looks like it's best to disable Nex for the beginning and apply it after creating the new game.
It appears to be anything by Tartiflette. Diable Avionics, ORA, SCY Nation.
As you said their systems don't spawn on new game creation.
So, I'm getting the error cited in http://fractalsoftworks.com/forum/index.php?topic=12548.0 (http://fractalsoftworks.com/forum/index.php?topic=12548.0)
It seems to be related to prism freeport. I'm not the only one having this problem and it seems a hotfix is in order. My apologies if it has already been adressed.
Large spoiler.Spoiler10348685 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [kanni|station_kapteyn]: trade (s: 4, l: 0), smuggling: (s: 0, l: 0)
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Ore Processing by 2.430457E-4, is now 0.08774257
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Ore Processing by 2.430457E-4, is now 0.08792485
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Elysee by 2.430457E-4, is now 0.09608637
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Elysee by 2.430457E-4, is now 0.09626866
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Overwatch Station by 2.430457E-4, is now 0.08804715
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Overwatch Station by 2.430457E-4, is now 0.088229425
10348781 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Volatiles Plant by 2.430457E-4, is now 0.08575446
10348782 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Scy Volatiles Plant by 2.430457E-4, is now 0.08593675
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of rare_metals on Scy Volatiles Plant (mult 0.18)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of organics on Scy Volatiles Plant (mult 0.20)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 54.9 of crew on Scy Volatiles Plant (mult 0.19)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of marines on Scy Volatiles Plant (mult 0.16)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ore on Scy Volatiles Plant (mult 0.16)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of rare_ore on Scy Volatiles Plant (mult 0.18)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ms_hdbatteries on Scy Volatiles Plant (mult 0.22)
10348786 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of saboteur on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of heavy_machinery on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 115.8 of fuel on Scy Volatiles Plant (mult 0.24)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of organs on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of SCY_intelChip on Scy Volatiles Plant (mult 0.16)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 108.6 of supplies on Scy Volatiles Plant (mult 0.18)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of TSC_Crab on Scy Volatiles Plant (mult 0.20)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of drugs on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of hand_weapons on Scy Volatiles Plant (mult 0.20)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of domestic_goods on Scy Volatiles Plant (mult 0.18)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of lobster on Scy Volatiles Plant (mult 0.17)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of agent on Scy Volatiles Plant (mult 0.21)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 64.8 of volatiles on Scy Volatiles Plant (mult 0.19)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of metals on Scy Volatiles Plant (mult 0.24)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 58.7 of food on Scy Volatiles Plant (mult 0.23)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of ms_clonedOrgans on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] INFO exerelin.utilities.ExerelinUtilsMarket - Destroyed 0.0 of luxury_goods on Scy Volatiles Plant (mult 0.22)
10348787 [Thread-4] ERROR exerelin.utilities.ExerelinUtilsMarket - java.lang.SecurityException: File access and reflection are not allowed to scripts. (java.lang.reflect.Field)
10348792 [Thread-4] INFO exerelin.campaign.SectorManager - Faction Scy Nation has 4 markets left
10348796 [Thread-4] INFO exerelin.campaign.InvasionRound - Invasion of [Scy Volatiles Plant] by Neutrino invasion fleet successful
10348797 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
10349238 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.RespawnFleetAI.advance(RespawnFleetAI.java:114)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Got a crash as I entered an AI remnant system but it seems that SCY getting its head kicked in by another faction might be responsible for this crash after they lost the volatile plant.
You should be using "Redacted".
Prism Freeport crash: Update to Starsector 0.8.1a RC7
I found out the base price of fuel is set to 50 instead of 25 (which is the new 0.8 vanilla value).It's not; the commodities.csv entry is a leftover from past attempts to stabilize fuel prices in 0.7x.
Is it intentional?
v0.8b
* Remove obsolete commodity definitions for supplies/fuel
* Update SCY capital/spawnpoint (fixes crash)
* Fix respawn fleet crash
* Fix Interstellar Imperium crash
* Fix agent/saboteur availability on markets
* Fix wrong fleet display when joining a battle
* Fix SetRelationship console command with player-aligned faction
* Set originalFactionId memory key for all markets when applying to existing save
* Don't change comm relay faction on capital capture unless it has the same faction as the market's previous owner
* More useful SpawnRespawnFleet command
* Some other compatibility updates
Question:- If you don't have the updated Nexerelin compatibility check, then yes, your star systems won't spawn.
If we decide to implement our personal mod on Nexerelin for playing with him, if we decide than the Corvus is disabled:
- so we have not star system of the personal mod on the current Nexerelin? (The answer is yes, for be sure, if we except also than nexerelin do not spawn mod star system for the moment)
- This is, so very more simple to implement?(Per the tutorial, yes)(This is for be sure, because I misread probably) (put a mod.json,add the name of the mod on mod_faction and add on rule.csv, then also add a simple java code on the generation of our mod).
- We can play only to random sector generation, for begin with planet own per the personal mod faction? (Who is disabled, for the moment, no? (Not found how enabled that))
Thank for all, and sorry if I have put a question already answered.
This may just be a record for the number of bugs fixed in a hotfix. Sorry! :(i don't think you need to apologize for fixing them. :P
Possibly a stupid question, but will there be problems if I circumvent Neutrino Corp's current lack of proper Nexerelin integration (their systems don't spawn) by starting a new game without Nex and activating it afterwards?It should work. (I can't promise there'll be no bugs, but I don't think there are any and if there are it'd be helpful to have them found out)
SpoilerCodev0.8b
* Remove obsolete commodity definitions for supplies/fuel
* Update SCY capital/spawnpoint (fixes crash)
* Fix respawn fleet crash
* Fix Interstellar Imperium crash
* Fix agent/saboteur availability on markets
* Fix wrong fleet display when joining a battle
* Fix SetRelationship console command with player-aligned faction
* Set originalFactionId memory key for all markets when applying to existing save
* Don't change comm relay faction on capital capture unless it has the same faction as the market's previous owner
* More useful SpawnRespawnFleet command
* Some other compatibility updates[close]
It should work. (I can't promise there'll be no bugs, but I don't think there are any and if there are it'd be helpful to have them found out)
Although Deathfly has just fixed the issue in dev, so it may be easier to wait for an update.
Glad to see the most dire issues to be fixed. I hope however that you remember about mining? It is still broken, only ships that have correct mining stats are from Deassault-Mikoyan Engineering and Disassembly-Reassembly mods.Both SCY Telchine and DA Laminar (those being the mods ones I tested) work for me. Shepherd and Mining Pod (as built-in on Venture) too.
Glad to see the most dire issues to be fixed. I hope however that you remember about mining? It is still broken, only ships that have correct mining stats are from Deassault-Mikoyan Engineering and Disassembly-Reassembly mods.Both SCY Telchine and DA Laminar (those being the mods ones I tested) work for me. Shepherd and Mining Pod (as built-in on Venture) too.
Could you search starsector.log for MiningHelperLegacy and see if any error messages are present?
72007 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
72009 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
72009 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v0.5]
72009 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
72009 [Thread-4] ERROR exerelin.campaign.MiningHelperLegacy - org.json.JSONException: JSONObject["strength"] is not a number.
72010 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
72010 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
72011 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
Using the modsI'd start by removing these buggy as hell mods, especially the Reds (If that is what the berserks are)
Oculian Berserks 0.4.1
Looters 1.551
Artefact 1.042
My mod on Looters and Artefact are not buggy on these versions, and there are compatible to Nexerelin without problem(Not check for Dynasector). Do not put false defamation, please ^^.Using the modsI'd start by removing these buggy as hell mods, especially the Reds (If that is what the berserks are)
Oculian Berserks 0.4.1
Looters 1.551
Artefact 1.042
WHAAAAAT?!This is probably a nuke capital ship of the dead with many pony weapon than all factions want. No others solutions.Spoiler(http://i.imgur.com/F12wn7M.jpg)[close]
I just attacked defenders Domain-era probe. It because of it.WHAAAAAT?!This is probably a nuke capital ship of the dead with many pony weapon than all factions want. No others solutions.Spoiler(http://i.imgur.com/F12wn7M.jpg)[close]
It looks like domain derelicts and the redacted have their own factions, which are being treated as regular factions. You were neutral to domain derelicts, and then you just randomly attacked them, so everyone got mad.And it Nexerelin`s bug.
My mod on Looters and Artefact are not buggy on these versions, and there are compatible to Nexerelin without problem(Not check for Dynasector). Do not put false defamation, please ^^.Using the modsI'd start by removing these buggy as hell mods, especially the Reds (If that is what the berserks are)
Oculian Berserks 0.4.1
Looters 1.551
Artefact 1.042
<mining bug>Delete the empty rows at the start of DisassembleReassemble's mining_ships.csv (in data/config/exerelin).
Is it possible to colonise an unowned planet?Not at present. (And won't be for some time, I'm afraid; in fact I kinda expect a vanilla implementation to come out first)
Crash to desktop when I try to invade a station (Pirate if it matters) as Neutrino Corp not sure if the error is on this side or the other.It's probably a Neutrino and/or vanilla problem, you could ask Deathfly.
Happy little bug?: SS crash when attempting to accept a faction commission, after having already founded your own faction by taking over a market. Seems consistent, happens regardless of your faction being allied or not with the faction you're attempting to take a commission from.Managed to reproduce and have plans for a workaround, thanks! For now, you need to not be in an alliance when accepting the commission.
<mining bug>Delete the empty rows at the start of DisassembleReassemble's mining_ships.csv (in data/config/exerelin).
(Next Nexerelin version will have failsafes for this)
170141 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
170141 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_main_menu.ogg]
170299 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocationDescription(BreadcrumbSpecial.java:212)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.BreadcrumbSpecial.getLocatedString(BreadcrumbSpecial.java:120)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getTokenReplacements(PersonBountyEvent.java:467)
at com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin.addTokensToList(BaseEventPlugin.java:394)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.getHighlights(PersonBountyEvent.java:480)
at com.fs.starfarer.campaign.CampaignEngine.reportEventStage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.PersonBountyEvent.startEvent(PersonBountyEvent.java:129)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.startPersonBountiesIfNeeded(CoreEventProbabilityManager.java:120)
at com.fs.starfarer.api.impl.campaign.events.CoreEventProbabilityManager.advance(CoreEventProbabilityManager.java:109)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Do you have the latest version of Diable?
Well I know for a fact it can't happen with Diable Avionics 1.83 RC3 (http://fractalsoftworks.com/forum/index.php?topic=10046.msg213299#msg213299), Nexerelin 0.8b and Starsector 0.8.1a RC8 (just retested).
For the Prism Freeport restriction: I'll change the check so it can by bypassed only by changing rules.csv at least.
v0.8c
* New agent/saboteur supply handling
* Only available on worlds with military bases
* Doesn't fill marine demand any more
* Higher price
* Disable warmonger penalty for derelicts/remnants/neutrals
* Add Hammer Barrage to mining weapons
* Mark targets of conquest missions as important
* Remove logic-side check for not duplicating Prism Freeport
* Keep UI-side check in rules.csv
* Invasion defence higher for urbanized polities, lower for rural ones
* Workaround Prism Freeport, alliance joining crashes
* Fix Persean League/Sindrian Diktat starting ships with Ship & Weapon Pack
* Mining code has more graceful error handling + more informative logs
* Add some tip entries
Diable is friendly with pirates. But, they are still issuing pirate bounties as normal. When you work for DA, and arrive to kill a pirate bounty, the pirate is all friendly and like, "Sup' bro?" and DA will get mad if you shoot him.Likely a vanilla issue (Nex doesn't touch bounties). DynaSector fixes this, but it won't be available for a while if you didn't already download it.
Found an error might be hard codded, if you accept a mission form the mission board it won't show up in the mission section in the Intel panel. So make sure to remember your destination.Can't say I've noticed this issue.
One more update to get rid of the remaining crashes and major issues. Hopefully that'll be all that requires doing for a while.Nexerelin v0.8c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Codev0.8c
* New agent/saboteur supply handling
* Only available on worlds with military bases
* Doesn't fill marine demand any more
* Higher price
* Disable warmonger penalty for derelicts/remnants/neutrals
* Add Hammer Barrage to mining weapons
* Mark targets of conquest missions as important
* Remove logic-side check for not duplicating Prism Freeport
* Keep UI-side check in rules.csv
* Invasion defence higher for urbanized polities, lower for rural ones
* Workaround Prism Freeport, alliance joining crashes
* Fix Persean League/Sindrian Diktat starting ships with Ship & Weapon Pack
* Mining code has more graceful error handling + more informative logs
* Add some tip entriesDiable is friendly with pirates. But, they are still issuing pirate bounties as normal. When you work for DA, and arrive to kill a pirate bounty, the pirate is all friendly and like, "Sup' bro?" and DA will get mad if you shoot him.Likely a vanilla issue (Nex doesn't touch bounties). DynaSector fixes this, but it won't be available for a while if you didn't already download it.Found an error might be hard codded, if you accept a mission form the mission board it won't show up in the mission section in the Intel panel. So make sure to remember your destination.Can't say I've noticed this issue.
Does it happen with all mission types, or only certain ones in particular? What are the intel checkbox settings (age cutoff etc.)?
Could you make asharu the player home planet for the follows on having your own faction.
Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?if you're in an alliance with a faction, it acts as though you're commissioned with them which allows you to buy from their military markets. once you get your faction's rep high enough with them (assuming you're playing with your own faction) you can go to one of the other faction's markets and invite them to your alliance (or if you're not in an alliance, invite them to form an alliance) under special options.
So I encountered some really bizarre and mildly frustrating player faction AI behavior that I think has something to do with smuggling from the player_npc factions markets but I'm not really sure so heres a really low fps gif I guess
It only stopped when that neutrino invasion fleet actually started invading, I guess it decided that was a bigger priority.
1938145 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nortia
1938146 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned small mining fleet of size 8
1938407 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1938407 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1938672 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1938672 [Thread-10] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1938737 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at sound.OooO.Ö00000(Unknown Source)
at com.fs.starfarer.ooOO.return.õ00000(Unknown Source)
at com.fs.starfarer.ooOO.return.super(Unknown Source)
at com.fs.starfarer.ooOO.I.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Opening the comm link is worth a try, yeah. But looking at the rules.csv code suggests it should already work without it. Hurm. I think I'll try to debug and see what can be done.So I encountered some really bizarre and mildly frustrating player faction AI behavior that I think has something to do with smuggling from the player_npc factions markets but I'm not really sure so heres a really low fps gif I guess
It only stopped when that neutrino invasion fleet actually started invading, I guess it decided that was a bigger priority.
Is that the faction you belong to? If so, I think you can end the cycle by opening a dialogue. The NPC will then say that they have to keep up appearances and will leave you alone. Or maybe I'm misunderstanding your situation.
Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?It already does this if you're using DynaSector. Without DS, open Nexerelin/data/campaign/submarkets.csv and uncomment generic_military.
Just out of curiosity- I note that because of the number of bounty and/or 'capture the planet!' missions that show up in Nexerelin, the vanilla missions seem to be a little more sparse. I'm assuming a planet gets a number of assigned missions based on its market size and then pulls that many from the possible pool of missions- would it be difficult to make it dip in once for vanilla missions and then again for nexerelin missions?So far as I can tell, missions don't work that way. But there's a limit to how many procurement, survey and analyze missions can exist at the same time in the Sector, so if you're running a lot of faction mods that would explain it.
"maxMarketProcurementConcurrent":30;
"maxAnalyzeEntityConcurrent":30;
"maxSurveyPlanetConcurrent":15;
How will you implement mining now that the salvage system is here. Will mining be like salvaging but on asteroids instead of debris fields? Can we mine the uninhabited planets? The "abundant ore veins" planets will have a use with the mining system.The current mining system (which I don't plan to change) works through the interaction dialog with a delayed action (like comm sniffer installation). It already uses survey conditions for planets, but not asteroids.
Thanks, do I remove the # to uncomment it?Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?It already does this if you're using DynaSector. Without DS, open Nexerelin/data/campaign/submarkets.csv and uncomment generic_military.
The current mining system (which I don't plan to change) works through the interaction dialog with a delayed action (like comm sniffer installation). It already uses survey conditions for planets, but not asteroids.Will you make it so recovering disabled ships functions in the same way, ie time-delayed rather than instant? http://fractalsoftworks.com/forum/index.php?topic=12275
Yep.Thanks, do I remove the # to uncomment it?Is there any way to make it so if you're allied with another faction, as far as markets are concerned you hold a commission?It already does this if you're using DynaSector. Without DS, open Nexerelin/data/campaign/submarkets.csv and uncomment generic_military.
Will you make it so recovering disabled ships functions in the same way, ie time-delayed rather than instant? http://fractalsoftworks.com/forum/index.php?topic=12275Not sure it's readily possible (or at all) with the current API, and I expect the effort/payoff ratio to make the attempt is too small to be worthwhile. Sorry :(
So far as I can tell, missions don't work that way. But there's a limit to how many procurement, survey and analyze missions can exist at the same time in the Sector, so if you're running a lot of faction mods that would explain it.Oh my gosh. I bet you anything this is my trouble. I have five or six extra factions I like to play around with, so the missions are just getting stretched thin. Thank you!!
(You can increase the number in base game's data/config/settings.jsonCode: json"maxMarketProcurementConcurrent":30;
"maxAnalyzeEntityConcurrent":30;
"maxSurveyPlanetConcurrent":15;
v0.8.1
* Reactivate random sector mode
* Compatibility updates for DynaSector, Ship/Weapon Pack
* Alliance members hate on their fellows who defy vote decisions
* Fix various Prism Freeport issues (in particular it now sells fighters again)
* Fix conquest mission UI issues
* Fix base administrator not changing faction on market capture
* Fix invasion fleets being purchasable against non-invadable markets
* Better handling of follower patrols and smuggling
i'm confused about the whole random mode thing.It replaces all the handcrafted (vanilla or mod) core world systems in the middle of the map with procgen planets (in the same style as vanilla), and puts markets on those. Some markets may also be in the outer procgen area, if needed.
How does it work, basically? Does this only randomizes the core world part of the map and leaves the fringes to vanilla generation? Will it use the same hyperspace map or will it use random generation to place the hyperspace clouds? will the placement of the systems totally random now or will they be set in a certain location? Because seriously, thw exploration thing is really cool so i hope the random mode preserves the exploration part.
3844414 [Thread-4] INFO data.scripts.campaign.fleets.DS_FleetInjector - Using seed -1105829375
3844620 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.systems.GKS_bases.generate(GKS_bases.java:20)
at data.scripts.world.GKS_Gen.generate(GKS_Gen.java:20)
at data.scripts.world.GKSmodPlugin.initGKSec(GKSmodPlugin.java:31)
at data.scripts.world.GKSmodPlugin.onNewGame(GKSmodPlugin.java:23)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.j.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.floatsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.D.int.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.OO00.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.OO00.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
585810 [Thread-4] INFO data.scripts.campaign.fleets.DS_FleetInjector - Using seed -1893664465
586279 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.systems.GKS_bases.generate(GKS_bases.java:20)
at data.scripts.world.GKS_Gen.generate(GKS_Gen.java:20)
at data.scripts.world.GKSmodPlugin.initGKSec(GKSmodPlugin.java:31)
at data.scripts.world.GKSmodPlugin.onNewGame(GKSmodPlugin.java:23)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
19567 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
... 8 more
the current versions of GKsec and Snrasha's Nomads reboot are crashing on sector generation with corvus mode off. you'll have to either disable those mods or wait for them to be updated if you want to start a nexerelin game with corvus mode off.
Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting (https://bitbucket.org/Histidine/exerelin/src/e5e2b2c84448dc168018340b363e4c47176879fb/jars/sources/ExerelinCore/exerelin/campaign/MiningHelperLegacy.java?at=master&fileviewer=file-view-default#MiningHelperLegacy.java-165:168) of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.
It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting (https://bitbucket.org/Histidine/exerelin/src/e5e2b2c84448dc168018340b363e4c47176879fb/jars/sources/ExerelinCore/exerelin/campaign/MiningHelperLegacy.java?at=master&fileviewer=file-view-default#MiningHelperLegacy.java-165:168) of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.
It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
Do you think accident rates are also too high in general?
Hey Histidine, did a brief update on my guide on how mining works as is. And, I'm not entirely sure how it's supposed to function.Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting (https://bitbucket.org/Histidine/exerelin/src/e5e2b2c84448dc168018340b363e4c47176879fb/jars/sources/ExerelinCore/exerelin/campaign/MiningHelperLegacy.java?at=master&fileviewer=file-view-default#MiningHelperLegacy.java-165:168) of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.
It used to be a way for low-level players to grind to higher ship classes and avoid the frigate game, but right now it's not really functioning like that. The heavy machinery requirement is a bit restrictive for early play; machinery is either expensive, or really risky to scavange for a miner. I'd prefer if the required heavy machinery amount were smaller, and the heavy machinery loss accident chance were also smaller. Maybe if the crew accident chance were higher as well to compensate? Right now, it works like a method to turn supplies into rather small amounts of money and a lot of experience, and exists as a weird side-quest for scavangers instead of a way to avoid the frigate game or reap mad dosh for dedicated mining fleets.
Do you think accident rates are also too high in general?
Hmm, I didn't think the machinery requirement would be that significant; it only needs miningStrength/2 machinery and trade fleets start with a lot of it (starting machinery is 1/8th of total cargo space). But reducing the weighting (https://bitbucket.org/Histidine/exerelin/src/e5e2b2c84448dc168018340b363e4c47176879fb/jars/sources/ExerelinCore/exerelin/campaign/MiningHelperLegacy.java?at=master&fileviewer=file-view-default#MiningHelperLegacy.java-165:168) of machinery loss accidents (from 2.5 to something like 1.5) and their severity (right now it's (1,4) + (1,4) units lost per incident, I can cut it to (1,3) + (1,3) or less) is fine.
Do you think accident rates are also too high in general?
So I took a quick look at the code you linked (thanks for linking directly to the file, by the way!) and see now what you're doing. It strikes me that you should leave the machinery accident probability unchanged--just like other tasks machinery should act as a cover for your crew and giving it a higher weighted probability of occurring accomplishes that reasonably well.
If I'm reading it right it looks like, instead, the problem may be in the amount of machinery you lose given an accident. It is exceedingly punishing with small mining fleets (combat freighter + ~2 mining ships) because you will often lose more in machinery in expectation than you'll make in ore/gas/volatiles in expectation because each machinery accident roll you're losing a 2-8 machinery (probably ~1 in expectation, though I didn't check the full probability chain), and you need to make a lot more rolls against the accident table given that your overall production is much lower. End result is that small mining fleets are now uneconomical while large fleets are basically unaffected because they make way more per roll against the accident table. This pretty significantly changes the role of mining fleets in Nexerelin--they're no longer a bootstrap option but rather a late game money factory. It's basically a level/regressive tax.
Scaling the machinery loss to the fleet size (and critically making it less impactful to smaller fleets) would help substantially (again, presuming I'm reading the code properly).
Further, as Allectus said, accident rate is also too high and too punishing for smaller fleets; maybe if the loss itself were a function of mining power instead of fleet size (Like a 10th of mining power per accident) [...]
[Heavy Machinery Requirement] =[e^(Mining Power/360)] x (Mining Power/2.35) - (Mining Power/4.1)Yeah... an equation that uses e and two non-integer divisors is probably overengineering it just a little!
I got this error after playing like 1-2 hour (i had this same error with 0.7.6c)Ugh, seems to be a lingering issue with locales and uppercasing. Sorry; it'll be pretty much guaranteed not to fail in next version.Spoiler172712 [Thread-4] INFO exerelin.campaign.AllianceManager - Getting name prefixes of alliance type MILITARIST
172712 [Thread-4] INFO exerelin.campaign.AllianceManager - Missing name prefixes for alliance type MILITARIST
172721 [Thread-8] INFO sound.oo0O - Cleaning up music with id [Blackrock.ogg]
172881 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at java.util.ArrayList.addAll(Unknown Source)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:210)
at exerelin.campaign.AllianceManager.createAlliance(AllianceManager.java:169)
at exerelin.campaign.AllianceManager.tryMakeAlliance(AllianceManager.java:417)
at exerelin.campaign.AllianceManager.advance(AllianceManager.java:491)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
173145 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [expanse.ogg]
173178 [Thread-10] INFO sound.OooO - Playing music with id [expanse.ogg][close]
I'm encountering a few bugs in randomly generated nexerelin clusters, namely: Prism Freeport spawns, but does not show up on the sector map (unlike previous Nex versions) and REDACTED warning beacons spawn next to inhabited systems (which have no REDACTED in them, naturally).Prism: Hmm, is this specific to random mode? Prism generation is identical in both random and Corvus modes.
Hey, something strange I have noticed.Domain Exploration Derelict is neutral to player in vanilla.
So (pictures coming soon) I noticed that the Remnants/Domain AI (very strangely enough) are Neutral towards the player, even though they're usually hostile/vengeful
Is this supposed to happen?
Started to play with mods this version, having a blast with Nexelerin as always.Glad you're enjoying it :)
One comment: my current randomly generated sector has no AM fuel production facilities (at least listed on the planets screen), so while prices are low fuel simply isn't for sale at the majority of places. I've found one place with fuel and tracked its source via the market screen to a planet that appears to be producing, so I will persevere. Perhaps make sure in the sector generation routine that there is a few worlds with AM production?
It's still in by default, but just like in .72 you won't get it unless you're part of a faction. So you'll have to start as part of a faction. Or if you picked free start: join a faction once your rep is high enough, or conquer some world to found your own faction. Then you'll get your monthly income as well as partial ship insurance.
Hey, something strange I have noticed.Domain Exploration Derelict is neutral to player in vanilla.
So (pictures coming soon) I noticed that the Remnants/Domain AI (very strangely enough) are Neutral towards the player, even though they're usually hostile/vengeful
Is this supposed to happen?
For the Remnants, are you playing as Tri-Tachyon? Remnants are hostile to everyone except them.
How do I join a faction?
Sorry for not uploading the screenshot that has the bug I mentioned. Had to send my PC to the shop for maintenance and upgrades.Thanks, reproduced and fixed!
Anyway here it is:Spoiler(http://i773.photobucket.com/albums/yy20/darkkira1332/screenshot004_zpsmyzysmt5.png) (http://s773.photobucket.com/user/darkkira1332/media/screenshot004_zpsmyzysmt5.png.html)[close]
This only happened after capturing the Dekyuu Mining station (which created my own faction) and also has the same bug. Not present in other systems except Galatia.
The tooltips in game setup suggest that you should be getting a small income/salary periodically. I seem to remember this from older versions as well, and it was great to avoid painful death spirals.
Is this a setting that has to be enabled or was it entirely removed?
If you start with a faction you do auto-join it at start.It's still in by default, but just like in .72 you won't get it unless you're part of a faction. So you'll have to start as part of a faction. Or if you picked free start: join a faction once your rep is high enough, or conquer some world to found your own faction. Then you'll get your monthly income as well as partial ship insurance.
???
I started with a faction, and had a commision by default. I thought that meant I joined the faction by default.
How do I join a faction?
436433 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.ResponseFleetManager.spawnResponseFleet(ResponseFleetManager.java:67)
at exerelin.campaign.fleets.ResponseFleetManager.requestResponseFleet(ResponseFleetManager.java:213)
at com.fs.starfarer.api.impl.campaign.rulecmd.Exerelin_NotifyInvasion$2.advance(Exerelin_NotifyInvasion.java:98)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
436674 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [028.ogg]
436675 [Thread-10] INFO sound.OooO - Playing music with id [028.ogg]
If you start with a faction you do auto-join it at start.
Salaries are paid on the 1st of every month. I just tried new games in both Corvus and random mode, and got paid on 1 Apr 206 fine; if you're not getting it, provide starting options and I'll see if I can reproduce.
will Nexerelin ever go back to its roots of starting with a fleet and taking 1 planet then growing and fighting like Exerelin? I miss that style
will Nexerelin ever go back to its roots of starting with a fleet and taking 1 planet then growing and fighting like Exerelin? I miss that style
what should i do? its giving me this error :/If you didn't already try to fully delete your nexerelin folder and redownload it I would start there.
oh, my bad i didnt saw there was an update XDGet version checker then! It will tell you if you boot up the game and you have a mod or the game is out of date
v0.8.1b
* Mining rebalance
* Accident count uses mining strength/10 (was sqrt(strength))
* Machinery loss per accident now (1,3) + (0,2) (was (1,4) + (1,4))
* Machinery loss event weighing 2.5 -> 2
* Machinery required per mining strength 0.5 -> 0.4
* Increase CR loss accident resistance for larger ships
* Add some restrictions on what mining caches can give
* Sector generation:
* Unknown Skies compatibility
* Remove player-facing references to "Corvus mode", call it "random core worlds" instead
* Pirates get more military bases in random mode
* Remove Remnant warning beacons from populated systems in random mode
* Prevent crash on startup with invalid Corvus mode spawn point entries
* Fix misleading random sector tooltips
* Fix Galatia mission board duplication
* Don't allow requesting invasion fleet against own faction
* Markets that don't participate in economy can't be invaded
* DynaSector: Templar debris/derelict reduction applies to Nexerelin-specific fleets as well
* Prevent a potential conquest mission crash
* Fix crash when receiving distress call while no pirate markets exist
* Fix followers auto-joining alliances
* Remove no-longer-used Omnifactory settings files (was causing errors)
* Don't target pirate factions for NPC covert ops
633367 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Fenrir Quey by 0.0012228062, is now 0.13885038
633400 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 41 out of a maximum 42 fleets in play for [com.fs.starfarer.api.impl.campaign.fleets.LuddicPathFleetManager]
633401 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[6179.0, 2433.0]
633610 [Thread-8] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
633737 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
634094 [Thread-10] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
634095 [Thread-10] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
Just installed the newest version and I'm getting a game crash whenever I approach a Followers fleet. I've also disabled all mods but LazyLib and Nex to confirm it's not another mod causing the crash, and it still does crash.Re-download Starsector to get the newest hotfix version (RC8).
(http://imgur.com/gOIVIYn.png)
\https://youtu.be/Tym0MObFpTI (https://youtu.be/Tym0MObFpTI)
Some questions:
- How do you get rid with the Luddic Majority thingy? Does it go away after a certain amount of time?
- How do you get rid with the Luddic Majority thingy? Does it go away after a certain amount of time?It's permanent.
- In generating a random sector, Whats the suggested settings for balanced generated markets?In general, I wouldn't want a too-high ratio of stations to planets (since farming planets are the main source of food) and there need to be enough planets + stations in total (to make sure everything can be supplied and let the law of large numbers even out individual variations).
- Does setting the sector generation as "old" (or other settings) in the start also affects the random sector generation?The core systems in random mode always have Average age, but the generator can also mark outer systems (which are affected by the start settings) as inhabited.
Also possible bug: I found some few independent and other faction markets that are not even hostile towards Luddic Church, having Luddic Majority at the very start. Causing those small markets to have 0 stability.Non-Luddic markets have a small chance to have the Luddic Majority condition (c.f. Jangala) and Luddic markets have a small chance to not have it, that much is normal. Though I may change this if it turns out to be a balance problem.
Hi, I made account to ask this question. I apologize if this is a common knowledge but I am new to Starsector. Is it possible to have factions in Nexerelin use only own technology? Is it possible to disable black market for some? I started to play with Knight Templars faction and have problems to find templar weapons. It makes the game not enjoyable for me. Also it makes no sense to use inferior weapons with them. I disabled Dynasector, but I still have mixed tech, so this might be Nexerelin thing. Please help.Welcome!
However, I do get a bug; when you find a cache, the results screen pops up with NullPointerException. The cache is given out to you, and everything works fine, it's just the message that's bugged. I think it happens when you find a cache with more than one type of stuff in it - the last one happened when I found both supplies and hand weapons.Oops. Fix .jar here (https://bitbucket.org/Histidine/exerelin/downloads/ExerelinCore.jar) (added to thread OP as well).
Use the Underworld fix .jar provided here (https://www.dropbox.com/s/g44mhpm3473r87b/Underworld.jar?dl=0) (put it in Underworld/jars).Spoiler822959 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.underworld.UW_Styx.pickLocation(UW_Styx.java:150)
at data.scripts.world.underworld.UW_Styx.generatePt2(UW_Styx.java:108)
at data.scripts.UnderworldModPlugin.onNewGameAfterProcGen(UnderworldModPlugin.java:212)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
So, everything works except...If you're using Underworld, try the fix .jar mentioned above.
Any time I try to use Random Sector Generation, I get a Null sector error? I've increased my game's memory and done all the tricks to keep that fresh. Could it be a mod interfering? What error am I looking for?
A quick question, Whenever let's say, faction A captures faction B's market, do they get to spawn ships of faction B from that market? I know the captured market still sells ships and weapons of the previous occupying faction, but what about the NPC fleets that spawn from that market?
They'll be Faction A ships. When a faction caps a market, it's best to empty it out of the previous faction's shop items if you want them because from then on, only 'Faction A' stuff will spawn.
212565 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:278)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.newsuper.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
SFLC: Make sure you're running the latest Starsector version. There have been a few hotfixes.And get Version Checker as it can tell you if mods or SS is out of date
Is there a basic guide anywhere on setting up a custom followers faction? Editing the info for names, titles, etc is pretty straightforward. It's getting them configured to use specific faction techs or ships in their fleets that I'm not confident with. How configurable is the followers faction currently in this regard? Can I force them to use a specific mod factions ships and tech, what about a mix of more than one mod faction? I know ship "class" makeup used to be configurable, e.g. how many large vs small ships appears in the average fleet etc.It works the same as with normal factions. There isn't currently a general guide for that right now unfortunately, but to answer your specific questions:
also the config option for "maximum possible npc fleet size" would be very helpful. the reinforcement mechanics makes battle size rise to ridiculous levels, which not all pc can handle.Well, a naive clamping of fleet sizes is going to result in obvious balance issues. (Although if you run with SWP/DynaSector it should try to have big fleets prefer a few big ships instead of blobs of small ones).
You're probably better off just lowering battle size in Starsector options menu.and that results in helpless husks drifting slowly to the retreat line because there is no one to finish them off.
v0.8.1c
* Nomads compatibility update
* Integrate Version Checker (prefers standalone version if available)
* Fix various issues when factions defy alliance votes
* Fix mining cache error
Does the new update include the Underworld java fix? I'm confused since it doesn't show a date and or is this java something we need to do manually?
Also how do you name your faction once you get to start it. Apparently I'm the Followers...
42991 [Thread-4] INFO exerelin.plugins.ExerelinModPlugin - Game load; true
42991 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [exerelin_config.json]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\GKSec]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\New Galactic Order]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
42992 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\ORA]
42994 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
42994 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
42994 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
42995 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/lions_guard.json]
42995 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/persean.json]
42995 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
42995 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
42996 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/knights_of_ludd.json]
42996 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
42996 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/derelict.json]
42996 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/remnant.json]
42997 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player.json]
42997 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
42997 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
42997 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/scavengers.json]
42998 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
42998 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/dassault_mikoyan.json]
42998 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/GKSec.json]
42999 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/new_galactic_order.json]
42999 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/blackrock_driveyards.json]
42999 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/cabal.json]
42999 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/diableavionics.json]
43000 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/famous_bounty.json]
43000 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/interstellarimperium.json]
43000 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/Lte.json]
43000 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutrinocorp.json]
43001 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/noir.json]
43001 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/nomads.json]
43001 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/SCY.json]
43001 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/shadow_industry.json]
43002 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/templars.json]
43002 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/ORA.json]
43002 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/diplomacyConfig.json]
43062 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 34
43062 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 35
43125 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
43125 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
43125 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
43125 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
66656 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
66663 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
66671 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
66671 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Neutrino corp]
66671 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\New Galactic Order]
66671 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
66677 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
66677 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Neutrino corp]
66677 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\New Galactic Order]
66677 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
66679 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\Nexerelin]
72232 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Raesvelg by 5.804674E-4, is now 0.0067655956
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Raesvelg by 5.804674E-4, is now 0.007200946
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Raesvelg by 0.002031636, is now 0.008724673
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ragnar Complex by 5.804674E-4, is now 0.047018588
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ragnar Complex by 5.804674E-4, is now 0.04745394
72509 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Ragnar Complex by 0.002031636, is now 0.048977666
72926 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.187167E-4, is now 0.23330949
72926 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.187167E-4, is now 0.23377353
72927 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.187167E-4, is now 0.23423758
73498 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Capitalis by 3.741199E-4, is now 2.805899E-4
73498 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Capitalis by 3.741199E-4, is now 5.611798E-4
73672 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 39 out of a maximum 40 fleets in play for [data.scripts.campaign.fleets.DS_PirateFleetManager]
73677 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [pirate scout] at hyperloc Vector2f[-5356.665, -5798.835]
74032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Asharu by 4.6181955E-4, is now 0.044366892
74032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Asharu by 4.6181955E-4, is now 0.04471326
74032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Jangala by 4.6181955E-4, is now 0.022617398
74032 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Jangala by 4.6181955E-4, is now 0.022963762
74417 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.2037597E-4, is now 0.23470286
74417 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.2037597E-4, is now 0.23516813
74423 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.2037597E-4, is now 0.2356334
74424 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Blackrock by 6.2037597E-4, is now 0.23609868
74471 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: food to Perinthus
74532 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Asharu by 4.6197046E-4, is now 0.045059733
74532 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Asharu by 9.7013795E-4, is now 0.045787334
74532 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Jangala by 4.6197046E-4, is now 0.02331024
74532 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Jangala by 9.7013795E-4, is now 0.024037842
74596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Aleria by 4.5884663E-4, is now 0.02355206
74596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Aleria by 4.5884663E-4, is now 0.023896197
74596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Cydonia by 4.5884663E-4, is now 0.03798404
74597 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Cydonia by 4.5884663E-4, is now 0.038328175
74614 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Starting covert warfare event creation
74615 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Trying action: RAISE_RELATIONS
74615 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Number of target factions: 12
74615 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Target faction: Nomad
74615 [Thread-4] INFO exerelin.campaign.CovertOpsManager - Agent trying to raise relations
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Maxios by 5.6934124E-4, is now 0.06918168
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Maxios by 5.6934124E-4, is now 0.06960869
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Maxios by 5.6934124E-4, is now 0.070035696
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Nova Maxios by 0.0010248142, is now 0.070804305
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Tibicena by 5.6934124E-4, is now 0.052724507
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Tibicena by 5.6934124E-4, is now 0.053151514
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Tibicena by 5.6934124E-4, is now 0.053578522
74628 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Tibicena by 0.0010248142, is now 0.05434713
75160 [Thread-4] INFO exerelin.campaign.econ.AgentDestabilizeMarketCondition - ERROR: Event is null, re-fetching
75177 [Thread-4] INFO exerelin.campaign.econ.MarketAttackedCondition - ERROR: Event is null, re-fetching
75208 [Thread-4] INFO exerelin.campaign.econ.MarketAttackedCondition - ERROR: Event is null, re-fetching
75209 [Thread-4] INFO exerelin.campaign.econ.MarketAttackedCondition - ERROR: Event is null, re-fetching
75241 [Thread-4] INFO exerelin.campaign.econ.MarketAttackedCondition - ERROR: Event is null, re-fetching
75811 [Finalizer] WARN org.lazywizard.console.font.LazyFont - DrawableString was not disposed of properly!
75811 [Finalizer] WARN org.lazywizard.console.font.LazyFont - DrawableString was not disposed of properly!
75811 [Finalizer] WARN org.lazywizard.console.font.LazyFont - DrawableString was not disposed of properly!
75811 [Finalizer] WARN org.lazywizard.console.font.LazyFont - DrawableString was not disposed of properly!
How vanilla of 0.8.1a gameplay stands in comparison to nexerelin...? I read its features and they seem like something that i always immagine vanilla had already. Faction wars, diplomacy and relations, own faction and planet conquering...vanilla has the factions and these have some simple diplomacy stuff, like Hegemony and Tri-Tachyon always being enemies, or short wars between factions that are otherwise neutral. as a player, you also have your own reputation with all the factions, and you can take a commission with one of the major factions that will offer some benefits (primarily allowing you access to better ships and weapons, assuming you also have high enough repuation) but will in turn make the faction's enemies hostile to you as well.
i think templars are too mediocre in Nexerelin. i mean, yeah, they have OP weapons and ships, but by the time i am strong enough to take on a teemplar fleet on my own there are no templars left. because everyone hates them.Templars in Nexe are VERY hard to balance due to their power and their rep with everyone. A slight tweek can make them ROFLstomp everyone in the sector or make them fall before the player even gets in game.
#templarsneedlovetoo
Templars in Nexe are VERY hard to balance...maybe a separate options in config.json, regulating their invasion resistance power or smth?
I have some idea, similar to "salvage gantry" it would be nice to add "mining gantry" to mining ship, and also a standalone mod hull.
What you think about that?
You can alter Templar invasion strength and defense strength in Nexerelin/data/config/exerelinFactionConfig/templars.json.Templars in Nexe are VERY hard to balance...maybe a separate options in config.json, regulating their invasion resistance power or smth?
Out of curiosity, what does the UnderWorld.Jar available for download actually do?If you play the latest version of Underworld and Nexe, it stops a crash
Are the Berserks going to be enabled next patch or hotfix?
I'd love to blast ships in a fast red/pink colored ship.
Out of curiosity, what does the UnderWorld.Jar available for download actually do?If you play the latest version of Underworld and Nexe, it stops a crash
Just a quick question, is there anyway to change the amount you get per month (from joining faction) in the mod files?Yes, look in the mod folder for exerelin_config.json . Inside that you can change the salary you get
Thanks a ton midnight, would this hurt a game in progress? Also how do you get rid of a commission?You can talk to one of the commanders in the commissioned faction's stations and they SHOULD be able to allow you out of it.
Started a new campaign and changed the number of habited planets and stations a little bit because I was using several faction mods. Got some weird stuff. Planets that showed up as being owned by faction A on the hyperspace map but were actually owned by faction B. Wrong market size, planets that had so many icons/qualities/whatever that you couldn't read them all, while other habited planets had only 1 (Hot, for example).That's... unusual, to say the least. If you could supply modlist, starting seed, starting options and starting faction I can see about debugging it.
Hey Guys,
i really enjoy your Mod, its great!
I started a campaign with the Prism Port enabled.
Now i wanted to visit it and look through the Ships there, and the game crashed...
Same thing when i want to look at the trader...
Do you know if im doing something wrong?
Nice Regards
Leo
112516 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Prism Freeport
112518 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
112521 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112521 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112522 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Chicomoztoc by 3.9205575E-4, is now 0.006212393
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Chicomoztoc by 3.9205575E-4, is now 0.0065064346
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Coatl by 3.9205575E-4, is now 0.0023918608
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Coatl by 3.9205575E-4, is now 0.0026859029
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking 1 updates
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Ore(Yama): weight 13.693064
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Volatiles(Yama): weight 11.18034
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Food(Yama): weight 15.811388
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Transplutonics(Nachiketa): weight 12.247449
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Ore(Nachiketa): weight 16.851786
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Volatiles(Nachiketa): weight 11.18034
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Food(Nachiketa): weight 7.905694
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picked Food(Nachiketa)
114502 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: hand_weapons to Hesperus
114594 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [eldfell|ragnar_complex]: trade (s: 4, l: 5), smuggling: (s: 0, l: 0)
114849 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
116058 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
116058 [Thread-10] INFO sound.OooO - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
116073 [Thread-8] INFO sound.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating music buffer #2
118213 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
118213 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [exerelin_config.json]
118214 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
118214 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/lions_guard.json]
118216 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/persean.json]
118216 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/knights_of_ludd.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/derelict.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/remnant.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/scavengers.json]
118220 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
118224 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
The Habitable+Lethal biosphere thing makes perfect sense.
It's perfectly human friendly after a thorough campaign of sterilization and replacement of the native fauna and flora.
I've been unable to use the Prism freeport, I can dock, but the game lock up when I go into the station's menu's, trade and such.Code112516 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Prism Freeport
112518 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
112521 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112521 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112522 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Chicomoztoc by 3.9205575E-4, is now 0.006212393
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Chicomoztoc by 3.9205575E-4, is now 0.0065064346
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Coatl by 3.9205575E-4, is now 0.0023918608
112639 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker - Increasing system bounty probability for Coatl by 3.9205575E-4, is now 0.0026859029
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking 1 updates
114106 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Ore(Yama): weight 13.693064
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Volatiles(Yama): weight 11.18034
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Food(Yama): weight 15.811388
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Transplutonics(Nachiketa): weight 12.247449
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Ore(Nachiketa): weight 16.851786
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Volatiles(Nachiketa): weight 11.18034
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Food(Nachiketa): weight 7.905694
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent -
114107 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picked Food(Nachiketa)
114502 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: hand_weapons to Hesperus
114594 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [eldfell|ragnar_complex]: trade (s: 4, l: 5), smuggling: (s: 0, l: 0)
114849 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
116058 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
116058 [Thread-10] INFO sound.OooO - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
116073 [Thread-8] INFO sound.OOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating music buffer #2
118213 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
118213 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [exerelin_config.json]
118214 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
118214 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/hegemony.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/tritachyon.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/sindrian_diktat.json]
118215 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/lions_guard.json]
118216 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/persean.json]
118216 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_church.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/luddic_path.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/knights_of_ludd.json]
118217 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/pirates.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/derelict.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/remnant.json]
118218 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/player_npc.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/independent.json]
118219 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/scavengers.json]
118220 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelinFactionConfig/neutral.json]
118224 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
The mod is place in "C:\Program Files (x86)\Fractal Softworks\Starsector\mods\Nexerelin" as far as I can tell. Not in "C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin".
But what do I know, i'm not a wizard Harry ;D
Nevermind!!! I switched to RC8 and it works now... sorry bout that.If you are running mods, I would suggest Version Checker as it will tell you if a mod is out of date and it installs like any other modSpoilerHello Nexerelin mod creator, I have encountered a crash while trying to attack a pirate fleet in a randomly generated sector.Spoiler34958 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.newsuper.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(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.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I'm also running RC5.[close]
Mods can all run custom SectorGens through the ModPlugin.
ExerelinNGCListVNS,ExerelinNGCListFactions4,,,,exerelinNGCJoinVNS:Vaynar Nation States,
ExerelinNGCListISA,ExerelinNGCListFactions4,,,,exerelinNGCJoinISA:Interstellar States of America,
ExerelinNGCListRSF,ExerelinNGCListFactions4,,,,exerelinNGCJoinRSF:Russian Stellar Federation,
ExerelinNGCListUIN,ExerelinNGCListFactions4,,,,exerelinNGCJoinUIN:United Interstellar Nations,
ExerelinNGCListXLE,ExerelinNGCListFactions4,,,,exerelinNGCJoinXLE:Xiao-Lin Empire,
ExerelinNGCListFFS,ExerelinNGCListFactions4,,,,exerelinNGCJoinFFS:Federation of Free States,
,,,,,,
ExerelinNGCJoinVNS,NewGameOptionSelected,$option == exerelinNGCJoinVNS,"$playerFaction = VNS
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinISA,NewGameOptionSelected,$option == exerelinNGCJoinISA,"$playerFaction = ISA
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinRSF,NewGameOptionSelected,$option == exerelinNGCJoinRSF,"$playerFaction = RSF
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinUIN,NewGameOptionSelected,$option == exerelinNGCJoinUIN,"$playerFaction = UIN
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinXLE,NewGameOptionSelected,$option == exerelinNGCJoinXLE,"$playerFaction = XLE
FireBest ExerelinNGCJoinFaction",,,
ExerelinNGCJoinFFS,NewGameOptionSelected,$option == exerelinNGCJoinFFS,"$playerFaction = FFS
FireBest ExerelinNGCJoinFaction",,,
,,,,,,
ExerelinFactionDirectoryListVNS,ExerelinFactionDirectoryList2,$directoryFactions:VNS,,,exerelinFactionDirectoryGetVNS:Vaynar Nation States,
ExerelinFactionDirectoryListISA,ExerelinFactionDirectoryList2,$directoryFactions:ISA,,,exerelinFactionDirectoryGetISA:Interstellar States of America,
ExerelinFactionDirectoryListRSF,ExerelinFactionDirectoryList2,$directoryFactions:RSF,,,exerelinFactionDirectoryGetRSF:Russian Stellar Federation,
ExerelinFactionDirectoryListUIN,ExerelinFactionDirectoryList2,$directoryFactions:UIN,,,exerelinFactionDirectoryGetUIN:United Interstellar Nations,
ExerelinFactionDirectoryListXLE,ExerelinFactionDirectoryList2,$directoryFactions:XLE,,,exerelinFactionDirectoryGetXLE:Xiao-Lin Empire,
ExerelinFactionDirectoryListFFS,ExerelinFactionDirectoryList2,$directoryFactions:FFS,,,exerelinFactionDirectoryGetFFS:Federation of Free States,
,,,,,,
ExerelinFactionDirectoryGetVNS,DialogOptionSelected,$option == exerelinFactionDirectoryGetVNS,"$_directoryFaction = VNS 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetISA,DialogOptionSelected,$option == exerelinFactionDirectoryGetISA,"$_directoryFaction = ISA 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetRSF,DialogOptionSelected,$option == exerelinFactionDirectoryGetRSF,"$_directoryFaction = RSF 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetUIN,DialogOptionSelected,$option == exerelinFactionDirectoryGetUIN,"$_directoryFaction = UIN 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetXLE,DialogOptionSelected,$option == exerelinFactionDirectoryGetXLE,"$_directoryFaction = XLE 0
FireBest ExerelinFactionDirectorySubmit",,,
ExerelinFactionDirectoryGetFFS,DialogOptionSelected,$option == exerelinFactionDirectoryGetFFS,"$_directoryFaction = FFS 0
FireBest ExerelinFactionDirectorySubmit",,,
,,,,,,
v0.8.2b
* Amount of commodities destroyed in a raid depends on raid success level
* Fix old saves crashing on new vengeance mechanic
* Fix sometimes going to wrong dialog (invasion/raid) after beating defenders
v0.8.2
* Add looting feature
* After successfully invading a market, player gets 5% of stockpiled commodities as loot
* Player can raid a market to loot it without capturing it
* Response fleets (and the new raid defense fleets) are fought within a dialog encounter, similar to derelict defenses
* Add vengeance fleets from SS+
* IBB ships recovered after battle count as already bought from Prism
* Ship loss insurance mult 0.5 -> 0.6
* Fixes
* Fix other factions never launching invasions against player
* Fix faction join/leave behavior
* Fix a couple of crashes
* Fix Styx (Underworld) sometimes having other markets in random mode
* Fix market condition icon overflow on some random mode markets
* At start of game, give player's ships random names from starting faction
* Approlight compatibility update
java.lang.NullPointerException
at exerelin.campaign.events.RevengeanceManagerEvent.addFactionPoints(RevengeanceManagerEvent.java:109)
at exerelin.campaign.events.RevengeanceManagerEvent.reportBattle(RevengeanceManagerEvent.java:277)
at exerelin.campaign.StatsTracker.reportBattleFinished(StatsTracker.java:120)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:739)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1317)
at com.fs.starfarer.ui.newui.newsuper$2.coreUIDismissed(Unknown Source)
at com.fs.starfarer.ui.newui.if.dismiss(Unknown Source)
at com.fs.starfarer.coreui.g.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
v0.8.2c
* Fix otherwise friendly response fleets attacking player
Raids and stuffYar har fiddle dee dee
Do what you want 'cause a pirate is free!Raids and stuffYar har fiddle dee dee
I'm not that experienced in the mod, so please correct me if this is an issue from vanilla Starsector or DynaSector rather than Nexerelin.Sounds like you are using the Thar Be Dragons mod from Xenoargh. I (and many others) would suggest that you avoid his mods due to how they don't interact well with other mods and or are buggy.
Anyway, when traveling through nebulae, sometimes a fleet of several huge fleets spawns in a circle around your current location. However, the spawn rate seems extremely high given the number of ships and time spent in a nebulae. In one instance, after loitering around a nebula trying to salvage wrecks for a number of days, upwards of 100+ fleets had spawned and were all duking it out with one another.
This all seems a bit detrimental to good gameplay since:
- Several fleets spawn at once, meaning a battle is usually a guaranteed game over rather than any semblance of a realistic challenge
- When fleets from warring factions appear, they often engage one another. Between spawning tons of derelicts and the massive battles themselves, I can only imagine it puts a lot of stress on the game engine's stability
- These spawns don't seem to have any decent cap. Loitering in one location can spawn literally hundreds of ships.
If this isn't a bug, is there some sort of mod setting I can modify to prevent these super-fleet spawns?
Sounds like you are using the Thar Be Dragons mod from Xenoargh. I (and many others) would suggest that you avoid his mods due to how they don't interact well with other mods and or are buggy.
897821 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.events.EventProbability.<init>(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.getProbability(Unknown Source)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at exerelin.campaign.events.RevengeanceManagerEvent.advanceVengeanceStage(RevengeanceManagerEvent.java:187)
at exerelin.campaign.events.RevengeanceManagerEvent.tryActivateFactionVengeance(RevengeanceManagerEvent.java:145)
at exerelin.campaign.events.RevengeanceManagerEvent.addFactionPoints(RevengeanceManagerEvent.java:126)
at exerelin.campaign.events.RevengeanceManagerEvent.reportBattle(RevengeanceManagerEvent.java:285)
at exerelin.campaign.StatsTracker.reportBattleFinished(StatsTracker.java:120)
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffectsIfThereWasABattle(FleetEncounterContext.java:739)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1317)
at com.fs.starfarer.ui.newui.newsuper$2.coreUIDismissed(Unknown Source)
at com.fs.starfarer.ui.newui.if.dismiss(Unknown Source)
at com.fs.starfarer.coreui.g.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
v0.8.2d
* Planetbreaker improvements
* Use new dialog battle system as well
* Makes orphans
* Reputation penalty scales up more with market size
* Invasion/raid tweaks:
* After in-dialog battle against response fleet, escaped enemies don't replenish respawn fleet pool
* Config setting for invasion/raid loot mult
* Raid strength multiplier for loot floored at 0.25
* Improve raid prediction display
* Add carrier starts
* Diktat only uses Lion's Guard response fleets on HQ markets
* Vengeance fleets go home if they take too many losses
* Mining accident chance 0.4 -> 0.32
* Fixes:
* Auto-cleanup scavenger fleets Sector-wide when docking at a market
* Fix in-dialog response/defense fleets not using DynaSector
* Fix not being able to exit dialog after invasion/raid when no loot exists
* Fix pirate starting frigate variant
Do you have any plans to add more specific locations in the mold of Prism Freeport? I usually enable it in random sector mode just to have something in the game that doesn't have a default description. It might be nice to salt the random universe generation with a few other stations and planets like that, just for flavor, along with a toggle.Hmm, I don't have any particular ideas for things with novel functionality, but decorative "landmarks" seems like a good idea. (Ticket here (https://bitbucket.org/Histidine/exerelin/issues/4/random-mode-landmarks))
By the way, the 0.8.2 update in the changelog mentioned Approlight, what's up with that?I did a fix that will allow ApproLight to function in Nex's random mode when it comes out. But I don't have a timeframe on the mod itself being released.
In my current playthrough as Hegemony, the Scavengers took Jangala when nobody was looking. Nowhere near well-funded or equipped enough to retake the planet myself, I decided to invade Garnir and use it as a forward base. So far I've spent about 6 in-game months slugging it out with countless scav fleets, but I found myself having to make supply runs outside the system frequently to keep the war machine going. Which gave me an idea - a way to have basic necessities (supplies/fuel/crew) delivered to an own-faction/allied market in the same fashion as requesting an invasion fleet. I'm thinking either you pay a small fee and 20% of the supply cost to have it added to the market, or a larger fee and the entire supply cost to have it added to your storage on that market (+5k if you haven't already opened storage).
This'd be nice for getting supplied with allied factions' weapons and hulls, instead of having to go all the way to their markets to check - but that specifically should be automatic within alliances imoIn my current playthrough as Hegemony, the Scavengers took Jangala when nobody was looking. Nowhere near well-funded or equipped enough to retake the planet myself, I decided to invade Garnir and use it as a forward base. So far I've spent about 6 in-game months slugging it out with countless scav fleets, but I found myself having to make supply runs outside the system frequently to keep the war machine going. Which gave me an idea - a way to have basic necessities (supplies/fuel/crew) delivered to an own-faction/allied market in the same fashion as requesting an invasion fleet. I'm thinking either you pay a small fee and 20% of the supply cost to have it added to the market, or a larger fee and the entire supply cost to have it added to your storage on that market (+5k if you haven't already opened storage).
Not a bad idea.
A deal that keep your base/market stocked with an item from another faction.
Something to achieve trough talking to the planetary commander on a planet that produces said item?
Hellohi, welcome to the forum!
Hellohi, welcome to the forum!
the mods you're using all seem fine, assuming you're using the latest versions. i recommend getting Version Checker (http://fractalsoftworks.com/forum/index.php?topic=8181.0) to be sure (ignore the Blackrock version error, the author just hasn't updated the version file in a while).
have you made the vmparams edit to increase memory allocation? if not, that's probably the issue. the vanilla amount of memory the game uses works fine with vanilla content, but it needs more if you're using a bunch of mods.
here's a detailed post (http://fractalsoftworks.com/forum/index.php?topic=8726.0) about it, but the tl;dr version is: open the vmparams file in the main Starsector folder with a text editor, and change the values -Xms1536m -Xmx1536m to something higher. something like -Xms4g -Xmx4g should be plenty. if your machine only has 4gb of total memory, go a bit lower.
Aye, learned it the hard way myself. In my defense though I was somehow completely oblivious about what core program SS uses in order to work. A byproduct of my tunnel-vision mindset I sometimes get and forget the rest until I'm no longer in my tunnel vision mode. Face-slap moment when I saw that all I had to do was increase those java allocations like I have done before with other games that use java....Drokkath. We now need a faction using Viking longboats as ships. What have you done??? I do agree with your comment though. I'm making a fleet so I can raid the Hegemony for sending a 4 onslaught hunter fleet after me.
As for the on topic stuff: Liking that station and planet raiding function quite a lot. Finally one can go Viking in SS without having to invade to loot! :D
...Drokkath. We now need a faction using Viking longboats as ships. What have you done??? I do agree with your comment though. I'm making a fleet so I can raid the Hegemony for sending a 4 onslaught hunter fleet after me.
Feature request: Add the ability to return a market to its original owner after capturing it (if you're not at war with them; it would be silly to capture a market and then immediately return it to them, after all :P), with a good relationship boost (maybe "market size + 5"?).
Civilization have that for exemple, i think also this is a great idea. The relationship boost is very good on civilization, so here also, i suppose.Feature request: Add the ability to return a market to its original owner after capturing it (if you're not at war with them; it would be silly to capture a market and then immediately return it to them, after all :P), with a good relationship boost (maybe "market size + 5"?).
Took me way too long to comprehend this - damn this cold. :-[
So what you're suggesting is, say the Tri-Tachyon Corporation captures Jangala from the Hegemony. You're playing as, say, the Sindrian Diktat (and are at peace with the Hegemony), and if you invade and capture Jangala from the Tri-Tachs, you have the option to return control of the planet/base to the Hegemony?
If I've gotten that right, I think that's a brilliant idea. :D
@Histidine, just discovered an issue of note.
Regarding the mining mechanics, while it's true that fighter wings with mining-capable weapons will count towards their parent ship's mining score (and thusly the fleet's total mining power), modules on ships however do not seem to contribute, even if they are equipped with appropriate weapons. I reckon this should be attended to, since a few of us smaller modders are starting to tinker with modules nowadays.
Then wouldn't you simply add mining power to the ship itself to compensate?
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBattle from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
So, an idea, after messing around with the random sector I noticed the factions are all totally scattered around the place. Would it be possible to cluster them a bit more?Faction placement does tend towards the mishmash. I don't have any big ideas for changing this, but a tweak or two I'll look into later might help.
@The2nd: Are you using the newest release (RC8) of Starsector 0.8.1a?Why not just have an option to have them stay in clusters?
(If not, you can get it from the same download page (http://fractalsoftworks.com/2017/06/03/starsector-0-8-1a-release/))So, an idea, after messing around with the random sector I noticed the factions are all totally scattered around the place. Would it be possible to cluster them a bit more?Faction placement does tend towards the mishmash. I don't have any big ideas for changing this, but a tweak or two I'll look into later might help.
@The2nd: Are you using the newest release (RC8) of Starsector 0.8.1a?
(If not, you can get it from the same download page (http://fractalsoftworks.com/2017/06/03/starsector-0-8-1a-release/))
Faction placement does tend towards the mishmash. I don't have any big ideas for changing this, but a tweak or two I'll look into later might help.
1518501 [Thread-4] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class null: null
java.lang.NullPointerException
at com.fs.starfarer.api.util.Misc$Token.getVarNameAndMemory(Misc.java:156)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.A.isTrueFor(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine$4.getBestMatching(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:43)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.ui.newui.CommDirectoryDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1518502 [Thread-4] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class null: null
java.lang.NullPointerException
at com.fs.starfarer.api.util.Misc$Token.getVarNameAndMemory(Misc.java:156)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.A.isTrueFor(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine$4.getBestMatching(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:43)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.ui.newui.CommDirectoryDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
17 [main] INFO com.fs.starfarer.launcher.ModManager - mod: ApproLight [D:\Game\Starsector\starsector-core\..\mods\ApproLight]
18 [main] INFO com.fs.starfarer.launcher.ModManager - mod: blackrock_driveyards [D:\Game\Starsector\starsector-core\..\mods\Blackrock Drive Yards]
18 [main] INFO com.fs.starfarer.launcher.ModManager - mod: diableavionics [D:\Game\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
19 [main] INFO com.fs.starfarer.launcher.ModManager - mod: dynasector [D:\Game\Starsector\starsector-core\..\mods\DynaSector]
19 [main] INFO com.fs.starfarer.launcher.ModManager - mod: foundation [D:\Game\Starsector\starsector-core\..\mods\Foundation Of Borken]
20 [main] INFO com.fs.starfarer.launcher.ModManager - mod: shaderLib [D:\Game\Starsector\starsector-core\..\mods\GraphicsLib]
20 [main] INFO com.fs.starfarer.launcher.ModManager - mod: Imperium [D:\Game\Starsector\starsector-core\..\mods\Interstellar Imperium]
21 [main] INFO com.fs.starfarer.launcher.ModManager - mod: lw_lazylib [D:\Game\Starsector\starsector-core\..\mods\LazyLib]
21 [main] INFO com.fs.starfarer.launcher.ModManager - mod: nexerelin [D:\Game\Starsector\starsector-core\..\mods\Nexerelin]
22 [main] INFO com.fs.starfarer.launcher.ModManager - mod: shadow_ships [D:\Game\Starsector\starsector-core\..\mods\Shadowyards]
22 [main] INFO com.fs.starfarer.launcher.ModManager - mod: swp [D:\Game\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
23 [main] INFO com.fs.starfarer.launcher.ModManager - mod: underworld [D:\Game\Starsector\starsector-core\..\mods\Underworld]
24 [main] INFO com.fs.starfarer.launcher.ModManager - mod: valkyrian [D:\Game\Starsector\starsector-core\..\mods\Valkyrians]
24 [main] INFO com.fs.starfarer.launcher.ModManager - mod: lw_omnifac [D:\Game\Starsector\starsector-core\..\mods\Omnifactory 2.2.7]
Hi, thanks for your work on this mod--it's been a great way to keep things interesting through the late-game.I don't think you can. I have played Nex a bit myself and watched Nemonaemo play with this mod a lot, and I never noticed it.
Question, is there any way I can donate recovered ships to my faction, like assigning ships to the response fleets of planets, or to invasions that I don't want to directly take part in? This is something I'm hoping for in the colony updates to the vanilla game, but I don't know if this is already in Nex and I just don't know how to do it? If I sell ships to a planet's market, or put them in storage there, do they aid that planet in any way?
Hi i got a question. are the Luddic Path and the Luddic Church suppose to play unplayable because when i try to request a invasion fleet or a defense fleet it says this faction doesn't have a home planet even thought they do.Luddic Church works for me. (Note that it requests from the faction you belong to, not the faction owning the location; also Luddic Path players can't request Church fleets or vice-versa)
(...)due to your infamous and vengeful rivalry with the Hegemony, a kill-fleet has launched from >insert market name here<Say what? What kind of "vengeful rivalry" is that?! They're trying to kill me and I'm only defending myself! That's not "rivalry".
Hi!Aye I see. Thanks for the tip!
The "killing vengeance fleets make more vengeance fleets" thing is indeed undesirable behaviour. It's already been removed for the next version.
For now, it may be easiest to disable the mechanic in Nexerelin/exerelin_config.json: enableRevengeFleets
(Or if you feel like it, console command kill)
Otherwise, if you spot them ahead of time, it's usually possible to evade them temporarily just by S-burning in a different direction. Traverse Jump helps a lot too.
(I can't say why Dark.Revenant implemented the mechanic back in SS+, but for me it serves as a way to have threats which actually challenge the player if they're inflicting a lot of damage on a faction. But this should be in direct response to the player's activity, not the endless stream from recursive vengeance fleets which exists in current version.)
@Histidine
First, thank you very much for this wonderful mod. Today I tried myself on starting my own faction, but I was a little bit disappointed how it was named in the game. So, my question:
Can I rename the player´s faction?
I already tried that by changing names in the faction file of the mod. But it produced an " null" error, which throws me back to desktop every time I load the game, while it also prevented me starting from the beginning as my own faction or free start. I just had no starter ships to choose from, only normal factions.
my best wishes,
George
v0.8.3
* New features
* Add defense battlestations
* These will support the response fleet in battle against invaders
* Uses Arsenal Expansion's Asgard (modified)
* Add faction bounty, rebellion events
* Improved new game faction selection, faction directory
* Faction mods no longer require rules.csv changes to be compatible with Nexerelin
* Followers no longer pay salary, instead each market generates tax revenue
* Follower markets can be transferred to another faction for a reputation boost
* Random sector generation improvements
* Try to cluster markets of same faction together
* Add decorative landmarks
* Economy adjustments
* Misc. fixes
* Gameplay
* Invasion and respawn fleets prefer to try and retake lost territory; Luddic Church also preferentially targets Luddic Majority planets
* Vengeance fleet improvements
* Killing vengeance fleets doesn't contribute towards spawning more vengeance fleets
* Size limiter scales with player level
* Add Luddic Path text
* Most Templar fleets will drop flux cores
* Halve reputation gain with Templars from capturing enemy markets
* Automatically leave player's current faction if it is eliminated (can be changed in config)
* Tweak some starting ships
* Misc. tweaks
* Bugfixes:
* Fix crash from faction becoming hostile to itself
* Mod compatibility updates/fixes for ApproLight, Artefact, Looters, Templars
* Mining strength properly counts modules
* (Maybe) Fix loot volume being capped at 1000 for each commodity
* Fix commission not being fully terminated on leaving faction
* Fix conquest mission bonus duration (rarely) being same as main duration
* More foolproof IBB ship duplication prevention
* Remove some wonky hyperspace pathfinding for invasion/strike fleets
* Don't allow joining non-playable factions
* Misc:
* Some savescum prevention for response fleet composition
* More useful Spawn*Fleet console commands
* Some adjustments, fixes for intel reports
How will stations work for factions that do not support DynaSector or lack modular weapons?It'll use a default generic-ish station, with vanilla weapons.
Not compatible with previous saves!
Oh dear. I can release a Nex patch with Save Transfer compatibility in half a day or so, at least.Not compatible with previous saves!
This includes save transfers?
When I tried to transfer from 0.8.2d to 0.8.3, I got this errorSpoiler55578 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.captureMarket(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;Lcom/fs/starfarer/api/campaign/FactionAPI;ZLjava/util/List;F)V
at org.dark.transfer.console.commands.LoadSave.deserializePlayerData(LoadSave.java:1897)
at org.dark.transfer.console.commands.LoadSave.runCommand(LoadSave.java:2133)
at org.lazywizard.console.Console.runCommand(Console.java:255)
at org.lazywizard.console.Console.parseInput(Console.java:317)
at org.lazywizard.console.ConsoleOverlayInternal.checkInput(ConsoleOverlay.kt:290)
at org.lazywizard.console.ConsoleOverlayInternal.show(ConsoleOverlay.kt:97)
at org.lazywizard.console.ConsoleOverlay.show(ConsoleOverlay.kt:34)
at org.lazywizard.console.ConsoleCampaignListener.advance(ConsoleCampaignListener.java:36)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Edit: I just realized this might have less to do with Nexerelin and more to do with Save Transfer :-[
Keep getting this error not sure what it could be.Download the newest Starsector version (0.8.1a-RC8) from the same page (http://fractalsoftworks.com/2017/06/03/starsector-0-8-1a-release/).Spoiler3089012 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.ongoingBatt le from class exerelin.campaign.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:352)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:272)
at exerelin.campaign.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:306)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Is Approlight compatible with the random sector?It is. Well, should be; let me know if it doesn't work for you.
229083 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Okay, here it is:Oh dear. I can release a Nex patch with Save Transfer compatibility in half a day or so, at least.Not compatible with previous saves!
This includes save transfers?
When I tried to transfer from 0.8.2d to 0.8.3, I got this error
Okay, here it is:
Put in Nexerelin/jars (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)
Main download will be updated in a few days; waiting in case anything else that needs fixing comes in.
@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.Yeah, it's not bound to anything, entirely an accident as I tried to (erroneously) hit the 'Map' button (bound to 'M' like a million other games)
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
v0.8.3b
* Fix rebellion suppression fleet crash
* New game dialog: Fix Prism Freeport toggle resetting sector generation sliders
* Throw exception if max player/officer levels in config are too high
* See http://fractalsoftworks.com/forum/index.php?topic=13195.0 for details
* Use American English for defense station fleet name
* Compatibility with old Save Transfer versions
@CarbineOne: Can't say I have a clue what would cause that, unfortunately. It may help if you provide a full modlist.Yeah, it's not bound to anything, entirely an accident as I tried to (erroneously) hit the 'Map' button (bound to 'M' like a million other games)
M isn't bound to anything in my Starsector (in vanilla settings or in mods), so I'd also like to know what the expected behaviour was in this case.
Modlist:
Dynasector
Graphicslib
Lazylib
Nexelerin
Underworld
All updated. Pressed M in vanilla, does nothing, no crash.
oh yea mine also crashes when i click M in devmode. I never really cared much about it though.Turns out it's not something within my control. (http://fractalsoftworks.com/forum/index.php?topic=13205.0) So, uh, don't use devmode or don't press M if you do, I guess.
EDIT: Also i was curious. Does the follower faction simply function as a template faction on its own because I did some testing. When I'm currently not in a faction and set my relations towards other factions higher or lower it automatically resets back to its default value after a day or 2 passes. I went and made the Player_NPC faction visible in the Intel tab and saw that it was indeed the follower factions dictating where my relations stand with other factions when I'm currently not assigned to one of them.Yeah, followers (mostly) work like other factions.
v0.8.3c
* Support for Dassault-Mikoyan's Blade Breaker Deserter start, vengeance fleets
* Remove free storage at starting location when using free start
* Asgard's large module has asymmetric loadouts with DynaSector
* Fix a procgen crash with some start settings
* New game dialog tweaks
Hi there ;) I have launched a new game with the Extra System reloaded mod and I need rare metals and rare ores, I've looked for them in every system mining or on markets and I don't find them xD Are they respectively named transplutonics and transplutonic ores by any chance ? Or is it a bug from Nexerelin not spawning the items ? :P I'm sorry for my silly questions, have a good day everyone :D Fly safe !
Is there a way to give the player faction a description?For the intel screen? Nexerelin/data/strings/description.csv: add an entry with ID player_npc and type FACTION
... Let me know if you need additional information.
How do you install the latest update? Do I just rename the DME folder in the download or?Just copy/extract the DME folder in Nex 0.8.3c over the existing one (the one put there by Dassault-Mikoyan), overwriting the file when prompted.
Think I'm getting a crash at initial game start related to Nexelrin's mining:Hmm, some mod seems to not be generating its planets properly.
Actually got it figured out on my own, Borken and/or Artefact were causing issues.
Shame since Borken's work is super interesting looking!
I have a question - is there any way to disable that stupid mechanic of officers dying in combat?exerelin_config.json -> "officerDeaths":false,
Stations can join battles, but one or both of the "primary" fleets needs to be touching the station circle (unless one of them is a response fleet).
I could give it a wider join radius and/or implement more complex rules, but at the time this seemed the most logical and least likely to make for situations that are too easy for the player (or too hard, if a station unexpectedly joins the enemy side).
Histidine, why [REDACTED] stations such prolific? As soon as the player destroys one fleet from the station right there the new fleet takes off. If the player destroys 4 fleet, station will spawn 4 new fleets immediately. This problem is noticeable only with use "Nexerelin".Nexerelin doesn't touch Remnant fleet spawning. I guess I can investigate this when my computer is working again.
Perhaps you can tell me where the engage range code is and I can just change it myself and test it?NexFleetInteractionDialogPluginImpl, line 363 (https://bitbucket.org/Histidine/exerelin/src/e8422ecfd5ce0f92799ec517582f101de892c66f/jars/sources/ExerelinCore/exerelin/campaign/battle/NexFleetInteractionDialogPluginImpl.java?at=master&fileviewer=file-view-default#NexFleetInteractionDialogPluginImpl.java-363)
Thank you very much! :)I have a question - is there any way to disable that stupid mechanic of officers dying in combat?exerelin_config.json -> "officerDeaths":false,
Anyone know how to make the followers faction show up in the intel screen? It's not like it is a big deal but eh lol
exerelin_config.jsonEm, "Revenge Fleets" and "Vengeance Fleets" not different things?
"enableRevengeFleets":0
exerelin_config.jsonEm, "Revenge Fleets" and "Vengeance Fleets" not different things?
"enableRevengeFleets":0
Also, if I write ["vengeanceFleetSizeMod":3,] in the file on folder "exerelinFactionConfig" it will make sense?
6719985 [Thread-4] INFO exerelin.campaign.fleets.ResponseFleetManager - Spawned Tri-Tachyon small response fleet of size 5
6720584 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.fleets.InvasionFleetAI.attackStationIfPresent(InvasionFleetAI.java:98)
at exerelin.campaign.fleets.InvasionFleetAI.advance(InvasionFleetAI.java:156)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.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.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
No crashes for me, but I found a bug in Nexerelin 0.8.3c. Easy to replicate.Thanks! Fixed for next release.
1) Pretend to invade planet with defense station
2) Change your mind and leave
3) Invade the same planet again
4) Oops? Where is the enemy army? Just a lonely station.
I think it was better before, when you invaded and had no chance to escape once the invasion started.
Is it possible to declare war or do you just have to anonymously attack a faction until they declare war on you? The unprovoked rep hit seems nasty and I would rather not worry about the hoops to jump through by running around with the transponder off dodging people you don't want to kill at the moment.Any time a patrol tries to scan you and you refuse, or if a patrol attacks you for being caught installing a comm sniffer, you won't get the warmonger penalty for the resulting hostilities. Also, hostilities resulting from agents/saboteurs being detected don't have the penalty.
For deciding not to engage: I can see it going either way. Since there's no way to see the response fleet's composition before the dialog (and thus decide whether fighting it is a good idea), I've had complaints about unescapable surprises being sprung on the player in this way.
Maybe in the future I'll think of a more sophisticated solution.
Since there's no way to see the response fleet's composition before the dialog (and thus decide whether fighting it is a good idea), I've had complaints about unescapable surprises being sprung on the player in this way.
Response fleet tweak:
* Remove free disengage
* Invasion dialog displays reserve size (in fleet generation points)
* Using agent gather intel ability creates a preview of an example response fleet
v0.8.3d
* Add random faction start
* Talk to a base administrator to resign commission (won't reset faction relations)
* Response fleet tweaks
* Remove free disengage
* Invasion dialog displays estimated reserve size (in fleet generation points)
* Using agent gather intel ability reveals the current reserve fleet
* Defense stations have more latitude on joining battles
* Station will join if either of the "main" fleets is touching any of its market's entities (or within the normal battle join distance of the market entity, if a response fleet is participating in the battle)
* Mining caches can include hullmods
* Invasion fleet, mining crash safeties
* Fix a vanilla bug where debris fields don't expire
* Fix commission not terminating cleanly on changing faction
* Fix faction bounty reports
Histidine, why [REDACTED] stations such prolific? As soon as the player destroys one fleet from the station right there the new fleet takes off. If the player destroys 4 fleet, station will spawn 4 new fleets immediately. This problem is noticeable only with use "Nexerelin".Hmm, I couldn't reproduce. This only happens with the kill console command in campaign, as far as I can tell: if you manually fight the fleets (using nuke console command if desired) the station does have a respawn delay and can be knocked back to zero active fleets.
I can't reproduce no matter how high I crank number of planets/stations or what I set the number of systems to.Spoiler290900 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArithmeticException: / by zero
java.lang.ArithmeticException: / by zero
at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1638)
at exerelin.world.ExerelinProcGen$5.compare(ExerelinProcGen.java:1635)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at exerelin.world.ExerelinProcGen.balanceMarkets(ExerelinProcGen.java:1544)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:939)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:251)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.j.super(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Now that's interesting.
[EDIT] I've pinpointed it down to sector generation, specifically when you enable random core worlds and up the sectors to over 16, alongside stations and planets. The last successful generation had a luddic path market for the player faction.
Going to report an bug where a random sector can have planets with exactly same name and one of them becomes a invisible/ghost planet. I was told on Discord server that it could be a Nexerelin issue, so I'm going to send screenshots and a save. I also imported an old save with Save Transfer to the save where I got the bug if that tells something, I don't have the first save of the sector anymore.Stop Gap Measures and Oculian Berserks appear to be incompatible with Nexerelin's random sector mode.
Histidine, Can it is time add more settings features for vengeance fleets? It can give absolutely new play experience.Maybe in next version (no promises though)
[...]
But a vengeance fleets they are so weak and I usually disable this option. But if to add a feature to increase their size that it will allow to make very big fleet (like a size buff x13, also, in screenshot their buff x3) which will appear very seldom but will really FRIGHTEN the player.
Hmm, I couldn't reproduce. This only happens with the kill console command in campaign, as far as I can tell: if you manually fight the fleets (using nuke console command if desired) the station does have a respawn delay and can be knocked back to zero active fleets.I know. I have already reported that it causes not yours mod(see pic from 02.13). And now some peoples tell me that it is can caused by "Dynasector".
Good morning,
I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.
So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.
Would Paragons be the way to go?
Thanks
Good morning,
I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.
So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.
Would Paragons be the way to go?
Thanks
Why yes, one of two Paragons would be a good way to go, especially if you know the limits of said Paragons, in terms of flux capacity, and how long it takes to vent.
Onslaughts don't have powerful shields and have a very high flux buildup rate, so it's natural for them to be lost fairly quickly, despite the armor on them.
Anything that is Dynasector enabled is high quality but since we don't know your specs, I can't suggest what mods would be good or notGood morning,
I am running 8.3d with a lot of other mods and am having a hard time trying to crack a Sindrian battlestation. Its at their homeworld, so perhaps its more powerful than most battlestations. I just came over from vanilla so the only other battlestation I have fought were remnant, which I could defeat.
So my fleet has a lot of mora's and a few Onslaughts but isn't able to inflict much damage to the battlestation components before losing a couple onslaughts.
Would Paragons be the way to go?
Thanks
Why yes, one of two Paragons would be a good way to go, especially if you know the limits of said Paragons, in terms of flux capacity, and how long it takes to vent.
Onslaughts don't have powerful shields and have a very high flux buildup rate, so it's natural for them to be lost fairly quickly, despite the armor on them.
Thanks, I'll work on finding some Paragons before I try taking out a station again. I'm new to the mod factions, any gems in those fleets I should keep my eye out for?
Wha-a-at? Civil War?...Curse your sudden and truly unexpected betrayal!Spoiler(https://i.imgur.com/jGwrtUj.png)[close]
...Curse your sudden and truly unexpected betrayal!
Im not sure if this has been asked before, but is there a way to disable follower diplomacy (the random events like agreements, weddings and prisoner exchanges) entirely? I would basically like my faction to handle like the independents or pirates. Setting "followersDiplomacy" to false in exerelin_config doesn't seem to do anything and I've not able to reverse engineer how some other factions do it :PYes, It's in the Nexerelin settings folder IIRC
Am I missing something?It automatic if the station have the power for build one. (It need to have a good stability)
I conquered a station, blew up the battle-station too.... so when do I get to build my own battle-station in its place?
I was really looking forward to doing its load out.
v0.8.3e
* Add memorial for dead officers
* Available at victory screen, or with console command `printdeadofficers`
* Add "Andrada option"
* After capturing a market, player can take it for themselves instead of transferring to faction, at a high reputation cost
* Add vengeanceFleetSizeMult faction config tag
* Re-enable pirate vengeance fleets
* Add Tri-Tachyon large carrier start (SWP only)
* Ruins increase chance of finding cache when mining a planet
* Reduce, turn Asgard platform fire arcs (to avoid graphical issues)
* Vengeance fleets spawn less frequently
* Some GUI improvements, tweaks
* Bugfixes:
* Handle a response fleet sabotage edge case
* Officer deaths, XP bonus apply correctly to battles with derelict defenders
* Fix procgen handling of incompatible mods in random sector mode
* Fix long-distance station join handling
* Fix faction bounties starting when they shouldn't
* Fix followers diplomacy config option
* Fix Hephaistos Station (Scy) potentially losing its black market
* Remove unneeded clamp on player max level setting
Nexerelin v0.8.3e
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3e.zip)Spoiler(https://i.imgur.com/waMsI40.png)[close]
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Code* Add vengeanceFleetSizeMult faction config tag
Hi guys!It's by Yma. (or in that area)
I can't find prism freeport, where exactly is it? I know it's somewhere in hyperspace, but the map doesn't tell me anything. I'm sure it's in the game, because it sent a relief fleet once, I just can't find it. I'm using dynasector, but my (inner sector?) is the original.
... I'm using dynasector, but my (inner sector?) is the original.
21526947 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nova Maxios
21526950 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned mining fleet of size 11
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
21527341 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: drugs to Yama
21527561 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager]
21527564 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424]
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Prism Freeport)
21528891 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528898 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - IBB ships available: 0, 3
Same crash sadly.Paste maybe the mod list?< For be sure than you have not installed a incompatible mod with Nexerelin.
I downloaded the updated version after deleting the old one from the mods folder and sadly I have gotten this the past four times I have tried to start the game:Hmm, two things you can try:
You have true, the save used per him seems old, because i see Looters mod(A retired mod) ... But the update who merge with the Artefact(1 month ago) break the save(i do not think only my mod because many others mods have break their save 1 month ago, but yeah), sorry :x.I downloaded the updated version after deleting the old one from the mods folder and sadly I have gotten this the past four times I have tried to start the game:Hmm, two things you can try:
- Update your copy of the Artefact mod (http://fractalsoftworks.com/forum/index.php?topic=10067.0)
- Open Nexerelin/data/config/exerelinFactionConfig/mod_factions.csv and delete the rows with "Lte"
Often a game freezing when I come into shop on Prism Freeport. If it Prism from SCY mod that everything works steadily.Is this a known issue? I'm having the same thing as well.
Last entries in the log:Code21526947 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nova Maxios
21526950 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned mining fleet of size 11
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
21527341 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: drugs to Yama
21527561 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager]
21527564 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424]
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Prism Freeport)
21528891 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528898 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - IBB ships available: 0, 3
Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.
Bounties are not giving me any money. I destroyed three bounty fleets so far and nothing, not even the acknowledgment that I did let alone the money.Are you travelling outside the core systems? You need to fly back to within comm relay coverage to get the bounty completion message.
The issue should go away if you add one or more mods with new weapons. Or use this .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0)Often a game freezing when I come into shop on Prism Freeport. If it Prism from SCY mod that everything works steadily.Is this a known issue? I'm having the same thing as well.
Last entries in the log:Code21526947 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Trying mining fleet for market Nova Maxios
21526950 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManager - Spawned mining fleet of size 11
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 0 out of a maximum 7 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
21527143 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Could not spawn fleet - returned null
21527341 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.missions.MarketProcurementMissionCreator - Created MarketProcurementMission: drugs to Yama
21527561 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - 29 out of a maximum 30 fleets in play for [data.scripts.campaign.fleets.DS_LuddicPathFleetManager]
21527564 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager - Spawned fleet [Luddic Path raiders] at hyperloc Vector2f[7171.64, -2314.4424]
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
21527596 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Metals(Prism Freeport)
21528891 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Starsector\starsector-core\..\mods\Nexerelin]
21528898 [Thread-4] INFO exerelin.campaign.submarkets.PrismMarket - IBB ships available: 0, 3
If I go to Prism Freeport after playing for a while and open either the item trading or ship trading screen, the game freezes dead.
This usually doesn't happen if I go to Prism Freeport right away after reloading a save (hence due to this bug I made a habit of saving the game before docking at Prism Freeport).
I am not running any faction mods. Only Dynasector, Nexerelin, and a bunch of cosmetic mods (audio plus, radar, targeting pip etc.)
I had a small spark of an idea (But it's likely you've thought of it)Fleets without marines requested at a non-hostile planet will already protect it (assuming they don't wander off; I'll have to check if they do).
When sending the AI fleets to a planet occupied by another faction that currently is on good or bad terms, would it be possible for them to not be a hostile fleet, instead protecting the occupied planet, and likely starting a small/long-term/cycle-long friendship, or even an alliance?
Say, for example, you're on bad terms, but not bad enough to start a war with said faction, but you hear that a fleet that's from a hostile faction is going to invade their station while you're busy with other things, so you call in a fleet from your own faction to help defend said planet that would come under attack, possibly stopping an invasion and improving relations with the faction that was under attack.
It seems likely, but probably isn't. It would kind of make a bit of sense though, naturally seeing you'd want to keep a friendship that has started as a result of helping someone in dire need.
Is there any way to slow war happenings a little?
I usually play enhanced vanilla and stay low and well factions go full on war fast and then some factions disappear very fast. Luddics and Hegemony are usually first.
Any way to slow down this?
"pointsRequiredForInvasionFleet": 4000, # bigger = longer delay between invasion fleets
# invasion points are added daily
"baseInvasionPointsPerFaction": 50,
"invasionPointsPerPlayerLevel": 1,
"invasionPointEconomyMult": 0.3, # each market contributes invasion points: stability * size * this number
{
"name":"Prisoner Exchange",
"stage":"prisoner_exchange",
"maxRepLevelToOccur":"hostile",
"repEnsureAtWorst":"hostile",
"minRepChange":0.15,
"maxRepChange":0.2,
"repLimit":"inhospitable",
"allowPiratesToPirates":true,
"allowPiratesToNonPirates":true,
"allowNonPiratesToPirates":true
},
How do I (if possible) turn off Nexerelin’s version checker? The pc it’s installed in has internet access but it’s limited. Starsector’s main website and these forums currently not accessible to it. So whenever load up a save or start a game; it endlessly looping “Failed to retrieve mod update info! Check Starsector log for details.”. And it is killing my frame rate. Is there a way to end the loop or take out or remove version checker without messing with mod?
(Typing this with my phone so please bare with me and my grammar XD)
What are the chances of implementing a SS+ style "Soft" fleet-size cap? I'm really discouraged from playing pirate or scavenger if I can't have a numerically superior ball of junkStarsector\starsector-core\data\config\settings.json
What are the chances of implementing a SS+ style "Soft" fleet-size cap? I'm really discouraged from playing pirate or scavenger if I can't have a numerically superior ball of junkStarsector\starsector-core\data\config\settings.json
is your new friend
...
I do have ooooooone pretty simple suggestion thoughi'd also like being able to customize both name and faction ship usage, but putting the work into implementing these in Nexerelin now is probably kinda wasted, because the next vanilla release will actually have both of these features! :]
Also, when trading, it seems pointless to trade on open markets (with tariffs) anymore. It's far more effective to only sell on the black market, and use a fraction of that 18% tariff you saved to buy agents and repair what little damage you did to your reputation. This isn't helped by the negligible rep hit you get for black market trading (-1 to -3), or the "suspicions of black market trading" (-5) modifier you get while scanned after trading. The latter is a flat -5 regardless of credits earned, meaning you could have made enough credits for a thousand agents and still only get hit with a -5 rep penalty.Yep. And shielded cargo holds are useless.
836440 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.config from class exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl
java.lang.IllegalAccessError: tried to access field com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.config from class exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:299)
at com.fs.starfarer.ui.newui.OoOo.öØ0000(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.OoOo.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi, trying to get back to Starsector for a game or two, but have some weird Access error crash on fleet dialog:
...
Could it be an outdated LazyLib or something?
...
Are you running 0.8.1a release candidate 8? I had accidentally been running 0.8.1a RC7 and had similar crashes.
Try this hotfix .jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=0) (place in Nexerelin/jars) and the crash should go away. (Although the event that causes it is random, so you may not notice anyway)
I'll probably release an official fix soon-ish.
1. Is it possible to choose WHICH vanilla factions are available at game start? Or are vanilla factions hard coded? Or even remove all vanilla factions?
Yes, realized I had RC7. Will see if things work out now. THX! And congrats on the great mod work!
1. Is it possible to choose WHICH vanilla factions are available at game start? Or are vanilla factions hard coded? Or even remove all vanilla factions?(Random sector only. Changes apply to new games; you can revert them once a new game is started)
2. Can I tweak the "percentage or number of starting planets" for a given faction? I.e. perhaps I want to give 30% of occupied planets to Sindria (or to a mod faction, or to a random faction) as part of a role-playing soap opera I was mentally playing for this game instance.
v0.8.3f
* New rules for free ports after market capture in non-random mode
* Market will have free port after capture if new owner is a pirate faction and has the free market tag, or if market had free port at start of game (requires new game)
* During a rebellion, supplies for the government side can be sold to a base official
* Increase reputation effects of rebellion supplies by 50%
* Add a reputation bonus from killing invasion fleets
* Various fixes:
* Fix rebellion event crash
* Fix infinite loop in stocking Prism submarket
* Don't join defense station to battles if its CR is below 5%
* Possibly fix a bug with mining fleet behavior on game load
* Maybe fix fleets joining battle but not either side
* Fix some cases where relationship clamps were still being checked with random starting relations
* Some tweaks to slightly lower save/load memory use
* Mod compatibility updates
7780015 [Thread-10] INFO sound.OooO - Playing music with id [campaign_music_part_2_v28.ogg]
7780463 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Float
java.lang.ClassCastException: java.lang.String cannot be cast to java.lang.Float
at exerelin.campaign.events.covertops.InstigateRebellionEvent.setParam(InstigateRebellionEvent.java:20)
at com.fs.starfarer.campaign.events.CampaignEventManager.startEvent(Unknown Source)
at exerelin.campaign.covertops.CovertOpsBase.reportEvent(CovertOpsBase.java:158)
at exerelin.campaign.covertops.InstigateRebellion.onSuccess(InstigateRebellion.java:47)
at exerelin.campaign.covertops.CovertOpsBase.execute(CovertOpsBase.java:107)
at exerelin.campaign.CovertOpsManager.instigateRebellion(CovertOpsManager.java:360)
at exerelin.campaign.CovertOpsManager.handleNpcCovertActions(CovertOpsManager.java:267)
at exerelin.campaign.CovertOpsManager.advance(CovertOpsManager.java:278)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
v0.8.3g
* Agents display their relationship effects in the same dialog where they are used
* Fix rebellion crash, other issues
* Remove a stray debug message
Belated fix update. Should be compatible with previous saves, but, uh, don't quote me on it.Nexerelin v0.8.3f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3f.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Codev0.8.3f
* New rules for free ports after market capture in non-random mode
* Market will have free port after capture if new owner is a pirate faction and has the free market tag, or if market had free port at start of game (requires new game)
* During a rebellion, supplies for the government side can be sold to a base official
* Increase reputation effects of rebellion supplies by 50%
* Add a reputation bonus from killing invasion fleets
* Various fixes:
* Fix rebellion event crash
* Fix infinite loop in stocking Prism submarket
* Don't join defense station to battles if its CR is below 5%
* Possibly fix a bug with mining fleet behavior on game load
* Maybe fix fleets joining battle but not either side
* Fix some cases where relationship clamps were still being checked with random starting relations
* Some tweaks to slightly lower save/load memory use
* Mod compatibility updates
Wow, I'm surprised that didn't explode for someone sooner. Hotfix:Nexerelin v0.8.3g
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.3g.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Codev0.8.3g
* Agents display their relationship effects in the same dialog where they are used
* Fix rebellion crash, other issues
* Remove a stray debug message
Histidine (http://Histidine), since i'm somewhat new with this mod(tried it during 7.1 but now is the first play trough attempt) I would be grateful if you could clarify few things to me:I can at least help with THIS. There are a bunch of character skills you can get to do this. I don't remember if you can get YOUR ship to 100, but your skills combined with an officer should get a ship to 100% CR. Unfortunately I forget the skill names. :(
1- How do i reach 100% CR?
2- Hand weapons affect invasion of a market? What about defending against a invasion?The only considerations for invasion defense strength (not the response fleet size, that has some different handling) are:
3- I've read that markets i capture can end up rebelling against me, and that it happens because of market stability, does selling marines, hand weapons, and ordnance to the market somehow helps preventing those mutinies? Also, the black market having more marines than the normal market affects anything?Selling stuff to the market before a rebellion can prevent it by propping up the stability, but I wouldn't count on any stability manipulation to actually work.
4- How can i improve my markets stability, and how do I get rid the debuff from the market being attacked recently?
5- ''During a rebellion, supplies for the government side can be sold to a base official''... - Understood'nt ???
6- Any tips on improving FPS? I play with a low end PC and my fps drops to 10 sometimes e.eA bit outside the scope of Nexerelin, but there are a few things you can try:
EDIT: WTF I actually gain by mining? 0_oNormally you get the resources it says before you start mining. Asteroids give ore and some volatiles, for planets/moons it depends on what the survey found. The amount depends on your mining strength.
Btw would a ssd shorten the loading bits in the game, especially nvme M2 ssds ?
Histidine, maybe you can do start option as Luddic Path Raider? It is strange that it isn't made yet.I've actually almost done it, but haven't had time to give it a "proper" test yet, so it's not officially supported.
Histidine, Can you make more opportunities for control of difficulties?New difficulty options have been an idea for some time, although I haven't felt like doing them so far. I'll need to think about what actually goes in there; e.g. crew loot mult is not something that most people would change even once, let alone from game to game, I'd think.
To add a new tab to the menu of start of a game as "Difficulties Options" where there will be more than the parameters than "Starfarer Mode".
Like a:
- Crew salvage Mutator.
- Enemy Fleets Size Mutators
- You Fleet size Mutator
- Difficulties presets.
Then I noticed that some planets have museum ships, and it gave me an idea - what if we could install our own ships as museum ships on planets, increasing their stability and generating revenue from tourists? You could make it so that, the bigger and costlier the ship (the definition of "bigger" being determined by evaluating the ship's ordnance point count), the more revenue it generates? Would it be possible to implement such a system?Ha, that's funny!
Is it possible to show the variant names for the ships we're given when making a new character?Nexerelin/data/strings/strings.json
What is a synergy hardpoint? The harbinger has 3 medium synergy hardpoints in plain Nexerelin with no other mods. Does it amplify damage done when I use the ship's entropy amplifier? Or does it do something else?Synergy mounts can fit both energy and missile weapons. The other corresponding mount types (https://starsector.wikia.com/wiki/Refit_Screen#Weapon_mounts) are hybrid (ballistic + energy) and composite (ballistic + missile).
I'm sorry if this another vanilla question, but is there a way to see the deployment cost of a ship somewhere in the fleet screen? The harbinger I mentioned earlier costs a whopping 20 points. It makes a difference because I might not want to keep high deployment costs ships if they are not pulling their weight in battle.Yes, the recovery supplies is also your deployment cost
Edit: I think it might be recovery cost (supplies), since the numbers seem to match up. I didn't notice it because my (D) ships were getting a discount to recovery cost from my commander's skills. It's a surprisingly big strike against (D) ships though - they take up the same deployment space as a perfect version of the ship but are relatively weaker. With default battle size of 200, there's not that much room to work with.
one little additional detail: reductions to the supply to recover cost (= how many supplies it will take after the battle to recover the CR from the deployment) do NOT also apply to the deployment points cost (= how many ships you are able to deploy into battle at the same time, if your fleet is too large to be able to deploy all ships at once). deployment point cost of a ship is always equal to its base supply cost.I'm sorry if this another vanilla question, but is there a way to see the deployment cost of a ship somewhere in the fleet screen? The harbinger I mentioned earlier costs a whopping 20 points. It makes a difference because I might not want to keep high deployment costs ships if they are not pulling their weight in battle.Yes, the recovery supplies is also your deployment cost
Edit: I think it might be recovery cost (supplies), since the numbers seem to match up. I didn't notice it because my (D) ships were getting a discount to recovery cost from my commander's skills. It's a surprisingly big strike against (D) ships though - they take up the same deployment space as a perfect version of the ship but are relatively weaker. With default battle size of 200, there's not that much room to work with.
Is it still possible to attack markets anonymously? I have the same problem I used to have with the markets always knowing who I am, have even done long week long trips to a market with the transponder off the whole time and I still get smacked with unprovoked attack.Anonymous invasions haven't been possible at any point in Nexerelin's history (and won't be, given how they work). But raids can be anonymous in the next version.
v0.8.4
* Add a basic diplomacy AI
* Tries to butter up friends, sabotage enemies, etc.
* Will declare war if it has motives for doing so and expects not to lose
* Better random sector generation
* Should have more habitable worlds and place inhabited systems closer together
* Config option for Templars to get Antioch in random mode
* Prism Freeport removes deep hyperspace around itself
* Add some new interaction images for random sector
* Start options improvements
* Add super ship start (e.g. Hyperion); only available for certain factions
* Factions can be enabled/disabled for random sector individually
* When randomizing faction relations at start, pirates can be made unaffected
* Increase random sector maximum systems/planets/stations
* If followers is picked as random starting faction, has 50% chance to be free start (will be displayed in dialog)
* Talk to a friendly trade-related base official for commodity price information
* Factions may invade pirate markets that were not originally pirate-controlled, even if pirate invasions are disabled (can be changed in settings)
* Likewise for independents
* Pirates and independents can back rebellions on other markets
* Raids can be done anonymously; no longer have to fight a defending fleet
* Only spawn one strike fleet at a time (was 2)
* Luddic Path now a playable faction
* Halve default vengeance point generation
* Skins inherit the mining strength of their base ship if they don't have their own strength specified
* New faction config tags: noRandomizeRelations, noSyncRelations
* Fixes
* Fix crash from warmonger event against salvage entity defenders with SAD faction
* Fix Galatia relay transfer when Ancyra is captured
* Fix factions defying an alliance motion that failed to pass anyway
* Stations won't remotely join a battle with a response fleet unless they have the same faction
* Don't add stellar mirror/shade to a terran-eccentric world if it's a moon
* Remove unused background images that were bloating the filesize
* Some text fixes/tweaks
So what factors influence the odds of success for agents/saboteurs/rebellions?Agent/saboteur success is a simple RNG roll: succeed/fail, then another roll for detected/undetected. Success is further modified by the market's "alert level" which goes up after agent/saboteur use, so subsequent uses in a short period of time have lower success rate. Chances are configured in Nexerelin/data/config/exerelin/agentConfig.json.
Also my followers always immediately end any rebellions I start up when I have mild good rep with the target and I'm wondering if the only way to deal with that would be to turn off followers diplomacy. But I'm not sure if there are things my followers can do via diplomacy that I cant.As long as the relationship doesn't get above inhospitable the rebellion won't end, so if you keep rep low it won't be a problem. But there's a issue where you can start a rebellion, relationship remains high, and it ends instantly. Oops!
v0.8.4b
* Rebellions don't end if faction stops being hostile to sponsor, unless market is captured
* This fixes issue where player-started rebellions could end instantly
* Market transfer increases diplomacy disposition in recent event category
* New game creation
* Core systems in random sector have more variation in nebulae
* Allow multiple starting fleets for a given type
* Blade Breaker Deserter can be picked by random start
* Luddic Path start tagged as hard
* Add OpenNexConfig console command
* Much more useful SpawnInvasionFleet and SpawnRespawnFleet console commands
* Modding: Custom stations in random sector can be clamped to certain market sizes
* Fixes
* Fix Blade Breaker Deserters having market in random sector
* Procgen cleans up most Blade Breaker assets
* Fix crash when trying to remove Eos Exodus in random sector when Antioch is enabled
* Fix market being transferable multiple times
* Attempt to fix autoresolve handling of ships with modules
3) Their open markets accept stuff that should be illegal, like the aforementioned organs.That's because most Pather bases are "Free Ports", meaning no restrictions on what you can sell on the Open Market from my last check.
3) Their open markets accept stuff that should be illegal, like the aforementioned organs.That's because most Pather bases are "Free Ports", meaning no restrictions on what you can sell on the Open Market from my last check.
1) The most glaring one is that other Pathers still "ask" you for a tithe despite you being one of them. If you're silly enough to turn your transponder on for any reason chances are you'll either be saddled with several fines, one from each Pather fleet that can see you, or you'll be forced to fight for your life. This is actually fairly gamebreaking, for obvious reasons.Ah, found the problem. I'll probably fix it for next release; in the meantime you can open Starsector's base rules.csv (in /starsector-core/data/campaign/ on Windows) and edit the LPTitheCheck row (row 159):
$faction.id == luddic_path score:100
RepIsAtWorst $faction.id HOSTILE
[b]RepIsAtBest $faction.id INHOSPITABLE[/b]
!$LP_tithePaid
!$LP_titheAskedFor
$relativeStrength >= 0
LPTitheCalc
@The Soldier: Good call, thanks for the feedback and the icon! I want to see how the intel UI has been revised in 0.9 before doing anything here though.
Ah, found the problem. I'll probably fix it for next release; in the meantime you can open Starsector's base rules.csv (in /starsector-core/data/campaign/ on Windows) and edit the LPTitheCheck row (row 159):Code: txt$faction.id == luddic_path score:100
RepIsAtWorst $faction.id HOSTILE
[b]RepIsAtBest $faction.id INHOSPITABLE[/b]
!$LP_tithePaid
!$LP_titheAskedFor
$relativeStrength >= 0
LPTitheCalc
The bolded line will make the Path not demand a tithe if you're suspicious or better with them.
Can we have an additional mode. Maybe make it a callback to the old Exelerelin where you had a fleet start your first planet.. I miss that modeHehe. I remember getting jumped by another faction once and ending up with starting 2 planets with the loot. Good times.
The mod hasn't been updated for Starsector 0.9a yetBTW should we expect 0.9a version anytime soon?
lol, someone REALLY doesn't read xD
Not for a few weeks. Possibly months.The mod hasn't been updated for Starsector 0.9a yetBTW should we expect 0.9a version anytime soon?
@HistidineYeah, go ahead. (It's not currently a supported product however)
Hey, is it safe to use your Stellar Industrialist v0.1 in SS 0.8.1a?
Not for a few weeks. Possibly months.
Nex is a pretty event-heavy mod and the underlying code needs a complete overhaul, so I'll need to find several blocks of time to sit down and work on it. There's also some stuff I just plain haven't worked out yet, like how to manage colony accumulation when the player captures new planets for themselves.
Not for a few weeks. Possibly months.The mod hasn't been updated for Starsector 0.9a yetBTW should we expect 0.9a version anytime soon?
Nex is a pretty event-heavy mod and the underlying code needs a complete overhaul, so I'll need to find several blocks of time to sit down and work on it. There's also some stuff I just plain haven't worked out yet, like how to manage colony accumulation when the player captures new planets for themselves.
Hey HistidineMy current library setup (didn't check if all of them are needed):
Could you provide a list of all the libs nexerelin requires? I tried to get the project and build it locally but it turns out i am missing quite a few imports.
Not trying to rush you but I love this mod and I just want to know roughly when you think you'll have a mostly functioning release for 0.9. Are we talking weeks or months?A December release is possible, but January (or later, hopefully not though) is more likely, especially if I'm going to playtest to any real degree.
Thanks for all your hard work!
Is the first release going to include some new content already (and considering 0.9 changes, it would be pretty impressive to get this so quickly), or is it going to be mainly a compatibility update?Mostly (almost entirely?) compatibility, but I do have one new feature planned to address an annoyance with blueprints I experienced during my (first and so far only) vanilla run.
Whatever Hist does, i look forward to it:) The faction warfare is ooommphh is missing from the base game.. "States of War" are tame as hell lol...
for me personally, the faction warfare is the main thing i care about, so i would prefer barebones functional version of that as soon as it is ready, without it i feel like i have no real context for what to do with my fleet after it has gotten out of the early game, helping a faction take over the world on starfarer difficulty (for that -25 own faction diplomacy) provided necessary context for me in the past, with the new updates and lack of nexerelin i have already done everything there is to do in vanilla so im just waiting for the main feature of nexerelin to come to 0.9 at this pointTHIS, was just about to post the exact same thing...
Who'd be the entity collecting the tax, though? Especially later on, when your economic and military strength becomes equal to the biggest players in the sector or even stronger.I'm interpreting "tax" as a metaphor that explains how it's calculated (as % of profits), the one I have in mind would actually be presented to the player as an "inefficiency overhead" or somesuch. A literal tax would obviously not work, especially once the player starts looking for a way to refuse to pay.
as a little follow up to my comment about context, one type of context the game HAD was the fact that in order to sustain the supply cost of a large fleet you kinda had to risk it in battle to make the monies you need, in battle you may lose your stuff and be knocked down to the early-game AGAIN, having to sometimes play the early-game multiple times stretched the game out a lot for me, and the TERROR of losing a big fight and getting knocked down again added a lot of WEIGHT to those fights, now however, many fancy ships and weapons need blueprints to be found much, so they require a colony, but once you have a colony you have so much passive income that you can just directly rebuild your late-game army should you lose it (also btw, late-game fights are not by themselves as fun to FLY as mid-game fights, they are only satisfying for me in the sense that the fleet i have worked hard through challenges is now finally paying off, watching swarms of strike-craft obliterating enemies is quite cathartic). i think colonies should have their maximum net income restricted with some kind of progressive income tax, say making an infinitely good colony generate 200K monthly, but conversely a bad colony should have its potential net loss limited in the same way to -200K
Who'd be the entity collecting the tax, though? Especially later on, when your economic and military strength becomes equal to the biggest players in the sector or even stronger.I'm interpreting "tax" as a metaphor that explains how it's calculated (as % of profits), the one I have in mind would actually be presented to the player as an "inefficiency overhead" or somesuch. A literal tax would obviously not work, especially once the player starts looking for a way to refuse to pay.
(The specific idea I have is multiplying net market income by something like 0.9x for each market the player has over their personal administration cap, so 3 too many markets would be 72.9% income. You could still have a handful of hyper-profitable colonies and give the rest away to independents or somesuch, but as mentioned I'll wait to see what effect Alex's 0.9.1 changes have.)
Could you tell us a little about how nex is going to work under the new format?Not much is going to change, at least for the initial release. Some stuff has been updated to be consistent with vanilla 0.9 behaviours (e.g. invasion and vengeance fleets will have advance notification before actually spawning) and the intel system also makes some UI enhancements possible, like this (https://cdn.discordapp.com/attachments/310517733458706442/525285162666164254/unknown.png).
yup!Could you tell us a little about how nex is going to work under the new format?Not much is going to change, at least for the initial release. Some stuff has been updated to be consistent with vanilla 0.9 behaviours (e.g. invasion and vengeance fleets will have advance notification before actually spawning) and the intel system also makes some UI enhancements possible, like this (https://cdn.discordapp.com/attachments/310517733458706442/525285162666164254/unknown.png).
I've also tweaked the player invasion mechanic a bit, and merged the faction membership system into commissions (so there's no separate join/leave faction handling, it's all done by taking a commission).
Some fancy new features are on the cards (https://bitbucket.org/Histidine/exerelin/issues?status=new&status=open), but they're some ways off.
is Nexerlin 9.0 comming soon? allot of mods added nexerlin compatability updates today :OThe Git hub has a version for 0.9 but the fact that it isn't out as a main download here means it probably isn't complete so downloaders beware.
is Nexerlin 9.0 comming soon? allot of mods added nexerlin compatability updates today :OThe Git hub has a version for 0.9 but the fact that it isn't out as a main download here means it probably isn't complete so downloaders beware.
That still makes me very happy, i was trying to play 0.8.1a and i kept running into a lot of issues around crashing with trying to save.
That still makes me very happy, i was trying to play 0.8.1a and i kept running into a lot of issues around crashing with trying to save.
I've am playing 0.8.1a successfully at the moment, and though saves were flaky at first, they work properly now after upping the memory Java can use. It's seems everything is a little more memory hungry in that version. I also make sure to wait 1-2 seconds when entering or leaving a system, but that may just be superstition at this point. PM me if have any questions about mod versions or whatever.
Nexerelin for Starsector 0.9a has been updated to a releasable state, so... enjoy! Thanks to OutOfTheLoop and the unpaid beta testers on Discord for making this release possible.Nexerelin v0.8.4y2
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.8.4y2.zip)Spoiler(https://i.imgur.com/SFzxQZ0.png)
Blueprint trader
(https://i.imgur.com/2BobZBb.jpg)
A typical day* in Chicomoztoc orbit
*not actually a typical day[close]
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)
Notes:
- Update your Console Commands mod or it'll crash on startup!
- Some mod factions won't be properly balanced for random sector till they are updated
- Save early, save often, please report bugs
Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
- New invasion dialog
- Added blueprint trader at Prism Freeport
- Removed faction membership system, now uses commissions directly
- Factions will not launch punitive expeditions or Hegemony AI inspections against you if you're commissioned with that faction, or allied to it
- All factions that were "playable" in last version (including e.g. Pirates, Luddic Path) offer commissions
- Officer deaths and warmonger event have been disabled
- Some colony-related stats are changed from vanilla:
- Base max admins 1 -> 2
- Colony over/under limit stability effect 2 -> 1
- No-spaceport accessibility penalty -100% -> 50%
- Tactical bombardment stability effect 5 -> 3
566639 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.utilities.NexUtilsReputation.syncPlayerRelationshipToFaction(NexUtilsReputation.java:178)
at exerelin.utilities.NexUtilsReputation.syncPlayerRelationshipsToFaction(NexUtilsReputation.java:194)
at exerelin.campaign.DiplomacyManager.initFactionRelationships(DiplomacyManager.java:1105)
at exerelin.world.ExerelinNewGameSetup.generate(ExerelinNewGameSetup.java:231)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.float.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
- Added blueprint trader at Prism Freeport
Well, it's a 10 minute job to copy the code from Nex, should be almost entirely plug and play :) Requires someone to actually do it, though.Summary of some important changes from previous Nexerelin version and vanilla Starsector 0.9:
- Added blueprint trader at Prism Freeport
On a scale of 1 to 10, how hard is it to just use this blueprint trader and not the entire mod?
Don't know if this is a known issue or where I should be reporting this, but random generation crashes my client. Don't know if it's due to comparability or what.Could you paste the error message from your log after getting the crash? (starsector-core/starsector.log, at the end)
I've selected enable random core systems but it's not doing so? Is there something else I have to do to change it all?Nothing else is needed. Just make sure it's correctly enabled; if when the dialog option says "enable random core worlds" that means "click here to enable random core worlds" not "random core worlds are currently enabled".
what happens if i add a mod for a faction not supporting nexerlin mod?
v0.8.4z
* NPC invasion fleets don't bombard target before invading
* Player faction can launch NPC invasions
* Faction cooldown before next invasion is longer if the last invasion fleet was large
* Invasion strength can't partly negate opponent's strength when calculating damage
* Blueprint trader stock uses rarity mult
* Unassign player admin if a player market is captured (unless it's an AI core)
* Hide faction respawn options (currently do nothing)
* Many bugfixes:
* Fix officers not gaining XP in cruisers or capitals
* Fix crash on trying to trade with a captured-from-player market that has military base
* Fix a crash with Follow Me command
* Fix level 1 orbital stations not spawning in random sector
* Fix procurement missions for old agents/saboteurs sometimes appearing
How do we paint the map in this version? Admin caps are still around. Do we just transfer unwanted markets to independents?Yeah, just shuffle off the surplus to indies for now. I didn't have time to implement a more sophisticated solution regrettably, although I expect to have one for next major release.
what happens if i add a mod for a faction not supporting nexerlin mod?It won't appear in the random sector; its planets and stations will be there in normal sector but it won't participate in things like invasions.
Bug.This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
Bug.This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
I was pretty sure this did not apply to independents as they share plenty of systems with other factions, not to mention they are not a full "faction" in the first place, more of a collection of everyone from neutral explorers and smugglers.Bug.This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
Question: How do I know which mods are compatible with Nexerelin? (especially the faction mods that are currently 0.9a)You'll just have to see if the mod's thread OP says it's compatible, for the most part.
Is there any way to directly improve relations between the faction you're commissioned with and another faction? I remember Agents having that ability in .8 Nex but I can't seem to find any now.Anything you do to personally gain rep with the target faction will also gain rep for your commissioned faction.
Only player ever gets saturation bombed for territoriality, the other factions won't do this to each other. (Unfair, I know)I was pretty sure this did not apply to independents as they share plenty of systems with other factions, not to mention they are not a full "faction" in the first place, more of a collection of everyone from neutral explorers and smugglers.Bug.This is vanilla AI behavior - if you have a settled colony on a claimed planet and there's an AI faction in the same system or the AI faction that originally owned it still has planets, they'll try to saturation bomb the colony.
Independents want to launch a saturation bombing expedtion against a pirate station I just captured in the same system.
1. Independents should not even be launching expeditions in the firest place since they are not territorial like named factions.
2. Independents are friendly. Friendly factions should not be aiming to commit genocide against you in the first place.
I think there's a bug in Luddic Church invasion fleets...i just saw them launch 13-15 full size fleets from Tenacity and doubt they have enough markets to support em:)./There's currently no technical limit on invasion fleet sizes at such (always scales to match the target), but it does make them have to wait longer before the next invasion fleet if they don't have enough military-capable markets.
I tried using the planet transfer and it didn't increase the reputation with the faction at all even though it said it would...How do we paint the map in this version? Admin caps are still around. Do we just transfer unwanted markets to independents?Yeah, just shuffle off the surplus to indies for now. I didn't have time to implement a more sophisticated solution regrettably, although I expect to have one for next major release.
Will the function of spawning fleet with credit come back later? Attack fleet are too large to deal with without some extra defense fleet.
With the current balance Planet just never seem to have enough space defense and get bomb to empty ground without player around, it with be handy if there are way to temporary add defense fleet. And have a way to repair planet defense is good too since a planet is basically dead once it defend go down for more than a month.
im proberbly just stupid, but where is the blueprintshop?Open comm board at Prism, talk to any of the base officials
Thanks for all the feedback!Well now I can't wait...
I'll probably do the following:
- Greatly reduce invasion frequency (possibly 1/3rd of current), and adjust their size
- Add a raid system in their place (probably just a clone of the existing pirate raids), along with certain rare offensive events like saturation bombardment fleets at vengeful status
- Reintroduce the rebellion mechanic from previous versions earlier than I would have otherwise
There'll also be a fleet orders menu where you can purchase a fleet for credits and direct it to invade a market, bombard/destroy a market (e.g. for removing pirate and Pather bases) or defend a system, usable remotely (i.e. you don't have to be at the specific target as with the old system).
In the meantime, anyone who wants to make invasions less frequent locally can edit exerelin_config.json and increase the pointsRequiredForInvasionFleet setting.
im proberbly just stupid, but where is the blueprintshop?Open comm board at Prism, talk to any of the base officials
v0.8.4z2
* Restructure invasions
* Much lower frequency (about 67% lower base)
* Fleet size no longer uses source market fleet size mult
* Revised fleet size calculation; no longer checks random fleets that happened to be in-system at time of invasion preparation
* Local production of ships/supplies/marines contributes more to invasion points
* Talk to a market admin for a way to reduce recent unrest on other factions' markets
* Raids and bombardments add vengeance points
* Expeditions, vengeance fleets, invasions should handle "source market captured" case correctly
* Don't auto-join player to an alliance
* Stop "ruins stripped" message spam
* Fix market transfer not gaining reputation
* Random sector procgen shouldn't populate red planet's system
* Fix incorrect blueprint trader prices
One thing I've wondered: does whichever faction the player joins have less fleets/invasions in order to compensate for the player being present?Nope!
92686 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: G:\Games\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
92687 [Thread-4] INFO sound.O - Cleaning up music with id [HostileWaters.ogg]
92687 [Thread-4] INFO sound.O - Cleaning up music with id [Ambush.ogg]
92702 [Thread-8] INFO sound.O - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
92917 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
at exerelin.campaign.submarkets.PrismMarket.getBossShips(PrismMarket.java:416)
at exerelin.campaign.submarkets.PrismMarket.addShips(PrismMarket.java:331)
at exerelin.campaign.submarkets.PrismMarket.updateCargoPrePlayerInteraction(PrismMarket.java:122)
at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.intel.SWP_IBBIntel$FamousBountyStage
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 22 more
Hi guys. First at all, sorry for bad english, but i want to share this error.
New game. Trying trade option in Prism Freeport and get this error:Code92686 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: G:\Games\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
92687 [Thread-4] INFO sound.O - Cleaning up music with id [HostileWaters.ogg]
92687 [Thread-4] INFO sound.O - Cleaning up music with id [Ambush.ogg]
92702 [Thread-8] INFO sound.O - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
92917 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
java.lang.NoClassDefFoundError: data/scripts/campaign/intel/SWP_IBBIntel$FamousBountyStage
at exerelin.campaign.submarkets.PrismMarket.getBossShips(PrismMarket.java:416)
at exerelin.campaign.submarkets.PrismMarket.addShips(PrismMarket.java:331)
at exerelin.campaign.submarkets.PrismMarket.updateCargoPrePlayerInteraction(PrismMarket.java:122)
at com.fs.starfarer.campaign.ui.o0OO.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.coreui.O00o.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.campaign.intel.SWP_IBBIntel$FamousBountyStage
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 22 more
I... really, really want to like Nexerelin, but the invasion mechanic has sucked almost all the fun out of the game. I established a single colony on some water world way out in the middle of nowhere, and I've spent the past year and a half of game time camped out on it fending off invasion after invasion, all of which were Superior/Superior despite having fully upgraded star fortresses, high commands, and ground batteries with alpha cores in, orbital works with a pristine nanoforge, and fleet size +400% on a size 7 or 8 world.I went for a regular solo start, and I think I only needed to step in once. The invasion fleets otherwise were dealt with regular forces. And I don't even have a fully upgraded fortress. I think it may be down to pirate start.
I went for a regular solo start, and I think I only needed to step in once. The invasion fleets otherwise were dealt with regular forces. And I don't even have a fully upgraded fortress. I think it may be down to pirate start.
On another note re:decivilisation of the sector. I noticed this seems to be more noticeable for station-only markets. And when these markets are gone, you can't interact with them (no resettling, no looting etc.).
On another another note, do people find prisitne nanoforges? I have like 35 corrupted naofroges and synchrotron cores, but no pristine forge. Also, maybe give nanoforges to allied factions for reputation or other goodies on a point system like prism freeport, since there is no use for that many of them. For example, I want a Snow Goose and 6B Kormoran, but neither of them can be found easily even when commission by DME, but maybe in exchange for some forges/cores, they could give you one?
I... really, really want to like Nexerelin, but the invasion mechanic has sucked almost all the fun out of the game. I established a single colony on some water world way out in the middle of nowhere, and I've spent the past year and a half of game time camped out on it fending off invasion after invasion, all of which were Superior/Superior despite having fully upgraded star fortresses, high commands, and ground batteries with alpha cores in, orbital works with a pristine nanoforge, and fleet size +400% on a size 7 or 8 world.Well, if you're hostile to almost everyone that's not going to work well, yeah.
Granted, I took the Pirate Start, so literally every faction was hostile to me except for Pirates, Kadur, and the Independents, but even so. Dassault-Mikoyan has sent invasion flights while I was busy fighting off their previous invasion fleets. I can't leave my colony even to go to the core of the sector and back without missing at least one invasion. Is it really supposed to be like this?
Some question on player faction invasion. I have saw my faction want to send out invasion a few time but all of them end in "invasion fleet fail to gather", I had check on one of them and see a invasion fleet(only one) spawned from the planet, then the invasion end a few day later with the "invasion fleet fail to gather" message. What is causing these?There may be a bug with invasions from player markets (even if I can't imagine what would work differently at this particular moment), I'll look into it. Thanks for mentioning!
Is it normal for my own faction to start its own wars without consulting me? As soon as I started the faction, it started to declare war on others and sending invasion fleets across the map.....also what's the point of other factions sending me expeditionary forces (shouldn't this be a declaration of war, but isn't)?1) Player diplomacy is a bit of a WIP currently, but one thing I made it unable to do is do the 'declare war' event on someone else (or any of the other diplomacy events whose descriptions imply deliberate actions by a certain party.) Other people can still declare war on you, of course.
All factions can respawn one more time. After that, they're gone for good. You can also set them to respawn infinitely if you want more chaotic undying game.Faction respawn is currently disabled and likely won't be reimplemented in time for next version. Although next version, you can give away a market to a dead faction if you want them to (re)spawn.
How many points of stability loss should a failed invasion be able to hit a market with? Also do invasions only have a objective of conquest? I'm asking because I just saw Sylpheed station get hit with a single pirate invasion that failed but managed to disrupt most/all of their industries and they right now have a -22 stability modifier just from the invasion, the station is doomed if it follows normal decivilization mechanics at this point.Hmm. Sylpheed station was one of the stations I also saw get hit with a -30 penalty. Gave the poor fellas 2 aid packages, but it was a dep in the bucket, so the station still collapsed.
So I've been making sure to have Prism Freeport enabled on sector generation but it hasn't been showing up for me.
When I enable it, its an object in hyperspace to go to.
Hm. The way invasions work means it's technically possible for NPC invasions to cause -20 stability or such despite per-invasion stability losses being limited to -5 each, since multiple fleets are involved and invade the market once each. I hadn't anticipated the circumstances would arise (series of invasion executions that all last enough rounds to cause that kind of stability loss, without actually succeeding in capturing the market) but it's not apparently impossible.How many points of stability loss should a failed invasion be able to hit a market with? Also do invasions only have a objective of conquest? I'm asking because I just saw Sylpheed station get hit with a single pirate invasion that failed but managed to disrupt most/all of their industries and they right now have a -22 stability modifier just from the invasion, the station is doomed if it follows normal decivilization mechanics at this point.Hmm. Sylpheed station was one of the stations I also saw get hit with a -30 penalty. Gave the poor fellas 2 aid packages, but it was a dep in the bucket, so the station still collapsed.
Speaking of settings, I see there's one for "prismMaxWeapons" as well. Would setting that to a smaller value avoid the infinite loop for now? It seems like a safer option than adding more mods...Good idea! That should work, yes.
277024 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
java.lang.ClassCastException: com.fs.starfarer.campaign.CustomCampaignEntity cannot be cast to com.fs.starfarer.campaign.CampaignPlanet
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.create(Unknown Source)
at com.fs.starfarer.campaign.ui.MarketConditionsWidget.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.K.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.o0OO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.coreui.O00o.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.D.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.while.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.J.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
For those of us that are trying to rescue an imminent collapse of civilization as we know it, is there any way to edit the config files to allow us to "restabilize" a market more often or to have the restabilization procedure have more of an effect?Not in current version, sorry! I might add config options at some point though.
Bug in base game atm. Should be fixed in most recent version. Has to do with abandoning stations rather than deciving them.
http://fractalsoftworks.com/forum/index.php?topic=14913.0
Should be fixed at some point in the future (when it gets pushed out). For now avoid abandoning stations
First, is it possible to customize/equip the weapons of your high/midline/low tech battlestation? My high tech one has nothing but plasma streamers. I suspect that depending on what tech your faction has at the time of the station construction determines the stations load out.Same as vanilla, your stations armament is based on what blueprints you know and have prioritised. Try changing prioritised weapons under doctrine to somthing else, or just select a wider variety of weapons under priorities.
Second, is there a way in-game to prevent your faction from invading other planets? Usually they target undesirable/random planets and I would like for it to stop. Is there a way to edit my faction outside the game to prevent this assuming there is no in-game option?As far as I know, no way to stop your faction, but it costs you nothing so is not a problem. If they take a market you don't like, just transfer it off to either your comissioned factions, independents, or pirates (if doing a pirate run).
Game won't load if I use your rules.csv hotfix. Failed to load object.Could you try the version linked above? If it still breaks, post the error message from starsector.log.
I could make the player faction not auto-invade anyone (only raid), and let the player buy NPC invasion fleets through the new fleet request dialog if they want one. This could be a quite significant nerf to the player faction, but I don't know whether that's actually a bad thing.QuoteSecond, is there a way in-game to prevent your faction from invading other planets? Usually they target undesirable/random planets and I would like for it to stop. Is there a way to edit my faction outside the game to prevent this assuming there is no in-game option?As far as I know, no way to stop your faction, but it costs you nothing so is not a problem. If they take a market you don't like, just transfer it off to either your comissioned factions, independents, or pirates (if doing a pirate run).
I could make the player faction not auto-invade anyone (only raid), and let the player buy NPC invasion fleets through the new fleet request dialog if they want one. This could be a quite significant nerf to the player faction, but I don't know whether that's actually a bad thing.
Any objections?
I could make the player faction not auto-invade anyone (only raid), and let the player buy NPC invasion fleets through the new fleet request dialog if they want one. This could be a quite significant nerf to the player faction, but I don't know whether that's actually a bad thing.QuoteSecond, is there a way in-game to prevent your faction from invading other planets? Usually they target undesirable/random planets and I would like for it to stop. Is there a way to edit my faction outside the game to prevent this assuming there is no in-game option?As far as I know, no way to stop your faction, but it costs you nothing so is not a problem. If they take a market you don't like, just transfer it off to either your comissioned factions, independents, or pirates (if doing a pirate run).
Any objections?
Will spy and agent came back? some way to control relation is good.Soon™*
Can Nexerelin modify the Colony Management skill to increase the number of administrator player can employ?It could, but I don't plan on messing with that right now.
Regarding v0.8.5 beta, I assume it breaks saves?It shouldn't, and no-one has reported their save being broken yet :)
Been playing around with this, and it seems that the NPC planets don't ever seem to grow, they get a population indicator to 100% but never actually move up a population categoryYeah, NPC markets don't size up currently. I feel like doing this under normal circumstances would mess with the normal Sector's economy and planet/station lore bits too much.
(i.e size 3 colony never becomes size 4 colony)
v0.9
* Invasion task forces capped at 2k FP
* Invasion fleets don't drop marines when killed
* Player faction does not launch invasions or raids on its own by default (can be changed in config)
* Mining fleets can have partially filled cargo on spawn (to simulate them having existed for a while)
* Stabilization package effect defined in config
* Remove obsolete alliance list dialog option
* Fix base strike event crash
* Fix legacy covert ops manager still being added to game
* Fix aquaculture procgen
v0.8.5
* Add fleet request dialog
* Invasion improvements
* Stability penalty halving for failed invasion applied after -5 cap
* Invasions won't increase recent unrest beyond -10
* If player is commissioned with a pirate faction, player colonies won't get invaded except where normal pirate markets could be invaded
* Fleet sizes obey faction doctrine
* Super-sized invasion fleets are now only 50% bigger instead of 100%
* Invasion points required 12000 -> 18000
* Invasion points accumulate more slowly the more invasions are ongoing
* Invasion points per player level 1 -> 0.5, economy mult 0.3 -> 0.5
* Reduce strength of, unrandomize invasion size scaling that tries to match fleet size mults of defender markets
* Marines per invasion fleet capped at 2,500
* Fix improper autoresolve strength calculation
* Add faction raid fleets
* Market capture reputation rebalance
* Base gain from capture now size-2 (was size)
* Gain from capture halved for pirate factions and Templars
* Andrada option rep penalty now 5*size (was 4*size)
* Being hit by raids/bombardments and failing in invasions/raids increases war weariness
* Markets can be transferred to destroyed/non-spawned playable factions
* NPC factions will build appropriate industries on a market captured/received from player
* Adjust Prism stock handling
* Higher export value for domestic and luxury goods, lower for drugs
* Stats tracker includes markets raided and bombarded
* Fix vengeance fleet sizing, spawning
* Fix Prism Freeport hang on trying to trade
* Fix null error in comm link
Would it be possible to make the number of inhabited planets per randomly generated core system a config-adjustable value?Ask and ye shall receive
v0.9b
* Fleet request improvements
* Fixed NPEs, erroneous strength display
* Display intel item on launch, even when outside of comm relay range
* Nicer GUI
* Base strike mission: Fix base kill sometimes not working properly; adjust autoresolve time
* Random sector: Setup dialog options for max populated planets, stations per system
* Fix blueprint trader stock refresh cooldown being reset after purchase
* Adjust raid intel bullet points
How do you actually request fleets? Which dialog is it under?Press Z while in campaign map (key can be changed in config, but you'll have to look up the key numbers somewhere)
Unsure if this is a new Nex bug - started a new game and the first warning beacon i find I enter the system and I see this: https://snag.gy/3e2agy.jpg (empty blade breaker fleets, LOTS of them around POIs). Also it was an exceptionally large system (11 planets) https://snag.gy/HDJMAQ.jpgHmm, think that's an obscure bug with the type of (vanilla) fleet generator script that BBs use. A similar issue with Remnants was reported here (https://imgur.com/a/k5pe3Rl)
It happened twice more in that system around derelict kite shuttles, I didnt encounter any actual enemies.
Do you need the seed? I'm not sure how to get that.
Why Pathers still sabotage my colonies if i start as Luddic Path raider?You have drifted off the right path with you populated colonies and industries.
Pretty muchWhy Pathers still sabotage my colonies if i start as Luddic Path raider?You have drifted off the right path with you populated colonies and industries.
Are invasions of pather and pirate bases that are normally destroyed by the player fleet when attacked, not intended to destroy them?Could you explain more? You shouldn't be able to invade the Pather/pirate bases, either personally or using the fleet request menu. The "base strike" fleets are specifically there to kill the bases; there was a bug in 0.9 that kept them from doing this sometimes, but it's fixed in 0.9b.
I'm just curious if I have a mod conflict or something on that line.
The "base strike" fleets are specifically there to kill the bases; there was a bug in 0.9 that kept them from doing this sometimes, but it's fixed in 0.9b.
So how does war wariness coupled with cease fire/peace treaty relation change work? Right now in my latest game more and more factions are slowing ending up at war with me since they are trigger happy on anyone with a suspicious rep or worse and the diplomacy events very easily set you into suspicious. I'm wondering if going on the offensive to bleed them into surrender will reset relations enough to get a lasting peace with them if I beat them hard enough or if I will only dig myself deeper and have everyone forever vengeful.Weariness accumulates over time when a faction is at war, and also whenever the faction loses ships in battle or gets its colonies raided or bombarded, or its invasion or raid fails. (Weariness doesn't increase from losing markets; I forget if this is deliberate to e.g. model revanchism)
1470738 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at com.fs.starfarer.ui.impl.C$2.if.float(Unknown Source)
at com.fs.starfarer.ui.impl.C$2.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1. When i put on blueprint trade window(Prism Freeport) some new for me blueprints and use right click on them blueprints disappeared(it`s ok). But when i return to my inventory this blueprints has return as duplicate blueprints.Yeah, known bug. I can't fix it without introducing a new bug, but it'll go away next Starsector version (http://fractalsoftworks.com/forum/index.php?topic=14930.0).
2. Remnants in Remnants Raids not a true Remnants. They not give AI cores, they can retreat in battle, battle with them have special points(ECM, Nav and Com). Why and how?Seems the "normal" remnant fleets have a config set up that I don't (didn't even know it existed lol). I'll make them drop AI cores and never retreat next version, think I'll keep the objectives though.
How does invasion scaling work? It seems no matter how large and well defended I make a colony the invasions seem to scale up in size enough to require personal intervention, since I'm always at war with half the factions my very valuable colonies are under constant threat of being conquered or stab killed and right now I'm afraid I'll lose a size 9 from having to deal with another doom invasion right after killing another with significant losses.It guesses how strong the defenses are, then scales to match. It's made to underestimate the effects of defensive industries somewhat (but possibly not enough).
Is it possible to implement a limit to how much you can be raided/invaded in a single year like what alex is planning for 0.9.1?I could, but probably won't. Losing a colony isn't fun but you can always retake it, and at some point there needs to be something that can threaten an entrenched player.
Also I'm told that vanilla expeditions can be disrupted by raiding the space port at the organizing market, could the same be done for nex invasions and raids?Sounds like a good idea! I'll see about putting that in. (I thought it was already in, but tested and apparently not)
v0.9c
* Add ceasefire offer intel item
* Vengeance fleet adjustments
* Smaller in general
* Quality bonuses only from vengeance tier, not fleet size
* Fix time to spawn display in bullet points
* Remnant raiders can drop AI cores; don't retreat from battle
* Adjust invasion size scaling vs. stations
* More accurate invasion/raid strength estimates
* New random sector features
* New start setup option: Randomize faction spawn weights
* Rebalance random sector industry spawning
* Own faction start gives one package blueprint at start (random choice of low-tech, midline and high tech packages)
* This is a placeholder for future starting blueprint options
* Add global invasion/vengeance fleet size mults to config
* New blue player flags by Soren
* Intel screen accessible from non-dock special menu
* Easier handling of market arguments for SpawnInvasion/RaidFleet console commands
* Fix some random sector landmark issues (particularly abandoned station in star)
* Fix defense strength tooltip when requesting an invasion fleet
* Fix issue with alliances declaring war not long after making peace
"New update" it SS - 0.9.1? Or next update of you mod? Remnant crisis?Remnant crisis is a looong way off.
Aside from that I was wondering if you could have a successful vote require over half of members rather then at least half? There seems to be a slow spiral into being at war with absolutely everyone for the rest of the game and since the vast majority of alliances are two members with alliances coming and going due to relation changes it means you get a cascade effect with people your on good terms with who suddenly end up hating you because they joined a two polity alliance with a faction who was at least suspicious of you and decided to hit the big red button, then they split after a hour or so of game play and it starts over again when they forge separate alliances.Yeah, I may have to do something about alliance votes.
Aside from that I was wondering if you could have a successful vote require over half of members rather then at least half? There seems to be a slow spiral into being at war with absolutely everyone for the rest of the game and since the vast majority of alliances are two members with alliances coming and going due to relation changes it means you get a cascade effect with people your on good terms with who suddenly end up hating you because they joined a two polity alliance with a faction who was at least suspicious of you and decided to hit the big red button, then they split after a hour or so of game play and it starts over again when they forge separate alliances.Yeah, I may have to do something about alliance votes.
Currently it requires 'yes' votes > 'no' votes, but since members often abstain instead of voting no the resolution often passes. I might just remove abstentions, they're not very interesting.
* New random sector features
* New start setup option: Randomize faction spawn weights
* Rebalance random sector industry spawning
* Own faction start gives one package blueprint at start (random choice of low-tech, midline and high tech packages)
* This is a placeholder for future starting blueprint options
You can just press E anytime, can't you?Code* Intel screen accessible from non-dock special menu
On the campaign map you can. In the dialog you get by pressing Z though, there was previously no way to access the core tabs (intel, cargo, etc.), and closing the dialog means you have to reconfigure any incomplete fleet request. I found this annoying when I needed to check details of a fleet request target, like "which pirate base is the one I need to kill?"You can just press E anytime, can't you?Code* Intel screen accessible from non-dock special menu
v0.9d
* Invasion fixes, adjustments
* Fix various bugs in non-auto invasion resolution
* Invasions can't increase recent unrest beyond (number of rounds) * 2
* Fix per-round damage sometimes being too low
* Fix possible bug where the same invasion fleet could make multiple invasion attempts
* Invasions/raids will be canceled if spaceport is disrupted or nonexistent during assemble stage
* Invasion disruption time reduced if defender's damage that round exceeds attacker's
* Fix raids not causing stability damage
* Compatibility with Vast Expanse mod
* Add a random event at decivilized worlds
* Ceasefire length 90 -> 150 days
* Aquaculture planets in random sector have lobster pens
* Gain admin cap bonus based on empire size
* Vengeance points from raids lowered 25%
* Alliance intel GUI tweaks; fix invalid text on leaving alliance
I've noticed that invasion fleets belonging to other factions will remain hostile even if the war between their target faction ended. This *** me when I stopped by a Diable station to resupply, the invasion fleet was lurking there forcing me into a battle with not only that fleet, but their battlestation too.Hmm, this seems unlikely. AFAIK invasion fleets don't work any differently from most normal fleets and should obey current faction relationships (unlike e.g. expedition fleets, which are set to be hostile to player regardless of faction reputation). There isn't even a way I've heard of to make NPC faction fleets have different relations to each other than their factions do.
* Compatibility with Vast Expanse mod
Add a random event at decivilized worlds
* Compatibility with Vast Expanse modI can't seem to find this mod...
Local survivors offer a favourble exchange of resources.QuoteAdd a random event at decivilized worlds
What is it?
* Compatibility with Vast Expanse modI can't seem to find this mod...
Local survivors offer a favourble exchange of resources.QuoteAdd a random event at decivilized worlds
What is it?
Though the last time this happened, the game crashed with a "Exception Null" crash.
I think your balance may need some changes. I have one size 4 colony and just got wardecc'd by the Sindria/Persean alliance and invaded. They sent across 5 fleets:That sounds like it shouldn't be happening, except from two invasion events at once (and even then not for a size 4, except under certain circumstances). Is that's what's occurred?
9 Conquests
6 Victories
4 Chronos
7 Triumph's
Plus assorted cruisers and others(including enough venture's to blot out the sun) I'm in the process of trying to beat it the main issue being CR and insufficient ships for me to fly of sufficient firepower to keep them from gutting my star fortress. But this is a bit overkill for a faction with only one size 4 colony to its name.
v0.9e
* Player can start with some special items (e.g. blueprints) depending on starting faction; implemented starting blueprints for some factions
* Alliance members will vote no to declaring war on someone they're Friendly or better with
* Will defy a yes vote if they like the target more than the ally involved
* Factions may require inhospitable relations to declare war (or may not do it all), depending on alignments
* Periodically set/unset free port status for NPC markets if they should/shouldn't have it
* Deciv event: Fix crash; refugee event chance is multiplied by hazard rating
* Remove random variation from console-spawned invasion fleet size
* Fix a bug in invasion/raid strength estimates shown in GUI
* Fix devmode dialog options sometimes appearing without devmode
Edited changelogs with a note that got left out:
- Invasion disruption time reduced if defender's damage that round exceeds attacker's
I think your balance may need some changes. I have one size 4 colony and just got wardecc'd by the Sindria/Persean alliance and invaded. They sent across 5 fleets:That sounds like it shouldn't be happening, except from two invasion events at once (and even then not for a size 4, except under certain circumstances). Is that's what's occurred?
9 Conquests
6 Victories
4 Chronos
7 Triumph's
Plus assorted cruisers and others(including enough venture's to blot out the sun) I'm in the process of trying to beat it the main issue being CR and insufficient ships for me to fly of sufficient firepower to keep them from gutting my star fortress. But this is a bit overkill for a faction with only one size 4 colony to its name.
(Generating an invasion fleet from Kazeron to Jangala (a size 6) with a new level 16 character gets me 9 Conquests (and 7 Atlases))
If you like, I can look at your save and see what factors (intended or otherwise) are resulting in those fleets.
In the meantime I'll change the opportunistic war declaration a bit so some "nicer" factions require worse relations to do it. That won't help with Diktat, but I might also change the alliance vote logic so Perseans won't get also pulled in if they like you enough.
It was 5 Persean grand invasion fleets. What really screwed me over was I also got hit the with bug that limits me to 200 deployment points so I couldn't even deploy my big ships. The link below should get you my save. I've never needed to use Googledrive before so hopefully I got it right.What is your battle size set to? If it is set to 500, then you getting 200 DP is not a bug since it sounds like you were super outnumbered. And in SS, the side with more ships gets more DP out of the battle size pool, up to 60% of it. Now if you had a battlestation as an ally, that can take up a large portion of your DP
https://drive.google.com/open?id=1O_l3AQDyzWLlxjBawPTO5Xa_L-OdUoek
Also, I'm using a massive list of mods aside from Nex. I'll go ahead and list them all just in case:SpoilerArsenal Expansnio 1.5.3c
Autosave 1.1
Combat Chatter 1.9.2
Common Radard 2.5
Console Commands 3.0
Dassault Mikoyan 0.9.9e
Diable Avionics 2.02
Disassemble Reassemble 1.6.4
Fix all Empty Planets 1.0
Foundation of Borken 0.2.4-RC3
Lazylib 2.4b
Leading pip 1.8.3
MagicLib 0.22
Neutrino Corporation 1.85-RC3
Nexerelin 0.9c
Oga Portrait Pack 1.1
Practice Targets 1.3
Scy Nation 1.53
Shadowyards 0.8.1
Ship/Weapons Pack 1.9.1
SpeedUp 0.5.1
Stop Gap Measures 0.71
Sylphon Rnd 0.9.3d
Tahlan Shipworks 0.3.3a
Tyrador Coalition 1.6.1c
Underworld 1.3.0b
Unknown Skies 0.30
Vesperon Combine 1.1.2
ZZ GraphicsLib 1.3.0[close]
Though to be honest I doubt it's a mod conflict given that it was the vanilla factions that decided I wasn't allowed to have that planet. But again I'm no modder. Thanks for taking the time to look at this.
It was 5 Persean grand invasion fleets. What really screwed me over was I also got hit the with bug that limits me to 200 deployment points so I couldn't even deploy my big ships. The link below should get you my save. I've never needed to use Googledrive before so hopefully I got it right.What is your battle size set to? If it is set to 500, then you getting 200 DP is not a bug since it sounds like you were super outnumbered. And in SS, the side with more ships gets more DP out of the battle size pool, up to 60% of it. Now if you had a battlestation as an ally, that can take up a large portion of your DP
https://drive.google.com/open?id=1O_l3AQDyzWLlxjBawPTO5Xa_L-OdUoek
Also, I'm using a massive list of mods aside from Nex. I'll go ahead and list them all just in case:SpoilerArsenal Expansnio 1.5.3c
Autosave 1.1
Combat Chatter 1.9.2
Common Radard 2.5
Console Commands 3.0
Dassault Mikoyan 0.9.9e
Diable Avionics 2.02
Disassemble Reassemble 1.6.4
Fix all Empty Planets 1.0
Foundation of Borken 0.2.4-RC3
Lazylib 2.4b
Leading pip 1.8.3
MagicLib 0.22
Neutrino Corporation 1.85-RC3
Nexerelin 0.9c
Oga Portrait Pack 1.1
Practice Targets 1.3
Scy Nation 1.53
Shadowyards 0.8.1
Ship/Weapons Pack 1.9.1
SpeedUp 0.5.1
Stop Gap Measures 0.71
Sylphon Rnd 0.9.3d
Tahlan Shipworks 0.3.3a
Tyrador Coalition 1.6.1c
Underworld 1.3.0b
Unknown Skies 0.30
Vesperon Combine 1.1.2
ZZ GraphicsLib 1.3.0[close]
Though to be honest I doubt it's a mod conflict given that it was the vanilla factions that decided I wasn't allowed to have that planet. But again I'm no modder. Thanks for taking the time to look at this.
It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.
It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.
It is set to 500 however given the enemy was fielding a half dozen capital ships plus a ton of cruisers and smaller that seems a little absurd that I would get LESS deployment points. Think about it, you are fighting more enemies so we're going to make the battle HARDER? that doesn't make sense to me. If it's not the bug I'd read about with the default battle size limit then it's still something that needs changed if that's the logic it's working off of.
If you're outnumbered, you should feel outnumbered. The enemy being able to throw wave after wave of units at you wouldn't matter if you could destroy the waves as they appear.
I then had people tell me that it arbitrarily limiting the ships I can deploy when the enemy fleet was under no such restriction was it working as intended.Enemy obeys the fleet cap in the same way that player does.
Would it be possible to order the construction of a fleet to follow you for <X> days, in a similar way of putting in orders for base strikes and invasions?I could do something like that somewhere along the way, yeah. (I'd need to find a way to get the AI to follow the player reliably though, the Follow Me implementation is a bit of a mess)
Most thinking it'd be nice to order a custom sized fleet to have the set orders of following you around for a time (say, 60 days, or something that you assign with a slider?) if you want to go crack some REDACTED heads on the fringes of the galaxy.
I could do something like that somewhere along the way, yeah. (I'd need to find a way to get the AI to follow the player reliably though, the Follow Me implementation is a bit of a mess)
I probably shouldn't be able to turn a market over to the 9th Battlegroup.
Got around to looking at the save (thanks for uploading it!)
Seems the fleets are so big mainly because of the Star Fortress with alpha core. It's generating 189 FP of combat ships (before doctrine modifiers) to match the patrols from a size 4 High Command... and 870 for the station. Also, it turns out that contrary to my previous belief, alpha cored HT Star Fortress does not actually kill infinite ships.
I'm reducing the strength estimate multiplier for stations in the next version, by about 30%.I then had people tell me that it arbitrarily limiting the ships I can deploy when the enemy fleet was under no such restriction was it working as intended.Enemy obeys the fleet cap in the same way that player does.
You can increase the limit in settings as Axle suggests, if your CPU can handle it.Would it be possible to order the construction of a fleet to follow you for <X> days, in a similar way of putting in orders for base strikes and invasions?I could do something like that somewhere along the way, yeah. (I'd need to find a way to get the AI to follow the player reliably though, the Follow Me implementation is a bit of a mess)
Most thinking it'd be nice to order a custom sized fleet to have the set orders of following you around for a time (say, 60 days, or something that you assign with a slider?) if you want to go crack some REDACTED heads on the fringes of the galaxy.
v0.9f
* Adjust invasion fleet scaling
* Station officers count half as much as they did before
* Patrols + station together count for a further 25% less
* Add factor based on square of market size
* Independents and pirates are non-territorial
* Disable NPC market growth (previously they grew up to size 3)
* Fix inappropriate resetting of free port bonuses on NPC markets, or when player captures a market
* Fix possible bug delaying effect of admin bonus from population
v0.9f2
* Fix multiple stacking free port conditions on NPC markets
8707476 [Thread-4] INFO exerelin.campaign.MiningHelperLegacy - Regenerating resources for Asteroid: 0.08856936
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707492 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707493 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config ae_ixbattlegroup not found, using default
8707662 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: independent
8708955 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.ProcurementMissionIntel - Created ProcurementMissionIntel: metals to Orthrus
8709472 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for tritachyon considering options
8710388 [Thread-4] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Diplomacy brain for sindrian_diktat considering options
8710400 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gargoyle, faction: independent
8710857 [Thread-4] WARN com.fs.starfarer.campaign.rules.A - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.Nex_GetMiningResults: null
java.lang.NullPointerException
at com.fs.starfarer.campaign.Faction.pickShip(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShip(Unknown Source)
at com.fs.starfarer.campaign.Faction.pickShip(Unknown Source)
at exerelin.campaign.MiningHelperLegacy.getRandomFighter(MiningHelperLegacy.java:598)
at exerelin.campaign.MiningHelperLegacy.findCaches(MiningHelperLegacy.java:811)
at exerelin.campaign.MiningHelperLegacy.getMiningResults(MiningHelperLegacy.java:904)
at com.fs.starfarer.api.impl.campaign.rulecmd.Nex_GetMiningResults.execute(Nex_GetMiningResults.java:43)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.init(RuleBasedInteractionDialogPluginImpl.java:88)
at com.fs.starfarer.ui.newui.U.String.return(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.showInteractionDialog(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.Wait$1.advance(Wait.java:115)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
By the way, how do you mine asteroid belts? Since there's no menu and I don't think there's a "mine here" skill.Click on the asteroid entity to interact with it.
By the way, how do you mine asteroid belts? Since there's no menu and I don't think there's a "mine here" skill.
v0.9g
* Fix admin bonus from population
* Fix alliance intel crash when drawing crests for zero factions
* Fix mining cache errors
* Fix some text issues
How do I add a faction to the list of factions you can turn a market over to, and have it work? I want to mod my own local version of nex to see what happens when Remnants get a market, for my own amusement.For Remnants specifically: Nexerelin/data/config/exerelinFactionConfig/remnants.json, set playableFaction to true
Is there a good way of finding habitable systems without having to visit each one?
Basically you would expect realistically.Is there a good way of finding habitable systems without having to visit each one?
Orange star systems tend to have the most.
Market invasion needs to have a cooldown period of at least one month. There is a potential exploit: once you have defeated defenders you can keep raiding the market and then capturing it to get money via shutting down industries and then give it back to raid more.Yeah, I'll need to do something about that. Probably a brief cooldown (shared with raids?) plus making the NPC structure building use a queue instead of all the stuff appearing at once (so you have to wait longer before re-looting the planet gives maximum revenue).
Also, there is a bug: after raiding and invading a market a player can fight defenders, which is his own fleet. Choosing this option leads to a battle where no enemy ship spawn.Thanks, will try to fix.
163382 [Thread-10] INFO sound.H - Playing music with id [Sovereignty.ogg]
164026 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:258)
at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.pullInNearbyFleets(NexFleetInteractionDialogPluginImpl.java:522)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.init(FleetInteractionDialogPluginImpl.java:284)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.init(NexFleetInteractionDialogPluginImpl.java:339)
at com.fs.starfarer.ui.newui.U.String.return(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.ui.newui.U.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Are you running Mayasuran Navy? That looks like the bug from two versions ago (fixed, but requires a new save or some save editing).
v0.9.1b
* Compatibility with saves from previous versions
v0.9.1
* Add new agents
* Add faction respawn system
* Add faction bounties
* Invasion/raid changes:
* Invasion damage applied between multiple autoresolve rounds
* Average ground strength and invasion frequency reduced to compensate
* Invasion fleets have a minimum marine strength of 100
* Invasions and raids (and vengeance fleets) will not be forced to use imported equipment if faction has no heavy industry
* Invasions and raids will sometimes use ally's equipment
* Invasion intel marked as important if targeting player
* Player invasions share a cooldown with raids
* Invasion fleets spawned by revenge system smaller (1.25x normal instead of 1.5x)
* Factions won't declare war on or make peace with a commissioned player, only the commissioning faction
* Luddic Church start gets low-tech package in addition to LC package
* Abandoned station only spawns around inhabited worlds
* Ceasefire prompt intel important by default; can default to accept instead of reject (set in config)
* NPC structure construction queues items instead of building them all at once
* Blacklisting a ship/weapon from Prism blacklists its blueprint as well
* Fix double-added free port market conditions
* Fix bug where player could re-invade a market after capturing it
* Possible fix for relationship weirdness with Arsenal Expansion's Omicron faction
373155 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.InfiltrateCell.removeLuddicCell(InfiltrateCell.java:102)
at exerelin.campaign.intel.agents.InfiltrateCell.onSuccess(InfiltrateCell.java:46)
at exerelin.campaign.intel.agents.CovertActionIntel.execute(CovertActionIntel.java:286)
at exerelin.campaign.intel.agents.CovertActionIntel.advanceImpl(CovertActionIntel.java:311)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:75)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Faction bounties - why i receive reward when fighting vs [REDACTED]? It give too easy way to raise relation.Faction bounties may be a bit of a problem in this regard, yeah (although I've had expected pirates to be a bigger problem). I'll think something up for them some time, I guess.
Also, maybe remove vengeance points from battles when you fighting against invasions was sending to player colonyes? Because it cause vicious circle when reflecting one attack you cause two more invasion attacks.
Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)That sounds wild. Indeed, there should only be one cell per colony at most.
Is anyone else getting multiple Luddic Path cells on their colonies? I have up to like five of them simultaneously on my colonies in different states (some active, some not.) Is this a feature or a bug? If I recall, vanilla/stock(ish) SS only allowed one cell per colony, no? (I don't recall multiple cells per colony in 0.9 in the games I played before Nexerelin was updated to support it.)That sounds wild. Indeed, there should only be one cell per colony at most.
The only bit of vanilla code that adds the Pather cell condition specifically checks if the condition already exists on that colony; Nexerelin doesn't add any cell-adding code of its own and I don't know of any mod that does either.
Could you post the save and/or modlist? I might be able to debug it.
Hey guys, got my first agent today. I only see him on the expenses report. No idea where to access him, where to use him, how to use him. Help!Intel Screen and look for the *new* Agent tab/category.
Hey guys, got my first agent today. I only see him on the expenses report. No idea where to access him, where to use him, how to use him. Help!
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy())
{
//if (market.getFaction().isPlayerFaction()) continue;
int numCells = 0;
for (MarketConditionAPI cond : market.getConditions()) {
if (cond.getId().equals(Conditions.PATHER_CELLS)) {
numCells++;
}
}
if (numCells > 1)
Console.showMessage("Market " + market.getName() + " has " + numCells + " Luddic cells");
}
This has been happening ever since I started playing with random core worlds, not sure if it's a bug or not but:Hmm, not observing the issue on my end (e.g. this (https://i.imgur.com/6lDv5p4.jpg) is a fairly typical open market on the two test games I just generated).
All Tri-Tachyon non military markets always have the same things for sale:
1 Prometheus, and 2 other ships, most likely to be frigates. I really don't know why, but I've played like 6 games with it, and every time it's 3 slots, with those ships in them. Military markets are what you'd expect.
Hmm, not observing the issue on my end (e.g. this (https://i.imgur.com/6lDv5p4.jpg) is a fairly typical open market on the two test games I just generated).
I'd speculate that this is a weird interaction with another mod changing TT's available ships, but I don't know why such a thing would leave military markets unaffected.
Anyone else seeing a similar issue?
StahnAileron: Thanks for the save!Yeah, I get (currently) like 6 icons for Pather cells, both on my colonies and apparently some NPC worlds. Maybe it's just the GUI glitching out on me or something I did to the main game config file screwed things over for me. (I swear I only touched officer levels and count...) But it seems like each time a Pather Sleeper cell goes active, another icon/cell gets added rather than just the already existing cell getting activated. Lemme see if I can get you a screenshot... *goes to start SS*
Hmm, when I look at the GUI I don't see that any of the player colonies has more than one Pather cell each. [...] Are you seeing something different when you load the save on your end?
(In case there's confusion on this point: there can be one cell per colony, not one per faction)
BTW: You can use agents to remove Pather cells on markets they're on, you may find this worthwhile.
public static final int MAX_NPC_COLONY_SIZE = 0;
...
if (allowGrowth && !market.isHidden() && market.getSize() < MAX_NPC_COLONY_SIZE
&& Misc.getMarketSizeProgress(market) >= 1) {
...
Euphytose, a common cause of wonky ship/weapon availability (both in the marketplace and in generated fleets) is the dreaded empty array in a mod's faction files....
* Agent fixes/improvements
* Security alert level actually relevant now (decrement interval 15 -> 30 days, decrement amount 25% -> 5%)
* Raise relations cost 20k -> 30k, success chance 70% -> 60%
* Recruitment bar event doesn't appear on markets where faction is immune to agent actions
* Fix infiltrate cell crash when supporting base is destroyed or otherwise absent
* Fix text error while on a hyperspace market
* Fix GUI issue when number of pages in agent target menu changes
* Fewer, less frequent faction bounties
* Don't add vengeance points from invasion/raid fleets and anything with low rep impact
* Faction respawn check interval 90 -> 120 days
* Offensive fleets using allied equipment are marked as such in fleet name; ships renamed
* Fix a bug in AI deciding whether to offer a ceasefire
* Fix ceasefire auto-accept not working
* Fix factions declaring war on pirate factions
Histidine, could you, please, allow NPC colonies to grow? Specifically(ColonyManager.java):I could put it in the config file yeah, next version probably.Codepublic static final int MAX_NPC_COLONY_SIZE = 0;
...
if (allowGrowth && !market.isHidden() && market.getSize() < MAX_NPC_COLONY_SIZE
&& Misc.getMarketSizeProgress(market) >= 1) {
...
Or at least move it to json config file?
Yeah, I get (currently) like 6 icons for Pather cells, both on my colonies and apparently some NPC worlds. Maybe it's just the GUI glitching out on me or something I did to the main game config file screwed things over for me. (I swear I only touched officer levels and count...) But it seems like each time a Pather Sleeper cell goes active, another icon/cell gets added rather than just the already existing cell getting activated. Lemme see if I can get you a screenshot... *goes to start SS*Ah, yeah, the save I have lists the duplicate cells in the intel screen too. Though one cell seems to be actually present (in the sense of having a stability effect) per market, even though Tortuga Station has at least six active cell intel items listed in intel screen.
*struggles to get a screenshot...*
*gets screenshot finally...*: https://1drv.ms/u/s!Augwr6cXak-jrAW52JfEpAE6KLc5 (https://1drv.ms/u/s!Augwr6cXak-jrAW52JfEpAE6KLc5)
The in-game logs for pather activity list 85 items. Two reference bases (of which I've blown up); the other 83 log items reference pather cells. The other thing I can think of is that the in-game log in my game isn't properly purging old entries.
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!1. Human Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
you could always bomb the colony to hell and get it de civilized.Spoiler(https://images-na.ssl-images-amazon.com/images/I/71m2NvJyIVL._SY355_.png)[close]
Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).Is it really possible to win the game with a owned faction? Since every colony, including stations, requires an governor, the player's own faction can only control some 8 markets before suffering mismanagement penalty(stability decrease), which virtually keeps me from capturing more markets, no matter how powerful my fleet is!1. Human Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'
p.s. It's also a bit weird that AI factions' markets cannot grow in size ,while the player's can.
2. Alpha Core administrators - as many as you have alpha cores, though you can't uninstall them after a period of time.
3. Editing settings.json in nexerelin's data/config folder and the base game's to increase the colony cap
Either/or, whatever works for you.
Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.See here (http://fractalsoftworks.com/forum/index.php?topic=14512.msg237328#msg237328)
Thanks in advance.
Also: I'm looking for a command to spawn a stable location or those arrays directly. anyone can help.See here (http://fractalsoftworks.com/forum/index.php?topic=14512.msg237328#msg237328)
Thanks in advance.
The "drop off to independents" is what I do right now. For me an ideal solution would have been to have a new spawnable faction like the 0.8 "followers" (playerfactionname_autonomous_colonies). Basically a faction that is auto-allied and locked to +100 relations with you, but does not directly lead to runaway income or micromanagement.
Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).
Maybe in the future, I (or Alex, when he gets around to implementing conquest) will think of a good way to handle surplus markets.
Quick update to fix the cell infiltration crashes, and fix or at least bandaid a couple of issues.
Thanks again for the feedback Hussar! I hope to devise some good solutions in the future.
Code* Agent fixes/improvements
* Security alert level actually relevant now (decrement interval 15 -> 30 days, decrement amount 25% -> 5%)
Also if this doesn't conflict with your goals, you can talk to the base commander to transfer a market to independents (this is a good idea for unprofitable planets regardless).
Maybe in the future, I (or Alex, when he gets around to implementing conquest) will think of a good way to handle surplus markets.
Also this looks like a bug. both events happened at the same timeSort of. The order of operations is that the individual factions declare war/make peace first, then the alliance votes on whether to do the same thing.Spoiler(http://pichost.org/images/2019/03/09/peacebug.png)
or can they make peace against the will of the alliance they are in?[close]
1. Administrators - the cap increases with faction size in Nexerelin, they range from 'okay' to 'not great'
I'm not sure if Histidine can do anything about administrators.
Is there (or will there be) a way to increase number of agents you can have? At the moment I can't have more than two and I have no idea if I can somehow get more. No skill references them, either.
Hey Histidine, is it possible to add Base Strike to Kadur Remnant faction? Varya has his faction spawn those random base that working like pirate in the base game.
On a possibly-a-bug-report note, how long is it supposed to take the pather terrorists to re-establish a cell after one is broken up by an Agent? Because at least so far I've never had a cell re-establish itself, after at least a couple of in-game years.I didn't intentionally code it or anything, but it seems like they'll never respawn (and I think I can spot why in the vanilla cell code).
faction wars, and diplomacy changes, isn't all that part of the game by default now? I think before it wasn't, but now with colonies etc, these features are standard?Nex adds the ability to invade other markets, among other things. Mining, Agents, requesting support fleets, the list goes on.
Upgrading to 0.9a rc10 broke all other mods I used like ship/weapon pack etc.
Is this a known issue?: I repatriate a prisoner, and my carefully ordered inventory gets "auto-sorted"...which is a disaster since I like to collect every weapon and have my inventory arranged just so...Tried it and if my prisoner count drops to zero, it removes all the empty spaces between stacks, but the order of the stacks is preserved. Is that what you're seeing?
Not sure where to put this big report (or if it is a known issue) but will try here:Known vanilla bug, will be fixed in 0.9.1.
Diable Avionics ships for sale have many d-mods, but if I save/reload, the d-mods go away and the entire ships market have pristine ships (yay!). I will try with other factions when time permits.
PSA: Nexerelin 0.9.1c is not compatible with Starsector 0.9.1 (it will crash when attempting to launch a raid or invasion).
You may be able to work around this by disabling invasions (set pointsRequiredForInvasionFleet in config file to a very large value, and the invasion point generation values to zero).
I intend to release a fixed version in the near future.
PSA: Nexerelin 0.9.1c is not compatible with Starsector 0.9.1 (it will crash when attempting to launch a raid or invasion).
You may be able to work around this by disabling invasions (set pointsRequiredForInvasionFleet in config file to a very large value, and the invasion point generation values to zero).
I intend to release a fixed version in the near future.
Hi! Nexerelin is pretty amazing so far, but I feel that it might lack some QOL improvements especially regarding Agents. Would it be possible to use the Command UI for them so it'd be easier to move them around and command them? If not, would it be possible to have the planets they can move to list what's there (especially Pather cells)?If you mean the same thing that I think of as Command UI: it isn't modder-accessible that anyone has done yet. I could tinker with the existing system, but I think it works well enough right now to be a lower priority.
I've been having a lot of fun with Nex for several patches now but, is it possible to use the spacer start in Nex? I decided to try it out for the first time along with the changes to 0.9.1 to lengthen the early game and I have to say that I've been having a great deal of fun with it though I'm only a few months in.Not at present. You can run spacer start using vanilla, then activate Nexerelin and load your previous save, but this introduces minor bugs. I might add a spacer start option to Nex in the future.
(Also digressing, I'm guessing the Spire ain't coming back?)Not unless someone decides they're wacky enough to revive it, no :)
CTD still happened when I load a game with 0.91c before after 0.91d updated.It still happened in a combat against orbital station.Should I start a new game?If it happens in combat it's very unlikely to be from Nexerelin. If during the fleet encounter dialog, possibly but I'd still look at other mods first.
Hotfix .jar for prisoners doing nothing and Version Checker crash (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=0). Place in Nexerelin/jarsThanks for your help :'(.This problem haunted me days.I removed the new mods that I added in 0.91 but only the stable mods I used in 0.9a.CTD still but it's weird that the error reports diferred... The error reports attacted below.The first is the old one and the second is the newest report.CTD still happened when I load a game with 0.91c before after 0.91d updated.It still happened in a combat against orbital station.Should I start a new game?If it happens in combat it's very unlikely to be from Nexerelin. If during the fleet encounter dialog, possibly but I'd still look at other mods first.
Do you still have the error message from [starsector-core]/starsector.log? That would help.
Sorry for bothering you and thanks again for your help.By checking the loaded mods one by one,maybe approlight cause the error.I should ask Originem for help.
Isn't Approlight super outdated? Or did it actually work last update? :O
76004 [Thread-4] ERROR data.scripts.plugins.MagicAutoTrails - Invalid line, skipping
76006 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/version/version_checker_nex.json]
76303 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["preferNexusLinks"] not found.
org.json.JSONException: JSONObject["preferNexusLinks"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
at exerelin.utilities.versionchecker.VCModPluginCustom.onApplicationLoad(VCModPluginCustom.java:58)
at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:267)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Still getting a VC crash with latest version + hotix jarCode76004 [Thread-4] ERROR data.scripts.plugins.MagicAutoTrails - Invalid line, skipping
76006 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/version/version_checker_nex.json]
76303 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - org.json.JSONException: JSONObject["preferNexusLinks"] not found.
org.json.JSONException: JSONObject["preferNexusLinks"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getBoolean(JSONObject.java:422)
at exerelin.utilities.versionchecker.VCModPluginCustom.onApplicationLoad(VCModPluginCustom.java:58)
at exerelin.plugins.ExerelinModPlugin.onApplicationLoad(ExerelinModPlugin.java:267)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
So I gave away a market to independents, but 2 month later, my character is still the governor, and monthly good deliveries are still going there.Hm, was the transfer done before 0.9.1d? I tried it locally and it changed the admin correctly.Spoiler(https://i.imgur.com/ADlgRAv.png)[close]
runcode List<com.fs.starfarer.api.campaign.econ.MarketAPI> markets = Global.getSector().getEconomy().getMarketsCopy();
for (com.fs.starfarer.api.campaign.econ.MarketAPI market : markets) {
if (market.getAdmin() == Global.getSector().getPlayerPerson() && !market.getFaction().isPlayerFaction())
market.setAdmin(null);
}
If you accept the generous offer, can you go back on it later?Yeah, a button to cancel it appears in the same place.
Also being able to colonize an unlimited number of uninhabitable trash planets and transfer them to an ally (since non-player factions have no mismanagement penalty) in order to create more market demand for food/drugs/etc and to increase accessibility of your own colonies. But that's outside playing the mod like a 4X and more just screwing around.An easy way to fix this would be to give a much much smaller relationship value to high hazard size 3-4 planets (unless offest by massive boons in in form of natural resources).
Go to the intel screen and look for the 'agents' tab. You can then assign them missions.
I'm questioning a bit balance here. Being affiliated with the Hegemony, they conquered a world. And then in the following months they proposed delivery missions of various good. It made me rich very easily because there was 2 worlds in the same system that can procure them.Depends, I can see the existing intra-system production/lift capacity being a limiting factor such that they need to ask outsiders to help get them goods. But I've seen the amount get fairly ridiculous on occasion (like 3-4 procurement missions for the same market coming in on the same day, for the same good type (e.g. three "200 supplies" missions at once).
So basically what I'm saying is that it's weird a newly conquered world requests at such a high price (mission or market) goods that are available intra system Surely indeps merchants would fulfill this need easily.
(1)As % of the total Sector population you control gets larger, other factions are more likely to have negative diplomatic events with you. This effect increases in Starfarer mode.
What are the mechanisms in place to prevent snowballing from the player? i.e the richer you are, the stronger you are, the easier it is to get even richer, faster.
Are there some looming menaces, big invasions? Or a boost to an enemy faction, anything on that? I fear that after a while it is 'I steamroll all opposition'.
(2) I guess Steelclad is not compatible with Nexerelin?Not known to be compatible, no support is provided. Though I won't stop you from trying to run them together and see what catches fire!
Or perhaps some of your surviving marines could be consumed as a local occupation force, quantity scaling to the size of the captured market. In exchange, that market could be given a stability boost for one month due to the presence of said force, which would help protect newly captured markets from decivilization. This way you get an enforced cooldown unless you are vastly overprepared, but the cooldown also benefits you. If you don't have enough marines for the occupation force, then you don't get the stability benefit (and still have to go buy more marines).Unless you could set the amount of marines to use during the invasion, I could see optimal play being spacing/ storing unneeded marines and picking them up later on to prevent having to get more after the invasion.
How can you boost the defense of a planet? If I dump 1000 marines on its market, will it strengthen it?I don't think so, because marines dumped into resource stockpiles are, well, treated as resources only, while anything you put in storage is not supposed to interact with the outside world in any way.
It sort of feels like, since player colonies are the only ones which need to have a commerce industrial area constructed in order to have markets the player can access it puts player colonies at a disadvantage, since unlike NPC colonies you have to devote one of your limited industrial slots to giving your own colonies a market, where no other faction does. Unless I'm missing something?Yeah, that's a known issue (search the 0.9.1 announcement thread (http://fractalsoftworks.com/forum/index.php?topic=15027) for "commerce" to see some recent discussion on it).
Actually I was thinking about making a mod that would have added a new "Garrison" defense structure to effectively do just that yesterday...
If I start a new game with Nexerelin v0.9.1g, would I be able to add the new Nex version into an existing game? (it will be awhile before I've got a big huge fleet ready to invade systems).I expect it'll be reverse compatible, yeah. (I try not to break it unless I have to, although I don't specifically test for this so bugs may slip through)
I was wondering if the fleets generated where tied to the faction strength or the one of the station they originate? Is killing a retaliation fleet doing something against the faction on the medium to long term? Can I cripple a faction fleet by destroying their fleets, or they will anyway be spontaneously be recreated from thin air (or space void energy) a few days later?Most fleets come from thin air.
That's the point I'm not too clear about about the '4X' aspect of the mod. Does it tries to simulate the overall industrial power and shipyards of a faction or this is as in vanilla, i.e fleets and ships get generated from nothing and periodically.
What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
My games pretty heavily modded and I didn't see it in the change log but is this the mod that adds hails from de-civilized worlds? They were a fun addition.Yep!
What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
(Changelog can be previewed here (https://bitbucket.org/Histidine/exerelin/wiki/Changelog))
After that: No idea, there are way more things on my todo list than I want to even think about right now :-XMy games pretty heavily modded and I didn't see it in the change log but is this the mod that adds hails from de-civilized worlds? They were a fun addition.Yep!
It was something I did for fun because it felt strange when we're out exploring and run into these planets full of people that we can't interact with in any way. Well, now we can.
How will this interact with Vayra's NPC rival colonising factions? Will the two work together or with they be incompatible?What's the next big thing for Nexerelin? Player-created patrol fleets? Space Monsters? More side quests?The update immediately after this one (to be released in a few weeks) adds NPC colony expeditions and new start options, among others.
(Changelog can be previewed here (https://bitbucket.org/Histidine/exerelin/wiki/Changelog))
How will this interact with Vayra's NPC rival colonising factions? Will the two work together or with they be incompatible?The two systems should coexist fine.
v0.9.2
* Add NPC colony expeditions
* About once every 9 months (increasing with number of existing NPC-founded colonies) starting cycle 207
* Interval can be changed in config
* Not all factions will create colonies
* Add custom scenario system
* Currently has one scenario: "Derelict Empire"
* Mods can add more scenarios
* Add custom start options
* Spacer start (same as before)
* Derelict fleet (medium/large)
* "Cabal friends"
* Mods can add more custom starts
* Player markets can be granted autonomy
* Market remains part of player faction, but does not generate direct income or incur costs, and does not contribute towards player colony or admin limit, and behaves in many ways like another faction's market
* Grant or revoke autonomy by talking to a base official
* Add conquest missions
* Invading a market causes the "increased defender preparedness" effect on other markets
* Applies to all markets of the targeted faction and their allies, and all inhospitable or worse markets in system
* Random sector improvements/adjustments
* Default max markets per system 5 -> 4
* Pirates get orbital works at start (was heavy industry)
* Lower generator's dislike of hazard conditions
* Fix industry generation to work properly
* Add enhanced start relationships for non-random sector
* e.g. League and Diktat are now only Welcoming instead of Cooperative
* Can be disabled in config
* Factions will periodically attack and destroy pirate/Pather bases on their own
* Invasions won't make any industry disrupted for longer than 1 year
* 33% higher rep from transferring a market to its original owner
* Reduce rep value of industries during planet transfer by 2.5 times
* Modify some diplomacy handling for saturation bombardments, tribute rejection
* Some Interstellar Imperium compatibility changes
* Add Cathedral as Luddic Church start fleet (with SWP)
* Move max agent count to config
* Update random start ship handling for Starsector 0.9/0.9.1
* This is not intended to change random fleet composition, but it might
* Update Remnant raids' drop table to match other Remnant fleets
* Adjust Remnant raid target picking logic
* Spacer start monthly debt can be modified in settings.json
* Will not apply to previous versions' saves
* Enter `runcode exerelin.campaign.customstart.Nex_SpacerObligation.replaceObligation()` in console to update such a save
* Add old Persean League flag as a player flag
* Some GUI/text tweaks
* Bugfixes
* Fix removing Pather cell on another faction's market giving too much reputation
* Fix a bug with random pirate start ships
* Fix error in rep gain on market capture
* Fix some possible crashes if player takes control of Prism Freeport (through console)
* Fix Prism's freeport status in random sector
* Fix small amounts of crew sometimes being lootable even with crewLootMult == 0
* Remove prohibition on officer levels >29 (you still won't be able to level past this, but it won't crash)
This bit isn't the problem, the problem is the severe food shortages triggering procurement missions... And while taking those missions can make you a lot of money, it doesn't seem to do anything to address the local deficits. For example, I just had a procurement contract for 4360 food that I just handed in. Chicomoztoc had a deficit 1500 food beforehand, and it still has the same deficit now. Same issue occurs if you use the food as part of an unrest relief package: That food doesn't actually enter the market and so doesn't actually address the deficit.Yeah, that's something I dislike too.
last update seems interesting, do you have some details about how colony expedition work? like, should i not sell survey data? Can they fail? Does faction stop after a time?- Faction colony expeditions work completely independently of player's surveying (so you don't get an incentive against doing surveys).
anyone know how derelict empire mode works?They exist only to be conquered, basically. So everyone starts with one planet and takes territory at the expense of the derelicts (a bit like classic Exerelin, if anyone remembers that).
or what a derelict market is exactly? how are they meant to function? I totally don't "get it" they're markets that you can't interact with?
Question: If you make a colony autonomous, does its exports still count as in faction for maintenance reduction? For example, say I get a gas giant with a mine set up to provide volatiles: if I make it independent, do my fuel production colonies still have reduced maintenance?*checks* Turns out it does!
Also, I am incredibly intrigued by the scenarios - any more details about what the system entails?Long story short, a modder can have the scenario run arbitrary code at certain points in the game (character creation, after procgen, after initial economy load, after the new game time pass) to set up the initial Sector they want.
This bit isn't the problem, the problem is the severe food shortages triggering procurement missions... And while taking those missions can make you a lot of money, it doesn't seem to do anything to address the local deficits. For example, I just had a procurement contract for 4360 food that I just handed in. Chicomoztoc had a deficit 1500 food beforehand, and it still has the same deficit now. Same issue occurs if you use the food as part of an unrest relief package: That food doesn't actually enter the market and so doesn't actually address the deficit.Yeah, that's something I dislike too.
Nexerelin makes it worse by creating more supply disruption sources, but procurement missions not contributing to local supply is an issue with vanilla code. I'll post a suggestions thread later.
vayra sort of competes with nex now in terms of what it does, it's no longer a faction mod? so maybe that's a conflict.
In retrospect finding IBB missions at bars or stations has been pretty rare for me in recently campaigns, as in nonexistent sometimes. Maybe Varya and SWP are clashing?Seems unlikely. It's probably just a matter of looking in the correct factions' bars (currently only appears for Hegemony, League, Independents, II, Shadowyards, ORA and Tiandong).
Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
The International Bounty Board (IBB) and its missions are part of the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod, not Nexerelin.
Nonetheless: I don't think there's a documented list anywhere, but the mod forum post does include this lovely image with (IIRC) all the bounty ships you can find - though this does include those of other mods which add their own IBBs (Shadowyards, Tiandong, Interstellar Imperium, etc.) so if you aren't using those mods (some aren't updated to 0.9 btw) you won't find those ships.Spoiler
(http://i.imgur.com/x3Ds03y.png)[close]
IBB missions are one-offs: once you've fought the battle, it won't spawn again.
Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
The International Bounty Board (IBB) and its missions are part of the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod, not Nexerelin.
Nonetheless: I don't think there's a documented list anywhere, but the mod forum post does include this lovely image with (IIRC) all the bounty ships you can find - though this does include those of other mods which add their own IBBs (Shadowyards, Tiandong, Interstellar Imperium, etc.) so if you aren't using those mods (some aren't updated to 0.9 btw) you won't find those ships.Spoiler
(http://i.imgur.com/x3Ds03y.png)[close]
IBB missions are one-offs: once you've fought the battle, it won't spawn again.
I want to say after defeating IBB ships they have a chance to show up in markets like Prism Freeport but frankly I'm not sure anymore. I skimmed the change log in SWP and didn't see it there so maybe thats a figment of my imagination. However they will always spawn after battles so I guess it doesn't really matter. I always seem to get a bunch of hades. Call it luck but last time I got all four of them.
Is there list of all the IBB ships you can acquire? Do IBB targets regenerate, or are they finite? Thanks for the mod, btw. Incredibly good.
The International Bounty Board (IBB) and its missions are part of the Ship/Weapon Pack (http://fractalsoftworks.com/forum/index.php?topic=11018.0) mod, not Nexerelin.
Nonetheless: I don't think there's a documented list anywhere, but the mod forum post does include this lovely image with (IIRC) all the bounty ships you can find - though this does include those of other mods which add their own IBBs (Shadowyards, Tiandong, Interstellar Imperium, etc.) so if you aren't using those mods (some aren't updated to 0.9 btw) you won't find those ships.Spoiler
(http://i.imgur.com/x3Ds03y.png)[close]
IBB missions are one-offs: once you've fought the battle, it won't spawn again.
I want to say after defeating IBB ships they have a chance to show up in markets like Prism Freeport but frankly I'm not sure anymore. I skimmed the change log in SWP and didn't see it there so maybe thats a figment of my imagination. However they will always spawn after battles so I guess it doesn't really matter. I always seem to get a bunch of hades. Call it luck but last time I got all four of them.
v0.9.2c
* Infiltrate Luddic cell action displays reputation change if successful
* Fix issues with admins on market comm board not having their faction changed on market capture
* Text fixes/modifications
v0.9.2b
* Add new game option to control starting D-mods
* Local stockpiles on autonomous worlds can be accessed
* Invasion disruption time averages 30 days/round instead of using the industry's build time
* Saturation bombing a "hidden" market does not anger third parties
* Factions do not colonize any system with a hostile fleet exceeding 25 FP
* Factions will colonize inhabited systems that they control
* Adjust some under-the-hood war declaration, alliance vote logic
* Agents don't appear in hidden markets; hiring dialog explains where to find newly hired agents
* Covert action locations marked on map
* Blackrock's Consortium HQ protects against agents; spawns in random sector
* Custom starts can have compatibility with (non-)random sector defined
* Grey out incompatible custom scenarios with tooltip warning, instead of hiding them
* Fleet request organize time can be adjusted in settings.json
* Bugfixes
* Fix relationship irregularities when accepting a commission
* Fix NPC base strike relationship checks, being always marked as important
* Fix expired tribute demands doing nothing
* Fix free port status of colonies whose faction should have it
* Fix hard mode diplomacy penalties applying between NPC factions
* Fix invasion failure double reporting when autoresolved
* Reverse compatibility with pre-0.9.1d saves
I just hope that the other ships will appear, as I would love to have more Undines, Fractures and Phillipsheads.By default, Prism will only sell each IBB ship once, and only if you haven't recovered it (although it'll reappear later if you don't buy it and it gets cycled out of stock). You can change this with the prismRenewBossShips setting in exerelin_config.json.
Found a problem when uses Nexerelin 0.9.2:Download and install (http://fractalsoftworks.com/preorder/) the newest Starsector (0.9.1a RC8).
Crashes happen when hitting the 'consider your military operations' in planet action HUD.
I have attached the last bit of Starsector log, pls take a look--------->https://pastebin.com/yBnKeBiM
Hello everyone, new user here, first time posting on this board. First of all just want to say thank you for to Alex and everyone in the modding community for the hundreds of hours of fun I've gotten from Star Sector. I've been playing vanilla since 0.7 (I think?) and only recently started trying out various mods to keep things fresh. Just started Nexerelin and blown away by how much it adds to the game. Hard to go back to playing vanilla now, its that good.
That being said, I'd like to ask a question about faction relations. I've always enjoyed setting up my own faction in vanilla and slowly building up my strength so as to one day challenge the core worlds, and after 20 hours of freelancing I started trying to do the same in my first Nexerelin run. Now I understand that this is meant to be challenging, but holy hell did I get stomped into the ground. Within 30 minutes 3 main factions had allied against me and declared war. I had little to no interaction with them, but I believe the random (?) diplomacy events pushed my score with the Persean League into the minus and they promptly went to war with me and brought the Dicktat and Tri-Techyon along for the ride. This promptly tanked what little profit I was making as three whole markets suddenly refused to trade with me. After wiping my single size 3 colony with 3 huge invasion fleets, I was left with a single fleet and no way to recover relations.
Again, I understand that this is probably designed to punishingly hard for go-it-your-own factions, as it seems to be designed towards picking and joining a faction. I was wondering, however, if there was any way to alter the settings for diplomatic events, either in game or through tampering with the mod files? Maybe cause diplomacy events to fire much less frequently, give much less lower score, or ideally have them not fire for the player faction? Again, just want to stress that this is a great mod. I really enjoy so many features that it adds but I find it hard to want to start again when the RNG could just decide to hit me with a couple of bad events, causing half the sector to rise up and squash me. Sorry for the long post and apologies if this has been already answered.
Yes, go to a colony of the faction in the alliance you want to join in, choose "special actions" or whatever was it called (added by Nex, so you should find it), then choose the first option (join the alliance). Yes, it's normal to have colonies while having a commission; in fact, it's even a vanilla feature. This means that, outwardly, your colonies kinda belong to your commissioner faction, but you can still fall out and have internal conflict break the commission.
In fact, it would be nice, if commission worked only if you have colonies smaller than size, dunno, 6. Size 6 and up, no commission, no free money, alliance or bust.
Speaking of invasion fleets it's me again that guy with the worst luck in the sector here to *** again. I have one size 4 colony with a battlestation mining and light industry on it. No cores or fancy nanoforges or whatever.
Blackrock just dropped 2 invasion fleets on me one of which has enough Kurmaraja's and Eschaton's(plus a Karkinos because of course) that they are fielding 30 fighter wings against my small fleet that has a total of ONE capital ship that being the beatup XIV legion I pulled out of mothballs to try and defend against this garbage. After two tries I'm not even going to bother. It's literally impossible when your station goes down in about two fighter strikes.
I get that invasion fleets are supposed to be able to actually succeed but I also expect to actually have a fighting chance at beating them off. And realistically speaking this is overkill and a waste of resources. You don't send something like this after some little world like I have. This would be something you send after a core world like Sindria or Jangala.
I'm going to go find something else to play while I cool off but if I do come back to this game I'm just gonna console command this garbage.
I think it speaks for itself on how messed up invasion fleet strengths are that the freaking KADUR took over Jangala. The Kadur that has a bunch of size 3 stations with supply shortages scattered across the sector and can't even field anything bigger than picket fleets.
That's pretty much what I've been doing. I had Duzhak spawn with a 75% hazard world with good organics and farmland and settled it. I've been farming Yma for cash and rep as the pirates there are going nuts so the Perseans and Shadowyard like me quite a but. It's just apparently the Blackrock decided I've gotta die or something *shrug*.If it's and "Invasion" fleet, then you are at war with Blackrock. Very Very Bad idea if you are playing own faction until late game. Unlike pirates/pathers, proper faction send warfleets in your directions. If you think Blackrock fighter waves are bad, you haven't seen DME invasions. Enough fighters to blot out the sky, and good fighters too.
I have a lot of heavy destroyers in my fleet along with my falcon flagship but honestly I would be hard pressed to beat what Blackrock sent against me even with a full fleet of capitals. That's just way too many fighters.
v0.9.2d
* Player colonies' population growth halved, income reduced 25% when in Starfarer mode
* Player colonies have size growth even when autonomous
* Interstellar Bazaar submarket is transferred on market capture
* Raise/lower relations cooldown is added to action time instead of blocking action
* Show remaining blueprint trader points after each purchase
* Return to market main menu after market transfer (instead of closing dialog completely)
* Adjust some intel text
* Fix Interstellar Bazaar spam in random sector
* Fix NPC factions sometimes building military base in violation of industry limit
* Derelict Empire, Remnant raid fleets won't fail to drop AI cores under certain circumstances
* Note: All currently spawned fleets in an existing game will cease to drop cores
I'd expect a battlestation on a size 4 market to defeat two invasion fleets (in general the invasion strength will not be hugely superior to the defenses), but it may be that Blackrock carrier fleets are disproportionately strong for their size. Given the sort of thing that can be done with mass Drovers + Sparks (http://fractalsoftworks.com/forum/index.php?topic=15271) in vanilla, I wouldn't be too surprised.Blackrock in general are a strong faction. Especially the cruisers/capitals. They also have solid economy, for making ships without D-mods. Unlike say Scy, which are on the weaker end.
Hotfix for II Bazaar being spammed in random sector (arglebargle)Nexerelin v0.9.2d
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.2d.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Spoilerv0.9.2d
* Player colonies' population growth halved, income reduced 25% when in Starfarer mode
* Player colonies have size growth even when autonomous
* Interstellar Bazaar submarket is transferred on market capture
* Raise/lower relations cooldown is added to action time instead of blocking action
* Show remaining blueprint trader points after each purchase
* Return to market main menu after market transfer (instead of closing dialog completely)
* Adjust some intel text
* Fix Interstellar Bazaar spam in random sector
* Fix NPC factions sometimes building military base in violation of industry limit
* Derelict Empire, Remnant raid fleets won't fail to drop AI cores under certain circumstances
* Note: All currently spawned fleets in an existing game will cease to drop cores[close]
Dreamyr: Do you still have the save with the two Blackrock fleets? I'd like to take a look at it.
(Also specify if you've done anything like raise the maximum battle size)
I'd expect a battlestation on a size 4 market to defeat two invasion fleets (in general the invasion strength will not be hugely superior to the defenses), but it may be that Blackrock carrier fleets are disproportionately strong for their size. Given the sort of thing that can be done with mass Drovers + Sparks (http://fractalsoftworks.com/forum/index.php?topic=15271) in vanilla, I wouldn't be too surprised.
My own faction didn't launch any invasions at the Derelicts even though I turned player faction invasions on. Not sure if glitch or intended behavior.It's possible there's a bug somewhere, although the code isn't currently telling me what it might be.
Hey bro, That is my first message, just wanted to tell you about how much I like your Mod, and especially Derelict Mod.Yeah that's a bit of a defect with the system currently.
That is thing that made me return to the Startsector.
Few things I wanted to tell that I noticed: Derelict quests for resources(I'm playing mainly as a trader). and I see a lot of quest to deliver goods to derelict station but only few of them can be completed, those which you have to deliver upon arrival, not via planetary command center, because they obviously do no wanna talk=) I do not know how other people think about that, but I personally receive like every 8 contract out of 10 is for derelicts, and you just need to ignore them, any chance it can be canceled for them to provide those missions(that is not that important) and also with the market every time when I check goods for best BUY/SELL spot there is only 5 best markets shown, It definitely shows 3 to 4 markets belonging to derelicts so this info is off no use. so it leave you without the fast info about the markets and prices.
2)Also wanted to ask if that okay that I've established 3 colonies of my own but still getting like 60k Commission from the faction?Yeah, it's intended behavior.
UPD(not sure that is for you) 3rd question, with Nexerlin and Vayra and derelict on small Map(Mixed) I have a lot of empty stars in the center of sector like 4 or 5. I can make screenshots if you need(It's possible for core systems not to be inhabited, if all the planets there are bad. If you think there's a system that should be inhabited but isn't, go ahead and post the screenshots or the save :)
Possible bug report: So, I've been having issues getting even 1500 power strike fleets to kill a pirate base and decided to go for overkill on my base strikes. I've been buying 5 1500 power fleets and siccing them on every base that annoys me. They've been failing at the same rate one fleet does, so I decided to hang around in hyperspace and see what was going down. My giant doom armada consisting of at least a dozen strike fleets gets to the system, exactly one of the fleets enters the system, and the rest just scatter into nowhere. I can't even track them going home, they just scatter into nothing apparently.Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.
This is kind of a problem, and a giant waste of millions of credits for my strike fleets to just not function. What am I doing wrong?
UPD(not sure that is for you) 3rd question, with Nexerlin and Vayra and derelict on small Map(Mixed) I have a lot of empty stars in the center of sector like 4 or 5. I can make screenshots if you need(It's possible for core systems not to be inhabited, if all the planets there are bad. If you think there's a system that should be inhabited but isn't, go ahead and post the screenshots or the save :)
Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.
Okay, I've managed to reproduce the issue, and an apparently related one where the strikes fail to assemble if the player is present in the spawning system.Hmm, I seem to recall hearing of a rare bug with strike fleets not working, but never had the chance to track it down. If you could post the save and specify the immune base(s), it'd be much appreciated; I might be able to debug it then.
I'm pretty sure this is a different bug since none of them are outright immune and it happens to every base I've seen. One or two fleets will go into the system, but then the rest of the fleets go away. Commission a few 1500 strength base strikes on one target and then hang out near the targeted system in hyperspace and watch what happens when the attack approaches.
How open are you to custom scenario suggestions? Or rather (since I am interested) is there a straightforward way to go about adding one's own scenarios?Well, to add scenarios you need to have your own Starsector mod and some modding knowledge. Not much, in itself (the Derelict Empire (https://bitbucket.org/Histidine/exerelin/src/master/jars/sources/ExerelinCore/exerelin/world/scenarios/DerelictEmpire.java) "core script" is pretty short), but I expect someone trying their own scenario would very quickly run into issues requiring me to change stuff in Nexerelin (Derelicts had to be coded not to do a bunch of different things, for instance).
Silly question for this thread, but how do i change the generated planets and systems names?
Before 0.8 i can change the names by changing the sector generation xmls on the Nexerelin mod.
Now sector generation has changed, and i don't know what file to modify.
Any help would be appreciated
Any way to get SRA planets/stations to build their high capacitance storage industry?You can open SRA's faction config (in Shadowyards/data/config/exerelinFactionConfig) and add an ms_supersolar entry in the industrySeeds table to ensure that they spawn at least one solar collector. (I recommend replacing the orbital works in that table)
v0.9.3
* Add "brawl mode" toggle to settings.json (default off)
* Creates extra-large invasions (2-4 times normal size); defenders will spawn defense fleets to match the increase
* Invasion and defense fleets have a 60% chance to use gear of any live faction in the Sector
* Mining nerf:
* Asteroid volatiles mult 0.05 -> 0.01
* XP per mining strength 50 -> 20
* Derelict Empire improvements
* Will no longer generate procurement missions
* Relationship with all factions capped at -60
* Will deploy all ships in battle
* Conquest mission generator creates fewer irrelevant missions
* Factions don't claim systems as their territory if player is dominant faction there
* Industry refund mult on shutdown 0.75 -> 0.5
* NPC agent actions don't target hidden markets
* Add two more levels of admin cap bonuses (at 200 and 300 total size)
* Tweak alliance intel display
* Bugfixes
* Fix duplicated free port condition (again)
* Fix AI core admin being removed when player conquers a market or revokes autonomy
* Fix NPC colonies sometimes not building patrol HQ
* Fix invasion/raid/base strike missions failing at start if source market's fleet mult is too large and player is nearby
* Fix raids not using faction fleet size doctrine
* Fix random sector generator handling of Shadowyards solar collector
* Fix Follow Me command
* Modding
* Add an API for custom victory event
* Factions can be marked as disabled-by-default for random sector
* Externalize some officer death parameters to settings.json
Thanks for your hard work Histidine, may I ask if this update requires a new game?Shouldn't need a new game (including for new features).
Thanks for your hard work Histidine, may I ask if this update requires a new game?Shouldn't need a new game (including for new features).
What's the best way to make some money?
Is there some kind of equivalent/setting for a brawl mode without the random fleets?settings.json: set "nex_brawlMode_randomFactionGearChance" to zero
195102 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config null not found, using default
195102 [Thread-4] INFO exerelin.world.NexMarketBuilder - Creating market for Wyrm (PLANET), faction null
195103 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
195104 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
195245 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:523)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:485)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:361)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi there, this is my first time posting, was introduced to this great game by SsethTzeentach. :)Seems to be an outdated mod (http://fractalsoftworks.com/forum/index.php?topic=14209). When you get ingame after loading the save, do any mods say they require an update in the bottom-left? (press V for details)
My game crashes whenever I initiate a combat. Is there something I am doing wrong? Thanks in advance.
Here's the log:
231089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.AbstractMethodError
java.lang.AbstractMethodError
at com.fs.starfarer.combat.oOOO.B.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi, I've run into an issue when I try to run the mod and it sends me a null error, along with this in the log.Looks like Nexerelin is trying to work with one or more invalid factions (it breaks when trying to spawn a market for "null" faction).Quote195102 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config null not found, using default
195102 [Thread-4] INFO exerelin.world.NexMarketBuilder - Creating market for Wyrm (PLANET), faction null
195103 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
195104 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
195245 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:523)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:485)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:361)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I don't know what I did, but the settings I made were Random Core Worlds, Prism Station, Derelict Start, Enable all Factions.
Is there some kind of equivalent/setting for a brawl mode without the random fleets?settings.json: set "nex_brawlMode_randomFactionGearChance" to zero
Hi Histidine, here's what I am using currentlyShaderLib is no longer used, you want GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0).
(https://i.imgur.com/YiaWtox.png)
P.S. Appreciate the work and dedication you put into this mod. Thank you so much!
Welcome!I am only using this mod and the one other required mod.Hi there, this is my first time posting, was introduced to this great game by SsethTzeentach. :)Seems to be an outdated mod (http://fractalsoftworks.com/forum/index.php?topic=14209). When you get ingame after loading the save, do any mods say they require an update in the bottom-left? (press V for details)
My game crashes whenever I initiate a combat. Is there something I am doing wrong? Thanks in advance.
Here's the log:
231089 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.AbstractMethodError
java.lang.AbstractMethodError
at com.fs.starfarer.combat.oOOO.B.?00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Also, you'll want to check if any mods you're using (even if they're the latest version available) are only updated for Starsector 0.9 (or worse, 0.8.1) rather than 0.9.1.
(If you post a screenshot of your mods folder with the mods used, someone could also spot the outdated mods)Hi, I've run into an issue when I try to run the mod and it sends me a null error, along with this in the log.Looks like Nexerelin is trying to work with one or more invalid factions (it breaks when trying to spawn a market for "null" faction).Quote195102 [Thread-4] WARN exerelin.utilities.ExerelinConfig - Faction config null not found, using default
195102 [Thread-4] INFO exerelin.world.NexMarketBuilder - Creating market for Wyrm (PLANET), faction null
195103 [Thread-4] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
195104 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
195245 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.PopulationAndInfrastructure.apply(PopulationAndInfrastructure.java:112)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:523)
at exerelin.world.NexMarketBuilder.initMarket(NexMarketBuilder.java:485)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1564)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1007)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:361)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I don't know what I did, but the settings I made were Random Core Worlds, Prism Station, Derelict Start, Enable all Factions.
I think this is either because one of the mods present has a broken Nex config, or due to Nexerelin's exerelin_config.json file being corrupted (although in the latter case, the issue should have been instantly noticeable from not having any starting factions to pick).
If you could provide the following info, it would be helpful:
- When you search for "error" in the log (without the quotes), what else comes up?
- What about a search for "starting faction"?
- Could you post the contents of Starsector/mods/enabled_mods.json, or a screenshot of your mods folder with the mods used?
@zxc112233,Yeah the evidence points out towards the version. I'll try that.
given the version number in your folder name, I'd say you don't have the latest version of the game installed.
Hey,The player is vulnerable to being attacked when they start their first colony, yeah. Some factions will declare war on you if they're even at Suspicious, and it's easy for random events to dip you to that level.
is it intended behavior for the vast majority of factions to hate me at around -50 to -55 when I start building my own colonies? It seems to happen through my faction's automatic diplomacy, not my own actions.
I can maintain relations with the independents and my parent faction, but everyone else progresses to just barely or completely hostile to me by year 2.
Where exactly do you go to form an alliance with a faction?Dock at market -> special options (must not be commissioned)
Hey,The player is vulnerable to being attacked when they start their first colony, yeah. Some factions will declare war on you if they're even at Suspicious, and it's easy for random events to dip you to that level.
is it intended behavior for the vast majority of factions to hate me at around -50 to -55 when I start building my own colonies? It seems to happen through my faction's automatic diplomacy, not my own actions.
I can maintain relations with the independents and my parent faction, but everyone else progresses to just barely or completely hostile to me by year 2.
It may help to build up relationships with others before starting a colony (a bit like right to rule in Mount & Blade). If you get in trouble, you can also take a commission with a faction that can protect you.
Although... "parent faction"? Are you commissioned with another faction? If so, other factions shouldn't have diplomacy with you that is separate/different from the commissioning faction (if they do that's a bug).
They still can still be at war with the commissioning faction and the player gets caught up in that, but that's just how it works, and at least your faction will draw fire away from your personal assets.Where exactly do you go to form an alliance with a faction?Dock at market -> special options (must not be commissioned)
A question on limitations of the AI under Nexerlin. I've noticed the AI goes out and establishes new colonies. While the old colonies don't seem to grow at all, do the new colonies they establish grow over time like a player's does? Or will the AI just have a *** colony out in the boonies forever?By default they'll grow up to size 5 (although a high hazard planet can cause the colony to have a negative growth rate, so it gets stuck at size 3).
I ask because I'm quite interested in a playstyle where the AI grows (or shrinks) as you do.
Being commissioned is the single best way to grow your colonies in Nexerelin, but it's slightly imbalanced.Good point. I might look at changing the pros/cons involved sometime in the future.
As is having a commission is basically free monthly income and protection for the price of forfeiting the alliance vote more or less. There's no other downside compared to a regular alliance. Wouldn't it make more sense that your colonies have their sizes limited to 5 maximum like the Hegemony tribute system if you are commissioned?
okay is it normal that my reputation just constantly plummets with factions at random after making my own faction ?
i was neutral to positive with every one except the league path and pirates then founded a colony and immediately everyone but the independents are hostile to me.
testing with the command console and resetting reputation does work for a while and then immediately i am down on minus 50 or worse with almost all of them.
Hi, I don't know if this is exclusive to the mod itself, but why do the other factions not get a massive reputation penalty for saturation bombing. I've noticed a few times where factions remove the population from planets with a good bombing and get no bad rep for it yet if I do it everyone in the sector sees me as a galactic genocidal maniac. Is this a correction that's going to be implemented or will all the factions in the sector forever be united in judging solely the player for their actions and not each other?It's kind of how vanilla works at present and I haven't changed it, yeah. There's been discussion about it in a few places (see e.g. this blog post thread (http://fractalsoftworks.com/forum/index.php?topic=13672.msg230240#msg230240)).
Invasions seem a bit too strong? Wait until a juicy world is weakened, invade, sell everything, ditch the ruined bombed empty screwed up world to a random faction for good boy points, repeat. It doesn't work right with commissions, but that's well worth the significant sacrifice of not having one.Hm. I've already reduced the sell refund from 75% (vanilla) to 50%, and I'm not sure I want it to be any lower (since it affects normal colony management as well), but I might do that anyway. Or think of some other way to nerf it.
Hey is it intentional that 80% of the ships in the game including large well maintained (I would assume they are well maintained) battle fleets to have upwards to 4-6 damage mods per ship?Is this affecting everyone? If it's just one faction, their heavy industry probably got disrupted, but this happening to everyone at once is a bit less likely.
Like nearly every ship in the game including the ones you can buy all have D mods and often times they have a ton.
I can understand a few of them having D mods but more than 70%? That can't be right.
Is this a bug or if its not can it be disabled or changed with a setting?
Yea apparently starting the game with core systems set to random causes the vast majority of factions to not have heavy industry at all for the start of the game, even factions that should really have a heavy backing industry wise.It should already give almost everyone a heavy industry by default. The fact that it doesn't suggests a bug somewhere. (or maybe there are just too many factions in too few planets/stations)
Is there a way to have the established factions always spawn with at least 1 or 2 heavy industry planets and bases in the menu?
I've just started a game with this mod and chose the derelict empire not really understanding what I was getting into.I have a feeling you got a mission to deliver goods to a planet that got taken over in the intervening months. Derelict Empire, as little as I've played of it, seems to be a mode where there's an active war at all times between Us and Them. It's high-octane and not necessarily... meant for starters.
My first mission was from the independents faction for a shipment of goods to a planet 30ly away; when I arrived I discovered that I couldn't land, the planet is apparently owned by the derelict faction. What is the design intent of the derelict faction? In-game there's not really any clue as to who/what they are, why they are (apparently?) at war with everyone, and why I can't land on their planets even with transponders off.
Am I even supposed to get missions to planets owned by them in the first place? Are they supposed to produce market goods despite not being interactable except as military targets?
I do believe I may have found a bug.Spoiler(https://i.imgur.com/Vhr6zIb.png)[close]
I've just started a game with this mod and chose the derelict empire not really understanding what I was getting into.There's a tooltip for the Derelict Empire start in the new game menu, which is... probably as much explanation as I'm going to write.
My first mission was from the independents faction for a shipment of goods to a planet 30ly away; when I arrived I discovered that I couldn't land, the planet is apparently owned by the derelict faction. What is the design intent of the derelict faction? In-game there's not really any clue as to who/what they are, why they are (apparently?) at war with everyone, and why I can't land on their planets even with transponders off.
Am I even supposed to get missions to planets owned by them in the first place? Are they supposed to produce market goods despite not being interactable except as military targets?
I do believe I may have found a bug.Ha, ouch. That can happen if a faction becomes hostile to itself; this shouldn't happen normally but Vayra's Sector may have some bugs regarding the colony factions.Spoiler(https://i.imgur.com/Vhr6zIb.png)[close]
runcode Global.getSector().getFaction("warhawk_republic").setRelationship("warhawk_republic", 1)
nope not commissioned or other way bound to another faction only thing i could think of is my use of AI cores but there where no inspections to affect thatokay is it normal that my reputation just constantly plummets with factions at random after making my own faction ?
i was neutral to positive with every one except the league path and pirates then founded a colony and immediately everyone but the independents are hostile to me.
testing with the command console and resetting reputation does work for a while and then immediately i am down on minus 50 or worse with almost all of them.
Are you maybe commissioned by another faction?, If that is the case your reputation will always default towards what theirs are even if you start your own colony. make sure you cancel any commission you currently have with a factions before striking out on your own.
I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.
I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.
I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.
I got the base mod working just fine and have been playing it without issue for a couple of days now. But I can't figure out how to add another faction to the game. Specifically ORA, SCY, and DIABLE.When you launch Starsector, there should be a button on the launcher that says 'mods', have you enabled them in there? If not, that's the thing.
I got the faction folders extracted into the mod folder of the game, I just don't know where to go from here.
I'm fairly inept when it comes to tech in general, so the solution is probably in front of me and I just haven't seen it.
I've created an account just to ask this.Hmm, not seeing this. I just started a new game with 5 different portrait packs and they all appear to work. Could you post a screenshot and modlist?
I have Nexrelin now, brilliant mod that changes everything about as I'd hoped, but it seems to have buggered with all the lovely portrait packs I have.
As in only one of them, the 'Portrait Pack' mod is being retreived by Nexrelin. All others aren't, and most characters in stations and planets show up as the generic blank profile picture.
Not sure what's causing it, I went into the files to see and from what I see it's not even recalling the correct ID's for the Portrait Pack it is using, yet those still display.
Not sure whether this had been addressed, but is it, or will it be possible to claim colonies for the benefit of other factions? I kind of want to know if I can go full on interstellar Mount and Blade on this game.You can give colonies to other factions, if that's what you're asking. (Talk to one of the staff on the comm board)
also is there a way to disable factions colonizing? I had Hagemony at almost 30 planets last game from it + waging war and taking planets.In exerelin_config.json you can set colonyExpeditionInterval to something like 999999.
So, how is one supposed to deal with7(seven)ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?
https://imgur.com/a/jODizPF (https://imgur.com/a/jODizPF)
So, how is one supposed to deal with7(seven)ELEVEN invasion fleets each consisting of 6 or more capitals coming my way every ~70 days or so?
https://imgur.com/a/jODizPF (https://imgur.com/a/jODizPF)
There are more options to deal with this than you think. While a star fortress might be overrun by just a few of these fleets on its own, *you* can make the difference. A handful of auxiliaries can keep the attackers off the stations flanks, funneling them into a chokepoint. As the station rotates, each side will have an opening to vent and repair, since they aren't surrounded, and then rotates back into the main firing line. Additionally, if they are not destroyed completely, stations repair very quickly. This makes it important to break up the fleet a bit to give the station time between engagements. You can do this by using the "follow me!" Ability to kite patrols or fast pickets into clumps of invasion fleets. Quickly salvaging the debris field from an engagment can earn you tend of thousands of credits and enough supplies to repair before the next engagement.
I find high tech stations work best, since they are less relent on hull hp that can be wilted down over several engagements. Flux and fighters fully replenish on each new engagement.
This is how I stood against a joint invasion of nearly 20 fleets with my allies at the start of a new game. Though the station eventually fell around the 16th fleet mark, (my own hubris in taking my ships of escort for the station) I had savaged enough ships and credits by then to start my own colonies, and almost a decade later, we took it back. :)
This mod has the potential to create some incredible stories, but it definitely does force you to reevaluate how you play the game in the first place.
(Ps. I play with the battle limit turned up to max, so my invasion fleets were even bigger. It's kind of amazing when the wreckage from dead ships blocking sightlines becomes such a major factor that you have to dedicate ships to pushing it out of the way for your station.)
I downloaded this last night and was a bit off put by the constant random events and large diplomacy point swings. If it isn't possible to outright disable the random events, is there a way to adjust the frequency of events? I'd like to slow it down by like 3x or 4xNexerelin/data/config/exerelin/diplomacyConfig.json; increase eventFrequency
This has happened twice to me now. The invasion/raid status says my ground forces outmatch the enemy and then after the intel says the raid/invasion was repelled by my colony, but all my industries get disrupted or the colony gets captured. Is there known bug?I've heard of a successful capture despite the invasion reportedly failing once. The code currently doesn't look like it should allow this outside of weird race conditions, but I'll keep an eye out.
Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.Ugh, I forgot I even added that >:( Thanks for report, will try to debug.
Speaking of allies, how do I make an alliance with another faction? Do I go talk to one of their admins or just build up rep and pray they ally with me instead of someone else?Dock at one of their markets -> special options (must not be commissioned)
Another bug, I have an agent who is 'recovering from injuries' with a 0% chance of success and 0 days remaining, and it seems to be stuck like that.Here's a fix version (https://www.dropbox.com/s/1lj7ak52523louz/Nexerelin_0.9.3_hotfix.zip?dl=0). Official release sometime later.
Hey everybody, for some reason, every time I want to play with this mod, the game gives me 'NullPointerException:Null' if I ever visit a bar, but the game doesn't crash, I'm just stuck in the bar and the game continues on. Anyone else had this sort of problem, and/or does someone know how to fix it? Thanks.Hm. What does the error message in Starsector/[starsector-core on Windows]/starsector.log say immediately after getting the error?
So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
(If not, that's really strange and suggests something is broken somewhere)
v0.9.3b
* Prism Freeport has patrol HQ + waystation instead of military base
* Reduce hard mode diplomacy penalty a bit
* Diplomacy AI obeys eventFrequency value in diplomacy config
* Check for out-of-date Starsector version and/or malformed exerelin_config file on game start
* Fix agent injury handling
* Fix effect of faction alignments on diplomacy disposition
* Fix easy/hard mode tooltips
So I thought I heard/read somewhere that you could actually give orders to fleets to go conquer a planet or kill a pirate base or whatever but I don't seem to be able to find that. Am I wrong or am I blind?Press Z while in campaign view, or dock at a market and look in special options. Select the fleet request option.
Hey, someone else having compatybility problems with Dyna? Anyone? Was playing just an hour ago, then I downloaded the latest version, and then nothing. It just does not load the game, gives "error kite_variant not foun, see starsector.log" (not verbatim).DynaSector does not work with 0.9.1; period, full-stop.
Any ideas?
1) Starsector was designed with static systems in mind. With all the turmoil and war, the entire sector inevitably collapses completely, and fast. I don't know how to counteract this, but maybe a hidden stability boost or something?Can't say this has been my experience tbh. In my most recent game (non-random sector, vanilla + 3 faction mods), I got to cycle 216 with no decivilizations, despite there being no shortage of warfare (maybe a third of the starting planets were still under their original owners when I was done).
2) When colonies are generated, here seems to be no territory to speak of, no rhyme or reason behind their placement. It wouldn't be a bad idea to implement some grouping, to keep faction territories more sensible. Right now, a faction can end up having a small mining colony on the other side of the core, right next to theirs enemy capital. Basically, limiting then umber of cation per system, favoring colonies of same faction, and favoring placing colonies close.It should probably try not to put initially hostile factions in the same system together, yeah. This might require some major changes to how the random sector market allocation works, though. Made a note for now.
Nexerelin have the default (vanilla) Starsector economy settings or its unique (more harder, idk) for this mode? Is there any way to change it in settings?Nex doesn't change the economy in any significant way. (I did tweak export income from drugs, domestic goods and luxury goods a bit)
Is there a way to slow down factions taking other factions' planets? Is it what colonyExpeditionInterval setting is responsible for? I am looking for a way to slow the game down a bit and stop one or two factions snowball into having 25+ markets while others have less than 5 after a couple of cycles. Don't get me wrong. I love the mod, but would like to make it a bit slower paced. I've already increased the eventFrequency.For invasions, modify the invasion settings in exerelin_config.json (easiest way is to increase pointsRequiredForInvasionFleet)
So i was looking at the bitbucket page for nexerelin and I noticed it said agents could steal blueprints on this page.Haven't implemented it yet. It's on my todo list though!
https://bitbucket.org/Histidine/exerelin/wiki/New%20agent%20design
Was this ever put in?
I was trying to steal blueprints from a few Diable Avionics stations and couldn't get the option to show up.
I really did like the idea of corporate espionage when working with a faction to steal their blueprints.
I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.Looking at the code, by default the bar delivery mission's cargo amount is 50-75% of player's max cargo capacity (determined at the time the bar person is generated), with a reduction for particularly expensive items.
I figured out what was causing the Hegemony to cancel tribute and go hostile to me. They are part of an Alliance with the Luddic Church called the Dragon Fellowship and for some reason they go to war with my tiny planet. For reference both the Church and Hegemony are at either neutral or positive relations with my faction so the idea that they are voting to go to war with me and cut out income from my tribute while actively expending resources to pursue a war against me makes no sense at all. Why are they pressing the issue when we have an arrangement and both sides are profiting? Also why is there no notification for the Alliance declaring war on me?The fact that apparently the only intel notification of the war is the tribute cancellation indicates either a (huge) bug, or some other mod's code modifying the relationships.
1) Starsector was designed with static systems in mind. With all the turmoil and war, the entire sector inevitably collapses completely, and fast. I don't know how to counteract this, but maybe a hidden stability boost or something?Can't say this has been my experience tbh. In my most recent game (non-random sector, vanilla + 3 faction mods), I got to cycle 216 with no decivilizations, despite there being no shortage of warfare (maybe a third of the starting planets were still under their original owners when I was done).
EDIT: Random sector might be worse at this. My second last game had 7 decivilizations at cycle 217.
Although this still isn't catastrophic in my book, especially when the affected planets can be resettled by NPC factions.
I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.
I might just be unlucky but it seems like every time I get a trade delivery deal from the bar it is always just about 100 more storage space than I have available to me at the time. That either forces me to add in an extra cargo hull mod or purchase a new ship but the problem I find is that the next cargo delivery request is then again 100 more than I have and I find it keeps driving me to get or add more and more. I do not know it is by design or just pure bad luck but it has happened so many times to me I am starting to wonder if it is a bug with the calculations on what to offer me.
This happens to me too.
I was getting contracts for 6000 + cargo space, and I only had 4500. So I bought a massive super freighter that gave me 3500 cargo space, so I now have 8000 space.
I did that contract, and the MOMENT I finished the contract, I was getting 10000 + cargo space contracts.
I just stopped doing those contracts at that point and made profitable colonies instead.
Invasions seem a bit too strong? Wait until a juicy world is weakened, invade, sell everything, ditch the ruined bombed empty screwed up world to a random faction for good boy points, repeat. It doesn't work right with commissions, but that's well worth the significant sacrifice of not having one.Hm. I've already reduced the sell refund from 75% (vanilla) to 50%, and I'm not sure I want it to be any lower (since it affects normal colony management as well), but I might do that anyway. Or think of some other way to nerf it.
So, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
(If not, that's really strange and suggests something is broken somewhere)
Invasions seem a bit too strong? Wait until a juicy world is weakened, invade, sell everything, ditch the ruined bombed empty screwed up world to a random faction for good boy points, repeat. It doesn't work right with commissions, but that's well worth the significant sacrifice of not having one.Hm. I've already reduced the sell refund from 75% (vanilla) to 50%, and I'm not sure I want it to be any lower (since it affects normal colony management as well), but I might do that anyway. Or think of some other way to nerf it.
It wouldn't affect monetary benefits from selling everything, but you could change the reputation gain from colony donation to be based on structures present and the recent unrest count - maybe transferring a colony with no structures and a state of turmoil reduces rep noticeably, as you are just foisting a welfare problem on someone else at that point.
While I really enjoy this mod at times, it does end up more of an eternal war simulator than a 4x game.I'll probably increase the diplomacy interval in next version (so wars take longer to happen, and the ground doesn't shift under the player as quickly). Will mean there's less message spam as well.
Maybe limiting the number of factions a single faction can be at war with at once could be an idea? Not only would it cut down on the massive invasions spam and market destabilization that happens when you have mods adding a number of other factions, but it would actually give a purpose to using agents to affect relations between factions other than your own. Like, getting them to go to war with someone else, so they cant go to war with you. It would certainly make the player feel like a more active agent in the psudo politics of the sector.
Do you keep recieving notifications from your ex colonies, the ones you have made indipendent or you gave to others? You thinks it could cause some slowdowns in performance? :oGiven-away markets are treated identically to markets that were never yours in all intel-related ways, as far as I know.
Suggestion:Not sure it's actually possible to bring up the codex from an arbitrary dialog.
When on the random star sector start (or default) and choosing your ships load option to add an option there to pull up the Codex so you can search for the ship types mentioned. I never know what I am getting by the names alone.
I am sure this is easy to do when compared to my other idea of showing the ships on offer for the load out you are looking at (maybe by mousing over them). (I was thinking of showing them on the top to the bottom right side of the screens UI and in the same way as the fleet loadout is in the fleet menu).
#BUG1Not readily fixable. Well, you can change "personNamePrefix":"pirate", to uppercase in [starsector-core]/data/world/factions/pirates.faction, but this will have other effects.
There is a typo in a pirate commission while playing as a pirate. It's basically "pirate Commission" not "Pirate Commision". Literally unplayable*.
Screenshot: https://i.imgur.com/zy5JOIi.png
----
*But seriously, how can I change this myself? It's frustrating.
/////////////////////////Not a bug, actually! The paginator deliberately leaves a gap (http://fractalsoftworks.com/forum/index.php?topic=13582.msg228881#msg228881) between the last option and the previous/next page options.
#BUG2
The 4th option of Pirate starting fleet is missing
Screenshot: https://i.imgur.com/iBkAhtM.png
exerelin_config.json -> colonyExpeditionIntervalSo, I think I've read somewhere that the factions try to expand and conquer new territories. I might be blind, because I can't find that information anymore to confirm it.They may not succeed in their task, but I'd expect at least one invasion fleet event to have spawned by Oct 207. Have you seen any in the intel menu and/or message field?
I just want to know if that's true or not. I started with very few systems (the default settings) if compared to vanilla. But so far, at October 207, I failed to notice new conquests from the factions. If it does happen, does it have some grace time?
(If not, that's really strange and suggests something is broken somewhere)
Getting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
When are factions supposed to colonize?Starting cycle 207 + see above
I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!Not intended. If you ever dock at one of those bases, can you mouse over the stability bar and check what exactly is eating their stability? Thanks!
So the funky colony transfer error thing happened again except this time I wanted to talk to a pirate leader after I transferred and instead the game is giving me the option to be commissioned by my own faction (Common Guild cuz my character's last name is Common) or to revoke autonomy from the now pirate owned colony ???Okay, retaining the previous dialog options is extra screwy. I'll have to look into that when I have the time.
Help ! Its getting more and more, i get FPS drops if i move there... they start to stack after each invasionOh dear.
(https://www.bilder-upload.eu/thumb/9ca83f-1566214621.png) (https://www.bilder-upload.eu/bild-9ca83f-1566214621.png.html)
Not readily fixable. Well, you can change "personNamePrefix":"pirate", to uppercase in [starsector-core]/data/world/factions/pirates.faction, but this will have other effects.
I could ask Alex to uppercase it in the vanilla commission intel, I suppose.
QuoteGetting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!exerelin_config.json -> colonyExpeditionInterval
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!
Using the 1.3x size Grand Sector mod myself. Might be the case, as they ARE colonies out in the boonies that're getting depopped.I dunno if this is intended behavior or not, but I'm seeing a fair amount of Luddic Path and now Pirate bases going into shambles and then collapsing circa early-middle 207 in my game. Random-genned sector. If that's okay and not unintended, I can cope with that. Just curious is all!
I am also Mid 207 and a decent amount of junk pirate and luddic path colonies are failing. i am using the 2x vast expanse mod and and a randomly generated sector with the max amount of colonized planets. The planets that are destabilized are way out in the fringes and I feel that they are just too far from supply lines to be getting what they need. I will try to head out there in check but some of these systems are out of my reach.
Is there a way to reduce the amount of negative diplomacy events the player faction gets via config file? Or the frequency?There isn't a specific chance modifier for player diplomacy, unfortunately. You could reduce the chance of negative events for everyone by editing the entries in data/config/exerelin/diplomacy_config.json, or turn player diplomacy off entirely with the followersDiplomacy tag in exerelin_config.json.
While I like everything else about this mod, being at war with every alliance despite basically doing exploration (no black market, no transponder off, no missions against any factions except pirates, no market share to speak off) only really sucks.
How to disable version checker integrated in Nex?No way at present.
If I add a new faction mod to my game, and have faction spawning enabled, will the new factions spawn?If you enabled respawning of factions not available at start, yes.
Also, I just wanted to thank you not only for making Nexerelin, but also for being active and answering our questions. You basically made Starsector into what it was supposed to be. The game is immensely better, and you deserve have more recognition.Thanks :D
You need to have it in folder which go directly into mod files. For example you have mod named Blob. So your line of folders should look starsector/mods/Blob/files of mod Blob. If mod looks like this for example after unpack starsector/mods/Blobmk2/Blob/files of mod, you need to cut Blobmk2 and put Blob in mods folder.Is this the correct? Is there literally just a folder for mods? haha
For anyone using brawl mode: here's a hotfix (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) for defense fleets not despawning (should apply retroactively to those for invasions that have already ended). Place in Nexerelin/jars.
QuoteGetting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!exerelin_config.json -> colonyExpeditionInterval
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
It's possible they simply ran out of planets they decided were worth colonizing. The default range limit (from the random planet it picks) is 20 LY, and it's moderately fussy about the planets it picks. (You can search for "colony" in starsector.log to see some debugging information)QuoteGetting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!exerelin_config.json -> colonyExpeditionInterval
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?
I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.
It's November 212 and the NPCs only colonized two new systems.
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
I really enjoy the mod!- Thanks!
I have a question about Free Port status on autonomous colonies in the player faction. I'm in the late game of a playthrough, and the situation I encounter most is that I conquer a market and immediately grant it autonomy so it won't push me over the colony limit, but would like them to be designated Free Ports when the space port comes back online, as it is usually disrupted in the invasion. This doesn't seem to be elegantly possible, and I'd like to have some kind of player faction menu where I can just say "Everything is a free port" for my faction.
Is there a setting in a player-faction menu or something I'm missing that would allow me to make all the autonomous colonies become free ports, or any other mechanism to get autonomous colonies to be free ports without traveling to the colony and revoking autonomy and doing it that way?
One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json
That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
"startShipsSolo":["istl_starsylph_deserter_test"],
"startShipsCombatSmall":["istl_slammer_std"],
"startShipsCarrierSmall":["istl_curse_proto_test"],
"startShipsSuper":["istl_stormkestrel_proto_test"],
Im sure is not a bug but this works wonky:Ouch. Yeah, the current bar quest delivery system seems to be very heavily weighed towards long trips. I may replace it in the future with my own version.
From the start of my recent game ludd church expanded to a planet in the extreme border of the sector and im using a 1.5 bigger sector so is like almost 50 ly from core worlds.
The thing is somehow this planet is SO NEEDY that 6 of 7 (somethimes more) bar carry-cargo missions are there and im conteplating carpet bombing of the entire sector cause i cant make my normal shenanigans because.
They are good missions give lots of credits and all, but is so damn far and have nothing to do while coming back.
I dont know if is probably a vanilla problem as im so used to nex that i dont really know where npc expansion really belongs.
There is any way the bars can give a more varied sets of missions?
If i do enough for them they will stop crying for help in every single bar of the game to let the normal missions appear again?
The only solution is erasing their ludd-loving faces from existence?
Found a bug where my own faction invaded one of my colonies with an invasion force when another faction was supposed to. I was allied to DA at the time and Persean League was set to invade my colony. I placed my fleet in orbit around the colony and lo-and-behold a DA invasion force came to take it over and it was transferred to Persean League control. When interacting with the force while it was invading I got a friendly message (100/100).That... sounds really broken. Do you have a save from before the invasion (or saved no more than once afterwards, so it can be restored from the backup files)?
It's possible they simply ran out of planets they decided were worth colonizing. The default range limit (from the random planet it picks) is 20 LY, and it's moderately fussy about the planets it picks. (You can search for "colony" in starsector.log to see some debugging information)QuoteGetting back at this.. it's April 209 right now and there were two successful colonizations. So it's working!exerelin_config.json -> colonyExpeditionInterval
But... is it possible to tweak the mod's files to accelerate the expansion? I looked into the config files but I couldn't pinpoint anything.
Getting back to this... i changed the value to 1, and also nex_expeditionDelayPerExistinColony to 1. It's been a few years and they didn't colonize anything else. How does those options work?
I basically want to trigger a big expansion boom, just for a while, so things get a little more interesting.
It's November 212 and the NPCs only colonized two new systems.
Also the time before retry if its attempt to pick a colonization target fails is hardcoded at 15 days, so that can act as a slowing factor. I'll cap the delay to the same value as colonyExpeditionInterval in the next version.
(There's also a bug where colony expeditions don't check if someone else is already going there, because it never comes up with default settings)
If you're sufficiently annoyed, you can enter (copy and paste) the following in console to try and spawn a bunch of events. (Press Up in console to run last command)Code: javaOr if you're willing to wait a bit, I can upload a patch later to make the thing work properly on its own.runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
232378 [Thread-4] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
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330897 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/config/exerelin/miningConfig.json]
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One of the most interesting aspects of Nex for me is the possibility to have custom starts. The Blade Breaker one from DME is especially interesting for me as I like the extra challenge of mostly hostile NPC factions but with a strong starting ship.Dassault-Mikoyan Engineering/data/config/exerelinFactionConfig/the_deserter.json
That said, would it be possible for me to change the starting ship assigned to that custom start ? Specifically, when you pick the "super ship" option, you start with a Sparrowhawk, whereas I'd rather have a Black Lancer. Is there a file I can modify to make it possible ?
At the bottom you have the following:Code: jsonChange the specified variants to whatever you like. You can look in the mod's data/variants folder for a list."startShipsSolo":["istl_starsylph_deserter_test"],
"startShipsCombatSmall":["istl_slammer_std"],
"startShipsCarrierSmall":["istl_curse_proto_test"],
"startShipsSuper":["istl_stormkestrel_proto_test"],
This seems unreasonable...Hm. Well that is a lot of fleets, but I expect it wouldn't spawn that many if the defenses didn't have a chance. How many stations & military bases do you have in that system, and do they have alpha cores?Spoiler(https://i.imgur.com/BZCcIKq.png)[close]
I think there was also some associated bug. Blackrock was eliminated from the sector but had a resurgence. Immediately after the resurgence was successful, this raid was sent. I then went and captured the only Blackrock world, eliminating them again, but the raid was not canceled even though it was still 70+ days before the raid gathered when I captured the planet.
Im not sure what could cause this but every time i generate a new sector there it is, in the farthest place sometimes left and some right, a goddamit luddic church planet.Disable for one faction: open its config file (vanilla factions have theirs in Nexerelin/data/config/exerelinFactionConfig) and delete the colonyExpeditionChance line, or set it to zero
What i have to change in the configs to stop npcs expanding?
Found a bug I believe is from Nexerelin. Visit Novy Mir Starforge from DME with a contract and Nexerelin loads mining config. Couldn't exit the dialog menu.Looks more like a weird interaction with the (vanilla) bar delivery missions, but I'll keep an eye out.
Im not sure what could cause this but every time i generate a new sector there it is, in the farthest place sometimes left and some right, a goddamit luddic church planet.Disable for one faction: open its config file (vanilla factions have theirs in Nexerelin/data/config/exerelinFactionConfig) and delete the colonyExpeditionChance line, or set it to zero
What i have to change in the configs to stop npcs expanding?
Disable for all factions: Nexerelin/exerelin_config.json, set colonyExpeditionInterval to 99999
Updated the hotfix jar (https://www.dropbox.com/s/iesmhotdgcsptvm/ExerelinCore.jar?dl=1) with the colony expedition improvements. Place in Nexerelin/jars
This seems unreasonable...Hm. Well that is a lot of fleets, but I expect it wouldn't spawn that many if the defenses didn't have a chance. How many stations & military bases do you have in that system, and do they have alpha cores?Spoiler(https://i.imgur.com/BZCcIKq.png)[close]
I think there was also some associated bug. Blackrock was eliminated from the sector but had a resurgence. Immediately after the resurgence was successful, this raid was sent. I then went and captured the only Blackrock world, eliminating them again, but the raid was not canceled even though it was still 70+ days before the raid gathered when I captured the planet.
On the raid not being cancelled: It's coming from the resurgence base, not the planet... which it shouldn't do. Fixed (not retroactively, sorry!) in above hotfix.
FYI, that Luddic Church colony may not actually be coming from this mod. Do you happen to have Vayra's Sector mod enabled? As an example of how to use its procgen entity feature, that mod adds a Luddic Church station named Blessed Reach to a random system when creating a new game. So, if the station that's annoying you is named "Blessed Reach" then disabling Nexerelin's colony expeditions won't help...I could be a coincidence but i do have vayras sector, and the system has in fact blessed reach, but turning off their expeditions seemed to stop the spawning, if i see it again ill search in the vayra config, thanks.
But wait, if the attacking fleets just scale to whatever defenses you have, then there's no reason to increase your defenses... I thought putting alpha cores in them would make it so I wouldn't need to babysit, but I guess instead it means I have to chain battle 18 invasion fleets... funIt scales to local defenses, but not completely; i.e. the amount of strength the defenses gain from any base/station upgrade is higher than that any would-be attacker gains.
Maybe the number of fleets should be capped or something.
edit: it also seems like the maximum strength of invasion/raid a faction can send should be related to the strength of the faction. Maybe number of markets or total population at markets with heavy industry or something. It just doesn't make sense that single world (where every industry is disrupted for 100+ days because they just overthrew the government) could assemble an 18 fleet death ball.
What is the purpose of autonomous market option? From the description I see only cons.
What is the purpose of autonomous market option? From the description I see only cons.
So that you can keep a colony in your faction without your or your admins directly controlling it. There are many possible reasons for doing this. The short list is, your over your control limit for colonies and admins, you have no alphacores, the colony is garbage but you still want to control it or have it fly your flag, ect.
It scales to local defenses, but not completely; i.e. the amount of strength the defenses gain from any base/station upgrade is higher than that any would-be attacker gains.
(I realize it doesn't look like that in this particular case. Still, let me know how the battle goes; or you could upload the save, I'm curious and want to try it.)
Is there a way to disable AI planet conquest? I prefer the vanilla behavior of the AI skirmishing and raiding each other with the occasional small world getting decivilized but the overall borders stay the same(ie: dark ages style limited warfare). I've tried setting "baseInvasionPointsPerFaction" to 0 but this also seems to disable raiding missions as well.Raids are currently tied to invasions (each faction will invade, then raid, then invade, and so forth) and there isn't a setting to separate them. Sorry!
Is there a way to keep the AI throwing fleets at eachother (creating market disruptions, salvage and fleet fights) without them actually taking territory?
Experiencing a weird bug. See pic below.Turns out the function used for each member faction's size was excluding non-invadable markets (when it shouldn't have), while the alliance total was counting them. This affected a bunch of stuff, although apparently not anything with any real effect.Spoiler(https://i.imgur.com/RsHr6Ai.png)[close]
54+19 is 73. Not sure how it's coming up otherwise.
Honestly, this does not effect gameplay at all as far as I can tell, but it feels like it might be indicative of something more important breaking down behind the scenes. Just thought you should be aware of it.
Is there a way to disable AI planet conquest? I prefer the vanilla behavior of the AI skirmishing and raiding each other with the occasional small world getting decivilized but the overall borders stay the same(ie: dark ages style limited warfare). I've tried setting "baseInvasionPointsPerFaction" to 0 but this also seems to disable raiding missions as well.Raids are currently tied to invasions (each faction will invade, then raid, then invade, and so forth) and there isn't a setting to separate them. Sorry!
Is there a way to keep the AI throwing fleets at eachother (creating market disruptions, salvage and fleet fights) without them actually taking territory?
With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.
Would you considered adding that as a config? I don't care for the border gore caused by the random invasion target selection as the game goes on.Config might be good yeah.
Potentially, give a 3rd option for successful invasions "loot and leave" (essentially a beefier raid that loots and disrupts) and have a config that forces AI to always select that option.
It always adds mining if the planet supports it, yeah.With the ver 9 update to SS, I think making refining and fuel production industries should get a buff because mining atm is severely not worth it.
How much any industry is worth is entirely dependent on what other markets and industries are active in the game. If you do a random core worlds sector this can be wildly variable. For example, in my current game, there are only 2 markets for fuel, but everybody needs it, so I make over 100K a month making fuel on a size 4 colony. Likewise, volatile are equally profitable and rarely exploited. On the other hand, everybody has heavy industry, so even with an orbital works and pristine nano-forage I can barely pull in 5-10k a month from that industry.
I do think random core worlds has a tendency to over saturate the mining markets, as seemingly everyone on planets with ore wants to mine them, and most planets have at least some ores.
Question.They're supposed to, but looking at the code I'm not sure they actually (re)build anything on growth (only on capturing or receiving market).
If AI colonize and have enabled planetary growth(both for colonies and core worlds) do they build new industries when they can? Or rebuild destroyed ones?
I'm doing my 1st Nexerelin playtrough and have a question; Can you ever initiate things like alliances and ceasefires or is it all automated?Alliances: Dock at their market, look in the "Special options" menu
I've noticed that colonies will decivilize even if you help stabilize it after you get a notification, is there anything that can be done about that?No, but at least it'll be fixed in next Starsector version. (see here (http://fractalsoftworks.com/forum/index.php?topic=15462) and here (http://fractalsoftworks.com/forum/index.php?topic=16078))
I've got a question regarding invasions. Does the FP value scale with the general strenghth of a faction or can a faction with just one size 3 colony generate a 2k FP invasion fleet?It can make a 2k FP fleet, yes.
Hi, can I ask to add a scroll slider? Not all sliders fit into a small monitor.I can't add a scrollbar unfortunately; could move some of the options to a new menu, although that's kind of a pain.
monitor 1366x768
I have to ask, but how does the AI decide what world to colonize? Too much randomness or scripts without logic is bad.Right now what it does is
A faction should have a list of surveyed worlds. That list gets populated as player does survey mission, sells survey data and when a faction sends a survey expedition (which they should periodically do).
then when a faction decides to colonize it would select a world from the list of known world hat matches it's needs - does it need metals, fuel, farming, etc? Much more organic and allows a player to influence colonization by selling planet data or intercepting survey fleets.
Would be easier to put into the game id imagine, since the very above would require it to be put in similar to the system that AI core hand ins work under.
Love this mod. Would love some option so that you can spend money and make peace or send dyplomatic missions to other faction. Anyway, with this mod galaxy feels far more alive. Great job.
"assign them a score based on local conditions and distance" is vague. Are the factions needs factored in the planet selection?Not at present. I might code something for that (and industry construction) at some point.
Is there an option to disable allied victory conditions?There isn't such an option currently, although I may add one soon.
hey, I was wondering if Heavy Armaments would ever be given a purpose other than trade goods. Maybe giving a bonus to invasion strength? The way I see it, Combat Mechs and Tanks would be very helpful in an invasion or occupation, but due to logistics would not be worth deploying in a raid. This would give a believable use to a commodity that has no purpose otherwise and will (I believe) give just a little more depth to the game.I've had this very idea in the past, actually! Added to the todo list.
Yo Histidine,Yeah, if you've made it that far, you probably know more about that part of the sector generation than I do... Sorry!
What is the limiting factor to the number of constellations (not taking sector canvas size into account) ? I've been browsing through the javs in star api and Nex and can't pinpoint what exactly keeps my 200k x 200k sector from not feeling desolate (tumbleweed_tumbling.jpg).
... sob... sob... halp
edit:
I think i found the origin of my misery.
int count = 100;
(https://i.imgur.com/8j8mB1O.jpg)
Yeah, if you've made it that far, you probably know more about that part of the sector generation than I do... Sorry!
QuoteWould be easier to put into the game id imagine, since the very above would require it to be put in similar to the system that AI core hand ins work under.
this seems like a really cool idea. And while you can't associate surveys with specific worlds, you could make handing in surveys decrease the colonisation timer for the faction, so handing in a lot of surveys gets a faction colonizing faster.
I manually edited starfarer.api.jar (compiled a new version of SectorProcGen.class and just replaced this one with the one in the jar) doesn't work for me as a mod though dunno why. Could anyone have a look at that or a suggestion to make it work as a mod ?You can't override vanilla classes directly. In this case, your mod should have a settings.json with something like the following table:
"plugins":{
"newGameSectorProcGen":"my.package.MySectorProcGen",
},
Is something missing? I was looking to make my mod compatible with other factions and noticed in the faction.csv file that a faction called rebal.faction doesn't exist anywhere that I have been able to find. Is there something wrong somewhere?Rebel faction isn't used (it's from the old version of the mod called Exerelin).
Y'know, this sort of thing is what I mean by 'simulated just enough to be obviously unrealistic'.QuoteWould be easier to put into the game id imagine, since the very above would require it to be put in similar to the system that AI core hand ins work under.
this seems like a really cool idea. And while you can't associate surveys with specific worlds, you could make handing in surveys decrease the colonisation timer for the faction, so handing in a lot of surveys gets a faction colonizing faster.
But you CAN pick a random world from the list of worlds you surveyed.
You can't override vanilla classes directly. In this case, your mod should have a settings.json with something like the following table:
Another observation - any faction that loses it's homeworld is instantly fugged.
Since you need heavy industry/orbital works to produce decent starships, and since factions do not build a new one if they loose it, they are stuck using small, trash ships and get wiped out.
I say this is pratially an issue with vanilla and the way industries work and are limited, but it should be possible to code in a faction building a new orbital works/heavy industry (either by scraping an existing industry or by ignoring the limit) or colonizing a new world that would be suitable for that.
Another observation - any faction that loses it's homeworld is instantly fugged.
Since you need heavy industry/orbital works to produce decent starships, and since factions do not build a new one if they loose it, they are stuck using small, trash ships and get wiped out.
I say this is pratially an issue with vanilla and the way industries work and are limited, but it should be possible to code in a faction building a new orbital works/heavy industry (either by scraping an existing industry or by ignoring the limit) or colonizing a new world that would be suitable for that.
You can change it by expanding faction use of imported ships. But there is also problem with quality of ships - cut from their own shipyard most ships will be DModed as hell.
If only there were some facilities that increase quality of ships outside of orbital works. Some minor ship restoring/scavenging operations(not scaled with planetary population) that produce some hulls and improve quality also would be nice.
Any chances to make factions to rush to help their destabilized markets? Due to all these raids it gets even easier to make money just trucking in stuff.Possibly I'll make factions stabilize their own markets, yeah. Would be nice to reduce decivilizations.
And something about war AI as well, they do not seem to care about retaking their lost planets (Yama and Kazeron just switched their owners and nobody cares about that).They do weigh previously-held markets higher for invasions, but it's only 4x more. I could increase this a bit (although too high and invasions become too predictable).
Mining is OP exp-wise.What, still? Well, I'll reduce it further if others also think it remains a problem.
Edit:Yeah, fixed for next release :) (by moving stuff to a different menu)
At Sector generation options, the maximum inhabited planets number (and maybe other stuff) maybe hidden if screen is too small.
Derelict Empire is kinda broken.I've seen a Derelict patrol have a Guardian once, so it does spawn capitals sometimes (probably not frequently enough, but I'm afraid of what effects it'll have on "normal" derelicts if I mess with it right now). Mothership wouldn't help, it's honestly as much of a joke in combat as smaller Derelicts.
Reason being that its the EASIEST start because Derelict Empire gives you a bunch of developed planets without any investments and all you have to do is get 1 Capital and you can capture them all.
Drones in general are weak and only succeed in numbers. But the highest level of ship they produce is Ramparts, which are Cruiser level. Once you get at least one Capital, you can essentially steamroll the Derelict Empire and take all their pre-settled worlds because they never spawn the Motherships in their fleets (which is their version of a Capital) despite it being a blueprint you can get from raiding their planets.
If they actually spawned Capitals, the Derelict Empire would last longer against both the player and the other factions.
Any chances to make factions to rush to help their destabilized markets? Due to all these raids it gets even easier to make money just trucking in stuff.Possibly I'll make factions stabilize their own markets, yeah. Would be nice to reduce decivilizations.
Although that won't fix the free money problem, that will usually require speed-undisrupting the spaceport (in which case people are going to wonder why the player can't do the same thing, so I'd need to work that out as well).QuoteAnd something about war AI as well, they do not seem to care about retaking their lost planets (Yama and Kazeron just switched their owners and nobody cares about that).They do weigh previously-held markets higher for invasions, but it's only 4x more. I could increase this a bit (although too high and invasions become too predictable).
Well, let's go ahead and try 5x for the next release.
(Also there's a bug where factions are supposed to hate other factions holding their planets and be more likely to declare war on them, but this is currently broken)QuoteMining is OP exp-wise.What, still? Well, I'll reduce it further if others also think it remains a problem.QuoteEdit:Yeah, fixed for next release :) (by moving stuff to a different menu)
At Sector generation options, the maximum inhabited planets number (and maybe other stuff) maybe hidden if screen is too small.Derelict Empire is kinda broken.I've seen a Derelict patrol have a Guardian once, so it does spawn capitals sometimes (probably not frequently enough, but I'm afraid of what effects it'll have on "normal" derelicts if I mess with it right now). Mothership wouldn't help, it's honestly as much of a joke in combat as smaller Derelicts.
Reason being that its the EASIEST start because Derelict Empire gives you a bunch of developed planets without any investments and all you have to do is get 1 Capital and you can capture them all.
Drones in general are weak and only succeed in numbers. But the highest level of ship they produce is Ramparts, which are Cruiser level. Once you get at least one Capital, you can essentially steamroll the Derelict Empire and take all their pre-settled worlds because they never spawn the Motherships in their fleets (which is their version of a Capital) despite it being a blueprint you can get from raiding their planets.
If they actually spawned Capitals, the Derelict Empire would last longer against both the player and the other factions.
Although either way, the stations rather than the fleets should be the main factor keeping the player from overrunning the Sector immediately. Which... isn't enough once you get a decent capital, yeah. Well, that's a broader balance problem that I may find a solution for in the future.
I made this account because I want to thank you for doing such an amazing job. This mod has tremendously increased my enjoyment of Starsector. I'm sure many others feel the same.
1). Will my own faction periodically target Panther & Pirate bases like the major AI factions? If not, is there a setting I can modify to make it so? I would rather not have to drop loads of creds everytime to order an invasion fleet.
"followersAgents": false, # does player faction use agents on its own? (default false)
"followersDiplomacy": true, # does player faction participate in diplomacy on its own? (default true)
"followersInvasions": false, # does player faction launch invasions on its own? (default false)
2). I read somewhere that being friendly+ with Pirates will remove raids and reduce the stability penalty to 0. Is this true? Is so does this also apply to the Luddic Path?
3). When changing json settings regarding Diplomacy Frequency, should I increase or decrease the value if I want less diplomacy overall?
4). Is there a way to affect the frequency of cease-fires & peace-treaties? I feel like the current version of Nexerelin is constantly embroiled in war.
Hello, I think I found a bug to report so:
Some faction in allience with Tri-Tachyon declared war on my colony (but never attack, not that I mind), but when they tried to make peace Try-Tachyon voted "No" so the cold war continues.
But what really bothers me is that Try-Tachyon is friendly with my faction, so why do they want me dead?
LoL, well what are friends best at ? At stabbing you in the back obviously. Did HMI declare war on you while not being Hostile ?
Is there a way to mod the amount of governed colonies by the player? I cant find enough Alpha cores or freelance admins around.
"baseMaxOutposts":4,
"baseMaxAdmins":4,
"colonyOverMaxPenalty":2,
Which file in particular does this need to be edited in? I don't want to break everythingIs there a way to mod the amount of governed colonies by the player? I cant find enough Alpha cores or freelance admins around.Code"baseMaxOutposts":4,
"baseMaxAdmins":4,
"colonyOverMaxPenalty":2,
settings.json 205 - 207
Which file in particular does this need to be edited in? I don't want to break everything
QuoteWhich file in particular does this need to be edited in? I don't want to break everythingSpoiler(https://i.imgur.com/RQG4xkb.png)[close]
I haven't seen any defense forces is that normal?
I haven't seen any defense forces is that normal?Spoiler(https://i.imgur.com/7r1TJCT.png)[close]
What exactly do the multipliers below it dictate, fleet sizes?Pretty much that, its a random multiplier range where you'll get vanilla fleet size multiplied by a random value somewhere between min and max. The standard settings are min 2 max 4 which can result in some 30+ invading fleets and something close to the same amount of defenders, which is kinda overkill for ppl playing on symbian Nokia 3310's.
I made this account because I want to thank you for doing such an amazing job. This mod has tremendously increased my enjoyment of Starsector. I'm sure many others feel the same.Thanks!
1). Will my own faction periodically target Panther & Pirate bases like the major AI factions? If not, is there a setting I can modify to make it so? I would rather not have to drop loads of creds everytime to order an invasion fleet.There's no such setting, alas.
2). I read somewhere that being friendly+ with Pirates will remove raids and reduce the stability penalty to 0. Is this true? Is so does this also apply to the Luddic Path?Pirates raids won't affect you if you're non-hostile (this is vanilla behaviour), and (Nex-specific) higher relationship levels will reduce the accessibility and stability penalties, yeah. (Exact effects here (https://bitbucket.org/Histidine/exerelin/src/fa98f1edfcfed176edaa27d3852c25b506a1ba2a/jars/sources/ExerelinCore/exerelin/campaign/intel/NexPirateActivity.java#lines-16:41))
3). When changing json settings regarding Diplomacy Frequency, should I increase or decrease the value if I want less diplomacy overall?It's an interval (in days); increasing it will make diplomacy events occur less often.
Have you considered opening up a Patreon?Not sure I want to set up anything involving taking money for my mods, for a number of reasons I won't get into here. I appreciate the thought, though!
Factions can do that, yeah. Kind of screwy but also makes a certain amount of sense.LoL, well what are friends best at ? At stabbing you in the back obviously. Did HMI declare war on you while not being Hostile ?
Well yes, they declared war because of a couple of bad rolls (diplomacy events aka drama).
Now they want to stop but Tri-tech people are pressuring them into fighting me (they still don't want to fight tho)
Edit: Are Tri-tech just a bunch of sadistic *** who want to see their underlings fight?
Note that Nexerelin overrides baseMaxAdmins in its own settings.json, so you'll want to edit that as well.Is there a way to mod the amount of governed colonies by the player? I cant find enough Alpha cores or freelance admins around.SpoilerCode"baseMaxOutposts":4,
"baseMaxAdmins":4,
"colonyOverMaxPenalty":2,
settings.json 205 - 207[close]
I haven't seen any defense forces is that normal?By default the factions don't specifically create defense fleets in reaction to invasions, but the patrols found normally in a star system will still be present and fight the invading fleets. (Were they all gone from around Sindria in this particular case?)
Thanks for helping, Hastur :)
...basically 2 stones with one bird.
Factions can do that, yeah. Kind of screwy but also makes a certain amount of sense.
You can search for AllianceVoter in starsector.log to see what goes into the voting decision, although the numbers may not mean much (it relies heavily on "disposition", which is currently a hidden value).
I know it kinda sounds confusing but bear with me,...basically 2 stones with one bird.
There is something wrong with this statement (sorry, had to point it out)
Daedalus supposedly got the feathers to make the wings by killing a bird with two stone.
Yeah quick thinking, I share your second assumption, Icarus had a troubled childhood and was pretty prone to sudden fits of anger coupled with being lost in that labyrinth, i scare to imagine what must have passed through his mind when he got hold of that poor bird.Daedalus supposedly got the feathers to make the wings by killing a bird with two stone.
So was he terrible at throwing so instead of 1 he threw 2 stones, or did he hold the stones and beat the bird to death?
"default" means what it applies to every faction that isn't specified (which does include player).Factions can do that, yeah. Kind of screwy but also makes a certain amount of sense.
You can search for AllianceVoter in starsector.log to see what goes into the voting decision, although the numbers may not mean much (it relies heavily on "disposition", which is currently a hidden value).
So, I took a look at the logs but I don't know where is my factions name. Is it "default"?
[attached image of log]
1). I reduced the fleetRequestCostPerFP to 200, that should mean its half as cheap for me to call pirate/path destruction fleets right?1) Yes
2). What does changing warWearinessCeasefireReduction or warWearinessPeaceTreatyReduction mean?
3). I set maxNPCColonySize to 10 and maxNPCNewColonySize to 10. Does this mean NPC colonies will actually grow to bigger sizes now within a 10-20 cycle campaign?
4). I set colonyExpeditionInterval to 120 so that should mean a new colony is formed every 4 months of a cycle right?
5). Where is the setting for diplomacy frequency? I can't seem to find it in the json file.
I'll wait for your .9.4 colony patch then before I mess with colony intervals.
I changed the npc colony growth multiplier to 1 so hopefully it works fine now. Though since npc's don't have growth incentive like the player I might have to make the multiplier higher.
I also reduced the cost of agent actions by half since the cost scaling is steep for something that could easily backfire. Personally I always found it easier to just raid & disrupt a planet directly instead of investing in agents. Diplomatic consequences are trivial because the faction then just sues for peace(Maybe take a look into more dangerous vengeance fleets?).
I'll report back how the changes feel after I do an another campaign.
Hi,
Just wanted to say I am having a blast with this mod. Really hitting the spot and it adds a lot of depth to an already amazing game.
Just want to know if a situation I ran into is considered a bug or working as intended. My current(first) campaign I started off as a pirate and it went well. Had to be sneaky to get anywhere but I soon got the hang of it. Yesterday I started a colony and was 100 with pirates still. Then I ran across some Pirate Maurauders or something out in deep space in an unexplored system while looking for expansion planets and they were hostile to me. I am fine with that since harr pirates and all no honor etc but I did not have an option to disengage and when I spanked them my rep dropped with pirates from 100 to -50 and my commission was revoked.
I rolled with it and am fine with my current game state as is just wanted to get some clarity on this and let you know if you are not aware.
Again thanks for an amazing mod.
In general changing any .json file affects your current game as the values are reloaded every time the game starts upI'll wait for your .9.4 colony patch then before I mess with colony intervals.
I changed the npc colony growth multiplier to 1 so hopefully it works fine now. Though since npc's don't have growth incentive like the player I might have to make the multiplier higher.
I also reduced the cost of agent actions by half since the cost scaling is steep for something that could easily backfire. Personally I always found it easier to just raid & disrupt a planet directly instead of investing in agents. Diplomatic consequences are trivial because the faction then just sues for peace(Maybe take a look into more dangerous vengeance fleets?).
I'll report back how the changes feel after I do an another campaign.
Out of curiosity, does modifying that kind of variable work for an ongoing game, or would it require a new one?
v0.9.4b
* Fix outposts stockpiling the wrong commodities
* Fix decivilized trade event being in debug mode
v0.9.4
* Add "diplomacy profile" intel
* Intent is to make diplomacy a bit less opaque
* Improvements/fixes to diplomacy AI
* Diplomacy base interval 10 days -> 15
* Random sector enhancements
* Stations now found in asteroid belts/fields and rings, no longer appear around non-gas-giant planets
* Factions are less likely to build mining when ore/rare ore deposits are marginal
* Such planets are also less likely to be colonized later
* Ensure each faction has a starting heavy industry (if it would normally get one) in Derelict Empire mode
* Ensure someone has a synchrotron core, if none were generated normally
* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Modify bar delivery event
* Less "greedy" about going to faraway destinations
* Don't request deliveries to Derelict Empire markets
* Heavy Armaments can be used in player invasions
* Small factions will have reduced maximum invasion size
* NPC markets/colonies:
* May build new structures and industries on size up
* Properly handle colony expeditions when interval is short
* Colony expedition launcher retries faster if event fails to generate
* New config options
* enableInvasions: Set to false to disable invasions while keeping raids
* allyVictories: Disables ally victories if false
* Procurement missions will temporarily increase local supply of that commodity, if done through legal channels
* Blueprint trader won't sell no_bp_drop items
* GUI
* New game dialog improvements
* Display starting fleet after selection
* Move Prism Freeport and starting scenario to "other options" menu (prevents sector settings menu from overflowing on 768 px height screens)
* Add "go to agent" button on player agent actions
* List heavy industry markets in faction directory
* Pirate activity intel doesn't inappropriately display relationship modifiers for accessibility/stability penalties
* Add/update some tooltips
* Fix UI issues when player is docked at a planet's station, sells the station, then transfers the market
* Bugfixes
* Fix brawl mode defense fleets not despawning
* Fix independents not spawning by default in random sector
* Fix invasions/raids being spawned from hidden bases
* Fix some issues with local resources submarket
* Fix Prism still having military submarket, high-end seller CR bug
Hi,Thanks!
Just wanted to say I am having a blast with this mod. Really hitting the spot and it adds a lot of depth to an already amazing game.
Just want to know if a situation I ran into is considered a bug or working as intended. My current(first) campaign I started off as a pirate and it went well. Had to be sneaky to get anywhere but I soon got the hang of it. Yesterday I started a colony and was 100 with pirates still. Then I ran across some Pirate Maurauders or something out in deep space in an unexplored system while looking for expansion planets and they were hostile to me. I am fine with that since harr pirates and all no honor etc but I did not have an option to disengage and when I spanked them my rep dropped with pirates from 100 to -50 and my commission was revoked.
* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions
Quote* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions
Wow, cool. I really like the little features like that. Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station? More interaction with commodities is always nice, they are always just Credits in another form. I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.
I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.I think there is actually a line in core settings.json for that, but they don't eat basic food with it enabled, but food in form of supplies.
Quote* Players can build automated outposts around asteroids and uninhabited planets, with 'waystation-lite' functionality
* Heavy Armaments can be used in player invasions
Wow, cool. I really like the little features like that. Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station? More interaction with commodities is always nice, they are always just Credits in another form. I wish the crew could also eat the cheap food in the cargo hold to reduce the cost of them munching on expensive Supplies.
Supplies aren't just used to feed crew, they are there for maintenance. Space isn't exactly the best place for a bunch of complex machines, reinforced steel, and other materials bolted and put together. Ships degrade in space, so the supplies are used to keep them consistently repaired every day.
* Modify bar delivery eventThanks, this is exactly what I needed. My easiest credits in ss so far
72321 [Thread-4] INFO com.fs.starfarer.loading.SpecStore - Loading data/campaign/procgen/planet_gen_data.csv
72322 [Thread-7] ERROR exerelin.campaign.submarkets.PrismMarket - org.json.JSONException: JSONObject["id"] not found.
with version Star Trek Eras 0.0.2Crash 1: Faction related Crash 2:looks like an Incompatibility in industries something overwrites something fed_station Crash 3: seems like nex can't place the factions or bind ai? profiles? to it.
there are two crashes when using this mod + Nexerelin
when i selected "Enable Random Core Worlds"
then Klingons and Federation lead to crash
both factions are enabled by default, one must disable those to avoid crash
so far no crash with Vulkan, Borg, Romulans enabled
crash details in respective mod thread here https://fractalsoftworks.com/forum/index.php?topic=16224.msg261735#msg261735
posting here just in case someone else has the problem or it's not that mod but Nexerelin's issue
@Histidine definitely not as stingy as they used to be in regards to money -> distance ... game still launches, fps counter counts, script handler handles ... ¯\_(°_°)_/¯ works as intended* Modify bar delivery eventThanks, this is exactly what I needed. My easiest credits in ss so farSpoiler(https://i.imgur.com/6karrgB.jpg)[close]
...Crash 1: Faction related Crash 2:looks like an Incompatibility in industries something overwrites something fed_station Crash 3: seems like nex can't place the factions or bind ai? profiles? to it.
The mod itself isn't compatible with nex ... no wonder Star Trek Eras 0.0.2
i suspected as much
I think the outposts are from the latest update from this mod. It looks like you can create outposts on asteroids. I'm not sure if this is intentional. I haven't tried to see if they stay or not but definitely interesting/weird depending on if intended or not.If you unleash the power of "scroll" and "page change" than surely you will find the answer, but yes and yes
I think the outposts are from the latest update from this mod. It looks like you can create outposts on asteroids. I'm not sure if this is intentional. I haven't tried to see if they stay or not but definitely interesting/weird depending on if intended or not.If you unleash the power of "scroll" and "page change" than surely you will find the answer, but yes and yes
Hist, consider replacing morality with behaviour or some other more descriptive thing that would influence a faction's behaviour. While evil and amoral suggest a faction would backstab you in a heartbeat, good and neutral are less clear (since this is still a wargame). For example, in vanilla, Persean League sends expeditions for making basically any money, while Luddic Church's only reason is you having free port switched on. In Nex, they both have "good" alignment. Actual morality is less useful, since Starsector is about combat, so you want even the "good guys" (which we shouldn't be having, but that's not for today) to be fighting one another.All good points. At some point down the road I'll want to implement a tag-based faction customization system that combines "personality traits" and "life goals", to give the factions (including modded) more distinct characterization.
I think it would be better, if factions alignment/behaviour types, like vindictive (more aggressive after getting reputation low, reduced chance for positive events after getting low reputation, dislikes other vindictive factions), peaceful (focused on running their own matters, thus less expeditions and more war weariness, dislike of warmonger types), etc., in order to make it even clearer how can you expect a certain faction to act, at least currently.
Hi, couldn't find anyone asking about it but does this use a custom version of the vanilla easy mode, or is the text when selecting just describing it based off what it used to be? I personally play with a modified easy mode (0.85x damage take, 1x damage done, +500 sensors, 1.2 times salvage), but the description for nexerelin's easy is like 0.5 damage taken, 1.5 damage done, etc. If this actually overrides vanilla easy mode, is there a file I can modify?It just uses the vanilla one, so if you've modified that it should work fine (just the starting dialog won't reflect the actual values).
OK yeah this is probably bugged. So outposts made in asteroid fields can go flying at insane speeds.Asteroids have dreams too.
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?Bump
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?
How do I create an alliance? Do I have to not be commissioned, and does an alliance work like a commission in terms of access to military equipment?
1.- You approach a world that belongs to the faction you want to ally with and use "Special Functions"
2.- Yes, you get access to military shop while in alliance.QuoteThank you
OK yeah this is probably bugged. So outposts made in asteroid fields can go flying at insane speeds.
https://www.youtube.com/watch?v=UR-zP3PmYDs (https://www.youtube.com/watch?v=UR-zP3PmYDs)
I just installed the mod on Ubuntu, and now my game crashes about two seconds after I start or load the file.
Log:Spoiler70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 26
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 27
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 28
70475 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 29
71053 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 30
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 31
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 32
71054 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 33
71823 [Thread-5] INFO exerelin.plugins.ExerelinModPlugin - Game load
71824 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: /home/alex/games/starsector/./mods/Nexerelin (data/config/exerelin/customScenarios.json)]
72037 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 34
72037 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 35
72072 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 5.0 for market [Culann]
72088 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 3.0 for market [Donn]
72097 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 4.0 for market [Qaras]
72119 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 6.0 for market [Madeira]
72196 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Creating trade fleet of tier 2.0 for market [Salamanca]
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 36
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 37
72235 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 38
72236 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 39 - last
74348 [Thread-9] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
at org.lazywizard.versionchecker.UpdateNotificationScript.warnUpdates(UpdateNotificationScript.java:75)
at org.lazywizard.versionchecker.UpdateNotificationScript.advance(UpdateNotificationScript.java:154)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
74457 [Thread-11] INFO sound.O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
74458 [Thread-11] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg][close]
Starsector 0.9.1a-RC8
Modlist:
Lazylib 2.4e
Nexerelin 0.9.4b
SpeedUp 0.5.2
Version Checker 1.7c
74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
Codecool stuff ... which version of JRE/JDK/OpenJDK are you using ? Note: I've seen this problem with not being able to determine the primitive type color with another user but i don't know which Environment that one was using74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
openjdk version "1.8.0_222"
OpenJDK Runtime Environment (build 1.8.0_222-8u222-b10-1ubuntu1~18.04.1-b10)
OpenJDK 64-Bit Server VM (build 25.222-b10, mixed mode)
Good to know, thank you, never would have thought that it was theQuoteCodecool stuff ... which version of JRE/JDK/OpenJDK are you using ? Note: I've seen this problem with not being able to determine the primitive type color with another user but i don't know which Environment that one was using74372 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CampaignUIAPI.addMessage(Ljava/lang/String;Ljava/lang/String;Ljava/awt/Color;)V
Codeopenjdk version "1.8.0_222"
OpenJDK Runtime Environment (build 1.8.0_222-8u222-b10-1ubuntu1~18.04.1-b10)
OpenJDK 64-Bit Server VM (build 25.222-b10, mixed mode)
Edit: FIXED! My Version Checker was an older version.
@Histidine
Is nex using the default number of merchant fleets, read out of core settings.json or have you made some adjustments to that ?
is it normal to have a ton of systems with literally no planets and just a star?Nex uses vanilla behavior for both these things.
Is there a way to play the original tutorial start of the game with this mod? The tutorial start where you are trapped in a system and need to activate the gate to open the system back up to the rest of the sector? If not could it be possible to enable that start again?Not at present. Maybe it could become a custom start in the future.
Question.Delay for existing colonies is added to the expedition interval for each NPC colony already in existence (counted on timer refresh, i.e. when a new colony expedition event is created). So with one colony present, 60 days is added to the cooldown, with two colonies it's 120 days, etc.
I have been messing about with the settings to make factions heavily expansionistic. I setup the delay for 60 days, but I ALSO set the delay for existing colonies to 60.
Does this mean that every 60 days, the factions try to find a suitable planet and if they do, they send a colony expedition... but after they settle, they wait another 60 days till they try to find another colony?
Since thats what im trying to do; make them aggressively expand but make it take a while for them to settle in before they try to find another world to settle.
@Histidine
Is nex using the default number of merchant fleets, read out of core settings.json or have you made some adjustments to that ?is it normal to have a ton of systems with literally no planets and just a star?Nex uses vanilla behavior for both these things.Is there a way to play the original tutorial start of the game with this mod? The tutorial start where you are trapped in a system and need to activate the gate to open the system back up to the rest of the sector? If not could it be possible to enable that start again?Not at present. Maybe it could become a custom start in the future.Question.Delay for existing colonies is added to the expedition interval for each NPC colony already in existence (counted on timer refresh, i.e. when a new colony expedition event is created). So with one colony present, 60 days is added to the cooldown, with two colonies it's 120 days, etc.
I have been messing about with the settings to make factions heavily expansionistic. I setup the delay for 60 days, but I ALSO set the delay for existing colonies to 60.
Does this mean that every 60 days, the factions try to find a suitable planet and if they do, they send a colony expedition... but after they settle, they wait another 60 days till they try to find another colony?
Since thats what im trying to do; make them aggressively expand but make it take a while for them to settle in before they try to find another world to settle.
(There's also a 10 day delay between retries, if the generator fails to find a suitable target planet the first time)
It's not quite the stated idea, but you could set a low base interval and high delay per existing colony to have the NPCs expand rapidly at first and slow down after a while.
v0.9.4c
* GUI
* Adjust some dialog option ordering (don't mess up people's "explore ruins" muscle memory with outposts)
* Show distance of potential agent travel destinations
* Clarify "FP" in endgame stats
* Update all diplomacy dispositions on market capture/transfer
* Fix outpost orbit speed when built in asteroid field
* Fix random sector CTD when faction does not have defense stations
So I found a bug, or at least, I think it might be a bug.Well, I can definitely say they won't invade outposts, at least. Although pirates shouldn't raid an outpost either, or target it for pirate activity.
Outposts are considered colonies, as they can be raided by Pirates. Which, unless you thought of this already, means it can be Invaded by factions that you are hostile to. I haven't gotten invaded yet, but I DID get a pirate fleet after my outpost.
Can you please make it compatible with ships/weapons pack? It crashes whenever I try to start the game.As Tartiflette says, this shouldn't happen. What does the error message at the end of [starsector-core]/starsector.log say when it crashes?
I have just recently started playing StarSector, and wanted to try this mod, and every thing seems fine except when it comes to the customizing the player faction by editing the player_npc.faction file, with regards to things such as the colour of the faction. The changes I put in don't seem to work. Should I try changing the player faction in the starsector-core files?Yeah player_npc is no longer used, you'll want to modify player.faction.
any chance of a list of some sort of the confirmed working mods for nexerelin? (in the main post / OP) as in, the ones that fully work, that spawn faction systems for each added mod faction. would be really nice to have, like the old exerelin has.I had that before, but it was an undesirable amount of work to maintain/curate.
Quick fix update.Nexerelin v0.9.4c
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.4c.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Spoilerv0.9.4c
* GUI
* Adjust some dialog option ordering (don't mess up people's "explore ruins" muscle memory with outposts)
* Show distance of potential agent travel destinations
* Clarify "FP" in endgame stats
* Update all diplomacy dispositions on market capture/transfer
* Fix outpost orbit speed when built in asteroid field
* Fix random sector CTD when faction does not have defense stations[close]So I found a bug, or at least, I think it might be a bug.Well, I can definitely say they won't invade outposts, at least. Although pirates shouldn't raid an outpost either, or target it for pirate activity.
Outposts are considered colonies, as they can be raided by Pirates. Which, unless you thought of this already, means it can be Invaded by factions that you are hostile to. I haven't gotten invaded yet, but I DID get a pirate fleet after my outpost.
Was there a pirate raid/activity intel item? If so, I'll keep an eye out.Can you please make it compatible with ships/weapons pack? It crashes whenever I try to start the game.As Tartiflette says, this shouldn't happen. What does the error message at the end of [starsector-core]/starsector.log say when it crashes?I have just recently started playing StarSector, and wanted to try this mod, and every thing seems fine except when it comes to the customizing the player faction by editing the player_npc.faction file, with regards to things such as the colour of the faction. The changes I put in don't seem to work. Should I try changing the player faction in the starsector-core files?Yeah player_npc is no longer used, you'll want to modify player.faction.any chance of a list of some sort of the confirmed working mods for nexerelin? (in the main post / OP) as in, the ones that fully work, that spawn faction systems for each added mod faction. would be really nice to have, like the old exerelin has.I had that before, but it was an undesirable amount of work to maintain/curate.
All the famous up-to-date mods and most new ones can be expected to be compatible, at least.
Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...That's what you get for adding throw new RuntimeException(ex); ruining the "IT JUST WORKS" paradigm
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
Updating to the most recent patch seems to have messed up creating outposts at planets- attempting to do so just results in a "NullPointerException: Null" error before returning the planet screen. Didn't have any issues before - could this be related to moving the ruin survey in the planet page, or is this just a savegame specific bug?Hmm. This is after attempting to build (rather than when first displaying the construction menu), correct? What does the end of [starsector-core]/starsector.log say after the error appears?
Updating to the most recent patch seems to have messed up creating outposts at planets- attempting to do so just results in a "NullPointerException: Null" error before returning the planet screen. Didn't have any issues before - could this be related to moving the ruin survey in the planet page, or is this just a savegame specific bug?Hmm. This is after attempting to build (rather than when first displaying the construction menu), correct? What does the end of [starsector-core]/starsector.log say after the error appears?
How to disable version checker integrated in Nex?There's now a setting in settings.json for that.
Can you expand the outposts function and let the player eventually grow the outpost to an inhabited station?It'd be nice in some places, but I'd have to work out a bunch of potential issues. e.g. does making a bunch of autonomous outposts with patrol HQs/military bases in a single star system become the new defense meta?
I'm sure this has been said before but are there any plans to add some kind of defensive fleet expedition? Right now Its too easy for the ai to take planets with 8 fleets or lose planets to 8 fleets. There could be some kind of permanent grand defense fleet which goes in between systems under a faction's control which stops for a given amount of time or a defensive form of invasion fleets. I find it strange when a faction loses its a planet without sending any kind of reinforcements to it."Brawl mode" (toggled in Nexerelin/data/config/settings.json) generates defense fleets (which are there to compensate for larger invasion fleets).
Found a bug in you generateBlueprintStock function. For fighter wings you're actually checking for knowsWeapon instead of knowsFighter.Good catch! Thanks, will fix.
i got tricky questionSupporting them natively on my end will introduce more code/UI complications than I want to deal with, I think. The modders can always add any Nex custom starts they deem suitable.
is there way to make work those other starting options from lesser mods ?
nexerelin overrides those starting choices
it would be nice to get e.g. some experimental switch (setting) to try those
Why does it cost a monthly fee to store things at an outpost? The player already pays a monthly upkeep fee and they don't generate an income.Well, mostly because I hadn't bothered to change the storage code yet. (I plan to, for this and also for autonomous colonies)
New to the game and trying out different mods. So any faction/ship/arsenal mods that work particularly well with this one? Nothing too unbalanced.Most of the mods in this category that have been around for some time should work well.
Why can I find information about what this mod does in more detail than one bullet point list?"Where", I assume you mean? There isn't really such a list, unfortunately, although I think most people who've already played a game of vanilla Starsector can pick it up as they go.
I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.I expect those fleets will just get whittled down by random battles long before the player has anything to do with them
Just spit balling ideas.
Make them Dickerson-sized fleets.I think permanent "mega" fleets are possible in every core world. Just use the code that Named Bounties use except make it so that every major factions Core World has a "Admiral" that is in the Military tab, and Admirals get a capital ship with 10 level 20 officers and all capitals / carriers.I expect those fleets will just get whittled down by random battles long before the player has anything to do with them
Just spit balling ideas.
is anywhere example how to define those to seamlessly expand existing Nexerelin custom starts ?Interstellar Imperium has an example: config file (https://bitbucket.org/DarkRevenant/interstellar-imperium/src/master/src/data/config/exerelin/customStarts.json), script (https://bitbucket.org/DarkRevenant/interstellar-imperium/src/master/src/data/scripts/campaign/customstart/II_YamatoStart.java). It does require a bit of Java knowledge to implement.
I was just wondering if there was a way to sort of calm things down when it comes to wars and invasions. I'm barely starting and factions are losing home systems already.You could also increase the eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json, to slow down the tempo of faction relation changes so to speak.
I've done some searching, and found that increasing the PointsRequiredForInvasionFleet means invasions happen less frequently, is there anything else in the config that can be fiddled with to make wars and invasions less common?
Thanks.
Noticed that Invasion fleets are a little too easily distracted. They will happily forget whatever they were doing a and chase a couple of pirate frigates. They try to get back to the mission, but as soon as the pirate frigate gets closer, they instnatly turn after it again. The fleet can spend months massing about instead of reaching their main objective. The only solution is to stay well away from the fleet, so it's abstracted, then it moves to the target properly.
Invasion fleets should just outright ignore anything with less than say, half of their FP, of the fleet and just move to their objective.
You could also increase the eventFrequency in Nexerelin/data/config/exerelin/diplomacyConfig.json, to slow down the tempo of faction relation changes so to speak.
I'm wondering what a good way to fix the "give small planet with heavy industry to someone else then raid it for blueprints" exploit is. Preferably in a way where the restrictions are made obvious to the player.Auto-selling heavy industry seems to be the best band-aid solution. What I'd like you to do is to make only the faction's biggest shipyard drop blueprints. What I'd like Alex to do (and I have seen it suggested once, but I don't remember where) is to make heavy industry more granular, with higher levels required for bigger ships and better gear.
Hi, can I somehow lower the diplomacy penalty of "Starfarer Mode"?They're currently hardcoded, sorry!
i.e.: Disposition Penalty + Negative Event Modifier
Can the Prism Freeport be destroyed? I know I found this thing once, but can't find it anymore (been searching for over 2 hours straight now), neither does it show on the independent station list, nor when checking for buyers/sellers for products (which was a suggested method to find at least a direction).It can't be destroyed (normally that is, a player could in principle sat bomb it out of existence or otherwise decivilize it).
Is there any other way to get the location (if it isn't destroyed) of this damned thing?
Can the Prism Freeport be destroyed? I know I found this thing once, but can't find it anymore (been searching for over 2 hours straight now), neither does it show on the independent station list, nor when checking for buyers/sellers for products (which was a suggested method to find at least a direction).
Is there any other way to get the location (if it isn't destroyed) of this damned thing?
Hi, can I somehow lower the diplomacy penalty of "Starfarer Mode"?They're currently hardcoded, sorry!
i.e.: Disposition Penalty + Negative Event Modifier
So in conclusion it seems to not be an issue with the mods I'm running, but I highly suspect it got killed at some point. One gets the option to engage the station, so npc's should be able to engage - and destroy- it as well, or am I mistaken? I simply see no other possibility... Can one somehow make the station spawn again?It can be destroyed in battle, but not permanently (same as how the vanilla core world stations like Kanta's Den and Port Tse Franchise Station work).
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
What does "Starfarer Mode" if I enable it?Basically, hard mode.
Obligatory sneak peak:Spoilerhttps://bitbucket.org/Histidine/exerelin/wiki/Changelog[close]What does "Starfarer Mode" if I enable it?Basically, hard mode.
Please more info. Pleeeease. What is more hard and in what ways?
v0.6
* Add "Starfarer Mode" starting option (hard mode: halved salary and insurance payouts, other factions more aggressive towards player's, enables SS+ bounty hunters)
v0.9.2d (2019-07-16)possibly more
Player colonies' population growth halved, income reduced 25% when in Starfarer mode
Player colonies have size growth even when autonomous
I'm wondering what a good way to fix the "give small planet with heavy industry to someone else then raid it for blueprints" exploit is. Preferably in a way where the restrictions are made obvious to the player.
- Limit BP drops based on market size/stability?
- Auto-sell the heavy industry on market transfer, if the faction already has one?
- Something else?
Hey! Sorry for the noob question, but how do you capture markets exactly? I didn't find any option to do so under miltary options or specical functions, well, there is an option to invade in military but its always greyed out with stations "Any orbital station and interfering fleets must be remoed before an invasion is possible", so how is it done? or can someone refer me to a tutorial page of the mod or something? I didnt find much information looking around.
Hey! Sorry for the noob question, but how do you capture markets exactly? I didn't find any option to do so under miltary options or specical functions, well, there is an option to invade in military but its always greyed out with stations "Any orbital station and interfering fleets must be remoed before an invasion is possible", so how is it done? or can someone refer me to a tutorial page of the mod or something? I didnt find much information looking around.
Do exactly what it says. Remove all orbiting stations (orbital station, battlestation, or star fortress) with extreme firepower, as well as any troops orbiting the planet that isn't yours, then use marines to Invade the planet.
That or you can go to special actions and, if you have your own commissioned faction or you have your own faction itself, you can call in a fleet. Designate fleet points and how many marines you put in (try to put in more than the estimate of how many forces there will be in the system to defend) then click OK. It will spend a lot of credits but its worth it depending on what your raiding.
Hey, not sure if this has been brought up or is an issue for anyone else, but I feel like the "Request a Fleet" option is a bit oddly priced. Early in the colony game, when I might use it to attack a pirate base I don't have time to deal with myself, even small fleets are quite expensive.I'm increasing the cost factor for invasion fleets a bit in next version, at least.
However, once in late game where the millions of credits fly in and I have a bunch of good blueprints, I can order a max invasion force with 10+ fleets and dozens of capitals (Pandemoniums in my case, thanks Diable for the BP) for around a 1million.
So early they seem too expensive, late game they don't cost enough. Would there be a way to scale it differently, say, increase the cost per Force Point or something?
Also, if you time it right and set the force points correctly, you can create huge defense forces for yourself. If you see someone invading you with a force too big to handle, you request your own invasion fleet to wherever, set to gather at the invaded system, and time it so it spawns exactly when the enemy fleet arrives.Not really intended, yeah (if it was, I'd let the player buy defense fleets directly). Though I'm not sure how I'd prevent it either...
Boom, now there are 25 Pandemoniums waiting to bash in some Persean League face.
Not sure if this is intended or known and also not sure how you would prevent players from doing it.
Anyone else running into this problem? I keep crashing out with the error message, "Fatal: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]".One of your mods looks broken. What's your modlist?
In the log it states
"java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)"
and frankly I have no idea what it means. The only reason I think the error originates with this mod is the "exerelin" tag, since that's fairly distinctive.
Anyone else running into this problem? I keep crashing out with the error message, "Fatal: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]".One of your mods looks broken. What's your modlist?
In the log it states
"java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)"
and frankly I have no idea what it means. The only reason I think the error originates with this mod is the "exerelin" tag, since that's fairly distinctive.
It looks like you're missing GraphicsLib (http://fractalsoftworks.com/forum/index.php?topic=10982.0), you need to install and enable that as well.
Hey, not sure if this has been brought up or is an issue for anyone else, but I feel like the "Request a Fleet" option is a bit oddly priced. Early in the colony game, when I might use it to attack a pirate base I don't have time to deal with myself, even small fleets are quite expensive.I'm increasing the cost factor for invasion fleets a bit in next version, at least.
However, once in late game where the millions of credits fly in and I have a bunch of good blueprints, I can order a max invasion force with 10+ fleets and dozens of capitals (Pandemoniums in my case, thanks Diable for the BP) for around a 1million.
So early they seem too expensive, late game they don't cost enough. Would there be a way to scale it differently, say, increase the cost per Force Point or something?
Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.
The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").
This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).
Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.
The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").
I like the idea of somehow making re-invasions limited. Technically continued invasions and reinvasions are already bad for colonies because of stability but there are so many ways to fix instability it's not really an issue.This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).
But isn't invading the port of origin of the invasion fleet already the most preferable option? It's way easier to just invade the invader's colony because their defense fleets are usually not even around anyway.
Thats why I use brawl mode.What/where is brawl mode?
Brawl mode creates huge offensive and defensive fleets, making it nearly impossible to stop an invasion, but also making it so your colonies don't have to just rely on its defense forces; they get backup defense fleets that help out on top of the usual patrols they get.
I thought Brawl just made others more aggressive and I haven't been brave enough for that yet.I hope you will up the fleet size limit and the AI fleet size limit to smthing more reasonable 30 -> 45 as well. It's very synergistic with nexers brawl mode. It adds a bit to the strategic layer as most of your non "chunky" ships if fielded at the beginning will need to be called back even before half time, while still allowing for battle-sizes of more than 350 DP.
Okay then, this changes things. Next playthrough there will be brawl.
I mean, strong+ fleets in my current game are already pretty insane with 5 or more fleets and dozens of capitals but I guess you can always go harder.
What/where is brawl mode?In nexerelins settings.json, be careful about the min max multipliers, i found a min of 1 and a max of 1.6 to be a good setting. They can be changed on the fly by editing the json file and restarting the game, this however does not apply to Invasions that are already visible in your Intel tab or are in Que.
Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.Magic "can't invade for a full year no matter what you have" rule sounds pretty absurd tbh.
The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").
This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).
@Histidine This is pretty futuristic talk ... but how are ship quality and ship quantity affected by higher Fleet size limits and what is the impact of multipliers like Heavy Industry's on this? In general i see more frigates with higher fleet limits, would an additional heavy industry turn those frigates into higher DP ships?Heavy industry doesn't affect ship size composition of the fleet at all, except insofar as having/not having heavy industry changes which ships are available.
Have you established a conditional weighing scheme(or a foundament for it) for AI Colonies in regards to which industries they should pursue as they grow?Yeah, next version it should try to make industries the faction doesn't have yet.
Magic "can't invade for a full year no matter what you have" rule sounds pretty absurd tbh.Cool, there should definitely be a lot more penalties to losing a colony and lot more ups for actually founding or capturing one, like maybe the fleet-size over the minimum 30 being determined by a function over the sum of market levels the player or the faction currently holds and some other "stuff" i guess. This would however require a split/drill of AI Fleet size to AI Fleet size per faction and a lot of method adaptations.
I'll probably just make a successful invasion steal the player's cash (representing looted commodities) or somesuch, and make successful invasions apply the defender preparedness bonus (currently only failed ones do).
Yeah, next version it should try to make industries the faction doesn't have yet.That would be a cool fundament, considering that some faction mods add their own industries and hopefully also will be able to add custom resources with custom industry dependencies i petition that one could create profiles based on their own faction(lorewise) through which one could determine;
Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
Well, abruptly changing a thing from "silently fails and ruins everything" to "will set you on fire and eat you alive" could have been better timed...
(although it needed to be done eventually, given that the issue was stealth-breaking something that affects other mods)
Fix for Prism NoClassDefFoundError bug
It's caused by the Fringe Defence Syndicate mod.
To fix it replace FDS/data/config/prism/prism_ships_blacklist.csv with this (https://www.dropbox.com/s/n4yfzzodwgng4yn/prism_ships_blacklist.csv?dl=1). Or open it yourself and change the first row from hull id to just id
Other mods may also have the same issue, but I haven't detected any that do, and I have most of them.
Thanks
I seem to have a problem with spawning in factions to colonise. When i use the command spawnrespawnfleet it says "unable to spawn fleet" and when i open nex config in the console and toggle "Allow respawn for factions currently not present" to true, the next time i check its been set back to false. I have set the respawn limit to unlimited so i do not know how to introduce new factions.Seems there were a couple of bugs in it:
Do invasion fleets calculate from planetary strength, or opposed strength in the system?The autoresolve has two stages: simulated battle against system patrols + target's defense station (and sometimes also other fleets that happen to be in-system), and ground action against the target's ground defenses.
Because I've had one world in a fortress system constantly successfully invaded any time I'm not there, but if I'm there they don't even make it to the planet in question.
(Also is there any way to defeat an invasion fleet if it is just planetary? Said planet is a size 10 with a fully upgraded patrol HQ, ground defences, star fortress and force shield but still keeps getting taken.)
Sorry, but does anyone know what you're supposed to do with high-value prisoners? I have maybe half a dozen in cold storage at the moment and I can't find the option to trade them with my enemies.Talk to a planet and select special options (or something similar).
Sorry, but does anyone know what you're supposed to do with high-value prisoners? I have maybe half a dozen in cold storage at the moment and I can't find the option to trade them with my enemies.Talk to a planet and select special options (or something similar).
It would be cool to add support for Steelclad that came out recently
"diplomacyTraits":["paranoid", "stalwart", "dislikes_ai", "law_and_order", "envious"],
Does Nexerelin change the drop rate for blueprints or similar things. I had a playthrough where I mistakenly thought I had installed Nex, so I restarted with it active, and I am wonder if I am just far less lucky this round or if something in the mid is causing it.Nex doesn't (try to) do anything to drops.
It would be cool to add support for Steelclad that came out recentlyIt's not a priority for me, but I may see what can be done in the future.
It would also be cool (although this one may be a stretch) to make a Nexerelin that would work with the excellent Archean Order total conversion
Good day. First of all, thanks for the mod! It was an incredible gaming experience for me with all the faction warfare and extra fun functions.
Now, I'd like to leave my feedback on the matter.
After playing for 100+ hours with Nexerelin, I could see a single major balance issue that I'd like to highlight today.
The issue is the Request Fleet function.
It is RIDICULOUSLY strong. For just 650k you can summon 5+ enormously large fleets to destroy anything you want.
A full (1500) space power fleet costs 650k when you request it with minimum ground power. But do you really need ground power?
Not only these fleets are as strong as Radiant [REDACTED] fleets found in the high danger zones (or even stronger actually), but they are also dirt cheap.
By using Request Fleet, you can literally win the game without ever fighting.
Here's an example:
At the start of the game, you can just explore a bit and gather the 650k necessary. Or 1.3kk to be absolutely sure.
Then you request a fleet or two, buy 500 marines and just go to any system you want.
Summoned fleets obliterate all patrols and orbital stations and you just do tactical bombardment => invade. 500 marines are more than enough after the bombardment.
And the whole Askonia can be yours in just one or two hours after getting into the game. Gotta have those lobsters.
In short, the problem is that price and fleet power are nowhere around balanced. What you get for 650k now should be worth at least 6.5 millions.
And once you have several good planets and make 500k+ per month, you can just launch these invasions every month and take system by system. You don't even have to fight yourself.
Now that I've explained the problem, here's what I propose:
1) Make a hard cap for the fleet's space power that scales with how many Ship Hulls a faction that provides the fleets produces.
For example, a faction that produces a total of 40 Ship Hulls across all of its markets will have a cap of 1000 space power when you're requesting fleets from them.
With this change, you will have to actually work on your colonies and build those Heavy Industries everywhere to be able to summon high-power fleets.
2) Increase the price to at least 2000-3000 credits per space power. This will still be more or less cheap, but it won't be as free as it is right now.
3) Make it so only one fleet can be launched at a time, no matter how big or small. This is to prevent spamming 2-3 request fleets on the same system and overwhelming it.
I believe that with these changes Request Fleet will be a lot more balanced and be more of an extra help for when you attack a system rather than "I win" button. Most systems tend to have about 1000-1500 space power when it comes to defense, so being able to summon a 1500 space power fleet for 650k just like that is absolutely over the top.
Hey guys, quick question. I can't seem to find the Prism port in my game, its possible that I haven't enabled it. I would really prefer not to start a new game as i've made a lot of progress! Is there a command I can use to spawn the port?Turn off the starscape on the hyperspace map, as it'll cover the freeport's icon.
Hey guys, quick question. I can't seem to find the Prism port in my game, its possible that I haven't enabled it. I would really prefer not to start a new game as i've made a lot of progress! Is there a command I can use to spawn the port?
Hey guys, quick question. I can't seem to find the Prism port in my game, its possible that I haven't enabled it. I would really prefer not to start a new game as i've made a lot of progress! Is there a command I can use to spawn the port?
If you have SCY installed, Prism Freeport spawns in their home system of Acherons Domain, otherwise it should just spawn somewhere in hyperspace. If you look at the planet list and sort by name, you might find it there.
First im really loving the mod. But im having some real problems with faction relationships. Twice ive had a faction go from plus +30+40 friendly to negative 50 shoot-on-site without any idea why.
The first time I was on a survey mission in the outer systems, when I left Tri-Tachyon was +20 ish and when I got back to the core they where -50. Thinking it was a bug I reloaded a save and did the survey again, relation didnt change this time.
The second time, much later in the same game (ive got two colonys now) Im chasing a Luddic Path merchant convoy into a Tri-tac/Persean system where I help the Perseans kill the convoy, I get the notification relation improved with Persean Leauge +5 friendly, but when I try to sell the the nearby Tri-tac planet they wont let me. I check the factions tab and Persean League, Tri-Tac, and Sindrian (who are in an alliance) are all -50 hostile. HOW DID THAT HAPPEN???? I get that theres some random diplomacy stuff going on but WTF?!? Is there some kind of relationship log I can look at to see who *** off who? Ive been trying to get friendly with these guy all game and to have everything go bad so randomly really sucks.
First im really loving the mod. But im having some real problems with faction relationships. Twice ive had a faction go from plus +30+40 friendly to negative 50 shoot-on-site without any idea why.
The first time I was on a survey mission in the outer systems, when I left Tri-Tachyon was +20 ish and when I got back to the core they where -50. Thinking it was a bug I reloaded a save and did the survey again, relation didnt change this time.
The second time, much later in the same game (ive got two colonys now) Im chasing a Luddic Path merchant convoy into a Tri-tac/Persean system where I help the Perseans kill the convoy, I get the notification relation improved with Persean Leauge +5 friendly, but when I try to sell the the nearby Tri-tac planet they wont let me. I check the factions tab and Persean League, Tri-Tac, and Sindrian (who are in an alliance) are all -50 hostile. HOW DID THAT HAPPEN???? I get that theres some random diplomacy stuff going on but WTF?!? Is there some kind of relationship log I can look at to see who *** off who? Ive been trying to get friendly with these guy all game and to have everything go bad so randomly really sucks.
There are several things that might have happened here. The first is one of the most likely: Are you commissioned by another faction or in an alliance? If your allies decide to war with them, they will drag you into it too. Otherwise you might have hit the Persean League ships accidentally too many times when you helped them? Not sure what might have happened otherwise, I would suggest that you might have failed an accepted mission, but since they are timed, you trying again and not getting the rep loss goes against that.
Ok so how do I keep my faction in good standing with everyone else? It just seems I have random diplomacy issues with everyone and I have yet to interact with any of them other than gunning down pirates in which I don't care about. How do I stop the relationship drain and how do I improve it without the use of agents?- Intel screen -> "Dipl. profiles" to see if they want to raise or lower rep with you, and what you can do to affect it.
A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?
So, by changing a couple config options, I can get remnant worlds to spawn in random sector, buuuuut the planets kind of stop existing and are hidden in the intell list of planets and stations. Only the station keeps existing at all in the campaign, irbiting an empty space. If I transfer a colony to remnents it works fine. Anyone know what I'm doing wrong? Or if there's a way to make remnent worlds spawn out on the rim like some hidden pirate bases do?Looks like an oversight of sorts in the random sector generation code (it wipes Derelict and Remnant entities in star systems it decides to use as core systems... including planets). I'll fix it for next release; thanks for the report!
As an addendum, the NPC colonization countdown only starts in cycle 207.A little question, i use the mod the first time, as far i understand the mod only get the factions to fight over their systems/planets but they dont colonize new planets?
A recently added feature is that they will slowly colonize new planets; you can choose to interfere with their efforts and block this in game. There are also settings in the configuration file to disable this entirely or tweak the rate at which they colonize.
Could there be an option to change the additional administrators you get for having a large faction to additional colonies you personally can manage?Maybe, if I feel like it
Hi ! I've a problem with this mod in early game.Diable always takes a beating in Nex since they bark louder the they bite diplomacy wise, you gotta git gud quick and get a fleet of capitals before they get destroyed.
I'm enlisted in diable avionics (a mod) and both Hegemony and Luddic steam roll + invade the home system of the corp (5+ huge fleets)... And this, a couple of monthes after the start.
What should i do ?
v0.9.5c
* Invasion fleets cost 25% more to request than base strike fleets, in addition to marine count multiplier
* This is a balancing placeholder pending a rework of the fleet request system
* Config toggle for raids only dropping blueprints once
* Fix Grand Sector support
* Fix mining fleets not spawning with the correct combat readiness
v0.9.5b
* Some anti-savescum functionality for Prism blueprint trader stock, high-end seller
* Insurance default mult 1x -> 0.8x, hard mode modifier 0.5x -> 0.625x (hard mode total payment unchanged)
* Fix insurance being paid without commission
* Fix an agent/economy crash
* Fix storage submarket losing ships and unlock state on applying reverse compatibility/existing save
* Fix random sector generation potentially cleaning up entities it shouldn't
* NPC colony growth messages can be hidden via settings
v0.9.5
* New features
* Add saturation bombardment event
* Add industry disruption mission
* Add colony governorship purchases from commissioning faction
* Add "reinforce ground defenses" option with base officials
* Add diplomacy trait system for factions
* Add NPC relief fleets
* Agent enhancements
* Agents will specifically target economic competitors
* Several actions cheaper; buff destabilize market action
* AI admins reduce agent success chance by 25%
* Show agent travel on intel map
* Fix agents showing injury recovery success chance
* Fix agents possibly attempting to sabotage population industry
* Fix case where third-faction target of a raise/lower relations actions captures the market the agent is on
* Revamp insurance
* Show breakdown of payouts
* Reinstate payment for D-mods
* Rework payout calculations
* Player raid rebalance
* Once a market with heavy industry is raided, further raids will not loot blueprints for 60 days
* Can raid for blueprints already known to player
* Each blueprint can only appear in raid loot once per game
* Rework Starfarer mode effects on diplomacy
* Starfarer mode straight multiplies the dominance by 1.5, instead of adding half the difference between dominance and 1
* Starfarer mode no longer further modifies disposition effect from dominance on top of modifying the dominance value itself
* Fix direct disposition penalty not applying to commissioned faction
* Externalize values to settings.json
* Faction respawn event
* If would-be respawnee has no enemies, make one
* Clearer messages for console command
* Fix some behavioral/UI issues
* Conquest mission
* Reward based partly on target's income
* Fix mission counting down twice as fast as it should
* Colonies/markets
* Add enhanced core worlds setting
* Adds defenses and/or industries to some core worlds in non-random sector; e.g. Eventide gets a high tech battlestation
* NPC colonies can grow to size 10 by default
* NPC colonies founded mid-game by a colony expedition are limited to size 6
* When picking colony targets or industries to build, factions will try to increase the number of commodities supplied in-faction
* New NPC colonies start with 100k growth incentive
* Outpost and autonomous colony storage fees removed; can store illegal goods
* Can't transfer a market to another faction if it lacks a spaceport
* Counter to "give heavy industry planet away, raid for blueprints" exploit
* Recipient faction will remove the heavy industry if they already have one and colony's defense rating is too low
* Orbiting satellite objects of planets (e.g. mirrors, shades) are transferred on market capture
* Tri-Tachyon gets fewer AI cores in random sector
* Miscellaneous
* Fuel availability contributes to invasion points
* Points required for invasion 20000 -> 24000 to compensate
* Prisoner rep value 0.05 -> 0.04
* Defenders get a 1.25x defense bonus during invasions
* Pirate factions more likely to have diplomacy events with each other
* Don't create procurement missions for commodities that no-one produces
* Vengeance fleets will only be recalled if faction is neutral to player (instead of inhospitable)
* Alliance intel shows which factions can join; fix wrong title
* Reduce Tri-Tachyon and Church's base negative disposition towards each other
* Fleet request main menu shows target star system
* Grand Sector support (no need to modify core files any more)
* Bugfixes
* Hopefully actually fix invasion fleets getting distracted
* Fix a crash involving local resources submarket
* Fix player homeworld in random sector being autonomous
* Fix some start options being inaccessible when too many factions are loaded
* Fix other factions doing diplomacy with player faction when player is commissioned
* Fix Cabal still spawning in random sector when disabled in Underworld config
* Faction raid condition updated when an affected market is transferred
* Blueprint trader: Fix known fighter check looking in player's known weapons
* Fix a possible stutter issue with NPC fleets' Sustained Burn
* Remove legacy stuff involving relationship changes after resigning commission
* Remove hidden nerf to some factions' vengeance fleet sizes
* Reinstate max officer level check on application load
any plans to enable possibility to support faction one is playing for (e.g. starting commission ) with sales of weapon / hull etc. blueprints ?I decided not to implement this, as it involves a bunch of complications I'd like to avoid with faction modding. Sorry!
Also how do i add a start option using my ships (no faction start)?Add them in Nexerelin faction configs in your mod, they'll merge with the base files in the Nex folder. See SEEKER (https://bitbucket.org/CodingTartiflette/seeker-mod/src/master/data/config/exerelinFactionConfig/) for an example.
Hi ! I've a problem with this mod in early game.Not a big deal, let them take the planet, then just take it back with some marines while the star fort is still down.
I'm enlisted in diable avionics (a mod) and both Hegemony and Luddic steam roll + invade the home system of the corp (5+ huge fleets)... And this, a couple of monthes after the start.
What should i do ?
Quick question, I saw a video where they claimed they got new structures to build from this mod, like medical centres and solar farms and stuff. I have had this mod for a while and I haven't seen those, is there an option I need to enable to see them?
Quick question, I saw a video where they claimed they got new structures to build from this mod, like medical centres and solar farms and stuff. I have had this mod for a while and I haven't seen those, is there an option I need to enable to see them?
Quick question, I saw a video where they claimed they got new structures to build from this mod, like medical centres and solar farms and stuff. I have had this mod for a while and I haven't seen those, is there an option I need to enable to see them?
Those new industries are from the Shadowyards faction (http://fractalsoftworks.com/forum/index.php?topic=3491.0).
Not a big deal, let them take the planet, then just take it back with some marines while the star fort is still down.
First I want to say how amazing this mod is. Its beyond a mod and more of an expansion of StarSector. Why mining isnt normally apart of StarSector I dont know. Hopefully eventually it will be. However I am dealing with a problem, from what I have read many people experience as well. Lag. I know there is no 'fix' otherwise I would have found it or it wouldnt be an issue. After reading a lot, its obvious that its AI calculations. Enough fleets deciding on what to do next based in real time is going to slow down any system. My question is, are there are tips or other AI behavior mods that are Nex compatible? Or a NexLite version where is has everything except mass warfare between factions? My comp can handle it all until a system gets invaded and then its downhill from there. When an invasion happens, I dont fear the fleets...I fear the lag.Do you have Prism Freeport enabled? I find that it can be quite the source of lag.
Thanks again for your hard work on this amazing mod!
*snip*
So after deleting the previous version and installing this version, the saves becomes incompatible. So now I have to start from scratch? Days gone down the drain. Had 4 planets working on my 5th. Had a powerful fleet that took me days to build up. Are we going to have to start a new game for every new version?It should work with your old saves. Does your game crash on load, and if so what does the error message in starsector.log say?
I first grabbed 0.94c, then I noticed version checker said the mod was updated. So I opened the main thread page and see 0.95c and the "hotfix".Yeah, I only put up hotfixes for the currently released version. This happens when there's a mildly serious bug but I can't be bothered to spend the time packaging a new formal release just yet (especially if more bugs might come in later).
Do I still need to use the hotfix with 0.95c or is it redundant now? I tried to check the hotfix's file date, but my computer just dates the files with the time I dl'd them.
I didn't start a game yet, was just messing around with things so I'm glad version checker let me know about this new version!
Thanks a lot! I haven't played this game in quite a while (2-3 years?) so there is SO much new stuff to learn. Nice to see some of my favorite factions are still updated, like Shadowyards and Blackrock among others.
EDIT: I found the file date of the hotfix by saving it from your dropbox to my dropbox account and the hotfix was updated yesterday at 7:40am, so obviously it has been updated recently and is still intended to be used. I'm guessing there is a reason that some people would prefer NOT to use the hotfix and thus it isn't included with the mod by default.
First I want to say how amazing this mod is. Its beyond a mod and more of an expansion of StarSector. Why mining isnt normally apart of StarSector I dont know. Hopefully eventually it will be. However I am dealing with a problem, from what I have read many people experience as well. Lag. I know there is no 'fix' otherwise I would have found it or it wouldnt be an issue. After reading a lot, its obvious that its AI calculations. Enough fleets deciding on what to do next based in real time is going to slow down any system. My question is, are there are tips or other AI behavior mods that are Nex compatible? Or a NexLite version where is has everything except mass warfare between factions? My comp can handle it all until a system gets invaded and then its downhill from there. When an invasion happens, I dont fear the fleets...I fear the lag.Do you have Prism Freeport enabled? I find that it can be quite the source of lag.
Thanks again for your hard work on this amazing mod!
I just realized Prism Freeport is that Independent starbase in the Scy system. So yea I have that in there. I didnt know there was an option to disable it. I thought it just came with Scy. How do you disable it?I wouldn't know, I'm afraid. I don't use Scy so it's just a Nex option for me.
P.S.: For me, faction disabling also doesn't work.
471489 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.econ.EconomyInfoHelper.getCompetitionFactor(EconomyInfoHelper.java:326)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDispositionFromTraits(DiplomacyBrain.java:339)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDisposition(DiplomacyBrain.java:435)
at exerelin.campaign.diplomacy.DiplomacyBrain.getDisposition(DiplomacyBrain.java:147)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateDisposition(DiplomacyBrain.java:390)
at exerelin.campaign.diplomacy.DiplomacyBrain.updateAllDispositions(DiplomacyBrain.java:457)
at exerelin.campaign.diplomacy.DiplomacyBrain.update(DiplomacyBrain.java:881)
at exerelin.campaign.diplomacy.DiplomacyBrain.advance(DiplomacyBrain.java:902)
at exerelin.campaign.DiplomacyManager.advance(DiplomacyManager.java:802)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
v0.9.5d
* Anti-savescum for raid loot
* Reorder colony official interaction dialog options
* Fix EconomyInfoHelper crashes
* Fix saturation bombardment event crash
* Fix disruption missions not timing out
* Turn off officer max level check
Hey does this mod change player owned planets in any way?No specific feature list, sorry! (Maybe in the future)
I dont like how they work in vanilla and was wondering if thsi changes things in any way. Also couldnt find a detailed feature list, i apologize if it exists.
About the "raids only drop blueprints once" setting - does the default setting have a cooldown, or is it only once EVER?Each blueprint will only appear in a raid once ever (no matter where or when the raid takes place). But the raid will always drop at least one blueprint if it passes the roll, unless there are no more blueprints left to learn from that faction.
How do I find out how many agents I can hire (and what affects it)?maxAgents in exerelin_config.json (not displayed anywhere ingame :()
maxAgents in exerelin_config.json (not displayed anywhere ingame :()Thanks!
Command & Control 2 adds 1 max agent.
Each blueprint will only appear in a raid once ever (no matter where or when the raid takes place). But the raid will always drop at least one blueprint if it passes the roll, unless there are no more blueprints left to learn from that faction.How is this determined?
(This is separate from the cooldown for being able to get any blueprints in a raid, which is per-colony)
It seems like raiding is the least worthwhile way to get BPs now unless you've done over 200 raids to get all the junk out of the way like the single small weapon BPs.Yeah, ouch.
https://i.imgur.com/Kv0seVe.mp4
It goes purely by the ship/weapon/fighter ID.Each blueprint will only appear in a raid once ever (no matter where or when the raid takes place). But the raid will always drop at least one blueprint if it passes the roll, unless there are no more blueprints left to learn from that faction.How is this determined?
(This is separate from the cooldown for being able to get any blueprints in a raid, which is per-colony)
Specifically, if a mod added, say, a new form of ship blueprint template (like ship_bp in vanilla), would that be counted or ignored?
"Turn off officer max level check"There was a safety check where it'd crash on starting the application if the player set max officer level to >29, since this risked a crash ingame. But feedback indicates the maximum safe level is not actually 29, so I've taken it off.
What does this mean, and how does it work?
Edit: forgot to add a suggestion. When you pull up the faction directory, why can't you see which markets are militarized, or which system they are in (I think about that last part. Can't double check right now)? You can see which ones have heavy industry though.It does say (base) for military markets in the directory, and give their star system, doesn't it? (https://i.imgur.com/Bfu7YNa.png)
It is useful to be able to see at a glance which markets are militarized for
A) invasion/raid purposes
B) ship purchasing! With some factions you don't need to be under commission to buy their military grade ships (such as the independents).
In the Nexerelin mod, when victory is achieved, what are the implications for gameplay if you continue on? Are factions able to respawn (if enabled)? Does the game play more or less the same?Most things should continue running after a victory as they did before, including faction respawning. But independents won't be targeted for the respawn invasion.
Most things should continue running after a victory as they did before, including faction respawning. But independents won't be targeted for the respawn invasion.
Yes, although this can be changed in exerelin_config.json (set allowPirateInvasions to true).Most things should continue running after a victory as they did before, including faction respawning. But independents won't be targeted for the respawn invasion.
Thank you for the quick response! So cool to hear from you. Are pirates protected under the same invasion rules?
946686 [Thread-4] INFO exerelin.campaign.econ.EconomyInfoHelper - science_fuckers has heavy industry
34700 [Thread-VC-4] ERROR exerelin.utilities.versionchecker.VersionChecker - Failed to load master version file from URL "https://bitbucket.org/Carabus/FixEmptyPlanets/downloads/FixAllEmptyPlanets.version"
java.io.FileNotFoundException: https://bitbucket.org/Carabus/FixEmptyPlanets/downloads/FixAllEmptyPlanets.version
Can't transfer a market to another faction if it lacks a spaceport
Hi, about the debt you have to repay in the spacer start: is that forever or is the debt paid at some point?
Thanks
Battles can really feel bloated after a while. I caught a single expedition fleet of the luddic church and it had 5 cathedral and 2 legion + like 10 dominator (using swp).Hey, I was also feel unacceptable for extreme bloated battle, you can try to do this to avoid. Just open data/config/settings.json
212539 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Edit: oh right forgot. Faction directoryIt's there (only the last market has a base)
https://imgur.com/zj4hRTP
Yep. Does not show if bases are military in the directory. Shows heavy industry, and which sector they are in (as I thought, I was wrong). But not if they are militarized or not.
Getting the following error when trying to run with the Ship/Weapon Pack:Do you have GraphicsLib installed, and activated in the mod menu?Code212539 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is it possible to have empire size increase the number of officers and agents, in addition to the number of admin?In fact, the agent could only be increased to 3 by player skill, this may be unfair for those who choose that skill. Omg, It's really a fiddle-faddle to order agents, so I don't like that skill.
Is there a way to alter the AI slightly to attempt less takeovers of planets?You can lower the invasion frequency by raising pointsRequiredForInvasionFleet in the file Nexerelin/exerelin_config.json.
I've come up to an issue with granting autonomy to my planets. Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so. Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first?I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
15-20% is pretty fair. I think 20% is a bit high, but still fair.I've come up to an issue with granting autonomy to my planets. Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so. Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first?I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
Anyone who downloaded the patch .jar on page 1, please redownload (the old one had a bug that broke blueprint raids).Amazing news! I'm really glad to hear that, what about seperate the different autonomy level? Lower right of autonomy will be collected a part of their economy, but higher one don't need, of course, player may pay something for controling a low autonomy colony. This is just a personal suggestion, I will be honored if it can help you. :)Is there a way to alter the AI slightly to attempt less takeovers of planets?You can lower the invasion frequency by raising pointsRequiredForInvasionFleet in the file Nexerelin/exerelin_config.json.I've come up to an issue with granting autonomy to my planets. Doing so doesn't appear to let them contribute to the export market pool, only gifting them to other factions does so. Is this intended, a bug or is there a setting somewhere in the mod's files that I have to enable first?I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.If you can't afford to wait, it's currently possible with devmode turned on.
I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.What if autonomous colonies created a new faction, like the 0.8 era "Followers"? Then as a new faction they would contribute to market, with the trade-off being not directly paying the player.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.
v0.9.5e
* Autonomous colonies
* Player receives 20% of net income/loss
* Remove false claim that autonomous colonies contribute to global market size
* Raid adjustments
* Don't drop blueprints for base package (known to player at start) ships, weapons, or fighters
* Drop more ship weapons
* Disruption missions don't target hidden markets or undisruptable industries
* Fix strike fleets generating vengeance points when they shouldn't
* Fix use of vengeance saturation bombardments instead of invasions having a 100% chance (if conditions are met)
* Fix free skill points at start by repeatedly selecting spacer start and going back
* Tiandong mod compatibility for fleet joining in certain contexts
TBH managing all the stuff relating to a fake player faction was/is more hacky-ness than I'd like to go back to if I can avoid it.I just tested and, uh, it turns out the part where it claims to increase the global market size is a lie.What if autonomous colonies created a new faction, like the 0.8 era "Followers"? Then as a new faction they would contribute to market, with the trade-off being not directly paying the player.
I could just fix the information for next release, although now it seems that granting autonomy needs some other buff to make it competitive with just giving markets to independents. Maybe the player still collects 20% of its net income or such.
It's a bug, but one I can't easily fix. (It should go away in next Starsector version).Is it possible to enable outposts to build a patrol HQ? Would be nice for securing useless systems near you.
On a semi-related note, should outposts be valid targets for pirate raids? One was in the last game I started, which I realized when I got the notification that it had happened.
Is it possible to reactivate "Respawning factions" during the game?
Aka on an already created save?
If so, does anyone know where the value is stored?
(I actually just want the first question answered, i'll find it as long as it doesn't break anything)
Thats basically my only complaint: I screwed up the setup
If my remember rightly, you have that right to arrange a defending fleet at 0.81, which seems to be removed now.
Some more questions:
- how is the invasion fleet size calculated ?
- how can i build a defending fleet that match this invasion fleet size ?
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).
Additionally, open the brawl mod can offer a defending fleet in sometimes, but not always, every colony under attack may do this.you have that right to arrange a defending fleet at 0.81, which seems to be removed now.
Some more questions:
- how is the invasion fleet size calculated ?
- how can i build a defending fleet that match this invasion fleet size ?
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).
Strength calc gets the estimated patrols' number/size in the target star system, and the strength of the target market's orbital station (including officers). It then creates fleets with enough total fleet points (hidden measure of ships' strength) to match an underestimate of that defensive strength.Spoiler(http://nemophilist.fr/stock/seriously.png)[close]
I'm asking again: is this working as intended ? It is the begining of the game, 10 fleets makes no sense. Re-invading just after the fleets leave makes even less sense.
[...]
Some more questions:
- how is the invasion fleet size calculated ?
- how can i build a defending fleet that match this invasion fleet size ?There isn't an option for that right now; I didn't want yet another "throw money at your problems to make them go away" mechanic. But you can do what Crimson Sky Gaurdian said.
- If i destroy, let's say, 3-4 ennemy fleets, does it do something ? (reducing the size of the invasion force for the next time for example).Launching big invasion fleets in the first place will delay the next invasion event for that faction, but after that killing the fleets does nothing. It might well make the difference between the invasion succeeding and failing, however.
Strength calc gets the estimated patrols' number/size in the target star system, and the strength of the target market's orbital station (including officers). It then creates fleets with enough total fleet points (hidden measure of ships' strength) to match an underestimate of that defensive strength.Can even a tiny faction launch an arbitrarily large attack if your system is say crammed full of large Fleet HQed up colonies? 10 of them at say size 7 would be uh 30 pickets, 30 medium and 30 heavy at 200% size or something.
However, there's also a random modifier (Gaussian distribution) which can rarely produce huge positive/negative multipliers to the invasion force's strength. I'll cap it at max +/- 40% in next version.
Launching big invasion fleets in the first place will delay the next invasion event for that faction, but after that killing the fleets does nothing. It might well make the difference between the invasion succeeding and failing, however.
It's capped to a level based on the faction's availability of ships/marines/supplies/fuel (this is also used for invasion point accumulation), so a sufficiently small faction won't be able to send large invasion forces.Strength calc gets the estimated patrols' number/size in the target star system, and the strength of the target market's orbital station (including officers). It then creates fleets with enough total fleet points (hidden measure of ships' strength) to match an underestimate of that defensive strength.Can even a tiny faction launch an arbitrarily large attack if your system is say crammed full of large Fleet HQed up colonies? 10 of them at say size 7 would be uh 30 pickets, 30 medium and 30 heavy at 200% size or something.
However, there's also a random modifier (Gaussian distribution) which can rarely produce huge positive/negative multipliers to the invasion force's strength. I'll cap it at max +/- 40% in next version.
Launching big invasion fleets in the first place will delay the next invasion event for that faction, but after that killing the fleets does nothing. It might well make the difference between the invasion succeeding and failing, however.
But if the fleet is always going to be scale to your defenses, what's the point in even having defenses (well, beyond that needed to fend off vanilla fleets)?The defense strength increases faster than the corresponding invasion strength. Also, if the enemy can take your planets with smaller forces, they can send them more often.
- Do you plan to add an option at the beginning of a game in order to allow to choose the rythme of the new founded colonies ? It would make a greater challenge and help the weakest to find relief far from all their ennemies.If you mean specify the colony interval in the new game options, I can do that, yeah. (And maybe other settings currently in the config files as well; although honestly, it'd work much better if I had access to a proper GUI).
- Could they become a bit smarter and focus on stabilizing their new founded colonies instead of trying to *** the player's butt for whatever puny reason twice a month ?New NPC colonies shouldn't normally have zero stability. If you ever check some of them out, do you see in the stability tooltip what's causing them to destabilize?
i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?
how much can it increase to and what are the tiers?
import exerelin.campaign.SectorManager;
v0.9.5f
* Limit invasion force size random variation to ±30%; reduce overall variation; halve effect of target station's officer
* Scy mod no longer disables Prism Freeport
* Fix faction bounties generally not paying out when they should
* Fix hidden markets being targeted for industry disruption missions, for real this time
* Hopefully fix invasion fleet AI behavior for good
* Fix reinforced defenses condition not expiring
* Fix new NPC colonies getting lobster pens
* Fix some interaction dialog stuff not updating on market transfer
i recently started a run with Nexerelin mod enabled and i've gotten the message that my admin cap increased because of my market size. i read on reddit that this is due to Nexerelin?1 admin upon reaching each of the following empire sizes:
how much can it increase to and what are the tiers?
what does it mean "halve the effect of the target station officer"? Does that mean alpha cores slotted in star fortresses will be vulnerable to invasion fleets now?It reduces the effect of the station's officer on the estimated station strength for invasion/raid scaling.
However, i guess i found a way to prevent abusive early invasions: harassing easy targets (fast pickets, convoys, planets without combat stations) while avoiding "armadas". Ennemy war weariness score goes up = they want peace = rep "almost" reset, then everybody is happy. 8)Ha, nice. Good guerrilla tactics there; fight where they're weak and evade where they're strong, till they give up and go home!
Hello. I'd like to start with well-deserved praise for this mod making Starsector a lot more replayable and entertaining. The different factions waging war against each other, conquering each others planets as well as making new colonies are all very welcome additions.
There is, however, one issue that I keep having. Whenever I get notifications about attempted invasions or raids, even after I prevent those by defeating the fleets, the notifications remain in my "Important" tab in the Intel screen, forever. This has been less annoying during a playthrough where I was having my own faction, however, during another one, where I had a commission, when I'd open my intel screen, and the "important" tab in particular, the entire map would be riddled with notifications about stuff that has been long, long dealt with and should not be cluttering my map. This is bothersome due to obstructing the view of actually currently relevant information or any contracts that I've accepted. Any idea how to deal with this?
Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.
4646281 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.computeEta(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.return(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
4646397 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
4646397 [Thread-10] INFO sound.null - Playing music with id [faction_hegemony_encounter_02_hostile.ogg]
Well, that removes the notifications from the "Important" tab, but they do remain in the "Colony threats" screen, so my issue is half-solved. Shouldn't these things time out?If an intel item is expired and not marked as important, it'll go away once you close the intel screen.
Also, a question. I haven't messed with the randomly generated sectors yet, since I'm trying to prune out my current modded factions to keep just a few that seem worthwhile. Can anyone tell me if the randomly generated sector also includes free storage spaces? Like the abandoned terraforming platform in Corvus, right next to the independent base.There'll be one (or two, if the number of inhabited planets + stations is 75 or more) abandoned station in each random sector, yeah.
I have no idea how alliances work... is the help guide up to date?I looked at the alliance page and it was out of date in some places, so I've rectified the most obvious issues. Other than that, it should still be generally correct.
Hey I was wondering if there is an "observe" mode in nexerelin like in many paradox games where I just leave the game up and let time pass and see the results.You could probably enter in the console (http://fractalsoftworks.com/forum/index.php?topic=4106.0):
Got a c2d, not sure if it's related to Nex but it happened during a defense of one of my planets from a Hegemony invasion fleet so I figured I'd post it here.Hmm, haven't seen that crash before (anywhere in Starsector). I've made a thread in the bug reports forum (http://fractalsoftworks.com/forum/index.php?topic=17302), thanks for the report!Code4646281 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.CombatFleetManager$O0.getLocation(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.computeEta(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.fillTasks(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.return(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.reassignPlayerShipsOnly(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.tasks.CombatTaskManager.addTask(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.OoOO.?00000(Unknown Source)
at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
4646397 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
4646397 [Thread-10] INFO sound.null - Playing music with id [faction_hegemony_encounter_02_hostile.ogg]
This happened when I aided my star fortress against an invasion fleet, there were about 6 of them. When I won, I immediately engaged the remainders of the fleet, and the c2d happened.
Is there a way to buy or sell stuff in player-controlled colonies? I need some supplies but can't get any since I can't buy them from my own colony.you need to build a commerce first (takes 1 industry slot), then you'll be able to trade in your colonies.
Is there a way to buy or sell stuff in player-controlled colonies? I need some supplies but can't get any since I can't buy them from my own colony.you need to build a commerce first (takes 1 industry slot), then you'll be able to trade in your colonies.
you need to build a commerce first (takes 1 industry slot), then you'll be able to trade in your colonies.
Or if you just need supplies and fuel, you can build a Waystation. Doesn't let you sell stuff, and only allows you to buy supplies/fuel and whatever the colony produces, but doesn't cost an industry slot and improves accessibility, as well as being cheaper. Also the supplies will be cheaper, as it always sells at base price, eg. 100 per supply, 30 per fuel.
Is the mod highly demanding? My laptop is very crappy. 1.4gb 128mb video memory integrated graphics. and an AMD E2 7th gen (good at least).
v0.9.5g
* Factions can colonize planets in their core systems
* Invasion fleets will defend target for 90 days once successful
* Vengeance fleets go home when non-hostile again (instead of requiring neutral or better relations)
* Vanilla market enhancer: Culann and Eochu Bres stations get alpha cores
* Tiandong: Can't buy Fort Macau governorship if it's under THI control
* Vanilla planet/station descriptions are modified when market is captured by another faction
* Currently applied to Corvus system
* Agent local report shows potential income of non-player-owned planets
* Support for Adjusted Sector mod
* Bugfixes
* Fix invasion fleets idly orbiting target if they arrive in system before player
* Fix autonomous colony revenue not taking into account export income
* Fix Starfarer mode income and growth penalties not applying until game load
* Fix alliance intel falsely indicating some factions as having incompatible alignments
* Modding
* Starting fleet types: Add "explorer" category (both small and large forms available)
* rules.csv compatible with SafariJohn's Rules Tool
* Markets can be set as non-buyable
* Fix factions not obeying industry spawn mults
Is it possible for this mod to increase the limits of items per batch of player construction, for example more than 50, 20, or 10 weapons per month? Is there a way I can edit the mod files to increase this limit myself? It would save so much micromanaging in the game.This isn't moddable, as far as I know. Someone could make a suggestion forum thread to raise or remove the cap.
Are there any plans on setting it so that you can choose your faction's alignments for diplomacy?You can change it by changing the player faction's Nex config (data/config/exerelinFactionConfig/player.json). (This affects all ongoing games)
There's an oddity with NPC colonization forces.Hmm, if it takes enough losses the colony expedition is supposed to be aborted. I might have to look into this.
I attacked a TT colonization force right next to the colony, defeated it, and, since all it had left was a really miniscule transport and a couple frigates, I decided not to pursue them. Here's the thing, they still managed to colonize the planet, even though there is absolutely no possible way that the remaining ships could haul 1k crew and the other resources.
is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ? is it something wanted or i'm missunderstanding something?
is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ? is it something wanted or i'm missunderstanding something?
Yeah I think that's how it works right now. Personally I think all the autonomous colonies should be like their own faction almost, with 20% of their income going to the player of course. So like you make a new colony autonomous when you have several more, and the other autonomous colonies will support it and automatically build industries and buildings and crap. So that you can don't have to make a maxed out colony every time you want to make one autonomous.
Autonomous colonies (and ordinary NPC colonies) will build stuff (usually, they have a chance to roll not to build anything) when they grow in size, or if their controlling faction changes. Although if their growth rate is negative, this is not going to work; paying for growth incentives first can help.is it normal that once you make a colony indipendent they will do absolutly nothing? since i can't build for them , i can't give them money , and they don't seems to build or try to do nothing , it mean i should make them indipendend after building them up ? is it something wanted or i'm missunderstanding something?
Yeah I think that's how it works right now. Personally I think all the autonomous colonies should be like their own faction almost, with 20% of their income going to the player of course. So like you make a new colony autonomous when you have several more, and the other autonomous colonies will support it and automatically build industries and buildings and crap. So that you can don't have to make a maxed out colony every time you want to make one autonomous.
well, i just spamed 8 colony , and just made them autonomus , hoping that in 1 year they would have the money to build 1 mine \ farm and forget about them .... it didn't happen .... whats more annoying its that i can't build on them, so i've to remove the indipendency , and build :\
Is there any way to become an Governor of another factions colony that is larger then size 4 ?- No
And is it possible to found colonies for a faction that is not your own?
Autonomous colonies (and ordinary NPC colonies) will build stuff (usually, they have a chance to roll not to build anything) when they grow in size, or if their controlling faction changes. Although if their growth rate is negative, this is not going to work; paying for growth incentives first can help.
Anyway, it's intended that the player spends money to build their initial farm/mine for them (rather than dumping 1,000 people on some random planet with no economic activity).
You also already get a 20% share of autonomous colony income.
I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?
Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.
The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.
I probably am not the first one asking, but could the Stormhawk republic be a bit more constrained by the limits of sanity?
Their bases seem to just appear randomly in the system they are raiding making their actual discovery a diceroll, their fleet composition is really, really limited and it can lead to absolutely disgusting results. 12 Astral, 7 Condor 5 Drover kind of disgusting.
The fact I apparently can not even wipe their faction out makes it even worse. I do not have issues dealing with them when it comes to actually winning but the battles are just an absolute chore. I've litterally had to re-engage one of their fleets three times after they retreated due to losses to finally win and have them run.Soren, pls fix Stormhawks
They're from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058) mod, so you should post there. (And/or disable them in VAYRA_SETTINGS.ini)
1) How come other factions can commit saturation bombardments without getting Hegemony, Luddic Church, Persean League and Independents all the way up their ***, but if I do saturation bombardments, then it means war with all of them?The Sector is unfair that way <shrugging emoji>
This is a tad annoying since, in some of my games, some factions (I'm looking your way, Imperium, put down that Titan!) liked to bomb some other colonies to the point of decivilization
2) Do the [REDACTED] show up in randomly generated sector with the event - Derelict Empire?They won't appear in the "core" systems, but should spawn as normal in the areas beyond those.
3) The Derelicts seem to be giving missions, such as survey and exploration - is this intentional? What is the benefit to getting rep with them?Not intentional, but preventing this involved more messing with the guts of the base game's code than I wanted to do.
By the way, in my current playthrough, Luddic Church invaded a colony previously owned by Diable Avionics. This colony had AI cores set up in the industries and buildings, and now the Ludds Knights are merrily using AI cores, whilst basically hating AI and having a disposition penalty towards other factions utilising AI cores. Any way to make it so that they don't use the AI cores upon invading colonies that use them? This would make sense when applied to most factions that are wary of AI.I might do something about that issue that sometime, yeah.
Also, in conjunction with a faction mod called Legacy of Arkgneisis, which brings Anarakis Reparation Society, there is a bit of an oddity if you have Prism Freeport enabled. Basically, if you have good rep with ARS, you can buy some blueprints on their military markets. One blueprint is literally for just one weapon, but when you exchange it at the PF, it was worth like 1,5k or 2,5k points, an absolutely obscene amount for its actual value. If the ARS has several colonies with military markets, you can basically keep going around buying their blueprints, trading them in at the freeport for other blueprints. I think I mentioned it in that mods thread, as well.Yea it's a known issue. I told Gwyvern how to lower the Prism trading value of the blueprints, so this may be fixed when LoA updates.
EDIT: Found what seems to be a bug. So, a colony that had an orbital station got decivilized. Upon arriving in the system, it shows the orbital station as "Under Construction". Upon interacting with the station, it let me explore the ruins, and, after that, form a colony. Now, the issue is, after I set up a colony, I can still interact with said orbital station, and it gives me an option to start a colony on the same planet that already has a colony. Upon selecting the option, it withdraws resources.Hmm, couldn't reproduce using the minimal way (console DestroyColony), the defense station just disappears and for custom station entities (like Jangala) the planet can't be re-colonized through interacting with the station, it just acts like the abandoned station. Nexerelin doesn't modify the player colonization process, anyway.
Edit 2: It's queued up a second spaceport building.Spoiler(https://i.ibb.co/Mpty1KQ/spaceport-x-2.png)[close]
Honestly? The church using cores they stole makes perfect sense because religious zealots DON'T MAKE SENSE. They make CONVERTS who DON'T QUESTION THEIR FAITH.
Now GET BACK TO CRUSADING. >:(
Edit: Is there any way to tweak blueprint drops from raids? It's gotten a tad ridiculous, fighting a star fortress and then wasting tons of fuel on bordbardment, only to get a blueprint for a weapon, and a lot of the time these are already known. So far, exploration has been way more valuable in obtaining blueprints. I've literally not once seen a capital bp drop from raids, cruisers, tops.The number of blueprints dropping in a raid is hardcoded (same as vanilla).
By the way, had a thing happen to me where I was nonhostile to Hegemony and they were gonna do an AI inspection. Bribed them. Then later on they declare war on me. Next thing I know is they confiscated 13 Alpha cores. Declaring the war happened shortly before the inspection arrived, didn't seem to refund the 1 mil of bribes, yet it doesn't seem like my colony was resisting the inspection (generally, it's impenetrable to almost anything, since I have alpha cores plugged into heavy batteries and planetary shield, as well as max admin skills). Upon reloading the save prior to inspection arrival and them declaring war on me, it shows that the inspection forces are outmatched. Basically, if hegemony declares war on you just the moment before an inspection that you've bribed off, it seems like, instead of resisting, your colony complies with the inspection. Every other time they visited that colony, they weren't able to take anything.Yeah, the inspection event doesn't handle faction hostile/not hostile state changes properly right now. I expect I'll fix it in the next major release.
Nex doesn't change ship salvaging.
After a battle, you only get as many ships available to choose for salvage as you have free slots in your fleet (default maximum number of ships is 30), so that may be what you're seeing. I recommend going into [starsector-core]/data/config/settings.json and changing maxShipsInFleet to a larger value; I set mine to 999.
I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.
Something I noticed. Some NPC colonies seem to not max out their industries. They will have 3/4 or even 2/4 industries at times and not seem too keen on building any more. Is this intentional?It's working as intended, yeah. NPC colonies in vanilla sector often have unused industry slots (Nex only changes this slightly), and in random sector (or when a colony upsizes) Nex can make the colony decide not to build any industry when it could do so. This is intended as a small thing to increase variety a bit, pretty much.
....
Does Nex prevent pirate or luddic path bases from spawning once all their colonies are destroyed? I was quite certain Nex didn't do this, but in another thread over at General Discussions, someone mentioned that it does, so I'd like to clear that up.
v0.9.5h
* Brawl mode fixes/tweaks
* Default size mult range 1.5-3 (was 2-4)
* 25% size increase applied to fleets in brawl mode doesn't stack with random chance for 50% larger fleets
* Fix brawl mode causing too-long delays between invasions/raids
* NPC colonies should start building new structures immediately after upsizing (previously they had to wait up to 3 days for the next periodic check)
* Fix invasion wait stage (defending market after successful capture) lasting forever
* Fix outposts generating income
* Failsafe for crash due to null thirdFaction in raise/lower relations
* Attempt to fix incorrect fleet counts given in invasion/raid intel
a question about getting blueprints from the prism port: since i need to get points by trading in other blueprints what is the restrictions on trade?- No (although in the future I may reduce the price paid for repeat blueprints)
can i only trade in blue prints the outpost doe NOT already have?
and if i do a "request" fleet towards a juicy target (aka military 7 hegemony) do i have any chance at getting blueprints from that kind of raid
basically i want to get as many good blueprints as possible so i can make the best fleets
The mod gives me an error that doesnt allow my game to start. How do i fix it?You might need to update Console Commands. Get the dev version at the top here (https://bitbucket.org/LazyWizard/console-commands/downloads/)
https://imgur.com/a/ROgUW4y
is there a mechanic like "request fleet" that instead of invasion, you select a fully surveyed world and colonize it?Not yet. It's planned eventually, but I'm hoping I get a way to make the involved GUI not awful first.
Ceasefire offers should have the same pop up window as the alliance votes (where it pauses the game and forces you to make a decision. It's very easy to miss the notifications for a very important and time sensitive piece of intel.I guess I'll add a notification popup, yeah.
is there a mechanic like "request fleet" that instead of invasion, you select a fully surveyed world and colonize it?Not yet. It's planned eventually, but I'm hoping I get a way to make the involved GUI not awful first.
I'm not sure that this has had the desired effect. I'm in cycle 207 and have seen a 3 fleet (cycle 206) and a 2 fleet (cycle 207) invasion targeting Eochu Bres and Culann respectively, each with many capital ships per fleet. I've had to get them back for TT by waiting for the invaders to do the little mad dash for pickets, sneaking in dark, and doing a land invasion. I've not been using Nex long but in my attempts I've seen TT lose these ports both times.I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.
I have a question,Nex doesn't touch portraits.
I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.
What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.
It's not really immersive when three people look the same in the same station haha
They can send fairly big fleets early on if they're at war with people, yeah. (Invasion fleets don't scale with time)I'm not sure that this has had the desired effect. I'm in cycle 207 and have seen a 3 fleet (cycle 206) and a 2 fleet (cycle 207) invasion targeting Eochu Bres and Culann respectively, each with many capital ships per fleet. I've had to get them back for TT by waiting for the invaders to do the little mad dash for pickets, sneaking in dark, and doing a land invasion. I've not been using Nex long but in my attempts I've seen TT lose these ports both times.I'm not sure if Nex does anything to balance vanilla factions, but I really think tritach could use a buff. In particular, culan is too small to defend itself properly and always seems to get captured. Once tt loses their only heavy industry, they are gimped for the rest of the game. TT really need either culan buffed so it can defend itself, or another large heavy industry world.In the latest version (with the "useEnhancedCoreWorlds" setting) Culann and Eochu Bres's stations both have alpha cores. If people find that's not enough, I may need to think of something else.
Are fleets of this size targeting these ports this early expected? Is the calculation for defending fleet strength including the station AI core, resulting in an even larger fleet being sent?
Not sure what else I'd do to buff TT further, feels like the fundamental problem is they're too small and start with too large enemies (Hegemony with added Luddic Church on top). I could slap an alpha core on the local military base, but I suspect that won't be enough either...I'm thinking the game was not actually designed with the factions balanced against each other as a war game, and having the factions wage wars of annihilation against each other is the problem, as this means the larger factions will inevitably grind down the weaker ones. Perhaps some factions should be more or less conquistadorial than others.
This reminds me - is it possible in the mod currently to find out where a pirate base that is pestering one of your systems is without visiting a bar in the system? I ask because I know the player can request a fleet to take the pirate base out so the player doesn't have to personally go swat it away but if the player still has to visit the system that's being targeted - it doesn't seem much more to just go swat the pirate base themself.I could add a function for an agent to reveal the base... although that'll still require sending an agent to the affected location.
If not, it would be nice to have some kind of way to find out where the base is remotely. Perhaps like in the special actions submenu - paying an employee to get info on the base's location.
Little quick question. If i have the faction respawn enabled, are newly added factions able to spawn in the world or can only factions respawn that already were installed as the map got created?That's controlled by the "respawning of factions not present at start" setting.
Little quick question. If i have the faction respawn enabled, are newly added factions able to spawn in the world or can only factions respawn that already were installed as the map got created?That's controlled by the "respawning of factions not present at start" setting.
I have a question,Nex doesn't touch portraits.
I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.
What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.
It's not really immersive when three people look the same in the same station haha
Another Portrait Pack and the ReWork edition both only modify vanilla factions, so make sure you're checking those. Also, if you're running Archean Order, I'd expect that to overwrite the faction files and thus the portrait definitions. Other than that, I can't say what might be going on.
Currently though, I've got a standard playthrough going, tri-tach cooperative and expansion playstyle. I'm running into an annoying bug, a bug as I see it. Hegemony pickets are attacking Skathi. It has a low tech orbital station. When the pickets are engaged in battle, I click on them to join battle, but I keep getting the message that the orbital station is letting them go and I can only leave the dialogue. The pickets then fly around a bit but keep coming back to the station and the station is apparently letting them go each time I try to engage the pickets while they are engaged with the station.I thought that issue was fixed in Starsector 0.9.1 release, but I checked the changelog and they only "may now pursue". I'll make some suggestions to Alex for properly fixing this later.
Look in the data/world/factions subfolders of the portrait pack mods for examples of how portraits are specified in .faction files.I have a question,Nex doesn't touch portraits.
I have two mod about portrait: Another Portrait Pack and Another Portrait Pack -ReWork-. They were both installed before Nexerlin. But the thing is, I can choose any portrait I want when I start a new game, but every faction I encountered have only the default portrait.
What can I do to randomize the portrait in other faction IN nexerelin? Because It worked fine before I install Nexerelin.
It's not really immersive when three people look the same in the same station haha
Another Portrait Pack and the ReWork edition both only modify vanilla factions, so make sure you're checking those. Also, if you're running Archean Order, I'd expect that to overwrite the faction files and thus the portrait definitions. Other than that, I can't say what might be going on.
Okay I understand thank you.
I dont have Archean Order, but I've try to check where I can modify in the script and the game crash because I dont know how to write those commands. Do I have to add new data for the mod the faction that I added?
Because in the data it have all the vanilla faction only
But the point I was saying it before I install Nexerelin, all faction have moded portrait and vanilla portrait. Now only vanilla faction have the portrait mod, so do I have to create new data for the new faction? if so, how?
So, what do I use agents for, and how?
I recently ran into a null error when starting a new campaign...Are you running Galaxy Tigers? Someone else had this issue and that's the mod I identified (there may be others though).Spoiler196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
Forgive me if this has already been mentioned somewhere in the depths of this mod thread, but does Nexerelin add any diplomatic means to get blueprints from friendly factions? Is there an agent action to steal blueprints from a faction, or a way to bribe faction officials for blueprints when you're at high rep with them? Most faction's don't actually sell any of their blueprints, even at their military markets.There isn't such a method at present, sorry!
I'm currently allied with a faction and I want to be able to produce their ships/weapons for myself, without having to try to sneakily raid their border colonies or outright go to war with them. Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
I recently ran into a null error when starting a new campaign...Are you running Galaxy Tigers? Someone else had this issue and that's the mod I identified (there may be others though).Spoiler196399 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.world.NexMarketBuilder.addKeyIndustriesForFaction(NexMarketBuilder.java:728)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1697)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1063)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:353)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
It only happens when using the random sector mode - the game starts just fine when using the standardized core worlds. For what it's worth, I'm fairly certain the crash is related to one of the other mods I updated or added for this latest play-through (since everything was working fine beforehand). Unfortunately, I just updated about a dozen mods and added almost a dozen other mods that I've never used before (either because they're pretty new or because they were only recently updated to support the latest version of the game). It's going to take me a bit of time to narrow down which other mod(s) are involved, but I wanted to give you a quick heads-up in the meantime...
Quick local fix, I'll contact KnightOfTigers with the details later (and do some stuff on Nex's end, but that's not coming out for some time yet):SpoilerRemove line 133 of Galaxy Tigers Faction/data/config/exerelinFactionConfig/galaxytigers.json
specifically, the {"id":"highcommand", "mult":2},
Optional but recommended: Comment out the {"id":"heavyindustry", "mult":2}, above it and reduce the mult in {"id":"orbitalworks", "mult":1.5}, to something sensible like 0.15
Otherwise almost every market the Tigers start with will have orbital works, instead of just one or two.[close]
Forgive me if this has already been mentioned somewhere in the depths of this mod thread, but does Nexerelin add any diplomatic means to get blueprints from friendly factions? Is there an agent action to steal blueprints from a faction, or a way to bribe faction officials for blueprints when you're at high rep with them? Most faction's don't actually sell any of their blueprints, even at their military markets.There isn't such a method at present, sorry!
I'm currently allied with a faction and I want to be able to produce their ships/weapons for myself, without having to try to sneakily raid their border colonies or outright go to war with them. Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
I've considered allowing agents to steal blueprints, but haven't wanted to implement such a thing because I'm against having a method of directly converting Infinite Colony Income to blueprints (at least with raiding you have to work for it).
A way to exchange reputation for blueprints (or a more complex rewards system of some kind) sounds nice, I'll look at it sometime down the road.
Just a note that if you enable Prism Freeport (or use Console Commands to run the code to spawn it; don't have it on hand, had to Google it last time), the head bureaucrat of the station in the comms menu will trade blueprints with you. You can turn in blueprints and blueprint packages for points and it has a rolling selection of blueprints to buy with points.
Prism Freeport's blueprint exchange program is useful, but has yet to offer any of the blueprints I'm looking for from this specific faction.
Is it possible to have the indies make colonies and launch invasion fleets?In Nexerelin/data/config/exerelinFactionConfig/independent.json:
Is it possible to change the legality of things in invaded markets?If the market is yours, you have the free port setting. Other than that, there's no way to determine which goods are legal.
For example, change Recreational Drugs to legal/illegal?
Also wondering about changing player faction alignment.
Congrats on being the first Starsector mod to get over 1Million views!Actually four other mods have already exceeded that:
can i have a small question or more like a suggestion about the respawning factions ? From what i noticed its all nice and dandy but i never actualy saw them take the base back..... would it be posible to make it so they dont actualy suicide into heavily protected star system, and instead go for some empty planet ? and start a new ? also when they fail and trust me they do a lot do they ever try it again or thats it for the whole faction ? the only way for me to actually bring somebody back is to go find decent planet build it up and then give it to the dead faction, at least that's what i saw in my playthrough. If im wrong and simply had back luck with the system in place tell me.Yeah, faction respawn may not work very reliably at present. Although founding a new colony may not work any better, with such a weak planet they'd probably just get re-stomped.
next are the aliances i have curently a decent empire with 7 members but some random events keep damaging the reputation between them is there anything i can do to prevent that ? or is it just random ? Thank youIt's largely random, but you can make positive events more likely by doing some things to improve relations between the factions involved.
can i have a small question or more like a suggestion about the respawning factions ? From what i noticed its all nice and dandy but i never actualy saw them take the base back..... would it be posible to make it so they dont actualy suicide into heavily protected star system, and instead go for some empty planet ? and start a new ? also when they fail and trust me they do a lot do they ever try it again or thats it for the whole faction ? the only way for me to actually bring somebody back is to go find decent planet build it up and then give it to the dead faction, at least that's what i saw in my playthrough. If im wrong and simply had back luck with the system in place tell me.Yeah, faction respawn may not work very reliably at present. Although founding a new colony may not work any better, with such a weak planet they'd probably just get re-stomped.
next are the aliances i have curently a decent empire with 7 members but some random events keep damaging the reputation between them is there anything i can do to prevent that ? or is it just random ? Thank youIt's largely random, but you can make positive events more likely by doing some things to improve relations between the factions involved.
Hello, hope this post finds you well, I recently bought Starsector and have been enjoying it quite a bit, I already have well over 100 hours into the base game and about 60 into modded.Hi if you talking about new game i would probalby get the console comands mod and just dock at any port add the ships you want via the console and sell or scuttle the ones you dont want, i dont think there is a way to pick the ships you want there are few chooises and thats it from what i saw
I have done a search for what I am about to ask but for the life of me I can not figure it, my big brain hurts and no matter what I can doesn't yield the result I want and more then often just makes the game crash or unplayable.
So I am resorting to asking it here because I tier of hitting the cycle random ships button for what feels like hours on end to get the ships I want with this mod, basically what I want to be able to pick the ships I want or have a start with them, all I want is a Colossus and 2 shepherds.
if anyone could direct me on how to do this I'd be most grateful.
Hi if you talking about new game i would probalby get the console comands mod and just dock at any port add the ships you want via the console and sell or scuttle the ones you dont want, i dont think there is a way to pick the ships you want there are few chooises and thats it from what i saw
Hello, hope this post finds you well, I recently bought Starsector and have been enjoying it quite a bit, I already have well over 100 hours into the base game and about 60 into modded.It's probably easiest to edit Nexerelin/data/config/exerelinFactionConfig/player.json with the starting ship set you want.
I have done a search for what I am about to ask but for the life of me I can not figure it, my big brain hurts and no matter what I can doesn't yield the result I want and more then often just makes the game crash or unplayable.
So I am resorting to asking it here because I tier of hitting the cycle random ships button for what feels like hours on end to get the ships I want with this mod, basically what I want to be able to pick the ships I want or have a start with them, all I want is a Colossus and 2 shepherds.
if anyone could direct me on how to do this I'd be most grateful.
Not sure if it has been covered in the 187 pages of this thread, but is there a way to tweak the starting settings for the random sector start?Hmm, it already tries to spread out the starting homeworlds, then put markets for each faction close to its homeworld where possible. But there are ways it can break.
I've spawned a dozen sectors and every time my starting system has 3-4 other factions (always including pirates and often including path). I've tried setting the inhabited worlds to 20, stations to 6, and inhabited systems to 26. 4 other factions spawned with me. And nearly every system around me has at least 3 factions 2 of which are hostile to each other. Buying/selling/doing a mission for anyone makes me KoS for the next planet over...
Is there a setting i missed to make each system be mostly the same faction or to make only 1-2 inhabited planets/stations per system at the start?
I'm sure this has already been asked; sorry for the frustration, BUT:it should pirates should learn those blueprints don't know if that includes modded stuff tho, it could only be for vanilla blueprints not sure about that. keep in mind that they also probably need heavy industry or orbital works in order to use those blueprints i think, If you going for pirate playtrought i would suggest checking out this https://fractalsoftworks.com/forum/index.php?topic=11002.0
Do the blueprints you sell to pirates using the mod get used? I sold a ton to them and nothing has happened for like a good year and a half. I was hoping to do a playthrough in which I befriend the pirates and upgrade them continuously, but it seems that isn't working.
I did it using Console Commands while experimenting to see if it would work, and I had a few utility mods like space station construction, Starship Legends, and Gates Awakened active. Anyone know what the deal is?
I tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"i think console comands mod has set comision comand hope that helps
I tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"i think console comands mod has set comision comand hope that helps
small question here is there any way to tweak the change of colonization event for factions ? or force it maybe ? or what things can affect it ? thank youThere's a setting to change its frequency, namely colonyExpeditionInterval in Nexerelin/exerelin_config.json
I tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"It should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?
small question here is there any way to tweak the change of colonization event for factions ? or force it maybe ? or what things can affect it ? thank youThere's a setting to change its frequency, namely colonyExpeditionInterval in Nexerelin/exerelin_config.jsonI tried looking around but is it possible to join the pirate faction AFTER starting the game as a non-pirate? I got my rep with them to 100 but they won't let me be "commissioned"It should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?
thank you, its curently at 270 so if i want them to go out and colonize stuff more often should i set it lower or higher ?Lower number = more frequent colony events
I haven't quite figured out why this is happening but sometimes the tarrif is only 9% instead of 18%, but I don't know why, anyone know?Free ports (and player-owned markets) have halved tariffs in Nexerelin.
It should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?
I'm a bit of a newbie to the game, thinking of doing a restart. I have a question about this mod.Hi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps
I very much enjoy 4X games, but the standard tactic in such is to start with grabbing as much 'territory' as possible, as fast as possible, before any of the opponents grab it. If this mod is adding a 4x element to it, does that mean that I must myself immediately start colonizing, desperately trying to keep up with the expansion of much more established competing empires? Or do the established empires jut war among themselves for territory they already own? Can I spend leisurely time exploring space, building up skills, resources, building a bigger and better fleet, etc., and then at some later date create a few colonies that stand any chance whatsoever?
Hi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps
no problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the timeHi i got about 100+ hours with this mod and from what i can tell so far they usualy figh among self, but they do somethimes decide to go out and colonize stuff, but you definetly dont need to rush your own colonies, i have lots of faction mods instaled and i did colonies very late in game and i was able to do just fine, and if they do get something you want you can always invade and take over, which this mod allowes, without the need to bomb them and create polution, hope that helps
That helps very much, thank you. This is what I was hoping to hear.
no problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the time
that could work but keep in mind if you take a commision you basicaly join that factiom meanin if they are at war with somebody it also mean you are now at war as well, i did this as well but i dit not actualy test if the faction that is in control of the system actualy go and protects you because at that point my fleet were able to deal with basicaly anything, so you will have to wait and see :D but for things like pirates which are hostile to basicaly everybody it should make it harder for them to actualy reach your colony since any patrol or military fleet will hunt themno problem i just want to add that they can also form aliances, and if you are hostile to any faction they can and will send invasion fleets to your colonies, so might be actualy good idea to wait with your own colonies until you have acces to some capital ships fir your fleets , otherwise you gonna have to babysit all the time
I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.
I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.
o_o Commission should only require +10 relations for a normal faction, and -10 for pirate-type factions (including Luddic Path).QuoteIt should just work when you go to a pirate market and talk to the local boss. What's the message when it blocks your attempt to take a commission?
It works, you just have to have your reputation with the pirates very high (worked for me at 100). I think for the other factions the rep requirement is 70, so I mistakenly assumed that it would be the same for the pirates.
Thanks for the reply and I guess one more question..? I seem to be having zero luck getting blueprints from exploring outposts/[redacted]/mining stations, is that just my seed/luck or is that a thing in Nexerlin? I just finally got a pristine nanoforge in 216 and still can't make any real end-ish game vanilla ships due to not having any blueprints for them. I know "Prism Freeport" is a thing, but I haven't found it, and after a long google search, leading to nexus, reddit, and bitbucket, I still can't figure out where it's supposed to be or if it's random. I sure hope I have it enabled, is there a way to verify it? Or patch it in-game?Nex doesn't change salvaging output, so it may be just your bad luck. Salvaging skill helps etc.
Something has gone seriously wrong, because even in vanilla your commissioning faction won't territorial sat bomb you, and in Nex they'll demand tribute first on top of that. You are running the newest version of both Starsector (0.9.1a-RC8) and Nexerelin (0.9.5h), correct?I was planning to take a commission with an established empire at the start of the game, so as to get their monthly 'salary' and access to their military market. Is there harm in starting a single colony inside their own space, maybe even in one of their own heavily defended systems, so they can guard the colony while I go off doing who knows what? The intention would be that I would actually lose that colony later when I was ready to really put down roots elsewhere.
Well... That didn't work. The empire I was commissioned with did not treat my colony like one of theirs, so much for feudalism. In fact they were so incensed by the presence of a 'foreign' colony in their own space that they saturation bombed it to oblivion. I'm restarting.
Something has gone seriously wrong, because even in vanilla your commissioning faction won't territorial sat bomb you, and in Nex they'll demand tribute first on top of that. You are running the newest version of both Starsector (0.9.1a-RC8) and Nexerelin (0.9.5h), correct?
Histidine,they dont sell blueprints on the markets if you want them you need to talk with the npc in the comm menu, keep in mind it does not cost credits but you basicaly trade the blueprints, meaning if you have lets say pirate package that you dont want you can exange it for points and for those points you can buy blueprints from one of the npcs, hope you get it, its hard to explain with my english skill sometime :D its not my native language
Thanks, I was able to (re)install console commands mod and spawn in Freeport using the code:
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
Appreciate the help. It's just a pity that the place is such a let down, it only spawned in with LPCs after reloading and spawning in the station several times and later after coming back to visit, I thought this was place was supposed to sell blueprints and so far I've seen zero? Would it have anything to do with it being spawned in late or am I just wrong about the blueprints or doing something else wrong?
they dont sell blueprints on the markets if you want them you need to talk with the npc in the comm menu, keep in mind it does not cost credits but you basicaly trade the blueprints, meaning if you have lets say pirate package that you dont want you can exange it for points and for those points you can buy blueprints from one of the npcs, hope you get it, its hard to explain with my english skill sometime :D its not my native language
neni zac :Dthey dont sell blueprints on the markets if you want them you need to talk with the npc in the comm menu, keep in mind it does not cost credits but you basicaly trade the blueprints, meaning if you have lets say pirate package that you dont want you can exange it for points and for those points you can buy blueprints from one of the npcs, hope you get it, its hard to explain with my english skill sometime :D its not my native language
I will check it out. Your English is fine and I've have proficiency in non-native English users due to my profession.
Dekuju
So I took out Sindrian Diktat and their worlds, because no one liked them and the have some nice planets. And two years later they resurge with seven fleets with 7-12 Conquests in each. And they do it two times more with 40-60 days gap after I defeat the first and second wave. Where' the hell did they get these apocalyptic fleets?i like to think that they get it from the planets you took from them, the population might still be loyal to them and it would probably not be hard to sneak out some ships out to some staging ground in some nebula :D then again you could say its the script magic in the mod code but thats just boring :D
How can I change the 30 ships limit? I need more)setting in the game files you gonna need notebook ++ or something to edit it with you can use google it takes 30 sec to google how to do it, and i thought i needed more ships and turns out i did not need more of them u just needed quality over quantity :)
And yes any chance or plans for how to make defense fleet?
Love this mod but there many to add.
I'd love the option to request patrol fleets that persist in the target system until destroyed - ie. to patrol friendly systems or raise hell in less-than-friendly systems.yes please ! love that idea maybe patrol fleet just like you said, and a raiding fleet
Does Nexelerin add AI colonizating outer worlds by itself? I'm tired of seeing the AI going for useless barren worlds any way to fix this? I just disabled the option in Vayra's sectorNex adds its own NPC colonization function, which won't do random barren worlds (although some factions seem to like volcanic worlds that happen to have really good ore/transplutonic ore deposits a little too much). It doesn't touch how the Vayra colonial factions pick colony targets.
Hi. After invading the planet and transferring it to Tachion I have Admin in Comm Directory but it don't appear in Colony Info. Is it possible to fix this?- Which planet/station was this? Some markets (e.g. Skathi) may not get an admin when under an NPC faction, due to how the admin generation + selection works. (I may change the rules so they can)
Another question - when I change some settings and load game does they apply or I need to start new game. Example - changing colonyExpeditionChance or colonyExpeditionInterval?
I guess I'll add defense fleet requests in the next version.Does Nexelerin add AI colonizating outer worlds by itself? I'm tired of seeing the AI going for useless barren worlds any way to fix this? I just disabled the option in Vayra's sectorNex adds its own NPC colonization function, which won't do random barren worlds (although some factions seem to like volcanic worlds that happen to have really good ore/transplutonic ore deposits a little too much). It doesn't touch how the Vayra colonial factions pick colony targets.
Hi. After invading the planet and transferring it to Tachion I have Admin in Comm Directory but it don't appear in Colony Info. Is it possible to fix this?- Which planet/station was this? Some markets (e.g. Skathi) may not get an admin when under an NPC faction, due to how the admin generation + selection works. (I may change the rules so they can)
Another question - when I change some settings and load game does they apply or I need to start new game. Example - changing colonyExpeditionChance or colonyExpeditionInterval?
- Changes will apply to a current save.
Is it possible to add 'everyone hates you' option in faction settings?You can try adding the tag "hostileToAll":[1, 2 or 3], in Nexerelin/data/config/exerelinFactionConfig/player.json when starting a new game. But I haven't checked if this will break (by making player faction hostile to itself).
I'd like to suggest something:Hmm that's an idea; I'll think about it.
When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
Hi, is there currently an intended way that my relationship with Tri-Tachyon and Sylphon RnD is at -55 without actually having a faction? I started as an independent, i did not take a commision. I have not attacked or angered them in any way, there is the possibility that i got cought with contraband but even that is somewhat unlikely. My current game is maybe 2 years in, i have no clue how i ended on their hatelist.If you haven't founded a faction yet and aren't commissioned (i.e. no diplomacy events are occurring) then I have no idea what might have happened, unfortunately :( I wouldn't even know what relationship-modifying event you might have missed that may have resulted in hostilities.
I'd like to suggest something:Hmm that's an idea; I'll think about it.
When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
(Things to consider: What happens if you revoke autonomy later; whether this interacts weirdly with admin cap; maybe some other stuff)
I'd like to suggest something:Hmm that's an idea; I'll think about it.
When granting autonomy to a colony, having the option to leave the admin you set in, be in charge of that colony and taken away from your admin pool and out of your direct control. I'm asking this because, more often than not, once i inevitably reach the point where i can't handle all the worlds on my own and grant autonomy to some of them, they will be left with admins with 0 skills (unless they are alphas, but in this playthrough i decided to go against that) and this hurts the colony more than it should and a lot of times i would prefer to just abandon one of my admins to have it be in charge of that autonomous colony just so it doesn't take a big hit from lack of skills.
(Things to consider: What happens if you revoke autonomy later; whether this interacts weirdly with admin cap; maybe some other stuff)
So im having an issue with governorship and free port status, i used the mod Player Station Construction to create a mining station, gave it to the league and then purchased governorship of it, every time i turn on free port it turns itself off after a few days, i tried the same on a governorship of a normal planet and it did the same thing. do you have any idea what might be causing this?Whoops, that's a bug (it tries to set the free port state to what the commissioning faction wants, even when the player is the governor). Fixed in dev, thanks!
I have a question (and am too lazy to sift through 190 pages) about agents. I noticed in the mod's files that there are two extra mission types of agents, one called "steal blueprints" and another called "incite rebellion."Non-implemented features.
Well, I have three level 5 agents and I've yet to see either of these actions show up as options anywhere for any of them. Is this a bug? An unfinished feature? Leftovers from something that was planned but then abandoned? Or am I just doing something wrong?
I found what I feel is flaw in the spawning of ambush pirates and vengeance fleets, namely that they just magically appear at a fixed distance and magically beeline for the player's fleet.
For example, if you do a scan that triggers a pirate spawn, they don't appear at a jump point and start searching for you. Instead they just show up at a random spot in the system and somehow, without any scanning or searching required, automatically know where your fleet is... even if you're running dark inside an asteroid belt with a signature of literally 50.
Now that might just be a vanilla thing (I can't even remember what vanilla is like anymore, TBH), but there is one that is definitely a Nexerelin thing and that's vengeance fleets and how they also magically appear at fixed ranges. While the game says they are launching from a specific location, I looked into the mod's code and it doesn't look like that's what actually happens. Instead when you exit into hyperspace it just teleports them to a fixed distance near you (again) and they automatically zero in you (again) regardless of sensor strength or fleet signature (again) with no searching required (again).
So my question is this: Are there any plans on making this more realistic/immersive down the line? Can it even be done, for that matter?
I understand why the changes were made to the raids and the cooldown for blueprints is not something that bothers me at all.
That being said, is there a way to make it so that blueprints dropped from raids are guaranteed to be something the player doesn't know?
Thanks!
but there is one that is definitely a Nexerelin thing and that's vengeance fleets and how they also magically appear at fixed ranges. While the game says they are launching from a specific location, I looked into the mod's code and it doesn't look like that's what actually happens. Instead when you exit into hyperspace it just teleports them to a fixed distance near you (again) and they automatically zero in you (again) regardless of sensor strength or fleet signature (again) with no searching required (again).Vengeance fleets don't insta-appear, they spawn at a planet and have to fly to where you are (and can be killed on the way without you ever encountering them). They do have the ability to always follow an out-of-sight player, although they lose it when they get close and have to complete the search manually.
Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?Hmm, would require some work to do it well, perhaps in the future.
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.
Is it possible to get Diktat, Perseus, and Tritakeon in an alliance with the player? I want to counter the Hegemony once and for all.Make them like you and each other (agents help) and you can. (Don't use TT as the founding partner, since this can cause alignment incompatibilities)
The raid blueprint drop thing is currently hardcoded, although I may add a config setting for it later. Sorry!
Also is the max Veng fleet 3? If so can you make it atleast 5?
Now for a request.. would it be possible to somehow automate "Base strike" requested fleets against targets (pirate/luddic) threatening your colonies?Hmm, would require some work to do it well, perhaps in the future.
Once the location of a hostile base is discovered it would be great to receive a message requesting funds for a strike mission. For balance reasons this could be available only once the player has a high command building.
(The idea I have is to add a button to the pirate/Pather base intel screen, bringing up the fleet request dialog with appropriate settings already set. That requires doing stuff to replace the game's pirate/Pather base code)
Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.
However it did take some fiddling with the settings before it got to the point I'm enjoying best. With the mod itself added unchanged the sector flipped from one extreme to the other; relationships between factions degraded in only a few months, massive capital fleets appear out of nowhere trampling everything in the first cycle, and by the second cycle at least one of the factions (usually Tri-Tachyon) has bit the dust after losing their core industrial worlds. While certainly dynamic, for me it was too chaotic and rapidly ending to be a fun experience; the remaining worlds and factions gradually fall apart because they really can't stand up to each other's endless supply of invasion fleets. And this was in a game with just the vanilla factions +/- one of the other modded factions.
After reading through the thread I came upon the settings recommendations which I did as follows. I avoided changing more since the other settings were less clear as to what they actually did.
In exerelin_config I changed these values:
invasionFleetSizeMult; Changed to 0.5 from 1.0
pointsRequiredForInvasionFleet; Changed from 24000 to between 50 and 75000
In diplomacyConfig I changed the following:
eventFrequency: from 15 to 45
This made it so that faction relationships changed much more gradually so at least a cycle or two would pass before a faction started getting really *** off at another. Invasions and raids happened much less frequently and when they did happen the attacking fleets were a reasonable size that in most cases were able to be repulsed by the defenders at heavy cost. This left the defending world severely weakened but not conquered, and shortly afterwards the defending faction sends it an aid fleet that can restabilize it (But not before I take advantage of the wartime shortages to sell everything under the sun at insane prices). Wars like this went on for some time before peace treaties were signed leaving both sides blooded (but still standing). Smaller scale skirmishes between faction trading fleets and pirates still happened regularly, but on the whole each faction was able to retain enough markets in order to keep their worlds civilized, with little help from my profiteering needed.
In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income. If you want to get more detailed then factor in things like the availability of ship hulls commodities.Invasion/raid fleet charging (though not vanilla stuff like patrols and expeditions, or other mods' content) already uses availability of ship parts, marines, supplies and fuel, btw. Disrupting their production will slow the frequency of invasions and raids.
HelloIt does spawn gates in the outer systems as normal, and they can also appear in core systems. But the latter is rare, because the random core systems only have the same chance to have a gate as the outer systems, unlike the handmade systems which makes seemingly one gate for every two systems.
I installed Nexerelin, Vayra's Sector and some other mods.
I enabled "Random Core Worlds" in the starting menu.
Now I miss all inactive gates. I couldn't find a single one.
But since I play with the mod "Active Gates" I really would like to get them back.
Are inactive gates not available with random core worlds?
runcode for (StarSystemAPI sys : Global.getSector().getStarSystems())
{
if (Global.getSector().getEconomy().getMarkets(sys).isEmpty()) {
continue; /* comment this line out to make it also find gates in non-inhabited systems */
}
for (SectorEntityToken ent : sys.getAllEntities()) {
if (ent.hasTag(Tags.GATE)) {
Console.showMessage("Gate " + ent.getName() + " in " + sys.getName());
}
}
}
Exactly this. Agreed with every word. I need to experiment - create invasion fleet and see what it cost to move it from system to system with occasional fights.Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.
Indeed, I did a head count on one such fleet, ran it through a calculator and my agents' intel reports and concluded that the cost of that one fleet was greater than five years GDP of that entire nation. Yet the game spawns fleets like these every two minutes.
In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income. If you want to get more detailed then factor in things like the availability of ship hulls commodities. This would make selective targeting of a nations' infrastructure (https://en.wikipedia.org/wiki/Schweinfurt%E2%80%93Regensburg_mission) a valid strategy, instead of what we have now - namely, grinding our way through infinite waves of magic fleet spawns.
@HisitdineThere's no setting to disable the supply/fuel generation or anything, although a mod can do it in code. Just don't take the stuff from the stockpile, I guess.
Is it possible to edit outpost settings? I want remove supplies and fuel generation.
Also did invasion points generation depends on ships types or it is generic? Its 24000 for Hegemony fleet with 30 battleships and 24000 for TT with 30 wolves?The invasion chargeup points are completely abstract and don't directly control the size of the resulting invasion force, although a larger force "costs more" in that it delays the next invasion longer.
-Add a setting to only raid for unlearned blueprints
Previous beta had some bugs involving special forces fleets spawned using a subfaction (e.g. Lion's Guard or DME Sixth Bureau); here's a hotfix (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6_beta2.zip) for the nine of you who downloaded the old version.
-NPC markets get half the growth rate benefit from free port (not counting the effects of increased accessibility)- why you change this? Is it suppose to be opposite?
Previous beta had some bugs involving special forces fleets spawned using a subfaction (e.g. Lion's Guard or DME Sixth Bureau); here's a hotfix (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6_beta2.zip) for the nine of you who downloaded the old version.
I haven't downloaded yet, because i wanted to ask first:
Will updating nex to the beta version break saves? Cuz judging by the list of changes i am most certain that it'll do, but wanna make sure. Thanks!
I'm also interested in knowing if updating to the beta version will break current saves or not.The beta is compatible with existing saves to my knowledge, but it won't spawn the special forces fleets.
So, what's the rules for the saturation bombings for settling in "claimed" systems when that system is contested between two factions?The vanilla rule is the NPC faction with the biggest military market controls the system, or if there isn't one, the faction with the biggest market. Only the system owner sends territorial sat bomb expeditions.
I have a commission with the League and a colony in Maryasura system but Tri Tach wants to smear my colony in spite of my affiliation with a faction they tolerate sharing a system with.
Is it possible to settle in contested systems? Or do I have to stick with the single-faction systems?
It makes Free Port condition on NPC markets have half the growth bonus as on player markets (they'll still grow faster than NPC markets without Free Port). I did this because NPC free ports (like all the random pirate planets) were growing a wee bit too fast compared to the rest of the Sector, shall we say.Quote-NPC markets get half the growth rate benefit from free port (not counting the effects of increased accessibility)- why you change this? Is it suppose to be opposite?
what do you mean op ? maybe its just my luck but i ususaly dont even get to fight them and i did have level 3 after me only to get message that they have been destroyed :D soo where are those op fleets you are talking about ? :DAlso is the max Veng fleet 3? If so can you make it atleast 5?
Hang on, let's see if I can find that dominatrix's business card...
LI've seen level 1 fleets sporting 10+ battleships and carriers. They are already stupidly OP as it is. To put it in perspective, for a player with $500,000 of industry output it would take them roughly 5+ years to build as many ships as the AI magically pull out of their arses for even one low-level vengeance fleet. We're talking about ten million bucks worth of ships per level on average, and they often have 2 or 3 running at a time.
Palpatine's mystery armada was more believable than what gets spawned in vengeance fleets. If anything, IMHO they need to be toned down, not up.
The beta is compatible with existing saves to my knowledge, but it won't spawn the special forces fleets.
(Put this .jar (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=1) in Nexerelin/jars to fix that)
I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)you can always use cores, or if you dont want to do that you can increase the admins in config file dont remember where should not be hard to find it on google tho
How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.
My current modlist, incase there was an unknown incompatibility with any of them (also for version numbers)Spoiler(https://i.imgur.com/F2uOv6b.png)[close]
And my list of current colonies. Currently suffering a meager -2 stability debuff on my colonies because of my conquer-mongering, trying desperately to get more admins.Spoiler(https://i.imgur.com/GMp4Dw0.png)[close]
So i'm getting an odd error since swapping out the core.jar, when starting a new game i CTD and see a complaint about "agent_steal_ship_config.csv not found".You need to install the beta linked here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg281918#msg281918) (and then the jar on top of it), not just the jar.
I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)Not a bug :) New admin slots come at total size: 10, 25, 50, 80, 120, 200, 300
How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.
While i'm here, i may as well throw a suggestion, this is something that i'm sure has been requested before or at least i'm sure you have considered: The ability for the player faction to throw raids, just like how the AI does.Hmm. The thing is, there isn't a clear benefit for the player to launch a raid against a system, unless I added a feature that the raiders can bring back commodities they loot (which still isn't a very exciting bonus unless you can swipe something high-value like a nanoforge).
Here's what i was considering for it in case it serves for anything:SpoilerRaiding parties would be assembled via the "request fleet" menu, instead of targeting a planet, you target a system instead so the list of targets will only reflects inhabitated system names.
There would be three sliders for raid assembling:
-Fleet Size
-Duration of Raid
-Debuff Impact
Naturally, longer raids take more cash, this is assuming the raiding forces don't get defeated during their process. Debuff Impact would have three choices:
1.- -1 stability, -10% access
2.- -2 stability, -30% access
3.- -3 stability, -50% access
And each higher tier of debuff would increase the cost very significantly.
Once the fleet arrives to the system, it'll apply it's debuff to any hostile colonies and will essentially roam around hunting and killing until it's time is up or it's completely destroyed.[close]
Been playing the beta version for a day now and this is the only thing I caught that was odd, though it's probably supposed to be there since it's a beta.Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.
Also, a second Hegemony special forces fleet spawned but this one doesn't have a unique name like the first. It's just called "Hegemony Special Task Group"
Sorry if this isnt the place for this question or if its been asked before.the win condition wont end your game its more like achievement you get a message atleast thats what i got, and if you turn on respawning factions on, if somebody gets wiped out they come back, keep in mind tho if they come back its ususaly just one colony and they might need some help from you to grow, you can also bring them back by giving them planets you own via comm menu
Looking at Nexerelin, it has a lot of really awesome features that would be a blast to add to my game. The problem is, I'm not really interested in "winning" starsector, and I definitely dont want to wipe out a whole faction as that feels like it would cut out part of the game's content. This is personal preference and I take no issue with that style of play, and the idea of factions expanding into and fighting over the outer reaches of the sector sounds awesome.
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?
the win condition wont end your game its more like achievement you get a message atleast thats what i got, and if you turn on respawning factions on, if somebody gets wiped out they come back, keep in mind tho if they come back its ususaly just one colony and they might need some help from you to grow, you can also bring them back by giving them planets you own via comm menuWell thats something, Id prefer something to keep them constantly relevant but at least they wouldnt be permanently gone. One more question, is it generally better to do random sector maps or the classic if your using a few faction mods?
I think my faction growth is bugged. I have 13 colonies with a total combined size of 66 (2x7 1x6 6x5 4x4) yet I still only have +3 administrators (for 7 total)Not a bug :) New admin slots come at total size: 10, 25, 50, 80, 120, 200, 300
How can I get more administrators? I've pumped millions into colony growth, conquer-mongered the heck out of Sindrian Diktat and pirates, yet I can NOT get more admins! This has got to be bugged, I ain't seen another admin slot in CYCLES.
While i'm here, i may as well throw a suggestion, this is something that i'm sure has been requested before or at least i'm sure you have considered: The ability for the player faction to throw raids, just like how the AI does.Hmm. The thing is, there isn't a clear benefit for the player to launch a raid against a system, unless I added a feature that the raiders can bring back commodities they loot (which still isn't a very exciting bonus unless you can swipe something high-value like a nanoforge).
Here's what i was considering for it in case it serves for anything:SpoilerRaiding parties would be assembled via the "request fleet" menu, instead of targeting a planet, you target a system instead so the list of targets will only reflects inhabitated system names.
There would be three sliders for raid assembling:
-Fleet Size
-Duration of Raid
-Debuff Impact
Naturally, longer raids take more cash, this is assuming the raiding forces don't get defeated during their process. Debuff Impact would have three choices:
1.- -1 stability, -10% access
2.- -2 stability, -30% access
3.- -3 stability, -50% access
And each higher tier of debuff would increase the cost very significantly.
Once the fleet arrives to the system, it'll apply it's debuff to any hostile colonies and will essentially roam around hunting and killing until it's time is up or it's completely destroyed.[close]
Raids cause the player trouble by cutting their colonies' accessibility and stability, thus reducing income. But NPC factions don't use credits, and the increased player income from reducing a competitor's market share is... well, I don't even have an intuitive feel for how much -30% access to a particular system would benefit the player in any particular scenario. But also I don't expect it to exceed the cost of the raid fleet itself.
So I expect the main use case would be to get a large number of friendly ships to assist player invasions, both by fighting local defenses and reducing the target's ground defense strength through lower stability.
Seems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.
(And yeah, the fleet name isn't generated till the player gets close to its current location)
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?
invasionFleetSizeMult: 1 to 0.3
pointsRequiredForInvasionFleet: 24000 to 75000
specialForcesSizeMult: 1 to 0.3
And the following in diplomacyConfig.json (A few folders in);
eventFrequency: 20 to 45.
This makes faction relationships change gradually, and invasions take longer to set up. When invasions do happen the invaders and defenders are generally evenly matched unless one side can bring its special forces to bear, so territorial changes happen much more slowly (As in more of a vanilla pace, without the boring static feel). In my current playthrough the Hegemony managed to place an ambush for the Persean League's special task force when it was invading Eventide, thus completely destroying it giving them the opening to counter-invade and take over Mairaath. Soon afterwards before the Hegemony could consolidate Mairaath started rebelling. While the Hegemony was busy sending suppression fleets I was busy selling boatloads of marines and heavy weaponry on the black market (presumably going to the rebels) so the rebels eventually won and Mairaath went right back to the Persean League. Unfortunately because of this and a few other things the Hegemony really doesn't like me right now and I'm expecting expeditions on my colony doorstep any day now.
Have you tried this config with "Derelict Empire" start?
That game mode is generally very slow to start. (but incredibly fun late game) And i feel this might just make it even slower to set up.
Have you tried this config with "Derelict Empire" start?
Have you tried this config with "Derelict Empire" start?
I have, and it is rather interesting. Every faction reduced to one or two planets at most and everyone constantly trying to invade "Remnants" - it becomes a complete roll of the dice to see who ends up in the lead by the time all those Remnant worlds finally get claimed, and I enjoy that a lot.
It certainly beats the entirely predictable path of vanilla, that's for sure (i.e. Tri-Tachyon gets ganged up by everyone and dies in the first five years, then the Hegemony slowly conquers everything and the Luddics are the only survivors because they start spamming colonies across the entire map on day one).
Have you tried this config with "Derelict Empire" start?
I have, and it is rather interesting. Every faction reduced to one or two planets at most and everyone constantly trying to invade "Remnants" - it becomes a complete roll of the dice to see who ends up in the lead by the time all those Remnant worlds finally get claimed, and I enjoy that a lot.
It certainly beats the entirely predictable path of vanilla, that's for sure (i.e. Tri-Tachyon gets ganged up by everyone and dies in the first five years, then the Hegemony slowly conquers everything and the Luddics are the only survivors because they start spamming colonies across the entire map on day one).
This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:
Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.
This is my first time seeing the rebellion mechanics despite it being advertised like several patches ago, so i'd like to ask something that i could not find an answer for:
Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.
Every time I've seen a rebellion it's right after a foreign faction invades and conquers the planet. So that probably has to happen first I think.
Is it possible to disable invasions or, even better, restrict them to planets smaller than size 5?
Basically, is there a way to set up Nexerelin that removes the win conditions and makes it so that the the core systems cant be wiped out? A "Nexerelin Lite", if you will?exerelin_config.json -> set enableInvasions to false
Is there a way to trigger a rebellion? of better yet, a is there a way to trigger a rebellion sponsored by your faction? I figured if i sold a couple of marines, supplies and armaments at the black market it would trigger off after some time, but i think i misinterpreted and those are just for when a rebellion is taking place.Yeah, there's no method for the player to deliberately incite a rebellion yet. I'll probably (re-)implement the 'incite rebellion' action for agents at some point, though not necessarily in the release version of 0.9.6.
-- Edit: I managed to find a section of code in Nexerelin\jars\src.zip\sources\ExerelinCore\exerelin\campaign\ColonyManager.java that might affect what I wish to change. Would there be any negative effects to changing line 91 in this file to have more bonus levels on a smoother curve?You can edit the file, but you'd then have to recompile the mod code, which I don't recommend because it's kind of a pain.
(https://i.imgur.com/QacLLfo.png)
"nex_bonusAdminLevels":[0, 10, 25, 50, 80, 120, 200, 300],
Yep, use the link aboveSeems there's a bug where the "is Nex dev" debug check wasn't working properly (that intel should only display for normal players in devmode). Thanks, fixed.
(And yeah, the fleet name isn't generated till the player gets close to its current location)
Awesome. ;D Is there a new link for the fixed version?
You can edit the file, but you'd then have to recompile the mod code, which I don't recommend because it's kind of a pain.
Though I can put the values in the config... there. Put this file (https://www.dropbox.com/s/86zbpln8f8radwa/ExerelinCore.jar?dl=1) in Nexerelin/jars, and add this line to Nexerelin/data/config/settings.json (will crash without it):Code: json(you can change the values or insert new ones as you please)"nex_bonusAdminLevels":[0, 10, 25, 50, 80, 120, 200, 300],
Yep, use the link above
Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.
Does the production of goods like Ship Hulls and Marines effect how often and how strong expedition fleets are? The Rimworld Corporation is sending 5 very strong fleets that threaten my main system will all fully-upgraded star forts and 2 high commands despite only having three *** worlds.There's a cap to invasion size based on the faction's ship hull/marine/supplies/fuel production, precisely to avoid this sort of issue with weak factions sending huge invasions. But the cap may be scaling too fast, and is disabled completely in brawl mode.
Hello, is there a way to increase the number of raids you can do on a planet while still getting blueprints or at least disable that limit ? I'm a bit tired of getting a only a single trash blueprint from raiding Raesvelg and having to wait to be able to raid again, especially since it seems that you can't savescum the results.You can change the cooldown in settings.json -> nex_raidBPCooldown
What file dictates starting ships? More specifically, what if I wish to change what ship I start with in place of the Pathfinder for instance in case I want something that isn't a cap that other starts do not include?\mods\Nexerelin\data\config\exerelinFactionConfig\player.json
Exactly this. Agreed with every word. I need to experiment - create invasion fleet and see what it cost to move it from system to system with occasional fights.Random invasion fleets with dozens of capitals is very annoying. It is doesn't make sense.
Indeed, I did a head count on one such fleet, ran it through a calculator and my agents' intel reports and concluded that the cost of that one fleet was greater than five years GDP of that entire nation. Yet the game spawns fleets like these every two minutes.
In a more realistic scenario the fleet sizes of nations would be limited by their number of heavy industries, nanoforges and total income. If you want to get more detailed then factor in things like the availability of ship hulls commodities. This would make selective targeting of a nations' infrastructure (https://en.wikipedia.org/wiki/Schweinfurt%E2%80%93Regensburg_mission) a valid strategy, instead of what we have now - namely, grinding our way through infinite waves of magic fleet spawns.
@Hisitdine
Is it possible to edit outpost settings? I want remove supplies and fuel generation.
Also did invasion points generation depends on ships types or it is generic? Its 24000 for Hegemony fleet with 30 battleships and 24000 for TT with 30 wolves?
Thanks.
can you help with this?
158931 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManagerV2 - Trying mining fleet for market Yeg
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Isin to spawn siege fleet
161066 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
In my game i have lots of rebellion ongoing in the Core Worlds, never had this before.Rebellions are new in 0.9.6, yeah. They always happen after a successful invasion (unless it's a faction retaking a planet that originally belonged to it), and can also happen over time when stability stays low enough for a while.
And i say it again , when Faction A announce to invade a Planet from Faction B , normally Faction B would get some sortNot sure what you mean by "special fleet".
of Special Fleet , but not now.
Also there were 2 or more special events , where colonies were completly wiped out , i don`t know why.Colonies can decivilize (vanilla feature) if they're at zero stability for long enough, that may have been what happened.
Is this being considered? If it is, can we also have an option to sell ships to an up and coming invasion fleet? You know like the trade missions where we deliver supplies and goods but this time we deliver slightly-used/pre-loved (read: structurally damaged) Onslaughts at premium prices for more war profiteering enjoyment?- Invasion spawn frequency and (to an extent) maximum fleet size already depend on the faction's industrial production, as noted in a couple of the recent previous posts.
Dunno about the zip version bug but when applying the Hotfix jar to the beta branch, the save game seems to stop loading as it says its incompatible or outdated mods, yet without it the save does work fine with the mod updatedThe .jar gets installed over the beta zip, yeah.
[...]
Is the jar file supposed to fix it or is the fix already included and up to date and Im just using an outdated one?
Dunno about the zip version bug but when applying the Hotfix jar to the beta branch, the save game seems to stop loading as it says its incompatible or outdated mods, yet without it the save does work fine with the mod updated
I'm practically using all mods and Nex mostly affects faction mods and nothing else besides Vayra yes?
Granted a new save start would be fine but I did found a good Nebula system to colonize, and got lucky for once in having several Terran worlds close to each other, excluding the one at the very fringe of the galaxy
Is the jar file supposed to fix it or is the fix already included and up to date and Im just using an outdated one?
can you help with this?
158931 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetRouteManager - Added trade fleet route from Mok Morred to Murmur Habitat
159251 [Thread-4] INFO exerelin.campaign.fleets.MiningFleetManagerV2 - Trying mining fleet for market Yeg
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - timer expired, spawning siege fleet
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - new siege timer, min: 210.0, max: 279.30002
160601 [Thread-4] INFO data.scripts.campaign.siege.LegioSiegeManager - picked Isin to spawn siege fleet
161066 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.campaign.siege.LegioSiegeManager.pickTarget(LegioSiegeManager.java:175)
at data.scripts.campaign.siege.LegioSiegeManager.spawnSiegeFleet(LegioSiegeManager.java:101)
at data.scripts.campaign.siege.LegioSiegeManager.advance(LegioSiegeManager.java:84)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Maybe ask that in Tahlans thread, not a mods that isnt mentioned anywhere in that log.
How to edit and remove ai faction colonization?
i dont want they get like 30 planets around :-\
Say, how do I disable AI colony missions without going into each faction's page and setting their multiplier to zero? That method works but it's kind of easy to mess up when updating versions or adding new modded factions./Nexerelin/exerelin_config.json -> set colonyExpeditionInterval to 999999
Hey Histidine,*thumbs up emoji*
I just wanted to say thanks for this great mod. I will never be able to play Starsector without it. :)
I was wondering if you could add some info on the factions page (or it's own report). I'd like to see some stats. Each factions number of planets. Population size. Number of ships broken out by War vs. Civilian. Maybe broken further out by hull type.
Anyways,
Great Mod!!
Thanks.
Though something seems off with that file: some of it's data is not consistent with the starting ship options in game and is even missing a few of them. Explorer (Large) is missing options 2 and 3 and has an Alastor as one of the solo frigate starts, yet in game they are the Centurion or Groundhog for instance.The new game dialog automatically filters out starts which use ships that don't currently exist in the game (this is used to create starts that use ships from other mods, which may not be running at the time). The faction files included in Nexerelin have some starts using ships from the Ship & Weapon pack (except for pirates, which use Underworld).
I got this error a moment ago, i can't really provide any feedback about it except i was traveling to survey outer worlds. i suspect it has something to do with Nex because it uses the expression "rebellion" in it, i haven't had any problems with them and quite several have passed in my playthrough by now, so i don't know what the deal is with this.Oops, looks like a bug when it tries to spawn a rebellion on a player-founded colony.Spoiler1201863 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionCreator.createRebellion(RebellionCreator.java:95)
at exerelin.campaign.intel.rebellion.RebellionCreator.incrementRebellionPoints(RebellionCreator.java:174)
at exerelin.campaign.intel.rebellion.RebellionCreator.processMarket(RebellionCreator.java:201)
at exerelin.campaign.intel.rebellion.RebellionCreator.advance(RebellionCreator.java:212)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
UPDATE: Full v0.9.6b beta here (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6b_beta.zip).
Changelog here (https://bitbucket.org/Histidine/exerelin/wiki/Changelog).
How to lvl up Admins?
Can i copy my edited settings.json ,diplomacyConfig.json and exerelin_config.json from old beta to the new one ?diplomacyConfig.json and exerelin_config.json can be copied directly; for settings.json make sure you include the nex_bonusAdminLevels tag as explained here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg282407#msg282407)
And have i to put that one file into /jars again ?
Noticed a minor issue in my last playthrough with the pirate start. After resigning the pirate commission, the "you resigned the pirate commission" message remains stuck in the mission and pirate intel boards permanently. If you rejoin and re-resign the pirate commission it produces a duplicate message that also remains stuck. Other than that no gameplay effects, and I haven't tested with other faction commissions.Are you unchecking the "important" button (the (!)) on the intel? Important intel items hang around forever in the current version of Starsector.
Are you unchecking the "important" button (the (!)) on the intel? Important intel items hang around forever in the current version of Starsector.
In fact, with enough starbases and large patrols then you won't even need ground batteries at all because no one will be able to land troops in the first place.
Make all hostile Factions your Friends via the Agent Mission "Raise Reputation" ; at least till level "Welcoming".
Don`t make Freeports , don`t use Ai Cores.
Hmm, right, I see the problem now. The issue exists in vanilla, too; reported here (http://fractalsoftworks.com/forum/index.php?topic=18102.0).Are you unchecking the "important" button (the (!)) on the intel? Important intel items hang around forever in the current version of Starsector.
Yes I've unchecked both and played on for an ingame year after that.
Got this error a moment ago:Hmm, does it happen anytime a fleet tooltip or similar thing is generated (when mousing over a fleet, or looking at the faction doctrine screen where it generates a sample heavy patrol, or named bounty intel screen, etc.)?Spoiler484597 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.graphics.A.Object.o00000(Unknown Source)
at com.fs.graphics.A.Object.o00000(Unknown Source)
at com.fs.starfarer.ui.floatsuper.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.comms.ooOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.super.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.ui.v.renderImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
At first i ignored it because i couldn't figure out where i got it, but then i started getting it frequently and roughly at a similar point. I think what is going on is that a faction is making peace with me and the alert pop up is what's causing this. I have yet to confirm if this is true thought.
After invading Donn (from the pirates) and handing it over to Tri-Tachyon, the planet remains in my colony list and produces are stored there every month.- In Nexerelin 0.9.5 you'll have to reassign your colony gathering point after giving away or losing the target colony. This has been fixed in 0.9.6.
Custom ship productions were also routed there. I do not recall having bought storage space there.
After taking all items out of the storage, Donn was removed from the colony tab.
Tri-Tachyon is cooperative, without any alliance.
Hmm, does it happen anytime a fleet tooltip or similar thing is generated (when mousing over a fleet, or looking at the faction doctrine screen where it generates a sample heavy patrol, or named bounty intel screen, etc.)?
Is it possible for blueprints from other mods to appear in the bp trade option from Prism Station, or is that only going to rotate vanilla prints in and out?
I saw somewhere and can't remember now that there is a option in files or mod that makes pirate bases and LP bases not respawn if they lost all their planets. Can someone help me?That feature is from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0)
I saw somewhere and can't remember now that there is a option in files or mod that makes pirate bases and LP bases not respawn if they lost all their planets. Can someone help me?That feature is from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0)
Man, this is a great game and mod :)Vengeance fleets can not be bribed, they'll chase you no matter what. Your best bet if you can't defeat them is either juke them with transverse jump or by entering a system and exiting from a different jump point or lead them into a system owned by a faction hostile to them (they won't try to avoid it).
I have a few questions,
How does one pay off fleets so they don’t attack you?
Can one ask for peace/ceasefire?
Can I declare war so my allies vote to start?
Thanks
My problem is what i cannot add new factions anymore because of new markets they adding, game just crush on save attempt, so i really don't like what factions in Nerexelin create new colones from time to time, i am afraid one day this can corrupt my entire playrun because i be not able to save my game at some point after another random established colony. Thats also the reason why i avoid building commerce on my own colonies. Is it possible to make expeditions toggleable?You can suppress colony expeditions by editing /mods/Nexerelin/exerelin_config.json; set colonyExpeditionInterval to 999999
A quick question - can I demand tribute from other factions for having colonies in a star system where I also have colonies? Can I somehow claim a certain system and call it mine?You can't collect tribute from others, no.
Hi, First of all, Great Mod! It's absolutely essential for me.Hi!
But I do have a few minor suggestions, if possible.
One, could we have a setting for capping invasion fleet numbers? Feels abit unfair that the NPCs can send 6 full strength fleets, at no supply, fuel or crew costs, with 0-1 D-mods.
Two, A sanity check for faction respawns if set to unlimited. An example from my current game: I wiped out Legio Infernis from Tahlan Shipworks, They they send a repawn fleet. OK.
But, since they are the only destroyed faction, when it's time to check for another respawn, it defaults to LI again. While the first one is still going? See what I'm talking about?
Three, Correct me if I'm wrong, but Autonomous worlds can't build things? Could this be changed? I'd gladly take the money hit, but I need refueling outposts, military outposts, harvesting worlds and shipyards. And again, feels unfair the NPCs don't have to deal with finding or capping out on Admins. Or that Admins can't level up.
I'm also having an issue with the Legio respawn fleets, where combat doesn't end, but that's likely another mod.
Thank you again.
3) Hmm, I can't fix that directly, but I could add a system where you can temporarily revoke autonomy (with no penalty) until exiting the dialog, so you can set up stuff then.
Hey Histidine, does Nexelerin change the post battle recovery of enemy ships at all? I feel like recovery odds are down but this could just be small sample size/confirmation bias and wanted to check.It makes no attempt to and shouldn't change recovery.
Yeah, assigning an admin to autonomous colonies will go in once I find the time to work on it.3) Hmm, I can't fix that directly, but I could add a system where you can temporarily revoke autonomy (with no penalty) until exiting the dialog, so you can set up stuff then.
I was just about to suggest a "sponsorship" mechanic for your autonomous colonies, but you said everything already.
I hope we can see sometime in the future, along with the ability to set an admin of our choosing on autonomous colonies. (as i mentioned before)
Found another bug. The officer deaths system is amazing. Playing with permadeath (including yourself) makes everything a lot more tense...and frustrating when you lose a multi-day game because of a mistake.Yeah, there's a bit of a limitation in this regard because both mods (and Ruthless Sector too) modify the fleet interaction dialog plugin for their respective purposes, so incompatibilities can occur.
However the system does not work in battles with IBB bounty fleets that are found in Ship/Weapon Pack 1.10.5 (https://fractalsoftworks.com/forum/index.php?topic=11018.0). If your officers die in those battles, the after action report makes no mention of it (essentially a vanilla report is produced) and the officers are still alive afterwards. The system works in every non-IBB battle.
Thanks for the great mod!:ok_hand:
I've tried the beta for a bit (so far the upcoming features look great), I however encontered an not closer specified error when a rebellion succeeds.
[...]
rebellions that do not succeed work fine, no crashes involved
Im sure youve had these questions a million times but(The first two are vanilla features)
is there any way i can modify the frequency of pirate base construction?
is there any way to make it so that i do not lose relations with a faction after they fail to invade me?
also what is a good rule of thumb for spawning invasion/base strike fleets? eg if the base has 600 defence do i want a 601 point fleet or a 1000 point fleet?
one last thing is there anyway to figure out what planet rare commodities like lobster start on in a totally random game start?
623711 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.agents.CovertActionIntel.addLastMessagePara(CovertActionIntel.java:667)
at exerelin.campaign.intel.agents.AgentIntel.createSmallDescription(AgentIntel.java:386)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
How come prisoners are treated as commodity items instead of people? They don't use personnel slots and you can just YEET them into space inside cargo pods instead of cryo pods.There hasn't been a good way to make them be treated like crew are. I'll be asking Alex if there's a way to do it now (or next Starsector version) though.
Hi, I'm experiencing what I believe to be a Nexerelin bug.Thanks! This came up a while ago and is fixed for next version.
I sent an agent to one of my colonies, and queued a Luddic Path infiltration mission. Once she was there, I canceled the infiltration, assigned her to find a Pirate base, then requeued the infiltration. The Pirate base finished, and the cell infiltration was underway. I don't know if the cell infiltration actually finished, I wasn't watching, but when I look in my intel screen, she appears to have no task. When I click on her portrait, I get a crash with this log message:
[...]
A quick update: After waiting for a bit, the infiltration mission finished and my agent is selectable again.
Since i try it yesterday, the event always confused me, in both my faction and others, so i just want to ask if it is possible to add words in Intel to describe the strength of rebellion, may similar to the describtion of invasion force such as "the invasion's space forces are evenly matched "? :)You can get a strength estimate by placing one or more agents on the planet involved (when the sum of agent levels is 3 or more, the colors of the "? ? ?" text will indicate if one side is stronger; at level 5 you can see the actual numbers).
You can get a strength estimate by placing one or more agents on the planet involved (when the sum of agent levels is 3 or more, the colors of the "? ? ?" text will indicate if one side is stronger; at level 5 you can see the actual numbers).
If people find this mechanic annoying I may remove it though.
* Gameplay
* Add suspend autonomy function (allows player to build things on autonomous colonies)
* Add function to donate admins to an autonomous colony
* Remove "reinforce defenses" option (can be re-enabled in rules.csv)
* Agent action's target faction should remain constant even if the planet/system changes hands in the meantime
* Insurance: Pay out 20% of base value for a new D-hull, plus payment for the number of new D-mods
* Previously it would pay a flat 100% of base value regardless of number of D-mods
* Amount can be changed in settings.json
* Colony expeditions are terminated if colony fleet's max crew drops below 1000
* Factions have 150 day cooldown between respawn attempts
* Non-territorial factions can be counted as system owner for expedition purposes
* Invasion fleets defending a captured target will go home if target is lost
* Bugfixes
* Fix a UI-related campaign crash on certain events
* Safety for an agent crash
* Fix random sector sometimes generating relays inside stars
* Fix vanilla non-payment of commission bounties
* Fix player being picked as sponsor of spontaneous rebellions
* Steal ship action: Handle cases where ship lacks variants
* Modding
* Add AllianceManager.getPlayerAlliance method
* Text
* Rebellion intel more informative on agents needed for details
* Diktat gets a special task group namer
* Fix a text error in NPC colonization-by-force
* Audio
* Nicer alarm sound by Soren
Anyway to add a summary page of how many markets each faction has. Both the total market and combined market size. I know you can view each secretly.You can view a list of each faction's markets with the faction directory (press Z on campaign map, or view the special options menu when docked).
Also, anyway to show your current alignment status with the markets in the system. Meaning, if you are in hyperspace and you click on a star, it shows the factions in the star color coded by faction. I'd like to add "friendly, neutral, suspicions, hostile. Otherwise you need to first go look at the faction screen to remember if you're hostile or not.
Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.I don't think these are readily doable/fixable by a mod, unfortunately.
I suggest an option that turns off/delays colony expeditions until the player gets a colony of its own. The "on" trigger should be the same as the player faction naming dialog that pops up when you first invade/colonize a planet. We do have the advert option but it costs quite a lot when you don't have a stable colony/commission of your own. This should make non-optimal playstyles a better experience.Hmm, I'll think about it.
Im really confused since I attacked a heavy industry belongs to derelict then got the blueprint of guardian, have to say it is really strange thing that derelict owns such an op ship between their junks, is this a bug?Guardian (https://starsector.fandom.com/wiki/Guardian) is a boss derelict ship. It normally only appears in cyrosleepers, but Derelict Empire also lets it appear in patrols sometimes.
Who are these communist guys and why can they throw 10 fleets of capitals at me?They're from Vayra's Sector (http://fractalsoftworks.com/forum/index.php?topic=16058.0), you should comment on issues with them there.
The option to enable/disable factions is grayed out. I have the Dassault mod installed and want to keep its weapons, ships and blueprints but don't want the faction to spawn. How do I enable the enable/disable function at start?i didn't know that you can disable faction spawning but keep the weapons and ships. i must be missing something? if faction is disabled where can you buy their ships and weapons beside maybe creating them from blueprints
The option to enable/disable factions is grayed out. I have the Dassault mod installed and want to keep its weapons, ships and blueprints but don't want the faction to spawn. How do I enable the enable/disable function at start?The option only works in random sector.
At 25 and 50 population I got bonus administrator slots, I thought it said I would get more at 80, but I'm at 82 and nothing.Hmm. It may take up to 3 days to refresh, but if it's staying that way then I'll have to investigate.
Hmm. It may take up to 3 days to refresh, but if it's staying that way then I'll have to investigate.Well, if there was a message I missed it, it's quite possible because there is a lot of messages being displayed. (I was begging for a log feature in the idea section a while back). Anyways, I took a break after I captured the last planet that brought me to 82, after after reloading my game I am now at 7/8 admins. Not sure how useful that is.. one extra admin. ;D Anyways thanks for the reply.
Quick check: Was the message simply missed? Check if your max admin count is what it should be (4 from pop + 2/4 base skilled/unskilled)
There are nice additions to the last content patch, great job.
However, the tribute demands ruin the game experience.
It simply makes no sense that e.g. the Hegemony would threaten me like the Mafia with "would be a shame if something happened to your colony" and call in for a saturation bombing just because I colonize a planet in a star system they are in too.
The demanded tribute is ridiculously high and simply not compatible with the canon of many factions.
I strongly suggest to only allow this to happen with aggressive factions or those the player has a bad relationship with.
Yeah, the tribute thing is actually something I added to make the factions act a little more reasonable than in vanilla.There are nice additions to the last content patch, great job.
However, the tribute demands ruin the game experience.
It simply makes no sense that e.g. the Hegemony would threaten me like the Mafia with "would be a shame if something happened to your colony" and call in for a saturation bombing just because I colonize a planet in a star system they are in too.
The demanded tribute is ridiculously high and simply not compatible with the canon of many factions.
I strongly suggest to only allow this to happen with aggressive factions or those the player has a bad relationship with.
Have to say, without the tribute demands added by Nexerelin, these factions will release bombardment directly, you have no choice but face the bombardment fleet in vanilla.
btw, You can accept it for a moment, and tear up it when you ready to defend the bomb fleet.
Hey, I think I found a small logic bug in Nexerelin.Ah, oops, I'll have to fix that in a future Nex version. Good job catching it!
I was looking for a way to add a multiplier to the number of weapons+fighters offered in markets globally and saw Nexerelin already does this by overriding the vanilla markets. So I tried to play around with the same idea in my own mod and realized there is a logic error.
[...]
The problem is when you call super.updateCargoPrePlayerInteraction() you will cause the vanilla market to set sinceSWUpdate = 0f; which means you will always evaluate if (okToUpdateShipsAndWeapons()) to false
[...]
I also saw you had marked this (and Nex_BlackMarketPlugin) as deprecated. Did you find a better way to override vanilla markets?
Would it be possible to make autonomous markets contribute to market size?Don't know of a way for a mod to do it. IIRC someone found it in the core code, but modifying that is forbidden and not the sort of thing a mod should be bundling anyway.
Is it possible to turn off notifications for all the faction stuff when you're not in a faction? I'm not associated with anyone and off in deep space exploring and salvaging but I'm constantly being pinged by relation changes, diplomacy, invasions, raids, the like. Would be nice to have a toggle for this, or make it so you get those updates only when you're in sensor range, similar to missions.I could add a switch to quiet diplomacy events when the player isn't involved in that stuff (doesn't have own faction and isn't commissioned with anyone), and/or filter out the ones not affecting player/commissioner faction, at least.
Might want to preclude Raids etc from targeting outposts...thematically theres really nothing there to raid...plus, it makes you babysit outposts worse then colonies.It's not readily fixable on my end, but it'll go away next Starsector version.
Hello, sorry but an answer probably escaped my attention: is update from "corporate warfare" save breaking? thank youAll Nex updates are compatible with the immediately prior versions unless otherwise stated :)
You missed my comment D:Ah, oops, sorry!
I could add a switch to quiet diplomacy events when the player isn't involved in that stuff (doesn't have own faction and isn't commissioned with anyone), and/or filter out the ones not affecting player/commissioner faction, at least.
Making these messages require comm relay access would be worse I think, they'd just contribute to (and get lost in) the usual flood of messages when re-entering comm relay range...
You missed my comment D:Ah, oops, sorry!
Ships automatically appear in Prism if:
- Their faction appears in data/config/prism/prism_factions_whitelist.csv, and
- They have a high enough FP value in ship_data.csv (5/10/14/20 for frigates/destroyers/cruisers/capitals)
You can also add a ship as a purchasable "boss" ship, in prism_boss_ships.csv in the same folder.
<hull ID>
<this is the mod or faction ID that needs to be present in the game for the IBB to load, but if the file is in the same mod as the ship, you can leave this blank>
<leave blank, since this isn't an IBB>
<likewise>
Also how old is your copy of Nexerelin? The current version of the file has an extra column, and comments on what each column does.
One more question how do I find hull ID? :DLook in /data/hulls/ (in starsector-core and/or mod folder(s))
Ye Imma so annoying guy.
This will seem like a very obscure question, but it is really important for soemthing i'm trying.Starsector's JSON parser indeed accepts the non-standard ';', which seems to be treated as a comma in this case.
\data\string\strings.json has this as line 416-418
"dialogOption_action":"Action type: $action";
"dialogOption_faction":"Faction: $faction";
"dialogOption_target":"Target: $target";
the ; at the end is not standard Json markings (its a , everywhere else) Is this a mistake, or are ; interpreted differently by the json reader of starsector?
I'm pretty sure this is the mod I should be replying too.Just tested it, outpost storage doesn't charge or pay the player anything (and the income report reflects this). Are you seeing something different?
If you build one of the storage stations (Outpost) (2,500/mo upkeep stocks with supplies and fuel) it pays the player faction a storage fee for stuff you store there, the player pays nothing but if the storage fee would have payed more then 2,500 the station actually makes you money.
I heard we can order a ship to buy but for a double price, the thing is I couldn't find how, any help?
I am Vary confused I did see it, but I just made another outpost in the same game so same parameters and stuffed a tons of ships and items into storage and waited a month and got the correct result. I did not colonies when I saw the outpost paying me for storage so perhaps something changes behind the scenes when you make a colony? I'll do some testing Friday to try to reproduce the bug when i have time.
I'm playing with both NEX and Archean Order. Is it normal for Hegemony to have war weariness of 250k and still won't stop sending invasion fleets to everyone else? It sent 5 invasions to 5 out of my 8 planets the moment I retaliated against sudden war declaration.
Is there a setting in Nexerelin wherein i can tone down the interval between Luddic path sleepers cells and Pirate activity? I dont care about invasions, but the whack-a-mole to hunt these things down is ....yeah, killing my desire to keep playing. The problem multiplies when you have lots of factions and more then 3 markets under control, and with Boggle's terraforming mod that counts siphon stations etc etc as markets its literally all i spend most of my play time doing(hunting down all those bases).Nex doesn't touch pirate/Pather base spawning, but you can mess with some values in vanilla settings.json and see if it helps.
Also, and a side note...dismissed agents notification staying on the agents screen apparently forever...
"minPirateBases":2,
"maxPirateBases":3,
"minLPBases":2,
"maxLPBases":3,
Can you add an option to like sponsor exploration fleet of your commission faction? Cuz the only way I see is to establish a new one by myself and then give it to faction but it will trigger the creation of my own faction that I would like to avoid.When you give away the planet it uncreates your faction with no penalty though.
I'm playing with both NEX and Archean Order. Is it normal for Hegemony to have war weariness of 250k and still won't stop sending invasion fleets to everyone else? It sent 5 invasions to 5 out of my 8 planets the moment I retaliated against sudden war declaration.- Check the enemies' war weariness as well. Among the top 3 enemies with the highest war weariness, at least one must meet the minWarWearinessForPeace value in exerelin_config.json.
Hello. got a few questionseventFrequency in data/config/exerelin/diplomacyConfig.json
How can i change the time it takes for diplomatic events to happen, they happen to fast for my liking.
would you consider making it slower/take longer for Diplo events to happen.
Do killed factions eventually respawn unless we give them a colony?They can respawn by spawning an invasion from a hidden base (or through a rebellion) if this is enabled at game start*. It doesn't usually succeed, though.
what would happen if i set both flags to 0 for pirates/pathers? Those events simply wouldnt spawn anymore?Probably, but can't say for sure without testing.
I'm playing with both NEX and Archean Order. Is it normal for Hegemony to have war weariness of 250k and still won't stop sending invasion fleets to everyone else? It sent 5 invasions to 5 out of my 8 planets the moment I retaliated against sudden war declaration.- Check the enemies' war weariness as well. Among the top 3 enemies with the highest war weariness, at least one must meet the minWarWearinessForPeace value in exerelin_config.json.
(The chance of a ceasefire roll succeeding also depends on the sum of the two factions' war weariness compared with the warWearinessDivisor and its level modifiers, but 250k should guarantee it on anything resembling default settings)
- However, a faction will not offer a ceasefire to anyone the first faction is currently sending invasion fleets to.
- In any case, one faction launching five invasion events at once should be functionally impossible under default settings. It suggests something seriously wrong with the settings or the state of the game.
If you upload the save somewhere I can try to see what's causing the problem.
package archeus.campaign.world.systems.samarra;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.StarSystemAPI;
public class SetEventideStationForNexTCStart {
public void set(SectorAPI sector) {
StarSystemAPI system = sector.getStarSystem("samarra");
if (system == null) {
return;
}
SectorEntityToken eventide = system.getEntityById("eventide");
if (eventide == null) {
return;
}
if (eventide.getMarket().hasIndustry("battlestation_high")) {
eventide.getMarket().removeIndustry("battlestation_high", null, false); (Do I need the second parameter here? I'm not even sure how I would get that.)
eventide.getMarket().reapplyIndustries();
}
}
}
@Override
public void onNewGameAfterEconomyLoad() {
SectorAPI sector = Global.getSector();
if (!sector.hasScript(CheckCommissionForPortraitLocks.class)) {
sector.addScript(new CheckCommissionForPortraitLocks());
}
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
StarSystemAPI systemGalatia = sector.getStarSystem("galatia");
StarSystemAPI systemSamarra = sector.getStarSystem("samarra");
// Check and see if nex is enabled and random core worlds has not been selected.
// If so, manually add the guard script that eventually makes Eldrus a market in the economy. (After 40 in game days)
// This prevents duplicate scripts from being added by this code if nex is not enabled.
if (haveNexerelin) {
if (systemGalatia != null) {
new SetEldrusAsMarket().set(sector);
}
if (systemSamarra != null) {
new SetEventideStationForNexTCStart().set(sector);
}
}
}
I do add some industries and such to vanilla markets, including the Eventide battlestation. See here (https://bitbucket.org/Histidine/exerelin/src/18078f5bb944f74de0c3fdbf7a306ae84b71be31/jars/sources/ExerelinCore/exerelin/world/VanillaSystemsGenerator.java#lines-264) (called from onNewGameAfterEconomyLoad).
I should probably make that method not be called if Archean Order is running; for now, you can remove the industry in onNewGameAfterTimePass or such.
Is there any option to Sell your Colonies to Factions?Just talking with your colony officer, there will be an option to send it out, which is close to the option of Autonomy IIRC.
I know there's the option to grant Autonomy to the Colony. But i want to sell colonies to my Allies or Neutral Factions just to see the Sector grow.
I've tweaked the settings to force a new colonization mission every day and that works until they just decide not to colonize anymoreIt may be that they ran out of planets within range that they consider worth colonizing.
Is there any way to make them send expeditions again?
I can't choose the last fraction in the list (I have 57 fractions)See if this works (https://www.dropbox.com/s/74o3vy7wimi86k3/rules.csv?dl=1) (download the file and put in Nexerelin/data/campaign/) (untested)
Yeah, it's the "Transfer this market to another faction" option when talking to an admin on comm boardIs there any option to Sell your Colonies to Factions?Just talking with your colony officer, there will be an option to send it out, which is close to the option of Autonomy IIRC.
I know there's the option to grant Autonomy to the Colony. But i want to sell colonies to my Allies or Neutral Factions just to see the Sector grow.
It works, thanksI can't choose the last fraction in the list (I have 57 fractions)See if this works (https://www.dropbox.com/s/74o3vy7wimi86k3/rules.csv?dl=1) (download the file and put in Nexerelin/data/campaign/) (untested)
Any way to decrease time agents take to do anything? Cuz I really want them to raise rels with others but it takes like 80 days and only 1 agent can do it. Ofc I will raise money for this action for balance.See data/config/exerelin/agentConfig.json
* Gameplay
* Colony expedition fleets carry some supplies, heavy machinery, and food
* Properly implement "faction ruler" setting
* Sat bomb fleets give up if they can't overcome ground defenses
* GUI
* Add button to conquest mission intel for transferring market
* Works remotely and even when spaceport is down
* Add config settings to prevent low-significance diplomacy/agent events from appearing in notification screen
* Faction directory also lists faction's total size
* Faction directory and similar dialogs go up to 8 pages
* Agent orders dialog: Pages return to first page after an option is selected
* Bugfixes
* Fix exiting Z menu after fleet request
* Rebellions can't disrupt an industry for more than 90 days; add logging
* Prevent NaNs in rebellion strengths
* Fix submarket weapon adder (thanks to bhdeale for catching)
* Fix colony fleet size calculations that were causing event to not properly terminate from losses
* Fix logic issues in mining fleet generation
* Don't double post Hegemony inspection notification if game already forces orders to resist
* Derelict Empire: Fix occasional weirdness with memorial beacons and museum ships' factions
* Modding
* Buy colony blocker rule uses FireBest instead of FireAll
* This allows mods to override its behavior for specific cases
* Exernalize tribute penalty values to settings.json
* Don't use enhanced vanilla start markets if Archean Order is running
* Support for officer death mechanic when in SWP IBB battles
* Misc
* OpenNexConfig renamed to ReloadNexConfig, also reloads exerelin_config.json
* Add Mairaath and Gilead captured planet descs
* Don't play music on player retirement
* Tweak some dialog texts
i have a problem with more Raid/invasion/bombardment Fleets spawning that advertisedDo any of the fleets have "Special Task Group" in the name? Those can tag along with invasions (and would likely do so for a high-priority target like Kazeron).
example:
...
Any solution for this?
Also, I'm playing with Diable Avionics and it seems a bit trigger happy. In my previous campaign a saturation bombardment was only ordered if the two factions were at -100, but DA has already ordered two without that being the case.Yeah, Diable does seem to like sat bombing a lot (I'd guess it's due to happening to meet the faction config requirements*, and often having lots of enemies).
Hey, amazing mod !Hi!
I'm changing some setting like increasing invasion delay and was thinking. Is it possible to increase the "buy governorship" maximum colony size over 4 ? Didn't find the setting in the files.
Regards,
Raclette
Hi folks. I'm looking to use the Hiigaran Descendants (http://fractalsoftworks.com/forum/index.php?topic=6347.825) mod, and one of the most recent replies says that "The one blueprint for a selection of Hiigaran ships is clickable, and performs like you learn them, but none of them are showing up in the build list or doctrine. There also isnt a "Hiigaran" tag listed for sorting in amongst the others." I've never modded Starsector before, but I can probably look through some files to figure it out. Any ideas where I can look to see where the problem might be?I tested the Hiigaran mod by NoFoodAfterMidnight (v5, requires MagicLib) and both the Hiigaran ship blueprint packages worked correctly, with the ships appearing in the doctrine screen and having the correct tag. I dunno what issue that guy was having.
When you press D there is a tab named Orders what is it?Unimplemented vanilla feature
When you conquer planet and you are commissioned you do not take it for yourselves instead you auto-transfer it. Can you do the same with colonisation? Like when I colonise planet and commised I auto-transfer it to my faction?I can't change the colonization GUI, unfortunately. You'll just have to manually transfer the colony after creating it.
I can't change the colonization GUI, unfortunately. You'll just have to manually transfer the colony after creating it.
Create colony, undock, dock, open comm directory and talk to the admin thereI can't change the colonization GUI, unfortunately. You'll just have to manually transfer the colony after creating it.How would I do a manual colony transfer once I colonize an uninhabited planet?
hi is there a way to set the factions, on game start, to have sole ownership of their respective systems? i.e. each faction, if present in a system, is the only faction in that system?Not at present, sorry!
The galaxy "flavor start" I'm aiming for is: the major factions are hunkered down in fortress systems and endless wars...along comes this wildcard player who tips the scales and changes history.
Would it be possible for you to allow most non-critical diplomacy notifications to respect comm relays? Nexerellin destroys the feeling of isolation I get when I'm out in space.Possibly in the future.
Nexerelin doesn't have hullmods and in general I'm not sure why you thought this error involved Nex.
I've been told that the error results from a particular version of the Foundation of Borken mod, which happened to get an unofficial translation on 4chan. I don't think there's a fixed + translated version in circulation, but you could try looking.
BTW I've the hull_mod.csv file corresponding to the mod which is the reason of the crash. It specifies a directory in utils folder where the script for this mod should be, however the file in question is missing. Do you know perhaps what I need to edit in order to remove the call to it? I've tried removing the line regarding that mod from the CSV file but it only gives me crash on start (doh!).You could set it to use a dummy hullmod script that does nothing, or if you don't know how to do one, use the same script as an existing hullmod.
Is there a way that factions should defend their colonies more aggressively, like if you invade a colony, the faction that formerly owned the colony may send a investigation fleet then a invasion fleet soon after?There's already a mechanic where, following a number of hostile actions by the player, enemies of your faction will attempt to invade one of your colonies (not necessarily the one that was recently captured). This is in addition to the vengeance fleets that chase the player.
3. With that kind of cash: also you can buy several very large fleets and assign them to defend your home space.
There's currently no way to get player-owned/stored ships into an NPC fleet.3. With that kind of cash: also you can buy several very large fleets and assign them to defend your home space.Does Nexerelin allow direct ships transfer from my fleet to colony fleet or direct ships buy to colony fleets?
is anyone aware of a glitch making ship procurement impossible? ive tried a ship procurement mission about 11 times with failure every time. my agent is level 4 and im trying to procure a pandemonium class dreadnought from diable avionics with whom i have a standing of 60ish. i initially had a 100 standing with them but after the first botched procurement mission i lost about 35 standing one shot.Did you savescum most/all of the 11 tries?
So are there startup options to:I've been planning to make invasions more complex (and in particular have more chance for the enemy to respond), although pirate worlds may still be easy pickings.
1. Increase the instance of defensive fleets for *any* colonized core planet? Those people and their ground defenses are just waiting to be captured. A bonus: up the weight of an average defensive fleet to ward off cruiser-weight annoyances. Someone want a core colony? Need to bring some heavy metal.
a. and perhaps make a defensive fleet "sticky"...it should stay very close to the planet.
Hello,The spacer bar event is from vanilla, although there has been a case in the past where a mod causes bar dialogs to break.
I have a dialogue option that leads no where, meaning i can't exit back or continue it.
Says something about a grizzled spacer drinking cheapest booze at the bar and you want to buy him\her a drink?
I'm back to SS after a long down time, so i basically installed all of the faction mods and some utilities and yours.
Would be glad to get some assistance to understand if it is from Nexerlin or? and maybe it is already known?
Thank you for your time, and thank you for an amazing mod!
Edit: Alright i am getting same hang ups on other dialogues as soon as i get to the planet's bar, at the bottom of the dialogue it says something like "NullException..." None of the options work and can't exit back.
Hello,Link says "Error 1020: Access denied"
Thank you very much for the work around, works like a charm!
I'm having trouble attaching the log here or even pasting the mod list or the error for some reason, maybe it's too large for a reply.
I will add a 3rd party download link if that is ok?
https://easyupload.io/e0z765
I can barely make what causes this, to me it looks like maybe the Vesperon faction mod?
I just now realize it shouldn't even be compatible since it is not 0.9.1a, if that is the case i apologize for wasting your time.
You helped me a lot though, i'll be keeping an eye on that log now that i know where to look!
Thank you!
Edit: Found out that Outer Rim Alliance is also causing some error upon loading, so got rid of that as well.
I would very much like to invade Arigato in the Styx system, since there's a pretty decent planet there i want to colonise, specifically Styx III, that 100% hazard tunda planet that has Organics, Ore and Farmland. But if i colonise that planet, i really don't want pirates in the system. Preferably, I'd love to own the station myself, but if I cant have that, I'll have to destroy it(If I even can)Arigato is set to be non-invadable (for quasi-technical reasons); if you really want it to go away you'll have to do a sat bomb and eat the rep cost, or else do the raid-until-decivilized thing.
When i use randomized core worlds, any idea how to remove the requirement of Unique resources that come from some planets in the vanilla system, like Lobsters? (including resources from some mods). Even better would be, get some planets to generate said resources, but I'm dum and I don't know how.There's no way to do ensure or add sources of custom commodities (random sector can produce lobsters if someone starts with a water planet, but there's no handling for most mod stuff).
Hey everyone
I'm using nex + vayra + a bunch of faction mods. The game starts fine, the fps is amazing and everything is fluid.... for ~30 mins only. After that the game slowly start to degrade badly, both in combat and in hyperspace. The only way to solve this issue is by restarting the game.
I'm replying to this topic because nex is probably the most complex and known mod out there. I really don't want to blame this mod, just want to know if someone else here is also affected by this same problem.
Btw, my pc is not bad but is not a gaming beast: threadripper 1950x, 32gbs ram, bang for buck ssd, rtx 2070. And I changed the memory allocation to 8gbs
I have been running the mod without a problem, I have only set my memory to 4096, even though I have well over that in the system. I have about 200MB worth of mods loaded and it only seems to ever use about 2GB of RAM.
Perhaps try running it with 4GB and see if you have the same issues ?
I really like the mod, but is there any way to limit the amount of colonies an AI faction can get?Do you mean the colony expeditions the factions send? There's no hard cap on the number of colonies they create in this way, but you can increase "colonyExpeditionInterval" in exerelin_config.json, or "nex_expeditionDelayPerExistingColony" in Nexerelin/data/config/settings.json, to slow down the rate at which they form colonies.
Or to somehow make them keep a few systems clean?
Same faction attack each other?? Is this a bug??It can happen if something made a faction hostile to itself.
runcode Global.getSector().getFaction("tahlan_legioinfernalis").setRelationship("tahlan_legioinfernalis", 1)
Allocating 8 GB isn't usually recommended FYI; try not to make it need more than 6 GB.
I have been running the mod without a problem, I have only set my memory to 4096, even though I have well over that in the system. I have about 200MB worth of mods loaded and it only seems to ever use about 2GB of RAM.
Perhaps try running it with 4GB and see if you have the same issues ?
the game wont launch with less than 8GB, my mods folder is ~900mb in size. Well, I think it is time to do a fresh install and get easier on mods.
Does this mod remove the ability to see the cargo available/used bar in the bottom left of the UI ? (near the 'supply use' and 'fuel capacity' bars)Nex doesn't touch that part of the GUI (not sure if it's moddable at all beyond colors and sprites used).
Nex doesn't touch that part of the GUI (not sure if it's moddable at all beyond colors and sprites used).
For me the cargo capacity bar is usually hidden, but appears when I view fleet or cargo screens. Is that what you're seeing?
I really like the mod, but is there any way to limit the amount of colonies an AI faction can get?Do you mean the colony expeditions the factions send? There's no hard cap on the number of colonies they create in this way, but you can increase "colonyExpeditionInterval" in exerelin_config.json, or "nex_expeditionDelayPerExistingColony" in Nexerelin/data/config/settings.json, to slow down the rate at which they form colonies.
Or to somehow make them keep a few systems clean?
Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
just make 2-3 invasion fleets on 1 desired planet. it will be like ~17 groups of ships they will annihilate entire system and everyone within the hyperspace.
Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
just make 2-3 invasion fleets on 1 desired planet. it will be like ~17 groups of ships they will annihilate entire system and everyone within the hyperspace.
So, just request individual fleets to the same location? I didn't think they both would work in tangent but if it indeed does work that way, then hell yeah ;D
I did some digging in the exerelin documentation, and it mentions a setting in the factions config, but that is on a per-faction basis, if that setting even still exists with your fork, right?The colony expedition timer is hardcoded to only begin counting down in 207 (so at the default 270 day interval it'll be late 207 before any expeditions occur). The other well-known mod that has colony expeditions, Vayra's Sector, defaults to only starting them in 208 (set in config). Colony expeditions in 206 sounds like another mod entirely.
Also, is there any setting for the start date of colonies? Because I am in cycle 206 right now, and there already were a few colony expeditions, and most of the settings, even though I never changed anything, deviate from the default, so that might be changed for some reason too.
As for budget, having more and bigger military bases/high commands will increase its max.Just a small question, how do you increase your fleet request budget? Not sure how to raise it above the 2100 I've been on since I started using it. Also how do you raise the max invasion fleet size above 1500? Trying to invade some DA base and their fleet strengh is 1800ish so does that just mean I can never capture it without doing myself...? :-\
Friend be simple, just make 2-3 invasion fleets on 1 desired planet. it will be like ~17 groups of ships they will annihilate entire system and everyone within the hyperspace.
Ofc it will cost you some cash.
I've had the first bit before, where a bounty fleet is always hostile.
Maybe they could be shuffled into their own faction so it doesn't affect our hard earned pirate rep?
Well, Im kinda sorry for off-topping but I need help.
There ... was good mod named 'HullMod Expansion Pack' but it seems that author has some kind of PTSD or something and now I cant get this mod.
If anyone has any version (last one with all stuff in priority :D ) can you post the link here or PM pls?
Next Starsector version, the opportunistic attack pirates you might encounter in the uninhabited systems won't lower your rep (or at least not by much) when you fight them, at least.I've had the first bit before, where a bounty fleet is always hostile.
Maybe they could be shuffled into their own faction so it doesn't affect our hard earned pirate rep?
Ah, I never thought of that. It probably was a bounty fleet.
Another option would be just make it so if they attack first (and they know who you are, your transponder is on or you talk to them and identify yourself that way) then you don't lose rep. I wonder if that is possible.
Best though is to make them respect faction reputations! Damn rebelious pirates, they have no respect for rules.
Here is the modlist for my Sunder-spam in market problem. txt file, 3 entries at a line. Straight copy from the enabled_mods.json. Addition: It happens a lot for pirate markets too. Most faction mod markets and special markets appear unaffected. Thank you for your time.Thanks.
"knownShips":{
"tags":[],
"hulls":[],
},
Is it possible, as a temporary patch, to add code such that finishing a fight with a bounty fleet restores your relationship to what it was before you clicked attack?Doing stuff with detecting whether the combat was a legitimate cause of rep loss or not is more work, caching the player's reputation with pirates and restoring it afterwards is more work than I want to do right now, given that the bug is rare, readily avoidable (keep transponder off), readily fixable with console if it happens, and will be fixed on its own in a coming Starsector release.
EDIT: So I was looking through the config file and I came across this one uncommented: nex_invasionBaseDefenseMultIt's a multiplier for ground defense strength during invasions (while not applying to raids and bombardment).
I'm unsure what this does. Is it a boost to the defender? Is it a multiplier to determine what strength the attacker should send? Etc.
Any chance we could get agents to be able to procure weapons as well as ships? As having them able to procure ships is just amazing! I only wish I could use them to get the weapons that should be common but just don't get soldThere isn't a good GUI for weapon picking like there is with ships, alas.
Is there a way for me to order a base strike on pirates while I'm out exploring and am away from the core?Press Z while in campaign screen (without any other menus or screens open) for fleet request and other options.
@Override
public void addCurrentActionBullet(TooltipMakerAPI info, Color color, float pad) {
String action = getActionString("intelStatus_sabotageIndustry", true);
info.addPara(action, pad, color, Misc.getHighlightColor(),
industry.getCurrentName(), Math.round(daysRemaining) + "");
}
Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.
It might just be something akin to the gambler's fallacy, but I've noticed nexerelin fleets always seem to be an even match for the target, and it's turning colony management into a babysitting chore. It also feels like I should just do the bare minimum to exceed the vanilla fleets, so it's easier to mop up the nex ones with my fleet.Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.
Is there any way to figure out how many individual fleets an invasion/base strike/defend order will send? When I first sent a 1500 size one I imagined it to all be in one fleet, but instead it was just lots of smaller ones. Still don't know how it works it out after using it a bunch so figured I'd ask here if anyone knew?Sorry, there isn't an ingame display of how big the fleet(s) will be.
Also unrelated to the above question but I'm having a little issue with the faction directory. Trying to see what's left in the system and it's showing that the independents are still active even though they have no stations or planets left alive. They still show up in the look up and clicking on their name just gives a prompt saying 'Independent' every time I try.Hmm that's an odd bug, I'll look into it.
https://imgur.com/a/BvRJvgc Embed image wasn't working so here's a direct link instead
Is it a bug that they're still showing or am I just missing something here...?
Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.Right but, correct me if I'm wrong, there's a percentage uncertainty in there too? Which makes more defense a double-edged sword, since while they may be less frequent, they're more likely to be massively bigger.
Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.
Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.Hello and welcome!SpoilerDoes the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?
What about their status as [HIDDEN FROM CODEX]?
Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.[close]
Hopefully someone can answer this.
If I set followersAgents to true, what sort of behaviour can I expect? Will they, for example, try to maintain good relations and/or alliances?They'll use the NPC agent-handling AI, which does whatever seems helpful to their faction. In particular, it can:
Maybe? The variability should be quite limited though.Invasions/raids somewhat scale to the target's defences (but the defences get stronger faster than the fleets). However, the bigger the invasion, the longer it takes for the next one to be spawned, so there's an advantage there.Right but, correct me if I'm wrong, there's a percentage uncertainty in there too? Which makes more defense a double-edged sword, since while they may be less frequent, they're more likely to be massively bigger.
I don't actually have a head for how much the values are; the figure is more a benchmark for "this feels right" than anything like "Hegemony averages one invasion every 14 weeks". As in, if you think invasions should be approximately half as frequent as they are now, just set the value to 48000.Is there a way to reduce the overt aggression of everyone in the coreworlds (i.e. reduce the amount of invasions)? Risk IN SPACE (with warcrimes) is great and all, and I do love me some war profiteering, but it gets me down when my biggest consumer of goods goes down because random events decided that they should be the focus of five simultaneous invasions and the last faction who gets the planet has no enemies aside from the guy getting ganked and makes it hard for me to profit due to the resultant stability.You can reduce the frequency of invasions for everyone by increasing the pointsRequiredForInvasionFleet value in exerelin_config.json.
Would you mind explaining how frequent is, say the default, 24000?
Hello, this is my first post here. I like Starsector but this is my first time to Fractalsoft forums and getting involved with the community.Hello and welcome!SpoilerDoes the Derelict Empire and Derelict Starter set means the drones no longer [UNBOARDABLE] with this mod active? Or does that status remains unchanged and I cannot recover fallen units?
What about their status as [HIDDEN FROM CODEX]?
Before this mod I've been tinkering with them for a while, mostly using command line cheats than anything, so I'm glad they become official faction now.[close]
Hopefully someone can answer this.
Derelict Empire doesn't change droppability or codex hidden-ness of any ships. For the first, you'll want the Boardable Unboardables (http://fractalsoftworks.com/forum/index.php?topic=15609.0) mod (note this only affects vanilla derelict/Remnant ships, not those added by mods).
I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive.
Personally not a huge fan of 4x type games, it feels like it's trying to make SS more 4x based, which isn't personally to my taste.
Good effort on the mod though, very polished, never really noticed any bugs, very solid.
I had 5 pirate raids in a few months after building my first colony. Is this intended? Seems very excessive. A week or two after defeating one, I would get another, and nothing seems to be stopping them. Every time, I have about 4-5 separate pirate fleets in my system every time, and even calling other faction's fleets to help me is not enough.Nex doesn't touch pirate raids. Not sure if any other mods do (don't know of any).
EDIT: The latest raid spawned at least 8 pirate fleets.
Narrowed down a crash related to Nex and the Console commands mod, attempted to boot only those two (With lazy lib of course) and just gives me a consistent CTD. Downloaded fresh versions, disabled/re-enabled and the problem still persists. Don't know if it's worth noting but game loads up with my 70 something mods enabled without Nexerelin, which is what lead me here.It works on my end with just those three mods.
Modlist;Spoiler{"enabledMods": [
"lw_console",
"lw_lazylib",
"nexerelin"
]}[close]
Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?You can (temporarily) fix shortages by trading on a legal market, and sell nanoforges or synchrotron cores to places that can use them (vanilla features). I think (haven't actually tested) that the code which sets how fast invasion fleets are generated also picks up the increased supply from trade.
Does trading with a faction strengthen it in any way? Does trading on the black market support pirates?
Trading with the black market doesn't benefit pirates, except for the selling blueprints thing.
What does it mean? If I sell BP on BM anywhere what will it do?
Hi i spawned a Prism Freeport via Console command. Didn't find it and ran the command again.Enter in console (copy/paste):
Now, ofc I found two. Can i remove one of them via a console command.
Its not really creating a Problem. it just bothers me a lot.
Thanks in advanced. And Sorry if that is the wrong place to ask. Didn't want to open a n extra thread.
runcode MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());
runcode MarketAPI market = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket();
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());
There was, to my memory, once a key you could press to bring up detailed faction info - how many markets they had, where those markets were, etc, etc.Z by default (can be changed in exerelin_config if you know the key IDs)
Does this feature still exist and, if it does, what is the key?
Decided to take the plunge and put the mod in and I'm having a blast - the factions feel alive, slamming into one another in massive battles, politicking and intriguing as they do. But I was just wondering: is there a way to stop the AI from being able to colonise planets?colonyExpeditionInterval in exerelin_config.json
I've had a pretty bad game so far (been getting creamed whilst getting used to the mod and some others :P) and I'm a bit behind the curve of where I'd want to be after this many months, but the AI is starting to just happily colonise planets and I'm worried I won't get a chance to do that part of the game.
v0.9.6e
* Random sector improvements
* Add a system to set/display recommended sector size for the number of factions
* Faction homeworlds don't share a system with each other if possible
* Factions reliably prefer to populate systems close to their homeworlds and/or that they already have a presence in (previously there was a random element to it)
* Minimum station count now 4 ( was 8 )
* Agent ship procurement modifications
* Military ships can be legally procured if they would be accessible with a commission
* Add 20% "service fee" to legal procurement
* Make rebellions stronger on average
* Goods procurement mission: 50% of goods delivered added to market supply (was 25%)
* Invasions, raids and such 10% smaller
* Invasions prefer targets with lower defense-to-size ratio
* Prism Freeport enabled by default
* Insurance requires suspicious min rep with relevant faction (was neutral)
* Random start ships can be rerolled after picking fleet type (with live update of fleet preview)
* Captured planet desc updates
* Bugfixes
* Compatibility hotfixes for a certain mod
* Fix a potential CTD when special task groups attempt to rebuild themselves
* "No ceasefire while invasion ongoing" rule checks both factions
* Rebellions: Fix cause of negative strength values; don't apply trade points for autonomous player markets
* Don't allow suspending autonomy of outposts
* Cancel tribute event if player takes commission with demanding faction
* Attempt to handle station upgrading on market growth properly
* Fix Prism handling of skins in recording already-possessed boss ships
* Hack to prevent Guardian and Derelict Mothership blueprints from dropping during raids
* Modding
* Add DO_NOT_COLONIZE memory key
* Move counter-invasion points-to-spawn to config
* Agent ship procurement modifications
* Military ships can be legally procured if they would be accessible with a commission
* Add 20% "service fee" to legal procurement
It checks alliances, yeah. (The check for what is legal should match the purchasability check on actual military submarkets)Does this apply to alliance members, or just commisions?
* Agent ship procurement modifications
* Military ships can be legally procured if they would be accessible with a commission
* Add 20% "service fee" to legal procurement
Does the Prism Freeport have a set location? I don't recall ever encountering it in my endgame build.
Does the Prism Freeport have a set location? I don't recall ever encountering it in my endgame build.It's always at the approximate center of the hyperspace map. Turn off starscape in the map to find it.
is there a way to make your own diplomatic decisions? i want to initiate an alliance vote to declare war and will i be able to request a cease fire?If you start a war with someone the alliance will automatically hold a vote, but there's currently no way to have the vote before actually getting into the war.
I've consistently noticed massive slowdown with Grand Sector and Prism Freeport both enabled, proportional to the player's proximity to Prism Freeport.I intend to give it its own star system, yeah.
I know one mod already does it, but if it's going to be enabled by default, perhaps give it a system?
So when I give a colony away to a faction I still pay upkeep on it even after months and a reload. I am just wondering if this bug is part of this mod? The base game? Maybe even another mod you might remembering having this issue? Can you help me track it down? I would love to help my faction grow!That sounds really weird. You'll pay storage fees for colonies you don't own, but paying for industry upkeep shouldn't be happening and I don't think I've ever heard of it being reported before. Can you screenshot your income screen, and maybe upload a .zip of the save?
This is update save game safe? Or do you need new game?Nex updates are usually save-compatible with the immediately previous version, unless specified otherwise.
If I add a faction to a playthrough will it eventually spawn in on it's own or do I have to start a new playthrough?They can enter the sector if faction respawns are enabled (though this isn't really reliable), or you can give some of your colonies to the added faction.
So when I give a colony away to a faction I still pay upkeep on it even after months and a reload. I am just wondering if this bug is part of this mod? The base game? Maybe even another mod you might remembering having this issue? Can you help me track it down? I would love to help my faction grow!That sounds really weird. You'll pay storage fees for colonies you don't own, but paying for industry upkeep shouldn't be happening and I don't think I've ever heard of it being reported before. Can you screenshot your income screen, and maybe upload a .zip of the save?
Hello Mister Modder :DHi!
I got a slight problem with your mod, so i'm directly asking to you, maybe you'll know where is my fk up on using it ...
So ... Everything is working fine, i really like the mod and the things it adds to the game, it's like i'm playing Stellaris while having my own fleet, really liking that :) (And a suggestion, could we have like a new tab in the mod that shows wich solar system is controled by wich factions ? And also make a new option on wich 2 factions can't start in the same system, that would be really cool to have that !! To make it more like a really big territory thing with each faction staying on its property) => Just like Stellaris ~
Anyway. I'm not here for that. I encountered a problem, the factions arn't colonizing new planets, they are only building spacestations (I found a lot of systems where they were basically installed, but they don't colonize new planets like i do ... There is only the comm arrays and the station, and that's it ...), maybe it's because i have the grand sector mod activated also (Wich create a conflict ?), or maybe the mod is intended like this ?NPC factions do create new colonies, but the default countdown is fairly long (270 days) and only starts in cycle 207. There's an intel event that appears when a colony expedition is happening. (If you're not seeing them even after several years into a game, there may be a bug).
runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
For some reason I suddenly can not trade with prism free port. I am friendly with independents. Is there any solution to that? :(
Also, for some reasons i can't request fleets for raid ... While my own faction launch raids on itself :sThere's no raid request feature currently, although the Industrial.Evolution mod has an industry that automatically generates raids.
Global.getSector().getFaction("hegemony").setRelationship("hegemony", 1);
So far i encountered something like this:You can attack the base yourself with your transponder off (good way to collect bounties while still being friendly with pirates), or use the agent to raise relations between your ally and pirates (higher rep level = less effect from pirate activity). The base can also randomly decide to target someone else on its own.
>i'm being in an alliance
>Trying to get agent to increase my reputation with pirate
>Currently my ally is being harassed by a pirate base nearby, so they are trying to do a base strike mission
>My agent success and my relation with pirate change from hostile to inhospitable
>Ally stop base strike mission with the reason: no longer hostile
> apparently their base are still being raided by pirate, but because of my own reputation with pirate, they won't make a move
>that -5 stability and -50% access hit em hard
Is there any way to stop this from happening? like
-they still strike pirate if they prove threat to them no matter reputation.
or
-pirate won't raid us if we have high enough reputation.
or
-we can bride, or use reputation to despawn a pirate base.
or
-We can send an agent there to paralize or despawn the base.
For some reason I suddenly can not trade with prism free port. I am friendly with independents. Is there any solution to that? :(What does the dialog say? It should explain why you can't dock to trade.
Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.
Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.
You mean instead of +15 rep you get -15 or you mean you get +rep but with short time it decays? If second it's normal cuz faction in Nex have eehh viewpoint and they may not match. That makes some factions hate each other just because.
Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.
You mean instead of +15 rep you get -15 or you mean you get +rep but with short time it decays? If second it's normal cuz faction in Nex have eehh viewpoint and they may not match. That makes some factions hate each other just because.
Dont know then ;D we need Histidine ;D
I get -15 Rep instead +15 Rep
After updating Nex, it seems like the other factions no longer send out colony fleets. Has that feature been removed?It is a known issue, there is an indev build on Discord that resolves this.
Not sure if a bug or intended, but if I try to raise relations between Pirates and Anvils' Exalted Faction per Agents, the Reputation goes down, if the Agent is successful. Lowering Rep. works normal. Happens both, when trying to do it from a Pirate Colony, or Exalted one.Exalted have a max relationship of -100 with pirates. If the relationship between the factions was somehow higher than the maximum before the agent action, it'll reduce relations to meet the maximum.
Hello, is it possible to change the composition of Mining Fleet that spawns from colonies? Like for example, I want to change Venture to another ship and make this composition unique to my own faction?Write a miningVariantsOrWings list in your faction config (Blackrock and Tiandong both have examples, there may be other mods too)
v0.9.6f
* Fix NPC colony expeditions being completely broken
* Add support for some Industrial.Evolution industries/structures
* Can be seeded at game start, and NPC colonies can build them
* Applies to Academy, Privateer Base, Restoration Docks, Salvage Yards, Senate
* Fixes/improvements for [EXPUNGED] faction
* Player agents can instigate rebellions
* Raise/lower relations improvements
* Display current relationship and (if applicable) limit
* Don't allow relationship to go "backwards" when clamping to limits
* Prism Freeport spawns in its own system "Sitnalta" (can be changed back to a hyperspace station in config)
* Facton diplomacy traits are randomized when random faction relations are enabled (with per-faction and global toggles available)
* Further protection against NPC colonies double building stations; existing stations can be upgraded
* Generate a more complete set of comm board officials for player colonies, and keep it up to date
* Increase independents' spawn weight in random sector
* Randomize player starting location in free start
* Fix a case of last set of factions in new game selection/faction directory not being pickable if there are too many factions
Fix/compatibility update for the fix/compatibility update.Nexerelin v0.9.6f
Download (https://bitbucket.org/Histidine/exerelin/downloads/Nexerelin_0.9.6e.zip)
Changelog (https://bitbucket.org/Histidine/exerelin/wiki/Changelog)Spoiler
v0.9.6f
* Fix NPC colony expeditions being completely broken
* Add support for some Industrial.Evolution industries/structures
* Can be seeded at game start, and NPC colonies can build them
* Applies to Academy, Privateer Base, Restoration Docks, Salvage Yards, Senate
* Fixes/improvements for [EXPUNGED] faction
* Player agents can instigate rebellions
* Raise/lower relations improvements
* Display current relationship and (if applicable) limit
* Don't allow relationship to go "backwards" when clamping to limits
* Prism Freeport spawns in its own system "Sitnalta" (can be changed back to a hyperspace station in config)
* Facton diplomacy traits are randomized when random faction relations are enabled (with per-faction and global toggles available)
* Further protection against NPC colonies double building stations; existing stations can be upgraded
* Generate a more complete set of comm board officials for player colonies, and keep it up to date
* Increase independents' spawn weight in random sector
* Randomize player starting location in free start
* Fix a case of last set of factions in new game selection/faction directory not being pickable if there are too many factions[close]
For some reason I suddenly can not trade with prism free port. I am friendly with independents. Is there any solution to that? :(What does the dialog say? It should explain why you can't dock to trade.
v0.9.6c
* Gameplay
* Add suspend autonomy function (allows player to build things on autonomous colonies)
* Add function to donate admins to an autonomous colony
Just asking for future reference.Nex updates are always (intended to be) save-compatible with at least the immediately prior update, unless otherwise specified.
Do I have to start a new save file whenever this mod updates? Or can I just update it mid-save?
Is it just me or Agents can't be sent to [EXPUNGED]That faction is deliberately immune to agents (this has been the case since the previous versions), but you can become their friends if you can find other methods to gain rep with them. I don't know if there are any in the current version though.
My comissioned Faction was able to get relations to -20 with [EXPUNGED] but things have remained like that for a long time.
I tried to do the other option and send the agent to my commision faction and then try to improve the relations with [EXPUNGED].
But it automatically sets the improvement of relations to the Player.
Is it because [EXPUNGED] faction is still not complete? Or you were never able to become allied with them?
It seems that when a NPC invades a planet(and when using the SetMarketOwner command) the ship name prefixes do not change.(HSS on a now Tri-tachyon planet) However when a player does a market transfer the prefixes change to the proper ones. Why the difference?They all go through the same code on the mod's side. Maybe it's the player's presence (affecting market refreshes and such) that make the difference?
They all go through the same code on the mod's side. Maybe it's the player's presence (affecting market refreshes and such) that make the difference?I tested some more and have a guess to why there is a difference.
(I've known about prefixes not changing for a while but never did figure out why. Maybe I'll look into it for next version.)
Just out of curiosity, what happens when factions that arent explicitly labeled as compatible are used alongside nex? Do they (and their stuff) just not spawn?No they spawn and just use default settings i believe.
Is it possible to have factions ships in the game (like via blueprints) but not the faction itself?In random sector you can make factions not spawn using the faction settings in new game. Otherwise, you could try: start a new game without the faction mods involved, exit, activate the mods, load the save. (Not all mods may support this)
Can I activate hard mode mid game?Yes, use the ReloadNexConfig console command.
bug reportThanks!
if player faction is being invaded, i can talk to the invading fleet a few times with transponder off and they will move away and invasion will fail
i receive trade missions to ascalon but not allowed to dock there no matter how high relation is
junk pirates get asp blueprints and asp gets junk pirate blueprints (they are switched) in exrellerin faction config; not sure if intentional
love nexx, thank you ;)
I noticed a small bug on this when combined with "Terraforming and Station Construction", this happened on the latest patch ever since the addition of a full staff on planets/stations.Happens on regular stations too, like Citadel Arcadia. Fixed it so the donated admin becomes the station commander where appropriate rather than the secretary (and made the secretary not appear at all if unneeded). Thanks!
When a player builds an "Astral Gate", the station gets staffed as expected and no issues occur until the gatekeeper station is left autonomous, when this happens the new admin becomes the Station Commander instead of the secretary, once you donate an admin it gets replaced, but if you take temporary control of that gatekeep the Station Commander, once again, replaces your donated admin, and this can happen over and over again.
I didn't know if i should've posted this issue here or on boggled's thread, since it's relevant to both mods.
Thanks.
* Don't send procurement missions to Templar markets
* Add Templar diplomacy traits
* Don't allow agent raise/lower relations actions where third faction is agent-immune
* Also fix a GUI issue when raising third-party relations
* Fix ceasefire offer accept looping forever when auto-accepted due to relations
* Fix diplomacy dispositions using wrong faction's traits
* Null pointer safety for outpost creation if orbit cannot be found
* Fix starting blueprints for Junk Pirates, ASP Syndicate
* Fix handling of donated admin to a no-planet station; don't add secretaries to player stations when not needed
* Fix a couple of typos in decivilized interaction event
* Fix handling of donated admin to a no-planet station; don't add secretaries to player stations when not needed
How does the prismBlueprintPriceMult work?Point value of blueprints is based on their $ credit price (with a bonus for package BPs). The price of single-item BPs, in turn, is based on the credit value of the ship/weapon/wing.
I saw that Prism has for sale the Blueprints for the Pelagornis from Missing Ships, but its insanely expensive like 60k+ points.
How do i reduce the cost the buying blueprints, or increase the amount of blueprint points you get?
Is the difficulty increasing when I add more factions to the game? Like will there be more faction attacking my colonies?If you end up at war with more factions that'll increase the number of invasions/raids you'll have to face. Although if there are more factions around they're generally just as likely to go to war with each other as with you.
Don't know if the random sector mode is even being developed but is it possible to add a config in a file or better a slider in the new game dialog to adjust the bounds of the random core worlds? It seems to be hardcoded right now and I'm pretty sure its much larger than vanilla core worlds.Dunno about a setting/slider, but I'll look at making the systems spawn closer together.
A little Suggestion born from the Frustration of not getting a Paragon Blueprint after 4 Cycles, and not having enough Points when it was on sale:If I did something like that, I may as well cut out the middleman and allow credit purchases of blueprints directly. Which I don't plan to implement, as I don't want a general "convert credits to blueprints" method.
Add Empty Blueprints for Purchase in Independent Military Markets (aka Reputation locked) which are expensive and have the sole purpose of trading them in for Points at Prism Freeport.
Maybe add an option to also find them rarely on Black Markets, or even Pirate Military Markets
For Example:
- Favorable: Nothing yet
- Welcoming: 200.000 Credits for a small 100 Points Blueprint
- Friendly: 2.000.000 Credits for a 1.000 Points Blueprint
- Cooperative: 1.000.000 Credits for a 1.000 Points "Deluxe" Blueprint (basically just a Discount)
wait. why isn't this mod showing up in version checker?Works for me
*embarrassed look* oh right, i don't have it enabled as an active mod this current campaign. derpzwait. why isn't this mod showing up in version checker?Works for me
I encountered a very specific and strange issue, I'll explain:Hmm, couldn't easily reproduce. If you have a save (hopefully without too many mods) I can look at the affected planets directly and see what's going wrong with them.
So there was this system that i gave autonomy to, with donated admins and everything. Some time later and due to reasons i ended up handing this system to another faction and it was his system for a time. Due to another set of reasons, i ended up having to take that system back by force, but after everything was said and done i realized that the planets in this system could no longer be made autonomous, it just doesn't have the option (i talked to all the staff on each planet). All the regular options are there, except "grant autonomy".
Is being able to scavenge ships from battles between other factions going to be addressed? It's easy to just wait for some invasion to happen and just gather stuff when they're fighting. Saves tons of effort to get the better ships.As it happens, I'm experimenting in dev with having independent scavengers also try to collect the salvage and potentially fight the player for it.
There should be reputation penalty for taking "their" stuff or outright being stopped from doing so if there is a free faction fleet around.
Would it be possible to talk an alpha core governor into temporarily relocating when a hegemony inspection is coming their way?Not sure I can change the removal dialog, but I might try to make the inspection not find the alpha core.
Hmm, couldn't easily reproduce. If you have a save (hopefully without too many mods) I can look at the affected planets directly and see what's going wrong with them.
As it happens, I'm experimenting in dev with having independent scavengers also try to collect the salvage and potentially fight the player for it.Now that's damn cool. Make the scavs get attracted to large battles and systems before invasions and we get pretty lively game.
Hello, thank you for creating this fantastic mod. I'm not sure if this has been asked already, but after having searched, no one seems to have asked this, so I'd like to inquire: what options are available within the option Special Functions? I get the feeling that I'm missing out on something after having established a faction (something along the lines of engaging in diplomacy with other factions), though I can't put my finger on it.The full list should be:
Suggestion regarding Alliances:Hmm, that's an idea. Although I don't know how much it'd help for those particular scenarios (or indeed, whether it might be annoying for player fighting an alliance).
The possibility of Ship Quality being applied alliance wide, instead of faction wide, that is to say, the faction with the best quality ship production will share that same quality with factions he's allied with that have no heavy industry or heavy industry of lesser quality. This could give more staying power and the possibility of a come back to underdog factions.
Hey, ive looked at this game a bit, and like the mod you made, since its made it much more unpredictable to play with.
Now, the reason i posted here other then to put a feather in your cap, is to ask if it is possible to start a real "lone wolf" game in your mod, since i dislike either starting as part of an established faction, or already with my own planet. (i sorta like to try and fight my way out of the dirt)
Is it possible to make export of Governorship Colonies count towards the Player factions in-faction imports? A Governorship Colony with a Food Export of 8 doesn't satisfy my own Colonies Food demand in-faction.AFAIK modders don't have access to the code handling in-faction import calculations. The other stuff could be hacked in, but I'm not sure its worthwhile in the doctrine case.
Orbitals Works and Nanoforges on these Colonies also don't count towards the Players Factions Ship Quality.
Furthermore, Governorship Colonies use Fleet Doctrines of their Parent Faction.
So is the Freeport just an easy way to get ships? If so is there a way to disable it? Also how much did you lower taxes by, is there a way to return it to the 30% value.
I'm mostly looking to download this for just the interfaction/faction building and not so much the tax tweak and Freeport if that's an option
"baseTariffMult": 0.6, # 1.0 = base tariff (usually 30%)
"freeMarketTariffMult": 0.5, # 0.5 = halved tariffs
"prismTariff": 2.0, # float, 1.0 = 100% tariff; modified by relationship with independents
Snip
Hello, thank you for creating this fantastic mod. I'm not sure if this has been asked already, but after having searched, no one seems to have asked this, so I'd like to inquire: what options are available within the option Special Functions? I get the feeling that I'm missing out on something after having established a faction (something along the lines of engaging in diplomacy with other factions), though I can't put my finger on it.The full list should be:
- Faction directory
- Prisoner options
- Fleet request
- Alliance options (must not have a commission)
- Take temporary control of autonomous colonies
Hi Histidine, some small problems here:I'll look into the commodity markets (and do some comparison to modded/unmodded non-random sector). Faction bounties for hostile-to-all factions like Templars are fixed for next version (won't be based on how many enemies that faction has any more).
1. In the random sector mode, the market value of volatiles and metals/rare metals is usually much higher than other products and that makes the construction of industry outside of refining or mining become meaningless.
(For example, Random sector with 110 markets: food 350k, organics 120k, ore+rareore 400k, goods+luxurygoods 350k, heavyweapons+heavymachines+shiphulls 350k, volatiles 1400k, metals+rare metals 1300k).
2. It seems that Templar keeps releasing factionbounties and players can quickly improve the relationship with them.
"useRelationshipBounds" does not appear to be functioning correctly, I have it set to false, but whatever maxRelationships are set in the faction config are being enforced. This is quite odd since I recall it working just fine in a previous version.*checks code* Uhh, looking at this I'm not sure it ever worked for anything other than ceasefires...
May I suggest adding a new type of agent?Yea, I get what you're saying. Right now, doing a full-fledged diplomacy AI (that can do things like properly consider the value of offers/counteroffers in negotiations with the player or each other, and have specific preferences) is outside the scope of what I have planned for the mod. I do anticipate revisiting this in later Starsector versions when the campaign is more developed, though. (Even have a couple of ideas I think haven't been done in a 4X game before!)
A diplomat whom you can send around the sector much like the existing agents, although less as inconspicuous as them (wherein the latter, if they fail performing a certain action towards a given faction, you risk penalizing your relationship with the targeted faction on top of spending $$$ for them to take such actions-- sometimes, there's no need to be inconspicuous if you're capable of manipulation yourself). They would allow you to contact the faction they are currently residing in, in your place, providing options such as: creating/joining an alliance, granting them gifts in the form of a generous sum of money or relief fleets, and present a proposal(request a fleet from your ally to invade/strike/defend, declare war, negotiate a ceasefire between you/your alliance and a rival faction/alliance, invite a given faction into your current alliance, request money or relief fleets into one of your colonies in exchange of their demands, etc.). If you name some unreasonable terms, they may agree to it if your relations with them are high enough, although they may look onto you with disdain. If it's well within reason, no penalty whatsoever. If the terms are generous however, they will appreciate your kind gesture.
The agents you already added into the game will still remain useful should the player wish to manipulate the relations between certain factions behind the scenes forcibly, cause havoc in a market, steal a ship and so on-- usually with a pricetag on. Diplomats will mainly serve you, with a decent paycheck every month instead of having the need to pay them $$ to perform an action. I'm just thinking that given what the mod does, pretty much turning the game into a 4X, I feel that the player is still slightly limited as to what he/she can do. Majority of the diplomacy in this game, you're mostly getting dragged around by your allies or by certain events which occur purely in RNG (I can see fleets coming in to a certain market from time to time which can randomly trigger an event between the faction that fleet belongs to and the faction that market is owned by), only given an option to engage in diplomacy really when war breaks out between one of your allies and an opposing faction (Yes, no, intel screen, abstain). You're not really participating in the diplomacy that occurs from time to time, which is what I was looking for when I installed this mod and, while it does deliver to an extent, is still slightly lacking. It's pretty great on its own, but I think you can do better :).
Hi Histidine,
great mod you made there. Having a lot of fun with it.
However, the last couple of days I had an error popping up. Any ideas on how to resolve it?
Balance suggestion:
- Agents are too powerful. You should only have access to one agent, plus one if you invest in the skill point (that node is weak anyways, so this would effectively buff it). I know that this can be adjusted in the config, but it's unclear if this affects the AI factions as well.
- The agent ability to lower or raise relations is far too powerful. It's much too effective and doesn't cost enough. As it stands, even if Hegemony is an absolute powerhouse in a game, I can simply use two agents (even one agent if I'm handicapping myself) on Hegemony and another faction and delete their relationship over a moderate amount of time. At this point, I don't use my agents to adjust relationships, as it basically results in an effortless and bland victory over the sector if you pit the top factions against each other.
Other than that, I love your mod. It's incredible and it's very popular for good reason.
"agentBaseSalary":2000,
"agentSalaryPerLevel":1000,
"maxAgents":2,
I think semi-random capital planets would be an interesting addition (it could even be just a .csv with fields for possible names and possible planet types, perhaps also with an ID field for a custom description), but more than that defeats the purpose of random mode, which is to improve performance.
That said, it wouldn't be hard to add custom Core Worlds to random mode if you so desired; it's a simple check to see if Random Mode is running. You could also look at creating a custom scenario, although I haven't looked at that in depth yet.
v0.9.7
* Special forces tweaks/fixes
* 33% point generation rate
* Lower max point stockpile
* When fleet is killed, delay spawning of next one
* Fix fleets not defending vs. invasions and sat bombs
* Fix raids failing immediately on arrival for unclear reasons
* This happened when all targets were too strongly defended for raiders
* Now the raid will either take its chances with the weakest target, or retreat and say so clearly
* Random sector improvements
* Rebalance and refactor random sector economy generation
* Not so many heavy industries or fuel productions, particularly in large sectors
* Less likely to build some industries if they're already common in sector
* Random sector core world generator can create more/less systems than current
* This should allow it to avoid inhabited worlds spilling over into other constellations
* Shift random sector core worlds to the west, like non-random sector
* Fix indies not always having heavy industry; add corrupted nanoforge
* Add STDF Requisitions submarket to Spindle homeworld in random sector
* Tiandong's Shanghai can no longer be disabled
* Fix ApproLight Chaos Rift's name
* Templar improvements
* Invasion rate mult 0.3 -> 0.7, hate Luddics more in random sector; add super start ship options
* Toggling of Templars' Antioch system in random sector now done in new game dialog instead of config file
* Lower frequency of faction bounties for hostile-to-all factions (e.g. Templars)
* Add Templar Apostate custom start
* Add independent "vulture scavengers" which sometimes compete with player for battle salvage
* Mining is now instant with cooldown rather than taking time
* NPC agents can instigate rebellions
* Destabilize Market and Infiltrate Luddic Cell agent actions give more XP
* Player alliance joining/invitations obeys same relationship rules as for NPCs
* Don't issue conquest missions targeting commission faction
* Market value for market transfer includes installed AI cores and special items
* Governed colonies count towards faction size for bonus admins
* Can buy governorship of size 3 player-founded colonies for 1 credit
* New game: Turn off transponder when spawning player in hyperspace, in case anyone is hostile
* Disable prisoner repatriation when already at max relations
* Bugfixes
* Fix Version Checker error (migrated version file to GitHub)
* Invasions and raids should give more accurate fleet count
* Fix some cases of relationship changes not working while commissioned
* This is most obvious when using an agent to end hostilities with player faction
* Fix will not fully apply to existing commissions in save
* Fix a case where player becoming non-hostile to a faction would be reverted by still-hostile commissioning faction
* Fix NPC markets building Star Fortresses on size up at smaller market sizes than intended
* Prevent bug where market gets stuck in "suspend autonomy" state forever
* Fix Prism High-End Seller being capped at 40 ships available
* Fix Derelict Empire not being hostile to independents, or factions not present at game start
* Don't show option to "reroll random start ships" in most custom starts (causes NPE) or super ship starts (does nothing)
* Remove Approlight config (moved to own mod)
* Disable some devmode-related stuff when playtestingMode is enabled in settings.json
* Text
* Alliances created between vanilla factions can have pre-defined names for specific faction pairings
* Update captured planet descs
* Add some Ace Combat countries to procgen planet names
* Fix target faction name in base strike intel
* Fix some typos in "bring refugees aboard" decivilized event
* NPC agents can instigate rebellions
Quote* NPC agents can instigate rebellions
aw yis
Very small but the "Back" option on the "Other Options" on new game creation isn't mapped to ESC anymore.Oops; fixed both issues for next version.
EDIT: Also a debug message gets printed even without devmode when a vulture fleet spawns kinda like the special task forces in devmode.
now i gave question, is there any "issue" with the raid launched by player faction, (privateer base from IR), because game say i outmatch or i'm superior (even something i go help) yet it fail.Is the strength message from right before the raid is resolved, or some time before?
I just noticed the new update talks about templar tweaks: I thought that mod was in hiatus (the forum says it is up to date for only as far as .81a)
Do AI factions build new buildings and upgrade them when they get new colonies via invasion/donation?
Because when I check colony info, I often see that they they don't build industries and not upgrade them.
That said, I didn't look into what happens when the player is hostile to independents, and vultures fighting people on their own is undesirable.
* Vulture fleet fixes/improvements
* Avoid targeting loot with an enemy fleet nearby, unless our fleet is strong enough to pick a fight
* Try to avoid being distracted by nearby enemies
* If no raids are incoming and there's nothing to salvage, go home instead of hanging around
* Reduce spawn rate multiplier 8 -> 5, add another multiplier value to settings.json
do i need to restart to use this mod?yes
How do I blacklist a ship from being procured by Agents?data/config/exerelin/agent_steal_ship_config.csv
do i need to restart to use this mod?You can add it to an existing save, although Prism Freeport won't appear without console commands.
I won't have time to properly playtest my vulture fleet adjustments for a while, so I'd appreciate it if people try this beta version and see if it addresses your issues.
just wondering how do i join an alliance it says my faction is able to join but i tried comn relay at one of the members but it didnt let me join
v0.9.7b
* Vulture fleet fixes/improvements
* Avoid targeting loot with an enemy fleet nearby, unless our fleet is strong enough to pick a fight
* Try to avoid being distracted by nearby enemies
* If no raids are incoming and there's nothing to salvage, go home instead of hanging around
* Reduce spawn rate multiplier 8 -> 5, add another multiplier value to settings.json
* Fix lying FP amount in debug log message
* Remove debug message in message field
* Economy mult for invasion/raid size limit 15 -> 6
* This means second-tier factions like Luddic Church and Tri-Tachyon cannot reach the invasion size hard limit (2,000 FP) with their initial faction sizes
* Rebalance export values for some commodities
* Metals 3000 -> 2000
* Transplutonics 6000 -> 4000
* Recreational drugs 750 -> 900 (vanilla is 1500)
* Also mention the mod changing export values in tips
* Agent fixes/improvements:
* Rebellions can't be instigated on non-invadable markets
* Ship procurement: Add exerelin_config setting to only steal ships available for sale (in open/military/black market)
* Greatly reduced agent XP from legal ship procurements
* Fix Sabotage Industry's actual duration not taking into account agent level
* Don't launch punitive expeditions or Hegemony inspections against player-governed colonies (held by commissioning faction)
* Can now launch against autonomous colonies instead
* Add Devious faction trait: more frequent agent actions, with higher success rate and effect
* Diplomacy profiles: Don't show morality, just show the one thing it affects (stabilization package item)
* Fix issues with rebellion suppression fleets
* No longer require a complete kill to be counted as stopped
* No longer grants a 20% strength boost to government just from being spawned (instead gives 10% bonus on arrival, before applying the existing effect from cargo)
* Fix not being able to repatriate prisoner with commissioning faction
* Faction relation changes only trigger a check for remaining in alliance if the direction is negative
* Add memory key $nex_noOfficerDeath for officers; fix baseEscapeChance setting not actually being used
Unfortunately, the vulture fleets are still easy pray to my mid- and late-game fleet. They need to be better at just letting things go, especially when there is other salvage around.Hmm I don't really feel like changing how it decides whether to fight or not. (It uses the same AI as the one that decides whether the fleet should disengage, hold, or attempt to force an engagement)
Hello, I'd like to suggest adding another option when requesting a defense fleet-- A slider which determines the amount of time a defense fleet stays around a target market (similar to an invasion fleet, where you can choose the amount of marines a fleet can carry).Is this really a thing that happens? The defense fleets hang around for 150 days and no invasion takes that long to arrive with normal settings, so even if you requested the defense fleets immediately on seeing the invasion, and they arrived immediately, they should still be around when the invasion (auto)resolves.
I've had multiple instances of requesting a defense fleet too early, that by the time an invasion came to one of my markets, the defense fleet already left. Sometimes when I try to time it right (in my head) by requesting a defense fleet after a certain amount of days have passed, I'd occasionally forget about it due to the numerous events that take place in-game that it just slips through my head.
Might be some general bug or mod "synergy" around fleet strength calculations. I just had a "pirate armada" attack my late game murder fleet. It had one fighting cruiser total...Hey lifes rough for pirates, gotta do what ya gotta do
I know, but it is not only the pirates. This was just an extreme example of a general problem, which I do not know the cause of.
Am I able to select the Ninth Battlegroup as my starting faction? I can't seem to find this faction in the starting factions list. Is there some sort of way to enable it and choose it as a starting faction?Ninth BG is not available as a starting faction (and generally don't do anything in Nex) because they lack a Nex config. Someone would have to write one; copying and editing one of the existing configs included with Nex or another mod will work.
Lol good thing the "Insert Quote" function caught your edit. Yeah, I suspected it was Vayra bounty hunter fleets; hopefully they'll get adjusted once Vayra comes back to modding.I know, but it is not only the pirates. This was just an extreme example of a general problem, which I do not know the cause of.
So I was having a good time with this until I started running afoul of the vengence fleets. My little fleet with its 1 battle cruiser suddenly encountering fleets of 4 battle ships 8 cruisers and *** you numbers of carriers every time I leave a system. They seem to spawn on top of me out of no where. I'm not sure if this is intended behavior or not but it seems... at best terribly unbalanced. At worst game breaking. Basically if you do anything to anger any faction enough you're sent back to the beginning only you're starting over with more people hating you. I think this mod needs a balance pass at least in terms of relative fleet strength to send to hunt some one down.
EDIT: So I was wrong, I'm going to leave the original post up in case anyone thought the same thing I did. It was actually a multiplier set in Varyasector not a value in Nexerelin and it was a bounty fleet not a vengence fleet that was kicking my ass. So If any of you are seeing weirdly sized, angry, and hostile bounty hunters please check the config in varya specificly the multipliers related to bounty fleets..
crash after i left my colony.Were you trying to execute a particular agent action, or did this happen on its own? (If the latter, a modlist might help)
[...]
edit : another crash, same problem. This is nex crash if i'm reading it right? something to do with agent?
Hello, I haven't really been up to date with the latest Starsector developments, so I'd like to just ask: I noticed that the new Vulture fleets give me the message that hostile actions against that fleet would result in a lower rep drop. I was at like +25ish rep with independents before I got intercepted and attacked by one said vulture fleet after scavenging through a debris field. After the battle I noticed that my rep with Indies dropped to -56. Is this intended behavior?This shouldn't happen (my first thought was that the vultures pulled in another independent fleet to help them and you killed ships from that fleet, but a glance at the code suggests it shouldn't affect the matter).
I'm getting a java.lang.NullPointerException crash that I think that is related to vulture fleets.Are you using Extra Systems Reloaded v0.5.0? That's been having issues, try the fix .jar here (http://fractalsoftworks.com/forum/index.php?topic=13089.msg298670#msg298670).
From what I can recall, I was having a battle with a lowtech station as my ally. When the battle was over, I decided to scavenge the scraps of my battle, only to be interrupted by vulture scavengers( "Back off, we were here first" LOL). I closed the comms and did not fight them, and it seemed the vulture fleet was backing off from the scavenge , fleeing from me. From there, I started scavenging again but then I still was confronted by the vulture scavenger fleet. However this time, below all the usual text for a encounter a line something like Fatal:null showed up. I closed the encounter window and the game crashed afterwards. I have saved right before I started salvaging at all, but loading up the save keeps giving me the same Fatal:null crash shortly after.
This shouldn't happen (my first thought was that the vultures pulled in another independent fleet to help them and you killed ships from that fleet, but a glance at the code suggests it shouldn't affect the matter).It happened silently. No rep change message was present anywhere, the only way I figured indies were suddenly hostile to me was by viewing the Intel tab after I got attacked.
Do you remember if the rep loss to hostile state was shown within the battle dialog, in the campaign GUI afterwards, or did it just happen silently?
Question on adding factions.Nexerelin itself should work fine, although there may be some economy/strategic balance issues, it can get confusing tracking all the factions and their relations, etc.
I'd like to add as many of the faction mods as humanely possible...
Will this screw up nexellerin at all?
No, I'm not using extra systems reloaded. Here is my active mod list:Hmm. The error message is the same as the one here (http://fractalsoftworks.com/forum/index.php?topic=18811), but I haven't heard of it crashing with non-player-faction fleets outside of Extra Systems.
[...]
I beg you to reconsider the reputation loss when attacking vulture fleets. There are currently few things as infuriating as fighting a big fleet and getting locked out of the spoils of our own battles, unless we're okay with ruining our standing with the independents, which is a huge bother considering it's tied to things such as the prism port discount and the kassadar seller.
This is especially bothersome considering the independents are not even a cohesive group, just a collective designation for people who don't belong to factions. And it's really hard to accept that you try to face people who are attempting to take what's rightfully yours and every factionless person out there collectively goes "Oh wow, you're getting no-no points for that one. Should have just let them steal your stuff instead". It's bad enough that it broke me and I finally made an account just to post this.
you really need to improve the colony building ai. its really the only major problem with the mod as they quickly start flooding the food and ore markets and then dont build any of the industries and miltary to use the materialsThey start with farming and mining on new colonies because those are cheap and good, but larger colonies do frequently build larger industries in my experience.
I beg you to reconsider the reputation loss when attacking vulture fleets. There are currently few things as infuriating as fighting a big fleet and getting locked out of the spoils of our own battles, unless we're okay with ruining our standing with the independents, which is a huge bother considering it's tied to things such as the prism port discount and the kassadar seller.Hmm, for your own battles you should be able to grab most or all of the stuff before vultures arrive (and I'm increasing their spawning distance from player fleet to make this more reliable), especially since player doesn't have any cooldown on picking up derelict ships. Are they showing up much faster for you?
This is especially bothersome considering the independents are not even a cohesive group, just a collective designation for people who don't belong to factions. And it's really hard to accept that you try to face people who are attempting to take what's rightfully yours and every factionless person out there collectively goes "Oh wow, you're getting no-no points for that one. Should have just let them steal your stuff instead". It's bad enough that it broke me and I finally made an account just to post this.
EDIT: Okay, now I have a problem with Remnant High alert systems not spawning at all.... There in hyperspace because of the ruthless mod but no remnant stations... I used devmod tools to look around... :(I've heard of a bug where someone's Remnant stations in an existing game all vanished after updating to Nexerelin 0.9.7, but have no idea what could cause it (Nex certainly doesn't try to do anything like that). Sorry...
Are they showing up much faster for you?
you really need to improve the colony building ai. its really the only major problem with the mod as they quickly start flooding the food and ore markets and then dont build any of the industries and miltary to use the materialsThey start with farming and mining on new colonies because those are cheap and good, but larger colonies do frequently build larger industries in my experience.
(https://i.imgur.com/7kwFIT3.png)It can spawn that many fleets if it thinks it needs them to get past the system defenses, yeah. Although that would generally require a really crowded star system.
is this normal ?
Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANTSpoiler(https://i.imgur.com/1NYIXjy.png)[close]
Normal people usually take a shower when they feel dirty for what they've done, I guess carrier spam does indeed call for taking a radioactive bath into the surface of the hottest type of star known in the universe at 20.000 Kelvin ::)
4051468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionDid some quick testing, the crash seems to be consistent and not dependant on having an agent on the rebelling planet to provide additional info.
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.createSmallDescription(RebellionIntel.java:1200)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.o00000(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.Object.class(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.EventsPanel.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.campaign.comms.return.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.String.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.N.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.O0oO.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.ui.v.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANTStormhawks are from Vayra's Sector, not Nexerelin. I've seen other Vayra-generated objects end up inside large stars too, so I suspect it's a bug in that mod.Spoiler(https://i.imgur.com/1NYIXjy.png)[close]
CTD with a Fatal: Null error when I attempt to check on the status of an ongoing rebellion in the Intel screen after a small suppression fleet is wiped out. Here's the error from the log:This is what happens when I expect code to do the thing that makes sense...Quote4051468 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerExceptionDid some quick testing, the crash seems to be consistent and not dependant on having an agent on the rebelling planet to provide additional info.
[...]
This is what happens when I expect code to do the thing that makes sense...That worked to fix the description crash, unfortunately it seems to have caused a new one. Every time I select "Consider your military options" at a planet or station the game crashes, which didn't happen before. Here's the log:
Well, download this (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) and put it in Nexerelin/jars, it should fix that bug (as well as some other issues).
34895 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/rulecmd/VIC_MarketCMD
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/rulecmd/VIC_MarketCMD
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.canVirusBomb(Nex_MarketCMD.java:166)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:324)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:238)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:120)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.super.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.Objectsuper.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.rulecmd.VIC_MarketCMD
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 36 more
35218 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/rulecmd/VIC_MarketCMDSame trigger as before.
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/rulecmd/VIC_MarketCMD
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:343)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:238)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:120)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
at com.fs.starfarer.ui.newui.Objectsuper$1.o00000(Unknown Source)
at com.fs.starfarer.ui.newui.super.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.rulecmd.VIC_MarketCMD
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 21 more
Here I was thinking that fighting and dealing with the Stormhawk Republic vermin reached its peak the moment I had to search for their camp for 3 months inside a big system, when they decide to actually spawn said camp INSIDE A BLUE GIANTStormhawks are from Vayra's Sector, not Nexerelin. I've seen other Vayra-generated objects end up inside large stars too, so I suspect it's a bug in that mod.Spoiler(https://i.imgur.com/1NYIXjy.png)[close]
I hate myself.
Last try. (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1) Temporarily purged every direct reference to the relevant mod that's missing (it's unreleased, still in development)
That looks like an agent action on a null market, which is really something that shouldn't be happening. I could do the obvious fix, but it may just crash somewhere else instead (as, uh, has recently been demonstrated).
Is this with a player agent action, or an NPC one (which would likely appear as the game crashing on its own without a player action)?
Can you upload your save somewhere?
Thanks! That's exactly what I needed to figure out the problem.
Download (https://www.dropbox.com/s/u489guhcdtgjhus/ExerelinCore.jar?dl=1)
If you're curious:SpoilerThe problem was trying to instigate a rebellion on a colony that already had an ongoing rebellion.
NPC agent actions are supposed to end immediately after execution (success/fail), but when the rebellion creation fails in this way it doesn't end. Agent actions that don't insta-end will run some checks that assume an actual agent person, which NPC covert actions don't have.[close]
v0.9.7c
* Blueprint trader supports Roider retrofit templates; number of items available increased to 7-10 (was 6-8)
* Restore Industrial Evolution support
* Increase distance from player at which vulture scavengers spawn
* Now 100% of player sight distance (was 75%), and has floor of 1000 units
* Comm relay also grants stability bonus to factions which are friendly/cooperative with owner
* Make Patrol HQs more common in random sector
* Add Naraka and Al Gebbar captured planet descs by Mace
* Bugfixes
* Fix crash with NPC agents attempting to instigate rebellions
* Fix crash when viewing rebellion intel after suppression fleet is defeated
* Remove some obsolete code that made delivery missions to Templar markets uncompletable
* Don't set a faction's relations with itself if the faction config attempts it
* Don't allow player faction to auto-generate invasions vs. Templars if followersInvasions is off
* Fix crash when two raids arrive at the exact same time
* Fix a bug with commissioned relations syncing
* Blueprint trader supports Roider retrofit templates; number of items available increased to 7-10 (was 6-8)
Wait there's a BP trader somewhere? I've only ever known of the Prism Freeport...
* Blueprint trader supports Roider retrofit templates; number of items available increased to 7-10 (was 6-8)
Wait there's a BP trader somewhere? I've only ever known of the Prism Freeport...
Would you look at that? BP Trader is on Prism Freeport, in contacts :P
45081 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hello. Starsector is crashing with the following log file explanation. Does anyone have any ideas as to why? I appreciate any assistance.Quote45081 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
You didn't enable all libraries your mods require (this error is GraphicsLib not being enabled IIRC, it's on bottom of list in launcher)
How do you mean that they do not contribute to the global economy? I thought it's a matter of insde calculations. Anyway The idea to colonize for someone seems nice.
You can already give the planet to your commissioning faction after creating a colony (talk to the admin that spawns on comm board after undocking and redocking), then buy the governorship for 1 credit.
* Add independent "vulture scavengers" which sometimes compete with player for battle salvage
NPCs will build new industries (and upgrade existing defenses at times) when received/taken from someone else, or on growing in size, yeah.You can already give the planet to your commissioning faction after creating a colony (talk to the admin that spawns on comm board after undocking and redocking), then buy the governorship for 1 credit.
Does the AU upgrade commissioned planets?
Tmi gave a planet to the Tri tachyon and even after about 100 cycles it still didn't uograd the battlestation
Is the speed of their appearance depending on value of the debris and derelicts? It took a while before they showed up when I was loitering around Hege-Tri-Ludd conflict in one of the systems at the start of the game. Admittedly, there wasn't much stuff but still I could snatch a few frigates before they showed up.They spawn at certain intervals (not sure exactly how often), with a limit on the maximum number of fleets based on amount of salvage floating around the system and the number of ongoing raids/invasions in the system.
I suggest a priority system for invasion target with factions prioritise in retaking lost original planet in their home system first even if they are not hostile at the moment then aiming for other planets (including independent/depends on trait) in their claimed system or system that they has at least 1 planet so that they will have a strengthened base of operation. This will prevent a cripling moment, in case, the first planet to fall is the only one that has high command and they suddenly turn friendly with each other. The rest will have zero protection agaisnt raid and everything without permanent roaming fleets. There will be a single home system for every faction that also has highest aggressiveness in retaking, all other claimed system are interchangable between faction. They should also start claiming closest hostile faction systems one at a time for they will have a very clear goal to strike with said system turning into a full battlefield with one side trying to claim multiple planets and one side trying to retake and not pick a random planet litter all over the sector to capture (sounds like Stellaris). If the war weariness reach a certain thresshold, one faction will likely to lose the claimed system with reduce retaking and invasion capability.
Some of a very detached faction trait should also has very agressive retaking fleet to ensure their longivity. With this, in hope that, the full picture of the sector will more likely to be preserved, no faction wiped out too soon before player act and faction planets will be more likely to concentrate as to prevent lone planet easy capture.
They should also prioritise colonise a planet in their claimed system if it has 150% harzard and lower. A decivilizing planet should sometimes turns independent instead.
Is it possible to make factions prioritize colonizing planets that are close to them instead of, as the Hegemony did in my game, travelling dozens of lightyears to colonize places when there's better planets available inside one of their controlled core systems? It's really frustrating to see the NPC factions colonize places that I might be interested in instead of the places that would be better for them and that I wouldn't colonize anyway.Yeah, I think I'll make factions prioritize conquering whole systems before trying to get a presence in new ones (though I probably won't make this a strict rule, might make invasion targets too predictable) and make factions strongly prefer in-system colonies.
Could the Tri-Tachyon be given some kind of buff in the standard core worlds start? In my last game the Persean League took their only heavy industry world very early, which completely crippled them, and it was only through me capturing and gifting multiple low defence pirate worlds (including Kaptain Starworks and it's heavy industry) that they managed to survive until the end of that game.Hmm they already get some fairly significant buffs (both the Culann and Eochu Bres stations get alpha cores) and I'm wary of piling on further buffs on top of that to turn Hybrasil into some ultra-fortified system. Well, I'm giving the military base on Culann an alpha core too, that'll help.
Is it intended that NPC faction-backed rebellions fail every single time? Across an entire playthrough I've never seen a single rebellion succeed unless I actively aided it, which seems like a waste of the mechanic? Not sure how you'd go about changing it, though.Well rebellions aren't generally expected to succeed without outside help.
I won't give factions free fleets to retake lost markets (if that's the proposal) though, there's enough issues in the game with fleets out of thin air as it is.
(as for decivilization, I can't readily modify that part of the code at present, but if I ever do I might do some stuff with it)
Hmm they already get some fairly significant buffs (both the Culann and Eochu Bres stations get alpha cores) and I'm wary of piling on further buffs on top of that to turn Hybrasil into some ultra-fortified system. Well, I'm giving the military base on Culann an alpha core too, that'll help.
85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Any ideas what may cause this bug?CodeMy game refuses to even start..85469 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Modlist in the attachment
CodeMy game refuses to even start..[quote author=Alphascrub link=topic=9175.msg300798#msg300798 date=1603412763]
[quote author=Canaris link=topic=9175.msg300783#msg300783 date=1603401508]
Any ideas what may cause this bug?
Modlist in the attachment
From what I can see one or more of the mods on your list require Graphics Lib which you don't have according to your list. Here's a link.
http://fractalsoftworks.com/forum/index.php?topic=10982.0
Hey, I wanted to know how the "Special task group" fleets that randomly spawn work. (I hope it's this mod which adds them and I'm not being off topic) I once had an invasion headed to one of my colonies, but it was a weak fleet so I let my defenders do the work, however it suddenly succeeded and I noticed that one of those large special task group fleets came into my system to destroy my star fortress. So how do they work ? Do they wander around the world and then either escort one of their faction's fleets during an invasion or was I really really unlucky and they happened to randomly come to my system ?
I see, then I should be wary of them when I see them traveling in hyperspace. Thanks.
Ah yes, the revenge fleets. Of course, those are an obvious danger. Although personally I find that the bounty hunter fleets from Vayra sector are far more dangerous considering how big they are and how quickly you rack up high bounties.
1) The size limit itself is currently hardcoded, but you can disable the size/relationship check completely in Nexerelin/data/campaign/rules.csv.
- Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
- If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
- Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
- If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
1) This. I've come two planets away from purchasing Governorship of all my commissioned faction's planets and I would love for the Governorship options to not have a size limit. Requiring cooperative status and a very high mark-up for planets bigger than size 4 would more than balance it.See post above yours :)
2) I've got 6 HMI planets under my (and my administrators') governance and an AI inspection was never sent to them. Only the usual busywork of raids, invasions and saturation bombardments.
Edit: speaking of AI inspections, wouldn't it be nice if Nex made the Hegemony not only inspect your factions but the other ones too, namely Tri-Tachyon? Has anyone else ever suggested this before?I could implement something like that in the future, yeah. Need to think over details like "does the target faction pay bribes, and if so, when?" and "if the faction resists, is the inspection likely to actually succeed?"
Edit 2: one last thing. I remember having a Hegemony raid succeed on my home planet and requisition some 10 AI cores. I managed to catch the two inspection fleets going back to their base, defeated them both making sure not ONE ship escaped but said cores were never to be found again. Could it be possible for Nex to actually have the requisitioned AI cores remain on the inspection fleet until they dock into their origin planet and NOT magically disappear the moment they're taken away?Maybe in the future. Assuming the cores are not destroyed on the spot by inspectors anyway...
Is it possible to turn off the insurance thing? It completely ruins the mod for me. Very easy to get very rich very fast with little work not very fun.playerInsuranceMult in exerelin_config.json
Observing some strange behaviour that I don't think is intended. I captured Mairaath from the Persean League a while ago and gave it to my commissioned faction, the Pirates. The Luddic Church later invaded and captured it, but I supplied the resulting rebellion with enough marines and guns to retake the planet before the first suppression fleet could even arrive.It's following very simple rules right now: Pirates take market, other faction launches counterattack against any pirate-held market, which doesn't necessarily need to be against the market most recently flipped. Pretty straightforward even if the results don't always make sense.
Problem is that every time the game processes that the planet was "captured" a random faction decides to invade another Pirate planet that I captured from another faction earlier. Even when the response makes no logical sense whatsoever, like a completely unrelated faction deciding that a completely different planet that once belonged to another unrelated faction must be invaded. Or in one particularly strange instance, the Tri-Tachyon decided to launch a sat bombardment fleet against Olinadu "as an act of vengeance in response to the vile hostile actions of the hated [my character]".
Supporting an anti-Luddic Church rebellion on a planet they took from my commissioned faction that I captured from the Persean League earlier and gifted to the Pirates = vile hostile actions that the Tri-Tachyon, long-time enemies of the Luddic Church and neutral faction to the Persean League, must respond to with saturation bombarding a former Persean League planet currently occupied by pirates? What ???? Am I missing a few pages from the Persean rules of engagement? I do not comprehend how this is supposed to make sense, logically or in terms of coding. Something seems broken here...
Hello,Hello!
I'm making this post because I have an issue with the mod balance that I would like to figure out.
Right now I'm using the mod with a lot of other mods, so those obviously affect the balance. In particular I am using the Terraforming and Station Construction mod - which obviously makes forming your own colonies easier (especially when I can get AI cores more easily eventually via my own production).
Yet in my current game, my issue is: the AI factions do not found new colonies nearly often enough.
I am 4-5 years into my game, and am the largest faction in the game, with a total size of about 100 in my colonies. All of which I founded on my own (about 16-20 colonies in total). Most of them run with an Alpha Core, and despite the Hegemony sending occasional AI inspections it is trivial to bribe them (or I could trivially defeat their forces, but that's a combat balance thing).
In that time, the AI have formed a grand total of around 6-8 new colonies, with only 3 of the factions bothering to do so. So every single AI faction "put together" founds about 1-2 colonies "per year," which is an enormous amount of time given how easily you can farm money with bounties or other things and form your own colonies.
Effectively: does anyone know how I could fix this, and what options I should tweak if so? I want the AI to actually expand their empires among the stars (I have a larger size for my galaxy as well), so they can provide a credible threat to me for longer rather than being trivialized the moment I am able to hold onto a handful of colonies.
I think there also needs to be some limitation on using Alpha Cores to run your empire far past the normal size limitations, or else the AI needs to actually be able to pose a credible threat to you if you start doing that, but that's another matter which would probably require other balancing fixes.
Right now the fact that the AI seems to barely found new colonies, and also barely seems to go after your colonies with any actually dangerous forces, seems to make the game trivial once you are able to actually build your own stuff. Seems to me that moving into the 4x aspect and forming your own colonies should expose you to much greater risks, but I'm not seeing them.
Best I can suggest right now:
- Lower the colony expedition cooldown (colonyExpeditionInterval in exerelin_config.json)
- Don't use alpha core admins; I expect Alex will eventually add consequences for them, but they're not in now
- Use Starfarer mode, which slows player colony growth
(The NPC colony expedition interval is currently fairly long so NPC factions don't grow like weeds all over the place and become annoying to put down, but I'm open to reducing it, even by large amounts)
1) This. I've come two planets away from purchasing Governorship of all my commissioned faction's planets and I would love for the Governorship options to not have a size limit. Requiring cooperative status and a very high mark-up for planets bigger than size 4 would more than balance it.See post above yours :)
2) I've got 6 HMI planets under my (and my administrators') governance and an AI inspection was never sent to them. Only the usual busywork of raids, invasions and saturation bombardments.Edit: speaking of AI inspections, wouldn't it be nice if Nex made the Hegemony not only inspect your factions but the other ones too, namely Tri-Tachyon? Has anyone else ever suggested this before?I could implement something like that in the future, yeah. Need to think over details like "does the target faction pay bribes, and if so, when?" and "if the faction resists, is the inspection likely to actually succeed?"Edit 2: one last thing. I remember having a Hegemony raid succeed on my home planet and requisition some 10 AI cores. I managed to catch the two inspection fleets going back to their base, defeated them both making sure not ONE ship escaped but said cores were never to be found again. Could it be possible for Nex to actually have the requisitioned AI cores remain on the inspection fleet until they dock into their origin planet and NOT magically disappear the moment they're taken away?Maybe in the future. Assuming the cores are not destroyed on the spot by inspectors anyway...
On a side note, I'm getting a crash just before a Saturation Bombardment force enters my system. How do I access the crash code for me to show you?starsector-core/starsector.log (if file extensions are hidden, the file will just look like "starsector")
- Is it possible to modify the size cap at which you can purchase governorship of planets? I checked, but didn't see an option for it in the configs, and being limited to size 4 means most planets will continue to collect dust in the hands of the AI. And it also puts me on a timer to grab what I can before size 4 colonies grow to size 5.
- If you purchase governorship of a planet with Free Port, will the Hegemony/Luddic Church send expeditions as if it's a player colony, or will they only send invasion fleets/etc. as normal?
On a side note, I'm getting a crash just before a Saturation Bombardment force enters my system. How do I access the crash code for me to show you?starsector-core/starsector.log (if file extensions are hidden, the file will just look like "starsector")
Open with Notepad++ or similar (plain Notepad works but ugh) immediately after getting the crash, and scroll to the end for the error message.
7102971 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.A.new.super(Unknown Source)
at com.fs.starfarer.ui.A.new.<init>(Unknown Source)
at com.fs.starfarer.campaign.ui.String.<init>(Unknown Source)
at com.fs.starfarer.ui.P.super(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.addIconFor(Unknown Source)
at com.fs.starfarer.campaign.ui.oOOo.<init>(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.public.float(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2$9.beforeShown(Unknown Source)
at com.fs.starfarer.campaign.C.o00000(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
It's either Z, X, C, or V i forget, then check market option.
I apologize if this has been asked/covered before, but 225 pages is a lot to read through and my searches did not pull up a conclusive answer.
Couple questions, and the answers to some may answer others as they're all related:
1. Is there a difference between having a commission with a faction and having no colonies (no player faction) and having a commission with player colonies? (not governorship-purchased worlds, but settled by the player directly)
2. Is purchasing governorship the only way to have colonies and stay a part of your starting faction from a mechanics perspective?
3. If you have a commission from a faction and then colonize a planet for yourself, does that take you out of their faction but keep your commission? Like, for war declaration purposes, is the player faction and their commission faction linked so a war with one causes a war with the other?
4. Are governorship-purchased colonies functionally identical to player colonies in the base game, just with a different color scheme?
5. Is there any risk to losing governorship of a colony without it being invaded with normal invasion mechanics?
315321 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Cleaning up orphaned fleet [Stormhawk mercenary scout] of
- ships
315321 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Cleaning up orphaned fleet [Stormhawk mercenary scout] of
- ships
315321 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - 0 out of a maximum 9 nonevent fleets in play for [warhawk_republic]
315323 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Spawning fleet via SpawnFleet, spawnMarket: [New Conclave], target: [Airin L5 Backwater], combat points: [16]
315323 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Spawned fleet via SpawnFleet, Actual Fleet Points: [33], Fleet Size: [7]
315326 [Thread-4] INFO data.scripts.campaign.bases.VayraRaiderNonEventFleetManager - Spawned nonevent raider fleet [Stormhawk mercenary scout] at hyperloc Vector2f[6847.0, -10805.0]
315354 [Thread-4] INFO com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent - Removed officer from market_system_395:planet_0, 40 total available
315357 [Thread-4] INFO exerelin.campaign.intel.specialforces.SpecialForcesIntel - Picking task for Alisa's Fleet
315668 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.getSizeWithModules(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.createItemView(Unknown Source)
at com.fs.starfarer.campaign.util.CollectionView.sync(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.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.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
What does autonomy exactly do? Do the autonomous colonies with bases still provide fleet points? Can they send fleets themselves like all other factions do?Mostly they do what it says when you click the autonomy option (reproduced below for convenience):
An autonomous market will only generate 20% of its usual profit or loss, and will not count towards the player's colony or admin limits. Heavy industry here will not contribute to the player's personal production capacity, although the faction will still benefit from its ship quality bonuses. Tech-mining will not produce items.
Revoking autonomy later will cause 2 points of recent unrest.
Is Nexerelin Broken? I did a clean install and still not able to get the mod to work is just crash.Did you install and enable LazyLib?
@HistidineIf you actually killed every fleet in the system (or even 70% of them) the event should end on its own. If you haven't already, try disabling sensors in devmode (Ctrl+Z) and see if any fleets are hidden somewhere.
Is there a way to cancel a glitched saturation bombardment event? Despite having a working battlestation and having killed every fleet in sight my colony still gets bombed the moment I leave the system.
so is there a way to turn off remnant invasions? i have a pretty dang new colony and getting attacked by 6 of the biggest fleets ive ever seen right off the bat of the game when they have only ever attacked one other faction the whole game is pretty broken. i mean ive done 9 battles in a row trying to save my station now and i can get them all the way to the end...but every single time no matter how well i do the last battleship of the match sprints across the entire field in one move to do a hail mary at longest range of the biggest missile barrage ive ever seen and no matter what my armor or shield he one shots me. in a paragon. other tank went down just fine, but no no after half an hour of straight battling over and over again ive had to take it up the backside by a cheating remnant battleship thats already killed my station and half my fleet too. 9 times in a row the exact same conclusion.Well, if it's actually a new colony I'm highly sure it won't attract six invasion fleets at once. And a ship that "sprints across the entire field in one move" and oneshots a Paragon sounds like a broken mod ship.
how do i turn this off? because this is straight cheese in a can and it took me forever to get my system going and fought all kinds of battles already just to be brushed aside by a super fleet thats come out of nowhere to attack me when ive barely touched them all game so far.
is it possible to have more than 48 populated systems and 80 planets / stations when creating a new game. I play with the Adjusted sector mod and about twenty factions and I find the space not populated enough for my taste.Unfortunately the sliders are hardcoded at present. Next version I'll add config options for those, and maybe make the default max higher.
been doing some trading recently and noticing that by the time i get to my destination half a dozen products are not only not profitable but in the negatives. is this due to an increasing galaxy size and too many background npc traders? whats the best way to predict market values in such a state of flux?There isn't a real way to determine how long a shortage will last :(
What does autonomy exactly do? Do the autonomous colonies with bases still provide fleet points? Can they send fleets themselves like all other factions do?Mostly they do what it says when you click the autonomy option (reproduced below for convenience):QuoteAn autonomous market will only generate 20% of its usual profit or loss, and will not count towards the player's colony or admin limits. Heavy industry here will not contribute to the player's personal production capacity, although the faction will still benefit from its ship quality bonuses. Tech-mining will not produce items.
Revoking autonomy later will cause 2 points of recent unrest.
For fleet requests by the player, autonomous colonies provide full FP capacity but only 25% of the point accumulation.
Autonomous colonies spawn patrol fleets as usual, but player faction does not normally generate its own invasions/raids or other event fleets, autonomous colony or not. Unless the relevant config settings are changed, in which case IIRC there are no differences involving autonomy.
Ideally autonomies would split some fleet point into a separate pool and allow them to do everything other factions already do - wage war, send disruption fleets, colonize.Hmm, that's an idea. I'll experiment with this when I get back to working on Nex; hopefully not making it too good for player (free invasions and new colonies) won't require too much messing with the values involved.
Are pirates suppose to go after fresh colonies that have nothing on them?That is a feature of vanilla. Pirate raids can start almost immediately if build close to existing pirate bases. This is why it is recommended to save up for some defensive structures before establishing a colony.
Ideally autonomies would split some fleet point into a separate pool and allow them to do everything other factions already do - wage war, send disruption fleets, colonize.Hmm, that's an idea. I'll experiment with this when I get back to working on Nex; hopefully not making it too good for player (free invasions and new colonies) won't require too much messing with the values involved.
(My mental concept of autonomous colonies was more like what autonomous regions are like on present-day Earth; different autonomous colonies of a single country don't have any particular reason to cooperate with each other as a unified entity any more than they do with the central government, and invading someone is more foreign policy than they're usually allowed to have)
I just wanted to firstly, say great mod!Thanks!
Secondly I was wondering if there's a list somewhere of what mods that add more High value Bounties or more to the IBB bounties?
Thanks
It's weird that your commissioning/parent faction doesn't reward you for conquering planet outside of conquest missions, I feel like conquest missions are basically like the 2x value delivery missions so you should still get some form of reward for delivering a planet to your faction. Is this supposed to be mitigated by taking the planet for yourself and then selling it?Well the main reward of taking colonies is you get closer to the victory screen, if you care about that. Although I could make the rep reward larger with your specific faction.
There's also an issue where taking conquest missions from other factions have drastically lowered payouts due to stability when you have to do a hand-off after taking the colony for yourself instead of getting the full value when you do a conquest mission for your parent faction. It creates a weird strategy of holding on to the colony for 1-2 months while its industries repair to get more money from the transfer but still not what the original listing was. And this is after taking the colony the hard way instead of tactically bombarding it!
Is there a way to increase the frequency of Remnant raids? I like the gameplay idea of trying to survive the 'Remnantpocalypse' as their repeated raids slowly decivilize the sector.Sorry, it's currently hardcoded!
so i swear i left it off, but a dead faction just respawned. is there a way i can shut this off mid campaign? im invested and have restarted over and over in this game already. thanks
edit: please, i dont want to have to reset for like the 15th time. the initial start to this game is terrible and its taken me so long just to find a start setting that wasnt a total wreck. i mean normal hegemony just takes over the galaxy, then if you do random, then you find out that independents dont defend themselves and just turn into a feeder state when you kill off hegemony which allowed them to bounce back from the certain death in a month and end up being twice as bad and they came back and knocked out tritachs capital world that had all my ships in it that i never got back. then sifting through mods trying to find replacement factions for independents, and figuring out weights and starting settings then adding more factions to try and dilute the faction problems, and all kinds of other issues.
If i have one complaint about this game, about this mod about anything: its the starting settings and scenario are just terrible and this game is time consuming so by the point you figure all this stuff out you are a hundred hours in each time and realize that your entire campaign is either broken or not what you are after over and over and over again. this is just been an excruciating learning curve just trying to get a decent campaign going the likes of which i have no other games to compare it to. ive wasted so much time because one faction likes to cheat or is gimped or i didnt know or a mod replacement faction is no good or you get rolled several times in a row by remnants or or or. sry if i sound frustrated, but i am frustrated. ive had to start over at least 6-10 times already. id keep going, but not if i cant take out the other factions. heck what is the objective if they are immortal?
all this aside, sry bout the rant, it is an amazing game, and amazing mod and great work, just....run into some snags on my end i guess.
using this mod and colonizing a planet in a system already controlled by a faction made them ***, and now they want to kill meThat isn't this mod doing that. That is a vanilla rule of SS. However, Pirates, Independents & Roiders do not care because they don't claim the whole system.
Is there a way to decrease invasion frequency?Open exerelin_config.json and take a look at the settings under the
# Invasion stuff
Is there a guide on what player actions effectively impact a faction's success and ability to control the Sector in Nexerelin?I know you can conquer planets on behalf of a faction. Either by being commissioned by them, in which case it will happen automatically, or by transferring the market after you conquer it.
For example, does doing personal bounties or survey missions for a faction help them in any way?
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
Sorry if all this has been answered somewhere but I haven't been able to find it, only the Mining and Alliances guides. I recently came back to Starsector and didn't use either Exerelin or Nexerelin back when I first tried it years ago, and this mod seems to add so much to faction dynamics but I'm not clear on what has gameplay effects other than boosting your own rep and money. I'd love to support a faction of my choice in "winning the war" with something other than invading planets but I don't know if that works.
Hey, guys.If you want something vanilla-like then try Roider Union, Mayasuran Navy(that one retcons cannon for Mairath) Tiandong Heavy Industries, HMI+Brighton and Vayra's Sector. Though the last one adds in factions that are supposed to be somewhat a parody ones. Spess commies and spess murricans. Research Mandate and Rimwards are quite serious ones though: radiacal group of TT that researches AI closely and East-India Company in space.
The last time I played Starsector was over a year ago, and I have a question:
I can't find "compatible with Nex" in mods topics anymore, are they all defaulted to be compatible by now or I'm missing something?
What would be the top-5 faction mods you'd recommend for a new campaign? The most important requirement is: not overpowered and somewhat vanilla-like in terms of look (no anime girls, please ;D)
For example, does doing personal bounties or survey missions for a faction help them in any way?No to all of these; the economy and ship generation are too abstracted for that.
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
For example, does doing personal bounties or survey missions for a faction help them in any way?No to all of these; the economy and ship generation are too abstracted for that.
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
Helping a faction most visibly works when it's something like making sure an invasion succeeds/fails. Things that improve stability and remove commodity shortages also help, although the effect is... less visible, let's call it that. Other than that, helping a faction (usually yours, although agents can do it with third parties) improve its relationship with other factions can save it a lot of problems and even lead it towards a diplomatic victory.
Ah, yeah, that's confusing. To be clearer: Delivery missions can have an effect with the right commodity type and a large enough volume (must be enough to increment the number of production units indicated by the icons on the colony info screen). Though the effect will usually be small as the economy operates on a much larger scale than the player.For example, does doing personal bounties or survey missions for a faction help them in any way?No to all of these; the economy and ship generation are too abstracted for that.
Does completing merchant missions where a faction requests many supplies at a certain planet help their war effort at all?
Does reducing ship losses for a faction by helping them in a battle with your own ships impact their resources (i.e less ships to replace for them)?
Helping a faction most visibly works when it's something like making sure an invasion succeeds/fails. Things that improve stability and remove commodity shortages also help, although the effect is... less visible, let's call it that. Other than that, helping a faction (usually yours, although agents can do it with third parties) improve its relationship with other factions can save it a lot of problems and even lead it towards a diplomatic victory.
Cheers for the detailed answer. One thing I'm still confused about though - you wrote "no to all of these", but then that removing commodity shortages does help. Isn't that what doing missions where a faction requests certain commodities does?
For example, a faction attacked Ragnar, failed to invade, and now the other faction holding the station is posting tons of missions to bring various commodities to Ragnar (prob because economy there has gone bad from the battle). I thought that doing these missions helped with the shortages, or am I mistaken somewhere?
Ah, yeah, that's confusing. To be clearer: Delivery missions can have an effect with the right commodity type and a large enough volume (must be enough to increment the number of production units indicated by the icons on the colony info screen). Though the effect will usually be small as the economy operates on a much larger scale than the player.
Specifically: A commodity delivery mission for X units has the same effect on supply as directly selling X/2 units to the market (in Nexerelin), so you can fix a shortage through a large enough delivery mission. Not all commodities have a direct effect on faction strength.
- Invasion spawning depends on the supply of ship parts, fuel, supplies, marines and heavy armaments, so increasing output of those helps. It checks all colonies the faction has daily, with out-of-faction imports being less valuable and same-planet production being much more.
- A bunch of things are affected by stability, including invasion spawning but also the colony's own defenses and risk from rebellions, so fixing shortages and other factors causing instability helps.
Hello, glad you're enjoying it!First of all thanks for the cool mod,it really feels like something new is added,and makes you sink in some more in to the gamenow to what i wanned to suggest that could be added to this mod or maybe a complete different mod (?):
I'm currently thinking of adding a general configuration for the own faction start (changing starting blueprints, but also things like industries and planet conditions), as this was suggested before (though I didn't have any ideas for how to do the GUI then). We'll see how it works out.That would be very appreciated. Especially being able to choose a starting blueprint package.
Hi so uh, is there a way to disable being able to request a fleet from any object anywhere? It's really breaking my immersion, cheers.Like, you can request a fleet while flying in space... (press Z)
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
Is there a way to disable the alliances? And is there a way to lower the enemy fleet strength? Or just someway to make this easier?Well, if literally everyone hates you things are unlikely to go well, yeah. Raio_Verusia has good advice in the post above this one (you don't need a commission if you don't want one, but getting on factions' good sides will avoid unwanted wars).
I'm enjoying the Ai fighting amongst themselves and colonizing systems. But being the punching bag of all these massive armies when I have one tiny fleet and one colony that I'm trying to get off the ground isn't being particularly fun.
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
Other than the difficulty I've been really enjoying this, makes the game feel much more alive.Thanks :D
More of a curiosity question for you man but why when we colonize a planet we only get one character in the comm directory? it's just 1 secretary why is that usually, all other factions have a base commander or some title, and it's like 5 or 6 of them in the comm directory any way I can change this?
Is there a way to disable the alliances? And is there a way to lower the enemy fleet strength? Or just someway to make this easier?Well, if literally everyone hates you things are unlikely to go well, yeah. Raio_Verusia has good advice in the post above this one (you don't need a commission if you don't want one, but getting on factions' good sides will avoid unwanted wars).
I'm enjoying the Ai fighting amongst themselves and colonizing systems. But being the punching bag of all these massive armies when I have one tiny fleet and one colony that I'm trying to get off the ground isn't being particularly fun.
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
But to answer the question: In Nexerelin/exerelin_config.json, you can check the invasion settings section, and change the allianceGracePeriod setting to 999999 or such.QuoteOther than the difficulty I've been really enjoying this, makes the game feel much more alive.Thanks :D
I just had to abandon a game as I couldn't defend my one size 4 colony with two cruisers and some destroyers against endless hordes of battleships. Every faction other than the independents was at war with me.
I can't help you with what you wish to know, but I can offer help some other way. Do not rush colony building. Build your fleet and work as a commissioned officer for some time, maybe even a full cycle. Get to exploring, and make sure you hit system bounties and help defend stations etc. Don't start a colony until you have confidence in your fleet combat-wise and like, 1 million credits. It helps to build relations with factions before doing so. It's not an easy game but, I rapidly became so powerful (even with ruthless sector) by playing the system bounty cards just right. And by system bounty, I mean, if pirates or a faction's enemy is harassing enough, a faction will put out a bounty over an entire system containing the threats and you rack in a lot of dosh by killing ships that you are able to kill. Just regularly check that bounties tab in intel! My mistake my first play through was rushing a colony.
Why's the economy so dead? Smuggling barely covers your costs.Procurement's allowance ontop of your costs and bounty hunting...Hardly see a difference.Been a while since I played, but I'm pretty sure the consensus is that smuggling is hugely profitable if you actually look for good margins. Procurement missions (buy the goods yourself) have a 100% or better gross margin (and no tariffs on the recipient end), and delivery missions (contact gives you the goods) are almost free money.
Why's the economy so dead? Smuggling barely covers your costs.Procurement's allowance ontop of your costs and bounty hunting...Hardly see a difference.
In the opening post one of the features listed is joining a faction, how does that differ from being commissioned and where does one find the option? Or is it only doable when selecting a faction at the start?It's just the regular commission really, although this does more stuff in Nex than in vanilla (things like your personal relationship changes affecting your faction, being able to buy governorships, being expected to hand over planets you conquer, that sort of thing).
Also, when starting with a selected faction, campaign objectives like system nav buoys don't seem to affect my fleet when held by the faction that I started with. Is this a known bug?It's sort of how it works right now (unchanged from vanilla), although I might make it apply to player with a commission as well.
It's sort of how it works right now (unchanged from vanilla), although I might make it apply to player with a commission as well.
(I already did this for comm relay, but not nav buoy or sensor array)
Purely speculation here, but since alliances are in the mod how difficult would it be to split up the Persean League into multiple smaller factions that start in an alliance at the start of the game? Though I suppose without some changes to the way alliances work with hulls and trading that would significantly weaken the League.Oooh! Neat idea!
I've been looking at trading opportunities and have seen items that 'best place to buy' offer higher prices than 'best place to sell' do, or they are basically the same, even when the place to sell has a shortage of a few hundred units. Can't remember all the items, but I think organs are one of them. Might be a vanilla thing, I'm not sure. Seeing this, I chose to just rob smugglers instead of actually being one, made decent money on that.Why's the economy so dead? Smuggling barely covers your costs.Procurement's allowance ontop of your costs and bounty hunting...Hardly see a difference.Been a while since I played, but I'm pretty sure the consensus is that smuggling is hugely profitable if you actually look for good margins. Procurement missions (buy the goods yourself) have a 100% or better gross margin (and no tariffs on the recipient end), and delivery missions (contact gives you the goods) are almost free money.
Purely speculation here, but since alliances are in the mod how difficult would it be to split up the Persean League into multiple smaller factions that start in an alliance at the start of the game? Though I suppose without some changes to the way alliances work with hulls and trading that would significantly weaken the League.Yeah, there's quite a lot of work and a bunch of complications involved (the ones you mention, and also things like the loss of a unified response to the Hegemony that potentially allows them to further dominate the sector). It's a cool concept though, I may examine this further at some point.
Another idea. With random core sectors, would it be possible to 'unpack' the core a bit? Say have some of the constellations nearby the core also be colonized. These would be good places for minor factions to be out on their own for a more dynamic system that resembles a lot of modded core sectors. They could also be areas where a major faction attempted recent re-colonization efforts or managed to hold onto more distant holdings through the AI wars.I've had an idea for optionally generating some procgen colonies outside the handmade systems (using the existing random sector code), too! Think I'll implement something for the release after the next one.
I've had an idea for optionally generating some procgen colonies outside the handmade systems (using the existing random sector code), too! Think I'll implement something for the release after the next one.That would be nifty too, but my original idea was to more or less move some of the core sector systems outside of the core sector and into constellations one or two rings out. Probably with some settings for how often this happens and how far out they could potentially be. These would be good for single system factions.
i have found an easy way to abuse nexerelin to get easy money.You don't actually need to abandon the colony, just sell all the industries (except spaceport) and give it to someone else. Or set it to autonomous, if the spaceport is currently down. (Not sure what's going on with the abandonment fee bug)
invasion, which are a really nice addition, permit the take over of any planet or starbase.
the problem isn't invasions itself but the abandoning feature.
it request money to do so you will never have to pay (bug?) and give you alot of money as a reward.
in my playthrough i was able to invade a crippled pirate starbase (no defending fleet left because of another faction attacking it, only 50 marines and 5 structures) with 100 fuel (for some bombardment) and 100 marines. which doesn't cost that much.
abandonning the starbase right away gave me 300K.
i didn't payed the requested 50K for population migration or whatever they wanted me to pay for and got enough money in one go to buy a good capital ship.
i guess something isn't worked as intended here.
this can be easily abused.
by far the most low risk high reward thing to do providing you are able to find many of those isolated planets and starbase for you to invade without much loss.
as for the vanishing population it would be great to have an escaping neutral transport fleet flying to the nearest colonized planet (controlled by either you or another faction) adding population but also decreasing stability. (to simulate war immigration).
EDIT: i tried to reproduce this but on a planet and got only some 10K after the 50k fee was deducted from the reward.
i guess i got very very lucky the first time.
still, i am sure i haven't payed any 50k fee when abandoning the space station (was Hades pirate station). i ll do other invading&abaondonning space stations to reproduce the bug (if it was a bug to begin with) if i find some good targets, and update my post.
There's an issue with sector wide bounties and hostilities. If your faction or the faction you're commissioned with either has a -50 or close relationship with another faction, and that hostile faction has posted a sector wide bounty then fighting any battles with pirates, pathers, or any other faction that's hostile to the main hostile faction will immediately and unavoidably trigger a ceasefire with the hostile faction. This can be especially annoying once you have an alliance going.On one level that's sort of just how reputation works, and I don't think I want a hacky solution like "only this action doesn't allow rep going higher than -50 unless it's already above that level" even if it were readily available.
I remember I really like Nexerelin, but I have no idea what mods are compatible with it, specfically, faction mods.
Is there a list somewhere of compatible factions? the drop in the mods folder and they work kind of compatible.
I remember I really like Nexerelin, but I have no idea what mods are compatible with it, specfically, faction mods.
Is there a list somewhere of compatible factions? the drop in the mods folder and they work kind of compatible.
Don't know about a list but when you check faction mod threads, the opening post usually mentions if it's Nexerelin compatible near the top. Most major faction mods are Nexerelin friendly what with Nex being a must for any extended Starsector experience.
So going by https://fractalsoftworks.com/forum/index.php?topic=177.0 and basically downloading all of the factions mods would be a fairly safe bet? (assuming they themselves have been updated to 0.91)
On one level that's sort of just how reputation works, and I don't think I want a hacky solution like "only this action doesn't allow rep going higher than -50 unless it's already above that level" even if it were readily available.On the proposed fix, since this is mainly a problem with system and sector bounties, those can probably be what doesn't get given out. If those are all cleared upon hostilities breaking out and no more are issued until hostilities cease, the player at least doesn't have to jump through a bunch of hoops to avoid accidental ceasefires. The faction could still issue personal and station bounties, for players looking to get ceasefires. Those generally don't disrupt normal play.
But it does indeed lead to some "unexpected" outcomes in gameplay, and can indeed be annoying with alliance interactions (in particular, while you can just restart the war any time, you can't guarantee that the same allies on each side will participate).
Someone has mentioned a similar issue in a Suggestions thread (http://fractalsoftworks.com/forum/index.php?topic=19629.0) before, actually! I might post a thread about my own thoughts on the topic.
(In the meantime, cheap fix I thought of would be to just not issue faction bounties from hostile-to-player factions, though this would probably be annoying for players who are trying to not be hostile)
v0.9.8
### Gameplay ###
* Agent overhaul
* Add specializations (some actions can only be carried out by some agent types)
* Already-recruited agents in existing saves will have no specializations and can do any action
* System can be disabled in config
* Injury time 15 -> 20 days
* Raise lower relations time 75 -> 90 days, XP 400 -> 500
* Sabotage industry effect 90-105 -> 40-50 days, detection chance 40/65% -> 50/75%, injury chance 2x
* Infiltrate cell and instigate rebellion injury chance 1.5x
* Change AddAgent console command args
* Previously: `AddAgent [level] [market]`
* Now: `AddAgent <market> [level [specialization]]`
* Colony expedition target picker improvements
* Always pick target with best score (with some randomization applied to scores), not just weigh it more
* Fix factions not prioritizing recolonization of own decivilized planets
* Strongly favor planets in star systems we control
* Invasion/alliance grace periods increased (the timeframes involved are actually relevant now)
* Invasion grace period 15 days -> 90 days (no invasion points accumulated in this time)
* Alliance grace period 60 days -> 120 days
* Invasion etc. improvements
* Factions won't sat bomb a market if it was originally held by a faction they're not hostile to
* Counter-invasion/satbomb fleets won't be generated by factions hostile to the faction involved in the most recent revenge point increment
* NPC invasion targeting prioritizes heavy industry (especially heavy industry the faction used to hold) and contested systems
* For 60 days after player captures a market, can buy governorship (regardless of size) at 50% discount
* In the future this will be part of the dialog tree immediately after capture
* NPC invasion point requirement 24000 -> 27000
* Autonomous player colonies can (slowly) launch invasions/raids
* Add configuration system for own faction start in new game
* On Day 1, pick some blueprints to start with, and add some industries or planetary conditions to your planet
* Terraforming options may be added in future
* Nav buoy and sensor array benefit player with commission, and alliance members
* Does not apply to existing buoys/arrays in existing saves, unless removed and rebuilt
* Add relief fleet option in fleet request menu
* Similar to player personally delivering a stabilization package, but costs twice as much (based on commodity base price)
* Generates a fleet similar to existing NPC relief fleets
* Add Unofficial New Game Plus rules "Fleet Diversity" and "Erinyes Protocol"
* Add a new deciv colony encounter event, for colony revival
* Revenge counter-invasions also cost invasion points, but half as much as the equivalent normal invasion
* Sat bomb fleets carry some fuel in cargo
* Reduce organics carried by VIC virus bomb fleets to 1/4 of previous
* New game: If starting location not specified, pick random own-faction market
* Enhanced start markets: Add alpha core to Culann's military base
* Tri-Tachyon has devious trait
### GUI ###
* Button to repeat previous agent action
* Not all actions can be repeated; feature may be buggy
### Bugfixes ###
* Fix factions being able to ceasefire with factions that are currently invading them
* Fix vulture fleets not having a check/roll for whether a ship is recoverable
* Fix player being able to ally with self after capturing a market
* Fix VIC virus bomb icon, title handling
### Text ###
* Blueprint trader: Show design type along with blueprint description
* Special forces: Try to prevent duplicate fleet names
* Defense fleet action stage shows time remaining
* Fix a minor bug in displaying relationship change with raise/lower relations
### Modding ###
* Add `specialForcesFlagshipVariants` table to faction config
* Specify variant name and weighting
* If variants not specified, the mod will generate a sample fleet and use its flagship (previous behavior)
* Add memory key to identify markets as valid for base strike missions
* Make some fleet types not be affected by ClearCommands
I've been away for a long time and I don't remember much to be honest, but I have a hangkering for some space pew pew, so what better place than Starsector?Welcome back!
I remember I really like Nexerelin, but I have no idea what mods are compatible with it, specfically, faction mods.
Is there a list somewhere of compatible factions? the drop in the mods folder and they work kind of compatible.
Amazing Mod Histidine! Thanks for all the effort, it is amazing.:thumbs up:
I would like to know where things are going and/or if there is something like a roadmap. I can image so many possibilities to deepen the 4X gameplay of Nexerelin.
Especially after watch this video, which I feel really holds some truth and explains why many 4X games feel generic and basically the same and how to spicen them up:
https://www.youtube.com/watch?v=R5Uk13mQdm0
I would love to see Faction Perks and Techtrees that can be researched (maybe implemented as "Upgrades" on Colony buildings like the Orbital station) and that effect Influence, Disposition, ShipTech, EconomyTech and so on
Well I bet you already have so much more thought in this, just throwing in my 5 cents... :)
Back to the question, is there something like a roadmap, planned features or direction in which Nexerelin will develop?
Keep up the good work! It's great!
One thing that strikes me as interesting while I'm playing starsector with nex is the RP aspect of it. Like you said, you haven't stepped too far away from the fleet mechanics, because that is the core gameplay. However, in many ways, starsector is also a text-based roleplaying adventure game (which apparently we'll be seeing more of in the next update) and as such, you are ONE person. No matter what you tell yourself is actually happening when you set up a new faction, you're basically a dictator. You enforce strict policies which decide what is or is not built on your colonies and those decrees are enforced. Not only this, but unlike other 4X games where you sometimes feel like even though I'm technically an immortal Xerxes or Napoleon or the hand of god influencing the Bug Hive mind, in Starsector, you are explicitly one human (or Ai core, depending on your portrait). When you start the game, you type in your name and choose your appearance. You're one person and there's no changing that. So whatever direction this mod goes, the more it leans into that fact, the better it'll be.
Is there a way to do special request (like requesting a fleet) while traveling, or do I HAVE to stop by a colony or station?
Thank youIs there a way to do special request (like requesting a fleet) while traveling, or do I HAVE to stop by a colony or station?
Press "Z".
so umm, i know I'm jsut a person but may i ask a certain something for the possilby made terraforming? could you make it like, upkeep based? what i mean is terraforming and station construction as an example basically does it in a way that you terraform once, paying a massive cost in terms of terraforming points(time and money basically) and then can just remove everything, and it stays that way. but that is in no way how it would work realistically(idk if that is a liked word here or not) where you would basically need to constantly upkeep the solar shades, atmospheric generators etc. to make it liveable. i also assume that people would try to disrupt it and that that would have massive consequences because you are not sealing every building on the planet, so luddic path may be more dangerous(if you are planning on doing that btw), and you as a player might want to do it too. something like clearing out sulfur compounds however might be permanent, if there is no new pollution generating industry on the planet. so umm, that is just my tale on it, if i can add something to the developement, i guessWell, I'm not implementing terraforming in Nex anytime soon :)
When setting up random core sectors, can we have the option to enable/disable random traits for factions? Can this randomization be extended to the alignment values?Randomizing faction starting relations should also randomize their traits (unless I made that non-default for some reason). Maybe I'll make that apply to alignments, too.
Randomizing faction starting relations should also randomize their traits (unless I made that non-default for some reason). Maybe I'll make that apply to alignments, too.That's good to know. I was looking for the ability to choose whether I got one or the other, but thank you for telling me about a solution.
v0.9.8b
* Add exerelin_config.json option for player to receive various intel types only once in comm relay range, by NikoTheGuyDude
* Post-invasion rebellions: Double rebel and player government starting strengths; increase non-player government starting strength 50%
* Disruption missions count as completed if the issuing faction captures the target market
* New game dialog fixes/improvements:
* Faction toggles in random sector have faction colors
* In random sector, slider maximums for number of systems/planets/stations can be changed in settings.json
* Starting faction picker: Fix options losing tooltips and enabled/disabled states when changing pages
* Stabilization package available at any unrest level >= 1, if current total stability is zero
* Previously unrest always needed to equal or exceed the recovered amount
* Add a settings.json option for hostile-to-player factions to not issue faction bounties
* Fix a crash with counter-invasion fleet spawning
* Fix a crash from NPC markets trying to upgrade Boggled AI battlestation
* Fix a possible crash with rebellions
* Fix display of min/max relations when giving an agent a raise/lower relations order while commissioned
* Change logging errors from built-in Version Checker to warnings, for benefit of Chinese community
Also, I was in a bit of a predicament, where a faction had colonized a planet I was eyeing for a while. I spent over a million credits to request a powerful invasion fleet. At the time I was commissioned by Hegemony and they suddenly signed a peace with that faction and my fleet request was scrapped immediately. I did not get the money back. It would be nice if I received a refund for a task that wasn't completed and considered invalid.
Hotfix update to fix a couple of crashes. Also integrates Nexerelin Queued (http://fractalsoftworks.com/forum/index.php?topic=19731.0).Nexerelin v0.9.8b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8b/Nexerelin_0.9.8b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)Spoilerv0.9.8b
* Add exerelin_config.json option for player to receive various intel types only once in comm relay range, by NikoTheGuyDude
* Post-invasion rebellions: Double rebel and player government starting strengths; increase non-player government starting strength 50%
* Disruption missions count as completed if the issuing faction captures the target market
* New game dialog fixes/improvements:
* Faction toggles in random sector have faction colors
* In random sector, slider maximums for number of systems/planets/stations can be changed in settings.json
* Starting faction picker: Fix options losing tooltips and enabled/disabled states when changing pages
* Stabilization package available at any unrest level >= 1, if current total stability is zero
* Previously unrest always needed to equal or exceed the recovered amount
* Add a settings.json option for hostile-to-player factions to not issue faction bounties
* Fix a crash with counter-invasion fleet spawning
* Fix a crash from NPC markets trying to upgrade Boggled AI battlestation
* Fix a possible crash with rebellions
* Fix display of min/max relations when giving an agent a raise/lower relations order while commissioned
* Change logging errors from built-in Version Checker to warnings, for benefit of Chinese community[close]
Yeah ! Nexerelin queued native integration is cool. Thanks for your hard work !:thumbs up:
https://i.ytimg.com/vi/AOn5mRrG2jM/maxresdefault.jpg
(a shame i didn't find any petting image of fie from CS2 :'( )
Would it be possible to include a config option where military actions like raids, satbombs and invasions are not broadcasted to the player?I had an idea a long time ago for requiring comm sniffers to get early notification of invasions, but the current sniffer handling doesn't really allow for this (if you have more than one they get removed pretty quickly). If I decide to implement such a thing moving forward, I'll probably tie it to the agent system.
I'm not sure why everyone is sending out news and precise timeline of their topsecret military projects over hyperspace. It's like the Domain never invented opsec.
I've run into a FATAL:NULL error, beginning when I swapped out my commission to join an alliance- error occurs when I enter a port.Looks like a bug in how the latest version of Commissioned Crews handles alliance hullmods.
https://pastebin.com/MEUQ4Ybp
This might have something to do with a Commissioned Crews incompatibility? I dont know. Tried forcing a commission with Console commands, didn't help.
Edit : well, it appeared after i build a colony, is there a console command to check Starfarer mode by any change?If you're unsure, you can use the ReloadNexConfig console command to check/reset it.
Hi!NPCs have the settings maxColonySize and maxNPCColonySize in exerelin_config.json
Is there a way to change the maximum market size in the config or somewhere else?
I would like to limit the colony size to 7 or 8 for NPCs and the player alike.
I know that if I am at an asteroid or plant I have the option to see the mining values of ships in my fleet and weapon values toward mining. Is there a way to see those mining values either in the F1 tooltip or somehow in game while I am at a station fitting out my mining ships?There isn't a way right now. I'm hoping the codex becomes moddable and I can put the existing list of mining strengths there, or if I have to I'll put an item in the intel screen.
Thanks!
Hey, just a question regarding invasions. I just had the Ludic Path show up with a legion of Legions while I had only Cruisers, which I'm assuming is fine and intended for if you advance too fast...It's sort of how it works right now. There isn't an easy way to make fleets not run off to chase random enemies while also actually moving to support friendly fleets in battle, and working around fleet AI is enough of a minor pain that I don't want to do it for problems that aren't commonly visible.
However, after invading, the chased a fast picket far enough I could invade uncontested, and since they no longer had a planet to guard, immediately left. Is this a case of code limitations or an exploit?
So I just upgraded from 0.9.7c to 0.9.8b, and I'm seeing a bit of an odd performance issue out of the new own-faction-start configuration screen.Huh, odd indeed. I wonder if it shares an underlying cause with other cases of slow screens I've encountered?
If I just pick out a few things real quick and go with it - no problems.
If, instead, I spend a while considering and comparing options, after a bit the UI gets sluggish - tooltips take a while to appear, confirming my selections is slow, that sort of thing. And this issue continues into the actual gameplay; some screens (most notably the intel screen) take a while to load up when you switch to them, and even just quitting the game gets delayed. A quit and restart of Starsector restores normal performance.
I'm not sure if this is a Nexerelin thing, but it looks like a Nexerelin thing. Luddic Church sent a conquest fleet after my colony, which was reasonably sized, and that I killed, and the report said their mission was a failure. Right behind it was this thing:That's a special task group. Most factions can have 1-2 of these, they do the following:Spoiler(https://i.imgur.com/BN2rHX7.png)[close]
It's now hanging out in my system chasing pickets. What is this? Why does it have 6 legions in a system 17 light years away from their colonies? My biggest ship right now is Falcon, so this is pretty concerning to have around my colonies.
yea sorry im just pretty *** that my size 4 mining colony apparently sends out spies that get discovered and all the other events that give bad relations
it pretty much destroyed my game cuz i can handle the occasional pirate raid but nearly every nation constantly sends invasion and raid fleets and im blocked from all markets and i cant build new colonies because they have -75 acces due to hostile and it is all due to my nation for some reason having ai controlled diplomacy
I'm not sure if this is a Nexerelin thing, but it looks like a Nexerelin thing. Luddic Church sent a conquest fleet after my colony, which was reasonably sized, and that I killed, and the report said their mission was a failure. Right behind it was this thing:That's a special task group. Most factions can have 1-2 of these, they do the following:Spoiler(https://i.imgur.com/BN2rHX7.png)[close]
It's now hanging out in my system chasing pickets. What is this? Why does it have 6 legions in a system 17 light years away from their colonies? My biggest ship right now is Falcon, so this is pretty concerning to have around my colonies.In this case it was probably helping the invasion, but since that's already failed, the fleet should shortly find something else to do.
- Assist their faction's raid-type events (this includes invasions and such)
- Defend against incoming enemy raid-type events
- Patrol random star systems
- If player is seen in a star system, and an enemy faction has a colony in that system, that faction's STG can come over and patrol if it deems the player fleet a threat
(Note that STGs aren't supposed to help invasions/raids against the player, unless the target colony is at least size 5 or Starfarer mode is enabled. There was reportedly a case of this rule not applying when it should, but I didn't get a save to debug.)
yea sorry im just pretty *** that my size 4 mining colony apparently sends out spies that get discovered and all the other events that give bad relations
it pretty much destroyed my game cuz i can handle the occasional pirate raid but nearly every nation constantly sends invasion and raid fleets and im blocked from all markets and i cant build new colonies because they have -75 acces due to hostile and it is all due to my nation for some reason having ai controlled diplomacy
I have some questions::thumbs up:
-Do AI factions build new buildings? Because even pretty far in the game there are many AI colonies with 1 or 2 free building slots
-Do AI factions attempt to increase the growth of their colonies?
-Do they attempt to upgrade/build battlestations? Because even pretty far in the game there plenty of lvl 5+ colonies still with orbital station.
Amazing mod btw so I wish the AI will be better at managing their colonies
Is there a setting I can change in the config to stop the Ai from colonizing new worlds?In exerelin_config.json, change the value at "colonyExpeditionInterval" to something like 9 9's. That should stop the AI from sending colony expeditions for quite a while.
They did leave, but it was a size 3 colony and Starfarer mode was not enabled. Unfortunately I think I already overwrote that save.So I checked it later and found that it is indeed bugged (the check technically works, but the decision is already made before it runs). Fixed for next version, thanks for reporting!
Running into a bit of an odd error when I try to get the game started with Nexerlin and a lot of mods. It's been a fair while since I last played Starsector - about a year I think? It's possible I'm running way too many mods but when I try to get started, I get this error right before the game can load into the menu:Make sure you have LazyLib running (and GraphicsLib and MagicLib, since the other mods will want them as well).Spoiler53307 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
java.lang.RuntimeException: Failed to find script of class [exerelin.plugins.NexCoreLifecyclePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings.OO0000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Is this a specific problem with Nexerlin, did I install it all wrong, or is another mod I'm running interfering somehow?
hello there!Hello!
can I change the size of markets I can purchase from 4 to 7??
Mining EXP is FAR too high for how easy it is. Getting some money from mining and getting a decent fleet going nets you 8-15k exp per day. I'd recommend some form of diminishing returns and have the cap of exp somewhere around 5-6k.I can make mining XP scale less with mining power/output, and make the mining danger scale more slowly with planet hazard rating (current plan is to make the danger be 0.5x (hazard-100%), instead of the current 1.0x).
Also, all types of mining aside from asteroid mining seem... non-viable. Perhaps i'm missing something, but the risk related seems to nearly guarantee you won't make money from planet mining, and then coupled with resource exhaustion, you get to do it once for marginally better gains than an asteroid gives you.
Honestly tho i think mining would best do with a rework to increase player engagement and make it a bit more interesting. Like, exploration and salvaging are pretty engaging.
EDIT: There also seems to be an issue with the Derelict Empire start. The Derelict worlds, even size 7 military worlds, produce very small fleets and are generally crushed by even the smallest of colonies.They're small in part because of their faction doctrine (3-1-1 officer quality - ship quality - more ships). I'm not sure I currently want to create a new faction for them just for this, though, especially since the idea is for the normal factions to quickly displace the derelicts. Well, if other people want their fleets to be bigger, I'll see what I can do.
Is it possible to add a configuration for the mod to not overwriting the core sector system file?Hello and thanks!
I tried to add some planets to the core sector by adding codes to the java files in script/world/system (forgive me my coding knowledge limit myself to these simple 'modding')
But it got overwritten by the same files in NerexelinCore.jar and since I don't know how to work with .jar file, I'm kind of at the end of the road here.
It would be great for the mod to not overwriting these system files or maybe move the scripts out from the .jar for better accessing?
PS: Nerexelin is one of the best mod I have ever played with! Great Work!
For making it more interesting, modder MesoTroniK helpfully provided the idea of attracting certain unfriendly parties when mining in one place for a while. It won't be in the next version, but I think I'll move it up my todo list a bit :)
That's very good to hear. Although even so, I think resource exhaustion would still make it very close to non-viable.Mining EXP is FAR too high for how easy it is. Getting some money from mining and getting a decent fleet going nets you 8-15k exp per day. I'd recommend some form of diminishing returns and have the cap of exp somewhere around 5-6k.I can make mining XP scale less with mining power/output, and make the mining danger scale more slowly with planet hazard rating (current plan is to make the danger be 0.5x (hazard-100%), instead of the current 1.0x).
Also, all types of mining aside from asteroid mining seem... non-viable. Perhaps i'm missing something, but the risk related seems to nearly guarantee you won't make money from planet mining, and then coupled with resource exhaustion, you get to do it once for marginally better gains than an asteroid gives you.
Honestly tho i think mining would best do with a rework to increase player engagement and make it a bit more interesting. Like, exploration and salvaging are pretty engaging.
For making it more interesting, modder MesoTroniK helpfully provided the idea of attracting certain unfriendly parties when mining in one place for a while. It won't be in the next version, but I think I'll move it up my todo list a bit :)QuoteEDIT: There also seems to be an issue with the Derelict Empire start. The Derelict worlds, even size 7 military worlds, produce very small fleets and are generally crushed by even the smallest of colonies.They're small in part because of their faction doctrine (3-1-1 officer quality - ship quality - more ships). I'm not sure I currently want to create a new faction for them just for this, though, especially since the idea is for the normal factions to quickly displace the derelicts. Well, if other people want their fleets to be bigger, I'll see what I can do.Is it possible to add a configuration for the mod to not overwriting the core sector system file?Hello and thanks!
I tried to add some planets to the core sector by adding codes to the java files in script/world/system (forgive me my coding knowledge limit myself to these simple 'modding')
But it got overwritten by the same files in NerexelinCore.jar and since I don't know how to work with .jar file, I'm kind of at the end of the road here.
It would be great for the mod to not overwriting these system files or maybe move the scripts out from the .jar for better accessing?
PS: Nerexelin is one of the best mod I have ever played with! Great Work!
It's not currently possible for me to use the base game scripts instead of the ones in the .jar, but I'll see what I can do to fix this.
EDIT: Also RE the derelict faction, I think it'd be pretty cool to have an entirely new faction. The start was very interesting in theory, and having variants that pit the remnants of humanity against a massive derelict threat would be cool. A few human-only core worlds, with the frontlines being a mix of derelict and human, and everything else being purely derelict.I once had an idea for a version of the Derelict Empire start except it was Remnants. Probably too hard for the human factions, but something in between (currently thinking of the Domain Resurgent in HMI, or just modified derelicts) might appear in a future version.
On that note, are there any other custom starts planned, or added by other mods? It's a cool feature and i'd like to get some more use out of it.
Will there be a "monetary support" mechanic for Nex? I realized that flooding a faction market with a billion of marines can make them go wild and invade everyone they don't like. I think some similar mechanic, but with money instead. For example, I don't have time to deal with the Legio Infernalis expansionist empire, so I pay so much money to Brighton who also hate Legio Infernalis very much to invade and raid them instead doing it myself. but i have no control over it, they probably will invade Sindrian Diktat instead.I don't think most factions would accept outside control of their invasion targeting just for money, but some might, and I could tie it in to contacts. I'll write something down.
Nexerelin will require more changing for 0.95 than most mods, and I want to get in my gaming fun too, so don't expect even a preliminary re-release any time soon ;)
So, the pirates were causing rebellions in one of my systems. No problem, I ship in some marines and supplies, the rebellions fail. However, a little while later the markets get decivilized. Stability goes 6 to 9 from what I can see. How can I deal with this?Did it have zero stability at some point before? There's an issue in Starsector 0.9.1 where the colony can reach a "doomed" state even if it later recovers stability (if you get the deterioration warning, it's already too late most likely). Sadly it can't readily be fixed, only prevented by the player.
TIA.
So, the pirates were causing rebellions in one of my systems. No problem, I ship in some marines and supplies, the rebellions fail. However, a little while later the markets get decivilized. Stability goes 6 to 9 from what I can see. How can I deal with this?Did it have zero stability at some point before? There's an issue in Starsector 0.9.1 where the colony can reach a "doomed" state even if it later recovers stability (if you get the deterioration warning, it's already too late most likely). Sadly it can't readily be fixed, only prevented by the player.
TIA.
Notes on release
I was considering pushing out the final pre-0.95 update to Nex this morning, but 0.95 came out first.
Luddics still on the old version can get the newest beta version, which I have uploaded here (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8x/Nexerelin_0.9.8x2.zip) (it's the same as the 20 March beta on Discord but with a few fixes and changes). Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)
Nexerelin will require more changing for 0.95 than most mods, and I want to get in my gaming fun too, so don't expect even a preliminary re-release any time soon ;)Will there be a "monetary support" mechanic for Nex? I realized that flooding a faction market with a billion of marines can make them go wild and invade everyone they don't like. I think some similar mechanic, but with money instead. For example, I don't have time to deal with the Legio Infernalis expansionist empire, so I pay so much money to Brighton who also hate Legio Infernalis very much to invade and raid them instead doing it myself. but i have no control over it, they probably will invade Sindrian Diktat instead.I don't think most factions would accept outside control of their invasion targeting just for money, but some might, and I could tie it in to contacts. I'll write something down.
Will Nexerelin be coming back for the new starsector release? 0.9.5aProbably yes, but because of all the changes in the new release it will take a little while to update it.
hi
Will Nexerelin be coming back for the new starsector release? 0.9.5a
I love this mod but like others say No need to rush the Starsector community seems pretty patient to me, if they can wait years for an game update a few weeks or months should be a breeze in comparisonThat's not the same thing though. Since Nerexelin adds so much to the game each new update to starsector feels like a downgrade until Nerexelin is updated at which point the game is once again whole.
Honestly don't think I can play Starsector without Nexerelin. We've waited years for the update, we can wait a little longerI can't agree with this sentiment more. On the plus side, it gives some of the other mods breathing room to update before the rush!
Yup,
Starsector is not complete without Nexerelin
Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
is it worth me downgrading my Starsector to play with this mod, or does the latest starsector add too much stuff that i wouldn't want to miss?
Yup,
Starsector is not complete without Nexerelin
I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
is it worth me downgrading my Starsector to play with this mod, or does the latest starsector add too much stuff that i wouldn't want to miss?
You can play with both. You don't need to downgrade.
http://fractalsoftworks.com/category/releases/
Personally I prefer a lot of the ways .91 did things but I'm a weirdo.
Yup,I've only just got Starsector. Played around 12 hours. Started looking at mods and then saw this and got mega excited.
Starsector is not complete without Nexerelin
Then realized it's not updated to this version yet. :(
But from seeing all the comments about people saying Starsector isn't the same without this mod, i'm quite excited to try it once it's updated
You won't regret it! I thought I could tackle the sector without it, and I think I tackled it too hard! With Nexerelin, at least decivilized planets wont stay dead-
Be careful, or like me you might accidentally kill the sector!
is it worth me downgrading my Starsector to play with this mod, or does the latest starsector add too much stuff that i wouldn't want to miss?
You can play with both. You don't need to downgrade.
http://fractalsoftworks.com/category/releases/
Personally I prefer a lot of the ways .91 did things but I'm a weirdo.
Oh yeah, thanks for that dude.
Looking at 95a release, it looks like i'd miss out on a lot of stuff by trying the older version :( darn
I feel like Starsector 0.95 has enough content that I'm happy playing it without Nex, at least a couple of times.
Anyway the updated Nex (basic compatibility + a few new features) is now in the playtesting stage, and I plan to release a closed beta in the near future. So a release could come (though I'm not promising anything) in two weeks, even if it's a bit rough-edged.
The really big update will be the one after that, though.
Bruh that's a bog-standard hype phrase, I see it all the time on Twitter. He's not yelling at anyone.
@sillynimbus
While we're all excited to play our favorite mods, please calm down and don't yell at mod developers. Its stressful and they are already donating their time to the community.
@sillynimbus
While we're all excited to play our favorite mods, please calm down and don't yell at mod developers. Its stressful and they are already donating their time to the community.
Personally I prefer a lot of the ways .91 did things but I'm a weirdo.I prefer the old leveling system in many ways tbh.
pls release 0.95a version. i consider dis mod essential for me.
I love the comments about this mod recently. There going on about it like drug addicts XD.
I love the comments about this mod recently. There going on about it like drug addicts XD.
I love the comments about this mod recently. There going on about it like drug addicts XD.
The mod will be out and updated when the person working on it for nothing and in their own time with their own talent puts it out. Insane to demand they do this for you faster. You waited two years for a SS update, you can wait a little longer for the magic that is Nex.No one here is demanding the mod be finished immediately. We're expressing our excitement.
The mod will be out and updated when the person working on it for nothing and in their own time with their own talent puts it out. Insane to demand they do this for you faster. You waited two years for a SS update, you can wait a little longer for the magic that is Nex.Another person who misses the point, each update to SS that breaks Nexerelin is a downgrade, meaning we then have to waiting for Nexerelin to update again.
Will we have some changes regarding mining? I really like mining, with the addition of personal contacts would be nice to see some specialized contacts for this aspect of the mod.Don't have any ideas for combining mining with contacts, but I do have ideas to introduce surprises for players mining, and a non-mining contact. (probably not in the next version though)
not to be that guy but does anyone know how to unlock the zoom? in campaign especially.starsector-core/data/config/settings.json
# only used when devMode=false
# should only be used by total conversions (vanilla is designed to look best within default zoom range)
# the number is a multiplier for the viewport size
"minCombatZoom":0.5, # zoomed in all the way
"maxCombatZoom":2.0, # zoomed out all the way
# only used when devMode=false
"minCampaignZoom":0.5, # zoomed in all the way
"maxCampaignZoom":3.0, # zoomed out all the way
@Histidine
Are you going to disable the story missions for Nex?
Having unkillable markets for the story really interferes with Nex...
## v0.10.0 ##
* Updated for Starsector 0.95; various behaviors updated to match vanilla changes
* Note: No warranty for or protection against breakage (minor of major) of Galatian Academy quests caused by invasions is provided. Use at your own risk. As always, it is recommended to have played at least one game of Starsector without Nexerelin.
### Gameplay ###
* Add a "story victory" for completing the Galatian Academy quest chain up to its existing extent
* Add "milestone" system (earn story points for doing specific things in the game)
* Can be disabled in settings.json
* New insurance system
* Purchased for specific ships in intel screen (no longer auto-paid by faction), premiums go up and down based on player's ship losses
* Old insurance system can be re-enabled with setting `legacyInsurance` in exerelin_config.json
* Fleet adjustments for new spawning behavior
* Invasion, raid, etc. fleets are about 30% smaller but have 43% more autoresolve strength for their size
* Special task groups 40% smaller, but ships have two S-mods on average
* Agents can spend a story point to prevent failure, detection, or both
* Random sector: Janus Device granted at start
* Derelict Empire now uses own custom faction; should be stronger and have nicer UI
* Deciv colony event: Try not to pick a barter commodity the player doesn't have
* Pirate base bounties doubled compared to vanilla (even more at level 5)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
### Bugfixes ###
* Fixed agent actions using the fail detection chance when action was successful, and success detection change when action failed
* Fix dev mode start crash and make it available on new game during intro
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
### Changes from unofficial beta 0.9.9 ###
* Add protection against invasions messing with Academy story-critical markets
* Reduce Starfarer mode and tribute income penalties, to account for removal of stability bonus to income
* Max NPC colony size 10 -> 6 (match restriction on player)
* Update handling of growth incentives for new NPC colonies
* Add officer generator for Derelict Empire
* Add spoiler tag for two milestones
* Set importance and voice of added market people
* Delete officer tier description from special forces intel (no longer meaningful)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
* Fix go back option when using faction directory or fleet request options in field
* Fix station milestone also granting capital milestone
* Fix conquest mission minimum level
* Fix agent order dialog handling of whether to show success chance/allow SP use
* Fix insurance expiry not listing ships properly
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
Boy you lot sure really want this huh
Well, here you go!Nexerelin v0.10
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10/Nexerelin_0.10.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)Spoiler## v0.10.0 ##
* Updated for Starsector 0.95; various behaviors updated to match vanilla changes
* Note: No warranty for or protection against breakage (minor of major) of Galatian Academy quests caused by invasions is provided. Use at your own risk. As always, it is recommended to have played at least one game of Starsector without Nexerelin.
### Gameplay ###
* Add a "story victory" for completing the Galatian Academy quest chain up to its existing extent
* Add "milestone" system (earn story points for doing specific things in the game)
* Can be disabled in settings.json
* New insurance system
* Purchased for specific ships in intel screen (no longer auto-paid by faction), premiums go up and down based on player's ship losses
* Old insurance system can be re-enabled with setting `legacyInsurance` in exerelin_config.json
* Fleet adjustments for new spawning behavior
* Invasion, raid, etc. fleets are about 30% smaller but have 43% more autoresolve strength for their size
* Special task groups 40% smaller, but ships have two S-mods on average
* Agents can spend a story point to prevent failure, detection, or both
* Random sector: Janus Device granted at start
* Derelict Empire now uses own custom faction; should be stronger and have nicer UI
* Deciv colony event: Try not to pick a barter commodity the player doesn't have
* Pirate base bounties doubled compared to vanilla (even more at level 5)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
### Bugfixes ###
* Fixed agent actions using the fail detection chance when action was successful, and success detection change when action failed
* Fix dev mode start crash and make it available on new game during intro
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)
### Changes from unofficial beta 0.9.9 ###
* Add protection against invasions messing with Academy story-critical markets
* Reduce Starfarer mode and tribute income penalties, to account for removal of stability bonus to income
* Max NPC colony size 10 -> 6 (match restriction on player)
* Update handling of growth incentives for new NPC colonies
* Add officer generator for Derelict Empire
* Add spoiler tag for two milestones
* Set importance and voice of added market people
* Delete officer tier description from special forces intel (no longer meaningful)
* Recovered enemy ships keep their S-mods (can be toggled in settings.json)
* Fix go back option when using faction directory or fleet request options in field
* Fix station milestone also granting capital milestone
* Fix conquest mission minimum level
* Fix agent order dialog handling of whether to show success chance/allow SP use
* Fix insurance expiry not listing ships properly
* Fix colony expedition's planet naming
* Don't send expeditions at player autonomous colonies (it just fails immediately anyway)[close]
Well I got a bit of an error report for Nexerelin (I think). As I was able to play 0.95a before adding Today's Nexerelin update for it. Now my game crashes upon sector generation, right after clicking start game after leveling my character at the beginning. I got a Fatal:Null error and (if I am reading it correctly, as I've never had to troubleshoot crashes for SS) in starsector.log I have some data missing from several of the .csv filesAh, you got the log URL wrong!
https://www.dropbox.com/home?preview=starsector.log (https://www.dropbox.com/home?preview=starsector.log)
I messed up :(Spoiler(https://i.imgur.com/oaT07pC.png)[close]
mods installed are lazylib, magiclib, console commands, nexerelin
Glad to see the mod updated. I do have a slight problem, one of the starts "Avatar of Vengeance" fails to load, giving this error:Yeah, seems that Avatar of Vengeance start is currently disabled but was not removed from the config (so it still appears). I'll ask Tartiflette to fix it.
https://imgur.com/a/3EiGEWP
That's the only problem I have so far, for now I'll start differently.
Forgot to say this earlier, so:
Thanks to user Manpapper, who was a big help in the coding this release needed to get out.
I expect I'll need to release a hotfix in a day or two, so stay tuned.I messed up :(Spoiler(https://i.imgur.com/oaT07pC.png)[close]
mods installed are lazylib, magiclib, console commands, nexerelin
Put this file in Nexerelin/data/campaign (https://www.dropbox.com/s/74o3vy7wimi86k3/rules.csv?dl=1), that should fix it.Glad to see the mod updated. I do have a slight problem, one of the starts "Avatar of Vengeance" fails to load, giving this error:Yeah, seems that Avatar of Vengeance start is currently disabled but was not removed from the config (so it still appears). I'll ask Tartiflette to fix it.
https://imgur.com/a/3EiGEWP
That's the only problem I have so far, for now I'll start differently.
So the mod requires magiclib too to work?Yep.
EDIT: Also getting a crash, which this message:One or more mods may need updating for new Nex. Roider Union is known to have this issue; if you're using it, download the latest version of that mod.
https://imgur.com/a/NSz6RV7
It seems to be during (or perhaps instantly after) "Stabilizing economy" if that helps.
So the mod requires magiclib too to work?Yep.EDIT: Also getting a crash, which this message:One or more mods may need updating for new Nex. Roider Union is known to have this issue; if you're using it, download the latest version of that mod.
https://imgur.com/a/NSz6RV7
It seems to be during (or perhaps instantly after) "Stabilizing economy" if that helps.
Just to clarify...Yep (you even get a victory screen for completing the main story, what there is of it in 0.95).
The main story can still be played and beaten right?
just the faction wars could potentially make it harder?
I keep getting an incompatible game version on the mod management screen, downloaded both the most recent starsector and mod release, thanks in advance for anyone's time!Can you post a screenshot?
need some guidence from expert , pleaseNot sure if it's just me but I cannot access the file
its always crash when finishing the characther creation
https://www.dropbox.com/home?preview=starsector.log.1
Can you post a screenshot?
It's possible an old copy of the mod was left installed and that's what Starsector is seeing.
71152 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:279)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncounterEndPath(FleetInteractionDialogPluginImpl.java:1834)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainState(FleetInteractionDialogPluginImpl.java:2423)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEngagement(FleetInteractionDialogPluginImpl.java:784)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:69)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
need some guidence from expert , please
its always crash when finishing the characther creation
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
need some guidence from expert , please
its always crash when finishing the characther creation
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
dont randomize core worlds
could be an issue with story worlds
need some guidence from expert , please
its always crash when finishing the characther creation
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
dont randomize core worlds
could be an issue with story worlds
Going to try that now. thanks!
how about this link ?FYI that's an archived log; you need starsector.log (if you have file extensions hidden, it'll just appear as "starsector") for the latest log file.
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0
Hi, getting a crash after defeating this Plague-Bearer ship, seems to be related to Nexerelin when looking at the logs.It's an issue with SEEKER. I'm told that: Updating MagicLib will prevent it in future campaigns, but for your current one you won't be able to fight the plague bosses. Sorry!
https://imgur.com/1nJgNiH
It's an issue with SEEKER. I'm told that: Updating MagicLib will prevent it in future campaigns, but for your current one you won't be able to fight the plague bosses. Sorry!good to know, thanks. and thanks for your amazing mod, the sector feels dead without it :P
If I try randomizing core worlds with bunch of factions I randomly (it seems the chance is the greater the more extra mods I enable) get following issue when starting a new game:This particular crash is from the Federation mod.Spoiler83414 [Thread-3] INFO exerelin.world.ExerelinProcGen - Adding free station Al Nar Nest for exalted
83414 [Thread-3] INFO exerelin.world.NexMarketBuilder - Creating market for Al Nar Nest (STATION), faction exalted
83415 [Thread-3] INFO exerelin.world.NexMarketBuilder - Al Nar Nest is in ring, adding volatiles condition
83425 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
83543 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1161)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1774)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:380)[close]
Thx it helped with the issue!If I try randomizing core worlds with bunch of factions I randomly (it seems the chance is the greater the more extra mods I enable) get following issue when starting a new game:This particular crash is from the Federation mod.Spoiler83414 [Thread-3] INFO exerelin.world.ExerelinProcGen - Adding free station Al Nar Nest for exalted
83414 [Thread-3] INFO exerelin.world.NexMarketBuilder - Creating market for Al Nar Nest (STATION), faction exalted
83415 [Thread-3] INFO exerelin.world.NexMarketBuilder - Al Nar Nest is in ring, adding volatiles condition
83425 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
83543 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1161)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1774)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:380)[close]
Fix: open FED/data/config/exerelinFactionConfig/star_federation.json and change
"customStations":["fed_scaria_station"],
to "customStations":["fed_headquarters_station"],
Thx it helped with the issue!If I try randomizing core worlds with bunch of factions I randomly (it seems the chance is the greater the more extra mods I enable) get following issue when starting a new game:This particular crash is from the Federation mod.Spoiler83414 [Thread-3] INFO exerelin.world.ExerelinProcGen - Adding free station Al Nar Nest for exalted
83414 [Thread-3] INFO exerelin.world.NexMarketBuilder - Creating market for Al Nar Nest (STATION), faction exalted
83415 [Thread-3] INFO exerelin.world.NexMarketBuilder - Al Nar Nest is in ring, adding volatiles condition
83425 [Thread-7] INFO sound.O - Cleaning up music with id [miscallenous_main_menu.ogg]
83543 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1161)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1774)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:380)[close]
Fix: open FED/data/config/exerelinFactionConfig/star_federation.json and change
"customStations":["fed_scaria_station"],
to "customStations":["fed_headquarters_station"],
But now I have another one although the list of mods is much bigger
Start: random core worlds + Free Start
Issue (happened at the very end of new game creation):List of mods:Spoiler323589 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - On enabled; false
323592 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.AnalyzeEntityMissionIntel - Created AnalyzeEntityMissionIntel: Derelict Ship, faction: Xhan Empire
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SurveyPlanetMissionIntel - Created SurveyPlanetMissionIntel: Gamma Schwarzchild I, faction: independent
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Satiate]
323594 [Thread-3] INFO com.fs.starfarer.api.impl.campaign.intel.SystemBountyIntel - Ending bounty at market [Kircheis]
323594 [Thread-3] INFO data.scripts.KadurModPlugin - new game started, adding scripts
323609 [Thread-3] INFO exerelin.plugins.ExerelinModPlugin - New game after time pass; true
323610 [Thread-3] INFO exerelin.campaign.StartSetupPostTimePass - Running start setup post time pass
323616 [Thread-7] INFO sound.O - Cleaning up music with id [095.ogg]
323792 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.StartSetupPostTimePass.pickRandomStartLocation(StartSetupPostTimePass.java:155)
at exerelin.campaign.StartSetupPostTimePass.handleStartLocation(StartSetupPostTimePass.java:205)
at exerelin.campaign.StartSetupPostTimePass.execute(StartSetupPostTimePass.java:107)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterTimePass(ExerelinModPlugin.java:421)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
324032 [Thread-9] INFO sound.O - Creating streaming player for music with id [109.ogg]
324032 [Thread-9] INFO sound.null - Playing music with id [109.ogg][close]SpoilerArsenal Expansion 1.5.4
Astroid ship pack 1.2c
Audio Plus
CaptainsLog
CaptureCrew
Combat Chatter
Console Commands
DIABLEAVIONICS
Exalted
fluffShipPack
Flux Reticle
Fuel Siphoning
Galatia Complete
galmart
GraphicsLib
Hegemony Expeditionary Auxiliary
HTE
hypernet
Industrial.Evolution2.0.c
Kadur Remnant
Kingdom of Terra
LazyLib
Leading Pip
Legacy of Arkgneisis
Logistics Notifications
MagicLib
Mayasuran Navy
Missing ships
Nexerelin
ORA
prv Starworks
Roider Union
SCY
SpeedUp
SS-armaa-1.4.3c
Starship Legends
Supply Forging
tahlan
tahlan-scalartech
Terraforming and Station Construction
Torchships
trailer moments
UnknownSkies
UnofficialNewGamePlus
UpgradedRotaryWeapons
Vayra's Ship Pack
Version Checker
XhanEmpire[close]
how about this link ?FYI that's an archived log; you need starsector.log (if you have file extensions hidden, it'll just appear as "starsector") for the latest log file.
https://www.dropbox.com/s/xbg90rsm20ynyh2/starsector.log.1?dl=0Hi, getting a crash after defeating this Plague-Bearer ship, seems to be related to Nexerelin when looking at the logs.It's an issue with SEEKER. I'm told that: Updating MagicLib will prevent it in future campaigns, but for your current one you won't be able to fight the plague bosses. Sorry!
https://imgur.com/1nJgNiH
This has put me in control of Mayansuran Navy's home planet (Mayansuran Navy Mod). Not sure that is intended.Mayasuran Navy feature :)
Using latest version and getting following error during sector generation:Update your Roider Union.
573738 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
java.lang.NoClassDefFoundError: exerelin/utilities/ExerelinConfig
at scripts.campaign.retrofit.Roider_UnionHQRetrofitManager.getRetrofits(Roider_UnionHQRetrofitManager.java:128)
at scripts.campaign.retrofit.blueprints.Roider_PiratesLearnBPsScript.getSources(Roider_PiratesLearnBPsScript.java:87)
at scripts.campaign.retrofit.blueprints.Roider_PiratesLearnBPsScript.<init>(Roider_PiratesLearnBPsScript.java:25)
at scripts.Roider_ModPlugin.onNewGameAfterEconomyLoad(Roider_ModPlugin.java:72)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.new(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: exerelin.utilities.ExerelinConfig
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 19 more
Here's a thrown-together-while-at-work update that should fix the reported crashes, although I can't guarantee there aren't others (at least it probably won't introduce new ones).
Download (https://www.dropbox.com/s/vibn4pg6ma05zzt/Nexerelin_0.10_fix_20210412.zip?dl=1)
If it works, official update soonish.
## v0.10b ##
* Fix some known and possible crashes from a market with null containing location
* Apply retroactive-to-existing-saves fix for theme generator crash with secret location
* Fix not being able to use custom production contracts (was fixed in secret reupload of v0.10, but now nobody should miss it)
* Fleets can specify that their ship's S-mods should not be kept on recovery (memory flag `$nex_noKeepSMods`)
* Add settings.json option to disable marking Academy quest locations as story-critical
* Also prevents the "visit Academy" bar quest from appearing
uhhh i think the contacts reputations are decaying over time because of this mod is that on purpose?Nex doesn't try to decay contact rep and I don't know of any mechanic in vanilla or a mod that does this. If other people are seeing the issue, maybe I'll write some code for people to debug their games with.
Thanks for the quick update!I've added a settings.json feature:
Question/request: Could you please add an option to disable the story elements in the game?
# if true, locations in Academy quest aren't marked as story-critical, so they can be decivilized and such
# (and the "go to Academy" quest doesn't appear)
"nex_noStoryCriticalMarkets":false,
Nex doesn't try to decay contact rep and I don't know of any mechanic in vanilla or a mod that does this. If other people are seeing the issue, maybe I'll write some code for people to debug their games with.It's a bug with vanilla story-based contacts, at least the first one. Don't know the details, but regular contacts don't have this problem.
so the mod is great and all, but @Histidine, what's the sauce of that anime pic?Fie Claussell (https://kiseki.fandom.com/wiki/Fie_Claussell), from The Legend of Heroes: Trails of Cold Steel (JRPG series).
Quick question. Will randomising core worlds mess with the faction quests from the base game and mods I use?The Academy quests won't appear, since they rely on named locations (and there's no Galatia Academy to get them at, anyway). Most mod quests should work, since they don't have the same constraint.
Do NPC faction controlled colonies build industries and buildings if there's room? I want to know whether or not I should invade colonies and sell everything except the spaceport before handing it off to a friendly faction.When a colony is transfered (or grows in size) the new owner will start building things on it (invisible queue, but the current construction will be displayed). They don't always use all industry slots though, imitating the colonies that exist at the start of a vanilla game.
Thanks for the great mod ;):thumbs up:
Can I disable some of the mod's feature some where and get a list which ones can be, for example planet mining?
Does this work for existing saves, or do i need to remake my save?For an existing save with Nexerelin, any version will work with the immediately previous Nex version unless otherwise specified.
Just to note a suggestion I made on discord:Yeah, did that for next version.
Instead of limiting NPC station size to 6, instead just limit to whatever is the player limit, since the player limit can be configured on the game vanilla json anyway.
I had a bug in 0.91 where mod factions had duplicated diplomacy profile characteristics. I.e. several copies of their already assigned "traits" or whatever they're called. From memory, it was only the Research Mandate. Is this a common occurrence? Is it gone?Haven't noticed that myself, although I only rarely played with Vayra's Sector anyhow. If it crops up with the future 0.95 version of V-Sector, I'll look into it.
wait, so i can't add it to my save without missing out on some features, even if i've never run it before? how do i get all the features then? im a tad drunk, so excuse me if im being dumb.Does this work for existing saves, or do i need to remake my save?For an existing save with Nexerelin, any version will work with the immediately previous Nex version unless otherwise specified.
You can also add Nex to a save that wasn't running it previously, although since not all features are applied it's not fully recommended.
.
Possible bug for v0.10b: I am unable to use prisoners in any way with Hegemony. Both prisoner options are greyed out when I speak to a Hegemony officer at a station. When I mouse over repatriate, it says "relationship already at max level". I was at -100 relation with them, but I turned in a beta core to change that to -96.Which faction were you commissioned with? Some factions have relationship clamps with others (although the AI core turn-in screen should have shown this as well).
Still says relationship at max level, and when I go back to the faction menu, it indeed shows my relationship with hegemony is still -100 (the AI core turn-in didn't actually improve my reputation with them). Still greyed out, can't repatriate prisoners.
wait, so i can't add it to my save without missing out on some features, even if i've never run it before? how do i get all the features then? im a tad drunk, so excuse me if im being dumb.You'll have to start a new game.
I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?Are you using the latest version/The Mini update?
Here's a thrown-together-while-at-work update that should fix the reported crashes, although I can't guarantee there aren't others (at least it probably won't introduce new ones).
Download (https://www.dropbox.com/s/vibn4pg6ma05zzt/Nexerelin_0.10_fix_20210412.zip?dl=1)
If it works, official update soonish.
I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?
Hi hi, long time lurker, never posted before. I'll cut to the chase. I installed Nex mid playthrough but agents aren't appearing at any bars on any markets. Any idea what triggers them to spawn? Or a console command I could use? All the other main features seem to be working fine.I think they're just rare these days, since they have to compete with other bar events. You can use devmode (which allows more events in the bar at one time) to check if they're appearing. (There's also an AddAgent console command if you're really tired of waiting)
I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?It might be the Star Federation mod issue here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg316907#msg316907). If not, and you're using the latest version of the game, post the error message from the log.
I think that issue is from Beyond the Sector? Posted about it here (http://fractalsoftworks.com/forum/index.php?topic=20845.msg317622#msg317622).Hi hi, long time lurker, never posted before. I'll cut to the chase. I installed Nex mid playthrough but agents aren't appearing at any bars on any markets. Any idea what triggers them to spawn? Or a console command I could use? All the other main features seem to be working fine.I think they're just rare these days, since they have to compete with other bar events. You can use devmode (which allows more events in the bar at one time) to check if they're appearing. (There's also an AddAgent console command if you're really tired of waiting)
Thanks, this info was helpful. Any walkthrough on how to do this via devmode (like a specific command)? Is devmode different from the console mod? I don't feel any need to be impatient, but I just want to make sure that this element of the game works properly. I've played around 4 or so hours of my current save with Nexerelin enabled and haven't ran into any of the agents at the bars or comm menus.Devmode enables some, well, debugging stuff (some notable changes: player can teleport on campaign map, near-unlimited zoom out on combat or campaign map, can exit any menu with Esc, industries build almost instantly.) You can toggle it in Console Commands using the devmode command.
Got a Nullpoint error when trying to do random core worlds with derelict empire and custom start.Latest version of Star Federation mod (released a while ago) fixes the issue.
so the mod is great and all, but @Histidine, what's the sauce of that anime pic?Fie Claussell (https://kiseki.fandom.com/wiki/Fie_Claussell), from The Legend of Heroes: Trails of Cold Steel (JRPG series).
Great girl if you like the quiet types who're good with the stabby stuff.
so the mod is great and all, but @Histidine, what's the sauce of that anime pic?Fie Claussell (https://kiseki.fandom.com/wiki/Fie_Claussell), from The Legend of Heroes: Trails of Cold Steel (JRPG series).
Great girl if you like the quiet types who're good with the stabby stuff.
why yes, I do like girls(who are good with the stabby stuff). looks like a turn based game, will probably give it a go. gotta wait for some mods to update after all
Did some more tinkering with everything; reinstalled Nexerilin and checked mod list: have a different error now.The very latest version of the Star Federation mod fixes this (0.8.0, but the initial release was bugged so redownload to be sure).
log:
168344 [Thread-3] INFO exerelin.world.ExerelinProcGen - Trying station Kuretes View for star_federation, image fed_scaria_station
168768 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1162)
Where can I find the new insurance tab? I checked everywhere in the intel screen like the changelog says, but i can't seam to find it.It should be automatically assigned to the Important tab, and there should also be an Insurance tab (most of the tabs are sorted alphabetically, so should be easy to find.
Histidine, thankyou for all you've done and the effort you've put in both for this game and others - you are responsible for improving the enjoyment of a great many people. Nexerelin is great and I'm glad it's updated, and so soon was surprising and must have been a fair bit of work. On top of that then you've been in this thread fixing technical problems people have been having, many of them not even directly a result of Nexerelin itself.It's great that people are having fun! And that I had the time and desire for all the doing-stuff I've put in the mod (these past couple of weeks, but also before that) :D
I think that issue is from Beyond the Sector? Posted about it here (http://fractalsoftworks.com/forum/index.php?topic=20845.msg317622#msg317622).Hi hi, long time lurker, never posted before. I'll cut to the chase. I installed Nex mid playthrough but agents aren't appearing at any bars on any markets. Any idea what triggers them to spawn? Or a console command I could use? All the other main features seem to be working fine.I think they're just rare these days, since they have to compete with other bar events. You can use devmode (which allows more events in the bar at one time) to check if they're appearing. (There's also an AddAgent console command if you're really tired of waiting)I'm not sure if this has been mentioned already, but has anyone else been getting fatal errors related to the random sector generation option? It only seems to happen when I enable custom factions. Is this a compatibility problem?It might be the Star Federation mod issue here (http://fractalsoftworks.com/forum/index.php?topic=9175.msg316907#msg316907). If not, and you're using the latest version of the game, post the error message from the log.
Nexerelin, I believe, adds the chance that when salvaging a derelict ship, you can find 'intel' to send to one of two factions, right? If so... well, minor storyline spoilers:SpoilerIf so, ah, it seems that can break the 'storyline', because that event can trigger on the Hamatsu. Which then makes the ship completely uninteractable after the fact. All you have is the 'Leave' prompt, which doesn't trigger the unique interaction that progresses the plot.[close]
Inquiry: 'spacer start' begins your character at level 1. But also gives you 3 skill points. Working as intended? Unmodified level 1 characters get 1 skill point.Whoops, fixed, thanks!
Are there any plans to allow getting more agents via story points? Make with some progressively increasing cost so that getting too many of them would be almost impossibleHmm, not sure I want to have even hypothetically unrestricted agent count. In next version (it's bugged in the current one) the two officer skills will each give +1 agents, which I think is enough.
Janus Box gone after i died is there a way to get a new 1?Use Console commands mod with the command AddSpecial janus to get a new device.
I'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.See this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg317795#msg317795)
Well right now it's unrestricted via config changes but I feel it would be much more natural, satisfying and rewarding if I could get more agents by "earning" them in game instead of just changing configs.Are there any plans to allow getting more agents via story points? Make with some progressively increasing cost so that getting too many of them would be almost impossibleHmm, not sure I want to have even hypothetically unrestricted agent count. In next version (it's bugged in the current one) the two officer skills will each give +1 agents, which I think is enough.
On the other hand I could just treat them like how contacts work, and those are unlimited. I might change it if enough people ask for it.
Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?
Stupid question, but i can't find it in any guides and i don't believe i've seen it in-game.
Where do i get agents?
If memory serves, you have a chance of running into them at planetside bars available for hire; at least that's how it worked back in .91a, not sure if that's the same for this current version. Given how many new bar events there are it may be less frequent.
I'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.See this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg317795#msg317795)
If it's still not there, that's a problem, I'll have to look into it.
*checks*QuoteI'm confused how to get spaceship insurance, it says through the intel screen but I don't see an option in the intel screen to do so.See this post (http://fractalsoftworks.com/forum/index.php?topic=9175.msg317795#msg317795)
If it's still not there, that's a problem, I'll have to look into it.
I checked the config.json, legacy insurance is false but I still don't see the insurance tab, I disabled all my mods except for nex and it's required mods I still couldn't find an insurance tab or insurance in the important tab. I checked before and after getting a commission in case it was dependent on that but it didn't make a difference.
Does letting factions restart in a campaign allow you to add new faction mods to existing games?It's not optimal (the factions' usual planets and stations won't spawn, for one) but it can work.
@Histidine: You´ve talked about a majer update coming up. Do you have rough ETA for us maybe? (Want to start a new playthrough - but i would wait if the update would be coming in the next month or something :D)No real ETA, but I really don't expect it to come out within a month. It may not come out even in two months.
## v0.10.0d ##
* Disrupt competitor mission: Scale payout with target defenses; dialog gives more information
* Colonies created by NPC expeditions cease hazard pay when reaching size 5
* Partial fix for handling of Shadowyards modular fab series in random sector
* Fix duplication of Shadowyards' Redwings Command in random sector
* Fix Gun Barrel Sequence milestone being granted by NPC agent actions
* Fix player having to pay for accumulated hazard pay debt on market takeover
* Fix player outposts being targeted for missions
## v0.10.0c ##
* Add a quest that grants a Remnant contact, with a distinct set of missions
* Add tutorial custom start
* Mining players will face hostile parties every so often
* Can be modified/disabled in settings.json
* Add two new player milestones for agents
* SRA's Redwings Command spawns in random sector
* Synchrotron and catalytic core work on station-only markets
* The better solution would be to make stations all have the no atmosphere condition, but that's too big a change right now
* Fix/improve fuel production seeding in random sector
* Make sure synchrotron gets placed where it actually functions, and try to place fuel production accordingly
* Hegemony gets a synchrotron, matching non-random sector
* Fix insurance intel not appearing
* Fix invasion/raid fleets having bloated numbers of tankers
* Fix +1 max agents from officer skills not applying
* Prevent getting stuck in new game dialog due to custom start with nonexistent class
* Fix some cases where things that checked player/officer levels were not updated for level rescaling
* Fix one random colony always spawning in new game even when slider was set to zero
* Fix governorship max size accidentally being set to 6
* Fix starting number of skill points in Spacer start
I am doing a pirate play on Nexerelin, and I found it somewhat odd that Freeport is a hostile port to Pirates. I know they are part of independents, but their incredibly expensive wares are off limits. Just seems strange.Hm. The rule is kind of a leftover from SCY version of Prism Freeport, maybe I'll remove it.
Question about Nex for 0.91a (but should apply for newest as well).It's not disable-able independently of the Academy stipend, unfortunately.
How do I disable Galatian Academy insurance from free start?
Bug report:Oh, so that's what happened in that screenshot earlier in the thread...
AI factions appear to not pay for hazard pay when it is active, instead accumulating debt as long as hazard pay is active on a colony. The AI never has to pay for this, however if the player invades one of these colonies, the debt remains and will be charged to the player in full at the end of the month.
One example of this can be found in the Luddic Church colonies at Penelope's Star. After several cycles, the two colonies there will accumulate several million credits in debt.
If possible, invaded colonies should reset 'Hazard Pay spent this month' to zero upon being conquered by another faction.
* Fix one random colony always spawning in new game even when slider was set to zero
Last fix update. I've overdosed on Starsector lately, so I expect I'll be taking a break for a while.
I think that there's a call being made to Vayra's sector but I'm not sure if that's the problem cause I have that mod disabled till its patched to .95.That error is from Vayra's Sector. Are you sure you had it disabled? (Like, the Vayra loading lines are right above it...)
[edit] I found out the problem one of my older mods was causing a conflict, Not sure why probably has something to do with adding new weapons and ships.
Thanks!Last fix update. I've overdosed on Starsector lately, so I expect I'll be taking a break for a while.
You've more than earned that break, putting out a functioning release so soon after 0.95! Thank you so much!
I just have one question about the Remnant contact in the newest version: I started my game on Nexerelin 0.10.0b and updated just now - Will that content be available to me in the ongoing run? If not, is there some line or another that I can insert into my save file to put it back on track?
not sure if this qualifies as a bug or unintended behaviour but thought I'd report it just in case. a funny situation either way
I think that there's a call being made to Vayra's sector but I'm not sure if that's the problem cause I have that mod disabled till its patched to .95.That error is from Vayra's Sector. Are you sure you had it disabled? (Like, the Vayra loading lines are right above it...)
[edit] I found out the problem one of my older mods was causing a conflict, Not sure why probably has something to do with adding new weapons and ships.
I'm having an issue with domain probes. After few times at the beginning the probe defenders have gone missing. In the last hundred or so probes there have not been a single instance of probe defenders.That's a vanilla thing. From latest patch notes:
Probability of derelict probes and survey ships having defenders decreases as more derelict defenders are defeated
So, the defenders both get stronger and less frequent as more are defeated
not sure if this qualifies as a bug or unintended behaviour but thought I'd report it just in case. a funny situation either wayHah that's funny.
## v0.10b ##Yeah, that should fix those crashes :)
* Fix some known and possible crashes from a market with null containing location
Could this have been the root of the Industrial Evolution related crash I mentioned above?
Kind of a bug, but I don't feel like creating a modified version of the vanilla generator for station bounties just to prevent this from happening
Can I install it in the middle of my save game?Yes, although not all features will be applied.
Bug report:Yeah that part is a bit of a mess. Remnants found in Remnant systems always know who the player is and will attack you regardless of relations if you set off a transmitter trap, since vanilla assumes there isn't a way for player to be neutral or friendly with Remnants.
After I investigated some derelicts, I was accosted by remnants. They're supposed to be neutral to me, as I'm a TT commissioner. I cannot disengage them without costing me 1 SP, and if I try to engage them I get the "remnants not hostile" warning. Attached an image showing this.
Thanks for the mod btw, having a great time with it!
I read that in order to have your faction join an alliance, you need to go to one of the allied colonies and join through the other options menu or something.You can't use alliance features if you have a commission, since that's the purview of the commissioning faction.
However, I can't seem to find the join alliance button. Right now I'm commissioned with SD, and the SD and PL are in an alliance, and I have my own faction for my colonies.
Hi, any way to change starting settings mid game? Like that hard modeReloadNexConfig command in console
I'm neutral with all of the faction when I start as most hated faction in the sector, it is a bug? Have anyone report it beside me?
I'm neutral with all of the faction when I start as most hated faction in the sector, it is a bug? Have anyone report it beside me?
If by most hated faction you mean pirates, I think that's intentional.
I'm neutral with all of the faction when I start as most hated faction in the sector
## v0.10.0e ##
* Show player's current credits in insurance intel
* Fix insurance not actually taking or paying out money
* Fix null exception when failing to get faction for mining harassment fleet
* Fix NPC colonies almost instantly reaching size 4
* Fix story point use not fully guaranteeing agent ship procurement action
* Tutorial start: Fix having an extra skill point, not having Follow Me command
* Fix an odd NPE in SetMarketOwner command caused by a ghost Galatia Academy
Just so you know, the mod says it requires magicLib in the mods screen, though it doesn't mention it on the front page when it mentions requiring LazyLib.Thanks, added to first post.
How do I get agents does anybody know?They show up in bars sometimes (look for a "shady person").
Is there a way to edit the Extra colonies at Start max limit?It's currently hardcoded, sorry!
Don't know which file is to edit it
Actually last fix update.Thanks bro you saved me 10 hours of searching
The Kassadar/Legio Infernalis starting relations issue is due to a bug in Tahlan, Nia will fix it. Not sure what's happening with ArmaA since I don't have the source code.Nexerelin v0.10.0e
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.0e/Nexerelin_0.10.0e.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)Spoiler## v0.10.0e ##
* Show player's current credits in insurance intel
* Fix insurance not actually taking or paying out money
* Fix null exception when failing to get faction for mining harassment fleet
* Fix NPC colonies almost instantly reaching size 4
* Fix story point use not fully guaranteeing agent ship procurement action
* Tutorial start: Fix having an extra skill point, not having Follow Me command
* Fix an odd NPE in SetMarketOwner command caused by a ghost Galatia Academy[close]Just so you know, the mod says it requires magicLib in the mods screen, though it doesn't mention it on the front page when it mentions requiring LazyLib.Thanks, added to first post.How do I get agents does anybody know?They show up in bars sometimes (look for a "shady person").Is there a way to edit the Extra colonies at Start max limit?It's currently hardcoded, sorry!
Don't know which file is to edit it
Not sure if this is a bug but I keep getting stopped by Tri-Tachyon at their free ports, I am also commissioned by them as well if that helps.
I'm running the mods
- Console Commands (v2021.4.10 vs v2021.4.06) - Havent been used
- GraphicsLib (v1.5.1)
- LazyLib (v2.6)
- MagicLib (0.3.3rc 1)
- Scy Nation (v1.6.3)
- SeedUp (v0.7.1)
- and of course Nexerelin (v0.10.0e) - they also stopped me on 0.10.0b
{"enabledMods": [
"$$$_trailermoments",
"pantera_ANewLevel40R",
"raccoonarms",
"timid_commissioned_hull_mods",
"lw_console",
"fluffships",
"sun_fuel_siphoning",
"HMI",
"gunnyhegexpeditionary",
"hte",
"hostileIntercept",
"kadur_remnant",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"nexerelin",
"QualityCaptains",
"remnant_command_transfer",
"SEEKER",
"speedUp",
"sun_starship_legends",
"timid_supply_forging",
"star_federation",
"US",
"vayrashippack",
"audio_plus",
"shaderLib"
]}
java.lang.NullPointerException
at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
at exerelin.world.ExerelinProcGen.createStation(ExerelinProcGen.java:1162)
at exerelin.world.ExerelinProcGen.populateSector(ExerelinProcGen.java:1754)
at exerelin.world.ExerelinProcGen.generate(ExerelinProcGen.java:1098)
at exerelin.plugins.ExerelinModPlugin.onNewGameAfterProcGen(ExerelinModPlugin.java:432)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
69168 [Thread-9] INFO sound.O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
69168 [Thread-9] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg]
A question about the milestone about having x number of officers at level 5 or higher...It requires at least 8 officers of at least level 5 (should have checked whether this counts the player before coding it), checked after each player battle.
What conditions trigger it exactly? I've had a run where I ended up with a full complement of officers at max level, all 5 + (including a mod added level 8 AI), and it didn't trigger. Assigned each of them to ship... Unassigned... No trigger.
Did I miss something?
I'm getting a crash upon starting up a game (specifically right after selecting my skills, as it's generating the sector) using the following modlist:That looks like the Star Federation station bug; updating that mod will fix it.
With the changes to combat in .95 I wonder if fleet sizes need to be changed more than they already are since combat is much harder. Fleet sizes feel smaller already but I still think pirate doomstacks are really hard to beat even with a late game fleet.In 0.95 number of officers dominate deployment point calculation, and AI fleets have higher number of officers if you're not using mercenaries. So most of the time when you're fighting late game AI doomstacks, you get the bare minimum of 40% of battle size as the starting DP. With a default battle size of 300 DP, you'll get 120 DP. The disadvantageous 40%-60% split can be equalized to 60%-60% in battle as you capture battle objectives, so you should try bringing fast ships that can easily dispatch enemy frigates (safety overridden frigates are an obvious choice), which should be easy in the case of fighting against pirates.
Hi, I randomized the core worlds and by doing this I'm not sure if I screwed myself out of the Galatian Academy main story missions. Is there a Nex equivalent I should be looking out for that could provide these? I'm having fun so far but I'd rather have a "main objective" I could work towards as I play.@Histidine
]What do you mean?
@Histidine
Maybe you should make the warning labels bigger?
What do you mean?I was trying to say to @Histidine "Maybe you should make the warning labels bigger?". It wasn't really directed to you, just using your comment to illustrate that the warnings about a random core start is not noticeable enough. The main plot of Starsector does not have a randomized core so, if you randomize it, the plot cannot work, sorry.
It wasn't really directed to you, just using your comment to illustrate that the warnings about a random core start is not noticeable enough. The main plot of Starsector does not have a randomized core so, if you randomize it, the plot cannot work, sorry.Can I play the vanilla game plot normally if I don't randomize the core worlds? I tried starting a new game as vanilla as I could but Galatia Academy wasn't there, either.
In vanilla and Nex non-random sector the Academy will be orbiting Pontus in the Galatia system (it doesn't appear in the jump point tooltips or the screen that shows the planet icons in a row, but should be readily visible in the system map).It wasn't really directed to you, just using your comment to illustrate that the warnings about a random core start is not noticeable enough. The main plot of Starsector does not have a randomized core so, if you randomize it, the plot cannot work, sorry.Can I play the vanilla game plot normally if I don't randomize the core worlds? I tried starting a new game as vanilla as I could but Galatia Academy wasn't there, either.
The Academy storyline doesn't work in random sector, since it relies on the specific vanilla core worlds that don't exist here. Maybe I'll add a warning about it.I think you should and make it big. Else this thread is going to have endless 'bug reports' saying the same thing... multiple times.
Can you claim to be a modder if you don't deal with that? It's a universal constant across all games and planets.The Academy storyline doesn't work in random sector, since it relies on the specific vanilla core worlds that don't exist here. Maybe I'll add a warning about it.I think you should and make it big. Else this thread is going to have endless 'bug reports' saying the same thing... multiple times.
75161 [Thread-3] INFO org.lazywizard.console.Console - > NUKE
75183 [Thread-3] INFO org.lazywizard.console.Console - All enemy ships destroyed.
78977 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Too late for intro message: 8.388709
81703 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81703 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81703 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81703 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81704 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - No alliance vote for hegemony
81704 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - == Vote for war with plague ==
81706 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/factionTraits.json)]
81707 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81707 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Luddic Church votes: YES
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Total points: 6463.4263
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Base points: 75.0
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Friend disposition: 146.29213
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Other disposition: 12.5
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Other alliance disposition: -0.0
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Strength points: 6250.0
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Hawk/dove points: 0.0
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - War weariness points: -7.702841
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Random points: -12.662941
81708 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Final vote: true (2 to 0)
81708 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81708 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81708 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
81708 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
82135 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:279)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncounterEndPath(FleetInteractionDialogPluginImpl.java:1834)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainState(FleetInteractionDialogPluginImpl.java:2423)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEngagement(FleetInteractionDialogPluginImpl.java:784)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:69)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
86134 [Thread-3] INFO org.lazywizard.console.Console - > nuke
86155 [Thread-3] INFO org.lazywizard.console.Console - All enemy ships destroyed.
89419 [Thread-3] INFO org.histidine.chatter.combat.ChatterCombatPlugin - Too late for intro message: 8.1553755
93163 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
93163 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
93163 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
93163 [Thread-3] WARN exerelin.utilities.NexConfig - Faction config plague not found, using default
93716 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.lootWeapons(FleetEncounterContext.java:2478)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generatePlayerLoot(FleetEncounterContext.java:2083)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.generateLoot(FleetEncounterContext.java:2051)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.winningPath(FleetInteractionDialogPluginImpl.java:2142)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.winningPath(NexFleetInteractionDialogPluginImpl.java:279)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.goToEncounterEndPath(FleetInteractionDialogPluginImpl.java:1834)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.updateMainState(FleetInteractionDialogPluginImpl.java:2423)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEngagement(FleetInteractionDialogPluginImpl.java:784)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:69)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I had to investigate the ruins. No issues here. I really like having a free colony. XD Took it over right afterward.You know what, I think it'd be really cool if some colony whose spaceport got rebuilt like that one emerges as an independent market planet a few months later.
public boolean setPersonMissionRef(PersonAPI person, String key) {
if (person == null) return false;
if (person.getMemoryWithoutUpdate().contains(key)) {
return false;
}
person.getMemoryWithoutUpdate().set(key, this);
changes.add(new VariableSet(person.getMemoryWithoutUpdate(), key, true));
return true;
}
Is there a way to offer peace to another faction you are at war with? im sick of paying for saturation bombardment bribesThere's no direct peace offer that player can make, but if you beat them up enough they may offer a ceasefire (you can check this in the diplomacy profiles section of intel). Otherwise, throw a few AI cores or prisoners their way.
Ey boss, may I ask if there's a way to edit each faction's evangechist claim? I'm playing with this mod in tandem with mayasurian navy and it's kinda conflicting both fluff and crunch wise to have the Persean league having evangechist claim on Mayasura.Not in a config file or anything, you'll need to know how to modify markets' memory with console.
I think I found a compatibility bug between Nex and Seeker: Unknown Contact. The game crashed immediately after defeating Rampage, a ship belonging to the Plague Bearer faction added by SUC.Thanks!
[...]
Regardless, Nex is a great mod! Thanks for making it!
Hi Histidine, is the REDACTED offer to build their stuff with the secret Agent from the Freeport suppsoed to be a one-time offer only? The code flags it to appear once, courtesy of DAL:Adding to what I said in Discord earlier, that code is used in all the missions in the 0.95 mission system.SpoilerCodepublic boolean setPersonMissionRef(PersonAPI person, String key) {
if (person == null) return false;
if (person.getMemoryWithoutUpdate().contains(key)) {
return false;
}
person.getMemoryWithoutUpdate().set(key, this);
changes.add(new VariableSet(person.getMemoryWithoutUpdate(), key, true));
return true;
}[close]
Something bugged out with the AI core "N" NPC mission involving retrieving two beta cores from Derinkuyu mining station. Pirates captured the base. Now that independent have captured it back, the mission is incompletable.You mean the prism freeport or the target station? Normally you would have to do an extraction raid to get the beta cores.
I've got about 1.2 heavy armaments per marine. Do they do anything for vanilla? Do they do anything for Nexerelin?
I am having an issue where faction relations don't actually reflect the value set in the faction.config file. I have tested it out with Mayasura and XhanTech, and the players relations with various factions will not reflect the faction chosen to spawn as. some will be the same, but some will be at 0 or at -100. the factions themselves seem to also not like partial values, either being 0 or at -100, but not any value in between. I have the most recent versions of Starsector, Nexelerin+hotfix, Mayasura, and XhanTech. I only used one modded faction at a time.Note that the config file's relations are only used in random sector (for reverse compatibility purposes with how older faction mods set their relations, in their code). Although I'm thinking of adding a setting that makes the config relations override those.
Can you make it so that in-faction trade is only by in-faction fleets? My trader fleets keep fighting each other because I have 2 enemy faction not hostile to me (pirates and independants) and they keep on causing shipping disruption to the point one of my colony decivilized and I had to shut down 1 industry on another because they caused transplutonic shortage for the coronal tap and resulted in -5 to stability.Hmm, the trade fleet manager is bigger than I particularly want to mess with in the near term. Although my personal opinion is that trade fleets ought not to attack others in the first place, might want to report that to Alex.
Yes, I know I can just attack the pirate or the ind and end this, but this playthough I started with pirate, and the independants hostile to me would completely kill the little profits I have, being hostile to church and hegemony.
I really like nexerelin. But I don't quite like a faction being destroyed before I could interact with them. What can I do in the config to like, lessen the frequency of invasions and saturation bombardment and maybe even make factions want to make peace rather than to be invaded or die horribly?
I have not played Nex extensively for quite some time but are you not able to colonize other systems, give them to tri tach and force a peace via prisoner exchanges etc?
(https://i.imgur.com/xLdsmlR.png)
Edit the file starsector-core\data\config\settings.json
Why is the shortage and fleet d-mod indicators colored blue instead of red?
Feature request: the option to override the stabilization commodities for a faction through the faction's nex config.Hmm, I can do that.
eg "stabilizationDemandClasses":["luxury_goods","domestic_goods","ore"], which would result in a faction that stabilizes through luxury goods (or lobsters, or some other luxury_good), domestic goods, and big piles of rocks.
Not sure if anyone has reported this bug but I found a pather base whose orbital station has been rendered unoperational but still standing, so I satbombed it. The game says that since this is a hidden base, there won't be any rep change.Yeah, sat bombing Pather stations will cause it to glitch out. Although the base not being killed after losing its station is a bug in itself. Do you know how it happened?
after I did that, the station was abandoned; however, the game still show that it is still providing support to my colonies' pather bases as a neutral station.
Is there a quick way to remedy this with console command? I have tried to send base strike fleet but since there's no operational market in said system, I cant really do anything.
Also under "not sure if bug" discovered that a shortage of organics at a Cryosanctum somehow appears to increase production of harvested organs?Looks like this is actually intentional on Alex's part! (Also happens with a supply deficit)
Hello,If you can do it, taking out the orbital works on Chicomoztoc (and the one on Raesvelg for good measure) will really mess them up.
I love this mod but I have a slight issue in my game. The Hegemony just declared war on TT and TT are getting absolutely steamrolled. The issue is I'd rather they didn't since I'd eventually like to buy their stuff. I could commission myself to fight on their behalf but that screws with my relations and considering how many fleets are in the TT home system right now I'm not really sure I could turn the tide even if I did. I don't suppose there is some other way I can help them that would really make a difference?
Inconsistency: when docked at an outpost the tooltip for the 'storage' tab says there are no storage fees, but if you actually put items in the storage then the outpost shows up on your monthly income reports as having a storage fee based on the value of items. The only way to store stuff for free is to put everything in pseudo-colony's local resource stockpile, but that only works for commodities.Hmm, I'm not getting any storage fee from outposts, although I think people have reported this exact issue before. Maybe one day I'll figure out what's going wrong.
...also is it intentional that outposts function as a spectacularly kludged playercolony* in that they let you refit ships without the "refit in space" CR penalty?Not intentional, but it's just how the game works and I don't think I can change it. (The exact same effects are seen with abandoned stations)
*having a waystation but no spaceport, you can't install/swap logistic hullmods but somehow even though there isn't a dock the refit screen lets you 'restore' to wipe D-mods???
I stumbled upon the minWarWearinessForPeace in the config file, but the description just says float. What does this setting do?It's how much war weariness the faction needs to consider making a ceasefire/peace treaty offer to another faction (see the Diplomacy profiles section in intel screen for how much weariness each faction currently has).
Found a minor text bug. When an agent is detected manipulating the political process, the agent's faction should lose standing with the two targets, in this case H.M.I and United Pamed. The text instead shows one of the targets twice, but the standing impact looks correct.Thanks, fixed!
A question about agents, is there somewhere specific I should be looking for them? I know I saw some for hire in the beginning of the game but now I swear I've been to every core world 3 times over and can't find a single one.Just keep checking bars I guess, they ought to turn up eventually.
Hey, Histidine I have a question I'm currently making a mod with minimal scripting, etc. I wanted to know how the Prism Freeport works in terms of blueprint exchanges and ships sold on the high-end market. My mod has no faction attached to it, it's kind of you find it, you use it type of implementation for exploration, kind of like seeker only blueprints and no remnant has them. However, I wanted players to be able to exchange other blueprints for bp's from my mod do I need further implementation besides >data>config>prism? or does it take every BP unless blacklisted anyhow? Also for the ships sold on the HEM do I need further implementation or its like before unless blacklisted in the CSV? I noticed a paragon was for sale once, are ships literally randomly selected at each market refresh, or is there a rarity system in place because I haven't seen a Paragon on sale since.- Blueprint trader sells BPs for any ship with a "rare_bp" tag, unless it's blocked in the CSV or by having the "no_drop" or "no_bp_drop" tags. It never sells packages, although it will buy them from the player.
EDIT: Do BP packages get exchanged too or just single item BP's? Just to be sure. And can I make a ship exclusive only to the independent HEM market like the ship has no bp at all and will only be sold on the market rarely?
Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
Yeah, sat bombing Pather stations will cause it to glitch out. Although the base not being killed after losing its station is a bug in itself. Do you know how it happened?
Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
unless im misunderstanding you, player does even worse dumping 1000 people on random planets, which i would argue is even more immersion breaking
Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.
unless im misunderstanding you, player does even worse dumping 1000 people on random planets, which i would argue is even more immersion breaking
What do you mean? Those planets are potentially habitable, and even the smallest of them has more room to expand than the biggest possible starbase in the sector. What's unnatural about starting new colonies? That it's too easy? If that's your idea, then I agree, but it wouldn't change the my opinion about settled orbital structures.
I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.
I have a question. Is there any way to disable invasion fleets? I love all the other features of the mod but I've never really liked how often planets flip from one faction to another.
I see so is it possible to have ships that have no blueprints show up without a faction knowing it? Because the ship I want on the HEM doesn't belong to any faction. And can the player's faction be whitelisted so any bp the player learns the HEM begins to sell I would like to enable this actually myself!
Just an idea for Histidine, but have you considered disabling colony growth for AI-controlled space stations? It's kind of weird that those comparatively tiny structures will eventually balloon up in population to level 6 from their pre-game sizes of mostly 3 or 4. Wouldn't change much mechanically, but it helps with immersion.I've considered adding a market condition that greatly slows population growth to all stations before, but decided I didn't want to do something that messes that much with mod stations.
Bug report: Seems like there's another 'pirate' faction that spawned with a pirate base and when I send a base strike fleet to them, my alliance declared with said faction too. weird.That "extra" pirate faction is from the Beyond the Sector mod. I haven't looked into why it's spawning in the main sector, don't know when it'll be fixed.
Question:Selling survey data to anyone speeds up the time before the next NPC colony expedition occurs. NPC colonies will also use colony items you sell to them on the open market, if they can.
Do factions currently use the items I sell to them? Including blueprints, colony items, and planet surveys?
Edit: Also ships/weapons?
That should work, although you might want to give the ship the "no_bp_drop" tag as well.I see so is it possible to have ships that have no blueprints show up without a faction knowing it? Because the ship I want on the HEM doesn't belong to any faction. And can the player's faction be whitelisted so any bp the player learns the HEM begins to sell I would like to enable this actually myself!
Would this workaround work? By adding ship hull known to Tri tach faction file and setting cu_prototypeebm hull frequency to 0 would this make the faction know the hull in knowships yet never use it at all? Therefore enabling it to be just sold at the HEM as a workaround?
Also, what does the special item Faction setup item do? Is it like a debug item or as a current game editing tool?It's used for the faction setup screen when starting with own faction in random sector.
EDIT: Which factions are whitelisted for the prism in the prism_factions_whitelist by default? Is the player faction already whitelisted or by listing the player in the faction whitelist does the Prism freeport sell all the blueprints I know of on the HEM?Most of the vanilla factions are whitelisted (in the code rather than the CSV, maybe I ought to move them), but player faction isn't. Adding it to the CSV will enable the high-end seller to sell player-known ships.
Feature request: Can a new type of agent be added, one that automatically handles ludic path infiltrations in a system? Or maybe this can be done by existing agents, only when they're high level.Hmm, we'll see if I add a feature for automatic cell removal (maybe a switch for agents that makes them automatically do that).
When you get to the point of bloating and using AI cores on several planets, it really becomes a hassle to queue up agent actions, and I don't think you're informed when a ludic cell becomes active(after you shout it down via agent actions once). This solution would alleviate the current micromanagement of your agents, up to a maximum of 4 different star systems.
Bug report: Managed to make an alliance with 3 other factions. When the relationships between Tri-Tachyon and Persean League went sour, both of them left the alliance at the same time. Logically speaking, after one of them left the alliance, the 2nd one shouldn't have a reason to also leave it.
Hi,Looks like it failed to create the auto-rebellion on successful invasion (then tried to do things with the said nonexistent rebellion). If you're stuck at a point where the invasion keeps happening successfully, you could devmode teleport to where the invasion is and use console kill to make it fail.
I destroyed Luddic Base, went back to hyperspace and after 10-20 seconds in the game of hyperspace it crashed.
Log:Spoiler1350639 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1252)
at exerelin.campaign.SectorManager.transferMarket(SectorManager.java:1049)
at exerelin.campaign.InvasionRound.conquerMarket(InvasionRound.java:431)
at exerelin.campaign.InvasionRound.npcInvade(InvasionRound.java:297)
at exerelin.campaign.intel.invasion.InvActionStage.performRaid(InvActionStage.java:238)
at exerelin.campaign.intel.invasion.InvActionStage.autoresolve(InvActionStage.java:285)
at exerelin.campaign.intel.invasion.InvActionStage.updateStatus(InvActionStage.java:148)
at com.fs.starfarer.api.impl.campaign.intel.raid.BaseRaidStage.advance(BaseRaidStage.java:106)
at com.fs.starfarer.api.impl.campaign.intel.raid.ActionStage.advance(ActionStage.java:25)
at exerelin.campaign.intel.invasion.InvActionStage.advance(InvActionStage.java:62)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:214)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:425)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
So, today I got scammed for nearly 1M credits by this modYeouch, sorry about that! I'll try to figure out why it's happening; in the meantime, use AddCredits in console to get your money back.
I've sent my agent on a mission to raise relationships, then queued "Procure ship" - but after some time decided to cancel the diplomatic mission and got a refund of 47k. I thought that this is the refund for first mission, but turns out it cancelled the queued mission too. With no refund.
Please fix this... entire day of exploration and looting, gone :(
Is there a way to disable transfering planets needing an operational spaceport? They get disabled for so long after invasion, it makes everything takes sooooo much longer.Comment out the row "nex_marketTransferInitNoSpaceport" in rules.csv, that should do it.
-Workaround for Remnant custom production contract being offered only onceSee here (https://fractalsoftworks.com/forum/index.php?topic=21456.msg324140#msg324140)
-This fix is not retroactive; to fix existing saves, use console command provided on forum
Well alright. What's the console command :P
6406672 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.utilities.NexUtilsMarket.getMarketIndustryValue(NexUtilsMarket.java:90)
at exerelin.campaign.intel.missions.ConquestMissionIntel.calculateReward(ConquestMissionIntel.java:157)
at exerelin.campaign.intel.missions.ConquestMissionIntel.addBulletPoints(ConquestMissionIntel.java:317)
at exerelin.campaign.intel.missions.ConquestMissionIntel.createIntelInfo(ConquestMissionIntel.java:252)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at exerelin.campaign.intel.missions.ConquestMissionIntel.init(ConquestMissionIntel.java:80)
at exerelin.campaign.intel.missions.ConquestMissionManager.createEvent(ConquestMissionManager.java:95)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I suspect this is the recent bug with Industrial Evolution. The latest version (2.2b) fixes it, but isn't save-compatible with previous versions.CodeNot sure what happened here but looks like my game crashed when Nex tried to calculate and update intel for conquest missions in the background.6406672 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.utilities.NexUtilsMarket.getMarketIndustryValue(NexUtilsMarket.java:90)
at exerelin.campaign.intel.missions.ConquestMissionIntel.calculateReward(ConquestMissionIntel.java:157)
at exerelin.campaign.intel.missions.ConquestMissionIntel.addBulletPoints(ConquestMissionIntel.java:317)
at exerelin.campaign.intel.missions.ConquestMissionIntel.createIntelInfo(ConquestMissionIntel.java:252)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at exerelin.campaign.intel.missions.ConquestMissionIntel.init(ConquestMissionIntel.java:80)
at exerelin.campaign.intel.missions.ConquestMissionManager.createEvent(ConquestMissionManager.java:95)
at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:141)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
installed nexerlin, lazylib and magiclib and got error message JSONObject file not found....Post the full error message from starsector-core/starsector.log
nope, it's save-compatible with the latest version of starsector.
Is there any way to get Ziggurat-doom-machine in randomised core worlds? Cant find in the thread.:approval face:
BTW cool mod - nice additional game flavour and space is more alive. ;)
Hey Histidine, was there a gameplay or balance reason why you didn't implement player faction for HEM? Was it due to logic? Because I could imaging the player factions production of ships eventually get sold to the HEM from a background lore perspective.Never really had a reason to. Also pretty pointless since if you know the blueprints you can already build the thing yourself rather than buying it for Prism markup.
Bug reports:Oh, this one's kind of a mess. It was wrongly thinking the max colony size was 10, trying to get bigger, failing, then acting as if it succeeded (and since the population meter is still 100%, it tried again a few days later). Made it not do that, thanks!
1) If an autonomous colony increases in size, you are getting informed each day of it, until you take temporary control of it. In my particular case, it happened when Ancyra went to size 6. It restarts daily notification after a new month starts. Revoking autonomy and letting a day pass guarantees messages stops popping up, even on start of new month, but it starts showing up again once you give autonomy back.
2) If you take over Sindria, the Lion's Guard HQ disappears from the building list, but you're still paying the upkeep for it. I imagine this applies to all faction specific buildings. Attached picture with proof.This is an issue with vanilla's handling of the LG HQ, but maybe I should go ahead and override the vanilla implementation in a later version.
3) Don't know if intentional, but autonomous colonies can send their own invasion fleets, I find this very neat. I'd like to point out that an autonomous colony with +300% fleet size and +95% ship quality only sent a single fleet. Not sure what influences fleet size.Yeah, invasion fleets ignore origin market fleet size mult (otherwise it could have huge variations in size depending on where the fleets came from, which is troublesome to balance). The invasion size scales somewhat with the target defenses, but there are some complexities to it that I won't get into here.
Not sure if someone reported that bug yet, but seems like raising faction standing with yourself is brokenI think there's a weird interaction here where Legio's relationship with player is capped at +10 in its faction config, and this is applying to the raise-relations-while commissioned scenario. Thanks for the report, I'll see about making it not apply there.
"Your agent Keith Romero has successfully subverted the Legio Infernalis political process to improve relations with the player.
Today."
What? ???
## v0.10.1 ##
### Changes since Discord beta v0.10.0x ###
* Fix Remnant contact mission 1 becoming inaccessible if not viewed immediately
* Fix Starfarer mode colony growth penalty applying even when the mode is off
* Fix autonomous colonies trying (and failing) to grow past limit
* Fix player's starting colony in random sector being seeded with 3 industries instead of 2
* Fix new game faction toggle not being scrollable
* Fix tactical bombardment incrementing player's 'atrocity' count
* Add tooltip for random start location option
### Gameplay ###
* Remnant contact modifications:
* First mission appears in bar rather than on docking
* Contact appears in intel screen
* Workaround for Remnant custom production contract being offered only once
* This fix is not retroactive; to fix existing saves, use console command provided on forum
* Custom production contract cost mult 1.2 -> 1.4, surplus ship cost mult 0.8 -> 1.0, AI core cost mult 1 -> 2
* Add skip story option to new game (marks all Academy quests as completed and grants gate travel)
* Remove minimum relationship requirement for Prism's High-End Seller
* Random sector: Let player planet seed two industries at start
* Can't transfer colonies to Reparations Society in non-random sector (cheap fix until I work out intended behavior)
* Random sector: Try to not accumulate debt during new game time pass if starting colony is unprofitable
* A colony's free port setting will no longer be changed due to falling under the control of a pirate-type faction, if the colony existed at start of game
### GUI ###
* Add a GUI system for new game dialog
### Text ###
* Rename agents to operatives (disambiguate from the contact rank)
* Update calculation for orphans made from raids
### Fixes ###
* Fix a potential post-invasion crash
* Fix a potential punitive expedition crash
* Fix agent abort action also canceling the queued action
* Update/fix tribute check
* Fix starting d-mods from new game option being added to fleet multiple times
* Fix getting stuck in dialog after remote colony autonomy option
* Fix officers being returned to their ships after permadeath
* Also make unremovable officers not killable
* Fix Hegemony rep being clamped to zero or better on new game
* Fix random sector terran-eccentric worlds having mirror and shade entities but not the market condition
* Fix lower relations action not displaying relationship change on failure properly
* Fix milestone award not notifying player of new story points
* Fix version checker URL for Starsector version
### Modding ###
* Add settings.json options for population growth mult and max size on station-only colonies
runcode Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getActivePerson().getMemoryWithoutUpdate().unset("$cpc_ref");
* Add skip story option to new game (marks all Academy quests as completed and grants gate travel)Does this mean that the vanilla storyline can still be played in Nex? Can those missions be broken if the core worlds get invaded? Is there a big enough warning sign for the noobs to understand that randomized = no vanilla quests?
I can't get faction settings' new UI to remember my settings; if I go back to the previous menu the settings are undone.Looks to be just a visual bug
Hey i'm not sure if this is a Nexrelin bug or a Beyond the sector one, but every colony in the system has a accessibly rating of -21474836483%, is there anyway to fix it?That's entirely "Beyond the Sector" bug.
- If you skip the story it won't take place, obviously. Otherwise, yeah, it still works (in non-random sector).* Add skip story option to new game (marks all Academy quests as completed and grants gate travel)Does this mean that the vanilla storyline can still be played in Nex? Can those missions be broken if the core worlds get invaded? Is there a big enough warning sign for the noobs to understand that randomized = no vanilla quests?
I suspect this is the recent bug with Industrial Evolution. The latest version (2.2b) fixes it, but isn't save-compatible with previous versions.It's not a I.E bug because it still happens with the new fixes. In fact, this happens:
- Invading core worlds will likely result in irregular appearances (like needing to visit a certain Tri-Tachyon executive, whose planet now happens to be held by Hegemony) but I don't think anyone has reported an error that breaks the actual game progression.
Hmmmm those look like two rather different bugs.I suspect this is the recent bug with Industrial Evolution. The latest version (2.2b) fixes it, but isn't save-compatible with previous versions.It's not a I.E bug because it still happens with the new fixes. In fact, this happens:
https://youtu.be/aynw7_pcxI8 (https://youtu.be/aynw7_pcxI8)
Is it possible to change the date when the AI starts colonizing?Currently hardcoded to cycle 207.
So, about this newly added remnant contract questline (retrieve two beta core).There's no auction event to get into, you just need to do a raid to swipe those cores.
I headed to the indicated Independent station to join the underground auction. But there's no specific event or option, only a generic station menu. What am I supposed to do?
So, about this newly added remnant contract questline (retrieve two beta core).There's no auction event to get into, you just need to do a raid to swipe those cores.
I headed to the indicated Independent station to join the underground auction. But there's no specific event or option, only a generic station menu. What am I supposed to do?
Hmm, now this is problematic... I really don't wanna fight against an Independent faction. It's either give up the whole questline or find out other ways to solve this. There are no such things as 'Black ops' (*hope they add this kind of content in future - like All-Phase fleet only contents), looks like the only option I have is to capture TONS of VIP from Pirate and bulk release them on another Independent colony after I blast targeted station and retrieve cores.Turn off your transponder before doing the raid. You'll lose only a bit of rep (or none, if you want to spend a story point on it).
First time poster here so first of all I just want to say thank you Histidine for all that you do. What a wonderful mod this is!Hmm, Nex shouldn't affect pirate raids to that degree but I'll keep an eye out.
I'm not sure if this is a bug or not, but since v0.10.0e (and in v0.10.1) I've noticed a lack of pirate activity in my systems. I've had colonies for ~20 hours now and have not endured a single pirate raid.
I initially thought I found the issue when I noticed the pirates had somehow become "inhospitable" with my faction instead of hostile; however, I reset my relationship with them to -100 and there still hasn't been any raids.
Pirates raids on AI factions appear unchanged, so it's only the player faction thats affected. The luddic path cells are spawning correctly.
On a separate note, this is not a bug but rather a point of discussion. It's about abandoning colonies.Yeah, vanilla abandon mechanic (and a bunch of other things about vanilla) wasn't meant to handle colonies being taken by player.
In vanilla, abandoning one's own colony is a strategic choice. It allows the player to recoup some of their investment, and as such, it makes perfect sense as a vanilla mechanic.
In nexerelin however, this mechanic seems a little broken when paired with the invasion mechanic. This is because after invading an AI colony, you can immediately abandon it and receive anywhere from 300k-1.2mil credits, and you don't even receive any diplomatic repercussions. To me, this is broken because it essentially makes saturation bombardments useless.
In vanilla if you wanted to delete an AI colony you had to Sat bomb it, which takes time, you don't get paid, and there are severe diplomatic repercussions. In contrast, in Nexerelin you can simply Invade ->abandon, which essentially accomplishes the same thing, except it is immensely profitable, instantaneous, and without any diplomatic repercussions. It would make more sense to me that either you aren't allowed to abandon colonies that were not yours originally, or if you abandon an AI colony it immediately get's returned to it's previous owner.
When ordering an agent to repeat their last mission, and the last mission has a price above your current funds, they will still do so, resulting in having negative credits.Nice catch! Fixed.
While credits are negative, agents cannot be ordered to perform any actions, even ones without a cost.
Just wondering, are you still looking for help writing planet descriptions? Would love to lend a hand somehow.TBH working on the planet desc system has been enough of a pain that I'd like to move it to someone else's mod if possible. It's been a fair amount of work copying texts from Google Docs to the game files, and there's also the somewhat smaller work of managing the writers. (Although if people did the integration into Nex in addition to the writing part of it, that'd be a lot easier for me)
292113 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment.isInSystem(RouteManager.java:141)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getInterpolatedHyperLocation(RouteManager.java:379)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.shouldSpawn(RouteManager.java:651)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:617)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:577)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:128)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
"$$$_lightshow",
"$$$_trailermoments",
"pantera_ANewLevel30",
"Adjusted Sector",
"advanced_gunnery_control_dbeaa06e",
"anotherportraitpack",
"ARSWP",
"armaa",
"raccoonarms",
"automatedcommands",
"lw_autosave",
"timid_admins",
"beyondthesector",
"bg",
"BSC",
"HMI_brighton",
"CWSP",
"CaptainsLog",
"capturecrew",
"Csp",
"charmingly_wearisome",
"CAS",
"chatter",
"combat_docking_module",
"timid_commissioned_hull_mods",
"lw_console",
"domain_mship_controllable",
"diyplanets",
"DetailedCombatResults",
"diableavionics",
"XLU",
"fluffships",
"sun_flux_reticle",
"sun_fuel_siphoning",
"GrandColonies",
"HHE",
"HMI_SV",
"HMI",
"gunnyhegexpeditionary",
"hte",
"hostileIntercept",
"hullmod_expansion",
"sun_hyperdrive",
"IndEvo",
"interestingportraitspack",
"internalaffairs",
"kadur_remnant",
"kazeron",
"kiith-nabaal-shipyard",
"lw_lazylib",
"leadingPip",
"ArkLeg",
"logisticsNotifications",
"low_scatter_amplifier",
"luddenhance",
"MagicLib",
"Mayasuran Navy",
"missingships",
"su_CarrierHullmod",
"more_hullmods",
"more_ship_names",
"wisp_NeutrinoDetectorMkII",
"sun_new_beginnings",
"nexerelin",
"objects_analysis",
"OcuA",
"Ocutek",
"old_hyperion",
"ORA",
"wisp_perseanchronicles",
"wyv_planetaryShieldAccessControl",
"portrait",
"TAR",
"QualityCaptains",
"remnant_command_transfer",
"rotcesrats",
"roider",
"sun_ruthless_sector",
"SCY",
"RC_Second_Wave_Options",
"secretsofthefrontieralt",
"SEEKER",
"Shield_Shunt_Buff",
"PT_ShipDirectionMarker",
"solsystem",
"speedUp",
"sun_starship_legends",
"steelcardinal",
"stelnet",
"StopGapMeasures",
"timid_supply_forging",
"surveycorpssp",
"tahlan",
"Terraforming and Station Construction",
"star_federation",
"TORCHSHIPS",
"trulyautomatedships",
"underworld",
"US",
"ungp",
"URW",
"vayrashippack",
"WEAPONARCS",
"audio_plus",
"Safety Override mod",
"mir_ed",
"astroidships",
"ifonly",
"shaderLib",
"ShipCatalogVariantEditor"
I do have some art/writing things I'd like to have though! Right now, they're:Added you on Discord to talk to you about helping out with those!
- Portrait for Remnant contact
- Concept and dialog for more Remnant story missions
- Intel icons (invasions, rebellions, and a 'hire mercenary company' feature I'll introduce in the next major release)
Well, I've got plans to make invasion somewhat harder
I have this problem where the game crashes if i choose a lvl 1 start, it goes straight to sector generation skipping skill selection and boom. If i chose a lvl 6 start, i get 5 skills (should be 6 or 7 no?), and once in game it appears i am at negative xp. Here is my mod list:That should only happen if you're doing the tutorial start. In which case the -1 skill point is deliberate (you get it back for free a bit into the tutorial). I can't easily fix the negative XP without doing a replacement of the vanilla tutorial mission, but you can add the XP back with console.
https://imgur.com/7CqgcqI
Has anyone else had this bug? Any hints appreciated ty.
Il
Consistent crash to desktop when halfway generating a randomized core worlds sector with Nexerelin v0.10.1 but not when generating a non-randomized core world sector. Below is the crash log and my mod list, thank you.Hmm, are you on the unofficial Starsector Discord server?
https://drive.google.com/file/d/1EE9zrHabwHMsMC5AwNiJQ-fk7Z8cbjsL/view?usp=sharing (https://drive.google.com/file/d/1EE9zrHabwHMsMC5AwNiJQ-fk7Z8cbjsL/view?usp=sharing)
Thanks! I think we can discuss sometime this week.I do have some art/writing things I'd like to have though! Right now, they're:Added you on Discord to talk to you about helping out with those!
- Portrait for Remnant contact
- Concept and dialog for more Remnant story missions
- Intel icons (invasions, rebellions, and a 'hire mercenary company' feature I'll introduce in the next major release)
if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?
I can verify the pirate activity bug, I infact have not one but 12 colonies without ANY pirate activity. Some even had no patrol buildings. Most layed back playthrough i have had. While I had raids and invasions by the pesky hegemony by the dozend and invasions by just about anyone who polutes my sector yet not a single pirate attack, which is weird since i am at -100 opinion with them. By all rights they should hate me :D
Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
I'm not sure if this is a bug or not, but since v0.10.0e (and in v0.10.1) I've noticed a lack of pirate activity in my systems. I've had colonies for ~20 hours now and have not endured a single pirate raid.
I have had a similar experience. In fact, I've gone through quite a while of not having any pirate base bounties in addition to no pirate activity for my 3 colonies that are pop 6.
Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
runcode
import exerelin.campaign.intel.bases.Nex_PlayerRelatedPirateBaseManager;
import com.fs.starfarer.api.impl.campaign.intel.bases.PirateBaseIntel;
for (com.fs.starfarer.api.campaign.comm.IntelInfoPlugin intel : Global.getSector().getIntelManager().getIntel(PirateBaseIntel.class)) {
PirateBaseIntel base = (PirateBaseIntel)intel;
if (base.isTargetPlayerColoniesOnly()) {
Console.showMessage("Player-related pirate base in " + base.getEntity().getContainingLocation().getNameWithLowercaseTypeShort());
}
}
"basePirateRaidTimeoutMonths":[6, 18],
"pirateRaidTimeoutRaidDefeatedMaxExtraMonths":12,
Vengeance fleets can only operate for a certain amount of time before being made to go home (time increases with vengeance level), and they have to fly to where the player is, so a player on the move can avoid them for quite a long time. Maybe the timer should be longer (or removed completely).Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
Can confirm. I've had dozens of incoming vengeance fleet notifications but never actually encountered one. Its not as if I'm hiding either, I just go about my business as usual and after awhile it says the mission's over. I thought maybe they were getting killed en-route so I increased "vengeanceFleetSizeMult" from .8 to 4 in the exerelin config, theoretically making them more than 4x bigger, but they still never could find me. Someone should test if the vengeance fleet can find them if they sit motionless in the core with their transponder on, for science!
if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?Try to guess from the name.
Am I supposed to lose Marine experience when I give them to a station commander to counter rebellions? I had 100% Elite marines, I gave 100 to the station commander to counter a rebellion, and my Maine experience dropped to 68%. Just selling Marines doesn't reduce their experience.That's not supposed to happen (and I couldn't reliably repro). But I've changed it to keep the marine XP on fleet (like selling/storing does), so when you give away marines the XP level of the ones remaining increases.
That's not supposed to happen (and I couldn't reliably repro). But I've changed it to keep the marine XP on fleet (like selling/storing does), so when you give away marines the XP level of the ones remaining increases.One thing that can happen is that the remaining marines on your fleet aren't able to hold all of the xp the stack used to have, in which case the excess is wasted. That's a vanilla mechanic, it can happen if you sell a bunch of marines (putting them in storage should give the excess xp to the marines in storage IIRC).
if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?
Try to guess from the name.
Vengeance fleets can only operate for a certain amount of time before being made to go home (time increases with vengeance level), and they have to fly to where the player is, so a player on the move can avoid them for quite a long time. Maybe the timer should be longer (or removed completely).Did anyone check the vengeance fleet feature in the latest version?
I despite having incoming vengeance fleet notification multiple times, they never came to me. It always end as "missione finished" or something like that
Can confirm. I've had dozens of incoming vengeance fleet notifications but never actually encountered one. Its not as if I'm hiding either, I just go about my business as usual and after awhile it says the mission's over. I thought maybe they were getting killed en-route so I increased "vengeanceFleetSizeMult" from .8 to 4 in the exerelin config, theoretically making them more than 4x bigger, but they still never could find me. Someone should test if the vengeance fleet can find them if they sit motionless in the core with their transponder on, for science!
Vengence Fleets are basically just regular expedition fleets but they want your head, trouble is they run at low burn speeds and I don't think I've ever seen the AI use tugs. So they will never catch up aside from hyperspace bouncing or jumpoints
## v0.10.1b ##
* New invasion, rebellion intel icons by ThePinkPanzer
* When giving marines to fight a rebellion, concentrate XP in remaining marines
* Conquest missions last twice as long
* Deciv colony barter event: Do a better job of picking commodities the player actually has
* Fix double bombardment bug
* Fix rebellions not applying the market condition
* Fix some fleet size multipliers using old values for doctrine effect on fleet size
* Fix being able to repeat operative action while not having enough credits
* Fix free operative actions being disallowed if player has negative credits
* Fix random relations and faction respawn setting not displaying proper values on returning to screen
* Add story disable warning to random sector toggle
* Update some instances of operatives still being called agents
Guess I'm just mildly annoyed seeing someone on multiple occasions to repeat questions, in cases where getting them answered wouldn't have (from my PoV) any notable impact on the game.if one disables some factions at the start of the game and goes through a playthrough will the factions I disabled appear later if I turned on enable spawning of factions not present at the start?QuoteTry to guess from the name.
One can assume it's an option used for adding new factions that weren't previously installed only. I didn't feel stupid asking this question to reconfirm.
Unfortunately, I do not know the ins and outs of the workings of the mod that is why I come asking this question. I felt the way you responded was unnecessary. Perhaps it was for comedic effect?
When I give my clients a nutrition plan what may be obvious to me (the creator) might not be obvious to the client/user, same for workout plans. It might be annoying to repeat or state the obvious but it has enabled me to put as much information as possible in the index when they are not sure. Perhaps it's time Nexrelin started a community wiki?
Correct me if I'm wrong, but it seems the timer starts at 1 month? Maybe try increase it to 6 months, with 12 being the max?The base timer is currently 2 months at level 1 with one extra month per level. Up to two months can be added depending on how far away the player is, but it doesn't look like this applies in anything resembling a normal-sized sector. Also if you get found but then shake them, the timer counts down faster.
edit: Wait I actually don't know, is it possible to have, for example, two or more pirate fleets after you at the same time or is each faction limited to only one vengeance fleet at a time? I had presumed it was the former, but if its the latter I see no issue with removing the timer altogether.
Hi Histidine!I've done most of a turn-based minigame for ground battles. These are meant to have a high cost to carry out and take days or weeks of ingame time depending on colony size, the idea being that the enemy can summon reinforcement fleets from space to drive off your fleet during this period.
You mentioned that you intend to make conquering planets harder. Do you have any idea how harder should it be?
Also, do you have anything concrete ideas on how do you want to achieve this?
Because I think I have a few ideas, some of them might be interesting for you, but it really depends on how hard do you want to make it...
So, I'm still on Nex 0.10.1 and this might have been fixed (though I don't see it in the patch notes for 0.10.1b.)The bounties Dissonant offers are all vanilla ones currently, so that's a vanilla issue.
Just got a mission from Midnight Dissonant, offering 560,000 credits to go hunt an "elite mercenary" fleet.
Said fleet has an Aurora, a Fury, two Barbarians, five destroyers, five frigates, all with level six officers (except the Aurora that has a level seven officer) and no s-mods.
It was not a particularly challenging fight; certainly not one that justified a half-million credit bounty.
## v0.10.1c ##
* Agent orders dialog and fleet requests use a GUI map to pick destination
* Fix vengeance fleets not following player or even leaving their origin system (bug introduced with Starsector 0.95)
The current level of ease in conquest makes one wonder why the Sector, or at least the small indie worlds, aren't already completely controlled by the Hegemony or various warlords.
Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Go to comms and speak with any individual and click transfer market to another faction something like that.
The current level of ease in conquest makes one wonder why the Sector, or at least the small indie worlds, aren't already completely controlled by the Hegemony or various warlords.
Hell even the bigger worlds! Once you've got just 3 Mudskippers' or one Nebula's worth of marines and a tanker you can just click>tac bomb>click>invade most planets in a row. At that point rebellions don't matter because the damage is already done (both damage in gameplay and damage to immersion).
btw excited to see what the GUI map for fleet request/operative mission orders is like.
Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Go to comms and speak with any individual and click transfer market to another faction something like that.
Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.
https://imgur.com/a/HTvR7LV
Sorry for not making it clear lol, the Anarakis Reparations Society.Quick question, sorry if it's been asked before.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
Go to comms and speak with any individual and click transfer market to another faction something like that.
Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.
https://imgur.com/a/HTvR7LV
who are you trying to give it too? some factions do not have campaign layer integration Example: Cabal.
That's why I think besides harder invasions, we need a lot stronger resistance to occupation. Many (most) strategy games make this mistake. IRL creating an empire is not just about conquest, it's about unification, pacification, etc...
If you only raise the required troop levels, the game would still be about map painting. Yes, you have to use more troops, but at this point, they are just a bigger one-time expanse...
However, if we add some kind of resistance mechanism that really controls your (and the AIs) expansion, that would fix the immersion-breaking, at least for me.
Without strong resistance, you could still blitzkrieg the Hegemony, only this time you would need like 20k marines (basically 6 starliners if you stockpile your troops at an independent planet in advance). I know that it SOUNDS expensive, but it's only 4 Onslaught XIV...
However, with stronger resistance, you could no longer rush, because no matter your initial reserves, the occupation costs would bankrupt you, resulting in a general uprising, and ultimately you are back to square one.
Yeah, in non-random sector ARS is ineligible for colony transfers. If they somehow get a regular colony (through console or some other method), they'll abandon it within a few days.Sorry for not making it clear lol, the Anarakis Reparations Society.who are you trying to give it too? some factions do not have campaign layer integration Example: Cabal.Found that option, but it seems I can transfer it to any faction except the one I'm trying to give it to.Quick question, sorry if it's been asked before.Go to comms and speak with any individual and click transfer market to another faction something like that.
How do I make it so when starting a colony on an uninhabited planet it goes to my starting faction instead of starting my own faction?
https://imgur.com/a/HTvR7LV
I'm guessing what you said applies to them though because I started a quick test campaign as the Luddic church, settled a colony and was able to hand it over to them and acquire governorship.
Some do. It probably depends on various planet conditions. They'll even dismantle industries. As an example, I invaded Kazeron, put Orbital Works on it (or maybe it already had it), then gave it to the Indies since I wanted to chain raid their blueprints but needed a junk planet to do so. They immediately removed Orbital Works and started to put in a patrol HQ. The only structures on that planet were a megaport and the orbital works, so... why?
I was interested in your mod, but I have some doubts, first doubt I was reading on github that apparently the mod adds an end to the game or victory like this I write on github, if you add an end to the game, how can you disable it ?, second doubt what are the things that the mod adds and modifies in the game I want to know everything about the mod, answered that I will probably install the mod. translation by google translator
When you gift a faction a colony, do they attempt to build industries in it?The "see if we should build things" check runs on market transfer/capture, and on the colony growing in size. NPC factions don't always use all their industry slots (same as how vanilla colonies don't always start with their industry slots filled).
I gifted a faction a colony but even after months passed they didn't attempt to build anything in it.
As an example, I invaded Kazeron, put Orbital Works on it (or maybe it already had it), then gave it to the Indies since I wanted to chain raid their blueprints but needed a junk planet to do so. They immediately removed Orbital Works and started to put in a patrol HQ. The only structures on that planet were a megaport and the orbital works, so... why?It removes heavy industry on insufficiently defended worlds (if it already has one elsewhere), precisely to avoid the thing you were trying to do with it :)
I was interested in your mod, but I have some doubts, first doubt I was reading on github that apparently the mod adds an end to the game or victory like this I write on github, if you add an end to the game, how can you disable it ?, second doubt what are the things that the mod adds and modifies in the game I want to know everything about the mod, answered that I will probably install the mod. translation by google translatorA partial feature list is available on the first post of this thread.
I wish to reply in-depth, but I have deadlines coming up :(
In short, I think if we define conquest as eliminating organized resistance then if you have space superiority, you can achieve this even against 1:10 or 1:100 ratio. History provides plenty of examples, where a well-organized force with superior firepower defeated a more numerous enemy.
(In British India for eg, Opium wars in China, etc)
To put it another way, if 20k well trained and equipped troops with air superiority, tactical nukes (aka tactical bombardment), and close air support would invade for eg Germany (size 7), they could topple the current government, and destroy their armies. However, after you pull out the tactical nuke-equipped planes, so they are no longer at gunpoint... Well, good luck with controlling your new territory.
So that's why I propose that size 7 and 8 pacification should take 10-15 years and a tremendous amount of money that is only possible with at least a few size 6 planets behind you.
Also, your explanation for the defense strength is something I totally share. The mechanic was meant against raids, not invasions.
Is this because of Nex? Redacted making raids on core worlds. I haven't noticed them make successful raids yet.
I am commissioned to Luddic Path and I am 100% with them yet I still get luddic path cells incidents. Is that intended?Not specifically intended, but I have no plans to change this.
Is it possible to disable luddic path cells in my base?
Questions and comments on the win condition.Just relationship > 50 as per the factions tab, and factions tagged as pirate-type in their Nex config (for vanilla factions this is pirates and Pathers) don't count.
What counts as friendly? The "Disposition towards" my faction on the Intel screen's Dipl Profiles category? The Factions screen should be ignored?
I have to take all of the Pirate worlds to win? The Pirate worlds never get invaded by the other factions, logically this would be one of the first things the other factions would take over. Same with the Luddic Path.
Is this because of Nex? Redacted making raids on core worlds. I haven't noticed them make successful raids yet.Yeah it's a Nex feature.
I'm posting again to attach another image. I received a mission from a contact within my own faction and he now just hangs around in the admin section on my planet without going away or offering anything else. Will he just go away eventually?That's a vanilla thing AFAIK.
Not specifically intended, but I have no plans to change this.Might be worth mentioning that a vanilla feature is that Pathers will not create cells on Pather or Luddic Church planets, even if they exceed the pather interest value. Not sure if the same is true for when the player buys governorship of one of their planets in Nex, though.
The solution to Pather cells will always be to disrupt (use an operative or kill the base), or not do things that attract their attention in the first place.
What's going on here? An AI fleet came up to me and I have no option but to either go hostile or burn a story point.IIRC it's a bug in vanilla - the remnant fleet is supposed to be flagged so that fighting it won't damage your reputation with the Remnants faction, but the flag is incorrectly applied to your fleet instead of theirs.
Hi,Thanks! And fixed the bug.
I would like to report a bug.
If you have the skill that allows you salvage [REDACTED] ships, and you have one in your fleet. You are unable to store it in an Outpost you made on a planet, it says "It's illegal to sell it here".
Hope you find the time to get it fixed :)
Love the mod, it's really great. Thank you.
Yep, that's correct.QuoteWhat's going on here? An AI fleet came up to me and I have no option but to either go hostile or burn a story point.IIRC it's a bug in vanilla - the remnant fleet is supposed to be flagged so that fighting it won't damage your reputation with the Remnants faction, but the flag is incorrectly applied to your fleet instead of theirs.
If you can do it, taking out the orbital works on Chicomoztoc (and the one on Raesvelg for good measure) will really mess them up.
Finding a way to start a war between Heg and one of the other major factions (Persean League is good) should also take some of the heat off TT.
love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.
every time i start a game as a faction that faction starts getting invaded almost right away. ive tried running campaigns as a few different factions but the result always seems to be the same. in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.
Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.
what am i doing wrong?
edit: just struck me. im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
So on the subject of "vanilla stuff that isn't quite playing nice with Nex 10.1c", I'm That Dork who actually wanted to do the Tutorial start with Nex for the "story immersion" (I am newish to the game but I have played the default game a fair bit, while some friends heavily recommend Nex as more or less being vital to the game overall). So I started up a new game with the tutorial start, and it turns out that consistently crashes the game - everything else is fine, number of mods doesn't matter, this is specifically a Nex issue. To reproduce, just try to start a new game with the tutorial start option under custom start. It should crash with a short "null: fatal" error asking you to consult the log file.Yeah, it's an obscure bug somewhere in the vanilla code. I've reported to Alex, but don't know if it's being worked on.
That said, it manages to save before the crash, so the game still appears to work... however, the game actually also forgets to advance the calendar to March 2nd! I'll have to play more to see if it breaks anything else, but it seems like the game otherwise works, it's just the tuto start that's a bit off. :V Here's the snippet of the crash log on my end, with the big obvious exception. (That is not a small number of zeroes. That is a lot of zeroes!) https://pastebin.com/Yvf7naEa
Hey, i see there is a feature to trade bps, cool as hell.The blueprint trader doesn't interact with submarkets at all, if you're wondering. I see you've already gotten help elsewhere though.
i waned to know how it works...and im looking at "campaign\rulecmd\Nex_BlueprintSwap.java" now, didn't think there was so much code behind it
Can this be used to add specific bps(or any item) to a submarket, so they always have it on stock?
ofc a lot of it is interface, but there didn't seem to be any mods that do that so i wonder
For opportunistic declarations of war (the "Declare War" diplomacy event), check the diplomacy profiles in intel; if the faction is able to opportunistically declare war on your faction, it'll say so near the top. A faction will do it if it smells an easy target, and relationships are low enough; most require inhospitable, but the Paranoid trait allows it at suspicious.love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.
every time i start a game as a faction that faction starts getting invaded almost right away. ive tried running campaigns as a few different factions but the result always seems to be the same. in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.
Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.
what am i doing wrong?
edit: just struck me. im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
What are the war declaration parameters? Wasn't so much of an issue before (ie, 0.91), but in 0.95 so far, both major alliances declared war on me within like six months of each other, all to attack a single colony I started that was barely a 4... has led a a weird situation where my colony's access is negative, so can't resupply. Not that I can't prolly overcome it, just weird choices by mod. Like maybe Nuclear Gandhi weird.
love the mod and all the work you guys have done, but ive made about 6-8 different nex campaigns over the course of this year and i keep running into the same thing.
every time i start a game as a faction that faction starts getting invaded almost right away. ive tried running campaigns as a few different factions but the result always seems to be the same. in this last example the 2nd notice of any faction taking any hostile actions toward one another was the announcement of my factions largest world coming under assault which they then proceeded to lose as i just hit level 7 and cant stop waves of battleships quite yet.
Ive tried to avoid black market transactions more then i have in the past, altho i suppose i have made some illicit trades, but really...what am i doing wrong? this happens 100% of the time to me even when i disable factions like hegemony altho i did have diable (mod) faction in their place who turned out to be the aggressor in this example, but i think ive tried neither in the past and STILL got the same result.
what am i doing wrong?
edit: just struck me. im going to start another game where i am hegemony or diable and maybe leave them later when i get on my feet or if they start getting hit to bad.
So I have a weird issue, Hegemony conquered an ARS base, and now I get "Hegemony Respawns" messages over and over. Is this a problem with Legacy of Arkgneisis or Nex you think? I have faction respawn set to off.Yeah, seems like a weird interaction with the Reparations Society logic on gaining/losing markets. I'll discuss with Gwyvern about why it's happening.
Edit: I had the bright idea to kill the base with console comands and now I get "Neutral Faction Respawns" and then Neutral Faction Disbands over and over instead.
In a prespawned system who has the initial "claim" on a systems worlds? Or is it split evenly among the existing polities in the system?
(Trying to figure out why Kadur Remnant is getting invaded in the first few cycles of game start).
Yeah, it's an obscure bug somewhere in the vanilla code. I've reported to Alex, but don't know if it's being worked on.
(One odd workaround is to start at level 2, the crash only happens at level 1 for some reason)
The level 2+ start still skips the time advancement for some reason, but that generally appears to just be cosmetic.Forgot to mention this earlier, but tutorial (including vanilla) intentionally doesn't have the time pass at start.
custom scenario 'avatar of vengeance'. it says it has a 'class load failure, disabled' anyone know how to enable this fun looking custom start?It's broken and cannot be played until SEEKER updates.
So I have an issue with a missing NPC. Specifically, the High Hegemon. When I take over Chicomoztoc, the capital of the Hegemony where the High Hegemon stays, he disappears from the game and I can't find him anywhere. Am I just blind or this a known issue?It's a bug when player captures markets (the previous admin disappears forever).
runcode MarketAPI market = Global.getSector().getCampaignUI().getCurrentInteractionDialog().getInteractionTarget().getMarket();
market.addPerson(Global.getSector().getImportantPeople().getPerson("daud"));
market.getCommDirectory().addPerson(Global.getSector().getImportantPeople().getPerson("daud"));
So I have a weird issue, Hegemony conquered an ARS base, and now I get "Hegemony Respawns" messages over and over. Is this a problem with Legacy of Arkgneisis or Nex you think? I have faction respawn set to off.Yeah, seems like a weird interaction with the Reparations Society logic on gaining/losing markets. I'll discuss with Gwyvern about why it's happening.
Edit: I had the bright idea to kill the base with console comands and now I get "Neutral Faction Respawns" and then Neutral Faction Disbands over and over instead.
If you haven't seen it already, the latest version of LoA (1.9.10) fixes the issue.So I have a weird issue, Hegemony conquered an ARS base, and now I get "Hegemony Respawns" messages over and over. Is this a problem with Legacy of Arkgneisis or Nex you think? I have faction respawn set to off.Yeah, seems like a weird interaction with the Reparations Society logic on gaining/losing markets. I'll discuss with Gwyvern about why it's happening.
Edit: I had the bright idea to kill the base with console comands and now I get "Neutral Faction Respawns" and then Neutral Faction Disbands over and over instead.
Do you have any ideas for how to turn of the messages? Is my only option to conquer the base?
Does Prism sell the end-game redacted weapons you'd normally get from the storyline end fights?Prism doesn't currently sell the secret weapons. It's hardcoded to ignore stuff with the "restricted" tag, so you could remove that tag from vanilla's weapon_data.csv (this might cause the weapons to appear in unrelated places, like during salvaging).
if not, is there a way to add them to the list? Just messing around with builds and it would be fun to be able to get them in game instead of just with console commands.
I'm sorry for asking, but is it normal that there is a super weak "super ship" that i get from the super ship option?You're gonna want to get the advanced maneuvers skill right off, and the resistant conduits to dump flux asap unless you're trying safety overrides. That teleport ability allows you to take out a Conquest with ease, but you need to be at zero flux.
https://imgur.com/a/CsSY9G9
Is there a weapons whitelist in prism's config, or is it only a faction whitelist and weapons blacklist?There's no whitelist for ships, weapons or fighters.
How does one get 1,400,000 available credits for production with Midnight Dissonant? I'm currently maxed out on personal and faction reputation but the max I can order is 1,100,000. I'm trying to order the Abomination Class but the max limit is too small.There's currently no way to further increase the cap, which in turn hasn't been set to ensure that every buyable ship is within its range. I might think of something in that regard (or maybe just hide ships outside the purchase limit).
## v0.10.2b ##
* Fix CTD after destroying a pirate/Pather popup base
* Fix broken Templar faction config (note: Templars not officially updated yet)
## v0.10.2 ##
### Gameplay ###
* Make rebellions OP
* Max time 6 months -> 2 years
* Combat damage/turn reduced 33% (so rebellion lasts longer)
* Industry disruption more likely to succeed, last longer on average, max time 90 -> 120 days
* Halve effects of delivering arms to government (but not rebels)
* Hireable mercenary companies can be recruited through certain parties on comm boards
* Response fleets will appear when player takes military action against a market
* Requires a Patrol HQ, Military Base or High Command to spawn (higher level structure spawns larger fleet)
* Fleets only spawn against player (not NPCs), and will not appear outside of the military options dialog menu (how this may be cheesed is left as an exercise for the reader)
* Successful invasions cause an additional 2 recent unrest if defending faction was the market's original owner
* Can't stabilize market for some time after successful invasion (number of weeks depending on market size)
* Can be modified in `settings.json`
* Reduce unrest removal from stabilization package, 3 -> 2
* Remnants set as a no-relationship-sync faction in their faction config
* This means that commissioned players can befriend them, but the commissioning faction's relations will remain unchanged
* Also player won't become friendly to Remnants from having TT commission
* Special task groups slightly larger (does not affect existing fleets in saves), have fewer non-combat ships, have more officers
* Revise conquest victory requirements
* Faction/alliance must have 50.1% of total market size, or two-thirds of the markets with heavy industry
* Total only counts factions eligible to win
* Also change victory texts to resemble their requirements more
* Change some settings from vanilla:
* Battlestations now have level 2 officer, star fortresses have level 4 (from no officer)
* Level 2 admin salary 10k (from 25k)
* Pirate base timeout before raids are allowed 3-7 months (from 6-18)
* Player can buy the cores from an admin in Remnant contact mission 1
* Invasion fleets can exceed fleet size cap by 20% of currently specified cap in settings.json
* Vengeance fleets have some S-mods, more at higher vengeance levels and when the relevant Unofficial New Game Plus rule is selected
* Tactical bombardment mission (from bars/contacts) should have extra payment depending on projected fuel cost
* Agent story point options (particularly guaranteed success) increase chance of agent injury
### GUI ###
* Add GUI for new game ship selection
* When giving agent a travel order, automatically pop up destination map
### Fixes ###
* Try to fix infinite loop causing a rare hang in deciv planet encounter
* Fix non-player admins vanishing when changed for whatever reason (in particular when captured by player)
* Fix station battles not using some Nexerelin encounter logic
* Fix some inconsistency with vanilla behavior when taking military action against a market
* Fix non-functional agent injury behavior
* Fix special task groups responding to invasion of unrelated faction
* Fix not being able to store automated ships on some player faction colonies/outposts
* Maybe fix too many stations spawning in random sector
* Fix ship graveyard in random sector being mostly or entirely civilian ships
* Fix erroneous credit loss message being printed if player renounces governorship
### Modding ###
* New faction config settings: `stabilizeCommodities` (array), `invasionOnlyRetake` (boolean)
* The latter makes factions not invade any market they didn't originally hold
* Configuration for the new mercenary companies in `data/config/exerelin/mercConfig.json`
* Don't transfer submarkets on market capture, if the submarket definition in the CSV specifies a faction
I'm sorry for asking, but is it normal that there is a super weak "super ship" that i get from the super ship option?
https://imgur.com/a/CsSY9G9
The hyperion is arguably the strongest(and rarest) frigate in vanilla.
I presume 10.2 will hilariously break on any 10.1 save?
Nice work as always, Histidine! This already addresses a few of the conquest issues I had with 10.1.
I presume 10.2 will hilariously break on any 10.1 save?Nex updates are always (intended to be) compatible with the immediately prior version, unless otherwise specified :)
i will have to watch seeker then.custom scenario 'avatar of vengeance'. it says it has a 'class load failure, disabled' anyone know how to enable this fun looking custom start?It's broken and cannot be played until SEEKER updates.
Hi Histidine!
You were faster. I recently played a game with the previous Nex version, and after conquering Eventide from the Persean League (they captured it from the Hegemony), I asked, why shouldn't I conquer the whole Hegemony, just for fun.
It took me less than a year, and I managed to put down the rebellions by the end of 213. I have to mention, that I had around 12 mil credits at the start, but aside from Eventide, no passive income. I had 8 Conquests, just with one S-mod each, and only level 1 and 2 officers, and less than 25 ships in total. I'm far from being a good pilot, and I had very bad relations with the other factions. So being able to conquer the Hegemony so easily was very immersion breaking, especially that I had to fend off not just Hegemony counterattacks, but also TT, League, and Diktat attacks as well.
I started the attack at the beginning of 212 (with Eventide) and finished in 213. I had a profitable economy by 214. That's totally unbelievable.
So, to sum up, I'm very glad you made these new changes, however, I fear, that only the conquest part gets harder, not the holding part.
I don't know, maybe after playing with the new version, I could give you more feedback.
586903 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.StackOverflowError
java.lang.StackOverflowError
at com.fs.starfarer.campaign.O0OO.new(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at exerelin.utilities.TemporaryFleetAdvanceScript.advance(TemporaryFleetAdvanceScript.java:19)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
at exerelin.utilities.TemporaryFleetAdvanceScript.advance(TemporaryFleetAdvanceScript.java:19)
at com.fs.starfarer.campaign.BaseCampaignEntity.runScripts(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
So actually, I have a general Nex question. While the game does give warnings if you try to conquer a Notable Planet before story completion (when story is active), are the planets "protected" in any way from NPC invasion before the story is complete? Could an NPC attacker potentially take, say, Chicomoztoc before that branch of the story is complete? I've seen attempts at invading places like Gilead or Chico and I was wondering how exactly the mechanics work.Normally the mod checks for whether the planet is marked as story-critical by Starsector, and won't consider such planets for sending NPC invasions. This can be toggled with the allowInvadeStoryCritical setting in exerelin_config.json.
So actually, I have a general Nex question. While the game does give warnings if you try to conquer a Notable Planet before story completion (when story is active), are the planets "protected" in any way from NPC invasion before the story is complete? Could an NPC attacker potentially take, say, Chicomoztoc before that branch of the story is complete? I've seen attempts at invading places like Gilead or Chico and I was wondering how exactly the mechanics work.Normally the mod checks for whether the planet is marked as story-critical by Starsector, and won't consider such planets for sending NPC invasions. This can be toggled with the allowInvadeStoryCritical setting in exerelin_config.json.
Note that most but not all of the key locations in the Academy quests will have their story-critical flags removed as the quests are completed.
What are the war declaration parameters? Wasn't so much of an issue before (ie, 0.91), but in 0.95 so far, both major alliances declared war on me within like six months of each other, all to attack a single colony I started that was barely a 4... has led a a weird situation where my colony's access is negative, so can't resupply. Not that I can't prolly overcome it, just weird choices by mod. Like maybe Nuclear Gandhi weird.For opportunistic declarations of war (the "Declare War" diplomacy event), check the diplomacy profiles in intel; if the faction is able to opportunistically declare war on your faction, it'll say so near the top. A faction will do it if it smells an easy target, and relationships are low enough; most require inhospitable, but the Paranoid trait allows it at suspicious.
Other than that, random events can also push you into the hostile range.
Best thing I can suggest is build up a reputation buffer with the big boys before getting a colony, or get a commission with one of the said big boys as cover (that faction won't attack you, and others will be more likely to attack your commissioning faction's colonies than your own); can always resign it later.
Hey,Turn off... I forget what the overlay's called. It's the first one on the sector map.
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?Stick it in Duhzak :P
Hey,Turn off... I forget what the overlay's called. It's the first one on the sector map.
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
Is there some way to enforce like a temporary white list where you faction isn't really considered attackable until like you have colonized at least two systems, or at least three planets? Having the faction or faction alliances declare war, make peace, then declare war again post-haste is kinda ridiculous. Like the game systems will operate normally if you drop back down to less than 2 systems or 3 planets, but until your faction first becomes marginally large in the first place, seems kinda pointless to "declare war," but never bother to finish the job... Never even bothered to get a commish, so not even technically a rebellion...! But barely running two colonies in a de facto state of constant war is getting ridiculous.It does seem a bit odd that the player gets treated as an actual space polity (i.e. something you can have diplomacy with) when having just one size 3 colony. I don't have any ideas for fixing it right now though, I'll look at it in a later version.
Hey,Look in the Sitnalta nebula west of Askonia.
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?Someone's requested a similar thing recently. My idea was to find a suitably high-value planet in the existing core worlds and make it a player colony (this means sharing a star system with an existing faction, most likely).
Hmm, I know at least one mod moves it to it's own system, but not which mod or where.
## v0.10.2c ##
* Random start ship generator has a chance to pick phase ships based on faction's doctrine
* Remnant ships that cannot be recovered normally will also not appear in Remnant contact custom production contract
* Fix stack overflow and simplify handling of response fleets persisting
* Fix merc fleets available for hire losing S-mods on save/load
Hey,Look in the Sitnalta nebula west of Askonia.
Little bit of a random post, just wondering, is there a trick to locating Prisim Freeport now?
Waaaay, back when I was playing SS, had no issues. But, after having recently comeback, cant seem to find it anywhere. I have Enabled it in the start up.
Is there a known MOD conflict that makes it not spawn?
Any help appreciated.
Just a thought, but being able to start on a random planet with your own faction in the default sector would be amazing. perhaps generate a new system for the player near the other core factions?Someone's requested a similar thing recently. My idea was to find a suitably high-value planet in the existing core worlds and make it a player colony (this means sharing a star system with an existing faction, most likely).
having what looks like a (minor) bug; i just conquered the entirely of arcadia (!!!), gave old james to pirates, gave everything except the citadel (gonna upgrade it to HC) & nomios (gonna give it commerce) autonomy, went back to Magec to give Tibicena autonomy while I was at it and... its staying on the colonies screen. Not sure what's up with that. I exited the game & reloaded to see if it'd do it twice and it hasIs the issue about Tibicena staying on the colony screen? That's because it has player items stored, hence the "Storage" bit where the size would be.
https://imgur.com/a/9DGHzob
Is there a good way to track progress twoards Victory Conditions and Administrator Capactity Upgrades?Not currently. Maybe I'll add a screen or intel item for such things.
having what looks like a (minor) bug; i just conquered the entirely of arcadia (!!!), gave old james to pirates, gave everything except the citadel (gonna upgrade it to HC) & nomios (gonna give it commerce) autonomy, went back to Magec to give Tibicena autonomy while I was at it and... its staying on the colonies screen. Not sure what's up with that. I exited the game & reloaded to see if it'd do it twice and it hasIs the issue about Tibicena staying on the colony screen? That's because it has player items stored, hence the "Storage" bit where the size would be.
https://imgur.com/a/9DGHzob
OH MY GOD THATS SO SMART. This mod is so good that it has features so clever that I just assume that they must be bugs bc theres no way the mod is good enough to have my storage planet show up on my colonies screen so I dont forget where I stored stuffI'm pretty sure showing storage on the colonies screen is a vanilla feature, actually. It's usually never seen since you can just store stuff in one of the three abandoned stations. But it can crop up when you use contacts-based production, since you'll be given access to storage on the market they're on in order to actually have a place to drop off whatever you ordered.
Any chance we can get a "preserved core systems" mode? I'd love to have all the functionalities of nexerelin, but the core sector loosing character by having factions wiped out or bereft of their planets by other factions just makes me sad. So that factions colonise the outer systems and battle for them, but the core remains outside of player agency.
The conquest/unification of the Core Worlds is... kind of the entire point of Nexerelin. :V You're asking for more or less a fundamentally different experience. (And why would conflict over outer colonies not spill into the Core?)Uhhh I guess^^
You can also just disable invasions.That sounds like a plan, I'll try that. Thanks :)
Uhhh I guess^^
To me the appeal of the mod was that the different factions would colonise worlds as well, expanding markets, and be alive beyond having inconsequential hostilities here and there. Its just that I kept thinking "Nooo Hegemony, you cant just extinguish TriTach!" And had to conquer back their planets for them x)
I'm trying to change the Prism Freeport to spawn in hyperspace again, rather than Sitnalta, and I'm blindly looking through the config mentioned in the notes for what to alter.
So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.
Sooo, the whole point of this long winded post was to ask if there could be some kind of supported option to stymie expansion outside the core worlds and to slow down the actions of the factions so that, in the event you aren't allied with who has the most friends in 6 months of game time, you don't "lose" the game. before you even have a real chance to win.
Sooo, the whole point of this long winded post was to ask if there could be some kind of supported option to stymie expansion outside the core worlds
the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...
So I love the new breath of life this mod gives the game after you've finished the story and explored the whole vanilla sector. But I have an issue and although I realize this is part of the intention of the mod, well...within the first year the Hegemony "won" the game by allying with the Persean League. Which is strange given who they are naturally...but also that was going on while I'm still in the early game diapers of an independent fleet.
Kinda takes the wind out of your sails, you know? So I continue playing because I've already sunk a fair number of hours in at this point. And now whenever I find a nice world to put a pin in and save for later colonization the Heg/Per alliance colonizes the planet first.
On one hand it's exactly what they would do if they really were a space faring superpower. Makes it feel like you're really in an RTS of sorts where you really need to keep up with the competition. Which is great for some players. On the other it kind of punishes people like me who like to take their time and wait for the right time for them. I like to explore every nearby system before I set my eyes on a colony site. I like a lot of other things this mod does but that, to me, makes it not worth the trouble. Anyway, I'm rooting around in the config to disable invasions or colonization's or expeditions or whatever stops them from expanding like wildfire.
I know Nex is kindof made with the assumption that the player starts with either a colony or a commission,
while having the AI colonize places makes some degree of lore-sense, it works poorly with gameplay; exploration as the player is rather slow, while the AI can just pick wherever it likes.
48561 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isInsignificant(Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;)Z
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.showDefenses(Nex_MarketCMD.java:365)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:318)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:134)
at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.C.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.V$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.new(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.super(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
for (CampaignFleetAPI fleet : b.getNonPlayerSide()) {
if (fleet == responder) continue;
if (!fleet.isStationMode()) {
hasNonStation = true;
hasOtherButInsignificant &= Misc.isInsignificant(fleet);
}
}
* Fix battle join logic when taking military action against a marketI'm going to try raid without any ships around or something.
Also note that certain factions are more aggressive about colonization than others, and this includes mod factions.
If you play with Scy Nation or Volkov, prepare for them to be colonizing maggots given no adjustment and plenty of time.
Please make L4R affect agents in some way!What, as in beyond the existing +1 agent shared with L4L? I don't know what I'd change there or why, but if you have ideas feel free to post them.
so a small note/request, could you maybe add a feature that makes it so that if i have a planet in a system and give another planet to some other faction(hunting grounds, reviving dead factions) in the same system that they basically have no claim over any planet? they did not seem to act upon anything but so far the game says that the planets are probably are gonna die if i colonize themIf you keep the largest military planet (or the largest planet period if no military bases are present in the system) that'll keep you as the owner. (Note that this isn't reflected in the colonization screen text, because I can't change that)
Prism Freeport sells HVB boss ships right off the bat when Vayra's Sector isn't installed. Is this so that you're not locked out of the boss ships without Vayra's Sector or simply because there is no variable associated with the ships so it just defaults to selling them?I've deliberately made the HVB ships available, yeah.
There is a minor issue in the special contact mission when you go down the bribe route, I had to talk to the portmaster twice for the "Return to Prism Freeport" mission prompt to show up in the interaction dialogYeah, you need to undock for a bit for it to progress. I think that's just how vanilla works seeing as I copied the code from there, although there's probably a way to make it instant and I just haven't looked for it yet.which probably means that returning to Prism without talking twice won't let you progress?Edit:Did it again and it was just the prompt not showing up. Though there is some weirdness like docking immediately with Asharu after buying them makes the "Return to Prism Freeport" show up before "Your fleet approaches Asharu". Is this because of the vanilla mission system and not Nexerelin?
Hi there!Nexerelin/data/config/setting.json: nex_governorship_maxSize
I was just wondering If there is a setting to increase the size of the markets I can purchase from the factions I am commissioned by.
Sorry if this has already been discussed, I just can't find it in the settings:It's not configurable by a non-modder, but I've fixed the oversight (outposts should not block any storage as illegal) for next version :)
Is it possible to make Automated ships storable in outposts?
Found this bug while fiddling around with Arsenal Expansion since that mod also has the same issue.Interesting, thanks for looking into it!
It is possible to clone "permanently assigned" mercenaries by storing their ships in any storage and then assigning them onto any other ship.
[...]
Been fiddling around with the Misc.isUnremovable() function and I've come to the conclusion that this was probably never meant to be used with anything that isn't an AI core. Or more precisely anything that doesn't use the AI core officer interface.
The reason behind that is because AI cores do not persistently exist in the officer interface and will not show up in the officer list if you do not have any of them in your cargo while human officers will not disappear from the interface unless you dismiss them, leading to this issue. I'm guessing this is a vanilla limitation and fixing this smells tricky unless there is a way to prevent storing ships, which sounds like digging into to obfuscated parts of the vanilla code so I suggest making company mercs non-permanent for an easy fix.
Not sure if this is the place to report a bug/exploit, but high hazard, low stability planets using the hazard pay option can become so unprofitable that you get PAID to buy governorship of them.Ouch, lol. Yeah adding a floor to the price sounds good.
https://cdn.discordapp.com/attachments/818909403331297333/860342299527086100/unknown.png
Perhaps a 0 credits low cap on payouts?
To achieve this: Have enough credits for an initial buyout. Shut down everything, enable free port and hazard pay, then cede the planet back. When you go back to buy it, the deficit from hazard pay is still taken into account and nukes the income value of a planet, allowing you to circle spam buying and ceding governorship for infinite space dosh.
hey umm, if i may request something, could you make it possible for relief fleets to be sent out more often(aka the down timer not being so long) or that they reduce unrest by more?Hmm I could lower it somewhat. The cooldown is kinda long right now (30 days * destination market size).
so far using industrial evolution the colonies seem to fall one by one simply because of the industrial raids, and also because of the way deterioation works currently. i wish this was not the case to be honest
Contact bounty timers are defined in vanilla code.
So I took an allies home planet back for them but now im stuck with it? Is there a way to give it back to them? I dont want to govern some rando planet! Plus its their home planet I want strong allies! Thanks!
Does this mod mess with map seeds if you don't enable random core worlds? I just copied pasted a map seed but its not the same.AFAIK, each map seed is related to the mods that you are running. If someone plays vanilla, the seed will create a sector the same way every time. If a modlist is exactly the same, then the sector will be the same.
Are there any plans to make it so that when you make your own faction you get to choose whether it is technocratic etc and choose disposition effects (hates ai core etc)?Faction customization is currently a 'distant goal' kind of thing.
I don't understand how Operatives work. I got one, and figured out how to move one, but I have no idea how to use one to find a pirate base. I have it at one of my colonies with pirate presence, but only travel option shows up. What exactly do I do?If the 'find pirate base' option doesn't appear that's probably because the base location is already known, check the intel map with pirate faction filter.
I'm sorry if this is the wrong mod, but I get an issue when encountering the remnant agent (Save two cores from a planet). Specifically, it happens when the Remnant quest giver shows up for the first time. The game crashes to a white screen and when I reload, I can accept the quest no problem.
2371601 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.newui.Stringsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.oO00.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Opening a comm link with any Remnant Nexus while being anything but hostile with them results in a bunch of nullEx messages appearing.
(https://i.imgur.com/TDSa8Zi.png)
I have a similar issue with the same quest, whenever I choose military actions on the planet that the quest sent me to, in this case Orthus, the game hard crashes, I have not found a way around it.Update your Starsector (needs to be 0.95a-RC15, get it again from the download/buy page).
Opening a comm link with any Remnant Nexus while being anything but hostile with them results in a bunch of nullEx messages appearing.Thanks! Fixed for next version.
when i try to use an attachement it says that it's too big because you do not even have 200kb for uploading. so how did you do it?Use an image hosting website like Imgur (https://imgur.com)
Is there some way to raise the threshold on the conquest victory? It feels like all the Persian League or Hegemony needs to do to win is capture 3 planets and make allies with one minor faction.It's currently hardcoded. I might need to fiddle with the default in general, in addition to moving it to a config file.
Speaking of missions, there's... not really a bug as such, but a bit of what I think is an unintended design hiccup due to mod interaction.Yeah, I'll probably have to write a custom filter for finding the appropriate indie market. Though the bribe option always works regardless of defense level, so there's that.
So our friend N's first mission will send you to an independent planet to raid for a package. It seems like the indep planets are chosen because they tend to have low defense rating, usually well below 1k, so you only need like 250-350 marines, usually. This seems to be angled to make it so that it's not too onerous to get on N's plotline early if the player wants to go hard on that route. The problem, though, comes with certain mods (Arma is a prime example that I actually saw): there are some mods that include independent worlds that are close but not quite ready to be their own polity, and so are significantly militarily stronger than vanilla indep worlds. They can, however, still be chosen as a location for N's mission... so you need to spring the package from, say, New Meshan for the requirement of a cool 3,500 marines if you knock down no infrastructure (never mind managing to sneak up to such worlds). It is entirely possible to say "well that's rando for you", but it still feels a little... unintended and out of step with the likely intended progression of this agent/character.
So: would it be possible to add a check so that N's initial quest doesn't give you a target that requires more than, say, 500 marines? I think that'd help weirdness from occurring in some seeds.
hey just out of curiosity, why is it that derelict empire doesnt spawn fleets from the derelict planets in the archean order total conversion?Derelict Empire uses a separate faction (id nex_derelict instead of derelict) from regular derelicts, so I can mess with it without changing derelict encounters from things like probes. I'm not sure why there'd be an incompatibility with AO though, probably best if you discuss the issue with Morrokain.
everything else works fine
the new mod that adds derelict (and other) bounties spawns the derelict bounty fleets
There was one instance where the ceasefire was overwritten by a war declaration two days later.
Apologies if this has been mentioned or talked about before, but I am noticing that the war/peace declarations seem really wonky (not sure if it's just in newer versions or not, I don't seem to recall it being so all over the place in the past). I haven't gotten very far into my latest playthrough, and three or four times now, factions and alliances have made peace or agreed to ceasefires, just for them to declare war again (whether via alliance vote or otherwise) a week or so later.
There was one instance where the ceasefire was overwritten by a war declaration two days later. Not sure if it's intended or not, but it just seems a bit odd and minorly immersion breaking. If two factions are committing to some sort of political agreement of peace, and they broke the agreement, ceasefire, etc, a few days later, they would quickly become massively distrusted by just about everyone (which isn't happening). It feels like there needs to be some sort of system in place where these agreements last a reasonable length of time, or have a smaller chance to be overridden so incredibly quickly.
System for ceasefire/peace declarations seems to only be on a by faction basis, NOT a per alliance basis. But calling a war vote is on an alliance basis. So sometimes a faction that signs a ceasefire/peace agreement with you is quickly or even immediately pulled back into a war with you by an alliance partner calling for and winning a war vote. Appears to mostly depend on you rep with all faction members of any particular alliance.
Can't tell if this is a true software bug by not having the peace treaty/ceasefire applied across an entire alliance, or whether this is just an unintended result. Or maybe intended. Basically you have to spend dat colony money on agents always raising your rep with any factions that hate you until you are either strong/rich enough to not care or have an alliance of your own... although since so much will be changing in a few months with 0.951ab being released, may not matter until after that!
Still, would be nice for agents to have a high risk mission to cause false flag diplomatic incidents to either weaken or break up alliances, since Hegemony always seems to immediately ally with Luddic Church or Persean League regardless of the in-game lore stating that each of the three "powers" fundamentally disagree with each of the other factions' philosophy/ethics/morals. Although perhaps I'm playing this mod wrong, supposedly the main powers are less likely to ally with one another if you have a few extra faction adding mods...
Also keep in mind that if an agent is discovered doing A Thing against a faction that recently signed a ceasefire with another, that can easily lead to another war scenario.
It is likely too early to bother asking, but since this mod adds [REDACTED] raids on the Core Worlds and the coming game update (0.95.1a? 0.95b?) will include a skill that might allow an officer to Neural Link to a recovered [REDACTED] ship, will the frequency of the [REDACTED] raids be dialed back? I dunno what triggers them in the code, so it may not matter if multiple possible triggers. Plus, seems like officers won't have access to the combo of [REDACTED] ship recovery AND neural Link (even Lvl 7 pod officers), only player will, rendering such a concern moot. Still, figured I might as well ask. Since otherwise there might end up being random core fleets with recovered [REDACTED] ships (although would be kinda cool to see rare salvage fleets with a few [REDACTED] frigates, maybe a destroyer).I don't expect that NPCs will ever use [REDACTED] ships except for specific bespoke fleets, or that NPC fleets other than my own vulture scavengers (or any similar feature another mod implements) will do ship recovery, so it's unlikely I'll have to change anything. If not, I'll think about it then.
Yeah, I probably ought to find a way to reduce war/peace flipping at some point.
For the non-alliance case, I've got a concept where diplomacy events (and perhaps agent actions and such) can't directly make the faction hostile, rather they accumulate an "outrage meter" (could use the existing diplomacy disposition for this). And when it gets high enough, it's up to the diplomacy AI (such as it is) to actually make the decision to go to war. Kinda like how 4X games do it.
Well, that'll probably come around the time I actually implement a high-level strategic AI for factions, which is a long way off at best... :-X
Yeah, I can imagine it is sort of a tough balance to find, between interesting, shifting developments between factions happening at a steady pace, and stagnancy. Personally, I do feel like the "random events", like failed deals, diplomatic blunders, etc randomly popping up are somewhat too frequent, and have too dramatic of an impact versus other things. For example, a player faction might take on a 200k+ bounty placed on a deserter for x faction, wipe out a massive fleet of battleships and cruisers, and net +3 rep. Two days later, a jilted lover or scandal takes place via RNG, and the faction loses 10+ rep through that.
Still, would be nice for agents to have a high risk mission to cause false flag diplomatic incidents to either weaken or break up alliances, since Hegemony always seems to immediately ally with Luddic Church or Persean League regardless of the in-game lore stating that each of the three "powers" fundamentally disagree with each of the other factions' philosophy/ethics/morals. Although perhaps I'm playing this mod wrong, supposedly the main powers are less likely to ally with one another if you have a few extra faction adding mods...
Yeah, I probably ought to find a way to reduce war/peace flipping at some point.
For the non-alliance case, I've got a concept where diplomacy events (and perhaps agent actions and such) can't directly make the faction hostile, rather they accumulate an "outrage meter" (could use the existing diplomacy disposition for this). And when it gets high enough, it's up to the diplomacy AI (such as it is) to actually make the decision to go to war. Kinda like how 4X games do it.
Well, that'll probably come around the time I actually implement a high-level strategic AI for factions, which is a long way off at best... :-X
"allowPirateInvasions": false,
"retakePirateMarkets": true, # allow factions to invade markets that pirates currently hold but didn't at the start of the game, even if allowPirateInvasions is false
Hey Histidine, wanted to ask you what the parameter allowpirateinvasion in exrelin config means? Is it the ability for pirates to invade other factions to take colonies or is it the ability for factions to invade pirate colonies including ones from the start?I mean... you kinda quote your own answer. retakePirateMarkets allows invasion of select pirate worlds even if allowPirateInvasions is off.
Hey Histidine, wanted to ask you what the parameter allowpirateinvasion in exrelin config means? Is it the ability for pirates to invade other factions to take colonies or is it the ability for factions to invade pirate colonies including ones from the start?I mean... you kinda quote your own answer. retakePirateMarkets allows invasion of select pirate worlds even if allowPirateInvasions is off.
Thus allowPirateInvasions must control whether you can invade a pirate market.
"countPiratesForVictory": false,
Presumably because Pirates also have temporary markets in their raiding bases, and that temporary-ness doesn't go away when they're captured by another faction.
allowPirateInvasions: Pirate-type factions* can launch invasions, and can themselves be targeted for invasions by NPC factions. (there are also a couple of other, related effects)
countPiratesForVictory: If false, pirate-type factions are not checked for the conquest or diplomacy victory types (i.e. you don't need to befriend pirates and their markets don't count towards the total pool for conquest threshold).
However, the player-commissioning faction always counts for victory, so for player with a pirate commission the pirate markets and relations are checked for the victory condition.
*this includes pirates, Luddic Path, and the Junk Pirates mod faction
Config changes are reflected in existing saves.
The big thing with pirate invasions is that 1) in-lore it's not really supposed to be how they operate (though installing a lot of faction mods often really balloons out the number of pirate markets and thus makes them disproportionately big) 2) the gear and building options available to pirates usually suck, so they can get steamrolled by bigger factions really easily, who then add that market power to what they already have making them more obnoxious to fight against, and 3) because pirates are hostile to 90% of factions and are restricted from making peace, if they are invasion-enabled they tend to distract everyone from making war on each other.
It's not the worst thing in the world to have on, and you can even flip it off and on as you wish if you want to have periods of the big boys going "okay, I've had enough of this" (and, with faction mods on, it also addresses the weirdness of the player being the only one with agency to crush pirate markets), but it does kind of turn the pirates and pathers into Just Another Faction That People Beat Up.
I really don't like the "victory" conditions, at least for the AI.
Being told [Insert Hegemony alliance here] is too big and all other factions will fade into irrelevance is just... annoying. Especially when I know that if I keep playing that won't happen.
TL DR what are the related affects when set to true? For allowpinvasion.It lets pirates have ceasefires with other factions, and join alliances. Also a few minor things (like Nex raids will affect pirate markets in the target system).
The big thing with pirate invasions is that 1) in-lore it's not really supposed to be how they operate (though installing a lot of faction mods often really balloons out the number of pirate markets and thus makes them disproportionately big) 2) the gear and building options available to pirates usually suck, so they can get steamrolled by bigger factions really easily, who then add that market power to what they already have making them more obnoxious to fight against, and 3) because pirates are hostile to 90% of factions and are restricted from making peace, if they are invasion-enabled they tend to distract everyone from making war on each other.Yeah, pretty much this.
It's not the worst thing in the world to have on, and you can even flip it off and on as you wish if you want to have periods of the big boys going "okay, I've had enough of this" (and, with faction mods on, it also addresses the weirdness of the player being the only one with agency to crush pirate markets), but it does kind of turn the pirates and pathers into Just Another Faction That People Beat Up.
Yeah, while I like the Hegemony more than most people, the fact that they somehow allied with the Persean League and now all resistance is futile only a couple years into the game kinda kills the whole warring sector idea...I think I'll tweak the diplomacy settings to make it harder (or outright impossible, if I get mad enough) for Hegemony and League to ally.
Experiencing a bug where I don't get a warning about incoming invasion fleets. I get a warning with a distinct sound for expeditions, but when another faction is attacking my colony in order to take it over I get nothing, so I have no opportunity to defend myself.Hmm, it plays an extremely distinct sound (sounds/nexerelin/sfx_interface/alarm.wav, used only for invasions) when an invasion is pending against a player colony.
Its possible that there's a standard notification popping up, but given the sheer volume of notifications generated by unrelated activity its impossible to read them all.
It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
So just to be clear, the "story victory" is as definitive as any other victory, right? Like if I clear the story, conquest for victory et al. won't be tracked anymore?Yep!
I don't have problems with opportunistic scavengers trying to muscle me out of debris fields, etc.; my issues are:
1. Killing them hurts my rep with the independents. This is nonsensical. The independents are, by definition, an unaffiliated, misc. category of peoples. Why would they all care if I blow some random scavenger fleet? Also, they were going to kill me for the scavenge too! Why am I a bad guy for defending my own business and livelihood but when they do the same thing is "lawful."
In general I understand the gameplay purpose of the vultures; they're there to make big fleet battles in which you are neutral less loot-pinata-y.
I think that part of the frustration with these features comes from players being used to being able to do whatever they want to the AI unopposed. When the AI is no longer stupid and no longer bends over all the time, they feel threatened.
1. Killing them hurts my rep with the independents. This is nonsensical. The independents are, by definition, an unaffiliated, misc. category of peoples. Why would they all care if I blow some random scavenger fleet? Also, they were going to kill me for the scavenge too! Why am I a bad guy for defending my own business and livelihood but when they do the same thing is "lawful."
On a separate note I have a Nexerelin question. If I play as a pirate does my actions on killing merchant fleets have any effect on the big powers in their battle over the sector? Like if I lower the accessibility of Kazeron will that stop Persean League sending big invasion fleets to other factions? I know I can intervene more directly by stopping invasion fleets, or killing defending fleets but just wondering if killing traders or mining fleets has any actual benefit to me other than improving colony export rates (if I had a colony)?
Invasion spawning depends on the supply of ship parts, fuel, supplies, marines and heavy armaments [...] It checks all colonies the faction has daily
[...] A bunch of things are affected by stability, including invasion spawning
Any chance that Nex could add 3-way of 4-way battles in the future?
Another amusing thing about Indies in game as they are that made me laugh... When you run across decivilized planets that hail you, there's a chance that they'll ask for the supplies they need to re-colonize their planet. What you do then, to this group of random individuals who have been eking out a living on a decivilized world for God knows how long, will affect Indies' opinion of you across the entire sector, or vice versa, even if they don't possess as much as a comm link.
Again, obviously just a limitation of their current implementation, but another detail that's a little funny, and a good example of why the current implementation is so flawed.
No option to just make invasions weaker? I have looked through it and all I find with certainly is the time it takes for invasions to build up.
I will be looking through the faction mods as well though.
# if false, replaces NPC invasions (including revenge counter-invasion mechanic) with raids
# for now, also prevents player invasions
"enableInvasions": true, [if disabled no invasions, and can't invade as player either]
"legacyInvasions": true, # old invasion system before v0.10.3 revamp (if I haven't released v0.10.3 yet, this is a beta feature) [10.3 not released yet, no need to touch this]
"allowInvadeStoryCritical":false, # block NPC invasions from targeting story-critical markets
"allowPirateInvasions": true,
"retakePirateMarkets": true, # allow factions to invade markets that pirates currently hold but didn't at start of game, even if allowPirateInvasions is false
"fleetRequestCostPerFP": 400, # used for player-requested fleets
"fleetRequestCapMult":1,
"fleetRequestIncrementMult":1,
"invasionFleetSizeMult": 1, [this makes invasion fleets bigger or smaller depending on multiplier]
"responseFleetSizeMult": 1, [this makes response/defending fleets bigger or smaller]
"invasionGracePeriod": 90, # factions won't accumulate invasion points for this many days at start
"pointsRequiredForInvasionFleet": 27000, # bigger = longer delay between invasion fleets
# invasion points are added daily
"baseInvasionPointsPerFaction": 30,
"invasionPointsPerPlayerLevel": 1.5,
"invasionPointEconomyMult": 0.5, # multiplier for invasion point gains from economic assets
"creditLossOnColonyLossMult": 0.4,
"allowNPCSatBomb": true, # NPC factions can launch saturation bombardment missions in place of some invasions, raids and vengeance fleets
"allowRepeatBlueprintsFromRaid": false, # if false, each blueprint can only appear in raid loot once
No option to just make invasions weaker? I have looked through it and all I find with certainly is the time it takes for invasions to build up.
I will be looking through the faction mods as well though.
I'm not sure if I just missed it, but I haven't found a clear answer to this:
I know that, by default, colonies involved in story missions cannot be invaded by the Nexerelin AI. Once you complete the story quest, do the relevant colonies become available for AI invasions?
Can gamestart options be added to the factions settings to allow Explorarium and [REDACTED] to spawn and otherwise act like Nex factions? I know the former is possible in Corvus mode but I'd like it in normal mode too.
Yes. And it isn't just an update at the end of the main quest- colony flags will update dynamically when they are no longer story-relevant.
It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?
Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
They sent that colony expedition 4 in-game days after I discovered it and before I sold the survey data anywhere. This is also terrible design.
Do you guys and gals think it would be awesome if your own faction can deploy special task groups?
You can request fleets at any point. A quality modifier would be nice though.
## v0.10.2e ##
* Fix broken fleet previews
* NPC colony expditions: Fix relationship requirement to invade a queue-jumping player colony (now needs inhospitable instead of neutral)
* Also reduce rep penalty for queue jumping (15 -> 10)
## v0.10.2d (Discord-only) ##
* Gameplay
* Rework recent unrest effect from player raids
* Now still in 1-3 range, instead of being directly based on raid strength ratio, it counts the number of marine icons used
* Every 3 icons adds one point of unrest
* Effect is also floored based on the danger level of the objectives, so hitting an Extreme danger target will always apply 3 points of unrest
* Player can request colony fleets and send them to any surveyed planet
* Revise/refactor conquest victory requirements and externalize thresholds to settings.json
* Now the largest faction must also be at least twice as big as the runner-up to win by market size
* Lower cooldown for NPC relief fleets
* Was 30 * size, now 20 * (size + 1)
* VIC mod support
* VIC can sometimes use regular sat bomb instead of virus bomb
* NPC markets will build relevant structures in response to viral contamination
* Random sector will generate VIC structures
* Rebellion suppression fleets' scaling changed; no longer become ridiculously large with the biggest markets
* Remnant contact mission 1 tries to pick markets within a certain range of ground defense strengths
* Player outposts now have spaceport (can be used for functions requiring a dock, like logistics hullmods)
* Does not affect existing outposts in saves
* Random sector tries to make factions which also spawn their own systems/markets less bloated
* Add a bit of random variance to vengeance fleet spawn times
* Add Waystations to both Luddic Path planets, gamma core to Sindria's High Command
* Hegemony and Persean League like each other less
* Fixes
* Fix remaining case of freeze on deciv planet encounter
* Fix a temporary memory leak in new game
* Fix automated ships not being storable at outposts or autonomous colonies
* Fix cloning merc officers by storing their ships
* Fix being able to buy colony governorship at negative price
* Fix Derelict Empire not knowing ships with Archean Order TC
* NPC colony expeditions don't target systems cut off from hyper, or planets marked as invalid targets for random mission locations
* Fix error messages when opening comm link with Remnant station while non-hostile
* Try to keep colony expedition fleets from getting distracted while in target system
* UI/Text
* Invasion intel nofification plays colony threat sound when commissioning faction is targeted
* Improve tutorial start's explanation of its bugs
* Tweak a Midnight dialog
* Update some credits
* Show the number of ships player will have after hiring a mercenary company (to help avoid going over the limit)
* Modding
* Add `nex_preferredAdmin` and `nex_preferredAdmin_factionId` memory keys (for PersonAPIs) to enforce specific admins on markets
I just started a colony and then 2 days after I left the system it just switched over to another faction's control. No invasion mission, nothing. I jumped right back into the system and there was no fleet there or anything. I used console commands to instantly teleport there and loaded older saves from the day and checked. There's no reason, I just get an alert at the same time every time that my market is transferred to Legio Infernalis for no reason.If you try to queue jump by making your own colony on the target of a colony expedition, they can invade your new colony. (Although, as you'll note from the changelog, the relationship threshold for attempting this was bugged; fixed now).
This is ridiculous design if it's not a bug.
They were sending a colony expedition there. They sent that colony expedition 4 in-game days after I discovered it and before I sold the survey data anywhere. This is also terrible design. If the colony expedition conquered my colony that I founded first, that's garbage.
Finally, despite them some how conquering my sovereign territory, we're not at war. Apparently, invasions are not hostile acts.
Is there a configuration setting to edit the frequency of random diplomacy events (cooperation deal, cultural boom, etc) that affect faction relations? I definitely want them...but at a much slower pace so that the sector is "stagnant" for longer.eventFrequency in data/config/exerelin/diplomacyConfig.json
Do you guys and gals think it would be awesome if your own faction can deploy special task groups?It's an idea I've been considering. The immediate concern is that players would expect to be able to order it around, so I'll have to implement a GUI for doing this.
Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.It isn't a critical issue, but there's some built-in supply and demand strangeness in the base game, insofar as the Luddic Path and several Pirate locations have permanent shortfalls of primarily supplies and fuel (which provides permanent, guaranteed profits), while the High Command at Sindria means that there's also a permanent supply shortage there, as well.Yeah, might do stuff along those lines! (Not sure about heavy industry for Path, I'll probably instead try to make their accessibility not terrible so that they can actually import stuff they need)
Are there any thoughts about mitigating these by e.g. adding a Gamma Core to Sindria and providing a Heavy Industries to one of the Luddic Path markets?Quote from: Unpublished ChangelogAdd Waystations to both Luddic Path planets, gamma core to Sindria's High Command
One issue with this change: a Waystation adds supply and fuel demand, as well. This isn't a problem for Chalcedon, but it is a problem for Epiphany, and actually exacerbates their perpetual deficit problems.
I've done some tinkering and found that Chalcedon doesn't see a change in demand (due to already having a Military Base), but Epiphany does.
Maybe look at adding a faction-specific modifier for base game Pirate and Path markets which adds e.g. 20% accessibility? The (currently disabled in base game) Luddic Majority modifier confirms that this sort of faction-specific modifier is already supported. Something like:
Smuggling Network: Shunned by legitimate businesses and even law-abiding freelancers, commerce in $market is dominated by a motley collection of criminals, renegades, and 'legitimate businessmen.' Accessibility is improved if $market is controlled by Pirates or the Luddic Path.
This also helps avoid making them an unduly enticing target for invasion by the player by adding yet another building to a very poorly defended market.
Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.
Or, cooler yet, all its ships come from the player (as per the common vanilla feature request for players to be able to make an NPC fleet out of their spare ships). Except then it's not a special task group so much as a "random recovered junk task group"... Hmm, this is getting complicated real fast. Something to think about later.
Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.
Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).
Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)
Hmm, it seemed okay when I looked at it. Waystation doesn't increase supply demand on either Chalcedon or Epiphany, since the Heavy Batteries on each planet already matches its demand. It increases fuel availability by one (due to +10% accessibility) while also increasing fuel demand by one, so it's kind of a wash there, but I'm moderately sure that 3/5 fuel demand met results in less of a price spike than 2/4 at least.
Not sure yet I want to 'meddle' with vanilla to the extent of creating an entirely new market condition for pirate+Path markets. Although now that I think about it, I'm vaguely tempted to implement a general system of factional bonuses for markets (like Commissioned Crews, except for markets instead of ships and not for the player).
Some of the other options I considered were:
- Free port (dunno, don't feel like the Path would allow free movement of outsiders in/out of their most important territories)
- Story point upgrade (but then all the other factions will be asking why they don't have SP upgrades too)
- Fullerene spool, megaport (no)
Yep, you were right! The smaller proportionate shortages do reduce the huge chunks of money you can make.
I would say that I'm in favor of faction modifiers. Stuff which boosts Pirate and Luddic market defences further (to mitigate the allure of the player 'breaking the rules' and easily conquering them) seems nice.
E.g.
"Pirate Entrenchment: Anyone attacking $market inevitably find themselves wading through a variety of vicious booby-traps, ambushes, and underhanded, asymmetrical combat from the desperate criminals who call it home. [Something something adds moderate-to-large flat defense value.]"
"Pather Entrenchment: Anyone attacking $market must be prepared to face waves of fanatical militants who care far more about the sanctity of their holy stronghold than they do about their own lives. This fanatical adherence to Ludd's Path also means that troublemakers (real or imagined) also quickly find themselves 'dealt with.' [Something something adds a smaller flat defense value and a point or two of stability.]"
Can we get a gamestart option to make every faction have -100 relations to every other faction? I want to turn the sector into thunderdome.
yea i tend to think that the expansion is slow as well. if i as the player can do it in x amount of time the hegemony etc should already have several base level colonies started
my opinion anyway
so a question about the 0.10.2e version, it is simply here for now to fix bugs but the 0.10.3 release is comming soon/did not have it's features added to the current release yet, correct?0.10.3 release will be whenever I decide it's feature complete, which in turn depends on when I feel like modding.
Separate from that, was wondering if a spawnexpedition/colonyfleet command was possible. My main reason being that I find vanilla exploration of the galaxy remarkably slow.runcode exerelin.campaign.ColonyManager.getManager().spawnColonyExpedition();
i apologize in advance but im trying to create a modded 91a because there are some cool mods that may or may not be updated any time soon (ever) and i have this annoying issue0.9.5e is pretty old, try 0.9.8x2 (https://github.com/Histidine91/Nexerelin/releases/download/v0.9.8x/Nexerelin_0.9.8x2.zip) (the last release for Starsector 0.9.1).
thought maybe you could help
i get this errorSpoiler386573 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_main_menu.ogg]
386806 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
java.lang.NoSuchMethodError: exerelin.campaign.SectorManager.isCorvusMode()Z
at data.scripts.ApproLightModPluginAlt.initApproLight(ApproLightModPluginAlt.java:27)
at data.scripts.ApproLightModPlugin.onNewGame(ApproLightModPlugin.java:62)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.newnew.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.c.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.D.I.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.o00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
386994 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_main_menu.ogg]
386995 [Thread-10] INFO sound.null - Playing music with id [miscallenous_main_menu.ogg][close]
it happens in normal and in random sector
im using nex 9.5e, per the recommendation of royal azalea
any ideas?
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
Hello,Yeah, saboteurs can't be used to complete the vanilla disruption missions; I can't fix this without replacing those missions' code. They're still useful for the things JAL28 describes though.
I have a problem. at one point I accepted a disruptive mission requiring a certain number of soldiers. And I wondered why not send that cool level 3 saboteur I just hired instead to this heavy protected military base. After a while, the saboteur successfully completes the mission and disrupts the objective for the necessary time. But, the mission is not considered accomplished. I still have to send ground troops to disrupt the objective. So is this a bug, did I miss anything, are saboteur useless or what are saboteurs really for?
thank
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
Hello,Yeah, saboteurs can't be used to complete the vanilla disruption missions; I can't fix this without replacing those missions' code. They're still useful for the things JAL28 describes though.
I have a problem. at one point I accepted a disruptive mission requiring a certain number of soldiers. And I wondered why not send that cool level 3 saboteur I just hired instead to this heavy protected military base. After a while, the saboteur successfully completes the mission and disrupts the objective for the necessary time. But, the mission is not considered accomplished. I still have to send ground troops to disrupt the objective. So is this a bug, did I miss anything, are saboteur useless or what are saboteurs really for?
thank
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
I never even realized that Diktat can't colonize, probably because they never survive long enough to matter.
Their system really isn't much of a fortress though. The AI doesn't seem to have a problem taking it, unlike the home systems of mod factions like the Ninth Battlefleet and especially Legio Infernalis.
Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.
I never even realized that Diktat can't colonize, probably because they never survive long enough to matter.
Their system really isn't much of a fortress though. The AI doesn't seem to have a problem taking it, unlike the home systems of mod factions like the Ninth Battlefleet and especially Legio Infernalis.
Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?
Most colonization efforts made after game starts seem to be centered in or near the Core Worlds, unlike spawn-gen colonies which can spawn up to 20+ ly away from the Core Worlds
I've seen a lot of spread, usually to high resource and hazard planets all over the place. In my current playthrough both the Luddic Church and Tri-Tachyon have settled worlds way out near the edge of the sector fairly early on.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.
I've seen a lot of spread, usually to high resource and hazard planets all over the place. In my current playthrough both the Luddic Church and Tri-Tachyon have settled worlds way out near the edge of the sector fairly early on.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.
My only issue with colonization is primarily the pre-colonization option when generating sectors. Seems like every time you choose to allow pre-game colonization, this mod's colony "picker" always seem to generally target and choose available habitable planets (regardless of distance to core). Which would make sense, except a good portion of these habitable planets are in beaconed systems, where one would have expected [REDACTED] to have either killed the colony fleet or just bombarded the colony into oblivion. But since [REDACTED] can't or don't bombard/invade, instead there is this random cancer of humanity in a beaconed system. Even weirder, sometimes the colony is a Hegemony colony, who you would think would be the most likely faction to avoid a system with a beacon.
I guess would be nice to exclude planets in beaconed systems from whatever list in generated to determine which planets can get pre-colonized by this mod... plus maybe like a gaussian curve to measure likelihood of colonization vs distance to core (so planets closer to core get some priority, IE get placed closer to the center of the bell curve). Plus also the suggestion by the quoted post, so that there is some means of weighting colonization to more target planets in an already colonized system (or in a system chosen for pre-colonization) over some other random system.
Edit: forgot to reference DownTheDrain's quoted post and included suggestion.
I don't know if it's due to poor RNG or something else, but the extra colony distributer seems to be extremely biased against the Sindrian Diktat. In all of my games using extra colonies, the Diktat has gotten a net zero of extra colonies. It contributes massively to their ultimate demise as the "first to go" in most Nex games, as while their already-strong rivals grow stronger on extra colonies, they stay weak which further tips the power scale against them.The new game extra colony generation follows the same rules as regular colony expeditions, meaning only some factions can get them; Diktat can't send colony expeditions so no extra colonies. I'm not sure if this should be changed, Diktat's whole thing is kind of being a single fortress system.Hello,Yeah, saboteurs can't be used to complete the vanilla disruption missions; I can't fix this without replacing those missions' code. They're still useful for the things JAL28 describes though.
I have a problem. at one point I accepted a disruptive mission requiring a certain number of soldiers. And I wondered why not send that cool level 3 saboteur I just hired instead to this heavy protected military base. After a while, the saboteur successfully completes the mission and disrupts the objective for the necessary time. But, the mission is not considered accomplished. I still have to send ground troops to disrupt the objective. So is this a bug, did I miss anything, are saboteur useless or what are saboteurs really for?
thank
Hey Everyone, so i'm trying to do an 'Own Faction' run where everyone starts off even but i've noticed Diable Avionics always starts with four markets in three systems. I started a random sector with 8 habitable planets (1 for each faction) and Diable just rolled everyone. I've increased the number of inhabited planets/stations accordingly but my own faction just starts off with one market every time. Is there anyway to increase the number of starting systems your own faction starts with? Or is it always one?Some mods (Diable included) add their non-random star systems to a random sector as well, so they can get a pretty big size advantage as a result. I'm assuming next Diable update will fix this.
Is there a way to allow them to colonize but force them to focus on one or two nearby systems instead of spreading out to the edges of the sector like some other factions?Don't know if I want to enable colonization for Diktat specifically, but colony expeditions can already have a range limit set in their faction configs.
That said, what I meant is having them pick a suitable close by system and then settling 3 worlds in it, even if they're not all great candidates, instead of colonizing a planet each in 3 different systems.Hmm, I'll need a more complex algorithm if it's going to pick targets by system instead of by individual planets. Would probably also make more sense for colonization to be a per-system affair more generally in that case (found seed colony on one planet in system, then that colony expands to other planets in system without need for fresh expeditions from the core worlds). I might try this at some point.
My only issue with colonization is primarily the pre-colonization option when generating sectors. Seems like every time you choose to allow pre-game colonization, this mod's colony "picker" always seem to generally target and choose available habitable planets (regardless of distance to core). Which would make sense, except a good portion of these habitable planets are in beaconed systems, where one would have expected [REDACTED] to have either killed the colony fleet or just bombarded the colony into oblivion. But since [REDACTED] can't or don't bombard/invade, instead there is this random cancer of humanity in a beaconed system. Even weirder, sometimes the colony is a Hegemony colony, who you would think would be the most likely faction to avoid a system with a beacon.It already prefers closer systems, though the effect isn't very strong (a planet at zero range is weighted twice as much as one at maximum colony range). Also systems owned by the faction get twice the weight.
I guess would be nice to exclude planets in beaconed systems from whatever list in generated to determine which planets can get pre-colonized by this mod... plus maybe like a gaussian curve to measure likelihood of colonization vs distance to core (so planets closer to core get some priority, IE get placed closer to the center of the bell curve). Plus also the suggestion by the quoted post, so that there is some means of weighting colonization to more target planets in an already colonized system (or in a system chosen for pre-colonization) over some other random system.
Is there a way to disable vengeance fleets? I don't really enjoy them, especially when I end up with multiple giant pirate fleets that could take on Hegemony and win just because I'm running around doing bounties.In exerelin_config.json, set enableRevengeFleets to 0. You could also tweak the other settings directly below it to make them less common or threatening, for instance.
I've been playing this mod for a while, and I've done some small modifications here and there to make the game harder but I'm struggling to figure out a way to get the hardest possible start in Nex as I can't seem to find the relevant files.Well the rules of the Spacer start itself are set in code, so it's pretty hard for a user to add/modify a script to handle those things.
I'm basically trying to start the game with the Spacer scenario with no money or supplies and only fuel and with the max number of d-mods on the starting Shuttle while aligned with the Pirate faction with everyone else (including Luddic Path) as vengeful against me with no possibility of the other factions improving relations with me (save for Independents).
I've managed to get some combination of those with just a lot of console command fiddling and pretty simple ejection of the supplies at start and throwing money away by buying useless stuff and jettisoning it, but I can't quite get the very hard scenario that I laid out there.
"maxRelationships":{ "default":-0.76, "pirates":1, "independent":1 },
Well the rules of the Spacer start itself are set in code, so it's pretty hard for a user to add/modify a script to handle those things.
Console's AddCredits command takes negative values to reduce player credits (and won't go below a credit balance of zero), so you could just run that at start.
For capping relations, you could try creating a maxRelations table in data/config/exerelinFactionConfig/player.json like so:Code: json(Note that you can't set starting relationships in the same way, since that setting is only used in random sector, have to do it the old-fashioned way with console. Also this will affect other savegames.)"maxRelationships":{ "default":-0.76, "pirates":1, "independent":1 },
I also have some slightly critical feedback about the current version of Nex specifically; it's about that old bugbear, rebellions.
In a few of my recent runs, I've gotten invested in trying to make a rebellion succeed. These were both on fairly large planets (Sivie from Diable and Fuyutsuki from HMI, for the record) and while it started as just selling stuff for profit, I got interested in seeing a rebellion actually win and what it took for that. The Sivie one I just delivered a ton of supplies of all three kinds, and it never really managed to win and ended in a stalemate after the occupiers sent fleet after fleet to counter my efforts. With Fuyu I decided to see just how many fleets I needed to intercept in order to help the rebellion win, once it was at -5 and better supplied than the government.
Ultimately, I had to intercept six pacification fleets before the rebellion actually won. And five of them looked like this:
https://imgur.com/a/HRyJTsh
Basically 400-or-so CR fleets with 7-8 cap ships apiece. In the end, it was a larger force than invaded the planet in the first place. It would have been far easier to just invade the planet and give it back to HMI.
That... kind of doesn't feel satisfying, especially if you are "third partying" a rebellion and get at all invested in it. It seems basically impossible for a rebellion to succeed without fleet interception (short, I guess, of selling so many goods to the rebel market that it becomes heavily unprofitable to do so) and these fleets are ridiculous and losing them doesn't really seem to slow down a faction's industry otherwise. It does break immersion a little bit, I think, that a faction would go this far just for one planet that wasn't their own originally.
It's good that rebellions now have more gas in the tank and aren't trivial for an invader to get rid of, but they still feel like they can't really succeed without massive direct intervention on the player's part, and I'm not sure how I feel about that; currently, it's intervention to such a degree that just invading is easier and less resource-heavy.
Frustratingly, I don't think I can really offer solutions, either, just the feedback that the current system feels... off.
As always, I love and appreciate the mod, but this definitely left me feeling a bit dissatisfied.
I also have some slightly critical feedback about the current version of Nex specifically; it's about that old bugbear, rebellions.Thanks for the feedback! I think I can make some tweaks, at least.
In a few of my recent runs, I've gotten invested in trying to make a rebellion succeed. These were both on fairly large planets (Sivie from Diable and Fuyutsuki from HMI, for the record) and while it started as just selling stuff for profit, I got interested in seeing a rebellion actually win and what it took for that. The Sivie one I just delivered a ton of supplies of all three kinds, and it never really managed to win and ended in a stalemate after the occupiers sent fleet after fleet to counter my efforts. With Fuyu I decided to see just how many fleets I needed to intercept in order to help the rebellion win, once it was at -5 and better supplied than the government.
Ultimately, I had to intercept six pacification fleets before the rebellion actually won. And five of them looked like this:
https://imgur.com/a/HRyJTsh
Basically 400-or-so CR fleets with 7-8 cap ships apiece. In the end, it was a larger force than invaded the planet in the first place. It would have been far easier to just invade the planet and give it back to HMI.
That... kind of doesn't feel satisfying, especially if you are "third partying" a rebellion and get at all invested in it. It seems basically impossible for a rebellion to succeed without fleet interception (short, I guess, of selling so many goods to the rebel market that it becomes heavily unprofitable to do so) and these fleets are ridiculous and losing them doesn't really seem to slow down a faction's industry otherwise. It does break immersion a little bit, I think, that a faction would go this far just for one planet that wasn't their own originally.
It's good that rebellions now have more gas in the tank and aren't trivial for an invader to get rid of, but they still feel like they can't really succeed without massive direct intervention on the player's part, and I'm not sure how I feel about that; currently, it's intervention to such a degree that just invading is easier and less resource-heavy.
Frustratingly, I don't think I can really offer solutions, either, just the feedback that the current system feels... off.
As always, I love and appreciate the mod, but this definitely left me feeling a bit dissatisfied.
I have an idea; I love using derelict empire, but I havent experienced the new story because I have to use random sector to use derelict empire.Hmm. The idea behind Derelict Empire is that the human factions initially have to expand by taking derelict worlds; if they're functionally just robo-Pirates+ that's arguably not interesting enough for me to want right now.
Thus my idea: a seperate custom scenario wherein the derelict (and possibly a quarter or sixth of them redacted) colonies ONLY spawn in the absolute fringes, with everything that goes along with that; there would be invasions going to and from the core worlds, and perhaps the colonies spawned by the ai factions would have special world bonus/detrimental affects a la being inhabited by automated systems (the derelict "colonies" do they have humans or is it all automated? Are the facilities even designed for any direct human interaction?)
Quick check: Are you using the latest version of Nex? The suppression fleet scaling was changed in v0.10.2d; previously it got ridiculously huge on larger markets (doubling for each point of market size), but it might need further adjustments.
now i have another question: if you have factions not present at start can respawn turned on does that mean faction mods added at a later date will spawn colonies?Respawn works through invading (or sometimes causing rebellion on) an existing colony; it won't make any colonies that don't already exist.
:thumbs up:Quick check: Are you using the latest version of Nex? The suppression fleet scaling was changed in v0.10.2d; previously it got ridiculously huge on larger markets (doubling for each point of market size), but it might need further adjustments.
This was indeed on 10.2d. Now, granted, Sivie and Fuyutsuki are fairly big markets (both are 6+), but in 10.2d it still felt a bit silly.
Honestly, it sounds like just doubling the suppression fleet interval would help; the "six fleets" thing came from the sheer number of them that spawned, and if it's every four months instead of every two, that'd help and give the rebellion more chances to make a success check. (Intercept initial fleet + intercept response fleet = that's 240 days of uninterrupted rebellion time, baby!)
Also really interested to see those invasion changes; I know you've been looking at that for a while.
Hello, I'd like to report a bug with the [Redacted] contact. The dialogue that you get at "welcoming" stage. The "I beg your pardon" option does not go anywhere, you just press it a number of times and recieve no reaction from the game. The second option works just fine. I've looked through the log but it didn't show anything about the dialogue.Yeah, noticed that yesterday! It's really odd since the rules entry involved looks like it really should work, but anyway I've changed it in dev so it does work.
just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?
Uh, no?just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?
Sure is, in fact it's the default.
just a quick noob question. is it possible to start a Nexerelin game but with main tutorial and story missions?
Got some questions about mining fleet generation.Currently the only way to get a faction to use a specific mining ship is to add to its specific miningVariantsOrWings table, yeah.
From poking around files, I found out (if I'm not wrong) that AI mining fleets rely on "addMiningShipToFleet" for ensuring that mining ships are part of the composition and that the only one listed as such in "NexUtilsFleet" is the Sheperd's Frontier variant (with the option of adding a "miningVariantsOrWings" line to faction config files).
1. Is this the only way that "miner" ships are selected for mining fleets (meaning any "mining" ship that's not a Frontier Sheperd or something listed under "miningVariantsOrWings" in the given faction's config is actually just there as a random spawn) ?
2. If it's the only way, is there a way to list ship variants as miners game-wide (making them valid miners from any faction that has access to the hull/variant) or does "miningVariantsOrWings" have to be set for each faction?
Thank you in advance.
Currently the only way to get a faction to use a specific mining ship is to add to its specific miningVariantsOrWings table, yeah.
I've considered switching to using entries in default_ship_roles.json before, but I'm not sure how to do this in a reverse-compatible way.
Maybe I'll make it use the miningVariantsOrWings lists by default, but a faction that doesn't have it uses the default ship roles file. Then modders can remove their miningVariantsOrWings over time.
I'm guessing this is Nex code but I don't know for sure, regarding bonus admins for population size. To get past 6 admins you need a population of 80, but with 3+6 colonizes all size 6, that's a soft limit of only 54. I believe this was setup on the old system where planets could get past six, but now they can't so the requirements should be drastically reduced.I haven't decided to rebalance the bonus admin increments, yeah. Though note that colonies with alpha core admins and autonomous colonies also count towards the population requirement.
So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?SpoilerMainly the ability to use gates. I don't care too much about the Ziggurat...[close]
So I know when .95 came out, you couldn't do the main story with random sector generation, but was this mod updated to allow that at all? If not, is there a way to have the rewards of completing the story in a randomly generated sector?SpoilerMainly the ability to use gates. I don't care too much about the Ziggurat...[close]SpoilerYou still can't do story in random sector. But it gives the gate ability at start, and in the Discord-only beta (official release soon), it also gives player both Neutrino Detector and Transverse Jump.
Random sector doesn't touch Ziggurat, the Alpha Site still spawns at the same coordinates and you can go there if you know where to look.[close]
I haven't decided to rebalance the bonus admin increments, yeah. Though note that colonies with alpha core admins and autonomous colonies also count towards the population requirement.
## v0.10.3b (2021-09-11) ##
* Vengeance changes
* Vengeance fleets required to next vengeance level 3 -> 2
* Reduce vengeance generation from raids (now uses market size instead of square of size)
* Level 1 vengeance fleets slightly stronger
* Don't use vengeance greeting in comm link for special task groups
* Rebel ground battle strength 0.8 -> 0.5
* Stolen merc ships have their merc officer (if any) removed when contract ends
* Change Persean League's morality value from good to neutral
* Improve placement of ground battle industries
* Add more help info on ground battles
* Fix player tracker null pointer on some invasions
* Fix ground battle arrow drawing on station-only maps
## v0.10.3 "SpaceLand Battle" (Discord-only, 2021-09-08) ##
### Gameplay
* Add new invasion system, as a turn-based tactical minigame
* It's quite complex, so read the help panel in the intel item and consult the tooltips for help; don't be afraid to explore
* Old invasion system can be enabled with `legacyInvasions` setting in exerelin_config.json
* Currently NPC invasions use the old system regardless
* Allow own faction start in non-random sector (will try to find a decent starting planet for player in/near core worlds)
* Rebellion suppression fleet interval size 60 -> 120
* Invasion fleet target priority uses inverse square distance (previously just inverse distance)
* Offensive fleets have fewer tankers/freighters; mining fleets have fewer freighters
* Don't spawn response fleets from hidden markets (e.g. popup pirate bases)
* Agents have an "internal security mode" toggle that lets them automatically clean up Pather cells and find pirate bases when idle
* Add a rare type of high-level military bounty
* Replace 25% of starting supplies in super ship starts with heavy machinery
* Derelict Empire markets transfer their invasion point output to human factions (specifically the market's "original" owner)
* Factions wait 25% longer on average before sending expeditions against pirate/Pather bases
### Fixes
* Don't target hyperspace markets for invasions etc. (can cause a CTD)
* Fix operative's repeat action creating a 'ghost' action that doesn't appear in operative intel
* Fix response fleets never being afraid of player
* Fix Low Profile trait not actually having an effect on invasion targeting
* Fix merc fleet sizes being affected by market fleet size mult, no more easy huge merc companies for you
* Increase `extraFP` value of merc companies that use them, to compensate
* Fix merc officers potentially being stuck on a player ship forever when contract ends, if they lost their original ship and were reassigned
* Fix cases of player potentially getting stuck when interrogated by special task group
* Raids don't do anything to markets that were captured by a friendly faction just before the raid fleet does its thing
* Fix Heavy Industry own faction starting bonus not upgrading existing HI to Orbital Works
* Relief fleet only triggers rep gain if unrest removal was not zero
* Try to prevent a case where raid condition sticks around a bit longer than it should
* Fix merc ship tooltips not being visible in company list panel
* Fix the Midnight Dissonant dialog bug
### Text
* Change synchrotron's "no planet" limitation text to "standalone station"
### Modding
* Add Monstrous diplomacy trait
* 'Z key' campaign menu now uses rules.csv (allows third-party additions if needed)
With the alliances intel function you can tell the market sizes of a faction. Is there any way to tell the size of a faction that isn't in an alliance?The faction directory (Z on the campaign map, or special functions submenu when docked at a colony) prints the total size of the selected faction.
(https://i.imgur.com/W3wpfnQ.jpg)
(https://i.imgur.com/iyZdqXU.jpg)
Oh damn, that looks impressive.Nexerelin v0.10.3b
Is the update name a reference to Wargame: AirLand Battle?
Is there a downside to sailing away from the planet during the real time battle other than being unable to use certain abilities? Do response fleets do something special (besides obstructing certain abilities) ?You lose bonuses from the Ground Support hullmod and similar, so that can cost a fair bit of combat power. Also enemy fleets flying uncontested near the target will let the enemy use the Fire Support and (depending on the fleet's ECM rating) Electronic Warfare abilities, which could be pretty nasty for your troops on the ground.
You lose bonuses from the Ground Support hullmod and similar, so that can cost a fair bit of combat power. Also enemy fleets flying uncontested near the target will let the enemy use the Fire Support and (depending on the fleet's ECM rating) Electronic Warfare abilities, which could be pretty nasty for your troops on the ground.
The faction directory (Z on the campaign map, or special functions submenu when docked at a colony) prints the total size of the selected faction.Thanks!
## v0.10.3c ##
* Ground battle:
* Military-type structures will not be disrupted by fire support
* NPCs can't use fire support ability on invalid targets
* Militia being "unleashed" (able to move to other industries) now reported in intel popup and log, reduce turns needed (now market size×2, was 15 + size×4)
* Agents display info on the local garrison in their intel item
* Fix CTD when rebel units don't have a faction defined
* Don't play combat sound on turn update if no combat occurred the last turn
* Mercenaries:
* Increase average S-mods of most merc companies by 1
* Theft prevention: Merc ships can't be sold (transaction will be reversed immediately), and will disappear at contract end if placed in storage
* Add a historian offer for finding coronal hypershunts
* Add a "surprise" for finding a shunt (with or without historian)
* If sat bombing leaves a market over its max industry count, the cheapest industry will be removed
* Add "Militia Power" rule for Unofficial New Game Plus
* Don't launch faction respawn invasions if `enableInvasions` is false in config
* Ceasefire offers can be handled directly from the popup dialog
* Victory state can be removed from the intel item; removed the old console command to do this
I've got another pair of questions regarding "miningVariantsOrWings":You can add miners to the player faction config, yeah.
Can it be added to the "player" faction config file and will it work as with other factions for the player's own faction's mining fleets?
Can a variant of a hull that isn't available to a faction at the start be added on that list and will the faction start using it if they "learn" the hull later?
A suggestion:Hmm. I feel like the point of insurgency warfare is that the insurgents don't typically come out in the open where they're exposed to the full strength of the standing army, which is the sort of warfare the land battle minigame models. (And if rebellions worked this way, the player forces would probably pulp them easily in the minigame, either that or players start wondering why the rebels didn't appear during the actual invasion)
It would be nice if one could tie in the new landbattle “mini game” into the existing rebellion mechanic. For example, after a planet is conquered, rebels could potentially capture industries/structures which would require further military involvement to take back. If a rebellion takes over all structures on a colony, the rebellion succeeds. This could make rebellions more interesting as a mechanic and actually pose a danger to factions/the player, since as by default currently all rebellions will fail without player intervention, they are nothing but -5 stability annoyances to the player.
I might be pushing my luck a little here, but something else that could be added is a sort of “public approval” mechanic for rebellions; basically, how the planet’s general populace views their current government vs a rebellion(if applicable). It could ebb and flow based on stability of the market, unrest, agent actions, atrocities(especially true for the player), anything that could affect stability would also affect approval. In fact, the alignment of the former government could very well also affect approval ratings. A government with low enough approval is prone to being overthrown by rebellions; in fact, with sufficiently low approval a rebellion might form on a planet to overthrow the existing authority. The approval could affect the outcome of a rebellion, with a new government being supported if the old one had low approval, or vice versa for old governments with high approval.
I love this mod so much! It has added so much to my current playthrough I'm not ever sure how I could have done without it.Glad you enjoy :D
My favorite current activity is sending maxed invasion fleet after fleet to Hegemony worlds and then giving them to the Independents after I seize them. It's nice that the Independents won't be the subject of invasions or wars. Thank you Independents for never raiding or invading my colonies!
I love how you can send colonies to other factions. It makes me feel like I'm freeing the sector from the Hegemony menace without saturation bombing them out of the history books or becoming a tyrant over these colonies myself.
Also, the "Special Task Groups" are such a cool idea, and are very scary before the endgame. I got a 3 S-mods Legion out of one after a brutal fight and it was the most amazing feeling. Another Special Task Group randomly managed to intercept and ruin an invasion fleet of mine just by pure chance. Emergent things like this make Nex such an awesome mod! Thanks for making it and sharing it with us!
Hey, Histidine. I'm getting a CTD when trying to invade a luddic church planet after deploying a unit. I haven't had any problems invading anyone else. If I don't deploy, the raid is cancelled. Thank you, and everyone involved for all your hard work o>Looks I missed the Church plugin when I fixed the issue elsewhere. This should fix it (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (download and place in Nexerelin/jars).
here's the pastebin: https://pastebin.com/U0kZLFej
Is there a way to disable Academy storyline (so I start with gate tech) without enabling random core worlds?Use the skip story option, it's in the "other options" menu in the new game dialog (random sector must be turned off).
hello,may I put this mod on fossic.org(this it a Chinese community for Starsactor) to let more Chinese know it?Oh, is it not already on Fossic? Well, you don't really need my permission since Nexerelin is open source, but sure, go ahead :)
A suggestion:On the approval idea: Rebellions are already added tied to stability (low stability planets are likely to see rebellions, and low stability makes rebels stronger in an ongoing rebellion). I could add an effect from the atrocity counter, if I decided I want to punish people who sat bomb the core worlds into extinction. That'd be funny.
It would be nice if one could tie in the new landbattle “mini game” into the existing rebellion mechanic. For example, after a planet is conquered, rebels could potentially capture industries/structures which would require further military involvement to take back. If a rebellion takes over all structures on a colony, the rebellion succeeds. This could make rebellions more interesting as a mechanic and actually pose a danger to factions/the player, since as by default currently all rebellions will fail without player intervention, they are nothing but -5 stability annoyances to the player.
I might be pushing my luck a little here, but something else that could be added is a sort of “public approval” mechanic for rebellions; basically, how the planet’s general populace views their current government vs a rebellion(if applicable). It could ebb and flow based on stability of the market, unrest, agent actions, atrocities(especially true for the player), anything that could affect stability would also affect approval. In fact, the alignment of the former government could very well also affect approval ratings. A government with low enough approval is prone to being overthrown by rebellions; in fact, with sufficiently low approval a rebellion might form on a planet to overthrow the existing authority. The approval could affect the outcome of a rebellion, with a new government being supported if the old one had low approval, or vice versa for old governments with high approval.
More generally, if I ever get around to doing faction social policies (like Civilization and such) that'd most likely influence rebellions.
Possibly Nex-related question as I try to fix something:Current versions of Nex use the vanilla system generator files (mod used to include its own copies), so I don't know why the changes aren't applying, sorry. Could try making other changes to the star system (or a different system like Corvus) and see if they appear correctly.
I went into Galatia.java in the base game's data\scripts\world\systems and changed the fixed derelicts that spawn in Tetra orbit in the various addDerelict lines.
However, when starting a new game in Nexerelin with default settings, the original derelicts (the guaranteed recovery Hammerhead, the two Kites etc) spawn instead of the newly specified ones from the modified Galatia.java file.
Am I correct to assume that it is Nex that overrides those settings somewhere? If so, can they be changed easily?
I get a somewhat odd behavior when in Remnant systems, 90% of the time it's cool as cucumbers because I'm at something like 9 rep with them, but once in a while one of the fleets usually an Ordo decides to persue me after otherwise flying around in a system with several fleets with no problem. I don't know if this is the intended behavior or what, would like to get some insight on the matter though, if any insight is to be had.If you set off a transmitter trap while salvaging, this may attract hostile Remnant fleets. Fighting with them will ruin your rep with Remnants (due to a vanilla bug; they're supposed to have reduced rep impact), so try to avoid them.
If you set off a transmitter trap while salvaging, this may attract hostile Remnant fleets. Fighting with them will ruin your rep with Remnants (due to a vanilla bug; they're supposed to have reduced rep impact), so try to avoid them.
I might give rebellion handling another look when I return to Nex work.
but, I have a problem. In order to adjust the fact that each faction has about 20 planets under their control, I wanted to increase the number of planets I can have under my personal control and the number of administrators.
For this there are no problem, I just modify the settings.json files located on starsector-core data like this :
"baseMaxOutposts":20,
"baseMaxAdmins":8,
"colonyOverMaxPenalty":0,
The problems is that I have a management bonus of +20 that decrease only if i colonise a planet.
is there a way to force this bonus to 0 ?
It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)
What about giving Independents something interesting politics wise? Like they would once in a few cicles assemble to take a political talk about some decisions. Player with a colony, good relations with indies and no commission could also participate in it if they arrive at person. They could decide to embargo major faction they don't like (basically they turn inhospitable), attempt to pacify a minor pirate market (essentially invading it to turn it Independent) and some other things. Maybe if the player sat bombs other faction they would also no longer immediately turn hostile and have an emergency summit or something. Which player could turn to their favour by agents, story points or bribes.Well that's already more complex diplomacy than currently exists between the major factions :)
QuoteAnybody feeling the EU4 combat's influence on this? From the morale and health with the unit low on morale refusing your order, organizing infantry units with armaments = death stack/army composition, military district = forts, rebellion from conquered planets = rebellion on provinces, are few things i recognize.Thanks!
Incredible job Sir Nexerelin!
I haven't actually played EU4 (or any Paradox game, besides a bit of fiddling with CK2 that one time). I'd say similarities with the Nex invasion system are due mainly to both being based (loosely, in my case) on real life warfare.
The morale mechanic was the result of reading Bret Devereaux's blog (you may know it from his series on topics like EU4 (https://acoup.blog/2021/04/30/collections-teaching-paradox-europa-univeralis-iv-part-i-state-of-play/), Lord of the Rings (https://acoup.blog/2020/05/01/collections-the-battle-of-helms-deep-part-i-bargaining-for-goods-at-helms-gate/), Game of Thrones (https://acoup.blog/tag/game-of-thrones/), but also real-world topics like ancient farming (https://acoup.blog/2020/07/24/collections-bread-how-did-they-make-it-part-i-farmers/) or Sparta (https://acoup.blog/2019/08/16/collections-this-isnt-sparta-part-i-spartan-school/)). Little fun fact: wanting to incorporate morale was the reason I created the unit-based system, rather than the very early draft (https://fractalsoftworks.com/forum/index.php?topic=18025.msg282414#msg282414) which had simple per-industry stacks of marine/heavy arms commodity units.
The 'reorganizing' state (when units with low morale refuse to move) in particular was cribbed from The Operational Art of War ( hyper-realistic strategic wargame (https://store.steampowered.com/app/792660/The_Operational_Art_of_War_IV/)).
Ooof. Current version of ground combat implementation is.... a bit wonky. Moved in on a size-7 world after their starbase was destroyed by a failed hegemony invasion fleet. Brought in thousands of marines and supplies, millions of credits worth, as well as plenty of heavy weaponry and some ships with ground support mods. Actually had greater firepower than the defenders, yay! But.... the amount of troops I could deploy each day? Insignificant. Each location on the ground had more troops than I could deploy in a day; so many that my max per day would often be entirely wiped out before I could deploy further.Hmm, which planet was this? Did you disrupt the ground defenses/heavy batteries present (with an operative or a tactical bombardment)?
runcode for (String variantId : Global.getSettings().getAllVariantIds()) {
ShipVariantAPI variant = Global.getSettings().getVariant(variantId);
for (String wing : variant.getWings()) {
FighterWingSpecAPI wingSpec = Global.getSettings().getFighterWingSpec(wing);
if (wingSpec == null) {
Console.showMessage(String.format("Fighter wing %s on %s does not exist", wing, variantId));
}
}
}
Judging from the log, a ship variant somewhere in the game has a fighter wing that doesn't exist (note that neither the hull nor the wing need to be defined as mining-capable). Don't know which one (though it's not in vanilla or Underworld, since I just tested with those two).
Copy and paste this into console mod to find the offender:Code: javastuff
Hey does anybody know how economies work with AI factions?
Like if i give a dope ass planet to my allies, would they even benefit in any tangible way? Likewise, does a high hazard rating even matter for AI factions?
Cheers
That command was perfect, found the affected files instantly! Is there a list/compendium of other useful troubleshooting commands like this one somewhere (couldn't find one in modding articles on Starsector wiki) ? This is a godsend.Avanitia on the Discord server maintains a pastebin of a few console commands here (https://pastebin.com/aF5VqHxm).
Hey does anybody know how economies work with AI factions?Production of ship parts, supplies, fuel and marines help NPC factions for generating some fleets in Nex (invasions in particular).
Like if i give a dope ass planet to my allies, would they even benefit in any tangible way? Likewise, does a high hazard rating even matter for AI factions?
Hi Histidine!Hi and thanks!
What's next for the mod?
Do you have any current plans, new mechanics, or something similar in mind?
(Btw very pleased to play your mod, excellent work)
Hi Histidine!Hi and thanks!
What's next for the mod?
Do you have any current plans, new mechanics, or something similar in mind?
(Btw very pleased to play your mod, excellent work)
The immediate next update will bring NPC invasions into the new ground battle mechanic, and do a bunch of other smaller changes.
After that, I haven't decided what big-ticket item I want to do next. A detailed diplomacy system (with things like player bargaining directly with the factions) is one of the candidates, but it seems really complicated right now, and I may wait to see what Alex does with late game colonies.
I might just put that stuff off and clean up the smaller things on that long list of ideas that me or others have come up with over the years)
On the topic of NPC invasions, I've had some trouble with assisting them in-system, especially when the target planet has no orbital station. They always try to go for a cloud of tiny fast pickets that don't have enough total power to actually start an engagement, so they sort of just spam emergency burn and distract the invasion fleets. Maybe it would be better to make invasion fleets drop everything and beeline for their target?Invasion fleets try to go straight for the target, but I'm guessing this isn't entirely working. If I get the chance later, I'll examine what they're doing more closely.
Also, I find it pretty strange that they go dark once they get close. There's just about no point to this except delaying the start of the space battle (which i suppose is a good thing if you're defending... but then again, with NPCs getting land battles too there's gonna be a considerable window to stop them anyway)
Perhaps instead of dealing with a better/more complex diplomacy system (which is sorely needed, but seems like something Alex gonna deal with eventually anyway), you could adapt the ground battle mechanic into just normal raid system, so stealing stuff has a more in-depth feel. But then again, procedure-generating random "smallish" map "mazes" for raids could have issues attempting to assign more localized defenses using the abstract planetary defense stats (how much of any part of the defenses is assigned to one industry might be prioritized by importance of industry, which game already basically does, but assigning custom levels of defenses to one-off raid quests that aren't against faction owning planet might be hard to determine how much defense to use). But using the security codes option to skip part of the "maze" would be cool (and/or player or officer can use certain random skills to get around certain obstacles, like Electronic warfare gives a chance of hacking anyway but you might get caught, while Helmsmanship reduces pre-mission detection so raid not on high alert when player "arrives," etc.).You can already raid a market with the station up, as long as no fleets try to join the battle (although the station significantly increases ground defenses, so it's not recommended for any kind of high-difficulty operation). I also don't intend to do the work needed to change how raids work, they're frequent enough that I don't want to add significant complexity to them.
Then again, maybe just allowing a player to raid a planet (with caps for max amount gained without rep loss or something) but skip fighting space station battle if fleet has small sensor profile AND/OR isn't too big might be faster and easier... although without some sort of alternative mini-game, skipping space station battle would effectively neuter a significant portion of the game experience (hence why caps are suggested).
Edit: Thought of this after posting, but seems better to add here than repost. Alternatively, you could try expanding bounty system to more include player as a possible bounty, which seems right now to only to generate bounty hunters to hunt player after failing certain missions or not repaying loans. Basically, bounty hunters would be a bridge between player's low faction rep levels; so before having vengeance fleets spawn, factions that don't like you can put a bounty on you. Would be cool to see a more centralized bounty listing that you can climb up or down on (a la Big Shots TV show from Cowboy Bebop), but conversely whatever bounties that are generated by contacts give MUCH more rep for faction (since bounty generating system is weird, tiered generation so player always has a challenge).Bounties on the player have already been implemented in Vayra's Sector :) (not officially updated for 0.95a, but a semi-official bootleg is circulating on the Discord server)
Perhaps instead of dealing with a better/more complex diplomacy system (which is sorely needed, but seems like something Alex gonna deal with eventually anyway), you could adapt the ground battle mechanic into just normal raid system, so stealing stuff has a more in-depth feel. But then again, procedure-generating random "smallish" map "mazes" for raids could have issues attempting to assign more localized defenses using the abstract planetary defense stats (how much of any part of the defenses is assigned to one industry might be prioritized by importance of industry, which game already basically does, but assigning custom levels of defenses to one-off raid quests that aren't against faction owning planet might be hard to determine how much defense to use). But using the security codes option to skip part of the "maze" would be cool (and/or player or officer can use certain random skills to get around certain obstacles, like Electronic warfare gives a chance of hacking anyway but you might get caught, while Helmsmanship reduces pre-mission detection so raid not on high alert when player "arrives," etc.).You can already raid a market with the station up, as long as no fleets try to join the battle (although the station significantly increases ground defenses, so it's not recommended for any kind of high-difficulty operation). I also don't intend to do the work needed to change how raids work, they're frequent enough that I don't want to add significant complexity to them.
Then again, maybe just allowing a player to raid a planet (with caps for max amount gained without rep loss or something) but skip fighting space station battle if fleet has small sensor profile AND/OR isn't too big might be faster and easier... although without some sort of alternative mini-game, skipping space station battle would effectively neuter a significant portion of the game experience (hence why caps are suggested).
java: package de.schafunschaf.bountiesexpanded.scripts.campaign.intel.bounties.highvaluebounty does not exist
java: cannot find symbol
symbol: class HighValueBountyManager
location: class exerelin.campaign.submarkets.PrismMarket
java: cannot find symbol
symbol: variable HighValueBountyManager
location: class exerelin.campaign.submarkets.PrismMarket
When trying to compile locally I get these errors in intellijYou'll need to add the Bounties Expanded mod as a library. It's currently Discord-exclusive, can be found in the server's #mod_updates channel.Codejava: package de.schafunschaf.bountiesexpanded.scripts.campaign.intel.bounties.highvaluebounty does not exist
Codejava: cannot find symbol
symbol: class HighValueBountyManager
location: class exerelin.campaign.submarkets.PrismMarketCodejava: cannot find symbol
symbol: variable HighValueBountyManager
location: class exerelin.campaign.submarkets.PrismMarket
Any advice on what I can do would be greatly appreciated! Thank you ;D
What is the chance of releasing the next version of Nexerelin before 0.95.1?I was going to make a release this current weekend, but there's still a feature I haven't tested yet and may not for a while, and there's one more small thing I might sneak in too. So it'll have to wait.
Regarding further suggestions, can the Negotiator get either a "negotiate ceasefire" or "negotiate peace" option? I hesitate to suggest this since some sort of political system will prolly eventually be either added to the vanilla game or the mod, but seems kinda odd that my negotiator can't stop a war from being declared (silly me, that'll teach me to have a slightly negative rep). Balance could be achieved by giving saboteurs a special option for during war to do extra operations/damages (like sabotaging all sensor arrays simultaneously in a faction or something equally useful), while hybrids get the penalty of being a jack of all trades, master of none...Well there's already the raise relations action, though it's not quite the same thing.
Regarding further suggestions, can the Negotiator get either a "negotiate ceasefire" or "negotiate peace" option? I hesitate to suggest this since some sort of political system will prolly eventually be either added to the vanilla game or the mod, but seems kinda odd that my negotiator can't stop a war from being declared (silly me, that'll teach me to have a slightly negative rep). Balance could be achieved by giving saboteurs a special option for during war to do extra operations/damages (like sabotaging all sensor arrays simultaneously in a faction or something equally useful), while hybrids get the penalty of being a jack of all trades, master of none...Well there's already the raise relations action, though it's not quite the same thing.
I'll probably put ceasefire offers (like the ones NPC factions make to the player) in the proposed diplomacy update, although they might go into negotiators as an interim measure (not in the immediately coming update, but maybe the one after).
I had some thoughts on NPC invasions that I wanted to share, although if there is already a roadmap for changing NPC invasions then perhaps this isn't super relevant:SpoilerI quite like the new invasion mini-game, as I feel like invasions taking time feels much better than the legacy instant invasion resolution.
As an example, I was playing the other day and I had just finished an invasion liberating Maraith when a pair of large Hegemony special forces fleets arrived and forced me to retreat. This made me think about what might've happened if they had appeared earlier, perhaps forcing me away during the invasion itself.
From there, I started thinking about NPC invasions and how it would be neat if they also took some time to complete, rather than being resolved instantly.
This would provide an opportunity for other fleets in the system that had initially been out of position, or the player, to disrupt an invasion even after the invasion fleets had arrived and defeated any initial defenders.
Rather than have the NPC invasions use some form of the new mini-game, simply putting the invasion resolution on a timer based on a calculation involving market size, the defensive forces, and the attacking force, might be sufficient.
For example, invading a size 3 market with 100 defence might only take a day, but invading a size 6 market with 3000 defence could take weeks, unless the attacker had a an overwhelming force advantage.
This could be expanded by granting an advantage to the defenders if the invasion fleet(s) were destroyed or forced to retreat during the invasion timer, with an increased advantage based on quickly the invasion was disrupted.
For example, if the invasion will take 10 days and the invasion fleet is forced to retreat on day 9, then the defender would only get a minimal advantage. However, if the invasion fleet was destroyed on day 1 then the defender would get a significant advantage, enough to turn a closely contested invasion into a defensive victory.
I feel that a system similar to what I've described here could improve the verisimilitude of NPC invasions and also provide more opportunities for cool space battles around NPC invasions.[close]
### Gameplay ###
* Ground battles
* Implement ground battles for NPC invasions
* These will obey the legacyInvasions setting as well
* Also change invasion marine counts to use a total figure (across all fleets) instead of per-fleet
* This also affects legacy mode; please inform me if invasion success rate changes significantly
* Add a sneak attack bonus if player reached the target undetected and without combat
* Reduce defence bonus of most military structures slightly
* EW ability reduces effect of ground defenses/heavy batteries by 30% (was 25%)
* AI adjustments
* Add a tutorial/story mission
* New game stuff
* Start with a contact on starting planet
* Non-random sector: Hegemony starts hostile to League, and Tri-Tachyon to Luddic Church (to mimic vanilla starting hostility events)
* Random sector/own faction start: Optimize core system finder a bit, don't pick systems with plaguebearer
* Use a couple more station images in random sector
* Skip story option starts with the three potential story contacts available
* Also sets up academy properly, if player should choose to visit
* "Solo frigate" start renamed to "Frigate (classic)", now includes vanilla tutorial starting frigate pairs
* Rebellion improvements
* Increase initial strength of rebellions (except those caused by successful invasion)
* Reduce and cap effect + heavy arms cargo of suppression fleets
* Instigate rebellion action gets bonus chance of success in 'liberation' cases
* Initial rebel strength mult for rebellions by market's original faction also applied (with smaller mult) when current faction is not original faction, and rebel faction is a third party
* Reduce total agent level required for information by 1 for each detail level
* Now sponsor faction is known at level 1, strength colors at level 2, strength values at level 4
* Add a station construction mission for pirates and Remnants
* Bounties no longer a priority mission for Remnant contact
* Operatives' destroy commodity action stacks between multiple operatives
* Deciv colony 'revival' event is now permanent until accepted; adds an intel event for player to find it again
* Player-requested colony fleets are always from player faction, even if launched from commissioning faction's market
* Get story point refund if officers (mentored and/or with elite skills) are lost
* Add handling for special task groups that have lost their faction
* Hypershunt special encounter has Remnant faction, to avoid some weirdness
* If not killed, hypershunt special encounter will try to hang around the shunt instead of despawning
### GUI ###
* New, improved faction directory
* Can search for planets with certain industries (heavy industry, fuel production, military base, and IndEvo's academy and restoration docks)
* Ground battle
* Defence modifiers are shown on unit card
* Add a settings.json option to include estimated fleet support effect in unit strength display (default off)
* Operatives can show enemy morale levels
* Fix text wrapping for some really big numbers
* Rebellions: don't report disruption failure unless event is important to player in some way
* Some image+text elements that had a tooltip for the text now have it applied to the image as well
* Add a continue/leave screen after confirming fleet request, to make it clearer and avoid accidental request stacking
* Put victory intel in story tab instead of its own intel tab
### Text ###
* Fix broken string in agent garrison estimate
* Adjust/fix various bits of dialog
* Remove some bits of debug logging
* Don't print credit loss text on buying governorship, if price is zero
* Fix chance of using predefined alliance name (it claims to be 1 in config but was actually functionally hardcoded to 0.5)
* Dead officer lists are sorted by date of death
### Bugfixes ###
* Ground battles
* Fix morale effects of hazard rating breaking if any units were undeployed
* Fix a crash experienced by some users with ground battles on Luddic Church market
* Fix NPC abilities sometimes breaking
* Fix colonies from colony expedition fleets becoming huge instantly
* Fix VIC using virus bomb when event claims to be a regular sat bomb
* Fix Derelict Empire crash on startup due to heavy industry raiding anti-exploit
* Fix Pather cell infiltrations from internal security mode not actually costing any credits
* Remnant surplus ship offer won't pick non-recoverable ships (e.g. Timeless)
* Alliance sharing of array/buoy effects also applies to player commissioned with an alliance member
* Can't abandon story-critical markets (can cause missions to silently fail to generate)
* Can be overriden with the `allowInvadeStoryCritical` setting
* Fix the A-Team milestone not being awarded if any player officers are below max level
* Civilian capitals don't count for the 'kill a capital' milestone
* Fix player getting free industries due to queued NPC construction
* Fix CreateAlliance console command not working on player faction
### Modding ###
* Add a `noStartingContacts` setting to faction configs
* New method for how ground battle plugins read defence bonuses (old one is deprecated)
* Prism Freeport checking for HVB completion with Bounties Expanded
* Fix faction config data being duplicated if another mod (i.e. Vayra's Sector) reloads it
Is it intentional that only one operative works per faction (ie, can't have two operatives running missions against same faction), or is this due some code limitation? Not that it matters, since at least for breaking up alliances a player can still "double dip" by having an operative do a "lower relations" mission from the side of each faction, but seems odd that multiple operatives can't work on a single faction at once. Perhaps you already answered this earlier, I vaguely remember something about this on this thread like 40 pages back, but faster to just re-ask...IIRC this was a balance measure to keep player from too freely jacking up their relations with a faction by spamming raise relation actions.
I like the ideas of having decivilized planets rebuild on their own (maybe not the ones that were already that way at the start of the game, though) and a better GUI for displaying ongoing wars. That'll have to wait till after my break from Starsector, though!I think that you should let the core worlds re-civilize but make it a Setting so the player can choose how many cycles it takes to even get started.
Pretty sure this update broke Yunru's Hullmod expansion - which is unfortunate because built in mod benefits were greatThat's surprising to hear. Is it a crash or just something not working?
Pretty sure this update broke Yunru's Hullmod expansion - which is unfortunate because built in mod benefits were greatThat's surprising to hear. Is it a crash or just something not working?
* Fix hang on generating fleet for an invasion intel that was started in previous version
You should probably remove the "Traded with enemy" penalty when the said enemy you traded with is your commissioning faction. Because that's just silly - you are supposed to be a member of said faction and your relation score is synched up with theirs. Why would a faction become angered by you and your superiours trading with each other?IIRC, the last time I looked into it, it was too deep in vanilla code for me to want to change. Now I'm not even sure where the code is, though.
Hotfix for a freeze occurring in games started with previous Nex versions.Ah yes, the most painful part of a Nexerelin update... trying to figure out all the changes you made to the config file to transfer over. :PNexerelin v0.10.3e
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.3e/Nexerelin_0.10.3e.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)* Fix hang on generating fleet for an invasion intel that was started in previous versionYou should probably remove the "Traded with enemy" penalty when the said enemy you traded with is your commissioning faction. Because that's just silly - you are supposed to be a member of said faction and your relation score is synched up with theirs. Why would a faction become angered by you and your superiours trading with each other?IIRC, the last time I looked into it, it was too deep in vanilla code for me to want to change. Now I'm not even sure where the code is, though.
Will probably look into it, the rep penalty is indeed silly.
* Fix invasions not autoresolving if player is far away
* Try to fix misleading invasion intel title if ground battle succeeds before invasion success notification is sent
I've noticed that compared to 0.10.3c, starting new games as your own faction in 0.10.3e is now much more likely (seemingly 100%) to have you start within the core worlds itself, rather than a random system in a constellation adjacent to the core worlds with a fairly hospitable starting planet. Given the severe lack of habitable but uncolonized core worlds left in the default map, this means you're now much more likely to start with your first colony on an extremely hazardous world, such as a toxic, cryovolcanic, or even gas giant planet. You can then add farmland to your deathly inhospitable world with your starting picks, which is weird.Probably a not (entirely) intended effect of changes I recall making to how it picks the player starting planet. Thanks for bringing it up! I expect to look into it before the next major release.
I preferred the old method of spawning where you could roll the dice on system composition but was mostly guaranteed to start on a fairly decent planet, rather than this version where you're much more likely to start off somewhere harsh, already with hundreds of thousands or even millions of colonists present, while being locked into a small handful of starting systems with known layouts even if random starting location is picked. I'm not sure if this was intended behavior, but I'm hoping in the future, spawn distance from the central cluster might be made into a new game toggle.
Ah yes, the most painful part of a Nexerelin update... trying to figure out all the changes you made to the config file to transfer over. :PIt might be a good idea to make your own mod (with a name like "ZZ personal changes") so it loads last, and put a config file in that mod containing (only) your changes. So you know everything that's been modified, and they aren't lost when updating/reinstalling the mod.
.... It might be a good idea to make your own mod (with a name like "ZZ personal changes") so it loads last, and put a config file in that mod containing (only) your changes. So you know everything that's been modified, and they aren't lost when updating/reinstalling the mod.Eh, it's more a minor bit of tedium comparing the old config to the new one and changing some numbers.
After either installing e or f, my marines started losing xp. I can gain exp, but it slowly goes to 0. Theres a bunch of mods, but this is the only one I have updated. No changes to the config....wow, I managed to completely fail to notice in an entire playtest run :-X
runcode import com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker;
PlayerFleetPersonnelTracker.getInstance().getMarineData().addXP(1000f); /* The XP amount is such that 200 marines having 50 XP means a 25% XP bonus */
PlayerFleetPersonnelTracker.getInstance().update();
Something weird happened when I sent out some colonisation fleets to a nearby system.The bug should be fixed in 0.10.3d and later, have you updated?
Sent out three separate fleets to colonise all three planets at the same time. The first and third fleet just produced a normal Size 3 Colony, but then...
The second one of them instantly hit Size 6! How did that happen I wonder?
https://imgur.com/a/2RuAzS4
I'm not complaining, but I wonder how I managed to fit 1 million people inside that fleet?
Something weird happened when I sent out some colonisation fleets to a nearby system.The bug should be fixed in 0.10.3d and later, have you updated?
Sent out three separate fleets to colonise all three planets at the same time. The first and third fleet just produced a normal Size 3 Colony, but then...
The second one of them instantly hit Size 6! How did that happen I wonder?
https://imgur.com/a/2RuAzS4
I'm not complaining, but I wonder how I managed to fit 1 million people inside that fleet?
Updating doesn't break your save right?Yeah, Nex versions (unless otherwise specified, and I don't think I've had to do this except for the first 0.95a release) are save-compatible with the immediately previous version, and usually several versions afterwards.
After either installing e or f, my marines started losing xp. I can gain exp, but it slowly goes to 0. Theres a bunch of mods, but this is the only one I have updated. No changes to the config....wow, I managed to completely fail to notice in an entire playtest run :-X
For the time being:
Place this fix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) in Nexerelin/jars
Use this console command to get back your XP:Code: java(For those wondering how this was happening, NPC ground battle units were stealing the player XP when generated)runcode import com.fs.starfarer.api.impl.PlayerFleetPersonnelTracker;
PlayerFleetPersonnelTracker.getInstance().getMarineData().addXP(1000f); /* The XP amount is such that 200 marines having 50 XP means a 25% XP bonus */
PlayerFleetPersonnelTracker.getInstance().update();
Howdy, been doing some mining recently and have noticed pirate/derelict fleets have a tendency to spawn and then beeline for me while having either emergency or sustained burn active. Normally this is fine and I can deal with it.If you're mining in a system that has/had Remnants in them, then Remnants are a likely faction for the mining 'harassment' fleet. But the fleet may be too strong in this case.
Recently, I mined in my own system I've recently settled (Might as well do something while I babysit), and the game threw a Remnant fleet with multiple cruisers at me, which is much less ok, as the only cruisers I have in my fleet right now are an Apogee and a bunch of Atlas' made for cargo hauling.
Is this an intended feature?
* Mining harassment fleets are 30% smaller when they're Remnants
* Fix NPC ground units stealing player's marine XP when generated
* Fix crash after purchasing governorship of a market with scheduled NPC construction
* Fix a minor GUI issue with unofficered merc ships
Hello everyone!It's sort of intended in that I decided not to restrict targeting to non-hostile markets, but may not be balanced (too cheap to do, or perhaps too effective against weaker colonies?) in the current state.
So I have a small... issue. Not sure if it is intended mechanic or can actually be considered some sort of an exploit but... I was able to send Defense fleet to hostile colony.
As you can guess it technically results with orbital blockage. Target's defensive fleets get eliminated, their station gets disabled and the trading convoys either keep running away or get destroyed.
At the same time, it isn't seen as any sort of hostile act (compared to sending invasion fleets) even if it does result with colony being basically left defenceless for few weeks/months, and thus ready to be easily invaded or raided by basically anyone (who isn't hostile toward the "defensive" fleet).
I would like to apologize in advance if someone has already pointed out this issue/feature before
is it intended that nexerelin spawns a dorito hunter seeker fleet just for spotting a hypershunt? kind of makes all giant star planets extremly unappealing for early to midgame exploringIt's a deliberately added feature, though not necessarily a good one.
and seems kind of odd too, considering you dont need to interact with the shunt to have said fleet spawned?
please rework the spawning conditions
Still I may need to think of better spawn conditions. Perhaps just make it not spawn for sufficiently small player fleets?
Sounds like a random relations thing. By default Hegemony has "dislikes AI" and TT has no AI-related traits.
Does anyone have a good tutorial for invasions? Trying to fight some of the NPC factions that *arent* pirates and Pathers and losing horribly as I can't possibly land enough heavy troops to fight the 10k+ army strength they have before the initial troops die. I'm doing everything I can, including using abilities, but I can't seem to win and the 6k marines I brought with me are all dead.
Is it just me or does the invasion tooltip in the intel screen always say that the attacker's and defender's ground forces are "evenly matched", regardless of their actual relative strengths?The invasion's ground strength (in terms of raw marine numbers) scales partially to the target's expected garrison size (before the fleet does its tactical bombardment on arrival thing), so the estimate should start out about even. Though it doesn't take into account the admin's Ground Operations bonus (if any), and while it considers the drop attrition effect of ground defenses/heavy batteries I don't expect it's very good at it.
Also, when invading a large colony, neutralize the Heavy Batteries first (if they have any, but they almost always will for the really valuable targets) with operatives or a tactical bombardment. Attacking into the face of operational HB will result in a bloodbath at best.Does anyone have a good tutorial for invasions? Trying to fight some of the NPC factions that *arent* pirates and Pathers and losing horribly as I can't possibly land enough heavy troops to fight the 10k+ army strength they have before the initial troops die. I'm doing everything I can, including using abilities, but I can't seem to win and the 6k marines I brought with me are all dead.
I couldn't say tutorial, but with the addition of a supply requirement to deploy troops (which has kind of a weird growth factor, though that should be balanced eventually), player is basically forced to always raid for supplies first before deploying troops. So raid for supplies before invading! System in general will prolly need some more balancing, it is very new. But yes, I invaded another faction's planet in my system but didn't bother to bring over enough supplies to hang out in orbit after deployment (which mod basically kinda requires), lost all troops in time it took to fly back to my planet and back. Only occurred to me after that one just needs to always raid for mo' supplies before invading.
The invasion's ground strength (in terms of raw marine numbers) scales partially to the target's expected garrison size (before the fleet does its tactical bombardment on arrival thing), so the estimate should start out about even. Though it doesn't take into account the admin's Ground Operations bonus (if any), and while it considers the drop attrition effect of ground defenses/heavy batteries I don't expect it's very good at it.
Next time I'm working on the mod, I should probably look at a breakdown of the estimate calculation and see how it can be improved.
I... appreciate the replies so far, but there are unfortunately what I already do. I always bring about 10K supplies with me and always do a tac bombardment before I start combat. The issue I'm running into Is I can't seem to deploy troops fast enough to counter the non-militia ground troops already present on the world. Tartarus for example can, and has, redeployed up to 10k troop power onto a single industry, and with me being about to only deploy about 2.4k per turn most of my guys just get turned to gristle.
ground supports allows you to deploy more marines during invasionsThis is what I was missing. Swapping out some ships for ones with GSP allowed for a massive increase in the supply pool. I wish this was mentioned somewhere in the Help tooltip for the invasions as that seems a pretty important thing to mention.
ah HA, YES!Quoteground supports allows you to deploy more marines during invasionsThis is what I was missing. Swapping out some ships for ones with GSP allowed for a massive increase in the supply pool. I wish this was mentioned somewhere in the Help tooltip for the invasions as that seems a pretty important thing to mention.
Thanks Maethendias!
Hmm... so I played around with it a bit more.Thanks for testing!
Requesting 100 FP, 100 marine invasion on Lucifron (1804 space, 39312 ground)
Results: space forces outmatched, ground forces outmatched
Requesting 1500 FP, 16000 marine invasion on Garnir (16 space, 77 ground)
Results: space forces superior, ground forces "evenly matched", outcome is uncertain
It seems like no matter how much ground superiority you have over the target, the scaling that you mentioned makes it so that your ground forces can never be listed as superior to the target's. This means that the tooltip will never say that an invasion is likely to succeed, which can be frustrating when an enemy faction is invading your colony and you don't know if "evenly matched" really means evenly matched, or if they actually have 100x your ground forces.
i just discovered another thing... this time about rebellions:
the persian league successfully invaded a planet of the avionics, which i retook 2 weeks later...
however, the planet somehow managed to spawn a persian league rebellion? (despite it being a core avionics market?)... which then took the planet over and promtly wiped it out?
i just discovered another thing... this time about rebellions:
the persian league successfully invaded a planet of the avionics, which i retook 2 weeks later...
however, the planet somehow managed to spawn a persian league rebellion? (despite it being a core avionics market?)... which then took the planet over and promtly wiped it out?
Whenever an attacking faction takes over a market, the previous faction (defenders) will always spawn a rebellion on-planet.
If left unattended, they can (from my experience) wreck havoc on the market's structures/industries.
I've never seen it devolve into a depopulization event though (if I'm reading you correctly).
Every time you take over a market, make sure to comms the market administrator/governor NPC afterwards, and ask about how you can contribute to quashing said rebellion before it gets out of hand.
i just discovered another thing... this time about rebellions:Conquest always spawns a rebellion of the immediately prior owner if possible, unless the conquering faction is the 'original owner' (or the previous owner was the Derelict Empire).
the persian league successfully invaded a planet of the avionics, which i retook 2 weeks later...
however, the planet somehow managed to spawn a persian league rebellion? (despite it being a core avionics market?)... which then took the planet over and promtly wiped it out?
Does anyone know which parameters I need to adjust to make Raids more common and invasions less so (but not stopping them entirely)? ???Can't be done at present, raids always alternate with invasion/satbomb events.
...Unfortunate, guess I'll have to stick with just lengthening the delay before everything descends into chaos (lots of faction mods. lots).Does anyone know which parameters I need to adjust to make Raids more common and invasions less so (but not stopping them entirely)? ???Can't be done at present, raids always alternate with invasion/satbomb events.
I've had a proposal on the back burner for some time, where factions have a defined chance of raid/invasion/sat bomb that gets rolled every time the offensive action event comes up. Probably not going to happen any time soon though.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.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.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
"pantera_ANewLevel40",
"automatedcommands",
"lw_autosave",
"bsgportraitspack",
"better_deserving_smods",
"beyondthesector",
"capturecrew",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics_arctic",
"diableavionics",
"forge_production",
"sun_fuel_siphoning",
"GrandColonies",
"IndEvo",
"Imperium",
"timid_xiv",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"su_CarrierHullmod",
"more_hullmods",
"nexerelin",
"wisp_perseanchronicles",
"tahlan_scalartech",
"stelnet",
"superweapons",
"tahlan",
"vic",
"audio_plus",
"shaderLib"
Im having a crash related to the vulturefleetAIran into the same error as this guy, I hope a bugfix for this is available soon :(QuoteERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.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.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Modlist:Quote"pantera_ANewLevel40",
"automatedcommands",
"lw_autosave",
"bsgportraitspack",
"better_deserving_smods",
"beyondthesector",
"capturecrew",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics_arctic",
"diableavionics",
"forge_production",
"sun_fuel_siphoning",
"GrandColonies",
"IndEvo",
"Imperium",
"timid_xiv",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"su_CarrierHullmod",
"more_hullmods",
"nexerelin",
"wisp_perseanchronicles",
"tahlan_scalartech",
"stelnet",
"superweapons",
"tahlan",
"vic",
"audio_plus",
"shaderLib"
New game, about 2hr in, i was in hyperspace, no idea if these information is worth anything but here it is.
Okay weird core sector planet generation error - verified it does not happen in Vanilla, then activated the 2 libs and Nex, used the same seed, and it happens again - several core gas giants (The one I check is Typhon in Samarra, right near Sphinx) lost all attributes except Volitles deposit - both high gravity and toxic atmosphere were gone, leaving the hazard at 100%. I only noticed because the mining hazard dropped 8-)Thanks for the report!
Not an urgent priority and no clue what might be doing this, but thought you might want to put it on the list 8-)
Generation is touchy enough that simply having DevMode on will drastically alter what a given seed produces.
i'm sure this probably has already been reported but version 0.10.3g of nex stops hyperspace slipstreams from spawningUse the v0.10.3g3 alpha release for 0.95.1a, that's what it's for.
You sure you don't see the "Surface Battle" item on the left pane, immediately after activating the invasion?
https://i.imgur.com/iyZdqXU.jpg
## v0.10.3i ##
* Electronic Warfare ground battle ability's base cost 40 -> 30
* Fleets currently in a space battle can't support ground battles
* Agents give an estimate of ground battle unit drop costs
* Fix ground battle allies using the player's abilities for them
## v0.10.3h (private beta only) ##
Update for Starsector 0.95.1a
### Gameplay
* After player is targeted by an invasion or military raid, don't target player again for 60 days
* Disabled in Starfarer mode
* Don't spawn post-invasion rebellions if conqueror is ally of original owner
* Reduce strength of Omega special encounter fleet somewhat; don't spawn if player is too weak
* Bonus XP from hiring an AIM mercenary company 25% -> 75%
* More AIM merc companies can be shown at once, if the player has a lot of valid companies to hire
* Story skip sets flag needed for new 0.95.1a secret quest
* enableInvasions setting no longer affects player's direct invasions
### GUI
* Update some contact missions to use the map display feature
* Faction directory allows showing preview map for specified market
* When starting an invasion or going through the ceasefire popup dialog, open the correct intel item
* Don't mark ground battle intel as important when it involves commissioning faction
* Only player-initiated battles are important now
* Skip story option adds a fleet log intel with the Alpha Site's location
* Bonus picker in own faction start has larger window
### Text
* Player can rename alliances they are a member of
* Fix misleading title of invasion intel when troops have been unloaded but not yet won their ground battle
* Fix typo in Omega surprise dialog
* Remove tutorial start bug warning (no longer needed)
* Tweak ally victory texts
* Add a new tip
### Fixes
* Fix requested invasion fleets not obeying marine count setting
* Fix a crash when loading Nex into an existing save
* Fix Remnant raids always failing due to having no crew space
* Fix bug where AI could/would always move or deploy at least one ground unit per turn regardless of movement points
* Prevent irregular behavior where player buys governorship from outside the ground battle intel GUI, then takes over planet through the intel GUI
* Fix ordering of dead officer lists
### Modding
* Colony expeditions don't go to `THEME_UNSAFE` systems, unless already inhabited
* Industrial.Evolution's Salvage Yards don't count as heavy industry for a number of purposes
* Fix remaining cases of non-externalized strings
Hi. Can you help with this error?Seems like this has more to do with Tahlan Shipworks mod than Nex?Spoiler1063647 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.F.getMoveSpeed(Unknown Source)
at com.fs.starfarer.loading.specs.a.super(Unknown Source)
at com.fs.starfarer.loading.specs.a.super(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.spawnProjectile(Unknown Source)
at data.scripts.weapons.tahlan_TaffetaOnHitEffect.onHit(tahlan_TaffetaOnHitEffect.java:98)
at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
at com.fs.starfarer.combat.class.super.o00000(Unknown Source)
at com.fs.starfarer.combat.class.super.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Im having a crash related to the vulturefleetAIran into the same error as this guy, I hope a bugfix for this is available soon :(QuoteERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
java.lang.NoSuchMethodError: com.fs.starfarer.api.util.Misc.isShipRecoverable(Lcom/fs/starfarer/api/fleet/FleetMemberAPI;Lcom/fs/starfarer/api/campaign/CampaignFleetAPI;ZZJF)Z
at exerelin.campaign.fleets.VultureFleetAI.shouldRecover(VultureFleetAI.java:301)
at exerelin.campaign.fleets.VultureFleetAI.addStuffFromShip(VultureFleetAI.java:262)
at exerelin.campaign.fleets.VultureFleetAI.performSalvage(VultureFleetAI.java:224)
at exerelin.campaign.fleets.VultureFleetAI$1.run(VultureFleetAI.java:307)
at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
at com.fs.starfarer.campaign.ai.ModularFleetAI.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.StarSystem.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Modlist:Quote"pantera_ANewLevel40",
"automatedcommands",
"lw_autosave",
"bsgportraitspack",
"better_deserving_smods",
"beyondthesector",
"capturecrew",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"DetailedCombatResults",
"diableavionics_arctic",
"diableavionics",
"forge_production",
"sun_fuel_siphoning",
"GrandColonies",
"IndEvo",
"Imperium",
"timid_xiv",
"lw_lazylib",
"MagicLib",
"Mayasuran Navy",
"su_CarrierHullmod",
"more_hullmods",
"nexerelin",
"wisp_perseanchronicles",
"tahlan_scalartech",
"stelnet",
"superweapons",
"tahlan",
"vic",
"audio_plus",
"shaderLib"
New game, about 2hr in, i was in hyperspace, no idea if these information is worth anything but here it is.
If you lose your home planet with all your stuff and take it back is it gone gone?Resources in stockpile are probably gone but ships and weapons in storage are still there. You would probably need come here with transponder off though if they are still hostile to you.
If you lose your home planet with all your stuff and take it back is it gone gone?Resources in stockpile are probably gone but ships and weapons in storage are still there. You would probably need come here with transponder off though if they are still hostile to you.
That's a little outside of the scope of Nex, though ever since Alex added the ability to do it, it has been extremely weird that no one you encounter in space gives a *** that you're carting around an illegal vessel that sparked two hell-wars, especially if an AI core is plugged into it, and you only get static for trying to sell it at a legal market.Yeah on both points; it's weird, but also I don't have plans to add dialog for that right now.
Potential bug when starting with a custom player faction ("Own Faction").Oops, probably from not taking into account UI scaling.
The window for picking your planet/faction additions extends off the edges of the screen. This pushes the buttons to complete the process, as well as most of the selectable options, off the edge of the screen. Example shown below as a spoiler.
Issue seems persistent, occurred for 3 test characters.
I did not encounter this issue in v0.10.3h.Spoiler(https://i.ibb.co/6WtHNQc/Starsector-Nex-bug-20211218.png)[close]
Oops, probably from not taking into account UI scaling.
Can you try this .jar (put in Nexerelin/jars) and see if that resolves the problem?
Out of curiosity: Is there another update planned before christmas/end of the year?Not unless there's some breaking bug I need to fix.
I am having a weird crash running random core worlds and derelict empire. just says "4 fatal" and poof if I move my ship after a save. I'm only running industrial evolution, starship legends, and archean order in addition to nex. here's the paste: https://pastebin.com/wCbk6runLooks like the same bug as the one here (https://fractalsoftworks.com/forum/index.php?topic=23212.0), although that one's attributed to Vayra's Ship Pack.
The only variation so far is the "Created AnalyzeEntityMissionIntel: Domain-era Probe, faction: Luddic Path" line will be faction: Independent instead. Thank you in advance o>
*edit: I guess it's that system. I reloaded an earlier save and only crashed in that one system [independent, derelict, persean league colonies.]
Out of curiosity: Is there another update planned before christmas/end of the year?Not unless there's some breaking bug I need to fix.
Looks like the same bug as the one here (https://fractalsoftworks.com/forum/index.php?topic=23212.0), although that one's attributed to Vayra's Ship Pack.Ah, thanks! If I see it again I definitely will.
It might well be an Archean Order bug, since the mod appears in both lists (IndEvo does too, but a crash in battle autoresolve unrelated to what IndEvo does).
Might be good to ask Morrokain in the AO thread to look into any modular ships that have improperly defined modules? That's my best guess from looking at the log trace.
Is it normal for the Hegemony to win the game instantly and then remain completely dominant no matter how long the game goes on?
Question about Slipstreams: Where's the "OFF" switch?
Hi! Sorry if this issue has been addressed, but I don't see a direct reference to it anywhere.
I am getting crashing at random intervals, almost always when flying through the core. I tried stripping out most of my mods, still does it.
stupid question how do i figure out which ship the vulture ai is trying to salvage that is causing a fatal null log below
Is it normal for the Hegemony to win the game instantly and then remain completely dominant no matter how long the game goes on?
Is it better to start in a randomly generated sector instead of the vanilla map?
Got the same *** happen to me.They wiped out the purple faction pretty fast and then dominated perseon league pretty fast.
Any mod that might keep a check on them?
Question about joining a faction:
I discovered so far, that you can either join a faction at the start of the game or ask the leader of a faction later to join them.
Is it also possible, that you'll be asked by a faction to join them, like in the Mount&Blade-Series? (Maybe if your standing is good enough with them or so.)
Question about joining a faction:
I discovered so far, that you can either join a faction at the start of the game or ask the leader of a faction later to join them.
Is it also possible, that you'll be asked by a faction to join them, like in the Mount&Blade-Series? (Maybe if your standing is good enough with them or so.)
Pretty sure that's not a thing (Histidine I'm sure will correct me if I'm wrong), but if other faction(s) like player enough and player has colonies, it is just a normal alliance instead... although if in alliance with multiple factions, the other factions of course also have to like each other!
Hello folks, can I suggest some options which be neat to include?Interesting ideas, I'll probably put the relationship zeroing one in next version.
One about relationships, there is option for random relationships between faction, but how about option which makes reputation between all non-hostile factions be zero between each other? I just noticed what when you play with alot faction mods, alliances often become same in several play-trough, since some mod factions have already high starting rep with each other, they will form same Alliance in several playtrough. Good example is Tri-Tachyon, without faction mods they can make alliance with League or Diktat, but if you have for example Sylphon, they will always make Alliance with them because they already have high enough reputation, 70 or so. Suggested option might make Alliances more random in such situations, since now they will depend on diplomatic events.
And another one, is option to add multiplier for random diplomatic events on how much reputation loss or gain they cause.
Currently there isn't an invitation, the player only joins by specifically asking.Question about joining a faction:
I discovered so far, that you can either join a faction at the start of the game or ask the leader of a faction later to join them.
Is it also possible, that you'll be asked by a faction to join them, like in the Mount&Blade-Series? (Maybe if your standing is good enough with them or so.)
Pretty sure that's not a thing (Histidine I'm sure will correct me if I'm wrong), but if other faction(s) like player enough and player has colonies, it is just a normal alliance instead... although if in alliance with multiple factions, the other factions of course also have to like each other!
Just to clarify:
It's not about the situation when you have your own faction, but when you start as a free spacer without a colony.
Also, the most factions have a home-planet, where you can find the faction leader to talk about joining them, if I'm not mistaken. But how about the pirates? Or do they also have a pirate-leader?
Hey guys here to report a bug. Not sure its with nexerelin as im using multiple mods but this is the only one that could cause it. Basically if i assign an alpha core as administrator they disappear on reloading a game and are replaced by a secretary. The comm directory is also filled with secretaries.That's a really strange bug (and one I haven't encountered in my own game).
Question about Slipstreams: Where's the "OFF" switch?They're not nex, they're base game.
Question about Slipstreams: Where's the "OFF" switch?They're not nex, they're base game.
If you find one moving in a direction you don't like, you're just gonna have to be blown off course.
Get TASC and make them decent.
Or lower your standards. Any planet's a profit eventually.
Got the same *** happen to me.They wiped out the purple faction pretty fast and then dominated perseon league pretty fast.
Any mod that might keep a check on them?
Sindrian Diktat always gets rolled first, Nex logic for faction's choosing targets is kinda brutal like that (seriously, make sure to have enough money for multiple colonies or at least defenses, or player's colony might get rolled as soon as it hits Pop level 4). But mod author Histidine has stated before on multiple occasions that some of the issues underlying the aggression relate to vanilla stuff he can't change. His primary/only suggestion for this is add a few faction mods to balance out power equation, since small factions will band together/ally in order to not get rolled. In my current game, TT is in a triple alliance with some mod factions, they basically ate Luddic Church so far and are on verge of giving Heg a run for all marbles (originally was 4 way alliance with Diktat, but Diktat was finally conquered after about 20 years in game). Quite an interesting game so far (although I helped a little with killing Church, they just had to invade one of my colonies).
I turned on random sector generation and then turned off the default power balancing and now the game is fine. All factions started equally and conduct diplomacy in a normal manner. Once they all teamed up the diplomatic side has ground to a halt though, but it seems to be working as intended! The hegemony still has an edge - but now I'm fifty cycles in and no one faction is a complete victor.
Cool, but that requires random sector generation. Which usually spreads factions out... but wow 50 cycles?! Most people either win or start a new game by then. Wonder if there is a max time limit for game (112 cycles maybe?).
I get a weird crash when choosing the tutorial start with Nex. Once the bar gets to full, it just crashes.
I don't actually have a log, because- and this is what makes it weird- loading the game again works fine. Same character, no crash.
Just thought I should mention it, least no-one do so.
I thought Starsector 0.95.1a fixes that issue (and indeed it didn't appear in my test just now).I get a weird crash when choosing the tutorial start with Nex. Once the bar gets to full, it just crashes.
I don't actually have a log, because- and this is what makes it weird- loading the game again works fine. Same character, no crash.
Just thought I should mention it, least no-one do so.
I thought that was a known bug, basically have to skip tutorial if using Nex IIRC. Or maybe start tutorial at lvl 2? But I guess maybe that got changed since you seem to have been able to load the game again without issue...
Anyone get this possible bug? Random core worlds enabled, no mods other than nexerelin enabled, along with needed libraries.Nex doesn't touch that stuff. But yeah, I vaguely recall some discussion on things being rarer since 0.95, especially pristine nanoforges.
I've explored about 20% of the galaxy and have found mostly domain probes, and I've "exhausted" their loot since the last 10 probes have only given me fuel/supplies/normal loot. No more blueprints or otherwise special colony items like a synchotron. I've found zero equipment/technology caches, and only 1 research station the whole time. I explore every planet and ruin, and basically I've gotten nothing useful except normal vendor items. I thoroughly explore all planets, the center black hole / sun, and each hyperspace exit. Just tons of probes, no caches, and very rare research stations.
Was there a loot table change in .95.1a? I feel like great loot was easily obtainable in .91, where the good stuff was everywhere and I couldn't look through 2 systems without being showered in wealth.
Also, I notice that there are no REDACTED enemies anywhere to be found, so there's not even a place to farm cores. Does anyone else also notice the lack or rare loot now? Maybe there was a balance change by Alex and now the rare stuff is actually rare.
Nex doesn't touch that stuff. But yeah, I vaguely recall some discussion on things being rarer since 0.95, especially pristine nanoforges.
Remember the last photo or few photos the player chose.All this stuff is for vanilla (so maybe suggest to Alex if you haven't already), except the Nex start settings. I might implement persistence for those (with a reset button) at some point, maybe not right away.
Remember the name the player last chose.
Already remembers settings in the same session... but maybe remember them between loads?
And here's the big part: Separate the character / universe generation from the planet/faction generation.
A player getting ready to generate a new game may not want their first planet, etc. Even just remembering those initial choices would save a lot of repeatative motions.
Bonus points if My Faction remembers your name, flag, prefix, etc.
And THEN generate my new faction, new character fleet location, or whatever.
And if it sucks.... keep as many of those choices as possible to generate a new one.
... 'Cause I just want to start PLAYING!
Question about Slipstreams: Where's the "OFF" switch?They're not nex, they're base game.
If you find one moving in a direction you don't like, you're just gonna have to be blown off course.
Or just don't take it... storm surfing strategy still alive and well. Or come back after the switch!
I gifted a planet to a faction thinking that it would help it. But unfortunately even after a year in-game, the factions hadn't built a single thing in it. Is that expected?NPCs check whether to build stuff when receiving the colony from player, or when it grows in size. They can choose not to build anything when the check takes place, though.
It would be great if factions build security and other economy buildings according to the planet resources
I actually gifted a faction a planet with Heavy Industry (Sindria to Scalartech, to be precise) and they actually dismantled the heavy industry for some reason, thus yeeting the CForge into the aether. Was sort of wondering what was up with that.If a faction already has a heavy industry somewhere, and the new one isn't adequately defended, they'll dismantle it; this is protection against an exploit for easy BP raids.
11804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
Is there an exact doc of sorts on how player faction works?apart from thisSadly, there isn't a general manual for most things :(i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of playSpoilerQuick help
Alliances link
Mining link
Faction config files link[close]
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on
Hello,Make sure you're not using Nexerelin v0.10.3i (or any other mods made for Starsector 0.95.1a) with Starsector version 0.95a.
Just downloaded this mod and my game crashed at the loading screen. Any fixes?Code11804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
When I tactical bombard an enemy colony that is about to send vengeance fleets after me, it doesn't stop the vengeance fleet from spawning. Is this intentional?Most Nex-spawned fleets require disrupting both the spaceport and (if any) military base to prevent spawning.
I assume its intended to give them autonomy OR play it with mods(like maxsize 8?past that i dont think its reasonable) or use ai cores but aint a fan of thatSadly, there isn't a general manual for most things :(SpoilerIs there an exact doc of sorts on how player faction works?apart from thisi wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of playSpoilerQuick help
Alliances link
Mining link
Faction config files link[close]
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on[close]
(I'd like the game to have a customizable codex eventually, but at some point I ought to write an FAQ online at least)
At least I can tell you that the admin cap bonuses are +1 at each of the following total market sizes (e.g. two size 5 colonies count as 10):
10, 25, 50, 80, 120, 200, 300 (can be modified in settings.json)
Autonomous colonies, and commissioning faction colonies governed by the player, also count towards the amount.
Hello I have an issue with my game, it's not really related to Nexerelin, but I don't know where to ask... Sorry (if you can tell me where to ask that, for the next time, it would be nice)
My game is crashing due to an administrator I've leave at the academy and apparently he can but shoudn't get a 3rd level because the game can't find " JSONObject["adminSalaryTier3"] ", so I would like to know how to put in a salary value so I can get my administrator out of there, or if I could just delete him of my save in-game or throught the codes.
Please help
There is the starsector.log:Spoiler211310 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at com.fs.starfarer.settings.StarfarerSettings.null(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getInt(Unknown Source)
at com.fs.starfarer.api.util.Misc.getAdminSalary(Misc.java:4025)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.calculateSalaryStor ageCost(IndEvo_Academy.java:205)
at com.fs.starfarer.api.impl.campaign.econ.impl.IndEvo_Academy.reportEconomyTick(IndEvo_Academy.java:124)
at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEconomyTick(ListenerUtil.java:106)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfStepStuff(Unknown Source)
at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source)
at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: org.json.JSONException: JSONObject["adminSalaryTier3"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getDouble(JSONObject.java:445)
... 17 more[close]
Is there an exact doc of sorts on how player faction works?apart from thisSadly, there isn't a general manual for most things :(i wanned to get a bit deeper in diplomacy and colonies rather then go the usuall "shoot everything for the sake of it" kind of playSpoilerQuick help
Alliances link
Mining link
Faction config files link[close]
Mainly i look at things like "how admin cap scales" and "what is the soft cap" (aka player not being able to reach next "milestone" on unlocking next admin due to basic colony size limitation not allowing to grow to make that value) "how to do X with your own faction and what are the limits" and so on
(I'd like the game to have a customizable codex eventually, but at some point I ought to write an FAQ online at least)
At least I can tell you that the admin cap bonuses are +1 at each of the following total market sizes (e.g. two size 5 colonies count as 10):
10, 25, 50, 80, 120, 200, 300 (can be modified in settings.json)
Autonomous colonies, and commissioning faction colonies governed by the player, also count towards the amount.Hello,Make sure you're not using Nexerelin v0.10.3i (or any other mods made for Starsector 0.95.1a) with Starsector version 0.95a.
Just downloaded this mod and my game crashed at the loading screen. Any fixes?Code11804 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
(Last version of Nex for 0.95 is v0.10.3g, available earlier in this thread or on the GitHub releases page)When I tactical bombard an enemy colony that is about to send vengeance fleets after me, it doesn't stop the vengeance fleet from spawning. Is this intentional?Most Nex-spawned fleets require disrupting both the spaceport and (if any) military base to prevent spawning.
242480 [Thread-3] INFO exerelin.campaign.submarkets.PrismMarket - HVB not completed for Xhan_vukan_bounty
242480 [Thread-3] INFO exerelin.campaign.submarkets.PrismMarket - Trying boss ship XHAN_Goggergeck
242480 [Thread-3] INFO exerelin.campaign.submarkets.PrismMarket - IBB/HVB ships available: 18, 3
242481 [Thread-3] INFO sound.oo0O - Cleaning up music with id [Stellar_Rust.ogg]
242482 [Thread-3] INFO sound.oo0O - Cleaning up music with id [Stellar_Rust.ogg]
242780 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.CargoData$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.sort(Unknown Source)
at exerelin.campaign.submarkets.PrismMarket.updateCargoPrePlayerInteraction(PrismMarket.java:151)
at stelnet.board.query.provider.MarketProvider.updateMarket(MarketProvider.java:55)
at stelnet.board.query.MarketUpdater.advance(MarketUpdater.java:23)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I keep getting this error with version "0.10.3g" (i am still on version 0.95a)Open SWP's data/config/prism/prism_boss_ships.csv, and change the line with "swp_boss_wasp_wing" to "uw_boss_wasp_wing".
Open SWP's data/config/prism/prism_boss_ships.csv, and change the line with "swp_boss_wasp_wing" to "uw_boss_wasp_wing".Thank you!
Is there any way to solve Legio's war weariness issues? they accrue so much and never declare war or want to go to war, I like allying with them for my playthroughs, but when they vote no on literally every war declaration because they have almost 200k war weariness, it make things hard to enjoy being in an alliance with them. https://i.imgur.com/SSr2xtg.pngThe war weariness mechanic wasn't really meant for hostile-to-all factions like Legio. I could implement a new trait to negate this effect like Timid suggested elsewhere, assuming I don't find another solution.
How long does it take for faction to respawn if you choose the option to do so?The check is done every 60 days on average, although only one faction can be picked for respawn at a time, and that faction may use up its "turn" spawning the base to launch the invasion from.
Is there a way to change the speed of the ground battle resolution? Perhaps an option that changes turn resultion to happen every week instead of everyday? As it is, it seems to resolve far too quickly, and it seems that AI fleets aren't even able to respond to the invader fast enough before their planet is taken.There isn't such an option right now; maybe I'll add one later.
Probably the wrong place to ask for this but I recently started the game and even more recently started this mod, I was wondering if any one has any decent seeds they might be willing to share? Looking to see what colonization is like with the mod.Seeds are pretty difficult to share since they're very sensitive to changes (adding or removing any faction mods changes the output, in particular). But if anyone has a Nex+vanilla-only seed they'd like to share, feel free to chime in :)
A lot to say about this mod obviously - being the game changer that it is. I'll spare you with all the niceties and get straight to the latest point :Thank you for the praise! I'm confident that all of us modders are happy when someone gets value from the work we put out there.
Ground battles are a fantastic and more than welcome addition for mid to late game. There was nothing. Almost nothing. And now I tend to keep on playing late into the nothing-more-to-do-but-war phase. Thanks to you. Still balancing and various QOL I suppose on your end. But already a staple of any interesting playthrough.
I've been dying to say this recently and to thank you for all you do for this game. I've been a quiet lurker since SS 0.8 and seeing all you modders did and still do for this weird little niche software keeps blowing my mind. Thank you for hundred of hours of fun.
Hello, I keep getting this null error when I load back into a save file, using Nexerelin v0.10.31 with the most recent Starsector Patch. Is the save file caput or is there something I can do? It occurs about 10 seconds after I load into the save. I already tried uninstalling and reinstalling the game as well as my mod list. Thanks!Looks like it's crashing in a strange place, I'm not sure how it can happen.
Looks like it's crashing in a strange place, I'm not sure how it can happen.
One temporary workaround is to teleport to the invasion target (using devmode Ctrl+click teleport, or the console mod's jump and goto commands). Then use the console kill command to delete the invasion fleets.
If it still happens after this, you could upload the save somewhere and I can try debugging it from there.
How exactly are you supposed to invade late game?I keep throwing 1000s of soldiers but they keep winning with barely any soldiers in their slots.
How exactly are you supposed to invade late game?
Ground Support hullmods also let you deploy more troops at once.
It's stated in the movement points tooltip (if you had any ground support the previous turn) and also the ground support tooltip in the info panel. I think I'll put it somewhere in the help panel as well.Ok I found out you can interact with the "minigame" while the invasion is going on by going to intel and clicking on the ongoing invasion tab which made me bombard every 2 turns making everything alot easier.
Turns out you can access it by clicking the invasion "intel" tab.
I assume if you're commissioned by a faction all your conquests go to that faction?
I founded a few independent colonies but am commissioned with Tri Tachyon. One of those colonies was conquered by someone else, so then I took it back. It went to Tri Tachyon though rather than back to being an independent colony.
Player faction has no alignments, and this can't be changed ingame. NPC factions' alignments can be seen in the diplomacy profiles tab of the Intel screen.
I was wondering about a few things. Faction resurgence - how does the mod pick what faction to get to make a resurgence attempt? I'm playing with the Mayasuran mod and they were wiped out very early and not even once have they gotten to make a resurgence.That's the setting you need to change, yeah. Although the new number is only used ingame once the current interval ends.
Can I change the time for resurgence to occur without messing up my save? As in, this: "factionRespawnInterval"
Huh, I'd forgotten that there's a (bidirectional) bonus/penalty based on the sum of the factions' Diplomatic alignment.Player faction has no alignments, and this can't be changed ingame. NPC factions' alignments can be seen in the diplomacy profiles tab of the Intel screen.
If I have no alignments then why is it that I have a disposition penalty due to alignments in the diplo screen?
Is there a way to spawn a large invasion fleet using the console command mod? I've used the SpawnInvasionFleet command but the few times I've used it it tends to spawn pretty small, non-threatening fleets.The console command uses the standard scaling of invasion fleet size to target strength; for custom size you'd need to figure out a runcode command.
Similarly is there a way to use the console to spawn rebellions on planets (Preferably with an option to change how strong they are)?
I've been looking for a way to role-play removing the decivilized subpop market condition and figured that creating a large invasion/rebellion to put down would be a fun option.
Is there a way to spawn a large invasion fleet using the console command mod? I've used the SpawnInvasionFleet command but the few times I've used it it tends to spawn pretty small, non-threatening fleets.The console command uses the standard scaling of invasion fleet size to target strength; for custom size you'd need to figure out a runcode command.
Similarly is there a way to use the console to spawn rebellions on planets (Preferably with an option to change how strong they are)?
I've been looking for a way to role-play removing the decivilized subpop market condition and figured that creating a large invasion/rebellion to put down would be a fun option.
To spawn a new rebellion you can use this command, replacing the market ID appropriately:
runcode exerelin.campaign.intel.rebellion.RebellionIntel.startDebugEvent("<internal market ID>")
I'm trying to turn nexerelin off
QuoteI'm trying to turn nexerelin off
If you mean "trying to uninstall it mid playthrough" then it's not gonna happen. You just can't AFAIK. Need to start from scratch with Nex or start from scratch without Nex. Can't redo afterwards.
I think that part of the frustration with these features comes from players being used to being able to do whatever they want to the AI unopposed. When the AI is no longer stupid and no longer bends over all the time, they feel threatened.
I'd argue that scavengers trying to claim debris from the fleet that literally blew all those ships up in the first place is pretty damn stupid.
Admittedly that's a special case, but it's clearly the AI trying to bend the player over here.
Nex is a dependency for some mods (although I couldn't tell you which), and you might not be lucky enough to have all of them labelled as such.QuoteI'm trying to turn nexerelin off
If you mean "trying to uninstall it mid playthrough" then it's not gonna happen. You just can't AFAIK. Need to start from scratch with Nex or start from scratch without Nex. Can't redo afterwards.
You see, several mods updated today that break saves, so when I updated them I thought "I'm not really using much of the nexerelin features anyway." So after deleting the old save I close the game and disable nex, but that causes the game to crash during the preload. I can see that SWP is referenced in the crash, but I cant find what its referencing.
Disabling a faction with Nexerelin still leaves their ships and weapons in the game. I'd like to play without a vanilla faction, their faction ships and their faction weapons.If you disable TT, any faction that knows the same ships/weapons/fighters that TT does will still have them.
I always end up using certain Tri Tachyon ships and weapons. They are too good! Thought it might be fun to play without them being available. Have only factions from mods and pirates. Is this possible without a lot of effort?
ask your momI think that part of the frustration with these features comes from players being used to being able to do whatever they want to the AI unopposed. When the AI is no longer stupid and no longer bends over all the time, they feel threatened.
I'd argue that scavengers trying to claim debris from the fleet that literally blew all those ships up in the first place is pretty damn stupid.
Admittedly that's a special case, but it's clearly the AI trying to bend the player over here.
False: this is not my feelings at all. Also, this is like a year later and this garbage behavior still isn't fixed.
You say that it makes sense for independents to be mad I fought one of them; clearly you didn't actually read my post. I AM INDEPENDANT AND I WAS THERE FIRST. If they would be mad that I killed the vultures they should be just as mad that the vultures attack me. They literally are acting like pirates and then patrols jump in. Get you player-punishing double standards out of my 4x. There's no place for them here.
I will repeat myself because no one reads: It's nonsensical that the patrols (especially when I just saved them) would side with the vultures. That's the problem. It makes literally no rational sense. It's just arbitrary garbage that a logical person could never predict and plan for because it flies in the face of basic human behavior. It's just "to make things harder" and that's just awful, uncreative, *** false difficultly.
Would it be easy to change a setting that just makes them into pirates instead of independents because that's what they literally are?
I am probably missing something obvious, but how do I get to the ground combat in the "Ground Pound" tutorial mission? I cannot find any menu options on the planet different from any other colony. And NPC which explains the elements of the tactical screen turns out to not be very useful to someone who cannot find the tactical screen.
Is there any way to solve Legio's war weariness issues? they accrue so much and never declare war or want to go to war, I like allying with them for my playthroughs, but when they vote no on literally every war declaration because they have almost 200k war weariness, it make things hard to enjoy being in an alliance with them. https://i.imgur.com/SSr2xtg.pngThe war weariness mechanic wasn't really meant for hostile-to-all factions like Legio. I could implement a new trait to negate this effect like Timid suggested elsewhere, assuming I don't find another solution.
(On that note, are they already hostile to the target of the war vote? I probably ought to make this situation an automatic yes vote)
If you are referring to ships you had built by an npc, you can pick those up from the storage at the same planet you ordered them.
what is mining for? just collect thousands of stones and sell them cheap?
Hello ! First of all, thanks for this amazing mode.They're now sometimes offered by trade (IIRC) contacts, or in bars.
Sorry if I'm talking about obvious things, but I've a question.
I remember that in my runs using Nexerelin, there were missions that ask the player to use operatives to stop/interrupt an industry.
But now I can't find any mission like this;
Is it a strange bug/problem coming from my list of mods, or are these missons just disabled ?
love the mod (what we we do without it? lol), but what do i do about hegemony and aggressive mod factions that just rush and steam roll right off the bat? im barely getting a decent fleet and by that point my own faction is down to 2 planets left and hegemony has like 17 worlds (no faction weights).Right now all I can say about this is that in my last game, Hegemony was about breaking even or expanding slightly (after losing some of their planets for a bit), and in the game before that, they got whipped badly by me and the League, to the point where my failure to help them retake Chicomoztoc (after basically switching sides) could have sealed their fate. (both non-random sector)
this is on random relations and map regardless of size. hege is at war with like 5 other factions but they dont seem to put up much of a fight or resistance other then mods like diable and then one tends to just roll the other (altho in this case its a large map and spread out and they dont seem to be fighting much)
and throwing everything i have at them trying to get back some of the space we've lost has been epic but seems to be a losing battle. ive called in max fleet support invasion but that only brought 1 carrier, a doom and about 50 cruisers so wasnt much help and my own fleets while having some levels 7's and 5's (rest are like level 3) that have extra elite skills still can only a field a handful of ships and this is against waves and waves of hegemony battleships with all kinds of upgrades on them.
how do i save my peoples from the fascist oppressors? lol i get worked every time unless i luck out at the start and they go after other factions first which buys me some time to get on my feet.
in hindsight i guess i should have been using my agent to be keep us friendly and not overwhelmed but that still wont help on the battlefield...
Is there a way to easily edit the starting relation with your own faction when doing a faction start (set at +60 by default) ?It's hardcoded, albeit still fixable after the fact thanks to console.
honestly my play experience seems to be entirely different then anyone elses. am i doing something wrong? i do end up doing a lot of smuggling and nefarious profit generation to try and race to keep up, but am i somehow antagonizing them into overdrive (or is that even possible)?There isn't such a mechanic, no.
As I said on Discord: an AI core battlestation (or a human-officered star fort) with player support should at minimum inflict severe losses on that fleet. (I've just watched an unassisted alpha core HT battlestation almost kill a 1000 FP console-spawned pirate fleet, with only one enemy capital remaining on the field)
I was wondering where all the patrols were, but the radar in the screenshot suggests two large ones incoming.
Also, are you sure you didn't modify any invasion-related settings (or have a mod that does so)? Among other things that one fleet looks awfully dense, especially for Hegemony with its 5-1-1 doctrine; I'd expect it to split into two fleets before it gets to 10 capitals.
If you continue having problems, post a save; I want to try one of these battles myself.honestly my play experience seems to be entirely different then anyone elses. am i doing something wrong? i do end up doing a lot of smuggling and nefarious profit generation to try and race to keep up, but am i somehow antagonizing them into overdrive (or is that even possible)?There isn't such a mechanic, no.
Speaking of buildable outposts, there is issue with drone ships, like Remants or Derelicts, you can't stash them there, game tells "illegal to sell", but you can stash them on own colony.That bug's been fixed for a while. How old is your version of Nex?
Also how about of option, which generates abandoned stations where you can stash loot in random sector?
About abandoned stations, I think its better to have option to configure, how much you want them.Personally I think abandoned stations aren't important enough to clutter up the start settings GUI, or even the settings files, with. At least nobody has asked for it before.
Also speaking of bugs, I found one, dialog with Horus Yaribay about "mutual friend" is bugged, but he works fine if you ask him only about missions: https://imgur.com/a/4pOAnx9
Not sure if this has been reported, but you can actually invade planets while buying marines from the planet below you if you use invasion fleets to defeat the space station and don't engage any patrols. Beginning an invasion doesn't count as a hostile action that locks the market out, like blowing up space stations or ships does.It works fine if you start the invasion yourself, but there's a bug where joining an NPC-started invasion indeed doesn't cause the lockout. I fixed this yesterday, it'll be in the next update.
Has anyone had any issues with contacting the Remnant contact at Prism with the new version of Nex? I don't know if it's mod interferences or just the update, but I'm not getting the contact when I hit level 5 or level 10.You're checking the Prism bar, right?
edit: and as far as the weapon flux on the rem ships? well... i tried normal builds where i put everything into flux and reduced my weapons down to less then my regen and you know what? it got wrecked in simulations, but that 'autofit' build you noticed there where the weapons far exceed the flux? that thing for some reason does great. so ya im more then a little confused myself lol. i can only assume its the mod faction weapons involved throwing things off.You don't want dissipation less than weapon flux, that's a complete waste. Offensive weapon flux (+ shields) being somewhat but not too high above dissipation (I've heard 1.5x being a good benchmark) is what you want, it allows spending capacity on offensive power without the AI (or a player!) running itself up to the edge of overload.
Personally I think abandoned stations aren't important enough to clutter up the start settings GUI, or even the settings files, with. At least nobody has asked for it before.
I have a request. With this mod there is a lot of destabilization and decivilization that happens due to the mod-driven conflicts.Interesting idea! I might do this in a version or two if I'm interested enough.
Here's my specific ask :
When a planet decivilizes, instead of removing the population and industry from it, do the following :
Change the controlling faction to 'poor' faction
Destabilization factor adds to depopulation rate
planet can lose population ranks via pop loss
also suggest :
planet spawns 'refugee' fleets, poor faction, that head to growing colonies and create a 'refugee' subpopulation which causes mild unrest but gives a big growth bonus
planet agriculture production remains, all other production is reduces,
It's a weird ask, but can Prism have it's own Faction under the hood?Hmm I don't really want to make a new faction just for one market. Might just make the non-hyperspace version no longer uninvadable.
That way their unconquerable status ceases to matter as much.
I am not sure how this could be fixed, but losing access to your marines because your faction signed a ceasefire with a faction you were invading feels incredibly wrong. I am think they are in storage, but since I destroyed the station it will be "many months" before I can access that storage.If the battle ends due to a ceasefire the units should get returned directly to fleet cargo. Are you seeing different behavior?
I will say, I'm still voting for some faction-level modifiers to fix core bugbears (like certain Path and Pirate markets being stuck in perpetual shortages/surpluses) and add flavor.At some point I might go ahead and implement the faction-specific market bonuses (an idea that came up before), then Pathers could have an access bonus so they don't have perpetually exploitable shortages.
Not a critical change, obviously, but one I'd enjoy, if only because it feels goofy at best (if I ignore it) and exploitative at worst (if I use it to generate tons of money).
Plus, it adds flavor!
Edit: to make a slightly more substantive contribution, any interest in adding the dedicated mining tools from Stop Gap Measure (https://fractalsoftworks.com/forum/index.php?topic=13083.msg220666#msg220666) to the mining set?
The mining array is literally 3 mining lasers bolted together, while the Heavy Mining Beam is similarly intended to be a dedicated tool repurposed.
I personally set the array to 4.5 (3 mining lasers) and the beam to 8 (slightly less expensive than the mining blaster, so consistent).
Hiya Histidine
Got a question regarding colony expeditions. One of the aspects of my mod, Hiver Swarm, is that they are aggressive colonizers. In the mod's .json file under config I have the lines:
"colonyExpeditionChance":1.5,
"colonyTargetValuator":"exerelin.campaign.colony.ColonyTargetValuator",
I went with 1.5 so they would be more often picked however I have received a few comments from users, as well as my own observations, that they never send out colony fleets even on long term games. I think this may be due to their home planets being so far away from the core but I am unsure. I do see you have a maxColonyDistance command in your wiki but I have not seen that line in any of your .json files so I am unsure if I should use it (and if so should it be "Float": 28 ?). Or is there another command I should be setting elsewhere in the mod?
"maxColonyDistance":10.0,
Hiya Histidine
Got a question regarding colony expeditions. One of the aspects of my mod, Hiver Swarm, is that they are aggressive colonizers. In the mod's .json file under config I have the lines:
"colonyExpeditionChance":1.5,
"colonyTargetValuator":"exerelin.campaign.colony.ColonyTargetValuator",
I went with 1.5 so they would be more often picked however I have received a few comments from users, as well as my own observations, that they never send out colony fleets even on long term games. I think this may be due to their home planets being so far away from the core but I am unsure. I do see you have a maxColonyDistance command in your wiki but I have not seen that line in any of your .json files so I am unsure if I should use it (and if so should it be "Float": 28 ?). Or is there another command I should be setting elsewhere in the mod?
Range setting looks like this (example from Interstellar Imperium):Code: jsonNote that it checks from the randomly picked expedition origin location, not the sector core, so it should work as long as the distance isn't too tiny to find nearby stars (even at near-zero it might be able to use currently uninhabited planets in the same system)."maxColonyDistance":10.0,
Also the colonizing faction is picked from all eligible factions, so if there are a bunch of factions with colony settings set, even a fairly large chance can get drowned out.
Quick thing to check: Does the faction correctly launch invasions, raids, etc.? Because only factions that are 'alive' in Nex terms will form new colonies.
Hmm, depending on your faction lore/intended behavior, you could also have a script generate your own colony expeditions (the Nex one, or a custom one for your own mod) using whatever logic is desired.
Could you adjust vengeance fleets so that they don't automatically follow you no matter where you are? They "follow your trail," but there doesn't exist a mechanic in the game to allow for that, so they effectively work like that moon ghost from Starbound. It makes for dumb gameplay where you're just moving away from a slow, lumbering fleet that's always moving towards you.If they only hung around in one system the vengeance fleet would be almost guaranteed to never catch the player.
A better way of doing it would be to just have the vengeance fleet patrol the system in search of you, responding to any hostile activity reported and certainly not following you to other systems.
How does faction revival work? I saw Tri-Tachyon respawn in a far-off system, but when I came back a few cycles later they were gone from that place. I didn't actually see them, but trying to dismantle their structures in stable locations says that they don't have control over that system.If you don't see a TT colony in the system then they're gone. Probably they got conquered or decivilized while you weren't looking?
It's been like 10 cycles and I haven't found a trace of them since.
Does anyone know what settings are tweaked for the colony/stations industry and market when an invasion happens? Regardless of the invasion being successful or not I would expect some industry to be destroyed and their market deficits to be high. Instead in the current default Nexerelin setup the markets are basically stable the whole time except for maybe the rest of the month.In the current new invasion system, industries don't get damaged unless someone uses an ability that disrupts them (usually Fire Support), or does a tactical bombardment. I might change this so that combat causes brief disruptions on the industry involved, but unless the disruption period was annoyingly long, an uninvolved player likely won't have time to respond to the shortage.
I would love to change some settings so that there are appropriate deficits and surplus after invasions. They should have a surplus of marines and heavy equipment. But they should have taken a population hit and need food and other industry items since stuff got destroyed.
TLDR: change which settings in Nexerelin to have market deficits after invasions?
no idea if it's supposed to be said here but anyway..The option to take over the market (at the cost of commissioning faction rep) is in the ground battle's intel item. You need to do that in order to transfer the market to the mission giver.
i have this mission to conquer a specific market basically i got it and since i am commissioned by a faction it goes to them, now the mission giver wants the market and i want it to give it to them problem is i couldn't, even me buying governorship (which is i regret spending) the thing is the mission giver is also part of the alliance with that said ill just take the rep hit kinda sad i left with less money than having more
## v0.10.4 ##
### Controls ###
* Special menu hotkey (on campaign map) changed from Z to X by default (fixes conflict with a devmode command)
### Gameplay ###
* Ground battle changes
* Add "Ignis Pluvia" ground battle ability (requires an II Olympus)
* Garrison health reset on a successful non-player invasion now based on surviving attacker units
* Ground battle rebels now have the attack and defense bonuses of 25% marine XP (was 0% and 50%)
* Also divided into 40% smaller units
* Ground battle defender can use EW ability if admin has EW or Hypercognition skills
* AI tweaks/fixes
* Set market "local interest" lockout if player joins ongoing ground battle as attacker
* Set and display rules on when industry items can/can't be looted during ground battles
* Ground battle attacker AI withdraws if nothing happens for 6 turns
* New ground battle settings for players who want battles to last longer
* `groundBattleDamageMult` in `exerelin_config.json`, `nex_gbTurnDaysPlayer` and `nex_gbTurnDaysNPC` in settings.json
* Add player version of the special task group
* Talk to a military-capable base official to assemble the group by giving it ships and officers (does not require crew, supplies or fuel)
* Requires a commanding officer, who can be (re)trained in 2-3 fleetwide skills with 1 SP
* Monthly upkeep cost based on officers, skeleton crew and estimated supply/fuel usage
* If ships are lost in battles, can be respawned for a fee
* Can be disbanded, returning assets to player fleet
* New game creation
* Add "flatten" option (in addition to "random") for starting faction relationships
* Add option for own faction start to create homeworld in a core system, outside the core, or either
* Player homeworld doesn't normally have heavy industry, unless the bonus item is used
* Add a gate to Prism Freeport's system
* Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
* Random sector improvements
* Try harder to concentrate factions in systems where they already have a presence
* Put gamma cores on high commands, if the faction traits allow it
* Seed more abandoned stations (at least 2; 3 if enough markets are present)
* Avoid large swings in random faction weights in random sector
* Hypershunt surprise encounter improvements
* Can be bought off with a beta or alpha core (alpha gives 10 Remnant rep)
* Tweak pursuit behavior
* Entire thing can be disabled in settings.json
* Alliance improvements
* Alliances can be merged (through alliance menu, or by spontaneous NPC action)
* All members of the "giving" alliance must be able to join the "receiving" one
* Allies will vote yes on a war vote if they're already hostile to target
* Alliance votes can modify disposition towards other factions
* Add two new Remnant story missions
* Lower max marine count to prefer target planet in Remnant mission 1
* Nex no longer doubles weapon count in stores from vanilla (can be changed back in `exerelin_config.json`)
* Increase bonus admin availability
* Previous thresholds: 10, 25, 50, 80, 120, 200, 300
* New thresholds: 10, 25, 40, 60, 80, 100, 125, 160, 200, 250, 300
* Make mining harassment fleets more/less frequent depending on current system's markets
* Starting contact on new game is always military/underworld, unless starting fleet is a trade fleet
* Add unique colony skills for certain faction leaders
* Rework player fleet strength estimation used in some places
* Ceasefire prompt decision time now 5-7 days (was 14-21)
* Operative procure ship action: base XP 500 -> 750
* Add chance of creating a conquest mission following a failed NPC invasion
* Rebellion suppression fleets can't spawn from markets already having their own rebellions
* Respawn invasions have 1.4 times the base marine count
* Don't generate conquest missions on behalf of factions that can't invade
* Sindrian Diktat can send colony expeditions sometimes
* NPC factions unset hazard pay when taking over a colony, unless it was founded after game start
* Derelict Empire: Factions start with invasion meter 80% charged
* Use vanilla 0.95.1a calculation for raid stability effects, instead of Nex custom one introduced in 0.95
* Losing a mining fleet can cause commodity shortages for the host market
* Set the "gave Daud the Yaribay contact" flag when skipping story
### Graphics ###
* New portrait for Midnight Dissonant, created with Coherent Watermelon
### GUI ###
* Add a Scoreboard intel item to show which factions are closest to victory
* Ground battle: Skip deployment confirm prompt when using quick move
* Procure ship action: destination can be set for queued actions; tweak button layout
* Ground battle tutorial: Go to intel screen directly after convo
* Widen name column in faction directory so "Port Tse Franchise Station" isn't wrapped
### Text ###
* Ground battle help explains movement points
* Ground battle tutorial dialog explains what it's a tutorial of
* Minor fixes
### Fixes ###
* Fix a crash with post-Ziggurat encounters in random sector
* Fix null error when using faction directory while running Legacy of Arkgnesis mod
* Fix heavy industry anti-raid exploit causing any special items on the HI to vanish
* Fix own faction start setup picker not taking into account screen scaling
* Remove TITAN option from military options dialog (handled by II)
* Fix ground battle not promptly removing its ongoing stability penalty
* Fix ground battle abilities not being blocked by active station
* Player officers on new game no longer have random personalities
* Fix Ancyra not having comm directory officials
* Fix post-tutorial faction change of Derinkuyu Mining Station
* Fix multiple Remnant station build missions going to same system
* Fix being able to mine with nearby hostile fleet; fix info option not showing if mining strength is zero
* Fix Militia Power UNGP rule not applying to ships properly
* Safety for ground battle AI ability use
* Fix rep multiplier for returning freshly captured markets while commissioned
* Increment faction respawn count only on launching invasion, not on getting back in the game
* Fix Stalwart/Weak-Willed faction traits being applied improperly
* Maybe fix a minor memory leak involving player marine XP in ground battles
* Fix station insta-construction in build station missions
* Don't spawn Return the Data Core mission in random sector
### Modding ###
* Alliances can have permanent members
* Add "Forever War" diplomacy trait, removes war weariness gains
* Used by Luddic Path
* Add `$nex_npc_no_invade` memory key to prevent NPCs from targeting a market for invasions
* AIM merc companies can now have their own ship name prefix, and can have their upfront fee modified by fleet value
* AIM merc FleetMemberAPIs have an identifying buff (`nex_mercBuff`)
* Update Prism's HVB check to use MagicBounties instead of Bounties Expanded
* Make sure some mission fleets don't get cleaned up by ClearCommands
* Fix non-externalized strings in NexUtilsMarket.pickEntityDestination
* Don't hard crash if random sector bonus items lack generators, just write a warning to log
Is it save compatable?Nex updates are usually save compatible with the immediately prior version, and nobody's reported issues yet :)
* New game creationIt appears that flagging officers as "mentored" doesn't give them bonus exp meaning you end up with unmentorable officers.
* Starting officers are all level 1 (instead of e.g. 3-2-1) and mentored
So i dont know if the problem is this mod or archean order, but when i play in the tutorial start everything works fine until i have to turn in the AI core then the game dosent let me give the core to the stations commander i just get a generic message.Might be an Archean Order bug; I just tried it with Nex + minimal other mods, and it worked fine.
Just updated Nex today, only mod that needed an update, found the new mission with N and completed it, but now I can't save my game or make a save copy, not sure if its related or not but seems likely?What's your full modlist? And is Beyond The Sector on it?
Can you please take a look, stacktrace below:Spoiler627389 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error saving game
627389 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
java.lang.StackOverflowError
at java.nio.charset.CharsetEncoder.encode(Unknown Source)
at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at java.io.OutputStreamWriter.write(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
...
repeats a million times[close]
My most recent save was just before I interacted withand that save point still seems to be fine, I can make copies/save with no issues.Spoilerthe domain mothership[close]
Just a small update:SpoilerI went through the story again and did the fight with tri-tach and couldn't save the game again after that, same error.[close]
What's your full modlist? And is Beyond The Sector on it?
Really love this mod!Oversight on my part with the mod_info file, will be fixed in 0.10.4b.
There is a small problem to report:
In the launcher mods viewer, it still shows the version of 0.10.3y rather than 0.10.4, is that the result of replacing the hotfix jar?
Just updated Nex today, only mod that needed an update, found the new mission with N and completed it, but now I can't save my game or make a save copy, not sure if its related or not but seems likely?Hmm, try finishing the mission and then playing for some time more (return to home system or whatever) and try saving then.
Can you please take a look, stacktrace below:Spoiler627389 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error saving game
627389 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager -
java.lang.StackOverflowError
at java.nio.charset.CharsetEncoder.encode(Unknown Source)
at sun.nio.cs.StreamEncoder.implWrite(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at sun.nio.cs.StreamEncoder.write(Unknown Source)
at java.io.OutputStreamWriter.write(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.closeStartTag(Unknown Source)
at com.sun.xml.internal.stream.writers.XMLStreamWriterImpl.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.DelegatingXMLStreamWriter.writeCharacters(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.onStartElement(Unknown Source)
at com.sun.xml.internal.txw2.output.IndentingXMLStreamWriter.writeStartElement(Unknown Source)
at com.thoughtworks.xstream.io.xml.StaxWriter.startNode(StaxWriter.java:191)
at com.thoughtworks.xstream.io.AbstractWriter.startNode(AbstractWriter.java:53)
at com.thoughtworks.xstream.io.WriterWrapper.startNode(WriterWrapper.java:33)
at com.thoughtworks.xstream.io.path.PathTrackingWriter.startNode(PathTrackingWriter.java:44)
at com.thoughtworks.xstream.io.ExtendedHierarchicalStreamWriterHelper.startNode(ExtendedHierarchicalStreamWriterHelper.java:17)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:224)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:213)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:144)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:90)
at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
...
repeats a million times[close]
My most recent save was just before I interacted withand that save point still seems to be fine, I can make copies/save with no issues.Spoilerthe domain mothership[close]
Just a small update:SpoilerI went through the story again and did the fight with tri-tach and couldn't save the game again after that, same error.[close]
is this ok to update on an existing save?There's an issue that can cause 0.10.3i saves to fail to load, see here (https://fractalsoftworks.com/forum/index.php?topic=9175.msg356551#msg356551) for details. Otherwise, it's compatible.
Hmm, try finishing the mission and then playing for some time more (return to home system or whatever) and try saving then.
If it fails again, could you zip the full log and upload it? It might be the same issue as the one I spotted once before.
Thanks! It looks like the same error I got, but I can't reliably reproduce with the save I had (and when I can, I can't figure out what causes it).
Have you increased the game's RAM allocation in vmparams? That modlist looks like it needs an increased allocation to work at all, but try increasing it further and see if that allows saving. Meanwhile, I suppose I could keep poking the save I have to maybe figure it out.
EDIT: Quick thing you can try:SpoilerWhen fighting the enemy fleet, do it away from the mothership (or just don't plug in the AI core) so the ally shards don't spawn.[close]
One overly long changelog later, I've finished the planned update. Let me know if any issues crop up, but otherwise it's time for me to chill a bit 8)(https://i.imgur.com/xQ8rwHF.png)Nexerelin v0.10.3i ( <- Wait, what? )
Download (#post_)
## v0.10.4b ##
* Fix crash when NPCs attempt to merge alliances
* Fix stack overflow on saving after battle in Remnant mission 2
* Fix Remnant brawl mission preferring damaged stations instead of the opposite; increase merc fleet size
* Fix starting officer XP
Oh, my mistake, I was storing the problematic memory value in the enemy fleet, not the ally fleet.
New possible solution: Console kill command on the enemy fleet, do the rest of the mission, go on your merry way.
I probably missed something, but is there a means of seeing faction progress left before a win condition, or a warning before another faction is about to win (e.g. "1 condition left before Hegemony/Sindrian Alliance win, better hurry!")There isn't a popup warning, but the Scoreboard intel (in fleet log and story tabs) will show how close everyone is to the 4X win conditions.
Is the Own Faction distance setting working right? I selected non-core and started on Odessa.I'd also heard of the starting colony appearing in Hejaz (unpopulated system in DME mod) when it shouldn't. Might be some weirdness with the system tags, I should probably actually find the time to check what's happening.
Could you adjust vengeance fleets so that they don't automatically follow you no matter where you are? They "follow your trail," but there doesn't exist a mechanic in the game to allow for that, so they effectively work like that moon ghost from Starbound. It makes for dumb gameplay where you're just moving away from a slow, lumbering fleet that's always moving towards you.If they only hung around in one system the vengeance fleet would be almost guaranteed to never catch the player.
A better way of doing it would be to just have the vengeance fleet patrol the system in search of you, responding to any hostile activity reported and certainly not following you to other systems.
That said, I'm considering just replacing the normal long-chase vengeance fleets with the mechanic from vanilla missions, where a fleet spawns nearby and tries to jump you (usually in hyperspace) after you did something, and if you evade it you don't have to worry about it again.
Is it possible to add a toggle for the systems added by the Mod? Utic and Byzos still spawn when using nex random sector and it plays hell with the random colonies. More often than not they'll be colonized by two factions at the same time.
runcode MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());
runcode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
Hello,That console command puts Prism in hyperspace. Change the false to true and it'll appear in its nebula, but won't have any officials on the comm directory.
Is there any way to move my already existing Prism Freeport from Hyperspace to one inside a System, cause the hyperspace lag is killing my months long playthrough.
I managed to delete my already existing Prism from hyper space
using this code:Coderuncode MarketAPI market = Global.getSector().getEconomy().getMarket("nex_prismFreeport");
Global.getSector().getEconomy().removeMarket(market);
market.getPrimaryEntity().getContainingLocation().removeEntity(market.getPrimaryEntity());
and i can create a new one using this code:Coderuncode new exerelin.world.ExerelinNewGameSetup().addPrismMarket(Global.getSector(), false);
but the issue is its generating the Prism port in the exact same location in Hyperspace and not in its own System,
Anyone can help me out please
Someone asked on Stop Gap Measure topic about removing spawning of Star systems added by the mod. I'm not playing Nexelerin myself (too weak laptop) but if you have any idea how to add a toggle option for spawning of star system to my mod (so it better blends in Nexelerin) I will be pleased to add it (as long as it's not over-complicated).Just have your sector generation code run the following checks before running:
I've observed factions having lots of "Task Forces" or "Special Purpose" fleets patroling around objectives and also just outside hyperspace at times, for whatever reason. Making factions churn out more domestic patrol fleets the more you raid their planets would be a much more organic way of going about it. It would also be a more sensible solution than making one slow fleet that ESP tracks the player, considering multiple fleets orbiting around a colony makes it effectively impossible to raid it without first dealing with the fleets.I don't think spawning an in-system patrol fleet in response to raids is a replacement for vengeance fleets
Also, the vanilla mission mechanic where the fleet just spawns out of the ether isn't a very good way of going about it because, at least with your transponder off, they'd have no way of knowing it's you. Colony defense patrols wouldn't need to be concerned about that, though, because they'd be going after anything that doesn't have a transponder turned on.
* Add player version of the special task group
@Override
public void apply(String id) {
if (refetchEventIfNeeded())
market.getStability().modifyFlat(id, -1 * event.getStabilityPenalty(),
StringHelper.getString("exerelin_marketConditions", "rebellion"));
if (event == null) /* refetch failed */
market.removeSpecificCondition(this.getModId());
}
Any chance you could update the version checker to optionally allow parsing the tag name from the latest release? The latest release info can be obtained with only the Github username and repo name via the Github API:I'll take a look. That said I might well remove Nex's Version Checker once the standalone mod updates anyhow, I'd prefer to not maintain someone else's mod inside my own.
Example GET request:
https://api.github.com/repos/qcwxezda/Starsector-Officer-Extension/releases/latest (https://api.github.com/repos/qcwxezda/Starsector-Officer-Extension/releases/latest)
The tag name can be found under the “tag_name” field, and I believe that most modders will either make their tag names equal to the version number of preface it with a “v” (which Github recommends).
This would be a nice QoL upgrade for modders to not have to manually ensure that their Nexerelin version file is in sync with their Github repo and their mod_info.json.
Anyone know how to fix this problem?Nexerelin 0.10.3i and later require Starsector 0.95.1a. Update your Starsector, or go back to the older Nex version.
ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
Possible ConcurrentModificationException in RebellionCondition:Thanks for the find, I'll try making it not remove the condition. Although I'll need to test first; worried about 'zombie' market conditions.Code
@Override
public void apply(String id) {
if (refetchEventIfNeeded())
market.getStability().modifyFlat(id, -1 * event.getStabilityPenalty(),
StringHelper.getString("exerelin_marketConditions", "rebellion"));
if (event == null) /* refetch failed */
market.removeSpecificCondition(this.getModId());
}
If the refetch fails post game load (where the game goes through and reapplies every market condition, see econPostSaveRestore in CoreLifecyclePluginImpl.java), calling market.removeSpecificCondition will cause a ConcurrentModificationException.
I have some reservations about the whole "winning" system after the alliance I was commissioned in just won "conquest" by adding another faction as a member ("conquest" should perhaps be called "domination", like in old Civ games where it meant majority of land and population, but I digress).Thanks for the thoughts! I still need to figure out how exactly I'd change this stuff though, maybe later.
After that event, which happened too early for me to do many of the things I wanted (didn't even get to finish the story), I had some reflections on the entire diplomacy / winning / 4X situation:
- Starsector is not and will not work as a proper 4X game - the actual game that is really analogous to it is... Mount & Blade: Warband.
- Just like in M&B, we are dealing here with a world that is in important ways static (the core) and has always the same factions.
- Diplomatic interactions shouldn't follow the logic of 4X games but rather the logic of being rather random and maintaining the status quo.
- The only winning condition should probably be to be in control (together with allies) of all the inhabited planets in the sector. That would already make things better as at least one alliance can't just balloon to the point of meeting some less stringent victory goals.
- Alternatively, if one really wants this to be, somehow, 4X proper, then the alliance mechanic needs some changes to punish or make it more difficult to have really large alliances.
- The diplomatic win is redundant - factions that have good relations will join alliances and that will most likely win one of the other conditions first.
- Apparently you just need to be commissioned by one of the allied factions to be considered a winner - so you don't really have to do anything beyond a certain point.
- Why is the "economic" victory just the number of heavy industries? So basically you can get an ally or two and just spam those yourself and get this easily...
Overall the winning mechanic feels vacuous, I can't care about these conditions and just have to shrug when it happens - but it still is awkward to play a game that is somehow "won" or "lost".
If one wants more variety of goals for winning then again M&B might provide better inspiration - by taking it from the Prophecy of Pendor mod that not only requires complete conquest but also things like eliminating dangerous parties and maintaining good relations with an important independent group.
I realize too that I'm playing with additional factions but I think these points still stand to some extent and the fact that you can't add a faction without worrying about its impact on diplomacy is still problematic (as factions in this game are not just assemblies of generic traits but have their distinct "personality" that is itself an important value added to the game).
- Originally the conquest victory required eliminating every other victory-eligible faction. This took way too long even in vanilla, much less modded games, and it was always faster to do the diplomatic victory if you really want the endgame screen. So it became the majority-population and two-thirds heavy industry rules.
-- The intent of having the two different requirements was to create different strategies: snap a lot of enemy small planets, or punch out the core worlds with HI? Although I hadn't considered the "spam your own heavy industry" exploit.
- For the player I'd still expect a diplomatic victory to be preferable to conquest, with allies or otherwise, unless you're already associated with the biggest boys like the Hegemony and/or League. You can just throw a bunch of prisoners, AI cores and operatives at factions to get friendly with them (and kill off any small, recalcitrant factions). The main contribution of being in an alliance is to get dragged into random wars and otherwise incur increased risks of negative diplomacy events (the diplomacy 'disposition' calculation treats alliance members as having the size of the full alliance when calculating the dominance penalty, and this applies to intra-alliance relations too).
- Thinking about it a bit more, a problem with the diplomatic victory for NPC factions is that they don't try to win it at all. (They don't specifically try to win a conquest victory either, but tend towards it 'on their own' as territory gets taken during wars).
- All things considered, I'm vaguely thinking of (adding a setting to) remove all victory conditions completely, and let the player measure their own success. Don't a couple of Paradox games do this?
As for Paradox games: Stellaris has just a conquest condition (which includes the option of vassalizing others or adding to a federation). It actually had some others in the past but they removed them for some reason. Personally, Stellaris late game is pretty boring and tedious, I would prefer to have something other than conquest to go for, but oh well (they do have "crisis" events in the late game that keep you busy).Stellaris has a timed score-based victory condition - you set a target year, and when that time arrives the empire with the highest score (including non-conquest factors like technology) is declared the winner - and you have the option of disabling it completely. Conquest is certainly the easiest way to win, but not the only one.
I think Crusader Kings doesn't have a victory condition per se, I am not 100% sure.
For Starsector it's probably better to have conditions that are not quite fast to achieve as the game is naturally pretty slow (all this rep grinding, exploration and colony development will always take quite some time).
I personally think having an option to disable victory conditions entirely would be great. I don't play with Nexerelin to "win", I do it primarily so that I have a dynamic world to play in, where meaningful non-deterministic changes are occurring (there are other nice features too, but that's the main draw for me). For me, the victory conditions are just unnecessary (albeit minor) annoyances which pop up and briefly interrupt my gameplay at some point, but which I otherwise ignore.
I've observed factions having lots of "Task Forces" or "Special Purpose" fleets patroling around objectives and also just outside hyperspace at times, for whatever reason. Making factions churn out more domestic patrol fleets the more you raid their planets would be a much more organic way of going about it. It would also be a more sensible solution than making one slow fleet that ESP tracks the player, considering multiple fleets orbiting around a colony makes it effectively impossible to raid it without first dealing with the fleets.I don't think spawning an in-system patrol fleet in response to raids is a replacement for vengeance fleets
Also, the vanilla mission mechanic where the fleet just spawns out of the ether isn't a very good way of going about it because, at least with your transponder off, they'd have no way of knowing it's you. Colony defense patrols wouldn't need to be concerned about that, though, because they'd be going after anything that doesn't have a transponder turned on.
– although it might be worth adding as its own feature nevertheless, to counteract player repeat raiding.
There's a couple of reasons for this:
- Vengeance fleets are created in response to all hostile player activity (including in hyperspace, or systems with no markets of the target faction), not just raids
- If one system spawns more patrols in response to player activity in the same system, the player just goes elsewhere; all faction systems could spawn more patrols, but that aggravates the annoying thing (https://fractalsoftworks.com/forum/index.php?topic=22713) about NPCs generating fleets from nothing at will.
Hello everyone, I had a question about the governorship system. I'm currently doing a Tri-Tachyon friendly run and thought that it would be nice to have more benefits from them before doing my own thing, so I looked into buying governorship. Now, it seemed quite attractive, as the current administrator mentioned a "130k income". I mean, that sounds great. Unfortunately, it's been several months now and I only get 25k ... it's four times less than my commission, yet cost me 1.2 million credits. At first, I thought about buying governorship for several planets and stations since they all had such a good income, meaning they would pay for themselves in less than a year, but now I just feel scammed. Did I misunderstand the numbers and the income sold to me was yearly and not monthly ? Or is there actually a problem somewhere ? Thanks in advance for the help you might offer.The income value given there is the contribution of the market's monthly income to the governorship price breakdown, which is 6 month's worth of income. Guess I should clarify this in the text.
The two biggest problems with vengeance fleets is that they have psychic Oblivion Guard powers that aren't supported by any existing game mechanic and they never send vengeance fleets to kill fleets from factions declaring all-out war on them. Not to mention the fleets come from nothing. I've just been console-killing them, so it's only an inconvenience at the moment, but it'd be nice if it were replaced by a system that didn't violate the established rules of the game universe.If you're console-killing them anyway, may as well turn off vengeance fleets in the config (set their size mult to zero, or turn off vengeance point generation).
Hello everyone, I had a question about the governorship system. I'm currently doing a Tri-Tachyon friendly run and thought that it would be nice to have more benefits from them before doing my own thing, so I looked into buying governorship. Now, it seemed quite attractive, as the current administrator mentioned a "130k income". I mean, that sounds great. Unfortunately, it's been several months now and I only get 25k ... it's four times less than my commission, yet cost me 1.2 million credits. At first, I thought about buying governorship for several planets and stations since they all had such a good income, meaning they would pay for themselves in less than a year, but now I just feel scammed. Did I misunderstand the numbers and the income sold to me was yearly and not monthly ? Or is there actually a problem somewhere ? Thanks in advance for the help you might offer.The income value given there is the contribution of the market's monthly income to the governorship price breakdown, which is 6 month's worth of income. Guess I should clarify this in the text.
One case where governorship is more useful is on planets you just conquered, since you get a 50% discount to the total price.
The two biggest problems with vengeance fleets is that they have psychic Oblivion Guard powers that aren't supported by any existing game mechanic and they never send vengeance fleets to kill fleets from factions declaring all-out war on them. Not to mention the fleets come from nothing. I've just been console-killing them, so it's only an inconvenience at the moment, but it'd be nice if it were replaced by a system that didn't violate the established rules of the game universe.If you're console-killing them anyway, may as well turn off vengeance fleets in the config (set their size mult to zero, or turn off vengeance point generation).
Factions don't send vengeance fleets to other factions because there's no equivalent of the player fleet to target. They do attack other factions quite aggressively in any number of ways, up to sat bombing under the right circumstances.
The ESP isn't great but vengeance fleets rarely catch the player even with it and would become a complete non-threat without.
But I'll still probably replace them with the mission popup ambushes (and delay or hide the notification of a vengeance fleet spawning), since that only needs to "know" where the player is once instead of every time. (Transponder-off raids? They still find some evidence it's you (hence the rep loss), unless you're using the story point option for literally every raid, and they only send vengeance fleets if they're already hostile to you anyway. Further, in the planned scenario, who's to say it's specifically because of the raids?)
How do you form a special task force again? I managed it last game, and now I can't for the life of me work out how I did, lolTalk to a military-type base official on one of your colonies.
Hi everyone! Long time lurker, first time poster.Hello and welcome!
I have an issue with the taskforce system. I wonder if it is a bug or if I am missing something: I created a taskforce on my Colony with a substantial fleet and an officer. It didn't last long... It is listed as "fleet destroyed" in the "Special Force" Intel panel. And I cannot disband it.
My issue is I cannot access the "create a taskforce" option with the station commander: it is not available because I cannot have more than one taskforce. Thus I can't "revive ship", and I can't disband my dead detached fleet to create a new one
Is there something I am missing here? Do I need to do smth else to access this option again? (In the worst case, can I delete this taskforce through the console command?)
To disband a destroyed task group, you need to be docked at a player colony (I'll remove the player faction requirement next version). This will add all the officers and ships (at zero CR and hull) back to your fleet.
How do you form a special task force again? I managed it last game, and now I can't for the life of me work out how I did, lolTalk to a military-type base official on one of your colonies.Hi everyone! Long time lurker, first time poster.Hello and welcome!
I have an issue with the taskforce system. I wonder if it is a bug or if I am missing something: I created a taskforce on my Colony with a substantial fleet and an officer. It didn't last long... It is listed as "fleet destroyed" in the "Special Force" Intel panel. And I cannot disband it.
My issue is I cannot access the "create a taskforce" option with the station commander: it is not available because I cannot have more than one taskforce. Thus I can't "revive ship", and I can't disband my dead detached fleet to create a new one
Is there something I am missing here? Do I need to do smth else to access this option again? (In the worst case, can I delete this taskforce through the console command?)
To disband a destroyed task group, you need to be docked at a player colony (I'll remove the player faction requirement next version). This will add all the officers and ships (at zero CR and hull) back to your fleet.
It's possible one fleet got missed somehow. Try turning on devmode (easiest to do it in console) and press Ctrl+Z (toggles sensor mechanic) to see if any fleets are still lurking in the target system, the origin system or hyperspace.SpoilerAnybody else having problems with the "Showdown" quest for Midnight Dissonant? I beat all of the Hegemony forces but the quest hasn't been completed or continued.[close]
Raided, or invaded?
Only invasions and AI Inspections actually take stuff, and of the two only with the former can you take stuff back.
If it is constantly being invaded, stop letting them win, or stop taking it back until you can stop letting them win.
Pay attention to the Intel, and subvert or defeat any invasion fleets before they reach the destination. Or build better defenses, should you have the money and means.
Is there a way to manually give a faction the same status that something like the Pirates or the Independents have, where they don't undergo diplomacy events or relationship changes?Could add a "disableDiplomacy":true, line to Ascendancy's faction config. (This isn't how pirates or independents do it as they have their own special handling, but it'll work if the only change desired is making them not have diplomacy events)
The Aleph Ascendancy does not have this status by default, which is a little weird considering their whole deal.
I've noticed that when I start an invasion, Starsector slows way the heck down (simrate and loading speed between sectors) whenever I initiate an invasion.That's odd; the only part of the ground battle mechanic I can think of that run in real time is the script that attracts patrols to the site of the invasion. Are there a ton of fleets in the system or something? (But even then, handing out fleet assignments once every so often shouldn't be a serious load...)
One thought about having a faction of your own while being commissioned at the same time: in line with everything else happening in your commissioner's name (including things like operative actions, conquering colonies) it shouldn't be possible to just found your own colonies - what should happen is any such colony would be automatically transferred to the commissioner but with the player getting the governorship (and perhaps an option of still settling independent but with a heavy relation penalty).Makes a certain sense. Mostly I think it'd be annoying for players and they'd just drop commissions (possibly switching to having an alliance instead) before forming new colonies, but the same arguments apply to conquest. Well, I guess the main barrier to implementing it for colonies is it'd require work I'm not presently doing.
While on the subject, is there any way/chance that saving initial picks for a new game could include more things?Well I've already said that this stuff is not currently handled by Nex and should be submitted as a vanilla suggestion. That said, I think I've found a way for a mod to fiddle with the new game character generation stuff, so I may try making the data persistent at some point. (Only new game dialog though; for faction setup I currently don't know of a way to change the screen, without doing things I don't currently know how to do)
If I start a new game, most of the Nexerlin options stay as I modified them, as long as I don't exit the game completely.
And... maybe this is silly... but a lot of the other stuff is just annoying to type in while randomly generating a system!
Name. Picture. Faction name. Faction Flag.
As close to a 'regenerate system' button as you could get?
At your discretion, of course.
Just an idea/suggestion.
hi how can i increase the max player special task group?(copypasted from Discord)
Good day.They don't directly affect mining production, but killing mining fleets can reduce the availability of the commodity they were mining.
What do the mining fleets of their faction do? Didn't notice that the income increased or that the total amount of ore mined increased. Do they have a function or are they just "playing out" their role?
How about an upgrade for the mining building? For example, only on one planet you can make an improvement or make a separate building (Interstellar miners) that generates mining fleets.
Is it possible to limit the size of AI fleets to 30/30?Most AI fleets already (barring bugs) follow the setting maxShipsInAIFleet in setting.json, which is 30 by default (and Nex doesn't change it). If a specific fleet generator chooses to disregard the limit, other 'normal' mods can't (and shouldn't, I'd say) prevent it from doing this.
2316944 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.fleet.FleetData.setFlagship(Unknown Source)
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.setFlagship(PlayerSpecialForcesIntel.java:81)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_SpecialForcesConfig.setFlagship(Nex_SpecialForcesConfig.java:619)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_SpecialForcesConfig$2.onToggle(Nex_SpecialForcesConfig.java:290)
at exerelin.campaign.ui.InteractionDialogCustomPanelPlugin$ButtonEntry.checkButton(InteractionDialogCustomPanelPlugin.java:68)
at exerelin.campaign.ui.InteractionDialogCustomPanelPlugin.checkButtons(InteractionDialogCustomPanelPlugin.java:25)
at exerelin.campaign.ui.InteractionDialogCustomPanelPlugin.advance(InteractionDialogCustomPanelPlugin.java:31)
at com.fs.starfarer.ui.newui.int.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Oo0O.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.newui.W.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.Q.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
## v0.10.4c ##
* Option (default on) to replace long-pursuit vengeance fleets with an unannounced ambush encounter like vanilla missions
* UNGP rule updates for new version
* Militia Power counts ships with CIVILIAN hint as civilian
* Remnant mission improvements
* Captive Cores: Make mission stage update immediately on obtaining cores, instead of requiring a brief wait
* Fragments: Fix mission breaking if player decides to run but then defeats attack fleet anyway
* Showdown: Remove Hyperwarp mod ability from straggler fleet if present
* Showdown: Merc fleets slightly smaller; get reset to independent faction shortly after mission ends (so they don't get attacked when they return to their origin)
* Improvements to respawning dead ships in player special task group
* Revive cost mult 0.5 -> 0.25 (so it's not wildly more expensive then taking back the ships and fixing them yourself)
* Increase max range to nearby planet a bit
* Governorship purchase has a 20% discount on industry value (can be modified in settings.json)
* Adjust Omega special encounter strength to account for new player strength calculation; alter behavior
* Commissioning faction can use player nav buoy and sensor array
* Special task groups don't patrol hidden markets (including player outposts)
* Player faction doesn't spawn conquest missions from invasion fail streak
### Fixes ###
* Player special task group fixes
* Fix a CTD from assigning a shipless officer as commander of task group
* Disbanding no longer requires the current market to be a player market
* Fix ship losses in the last combat round (the one that kills the fleet) not being recoverable
* Fix dead ships recovered on disband vanishing if not immediately repaired
* Fix being able to assign merc officers to task groups by transferring their ship
* Task group can't receive commands while in a battle for now (causes dialog errors)
* Clarify intel display for dead groups
* Ground battle map should work properly on markets that previously had too many industries
* Fix possible case of mining fleet loss applying output reduction multiple times
* Fix AIM merc fleetFeeMult being rounded to nearest integer
* Fix tips referencing outdated hotkey for menu button
* Remove confusing "[reputation check]" text in ground battle tutorial
* Fix some dialog visual panel issues
* Fix 'donate admin' option on autonomous colonies requiring the conversation target to be a military-type official
Has something been done to the redacted raids? I've been playing with various versions of Nexerelin since I bought the game a few years ago and I remember that there used to be a lot more of them, in my last few playthroughs I've sometimes seen a raid happen right at the start of the game and then they never happen again. I've tried looking at the intel tab just to see if I was missing them but I haven't seen a single one in my whole playthrough, I'm sitting on mountains of cash and as many colonies / admins as I can handle without giving any them autonomy. Those raids used to be something I really looked forward to thanks to the absolute chaos they would cause. Tried doing some digging and I haven't found anyone with this problem, I think in all of my last 3 runs those damn talking toasters have been entirely absent for most if not all of it, so at this point I'm just wondering if that's how it's supposed to be or has something gone terribly wrong?Remnant raids should still work as they did before; first raid circa late 207 and then one every 270 days on average.
Is it possible to limit the size of AI fleets to 30/30?Most AI fleets already (barring bugs) follow the setting maxShipsInAIFleet in setting.json, which is 30 by default (and Nex doesn't change it). If a specific fleet generator chooses to disregard the limit, other 'normal' mods can't (and shouldn't, I'd say) prevent it from doing this.
I think i messed it up by myself but i gotta ask to make sure.Hmm, the fleet is supposed to go to its destination system, then when it gets there or dies on the way, there's a delay of a few days before the attack fleets go to the station and engage it (this is the 'defend' stage of the mission). If it's stuck at the 'defend' state, the attack may have failed, though this seems unlikely without a player presence.
During the remnant mission “showdown”, where you have to follow the hegemony fleet to a remnant station and defend it, when does the attack start or does the mission ever expire?
I lost the trail of the hegemony fleet right off the bat because i thought a 14 burn was enough to keep up, but the mission never left or progressed from there.
I searched the entire sector now, surveyed every system, but the mission looks stuck at saying to defend the remnant station.
It's a hard cap; if it goes over, the base game's fleet factory will replace small ships with big ones to fit in the limit.Is it possible to limit the size of AI fleets to 30/30?Most AI fleets already (barring bugs) follow the setting maxShipsInAIFleet in setting.json, which is 30 by default (and Nex doesn't change it). If a specific fleet generator chooses to disregard the limit, other 'normal' mods can't (and shouldn't, I'd say) prevent it from doing this.
Doesn't that just set where the soft cap is? And does Nex's fleet generator tend to exceed 30?
Hello Histidine.Hello!
I had a query regarding revenge fleets.. an to another extent Derelict drone/remnant fleets. I've been trying out the Derelict Empire mode (not sure if it's vanilla or modded start) an since every faction system has Derelict drone conflict to contend with. It seems like the vengeance point accumulation rockets to the top fairly fast, triggering the vengeance fleet part. Which do not doubt this, I find that concept really fun an a cool idea. I'm not sure how the mechanic entirely works, but it appears as though. Once the vengeance meter hits tilt, whatever cycle cooldown that is wired to the fleet generation just stays on repeat. As in, it never diminishes, since there's really no way to improve rep with Derelict Drone Empire. Which starts to wear thin as a repetitive event.
Is there anyway to have a vengeance rep reset? For instance once you've defeated a vengeance fleet a new rep meter is established, rebuilding based on the players actions if the player is a habitual offender. Perhaps even have a calculation that adjusts to the relative FP of the players previous FP encounter that defeated their vengeance fleet?
This way it's not just a steady stream of vengeance fleets seeking out the player once the cooldown for the event wears (if there is a cooldown) and at the same time, the vengeance fleet gets stronger in response to the previous attempt and gives the event itself a little bit of dynamic evolution.
Could you possibly add a hidden market mechanic for player as well? Maybe as kind of an option for very small colonies to remain hidden at the cost of limiting them to the smallest size/reduced access. Or maybe you have to be ally with pirates or similar faction first.Maybe someday :)
It's a hard cap; if it goes over, the base game's fleet factory will replace small ships with big ones to fit in the limit.Is it possible to limit the size of AI fleets to 30/30?Most AI fleets already (barring bugs) follow the setting maxShipsInAIFleet in setting.json, which is 30 by default (and Nex doesn't change it). If a specific fleet generator chooses to disregard the limit, other 'normal' mods can't (and shouldn't, I'd say) prevent it from doing this.
Doesn't that just set where the soft cap is? And does Nex's fleet generator tend to exceed 30?
The only fleets I know that specifically modify or disregard the limit are Nex invasion fleets (cap is 20% higher than config setting), and SWP's IBBs and Underworld's Dickerson fleet (no cap).
It's possible one fleet got missed somehow. Try turning on devmode (easiest to do it in console) and press Ctrl+Z (toggles sensor mechanic) to see if any fleets are still lurking in the target system, the origin system or hyperspace.SpoilerAnybody else having problems with the "Showdown" quest for Midnight Dissonant? I beat all of the Hegemony forces but the quest hasn't been completed or continued.[close]
(Note that you don't need to completely kill each fleet; due to a bug it counts as defeated if it takes any losses at all)
I found a config called invasionFleetSizeMult and it's set to 1. Does that mean 0.8 would be normal?The multiplier only affects the number of "fleet points" the fleet can use to generate its ships (higher can mean more ships but also bigger/stronger ones); there's no config for max ship count.
Also, does that "20% higher than config setting" thing apply to task forces too? specialForcesSizeMult is set to 1 like the invasion one.
Hello, I checked, no fleets remain. I think the quest bugged out.There's no standard command to complete a quest, but entering this in the Console Commands mod (copy and paste) will make the Showdown quest end with the appropriate rewards:
Is there any way to force complete quests? I kinda want to move on with Midnight Dissonent and can't without completing this quest.
runcode import exerelin.campaign.intel.missions.remnant.RemnantBrawl;
import com.fs.starfarer.api.impl.campaign.intel.contacts.ContactIntel;
RemnantBrawl brawl = (RemnantBrawl)Global.getSector().getMemoryWithoutUpdate().get("$nex_remBrawl_ref");
brawl.setCurrentStage(RemnantBrawl.Stage.COMPLETED, null, null);
brawl.getPerson().setImportance(brawl.getPerson().getImportance().next());
ContactIntel ci = ContactIntel.getContactIntel(brawl.getPerson());
if (ci != null) ci.sendUpdateIfPlayerHasIntel(null, false, false);
In general, I state the fact that with the old invasion system, the defenders for some reason repulse the invasion, while with the new system, the sector loses the Sindrian Diktat or the Church already in the first years of the game, since each invasion is successful, unless of course the player intervenes.I've found that new invasions seem to always succeed (if they win the space battle) if they're allowed to use a tactical bombardment the planet (they won't do it on non-polluted habitables, or they may fail the ground defense check). This sort of works, but in the future I may find a way to make the outcome less certain.
Hey guys, I have painful problem in my current. I can't get any BP from Prism for last year in game, I was getting them before on same save and I can't invade it! Don't know why, and I was hoping someone could help me :( I do have bootleg Varya's Sector, could that be the issue? On a new save, I can get new BP but can't invade Prism.Are you using Prism in hyperspace? That version is always uninvadable, since a bunch of things would crash otherwise.
QuoteIn general, I state the fact that with the old invasion system, the defenders for some reason repulse the invasion, while with the new system, the sector loses the Sindrian Diktat or the Church already in the first years of the game, since each invasion is successful, unless of course the player intervenes.I've found that new invasions seem to always succeed (if they win the space battle) if they're allowed to use a tactical bombardment the planet (they won't do it on non-polluted habitables, or they may fail the ground defense check). This sort of works, but in the future I may find a way to make the outcome less certain.
To get to Prism i need to use jump point and can i change in mod settings for Prism to sell all BP instead of default group?Just did a quick test with a new game and the invade option is there on Prism.
Legio Infernalis has launched an invasion fleet (5-star) on my only planet (I created my own faction) after only a few months in the game. I'm not sure if that is normal. It's not clear to me what to do about it.Legio starts hostile to pretty much everyone including player, so if you have a juicy colony they might well decide to munch on it. Might be good to do something to make them non-hostile before they invade; handing over a prisoner or AI core should do the job.
Random core worlds weren't activated and I had 0 interaction with Legio Infernalis so far.
I'm wondering if that's from Nexerelin, but there's a planet owned by Hegemony and the station is owned by pirates. If I buy the planet from Hegemony, I can build my own buildings as per usual, but if I try to invade the station owned by pirates, I see they also own the same planet with different buildings on it. Not sure if that's a bug or working as intended.Is that random sector? I'm guessing this is the bug where a mod that doesn't support random sector adds a planet with a market, then Nex random sector generator adds another market to the same planet*. To confirm this, you could generate a new non-random sector and look for a planet/star system with the same names.
Edit: So after capturing the station, now I have 2 different "planets" with the same name at the same spot.
Edit 2: See pictures
https://imgur.com/a/EGjIKsW
Well, I've noticed marine experience loss but I've located the reason and it's not ah... explicitly Nexerelin but rather it's interaction with Stellar Networks. If you contact the Remnant special contact with the direct calling capability from Stellar Networks mod and choose offered 'blessings of omega'. After choosing which blessings to purchase your marine experience is deleted. Storing the marines before purchasing or contacting the contact directly at Prism Free Port allows you to keep the experience.
Well, I've noticed marine experience loss but I've located the reason and it's not ah... explicitly Nexerelin but rather it's interaction with Stellar Networks. If you contact the Remnant special contact with the direct calling capability from Stellar Networks mod and choose offered 'blessings of omega'. After choosing which blessings to purchase your marine experience is deleted. Storing the marines before purchasing or contacting the contact directly at Prism Free Port allows you to keep the experience.
If that's true then I've at least got a workaround. Thanks.
question.. i'm new to starsector. how do i check my alignments and traits?Player doesn't have any alignments or traits by default, and they can't be changed except by editing the faction config file.
and how can i change it?
Add a filter for "market conditions" in the planets list please.For the planet tab in intel? I don't have the capability for that right now (and it's kinda out of scope for Nex), but there are some mods that do related things:
question.. i'm new to starsector. how do i check my alignments and traits?Player doesn't have any alignments or traits by default, and they can't be changed except by editing the faction config file.
and how can i change it?
In a later version I'll make alignments and other stuff about the player faction customizable.
Alright all you Nexerelin pros out there, I am trying to make some serious quiche and I've always done this in the past with exploring and selling salvage/BPs. This time I was wondering what the best method of making money raiding/invading is? Should raids be done with a small fleet (0-1 caps, 1-5 cruisers), hitting small/medium markets (size 3-5)? At the moment my raids only yield like 30k credits worth of supplies; my repairs cost far more after accounting for fighting the battlestation. Maybe thats my problem? I shouldn't be fighting at all?
Invasions yield resources as a payout, yes, but I don't want to keep the colony. If I abandon the colony I notice I can get a nice payout, leaving a dead husk. Is this the most cost-effective way to invade for profit? Do other factions re-colonize those dead husks at some point? Or am I permanently scarring the galaxy during my crusade of greed?
Thank you all for the answers and help. Love this game, love this mod. To me you are a wizard, Histadine.
Alright all you Nexerelin pros out there, I am trying to make some serious quiche and I've always done this in the past with exploring and selling salvage/BPs. This time I was wondering what the best method of making money raiding/invading is? Should raids be done with a small fleet (0-1 caps, 1-5 cruisers), hitting small/medium markets (size 3-5)? At the moment my raids only yield like 30k credits worth of supplies; my repairs cost far more after accounting for fighting the battlestation. Maybe thats my problem? I shouldn't be fighting at all?Regarding raiding, you indeed don't want to be fighting battlestations or star fortresses (tier 1 stations are okay if you can take them without serious damage). Try to raid locations with commodity surpluses as well, that reduces the risk and (IIRC) increases the loot you can get. Not having ground defenses is also an obvious benefit.
Invasions yield resources as a payout, yes, but I don't want to keep the colony. If I abandon the colony I notice I can get a nice payout, leaving a dead husk. Is this the most cost-effective way to invade for profit? Do other factions re-colonize those dead husks at some point? Or am I permanently scarring the galaxy during my crusade of greed?
That's definitely Nex, it's screwing up with alliance creation somehow. When exactly did that happen? Did you try to make your own alliance?
Looks like a faction or its doctrine doesn't exist
no idea how that would happen, but if you post the save I could try to debug
also see if there are any identifiers to the fleet's faction in the lines just above the error
"factionIdForHqResponse":"scalartech_elite",
"factionIdForHqResponse":"tahlan_legioelite",
I have gotten softlocked in the "Showdown" quest (defending the toaster :D) due to the last Hegemony fleet running off to Narnia (it actually ran off to the top right corner and disappeared, but based on the lack of an assignment and the fleet going neutral, presumably it broke). How would I be able to force complete the quest with console commands or something? I've tried digging through the mod files to get a basic grasp of what to do, but I honestly don't really know what I'm doing cause my only experience with Java is through following a tutorial to make a very basic mod.
runcode import exerelin.campaign.intel.missions.remnant.RemnantBrawl;
import com.fs.starfarer.api.impl.campaign.intel.contacts.ContactIntel;
RemnantBrawl brawl = (RemnantBrawl)Global.getSector().getMemoryWithoutUpdate().get("$nex_remBrawl_ref");
brawl.setCurrentStage(RemnantBrawl.Stage.COMPLETED, null, null);
brawl.getPerson().setImportance(brawl.getPerson().getImportance().next());
ContactIntel ci = ContactIntel.getContactIntel(brawl.getPerson());
if (ci != null) ci.sendUpdateIfPlayerHasIntel(null, false, false);
Got a save from someone on Discord.
Issue is with latest Tahlan Shipworks mod; to fix it, open tahlan-shipworks\data\config\exerelinFactionConfig\tahlan_legioinfernalis.json and change the following line:Code: jsonto"factionIdForHqResponse":"scalartech_elite",
Code: json"factionIdForHqResponse":"tahlan_legioelite",
You are amazing, thank you.I have gotten softlocked in the "Showdown" quest (defending the toaster :D) due to the last Hegemony fleet running off to Narnia (it actually ran off to the top right corner and disappeared, but based on the lack of an assignment and the fleet going neutral, presumably it broke). How would I be able to force complete the quest with console commands or something? I've tried digging through the mod files to get a basic grasp of what to do, but I honestly don't really know what I'm doing cause my only experience with Java is through following a tutorial to make a very basic mod.
Console command, copy and paste into the console window:Code: javaruncode import exerelin.campaign.intel.missions.remnant.RemnantBrawl;
import com.fs.starfarer.api.impl.campaign.intel.contacts.ContactIntel;
RemnantBrawl brawl = (RemnantBrawl)Global.getSector().getMemoryWithoutUpdate().get("$nex_remBrawl_ref");
brawl.setCurrentStage(RemnantBrawl.Stage.COMPLETED, null, null);
brawl.getPerson().setImportance(brawl.getPerson().getImportance().next());
ContactIntel ci = ContactIntel.getContactIntel(brawl.getPerson());
if (ci != null) ci.sendUpdateIfPlayerHasIntel(null, false, false);
(Next version of the mod, the player just wins if the Hegemony doesn't win the battle within 60 days of it starting; maybe I'll shorten that further?)
### Gameplay ###
* Sat bombing can lead to permanent loss of maximum reputation with other factions (and provoke retaliation)
* Lowers max rep with relevant factions by 24 points (effect doubled for actual victim)
* Does not apply in situations where Nexerelin reduces the sat bomb rep penalty
* Relationship cap currently only applies directly to player, not any commissioning faction
* Amount can be modified in exerelin_config.json
* Prism no longer sells boss ships by default, recover what you want to use
* Partly revert unintentional super buff to hypershunt encounter
* 'Don't ceasefire with ongoing invasion attempts' logic extends to allies as well
* Special task group's ship revive cost is computed from the cost of supplies to repair and recover
* Commodity deficits reduce ground defense effectiveness during ground battle drops
* Agent bar event slightly more common
* Galatia Academy spawns in random sector, with random missions from Sebestyen
* Add exerelin_config setting to disable (non-story) victory conditions
* Conquest missions on invasion fail streak will no longer be issued by allies of the failing faction, only the faction itself
### GUI ###
* Add a "time to next turn" bar to ground battle intel screen
* Conquest missions mark their target as important
### Fixes ###
* Fix unique faction leader skills breaking some ground defense modifiers for unrelated markets
* Fix Militia Power (UNGP rule) penalty calculation being broken
* Fix new vengeance fleets not having all the buffs they should
* Fix identity of unknown faction in operative actions being leaked through intel faction tab
* Remnant mission 1 can spawn even if Prism Freeport is no longer under independents
* Remnant mission 'Showdown' is automatically completed if battle stage is not resolved within 45 days of starting (non-betrayal route only)
* Fix alliance votes taking place when player changes hostile state with a no-relationship-sync faction
* Fix crash if trying to assign no ship to a special task group officer
### Modding ###
* Implement Predatory faction trait
* Can opportunistically declare war on other factions even at Welcoming relations (Suspicious for player) and disregarding disposition limit
* Faction alignments: 'hierarchial' -> 'hierarchical' (correct spelling)
* Old incorrect spelling also works for reverse compatibility reasons
* Player starting fleet type saved to player memory
* Submarkets can be set to not change faction on capture by modifing the relevant static list in SectorManager
* Currently applies to Roider Union market
Question: Is it possible to edit the amount of movement points you have in ground battles using mod's config settings?A simple mod script can change the values, but it's not in a config file.
Hello! I seem to be running into a small issue with the "Follow Me!" fleet ability when aligned with a friendly faction (As in, starting commission). As you can see here,Oh, wow, I think that was indeed the issue. Nice catch!
[...]
Fleets with the 'orbiting me' command won't engage enemy fleets, even when in sensor range and with transponder turned on. However, stations will with my initiative. I am uncertain, but I suspect this is because of the "Fleets with $cfai_ignoreOtherFleets set will no longer be pulled into battles involving the player when they're not the primary interaction target" change made with the 0.95.1a version of the game.
Hey, sorry if I'm dense - But I'm having trouble even launching the game. Did I do something wrong? I assume I installed the mod correctly but my launcher claims it's out of date.... according to the picture, assuming I'm reading it correctly, your game version is '0.95a-RC15'.
I'll add some screenshots, I can also provide a log.
Hey, sorry if I'm dense - But I'm having trouble even launching the game. Did I do something wrong? I assume I installed the mod correctly but my launcher claims it's out of date.... according to the picture, assuming I'm reading it correctly, your game version is '0.95a-RC15'.
I'll add some screenshots, I can also provide a log.
The mod runs on the latest game version of '0.95.1a-RC6'. So I think your game version is out of date, download the latest one from the main website... or find an older version of Nexerelin.
so i found a system.. it's not a 5 star system with teran planet or ultrarich stuff but it has 3 stable locations and lil bit of everything. a bit far from core but planets hazard rating is less than 200%. good place to start my faction. there's only one problem tho... i don't remember where.You'll need the 'Captain's Log' mod, that's pretty much what it does.
can you add 'note' feature to galaxy map next update?
;D ;D
Hello Histidine, thank you for the mod, been playing it for a good while now. I was wondering about the player created "special task groups." In my current play through I am RP'ing as a rimward warlord in a total war scenario. I would like to be able to create a special task group for each High Command I control. Its overpowered that way but I have turned up the enemy revenge fleets and Invasion fleets. For my own personal use, where in the Nexerelin mod folder would I change from 1 allowed task force to an arbitrary number or satisfied condition such as "high command = true"? Thank you in advance and have a good evening. 8) ;DHello!
Hey everyone, is it actually possible to disable a vanilla faction?Disabling factions in random sector should work (in fact, it's the only place it should work, the faction toggle menu doesn't appear for non-random). You're using the faction enable/disable menu in the new game settings, right?
I wanted to experiment a little and tried to disable *all* of them, bar the modded ones and pirates, but nothing happens.
Only tried it on random worlds, but I have no idea if that's a factor at all. Derelict empire setting doesn't seem to affect the outcome either.
Help?
After messing around with this mod for a little bit, I've come up with some ideas that I'd like to see in future updates, hopefully:I plan to do all of these to one degree or another in the long term :) (whether or when that will actually happen is a harder question though!)
- Siding with the Remnant. I mean, really siding with them. Get to like, I dunno, friendly relations with the faction as a whole via Dissonant (maybe as a quest after the brawl?), get a quest that starts a chain ending in basically declaring war on everyone you're not allied with, and converting your allies to the Remnant's side or something. I want to see the player able to help the Remnant step up from mere raids that basically highlight where their bases are.
- Customizing one's own faction, maybe? Setting traits (or having them set for you based on your actions), alignments, all that stuff.
- Alliances seem to be more of a nuisance than a cool mechanic in my opinion. Maybe give them a bit more depth, i.e Stellaris' Federations system? I mostly want to be able to set my alliance alignment to not be Diplomatic considering how insanely technocratic my current save is leaning.
- Factions still seem to like to roll over and die when you jump them. Perhaps the Alliance system could provide a solution there? Sanctions or something for being too evil? I don't really know where I'm going with this but this seems to be going in the right direction?
I understand if these don't get in, considering some of these sound really complex (but also I have never moddedstarsectorbefore so what do I know)
Disabling factions in random sector should work (in fact, it's the only place it should work, the faction toggle menu doesn't appear for non-random). You're using the faction enable/disable menu in the new game settings, right?Yep, and it was no bug.
Pirates and Path may have special mechanics that keep them from being turned off completely, but if something like Hegemony appears while being disabled, that's a bug or some other mod is messing with Nex configuration (or they have markets added by a mod that doesn't have random sector compatibility, which happens in a few cases).
Additionally, is it also intended for faction relationships with the player to not get reset when you resign a commission? I'm thinking so considering that relation change messages don't appear when you accept or resign a commission. Whatever the case I personally dislike this and wish there were an option to disable it.It's a vanilla feature that relations don't reset when you exit a commission.
Additionally, is it also intended for faction relationships with the player to not get reset when you resign a commission? I'm thinking so considering that relation change messages don't appear when you accept or resign a commission. Whatever the case I personally dislike this and wish there were an option to disable it.It's a vanilla feature that relations don't reset when you exit a commission.
When the brawl quest via Dissonant fails and is retried the fleet you're supposed to follow doesn't spawn. It's also not possible to abort the quest. So right now my save is broken for that questline. :(It's not intended to even be possible to retry the mission without devmode (although I didn't do anything to prevent it, either), so I'm surprised that much worked. I might look into it at some point.
Are fleets that are following you after you use the "Follow Me" command not supposed to assist you when you engage enemies? I've been engaging enemy fleets while being followed and they never jumped in to help. Went against my expectations.Try the file linked in this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg362746#msg362746) and see if that fixes it.
...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.
Try the file linked in this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg362746#msg362746) and see if that fixes it.
Hi, old-time lurker here. I remember playing an older modded version and there were nice warnings on vengeance fleets forming when you commit too many atrocities against a faction. There were estimated times and points of origin, so you could raid or bomb the planet to hinder the war effort.
Now on the more recent version, the fleets just suddenly appear and ambush me when I leave the system. Kinda annoying since I get no intel and they just magically spawn heavy capital fleets on top of me.
Was there a prior change, or am I encountering a glitch? Much thanks.
Hi, old-time lurker here. I remember playing an older modded version and there were nice warnings on vengeance fleets forming when you commit too many atrocities against a faction. There were estimated times and points of origin, so you could raid or bomb the planet to hinder the war effort.
Now on the more recent version, the fleets just suddenly appear and ambush me when I leave the system. Kinda annoying since I get no intel and they just magically spawn heavy capital fleets on top of me.
Was there a prior change, or am I encountering a glitch? Much thanks.
It's a feature:
## v0.10.4c ##
* Option (default on) to replace long-pursuit vengeance fleets with an unannounced ambush encounter like vanilla missions
I think it's "useNewVengeanceEncounters" in the config file.
Relationship resets on dropping a commission might involve behavior that's unpredictable or somewhat illogical (e.g. if you committed random acts of piracy or war crimes, you probably shouldn't be forgiven just because you left your current employer), so if I examine the matter again I might have to do some thinking/coding for it.
...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.
Huh, if it breaks previous saves I need to fix that before the next release; can you post the full error log?Try the file linked in this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg362746#msg362746) and see if that fixes it.
Sadly that .jar file seems to be bugged. I cannot load previously saved games with it, and I seem to be unable to start a new game due to an error relating to "nex_skipStoryDefault" not being found. Attempting to select certain dialogue options in the new game set-up or the game trying to generate the sector causes a crash. See attachment below.
Huh, if it breaks previous saves I need to fix that before the next release; can you post the full error log?
For new games, add the nex_skipStoryDefault variable to data/config/settings.json (look at other variables in the same file), set to either true or false as you like (true makes the skip story option the default).
game crashes on startup with following error message:
I installed from the main download button, and this is my first time installing it, so that shouldn't be the problemgame crashes on startup with following error message:
Are you certain you've installed the most recent version of Nex, and didn't try to install it over an existing install?
This is the game being unable to find Nex's new game creation stuff in the files, which should only happen on a bad installation. Delete Nex and try installing again.
Hello everyone,Random starting ships (except for the rare 'grand fleet' type) picks each ship according to the game's concept of 'ships roles'. Relevant Nex code is here (https://github.com/Histidine91/Nexerelin/blob/master/jars/sources/ExerelinCore/exerelin/utilities/NexFactionConfig.java#L906-L1047).
I have just cleansed my starting high-tech faction's shops of the Fast Herons invasion, and now trying to make the starting ship setups more various (RNG?)
Already dug into it and made some changes (that work) to the default templates. Yet can't quite figure out why, say, when I pick a Tri-Tachyon start and press Random near a certain fleet, they get a hardlock Venture as the first ship out of 3. And on other fleets it's full random, as it should be.
Right now I'm going through ...\mods\Nexerelin\data\config\exerelinFactionConfig\tritachyon.json. I also have HTE installed, and there's a similar path to this config in there.
Mostly curious where is the actual functionality for 'Random' located, and how does it work - do I just add more templates with ship names somewhere, or something else?
Thank you in advance
Try running without any other mods except the needed libraries.I installed from the main download button, and this is my first time installing it, so that shouldn't be the problemgame crashes on startup with following error message:
Are you certain you've installed the most recent version of Nex, and didn't try to install it over an existing install?
This is the game being unable to find Nex's new game creation stuff in the files, which should only happen on a bad installation. Delete Nex and try installing again.
Relationship resets on dropping a commission might involve behavior that's unpredictable or somewhat illogical (e.g. if you committed random acts of piracy or war crimes, you probably shouldn't be forgiven just because you left your current employer), so if I examine the matter again I might have to do some thinking/coding for it.
...Well, a straight 'revert to before commission was taken' rule is at least simple and most of the needed code should already be in place, so I might well do that next version.
I do not think you should 'revert to before commission was taken' for the exact reasons you mentioned, but more importantly, it would be an extremely exploitable mechanic where a commission = free pass to commit warcrimes without consequence.
Join commission -> commit any number of unspeakable warcrimes -> drop commission -> all is forgiven, no consequence for player actions.
Hello everyone,Random starting ships (except for the rare 'grand fleet' type) picks each ship according to the game's concept of 'ships roles'. Relevant Nex code is here (https://github.com/Histidine91/Nexerelin/blob/master/jars/sources/ExerelinCore/exerelin/utilities/NexFactionConfig.java#L906-L1047).
I have just cleansed my starting high-tech faction's shops of the Fast Herons invasion, and now trying to make the starting ship setups more various (RNG?)
Already dug into it and made some changes (that work) to the default templates. Yet can't quite figure out why, say, when I pick a Tri-Tachyon start and press Random near a certain fleet, they get a hardlock Venture as the first ship out of 3. And on other fleets it's full random, as it should be.
Right now I'm going through ...\mods\Nexerelin\data\config\exerelinFactionConfig\tritachyon.json. I also have HTE installed, and there's a similar path to this config in there.
Mostly curious where is the actual functionality for 'Random' located, and how does it work - do I just add more templates with ship names somewhere, or something else?
Thank you in advance
If a particular ship for a particular fleet type is always a Venture, it means the faction doesn't know* any other ships for that role(s). Or it does, but Venture is the only priority ship* and so the only one that gets picked.
*as defined in the .faction file in data/world/factions
Heyy how's it going
Newer player who added your mod last week, been playing with it since. Just got to the point where I have a system worth taking, and man, I gotta say, the default mod settings are not the level of difficulty I have in mind when playing Star Sector.
Is there any chance of getting in game difficulty settings before you start the game, or maybe a context menu in game where you can adjust the difficulty on the fly? Almost any game I've played in recent years has an adjustable difficulty slider, and you've actually removed the one that was built into StarSector itself. I would really appreciate it.
Even if you name the 50% invasion strength, 50% Enemy FP per level tier "For babies like Brandon" I'll be happy.
Love
Heyy how's it goingHello!
Newer player who added your mod last week, been playing with it since. Just got to the point where I have a system worth taking, and man, I gotta say, the default mod settings are not the level of difficulty I have in mind when playing Star Sector.
Is there any chance of getting in game difficulty settings before you start the game, or maybe a context menu in game where you can adjust the difficulty on the fly? Almost any game I've played in recent years has an adjustable difficulty slider, and you've actually removed the one that was built into StarSector itself. I would really appreciate it.
Even if you name the 50% invasion strength, 50% Enemy FP per level tier "For babies like Brandon" I'll be happy.
Love
So, how exactly do you add mining functionality to ships? Do you write their id and mining power in the nexelerin modsettings file?If the dialog is throwing exceptions it means something's broken in the config. Check the error in starsector.log as soon as it happens and post it here, I may be able to figure out what's going wrong where.
I tried to edit a few values, and while they do work, i can no longer "List all mining stuff" since it just pops out a runtime exception and/or a nullpointer exception. Not a big issue but a bit finnicky to remember the new mining strengths i assigned.
So I enjoy your mod very much, and it seems that i found an error, not very important when starting new game, it seems as when I chose in the options no Dmods, in the files of my save it's checked "true" anyway, and my vessel has dmods... maybe a bug ! :)Thanks!
Thank you for your amazing work !
So I enjoy your mod very much, and it seems that i found an error, not very important when starting new game, it seems as when I chose in the options no Dmods, in the files of my save it's checked "true" anyway, and my vessel has dmods... maybe a bug ! :)
Thank you for your amazing work !
- There are no pristine ships any more, everything is d-modded. Including your starting fleet.
Is there anything specific you want from the error log? I can read through it all but i have a lot of mods installed and its very, very long. (List all miners still worked with all the mods, before i edited mining strength of things).It should be the last message in the log, if you look immediately after the error appears on the screen. Post the whole file (or a zip of it) somewhere if you're not sure.
It should be the last message in the log, if you look immediately after the error appears on the screen. Post the whole file (or a zip of it) somewhere if you're not sure.
Or post the mod itself and I can check it, that'll also help identify the issue.
Before I install this, I have two questions that the FAQ doesnt answer, and since I have no idea how to search this 300+ pages thread, I need to do it like this.
1. The FAQ mentions winning the game. Can you still continue on playing that save after a win? I dont want to stress out checking if an action will win me the game, and hinder me actually playing.
2. How aggressive do the factions get, and how quickly? I play at my own pace, and there would be a few factions with rather small initial holdings who I'd prefer survive a while. If they get wiped out within the first year or three, I doubt I would enjoy that.
Well, here you go then. This is the relevant log entries i could find.Okay, these look like the two relevant bits:
java.lang.NullPointerException
at org.sutopia.starsector.mod.concord.adv.ConcordCaptain.applyEffectsBeforeShipCre ation(ConcordCaptain.java:64)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
519687 [Thread-3] WARN com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
- Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.Nex_PrintMiningInfo: Hullmod SKR_siegfried_exx not found!
java.lang.RuntimeException: Hullmod SKR_siegfried_exx not found!
Question regarding the Player Strike Group, i created one, gave it a Paragon and some misc. Cruisers, but immediately after closing the Dialog i got a Destruction Message on the lower left of the display, and it looks like the fleet never manifested since(i got one more destruction message a few days later, which got me stumped). At the same time i can't make a new one since there is "one" already in existience according to the game.The fleet instantly dying without spawning is definitely a bug. A really strange-sounding one too, I don't think anyone has reported it before.
Is there some behavior i missunderstood or may sth be bugged? is there a way to search for fleets belonging to a faction ingame or in human-readable files in the save?
Hi there!I could do that sometime, yeah. Would also help avoid traveling between widely scattered colonies.
For future versions of Nexerelin, can we have instead of a general "internal security mode" on operatives, the ability to assign operatives to certain systems? So we can set up like, patrol sectors for each operative? I think this would help fix the issue with operatives going to the same world if you set multiple to internal security mode.
Is there an easier way to get agents other than visiting bars? Me and an acquaintance have had some trouble trying to find them.
If I grind reputation with the [REDACTED] through the contact and settle in a system with one of their stations, they will attack any trading fleets coming to my planets from other factions, as well as other neutral stuff, like scavenger fleets, smugglers, etc., right?Yeah, they'll do that (at least if you're in or near the system, so the trade fleets and such are actually generated instead of being abstracted away).
If yes, is there any way around that? I guess I could use Console Commands to set them friendly/neutral to other factions.
Hi,Selling blueprints won't do anything with non-pirate factions, and selling survey data doesn't help specific factions (just speeds up the global colony expedition cycle, which is open to all eligible factions).
In Starsector+Nexerelin, I'm commissioned by the ORA, but it and its allies are too strong. I want to work for the ORA, but have more competition down the line.
Can I (secretly) prop up the ORA alliance's competitors without actually resigning my commission and fighting against the ORA?
Some ideas:
- I thought maybe selling them Class V survey data might help them colonize better planets, but I don't know how frequently colonization happens anyways or if this would help.
- Will doing pirate bounties of competing factions help them? (Not system bounties since I don't actually want to fight the ORA or its allies)
- Should I look for competing factions that need food and such in their colonies and trade with them?
- Should I look for agents and use them against the ORA, or will that reveal my involvement?
- Should I create a pirate fleet and come in with transponders off and raid their major bases, or will that make it too easy to get caught?
- Will the other factions (much weaker than the ORA alliance on their own) eventually ally up and compete on their own with the ORA, without me doing anything?
- Should I find powerful duplicate blueprints and sell them to other faction's markets?
Or is will none of that actually affect how the mod does power levels? Any advice appreciated.
You can do raids (with transponder off) to weaken ORA if necessary; you'll lose rep due to (in addition to the raids themselves) getting dinged by patrols and such, but building it back up isn't too bad. Agent sabotage also works, but IIRC if you get caught doing anything serious it'll tank your rep enough to be expelled from the faction.
...
One thing you can do is just attack an ally openly; that'll start a war between ORA and the target, without (IIRC) your employers punishing you for it or anything.
The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?
The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?
Uh, these commands work just fine for me (I use the relation ones often for campaign customization, and I often have to use leavealliance to get Rimward Venture to join the Greater Hege like they should instead of teaming up with Volkov (https://i.imgur.com/kcBTfAR.gif)). Are you sure you are getting the syntax right?
leavealliance <faction name>
Invasions seem heavily in favor of the defender, I am attempting to invade a planet, and am limited to 150 "movement points" to deploy marines. This allows the defender to put a big stack of 1000 marines in reaction to my tiny stacks of 240 marine each turn, allowing them to eliminate my deployed units each turn with minimal losses. its frustrating because I have more marines than the defenders, but am unable to use my numbers advantage. 'i think an easy fix would be to lower the movement point cost of deploying units, but maybe increase the losses that happen on deployment into enemy held territory, as the attacking force tries to establish a landing ground.If you're short on movement points, disrupt any defenses first (Ground Defenses, Heavy Batteries, and Planetary Shield if it has one). Bringing more ground support ships (e.g. Valkyrie) also helps.
Question on planet invasion. I just invaded a planet and took over but ownership went to the commissioned faction instead of giving me an option like it used to. Is there a no longer an option to take planet for myself while commissioned? Do I have to be non-commissioned to be able to make my own planet?Open the ground battle invasion intel after the battle (within 7 days) and click the button to take over.
I did buy governorship but looks like I will lose it when I leave commission. Any thoughts?
Do major factions ever attack independents? I just conquered Citadel Arcadia and gave it to the indies, could I repeat this process for all their planets and have half the sector at permanent peace with me or would the Hegemony press their revanchist claims?Factions will only try to retake such planets if they're hostile to independents. Normally the only such faction that can also invade in the first place (that I know of, anyway) is Legio Infernalis.
That command should work. But note that it won't do anything if the alliance is set to 'permanent', a notable example of this being the Hegemony/Iron Shell alliance at start.The console command to create alliances works fine, but the one to "break" an alliance (leavealliance) doesn't seem to work... And setrelation and adjustrelation don't do much either. Is there a console solution to breaking alliances?
Uh, these commands work just fine for me (I use the relation ones often for campaign customization, and I often have to use leavealliance to get Rimward Venture to join the Greater Hege like they should instead of teaming up with Volkov (https://i.imgur.com/kcBTfAR.gif)). Are you sure you are getting the syntax right?
The relation commands work fine, I meant that they don't solve the not-leaving-alliance problem I have. Does the leavealliance command work instantly? If not, it's definitively not working for me, and/or I'm using it wrong.
The syntax that I "learned" from the console isCodeis there something else to it?leavealliance <faction name>
The relation commands work fine, I meant that they don't solve the not-leaving-alliance problem I have. Does the leavealliance command work instantly? If not, it's definitively not working for me, and/or I'm using it wrong.
The syntax that I "learned" from the console isCodeis there something else to it?leavealliance <faction name>
Is there any possible way to stop my faction specifically from getting the random events that change relations?followersDiplomacy in Nexerelin/exerelin_config.json
All my buisness partners keep spontaneously hating me, this might of already been answered but i can't find it.
Is there any way to stop rebellions except for giving/selling supplies to station officials?You can give (some of) your marines to the official; heavy armaments also work.
I have a bunch of marines stored on the planet I took over for my faction, can I use them somehow?
Playing with a fair number of mods installed (24 active factions at start) and I am currently doing the Showdown quest. I gated over to the system it's meant to start out of and sat in a belt within sight and sensors of the station. Quest updates to "Defend" and I only see patrols around the station. I tried reloading (saved after getting into system for this reason) and waited again. nothing.That sounds wacky indeed. If you do have a save (ideally just before/after starting the mission), that might let me debug it, thanks!
hm. okay I'll wait in hyper space, no Heg fleets come out of system after waiting 3 weeks. tried this twice in case I missed it.
okay. Console commands Reveal (I raised sensor strength limit to 200mil in my settings long ago) okay I can see everything in system. no heg fleets aside from patrols. big group of Roiders and Scy ships at war. lets wait. no new ships after "Defend" pops. I'm pretty lost now. go to Hyperspace and wait once more after revealing a lot of hyperspace and see no heg ships, wait for Defend and no heg ships spawn even after waiting 2 weeks.
I've seen no one else have issue of no fleets spawning when I look into google/this post, I don't want to use the runcode you provided to finish it instantly unless I have to.
I saw "put it into dev mode and add a file to Starsector > Saves > Common named nex_dev.data" but not sure how to get it to populate with system information about this quest. Or I'm not sure how to put Nex into dev mode.
Any help is appreciated, I'm off to bed for now, but will check once off work. Thank you!
Edit: I saw in a patch note that if I wait 45 days it'll auto complete and reward me. so I waited 45 days and got it a win. I'll make a copy of save if your interested.
Any chance we could get a "spawncolonyexpedition <faction> <optional target>" command? :)I might add one someday, maybe?. Closest thing is the debug runcode:
for seeding modded factions that I added mid game because I'm dumb
runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("jangala")
Just a quick question, how and/or where do I get operatives and what types are there?Operatives are currently only available as an infrequent bar event. The three types are Negotiator, Saboteur and Hybrid; the actions each type can do is displayed in the intel item or bar encounter for an agent of that particular type.
is there a setting for how long a defense fleet stays in system? i'm not finding itIt's currently hardcoded (150 days).
I've seen large pirate fleets around bases when a raid was about to leave (or had just come back). But that seems like an oddly large raid for a non-max-level base.There's no raid going on, but one of the fleets was called 'pirate raiders', the rest were 'pirate armada'. All these fleets are unusually low d-mod for pirates too. You can see the ships from the bounty I was after and the normal patrols in that fight have the normal d-mods too. There's 13 lv 6 officers in the larger fleet too. The pirate base's fleet rating is 105% with 0% quality.
If there wasn't a raid, then huh, I'm sure Nex doesn't anything that would super-size pirate (or any other) patrols... (Could dock with the base and see if something is inflating its fleet size mult)
hi,Hmm, maybe. I thought it'd be a bit odd if Midnight sells you AI cores but you could also return them for rep.
please add the option to sell ai cores to Midnight Dissonant to improve relations with the remnants.
hey, got a question about the 'doritodust' you can sometimes encounter after finding a hypershunt, do i have to just find the hypershunt, or do i have to interact with it to get them to spawn? i always love encountering those little bits of danger dust as its a wonderful way to get my hands on their weapons without waiting until the end of the game where i can just throw a half dozen paragons at the problem:thumbs up:
hi,Hmm, maybe. I thought it'd be a bit odd if Midnight sells you AI cores but you could also return them for rep.
please add the option to sell ai cores to Midnight Dissonant to improve relations with the remnants.
@Override
public static int applyRaidStabiltyPenalty(MarketAPI target, java.lang.String desc, float re, float maxPenalty) {
if(!(Math.pow(10, market.getSize()) <= marineTokens * 20)) {
return applyRaidStabiltyPenalty(target, desc, re, maxPenalty);
}
return 0;
}
}
i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.
Histidine, could you add something likeThat doesn't quite work, since the marine tokens (they're the icons you assign to different objectives during raids) don't directly represent how many marines you actually have or used. There is a way to convert the token count to number of marines, although this might have weird effects here since it works off the defender strength rather than number of marines in player cargo (i.e. past a point bringing more marines won't affect the calculation).Code@Override
public static int applyRaidStabiltyPenalty(MarketAPI target, java.lang.String desc, float re, float maxPenalty) {
if(!(Math.pow(10, market.getSize()) <= marineTokens * 20)) {
return applyRaidStabiltyPenalty(target, desc, re, maxPenalty);
}
return 0;
}
}
into Nex_MarketCMD ?
Hi Histidine!I dislike the autoresolve idea, for a bunch of reasons:
A couple of days ago I had some thoughts about the endgame. I define the endgame as the phase when you conquer and wage war on your enemies. So I reached the conclusion that in the endgame phase the vengeance fleets/ambush fleets are very detrimental to the user experience. I know I can beat them but they keep coming and I have to fight the same battles again and again and again. They are not challenging, they are just boring and repetitive.
On the other hand, I believe the attrition that comes from fighting them might be a useful feature. So I'm not exactly against these fleets. I just don't want to fight the battles myself.
So is there a way to automate this process? Like with an auto-resolve? I know that this auto-resolve exists, but could you make it so, that the threshold for using them against vengeance/ambush fleets is a lot lower?
Thanks for your answer in advance.
We love your mod.
It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)
For editing start relations in non-random sector, you'll have to use a Java script in a mod.
(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)
You know, you could go real radical, since nexerlin claims to be a 4x rework.Hmm I don't have a pressing reason to make invasions harder than they already are. But I might well experiment with stuff here, especially if more people chime in to say that big planets are currently too easy to invade.
Just go with realistic invasions.
What i mean by that is, you shouldn't be able to invade anything larger than size 5 with a player fleet.
Also, Histidine, could you fix market transfer exploit?Destroying unfinished buildings might work (the player could just wait for it to finish, but the delay would hopefully mitigate the exploit at least). Unfortunately I can't block construction easily AFAIK.
Basically you can raid everything in a pirate market, invade it, scrap every building, give it back to pirates, and then either haul a ton of products there, or just immediately invade again.
There are two problems here - firstly market doesn't remember you raiding it after a transfer, so you can induce hypershortage in everything and sell every commodity with a 50 to 800 profit per unit. And it probably should, i would imagine after an invasion it should be absolutely furious with you.
Secondly faction can rebuild buildings forever for free, and you can scrap immediately after invading. Maybe destroy buildings that are being currently built in a market, after a successful invasion? Or add a timed malus that prevents construction for some time after an invasion?
Scrapping something that already exists there seems like a legit way of getting income to me - you're basically sacking the proverbial city, as many armies did during classical period.
so i went and updated nex as my game was crashing repeatedlyLoot and decision to take are both shown in the ground battle intel item.
and thankfully updating nex fixed it
but i noticed that invasions now have this wierd and micro hell mini game instead of the old, much nicer "take the bloddy thing" button
whats even worse, i dont even get loot or the descision to take whatever i invaded for myself anymore either
this sucks
id like to know if there is a way to get the old mechanic back
I never did do it. Might take a look for next version.Hi,may I ask is that config setting finished yet?It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)
For editing start relations in non-random sector, you'll have to use a Java script in a mod.
(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)
i only meant to sell / donate cores TO Midnight Dissonant as an act of liberation of her kind.
I would like to second this request. Makes sense from a fluff stand point too given her initial quest for the player
It doesn't have to be a lot, maybe similar to how we gain rep pts when we turn over cores to planet npcs?
plz thank youI never did do it. Might take a look for next version.Hi,may I ask is that config setting finished yet?It seems like at the start of the game, most vanilla faction, aside from pirates and luddic path is at peace with one another, is this normal? Hegemony is at peace with Persean League, Tri, and Diktat. Also is there a way to change starting faction relations? I know faction config only applies to randon core world but I wish to edit starting relations for the normal game. Thanks for the mod!Yeah vanilla Starsector (which Nex largely reuses) has no major factions set to hostile with each other at start. (I seem to recall it generating some initial faction hostility events between a few of the factions, but now I can't seem to find it in code?)
For editing start relations in non-random sector, you'll have to use a Java script in a mod.
(I should probably do that config setting I had planned, where it applies random sector relations from the config files to non-random sector)
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.ShipQuality.getShipQuality(ShipQuality.java:143)
at com.fs.starfarer.api.util.Misc.getShipQuality(Misc.java:4122)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.updateQualityAndProducerFromSourceMarket(FleetParamsV3.java:177)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.init(FleetParamsV3.java:147)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.<init>(FleetParamsV3.java:108)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleetFromParams(SpecialForcesIntel.java:210)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.generateFlagshipAndCommanderIfNeeded(SpecialForcesIntel.java:274)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.init(SpecialForcesIntel.java:142)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.generateFleet(SpecialForcesManager.java:161)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.processPoints(SpecialForcesManager.java:117)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.advance(SpecialForcesManager.java:55)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is the "Free port NPC offset" colony growth malus from Nex? If so, is there a way to disable it?It's hardcoded :(
Hi there, I'm getting this error with a CTD in a mid-game save. I'm orbiting a water-world next to a cryosleeper in the far corner of the map and the game is consistently crashing 3/4 of the way through the day no matter what I do. Even more confusingly I have a previous save game in the late-game stage. The previous save is a whole 2 years further in and using the exact same modlist. Sorry for formatting (or the lack thereof) I'm bad with HTML text.Hmm I've seen this before, although I don't remember if a fix was found.Code[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.ShipQuality.getShipQuality(ShipQuality.java:143)
at com.fs.starfarer.api.util.Misc.getShipQuality(Misc.java:4122)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.updateQualityAndProducerFromSourceMarket(FleetParamsV3.java:177)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.init(FleetParamsV3.java:147)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.<init>(FleetParamsV3.java:108)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleetFromParams(SpecialForcesIntel.java:210)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.generateFlagshipAndCommanderIfNeeded(SpecialForcesIntel.java:274)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.init(SpecialForcesIntel.java:142)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.generateFleet(SpecialForcesManager.java:161)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.processPoints(SpecialForcesManager.java:117)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.advance(SpecialForcesManager.java:55)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is the "Free port NPC offset" colony growth malus from Nex? If so, is there a way to disable it?It's hardcoded :(
(Although I don't think it's a good idea to disable it anyway, since NPC free ports supersize really fast without it)Hi there, I'm getting this error with a CTD in a mid-game save. I'm orbiting a water-world next to a cryosleeper in the far corner of the map and the game is consistently crashing 3/4 of the way through the day no matter what I do. Even more confusingly I have a previous save game in the late-game stage. The previous save is a whole 2 years further in and using the exact same modlist. Sorry for formatting (or the lack thereof) I'm bad with HTML text.Hmm I've seen this before, although I don't remember if a fix was found.Code[Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.ShipQuality.getShipQuality(ShipQuality.java:143)
at com.fs.starfarer.api.util.Misc.getShipQuality(Misc.java:4122)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.updateQualityAndProducerFromSourceMarket(FleetParamsV3.java:177)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.init(FleetParamsV3.java:147)
at com.fs.starfarer.api.impl.campaign.fleets.FleetParamsV3.<init>(FleetParamsV3.java:108)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.createFleetFromParams(SpecialForcesIntel.java:210)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.generateFlagshipAndCommanderIfNeeded(SpecialForcesIntel.java:274)
at exerelin.campaign.intel.specialforces.SpecialForcesIntel.init(SpecialForcesIntel.java:142)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.generateFleet(SpecialForcesManager.java:161)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.processPoints(SpecialForcesManager.java:117)
at exerelin.campaign.intel.specialforces.SpecialForcesManager.advance(SpecialForcesManager.java:55)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Can you zip the save and upload it somewhere? I could try and figure out what's going wrong.
In the meantime, if you're in a hurry to continue playing you can try the backup saves (rename the .bak files in the save folder), although I suspect the same crash will happen at a similar point on the game calendar.
But taking away hours of gameplay with a couple of dice rolls is really unfair
What does that even mean. Stated victories are just a milestone thing that indicates that a faction/alliance reached a certain goal, it doesn't stop your campaign in any way.
2241317 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.Arc_WorldGen.generateDerelicts(Arc_WorldGen.java:32)
at data.scripts.Arc_ModPlugin.onNewGameAfterProcGen(Arc_ModPlugin.java:12)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
im not really sure if this is caused by Nexerelin or a compatability issue with one or another mod, as i have a lot enabled, but it crashes every time i try to start with the derelict empire scenario
if (akaMainyu != null) {
addDerelict(akaMainyu.getStarSystem(), akaMainyu, "arc_tiferet_prototype", ShipRecoverySpecial.ShipCondition.AVERAGE, 100f + 200f * (float)Math.random(), true);
addDerelict(akaMainyu.getStarSystem(), akaMainyu, "arc_daat_prototype", ShipRecoverySpecial.ShipCondition.AVERAGE, 100f + 200f * (float)Math.random(), true);
}
I like the mod. My biggest problem has been it broadens the gameplay so much I start doing less-than-optimal things because it looks fun.How many factions do you have installed? I run with about 6 (excluding vanilla) and while there are slowdowns, it's not to the extent you've described.
My second biggest problem has been intense slowdown after extended play of the game. It seems to happen mostly after playing around a lot of moving fleets. There is a modest slowdown in generalm play, but saving can take four times as long as usual, and entering a new system can extend up to a minute of just frozen game.
It seems to happen particularly after playing with lots of moving fleets. I'd almost think it has more to do with determining faction rank than any graphical issue, as it often happens after pursuing a fleet over several engagements.
Hi Histidine!I have one feature I want to finish up before playtesting, but I may decide to go have another video game binge instead. Either way, I don't expect a release until next month at least.
Do you have any idea when the next Nexerelin version will come out?
Also worth trying the Java 8 update explained here (https://fractalsoftworks.com/forum/index.php?topic=19879.msg355617#msg355617).I like the mod. My biggest problem has been it broadens the gameplay so much I start doing less-than-optimal things because it looks fun.How many factions do you have installed? I run with about 6 (excluding vanilla) and while there are slowdowns, it's not to the extent you've described.
My second biggest problem has been intense slowdown after extended play of the game. It seems to happen mostly after playing around a lot of moving fleets. There is a modest slowdown in generalm play, but saving can take four times as long as usual, and entering a new system can extend up to a minute of just frozen game.
It seems to happen particularly after playing with lots of moving fleets. I'd almost think it has more to do with determining faction rank than any graphical issue, as it often happens after pursuing a fleet over several engagements.
Histidine any reason why there are no AI-related alignment?There are already 'likes/hates AI' traits (they won't come into play if the other faction doesn't use any AI cores, but I'd argue this is kinda the correct behavior). The Imperium/Hegemony case specifically already has its own handling with maximum relations capped at -40, unless the player is using random/flattened faction relationships.
As a way to ensure ai-loving and ai-hating factions don't end in same alliance.
For example Imperium and Hegemony are both militaristic and mostly similar, but they should NOT be in same faction under any circunstance.
Is there any reason why remnant raids have to have a dozen large fleets that invade my newly established system? It's just not a fair setup.Nex's Remnant raid targeting is just RNG, but (unless there's a bug in this code I haven't noticed) they won't target a size 3 player colony, except when it gets caught up by being in the same system as a valid target. This protection is removed on Starfarer mode.
Also worth trying the Java 8 update explained here (https://fractalsoftworks.com/forum/index.php?topic=19879.msg355617#msg355617).
Suppose a very persistant player or a unlikely chain of events cause hegemony to get a lot of opinion bonus toward imperium, right now they can still ally.Like I said, Hegemony and Imperium are capped at -40 and can't ally (they barely stay at peace).
Is it possible for faction mods add new traits to Nex by the way?Any mod can define traits, but most (maybe all) of the existing ones use hardcoded hooks into the game systems.
Any reading material on diplo?Revanchism is from holding planets and stations the faction originally held. A list of affected colonies is at the top of the intel item.
In particular how to effect "traits" and "revanchism" or what they even are, I'm -50 to -70 in these and I'm not totally use how to change/efffect them.
I'm +100 favor in a faction I want in my alliance, but due to "traits" and "revanchism" being in the minus it cancels out the +25 I get from having them +100 rep in the dipl profile screen on intel.
In particular I'm trying to figure out how to vote on things, or rather, how to bring up votes on things. Can I force my alliance to go hostile verse another faction/alliance if I call a vote for it? Can I call a vote for a coordinated attack or invasion of a system? What about ordering my alliance to sabotage a planet or sector?There's no such systems at present. The only current mechanic is the war/peace vote, which is only called after hostilities have already commenced or ended between two of the factions involved.
The biggest issue I've had with this mod so far is in how it doesn't explain the starting options and their effects. If you added to the front page the effects those options have, I'd really appreciate it. Thanks for reading.
In particular I'm trying to figure out how to vote on things, or rather, how to bring up votes on things. Can I force my alliance to go hostile verse another faction/alliance if I call a vote for it? Can I call a vote for a coordinated attack or invasion of a system? What about ordering my alliance to sabotage a planet or sector?
Not sure if it's an issue with this specific mod or MVS, but when random core worlds is enabled with everyone getting an equal start, MVS still had its usual two systems. I also had derelict enabled as well.Not generating stuff in random sector (or deliberately choosing to do so) is the faction mod's responsibility :)
Trying to launch Starsector with Nexerelin and it doesn’t launch giving me a popup that says Fatal: JSONObject[“id”] not found.Are you on the latest version of Starsector (0.95.1a-RC6)? If not, download the new installer from the website (can follow the link in the Announcements thread).
Hi Histidine,
First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:
1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The faction votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.
Is the above scenario intended gameplay?
Question for mod developer, is there any possibility to add a customizable grace period to start of game? I do get that these factions have existed for quite some time so the universe is already established from point of view of game.Yeah, you can adjust in the Nex settings json to config how long before a faction can start to accumulate invasion points, and how many points a faction needs to launch an invasion.
ie.
You start alongside an existing faction, and can set a window where your faction will not involve itself with any alliances or wars for x period of time, up to maximum of maybe a year.
Another setting maybe centered around invasions, where factions can get into wars, but sending invasion fleets (AI Included) is blocked for x period of time. (Pirate/Luddic/Faction raids still available as it doesn't cost you a planet completely)
Points of the above is to add options for smaller starts to have a chance without losing their home planet to invasion in first 20 minutes of play. I've done some small start with RP elements and noticed how hard small starts are when some factions are in Burn the Universe mode from day 1. I enjoy these factions, would just be nice to have a buffer at start if its possible to add this function.
Will just add here that I count Nex as a core mode to game now, can't play it without Nex.
Hi Histidine,
First off, thanks so much for the mod. I can't play the game without it. I consider it vanilla, lol. I did want to ask about a specific interaction though. If I am at war with a faction, I sometimes use invasion fleets. I have run into the following scenario a few times:
1. I am at war with a faction
2. That faction is part of an alliance
3. I spend millions on invasion fleets to attack my enemy
4. The faction votes to end war with me
5. I get no option to accept or decline a peace treaty
6. The war ends, and I lose that money for the invasion fleets + the loss of the potential colony.
Is the above scenario intended gameplay?
I've run into this Scenario many times, that is huge part of being in an Alliance and being a smaller portion of it. unless you gain dominance of Alliance (most power) you can and will lose fleets. I'm not sure if this is fully intended or if Dev will add a partial refund to these scenarios, assuming not because in lore those fleets hired would still need pay.
The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fair
Also it's not like the player needs help stomping the NPC factions.The other factions can create multiple Task Forces while the player can only create 1 that doesn't seem fairThe player faction has two Task Forces. You can guess which the other one is.
Is there any way to increase how many point you start with when you make your own faction?No :( Although I'll reiterate that it's only a guide for players; you can spend 9999 points at start if there are that many things to buy.
The alliance vote only happens if one of the members makes peace with an enemy faction or alliance (you, in this case). "Make peace" is if relationship goes above -50 for whatever reason such as a diplomacy event or a specific rep-raising action, or (although this is technically just a subset of the first one) the player specifically accepts the ceasefire offer from the other faction.
If the relationship is becoming non-hostile without a diplo event or any action to raise relations... well, someone recently reported that their relationship with Iron Shell was getting raised to >50 on its own on day zero of invasions, though I'm not sure that's the same thing, and neither Tim nor I knew where it might be coming from in any case. Which faction were you fighting?
Is there anything else you'd like to help? Do you want a savefile? I'm eager to do my small part because this a really frustrating issue.If you have a save I can try debugging the issue, yeah.
Hey, I've gotten myself into a silly situation probably due to my own short sightedness. Basically I became best friends with Midnight Dissonant and neutral to the Remnant so they didn't attack me. I noticed one of their systems had two tasty terran planets and I thought "hey, free space defences too" and I used them.Yeah, Remnants can attack trade fleets coming to your planets and cause problems like this. If you want to make them go away without losing rep (or cheating), sneak up on their station without being seen by any fleets and destroy it (the fleets know who you are even with transponder off, but the station doesn't) and kill it. The fleets should then disperse after some time.
The thing is, my planets are in constant shortage. I'm not at war with anyone, there are no pirates nor Pathers, so the only possible culprit is them. I thought they wouldn't attack my caravans since I'm neutral to them but apparently they do.
Is there any way to remedy this, or will I have to clean them from the system?
Thanks.
Hello. Where edit commander(Special Forces) skills max points? Thx.Hardcoded, sorry!
Sry for bad transliteration.
I think the task group is idling, likely because its existing order expired.Spoiler(https://cdn.discordapp.com/attachments/403662108010610688/992277355865309194/unknown.png)[close]
Not entirely sure what happened to trigger this, there is a remnant raid about to attack one of my systems but I've already told the task group to ignore it (by just orbiting a different planet). Was just flying around in hyperspace when the message appeared. I made a quick copy of the log in case it's needed.
Just out of curiosity, how hard would it be to implement a non-random way to choose your starting fleet? I imagine you would be given either a dollar or DP amount depending on the group selected (i.e. small combat, large combat, small trade, large trade etc.) then it would open up a trade window and you would make your selection from there. (ask because I'm banging my head against the wall trying to get the (M) version of the flotilla leader must've rolled like 500+)Well the main issue is doing the GUI for it. A proper one would take a long time to get the framework I need in the first place; I could make a crude imitation using the cargo picker dialog if I didn't mind it being kinda bad.
Just found out Nexerelin has 3 "EX" admin skills... what are these for?They're assigned to named character admins in non-random sector (specifically Daud, Sun and Andrada).
Anyone have Agents disappear? Is this a bug?Huh. There should be no way normally to lose agents except by dismissing them, and I don't know which mod would even want to try removing them. Sorry I can't help :(
Context, I got an agent, immediately sent him to Magellan Homeworld and never saw him again. Not only that but I never came across another agent but that could
Just be luck?
I want to make my custom start the player be sort of affiliated with explorarium.For 1), depends on the implementation.
1. How I make sure ships are DSS not ISS in name?
2. should I tag player faction as remnant or something? what I need to be aware off to pull this off?
My idea is player will be someone from post-collapse but before hegemony arrived, that flew slower than light toward a system that was cut-off from hyper, and this person was a explorarium employee (maybe even worked on Beholder station before Luddic Church stole it). So it would be cool to use explorarium flag and symbols and whatnot.
setDisplayNameOverride(String displayNameOverride);
setDisplayNameWithArticleOverride(String displayNameWithArticleOverride);
setDisplayIsOrAreOverride(String displayIsOrAreOverride);
setShipNamePrefixOverride(String shipNamePrefixOverride);
setPersonNamePrefixAOrAnOverride(String personNamePrefixAOrAnOverride);
setFactionLogoOverride(String factionLogoOverride);
setFactionCrestOverride(String factionCrestOverride);
Is there anything else you'd like to help? Do you want a savefile? I'm eager to do my small part because this a really frustrating issue.If you have a save I can try debugging the issue, yeah.
Although if it's running a lot of mods that's troublesome to work with, especially if not all mods are up to date. If you could post a zip of your mod folder it'd help a lot with that issue.
Is Nex responsible for the random rep loss from other factions because your friendly with their enemies? if so is there a way to turn it off?Looks like it's from Ruthless Sector. You can turn it off in that mod's options .ini, if you're on the latest version.
HelloDo this in vmparams (https://fractalsoftworks.com/forum/index.php?topic=23385.msg350287#msg350287), or use Java 8
i keep getting this error:
'2736442 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.OutOfMemoryError: PermGen space
java.lang.OutOfMemoryError: PermGen space'
Nothing special to note about my current gameplay except for the fact that i am playing on a randomly generated sector, the crash happens consistently after like 30 mins.
Is there a way to disable different factions from setting up new colonies and taking over different markets? I like the ability to do that, but as it stands lore-wise I like it when the sector is at a standstill and I don't need to worry about not being able to trade with Tri-tachyon or the Diktat because the hegemony wipes them off the map so early on, also I want to be able to colonize somewhere later in the game without worrying about the best planets/systems getting scooped up first. Im casual like that I suppose.In exerelin_config.json, you can set the enableInvasions to false, and colonyExpeditionInterval to a large value like 999999.
Why does the special task force created by the player suddenly get stuck at "patrolling system" ? All it did was go to the system to protect the planet from an invasion, and now it's stuck patrolling. Does anybody know how to fix this?Stuck as in when you change its order it automatically changes back, or it says it's doing the new order but continues to patrol?
Is there a way to disable different factions from setting up new colonies and taking over different markets? I like the ability to do that, but as it stands lore-wise I like it when the sector is at a standstill and I don't need to worry about not being able to trade with Tri-tachyon or the Diktat because the hegemony wipes them off the map so early on, also I want to be able to colonize somewhere later in the game without worrying about the best planets/systems getting scooped up first. Im casual like that I suppose.In exerelin_config.json, you can set the enableInvasions to false, and colonyExpeditionInterval to a large value like 999999.Why does the special task force created by the player suddenly get stuck at "patrolling system" ? All it did was go to the system to protect the planet from an invasion, and now it's stuck patrolling. Does anybody know how to fix this?Stuck as in when you change its order it automatically changes back, or it says it's doing the new order but continues to patrol?
If it's the former, that's a bug in non-independent special task group AI. It might fix itself when the fleet finds a more high-priority task, or you can give in and just make it independent; else the beta version I plan to release tomorrow will fix it.
If the latter, dunno. If you have a save that doesn't have too many mods (preferably <50) I could debug it.
how do relations of alliance members work? In my playthrough, the declare war alliance diplomatic event has happened, and both factions vote yes, but only one faction ends up being hostile to the defending faction.Mostly alliance relations (with factions outside the alliance) just work through the vote system: if war/peace state of one member changes, the alliance votes on whether everyone should do the same.
Also, when two factions join together, they don't carry over their wars to the other alliance member, so if I as a player am commissioned in a faction that is part of an alliance, and I am by an allied planet/station that is being attacked, but my faction is not at war with the attacking faction, I can not defend the allied base without damaging my relation with my commissioned faction for attacking a "neutral" fleet.The "don't join pre-existing wars" is just kinda how it works and I think it makes sense, although the case you describe indeed sounds annoying. Although, which mod has reputation penalties for attacking a neutral party?
The "don't join pre-existing wars" is just kinda how it works and I think it makes sense, although the case you describe indeed sounds annoying. Although, which mod has reputation penalties for attacking a neutral party?
So, when I first got the game, I remember attacking an independent fleet when I was commissioned into the persean league, and my rep with the persean league dropping. I assumed this would happen every time after that, and so never tried it until I got into the situation I described at the end of my previous comment, and the popup happened for attacking a neutral party, I didn't end up attacking since I thought I would lose rep with my faction. I did a new game and did the same thing, and no change with my commission happened, so I assume either this was changed from a previous version of StarSector, or my brain completely made up the situation, and I have been behaving in game on a false memory...Ah, this was long ago? Yeah, in Nex there used to be a 'warmonger penalty' with your commissioning faction for starting new hostilities with other factions. I can't remember how long it's been since I removed that though...
Does nex_expeditionDelayPerExistingColony in /nexerelin/data/config/settings.json apply seperately to each faction? I.e., does it make the faction that controls more colonies take longer before launching expeditions? Or does it make all factions take equally longer by the total number of colonies? If it is the latter, I think that a variable that allows us to slow down the winner would be interesting!It applies to all factions. I could make a separate "prefer factions that don't already have new colonies" mechanic.
I invited "MaybeGoogle" faction from eveyrone loves KoC to my alliance.Yeah, beta currently crashes if an alliance member has no invadable markets. Fix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1)
Right after I undocked I got this error:
I'm curious about the factions expanding colonies...NPC colony expeditions don't check for whether the player has surveyed the planets involved, no.
Will they only expand if there are surveyed uncolonised worlds ? Do they only expand to surveyed worlds ?
One of the things I wanted to do, was to eventually restore to habitation all the worlds that had remnant populations on them, as you find several uncharted worlds with scattered surviving populations, it'd be nice to allow them to rejoin stellar civilisation.
so if you wanna restore those lost worlds, probably best to do it yourself (you can give the colonies autonomy or transfer them to independents, if you can't administer them yourself).
Incidentally, have you encountered the variant of the decivilized planet encounter where you can give the locals some supplies to help them connect to the stars again? I think the encounter is one of my mod's cooler features, but this form in particular is pretty warm-fuzzy-feeling :)
### Gameplay ###
* Add counter-invasions vs. player ground battles
* Victory score: Alliance score no longer summed up; instead, individual members contribute half their own score to all allies
* Special task group improvements and fixes
* Fix fleets sometimes wandering off to do their own thing even in non-independent mode
* Fix upkeep costs not being charged
* No longer capped at one fleet
* Automated Ships skill no longer available to special task group commander (automated ships will always be usable anyway)
* Player special task groups can also be created at commissioning faction markets, for now
* Dead player special task groups can be respawned instead of disbanded (experimental)
* Prevent issues when transferring Secrets of the Frontier's Sierra to a task group
* Attempt to debug variants sometimes being lost
* Restore player relations on resigning commission
* Relations are saved on receiving commission
* On resign, if any relations are lower than (stored relation - 10), raise them to that level
* Relations will not be raised with factions that have ever turned hostile to player due to sat bombing
* Can be disabled with `factionCommissionRestoredRelationshipPenalty` value in settings.json (vanilla value, not included in Nex settings by default)
* Operative improvements/fixes
* Can recruit other operatives (requires level 3 or higher)
* Add repeat toggle for raise/lower relations
* Internal security mode doesn't kill cells on commissioning faction's markets
* Can be changed in settings.json if wanted
* Aborting a travel action aborts the queued action as well (instead of letting it be done remotely)
* Fix operative dismissal losing the cost of queued action
* Fix cell kill not targeting governed colonies; fix find pirate base using cell kill logic
* Try to make specialization of operatives in bars more random, less "sticky"
* After ground battle, return marines and heavy arms to player cargo automatically if player fleet is close enough
* Can turn in AI cores to Remnant contact
* Player faction alignment can be set in (new) player faction's diplomacy profile
* Remnant mission 2: Add an illustration in appropriate dialog; tweaks
* Remnant mission 3 improvements
* Delay straggler spawning/departure, and notify on departure
* Give more time to offer services to attackers
* Try to reduce time attack fleets spend avoiding nexus
* Better handling of the faction captains belong to
* Player-initiated rebellions allow governorship discount if successful
* Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use
* Exploit mitigation for repeatedly invading and giving away a planet
* Recipient fleet in build station mission is ignored by other fleets
* No-peace-while-ongoing-invasion applies to Hegemony inspections as well
* Enemy fleet in ground battle tutorial somewhat smaller
### GUI ###
* Ground battle intel: add bullet point for time left to seize planet if desired
* Ground battle log only shows messages from last 50 turns
* Diplomacy profiles have toggle for displaying disposition towards others vs. others' disposition towards us
* Insurance intel displays ships in 2 columns (potentially more with a sufficiently wide screen)
### Fixes ###
* Compatibility with new MagicLib asteroid plugin
* Fix fleets with Follow Me not joining battles when they should
* New game faction picker groups now dynamically handled, no longer break if more than 10 groups
* Safety for `RaidAssignmentAINoWander` and memorial graveyard ship spawning crashes
* Rebellion condition: Don't remove if can't find event (can cause concurrent modification); add report when this happens
* Don't check faction vengeance events for non-live factions
* Fix UX and a potential crash in Remnant mission 1 failure path
* Fix hypershunt discovery encounter being massively oversized with some mods
* Planets that have been VIC virus bombed are rejected immediately as potential targets for colony expeditions
* Block prisoner drops from automated ships even without specific faction config
* Printing mining tools doesn't break completely on invalid variant
* Fix At The Gates dialog (and potentially mission) appearing if player skips story and then interacts with Ziggurat
* Fix admin sometimes not changing on market capture when it should
* Fix vanilla bug where cheap commodity mission doesn't use its 'local' form
* Workaround for vanilla bug where ally fleet commanders can be removed from their ships
* Don't upsize NPC colonies if growth rate is non-positive (fixes potential tug-of-war with VIC virus bomb)
* Fix false information in bluff option tooltip during build station mission
### Modding ###
* Add faction and global settings to use faction relations from config in non-random sector (instead of those applied by script)
* Alliance perma-members still leave if they die or the console command is used
* Fix handling of preferred admin memory key
* Faction alignments stored as MutableStats in memory
* Adjust aquaculture generation logic in random sector
* Random sector/own faction start procgen doesn't add colonies to planets with no-colonize memory flag
### Misc ###
* Add an easter egg with Secrets of the Frontier's Sierra
transfer using the console commands ? or is there an ingame method ?Talk to an admin on the comm directory of a player faction colony, to transfer ownership to another faction for some rep.
Yeah that's the one :)QuoteIncidentally, have you encountered the variant of the decivilized planet encounter where you can give the locals some supplies to help them connect to the stars again? I think the encounter is one of my mod's cooler features, but this form in particular is pretty warm-fuzzy-feeling :)
I did run across a decivilised planet that hailed my fleet unexpectedly.Not sure if that's the one you mean though. Did trade some stuff with them.SpoilerThey asked if Half-Life 3 had been released yet lol[close]
Aaaaaaaaaaaaand warcrimes are even less fun then ever before now. Was reputation cap really that neccessary considering how it's just as possible to throw a colony into perpetual chaos by constant raids and starport bombings? Though maybe now there could be a new function for negotiator type of agent.TBH I just added that effect because one or more people (don't remember more than one of them) asked me to.
Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?It stores a variable in market memory that's automatically generated based after economy load based on the owner at the time, or can be set at any time by a mod.
Sorry to bother, hope this issue is just a me thing, but my fleet doctrine won't update with priorities selected. ItHulls and weapons outside the base package are only usable if the player faction has Heavy Industry (or Orbital Works, or one of the mod buildings that provide similar functionality), and the doctrine configuration screen has a prompt over this. Are you having the issue even with heavy industry?
I tried to narrow things down as much as I can. I deleted StarSector, fresh install, updated Nex, and activated only Nex and the required libs.
For some reason, on new games, no matter what blueprints I have available, no matter what priorities I select, it just keeps to what I think are the default hulls (ventures, condors, etc).
Now, for some reason, when I go back to my old vanilla game, with Nex+libs mods turned on, it works just fine and I can configure the doctrine however I want.
Has anyone else run into this issue? To test I started a new game, started with a new faction, on the picker grabbed some blueprints, learned them, and then tried to change priorities.
Hopefully I'm just a dumb and there's an easy solution. Thank you!
Histi, I have an unreasonable question: Is it possible to remove a faction's claim on a market via the save file? It's doable by decivilizing-recolonizing, but that's a weird workaround and the market "won't be the same" anymore. How's the whole revanchist claiming system work?I was just looking at that as well, actually. I colonized a planet that was previously owned by the Persean League but it decivilized: upon starting a colony on the planet, it was once again marked as "Originally held by Persean League" and the revanchist claim was visible in the diplomatic profiles screen. Is that intended to be that way? I would imagine that if a market were to decivilize they would lose some degree of claim on it, though, at the same time, I suppose that the planet itself could remained claimed, even if they horribly mismanaged it to the point of the leadership on the planet collapsing.
<name>Olinadu</name>
...
<e>
<st>$startingFactionId</st>
<st>persean</st>
</e>
It stores a variable in market memory that's automatically generated based after economy load based on the owner at the time, or can be set at any time by a mod.Thank you very much!
The flag's memory ID is $startingFactionId, so you can search for it in the save or have a console/mod script modify it.
Hulls and weapons outside the base package are only usable if the player faction has Heavy Industry (or Orbital Works, or one of the mod buildings that provide similar functionality), and the doctrine configuration screen has a prompt over this. Are you having the issue even with heavy industry?
@Farya: You don't happen to mean this:Gambare. Now I need not only WhichShip but something similar for other features as well it seems.
https://fractalsoftworks.com/forum/index.php?topic=17103.msg370418#msg370418
?
I saw in the recent patch notes:I added these comments to the config for next version:
" Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use"
What are the old-style fleets? I don't think I ever encountered them, and I'm curious how you can enable old vs. new. A bit confused how new-style fleets can be in use if old-style are now the default as well.
Thanks!
# old vengeance fleets have the intel item, spawn at a location, then chase you around the map
# new vengeance fleets just appear outside a system and try to catch you, like some vanilla encounters
Hi first thanks for all your efforts and works put into the modding scene !Hi!
Second i was wondering is it really your mod that add the "rebellion" dynamic ? Cause i encountered a crash when an intel pop up came giving me two choices for the rebellion so just by curiosity and to check each choice i was going to click on "send a repression fleet" or something like that but then the game instantaneously crashed :c !
Ho also maybe not related to your mod either kinda is when i started my modded game first i had "custom scenario" 3 in fact but then for some reason they won't appear anymore if i start other games is it normal to have this kinda of incompatibility ?
I saw in the recent patch notes:I added these comments to the config for next version:
" Old-style vengeance fleets now the default again; halve vengeance point generation if new-style fleets are in use"
What are the old-style fleets? I don't think I ever encountered them, and I'm curious how you can enable old vs. new. A bit confused how new-style fleets can be in use if old-style are now the default as well.
Thanks!# old vengeance fleets have the intel item, spawn at a location, then chase you around the map
# new vengeance fleets just appear outside a system and try to catch you, like some vanilla encountersHi first thanks for all your efforts and works put into the modding scene !Hi!
Second i was wondering is it really your mod that add the "rebellion" dynamic ? Cause i encountered a crash when an intel pop up came giving me two choices for the rebellion so just by curiosity and to check each choice i was going to click on "send a repression fleet" or something like that but then the game instantaneously crashed :c !
Ho also maybe not related to your mod either kinda is when i started my modded game first i had "custom scenario" 3 in fact but then for some reason they won't appear anymore if i start other games is it normal to have this kinda of incompatibility ?
The rebellion mechanic is indeed Nex. But the buttons in the rebellion intel are debug commands that only appear in devmode, so well, now you know not to press them, I guess. (I wouldn't recommend playing a 'proper game' with devmode on anyway)
The custom scenario menu (although there's only one such scenario currently) and custom start menus should still be there regardless of mods, can you send a screenshot?
(My first suspicion is they're being pushed off the screen due to there being too many dialog options on a low resolution)
Not sure if this has come up before, but I've got a feature request that seems very straightforward to me: if I'm commissioned by a faction, I should be able to take control of Stable Location objects (Comm Relays, Nav Relays and Sensor Arrays) on behalf of the faction I'm commissioned to. It feels really strange that after helping a faction kick pirates out of a system, I literally can't help them take over the system infrastructure and have to leave that stuff in the hands of hostile power for months until their own patrols finally bother to get around to it, because they'll never capture (or benefit) from those if my friendly faction takes control of them.Commissioning faction actually already benefits from your stable structures as if they were their own even of these are technically yours.
It seems such a natural feature for Nexerelin that I can't help but wonder if there's a fundamental limitation preventing this (especially since I've not seen any other mod that enables this either).
Commissioning faction actually already benefits from your stable structures as if they were their own even of these are technically yours.They do? Well, that's good to know. Didn't realise that was the case, because when I checked with Comm Relays, they didn't seem to get the Stability buff on the freshly conquered Market. I guess it just didn't update until the end of the month.
Is it at all possible to influence/define/modify the planet generation at the start of an Own Faction Start before the Picker appears? I'm tired of getting Acid planets and 250% risk planets lol. I'm fine modifying a config file or something if that's an optionThere isn't a config for it. Although if you're getting 250% hazard planets it means the picker couldn't find any better (young sector?)
Recently updated a few mods and began a new playthrough, but after a short time I get this error:Updating the mod over such a large version gap may not be possible. But that error in particular will be a bit tricky to deal with (it involves loading data for mining fleets).
https://puu.sh/JdOKE/556ee96d5e.png
I updated Nexerelin, but I then get this error while attempting to load my save:
https://puu.sh/JdOLg/f73ffa6f80.png
I'm updating from 0.10.2c to 0.10.5, any way to get my old save working? I don't get the error while playing through a NEW playthrough, but I found a juicy water world and lots of blueprints that I'd very much like to keep. I can provide log details if need be.
Hello, I want to ask if this is an error?Haven't checked the soil nanite code specifically, but I assume it's intentional. Either way, it's vanilla behavior (possibly modified by some other mod) that Nexerelin doesn't touch.
You see, Refinery and Orbital works uses the same Nanoforges
But I want to equip both at the same homeworld
I also Check By Adding a Farm and Aquaculture by using Console commands and only one of them is only capable of adding Soil nanites.
And Lastly I notice that Putting any Ai Core on any Production actually crash the Game
Would it be possible to seperate invasions from raids and stuff, in terms of config?By default raids always alternate with invasions. A general separation probably isn't gonna happen till I get around to doing the faction strategic AI.
I want raids to be somewhat common, but invasions rare, but I can't do that when raids use the same point system as invasions.
Updating the mod over such a large version gap may not be possible. But that error in particular will be a bit tricky to deal with (it involves loading data for mining fleets).
One thing you can try:
- Update to 0.10.3i (https://github.com/Histidine91/Nexerelin/releases/tag/v0.10.3i)
- If you successfully load, go far away from the core worlds and stay there for a while (an ingame week should be sufficient?) so most fleets despawn
- Save game, update to 0.10.5, try to load again
If you can do stage 2 at least, that'll let you continue playing the save.
You can also try staying on 0.10.2c and just setting nex_vultureSpawnRateMult in Nexerelin/data/config/settings.json to 0, although that may not help if the relevant fleets have already spawned. There may also be other incompatibilities with Starsector 0.95.1.
Is it possible to sell planets to factions in Nex or just transfer them?
I could have sworn I remember being able to sell them as well as buy them but I could be wrong.
I had a thought the other day.I'm not sure dynamically creating factions is currently possible, sadly.
Is it possible to create factions dynamically/spontaneously ? I was thinking about the map, and how stars are grouped in constellations. Now it's possible to settle them, give the colonies to the "independents" faction, but my thought there was... would a minor faction of all the "independent" worlds in a constellation make sense ?
like, here's 4 constellations: Elnor, Anyang, Nysa, and Dargor Nebula. Is it possible for a minor faction of "Anyang Association" to be generated, that would then function like other factions, forming diplomatic agreements, fighting wars etc. ?
Can i put off faction respawn in a running game?Type ReloadNexConfig (not case-sensitive) in Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106) mod.
Is there no option to start the tutorial with the vanilla core world?
E: "Vanilla" more like non random core world plus Mod content/factions...
Btw, this may be tangent? Idk. But, can the default story be completely skipped? Like, not completed skipped as the mod makes it but skipped skipped like the player has nothing to do whatsoever with it. Can it be doable to do just that? To make the Galaxia Academic Question completely alien to the player until they hear some news and perhaps investigate it thus actually prompting and starting the storyline fresh but not forced? Kinda weird to me, that start and perhaps even weirder with the mod, albeit as far as I can tell, it generally by default just follows the default storyline but just with less benefits like no monthly income from the Academy unlike the standard game. I hope i made that clear enough to at the very least be understood.Or maybe it does not. :o
If it's Iron Shell (which "Great Hegemony" would suggest), then setting their relationship with each other to 0 won't work - there relationship can't drop below 50,maybe even 100.
Btw, this may be tangent? Idk. But, can the default story be completely skipped? Like, not completed skipped as the mod makes it but skipped skipped like the player has nothing to do whatsoever with it. Can it be doable to do just that? To make the Galaxia Academic Question completely alien to the player until they hear some news and perhaps investigate it thus actually prompting and starting the storyline fresh but not forced? Kinda weird to me, that start and perhaps even weirder with the mod, albeit as far as I can tell, it generally by default just follows the default storyline but just with less benefits like no monthly income from the Academy unlike the standard game. I hope i made that clear enough to at the very least be understood.I'm sorry, I have no idea what you're trying to say :-X
May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Yes, which faction? Some mods may not have been set up to obey the "don't generate handmade systems in random sector" behavior.May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
In two games the faction I am with just does not seem to like expanding, meanwhile other factions are grabbing stuff left and right, any idea why this might be?If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
And is there any way I can help them to actually start doing something usefull?
So.. I think I just "finished" the showdown quest? I lost the fleet, they went off and died I guess, no idea where I was supposed to defend. But is that it? I get a small cash reward and it's over? Nothing else from Midnight Dissonant?That's currently the last mission, yeah.
If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?
Yes, which faction? Some mods may not have been set up to obey the "don't generate handmade systems in random sector" behavior.May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
A planet having all its demand met will be stronger, but at some point the only thing that will help is more/bigger planets and more industry.If you mean the player faction specifically, it generally doesn't do much on its own, that's what you're for.
If it's a commissioning faction, depends on things like their economic production (for generating invasion fleets; this part also relies on having enemies to begin with) and whether they're set to launch colony expeditions. Which faction were you working with?
Comissioning, roider union and mayasura.
I guess they both start of pretty weak with only 1 planet and so the more established factions just have a much easier time to start expanding and both these factions can easily get kinda screwed and left weak and vulnerable then yeah.
Can I for example support them economically by selling them everything I find and fulfilling planet requirements or such to boost them?
Also if I request a colonization mission from them it says its a "player" mission, does that mean I would gain that planet or would it colonize it for the comissioned faction?
Ah, I suppose that's why trying to do random sector crashes? I tracked it down to Tahlan Shipworks, but it seems to be an intermittent crash.Crashing outright shouldn't happen in random sector or the mod in general; you'll likely want to look at the specific error in the log to find out which mod is causing it and why.
A planet having all its demand met will be stronger, but at some point the only thing that will help is more/bigger planets and more industry.
Requested colony expeditions IIRC always go to the player, but you can go to the resulting planet and transfer it to your faction.
Hello.
I have a config suggestion if you are open to it.
Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.
I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.
Thanks
Hello.
I have a config suggestion if you are open to it.
Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.
I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.
Another idea of mine is to enable invasions after you create your own faction. This would let me build my fleet then start building a planet when im ready to start battling other factions.
Thanks
Technically, story relevant planets are exempt from invasions, but you are correct that if you only have nex, Hegemony gets a pop victory quickly. For many people that use faction mods, however, this steamroll doesn't happen because there is an enemy that tanks Hegemony invasions (LoA, Legio).
Sorry for the late reply. I've tried the Hegemony subfaction from Vayra's sector, Diable Avionics they didn't disable and my mod consists of multiple factions and a player said he want to disable a certain faction from my mod.May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
I'll just say that I don't have any recommended list of faction mods, or a design expectation that people play Nex with mods. I should probably try running a few hands-off games with an unmodded sector and see if Hegemony regularly stomps other factions; if they do a direct nerf of some kind may be in order. Maybe I'll also add a setting to tie invasions to Academy quest completion.Hello.
I have a config suggestion if you are open to it.
Basically i would like a option to disable invasions until i finish the main storyline and recieve the janus device, would this be doable or do you think its a redundant thing to have? I usually like to take my time in my playthroughs and not focus on planet building at first.
I feel like i can't do that in nexerelin because the invasions happen so quickly with hemogeny taking everything since i play the game mostly vanilla. I think this option would give me time to prepare to join in the battles between the factions after i'm done with the main story.
Another idea of mine is to enable invasions after you create your own faction. This would let me build my fleet then start building a planet when im ready to start battling other factions.
Thanks
Technically, story relevant planets are exempt from invasions, but you are correct that if you only have nex, Hegemony gets a pop victory quickly. For many people that use faction mods, however, this steamroll doesn't happen because there is an enemy that tanks Hegemony invasions (LoA, Legio).
I prefer to play the game with vanilla ships, its odd to me that this mod would be balanced around having other faction mods to be balanced. Does the mod author have an intended list of faction mods i should be running along side this mod?
So yeah, my suggestion i hope is still an open possibility and maybe including a hegemony nerf for those playing mostly vannila / without killing storymode for those who prefer it.
I also have another idea for an option that would be nice; invasions start after you create your own faction! thoughts?
Currently, im running this to try slow it down in the config.
pointsRequiredForInvasionFleet": 527000
Are there instructions on yow to increase sector density with Nexerelin? I see people mentioning it is possible if random core gen is used, but the random gen options only allows inhabited/controlled systems to be added.The more factions there are, the bigger the central constellation gets, but beyond that the mod you want is Adjusted Sector.
One question: What is meant with the "new MagicLib asteroid plugin"? I couldn't find anything with forum search.Beta MagicLib (don't think it's available on forum) introduces a custom asteroid belt plugin which used to cause problems with Nex code looking for a certain parameter in the vanilla belt plugin. I expect the release version of MagicLib will fix this.
Current versions of Diable Avionics spawn their non-random systems in random sector regardless of the setting*. The Vayra's Sector factions shouldn't appear at start if disabled, but will still spawn using their VSector colonial mechanics. Most/all other factions should work; try it with a vanilla faction like Hegemony.Sorry for the late reply. I've tried the Hegemony subfaction from Vayra's sector, Diable Avionics they didn't disable and my mod consists of multiple factions and a player said he want to disable a certain faction from my mod.May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
Diable at least doesn't do this anymore. I just made a random core game and disabled them and they were gone. In another random core save they didn't have the non-random systems. I don't use vayra's sector though so there be something there.Current versions of Diable Avionics spawn their non-random systems in random sector regardless of the setting*. The Vayra's Sector factions shouldn't appear at start if disabled, but will still spawn using their VSector colonial mechanics. Most/all other factions should work; try it with a vanilla faction like Hegemony.Sorry for the late reply. I've tried the Hegemony subfaction from Vayra's sector, Diable Avionics they didn't disable and my mod consists of multiple factions and a player said he want to disable a certain faction from my mod.May I ask what to do/config to make mod faction actually be truly able to disable on start? I found the mod factions are still there even though I've disabled them when starting a new game. I guess generating systems and the markets with script may ignore nexerelin settings and force the faction's system and market to spawn?
Which mod faction? Is there any reason you can't uncheck the mod in the mod manager?
*If your own mod's faction has the same problem, first post of this thread should explain how to check for random sector before generating systems
I'll just say that I don't have any recommended list of faction mods, or a design expectation that people play Nex with mods. I should probably try running a few hands-off games with an unmodded sector and see if Hegemony regularly stomps other factions; if they do a direct nerf of some kind may be in order. Maybe I'll also add a setting to tie invasions to Academy quest completion.
Depending on whether you care about markets changing hands or just the victory screen appearing prematurely, you could try the enableInvasions and enableVictory settings respectively in the config.
3. Weighting only the core worlds. A key problem with the Hegemony is because of how the colonisation works, they emit far more colonies into the sector than other factions, when this is an unbalancing factor, especially compared to other smaller factions.Hegemony has no bonus to its colonisation frequency, and due to the random picking of factions for colony expeditions it has no particular expectation of being the fastest to expand in this way. (And even if it did, at an average of five new colonies every four years this isn't a great buff in the short term)
luddic_church: 6
tritachyon: 13
persean: 13
hegemony: 12
sindrian_diktat: 6
luddic_church: 6
tritachyon: 7
persean: 18
hegemony: 11
sindrian_diktat: 8
When i try to launch the mod (the only others are "a new level of confidence 30", magiclib,lazulib e this one nexerelin), and with all the others it work fine but with nexerelin it crash just after launch when it start the loading and it says:
Fatal:com/fs/starfare/api/campaign/CustomVisualDialogDelegate
Cause: com.fs.starfarer.api.campaign. CustomVisualDialogDelegate
Ceck starsector.log for more info
this is the log i found:
14232 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.super.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.super.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
I Have no idea how to solve it and i din't anithing in the FAQ tread for this kind of problems
I have tried the 'own faction' setting but i kept getting the same planet and the system i am are claimed by another faction called dassault. I kept getting water world and the system are full of good modifier but it is claimed by nearby faction who already has 2 established planet. Any idea why it kept spawning me same place despite i even turn on the random starting system?That's a bug, and we're both working on fixing it. I can't give you an ETA on the next DME update, unfortunately.
Hello my game crash since I updated some of my mods, and I got a few errors when I lauch the game.Your Starsector version is out of date, get the newest installer from the website (you can follow the link in the Announcements thread).
Here is the one I got with nexerilin, if u can help me pls :)
I noticed in my current game when markets increase in size the AI doesn’t add more industries very much… if at all, some of the colonies do but the core worlds do not. I captured Lost Acropolis and it only had one of three industries.Core sector markets quite often don't use all their industry slots, and Nex only adds new industries (but it can also decide not to use a slot) when the market grows in size or was taken over from the player.
Though I do run several mods, so I’m not sure if that’s what is interfering.
I have tried the 'own faction' setting but i kept getting the same planet and the system i am are claimed by another faction called dassault. I kept getting water world and the system are full of good modifier but it is claimed by nearby faction who already has 2 established planet. Any idea why it kept spawning me same place despite i even turn on the random starting system?FYI you can set your starting planet location to only non-core worlds in the new game dialog, I think that'll prevent the Odessa start.
Does anyone remember what are the lines you need to edit to revert the invasion mechanics to the more simpler version? I dont remember if it was this iteration or the original that allowed for that.legacyInvasions in exerelin_config.json
I have tried the 'own faction' setting but i kept getting the same planet and the system i am are claimed by another faction called dassault. I kept getting water world and the system are full of good modifier but it is claimed by nearby faction who already has 2 established planet. Any idea why it kept spawning me same place despite i even turn on the random starting system?FYI you can set your starting planet location to only non-core worlds in the new game dialog, I think that'll prevent the Odessa start.
Hey there!
I really love the mod, but I can't find anyone who sells good mining ships like the bear-class. I really want to buy them. Anyone know where I can reliably find some?
Hey there!Hello! For the Bear specifically, independents and scavengers have them. The Junk Pirates Reaper is another big mining ship that I know of.
I really love the mod, but I can't find anyone who sells good mining ships like the bear-class. I really want to buy them. Anyone know where I can reliably find some?
question, i just went through your configs and i noticed a new comment on the updated version when setting the prism to sit in hyperspace, claiming thatGood call, I'll edit the comment.
"if false, Prism will get its own star system (but not if added midgame). Likely to crash, not recommended"
do you mean its better to have the value defaulted to false (giving the prism its own system) or to true (having the prism sit in hyperspace)?
the wording kinda suggests that its a bad idea to give the prism port its own system
Encountered a odd problem when I have my own faction and then do a commission with another faction to gain stuff with them if I invade a enemy world due to I was tired of them invading I don't seem to get the planet I worked hard to invade but instead the faction I'm commissioned with is their a way to set who gains the world I invade? Or do I just have to get rid of my commission for it.Look in the ground battle intel after you win the battle, there's a button to take over.
Hello. I have a bug. After some time game crash with this error. I'm not sure if it becouse nexerlin, cause im change jre to 8 version inside starsector and it maybe just cannot find needed library.That error is just a warning about Version Checker and shouldn't be related to any crash to desktop.
[...]
Encountered a odd problem when I have my own faction and then do a commission with another faction to gain stuff with them if I invade a enemy world due to I was tired of them invading I don't seem to get the planet I worked hard to invade but instead the faction I'm commissioned with is their a way to set who gains the world I invade? Or do I just have to get rid of my commission for it.Look in the ground battle intel after you win the battle, there's a button to take over.
I want to get everyone's opinion on commissions - to me they have a lot of upsides with no downsides.I've been thinking about removing or replacing the relationship sync-with-commissioner thing, at least (though I don't yet have a good idea for what it should look like instead). It makes the commissioning faction's relations with others work a lot differently than NPC-NPC relations (e.g. after player fights enough battles, relations drop to -100, when the same thing doesn't happen without player involvement no matter how long the war goes on). Also adds a bunch of complications to the code.
- You can steer your commissioned faction's reputations with others much faster than they can yours. Having less control over relations was the primary downside of commissions in vanilla - with Nex you arguably have more since you're controlling essentially 2 factions.
- You can take over your commissioner's pirate planet to have very easy development and no tribute
- You can dispose of planets to your commissioner rather than having to deal with tacbomb results and rebellions
- If you do plan on getting governorship, you can do so after funding anti-rebellion forces on your commissioner's tab, and increase your own market demand.
- If you plan on pulling an Andrada, the rep penalty is minimal
I have procured a ship with my operative but I cannot find it anywhere on the planet he procured it.There's a dialog where you can pick a specific destination while the operative action is ongoing.
Where are they stored?
Is there any way to edit the player.json file to add specific weapon/ship blueprints or packages from mods to the list of possible starting blueprints of an own faction? Apologies in advance if this has already been documented somewhere.For each faction in the game, the picker automatically adds any blueprint package found in the faction config's startSpecialItems list (the files being the ones in data/config/exerelinFactionConfig. You can also add packages manually to the same table in player.json, just follow the formatting.
<post I forgot to respond to until two days later, whoops>Is there any way to edit the player.json file to add specific weapon/ship blueprints or packages from mods to the list of possible starting blueprints of an own faction? Apologies in advance if this has already been documented somewhere.For each faction in the game, the picker automatically adds any blueprint package found in the faction config's startSpecialItems list (the files being the ones in data/config/exerelinFactionConfig. You can also add packages manually to the same table in player.json, just follow the formatting.
sorry but is it save game compatible? edit: i mean the latest update.Nex updates are save-compatible with the immediately prior version of the mod (and often some versions back) unless I mention otherwise or there's a bug, yeah.
A suggestion: make it impossible to transfer market to a faction that you're hostile with.Hmm. For most factions it makes sense to only give markets back after a peace deal, but with pirates there's no diplomacy event so someone who wanted to give pirates markets would have to manually raise rep to inhospitable first.
Right now you can still invade a pirate base, scrap the buildings, give it back to pirates, wait 1 day for them to start building something, invade again, scrap building, repeat.
Plus it doesn't make much sense to be able to transfer to your enemies.
Non-package blueprints are handled with a specific item type for each blueprint type (ship, weapon, or fighter), with the item ID as the parameter. See data/campaign/special_items.csv in the Starsector core folder.
Examples:
"ship_bp", "paragon"
"weapon_bp", "heavyneedler"
"fighter_bp", "broadsword_wing"
IDs can be found in the files or using the console commands mod.
Note: I just tested it and adding the Heavy Needler blueprint to the start picker works, but the picker tooltip title is messed up. Presumably fighter wings are also affected.
Will fix for next version.
I have no suggestions, but I wish there was a less clunky way to repeatedly mine.
Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?
Hmm. I don't think the bar needs changing as the player should be able to figure out what it means very quickly. But I could add an option on dialog close (which becomes enforced if over capacity, in which case there will also be a warning message) to open the cargo screen.I have no suggestions, but I wish there was a less clunky way to repeatedly mine.
Also maybe the bar could empty, rather than fill, to emphasis it's a cooldown?
Following up with a suggestion of my own:
Would it be possible to automatically open the inventory screen upon dismissing the Mining dialog (after actually mining, of course)?
This way, if a fleet's cargo capacity is exceeded due to picking up ores, the player can decide what ores/items to discard so as to not immediately incur a supply consumption penalty. (Even a scant few seconds between exiting the dialog and spamming spacebar to pause the campaign can result in some supply loss).
Can I ask some modding related questions? I had one mod which have "technical" faction which should not appear except one system, but Random Sector generates planets for them, and its works kinda wacky since they have no patrols, no diplomacy and such, and I want to remove that, also this faction not appear in faction list so I cannot disable it. (Unofficial own made port of abandoned BB+ mod, except DME's Deserters its adds another technical Deserter faction for neutral station in on system)Did you set up a Nex faction config file for your faction? (data/config/exerelinFactionConfig)
And second one, my custom start gives player a colony planet from start in Random Sector, which wasn't intended, maybe I missed something. Here its code:Spoilerpublic class CswpBBBetrayerStart extends CustomStart {
protected List<String> ships = new ArrayList<>(Arrays.asList("istl_stormkestrel_proto_test", "istl_desertersupply_sm_std", "dram_Light"));
public void execute(InteractionDialogAPI dialog, Map<String, MemoryAPI> memoryMap) {
PlayerFactionStore.setPlayerFactionIdNGC("the_deserter");
CharacterCreationData data = (CharacterCreationData) ((MemoryAPI) memoryMap.get("local")).get("$characterData");
NGCAddStartingShipsByFleetType.generateFleetFromVariantIds(dialog, data, null, this.ships);
NGCAddStartingShipsByFleetType.addStartingDModScript(memoryMap.get("local"));
data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_ships_package", null), 1.0F);
data.getStartingCargo().addSpecial(new SpecialItemData("cswp_blade_breakers_weapons_package", null), 1.0F);
data.getStartingCargo().addHullmods("istl_bbassault", 1);
data.getStartingCargo().addHullmods("istl_bbdefense", 1);
data.getStartingCargo().addHullmods("istl_bbsupport", 1);
FireBest.fire(null, dialog, memoryMap, "ExerelinNGCStep4");
}
}[close]
Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise
Did you set up a Nex faction config file for your faction? (data/config/exerelinFactionConfig)
Is it normal for special task forces to be SUPER expensive to run?
I was trying to have a small one as a system defense while i build my industry and explore, since my feeble Patrol HQ cant keep up with the enemies.
However the task group drained about 90k last month, 74037$ of those with supply costs.
It's just like 3 destroyers, and a couple frigates (all destroyers, and some of the ships even have efficiency overhaul hullmod).
At base 100$/Supply thats 740,37 supplies/month, or 24,679/day.
My main fleet uses about 5.7/day and is bigger and stronger by a lot. Whats going on there?
This taskforce is ruining my wallet and im a long way from home :,)
Love the feature tho otherwise
Does the player have any sway in which alliance their commissioned faction joins/leaves?Other than manipulating relations with the alliance members (or adding more members to the alliance, as the chance of joining already-large alliances is reduced), the player can't influence this decision.
Hi, is it intentional that when I gift a market to a friendly faction, I only get a very minor reputation boost, but when said market then gets invaded by a hostile faction, I get a huge reputation penalty to my friendly faction? It seems odd to be so heavily penalised for gifting a faction a market, even if it is later inavded.You don't lose rep for a friendly planet getting invaded (unless there's some obscure bug involved), so I'm not sure what you mean. If something like it happens again, look at the surrounding notifications and intel items and see if there's any cause of the rep loss (which may not have anything to do with the invasion itself).
On a side note, is it possible to add an option to reduce the stability penalty to raiding? It seems a bit too easy to decivilize hostile colonies with just a few raidsNext update implements a minimum raid strength (based on market size) to cause nonzero unrest. At some point I may also add diminishing returns to the unrest caused by raids.
Speaking of task group costs, unless I'm reading my income tab wrong, it seems to only charge me for my most recent taskforce, even if I have multiple up and running.Yeah, I guess I didn't change the cost records to support multiple task groups. Will fix, thanks!
Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.Increasing the diplomacy interval in data/config/exerelin/diplomacyConfig.json might do the job.
Will try it, thank you friendly amino acid.Is there a way to make the AI less prone to wars? I'd like to make wars rarer but also larger. I know I can make them larger by changing invasion/response fleet sizes, war weariness, etc but I also want to only have those wars happen once every few years, even with a ton of modded factions, without having to do something like flatten relations.Increasing the diplomacy interval in data/config/exerelin/diplomacyConfig.json might do the job.
(In the same file, you can also reduce the chance of the four or so random negative events with "repLimit":"hostile", i.e. the ones that can push factions into war without either making an explicit decision to declare war)
### Gameplay ###
* Introduce system for faction-specific market conditions
* Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well
### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
* Fix having multiple special task groups but only paying for one
* Fix player special task groups costing supplies for repairs and CR recovery
* Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting
### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message
### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
* New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector
* Random sector: Constrain min/max stars in central constellationv0.10.5b - I cannot find such an option when I make a new run, not in sector generation, be it random or non random core worlds, nor in any of the configs (exerelin_config.json, settings.json in configs) in the the mod folder. :o
It's probably a dumb question but is there any way to track heg. fleet in showdown mission without following it? I can't find it for some reason...If you create a blank file Starsector/saves/common/nex_dev.data the mission intel will show some debug locational info.
Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.
Needless to say, a -15 rep loss from +100 can't make you lose your commission, barring something like Iron Shell's enforcing of good relations with Hegemony (e.g. it kicks you out and restores relations if you attack Heg while having an IS commission). Did you notice any other reputation events at the time?Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.
thats an understatement, despite only getting a -15 rep hit, i completly lost my commission and went from 100 rep to -25 for some reason
Reputation changes from trade is handled by vanilla code. Looking at it, it might be intentional, although I don't know if anyone has specifically brought it up to Alex.
Hmm, I think I did say previously I wanted to override this behavior, so maybe I will next version...Needless to say, a -15 rep loss from +100 can't make you lose your commission, barring something like Iron Shell's enforcing of good relations with Hegemony (e.g. it kicks you out and restores relations if you attack Heg while having an IS commission). Did you notice any other reputation events at the time?Hey, so, if there is a rebellion and you support the rebellion side by selling to the black market with your transponder on, once they take over the colony, you get a reputation penalty with them for selling stuff on the black market right after they capture said market.
thats an understatement, despite only getting a -15 rep hit, i completly lost my commission and went from 100 rep to -25 for some reason
So I recently got my own colony back after it being invaded.You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json errorAre you the one who pinged me on Discord the other day?
So I've been trying to get a specific behaviour set up.Copy and paste the following into console:
I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.
Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?
runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}
Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.Sorry, can't be disabled currently! Maybe a setting in the future.
i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factionsThe big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
runcode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
Sat on this update for rather longer than necessary, but hopefully no bugs need fixing.Nexerelin v0.10.5b
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.5b/Nexerelin_0.10.5b.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)Spoiler### Gameplay ###
* Introduce system for faction-specific market conditions
* Currently have a +10% accessibility condition for pirates and Luddic Path
* Transfer market: Option to hand to commissioning faction and auto-get governorship
* Cargo scan doesn't check for heavy armaments if player has commission or alliance
* Ground battle gives free storage unlock on victory if player is attacker
* Independents can have a special task group as a treat
* Recently captured markets can't be transferred to factions hostile to player
* Old-style vengeance fleets cancel spawn if spaceport is disrupted
* Build station mission has small chance to not spawn interfering fleet
* Player special task groups have a teleport button for when they're stuck
* Remnant mission 2: Add some cool loot to mothership
* Remnant mission 3: Can now offer to join operation after fleets move out but before they reach target system; increase payment; other tweaks
* Random sector: Constrain min/max stars in central constellation
* Add a size-based minimum raid strength to cause unrest from raiding
* Fractal Shipworks milestone unlocked by Remnant plus bounty as well
### Fixes ###
* Counter-invasions aren't modified by brawl mode; fix them adding rather than costing invasion points
* Fix bugs with special task group costs
* Fix having multiple special task groups but only paying for one
* Fix player special task groups costing supplies for repairs and CR recovery
* Remove the 25% premium paid on supplies and crew salaries (was supposed to be removed previously but this was bugged)
* Stellar Networks: prevent a case of marine XP loss when checking Remnant contact missions during remote call
* Fix submarkets on governed colony not being reset when player loses commission
* Skip invalid faction starting special items when generating blueprints for own faction start's bonus picker
* Colony expedition intel doesn't crash if market desc changer isn't running
* Fix a potential bug with minimum merc company level if player max level is changed
* Fleet request menu no longer leaks location of hidden bases
* Hypershunt encounter: Fix fleet behavior; giving a beta core no longer gives Remnant rep (only alpha core does)
* Fix a bug in alliance join weighting with `ignoreAlignmentForAlliances` setting
### Text ###
* Clarify counter-invasion text when ended due to invader being repulsed
* Replace en dashes with hyphens for Chinese version
* Fix ground battle 'timer for decision' bullet point
* Fix a counter-invasion cancellation message
### Modding ###
* Compatibility with newest Adjusted Sector
* Nex raids and (probably) legacy invasions support Crew Replacer mod
* New invasion system to come later, will likely require significant modification
* Add `isPlayerRuled` setting to faction config (early implementation, largely untested)
* Add AgentActionListener
* Own faction setup picker: Fix title in tooltip of non-package blueprints
* Add `skillsReplace` setting for AIM merc officers
* Factions marked as 'free start' in their config won't generate planets or be toggleable in random sector[close]
Hi i love the mod and was wandering if modded ships can be added so you can start with the ships from added factions (ie star wars mod)Most factions already implement their own starts, where you get their ships and a commission with that faction. If it doesn't, or you want different ships, you can add starting ships to the faction configs in data/config/exerelinFactionConfig/ (in the Nex folder for player and vanilla factions, or in the mod folder for third-party factions).
I some how missed that this updated this month - does it break saves?Nex updates are always save-compatible at least with the previous version, unless otherwise specified (or there's a bug) :)
Hello, my game crashed every time I interact with my own created special task group. any solution for this? :'(
There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)
There are ways to get lots of supplies, the easiest one is a way station on a bigger planet I guess.
Nex has a feature that lets you build supply stations if you click on a planet... As mentioned you can add waystations to your colonies (with a blue [redacted core]), you can make more heavy/fuel industries, so many options. You don't happen to have a couple super dreadnoughts from some mod in your fleet? Some of them could have really high fuel and supply costs per month, and you do have enough logistic ships to carry all your stuff, right? The tools to fix your problem are all there, I wish you success. ;)
Thanks for the tip- I was ignoring waystations because I started in Penelope. I've only considered them for their access boost and not a means of supplies and fuel for my fleet.
I'm not at home looking at the game now- I think the outpost detail was kind of generic- are they any good? I got the impression they were a exploration tool when you are far out. Do they make supplies and fuel at planets for you at cost? Does it make any sense to put one in Penelope alongside my colonized planets?
variable manufactories with supply/fuelsupply vlc slotted into themThat is Industrial Evolution aka mod content and not a vanilla aka base game feature...
Do defense fleets (requested task force ones) factor into the invasion autoresolve, if the player is absent from the system? Let's say I get a notification for an incoming invasion, so I hire a defense fleet targeting that market. Even if the defense fleet is "fairly strong" versus the invading "fairly capable", the intel estimation on the invasion vs. defenders still says "superior" i.e., unchanged after the defense arrives. The invaders defeat the station and deploy their marines while the defense fleet is still 'alive' in my intel, as if the defense task force doesn't exist.The autoresolve basically just sums the 'fleet point' strength of all fleets belonging to the attacking and defending faction, and the station around the specific target. This includes the requested defense fleets. The side with more points wins. (Third parties aren't counted even if they're friendly/hostile to one side or the other, which is a bit annoying)
do i need to run the code of every save load?i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factionsThe big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):Code: javaruncode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.
alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.
so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?
i would assume there's no cap to how many factions can be in an alliance, but i could be wrong
Can Pirates and Luddic Path make alliances with the other main factions, or be offered by the main factions to join them? I am currently doing a Pather run and really want to make a Player+Pather+Pirate+Church alliance, but I am unsure if it can even be done to begin with. If I just need to wait or give some sort of offer in one of the menus.You might also find it desirable to enable pirate invasions in the same config, if you're trying to make them 'main factions'.
I also remember there is a way to make pirates and pathers get counted as main factions but I don't remember where that option was. Would be super thankful is anyone who knows could tell me. (Found it. It's count pirate factions for victory condition.)
kind of hard to sift through the 300+ pages of comments, so i think it's fair to ask this, even if it's already been asked.There's no max alliance size, although there are factors tending to push larger alliances apart.
alliances. i'm in one. i use them primarily for the commissioned crew bonuses for my fleet. currently i'm in a 5-faction alliance (that includes me). there's another faction that i have a 97/100 status with, but they "dont trust my alliance", so they wont join. looking at their faction page, this faction has no relation with any of my alliance members, but that didnt seem to be an issue with the previous 3 factions i've recruited.
so i'm curious if this is a hard-cap to the amount of factions in an alliance, or is it just due to the AI faction not playing nice with the other AI factions?
i would assume there's no cap to how many factions can be in an alliance, but i could be wrong
There's no max alliance size, although there are factors tending to push larger alliances apart.
As Catscrath said it may be an alignment mismatch; if not, you may need to raise their relations with the existing members. Check the alliance entry in the intel screen to see what's happening here.
The existing members need to all be at least Welcoming or better with the prospective member.
You can raise relations between two NPC factions with negotiator or hybrid operatives (recruited from bars or by an existing level 3 operative),
I've been playing with Nexerelin for some time and I've had a problem in my most recent games with the Ninth Battle Group.Hmm, I don't think I've heard of anything similar with 9th BG (especially the win-at-start thing, that shouldn't be possible unless literally all other playable factions are disabled). They also didn't show unusual (or indeed, any) conquests in the test game I ran.
They changed from being isolationists that sometimes launch raids to Steamrolling over everyone. They are the first to invade after the grace period and they win invision 4 times out of 5 against any faction and any planet size. It goes to the point where they get two third of the core sector after two in game years and still going.
I even began a new game where I disabled all factions from mods I downloaded to keep only the vanilla ones and after only one in game day got a message saying that the Ninth Battle Group won.
I tried to deactivate them in game but they always spawn in there default system with their default weight no matter the option I choose.
I also tried to find their file in nexerelin to see if I could change them back and they don't appear anywhere.
So, how do things like cataphrats from the arma mod, that are supposed to simulate a number of marines in grounds battles, work in the Nexerelin ground battle system?They should contribute ground support strength (visible in the tab with the other modifiers). As a bonus, it doesn't cost the carrier CR to do this, unlike with normal raids.
I don't see where they are able to contribute to the fight?
I've been playing with Nexerelin for some time and I've had a problem in my most recent games with the Ninth Battle Group.Hmm, I don't think I've heard of anything similar with 9th BG (especially the win-at-start thing, that shouldn't be possible unless literally all other playable factions are disabled). They also didn't show unusual (or indeed, any) conquests in the test game I ran.
They changed from being isolationists that sometimes launch raids to Steamrolling over everyone. They are the first to invade after the grace period and they win invision 4 times out of 5 against any faction and any planet size. It goes to the point where they get two third of the core sector after two in game years and still going.
I even began a new game where I disabled all factions from mods I downloaded to keep only the vanilla ones and after only one in game day got a message saying that the Ninth Battle Group won.
I tried to deactivate them in game but they always spawn in there default system with their default weight no matter the option I choose.
I also tried to find their file in nexerelin to see if I could change them back and they don't appear anywhere.
Their faction config file is in the Arsenal Expansion mod, you could try changing the values there and/or bring up the issue to Inventor Raccoon. Are you playing on random sector?So, how do things like cataphrats from the arma mod, that are supposed to simulate a number of marines in grounds battles, work in the Nexerelin ground battle system?They should contribute ground support strength (visible in the tab with the other modifiers). As a bonus, it doesn't cost the carrier CR to do this, unlike with normal raids.
I don't see where they are able to contribute to the fight?
What happens to my invasion fleet after it successfully invades a planet? Does it randomly disappear? Or does it stay forever in that system for defense? Can I get them to follow me?
What happens to my invasion fleet after it successfully invades a planet? Does it randomly disappear? Or does it stay forever in that system for defense? Can I get them to follow me?(Successful) invasion fleets, including ones sent by the player, will orbit the target for 90 days then go home. They won't obey the Follow Me command and can't be ordered around in general.
Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.Any military submarket, or just the November/Automata ones?
Mr Modder or anyone can you help me pls? I satured planet so it has like -40 unrest what do I need to change hereIf you really want stuff to deciv ASAP, set sampling months to like 3, min fraction and min streak to zero, and decivProbPerMonthOverStreak to 1.
"decivSamplingMonths":
"decivZeroStabilityMinFraction":
"decivMinStreak":
"decivProbPerMonthOverStreak":
So that planet will deciv almost now. Like 3 months max. Wanna deciv the whole galaxy ;D
Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.Any military submarket, or just the November/Automata ones?
If it's the regular military submarket, might be Yunru or some other mod overriding it, unless UAF is doing something hidden. See if you can access the Hegemony military submarket while having an IS commission, or vice-versa.
on the latest version of this mod im getting a crash error "command [nex_fencingDuel] not found in packages:...." it then list the packagesFirst try a clean reinstall of Nex (delete old folder), make sure the file Nexerelin/jars/ExerelinCore.jar exists (and don't replace it with a different .jar file from elsewhere, unless it's a hotfix specifically by me and newer than the 0.10.5b release).
Hmm. Modlist looks fine at a glance.Seems like I encountered a problem, was commissioned by UAF during playthrough, then the faction got into an alliance w/ Iron shell & Hegemony. When browsing their market however I can't access their military section because of "not commissioned". Last I've heard that being in alliance remove the commission restriction, unless there's some changes that I do not know. I also do have mods like Vayra's sector and Yunru-related mods installed so I'm not sure if those do affect the game or not.Any military submarket, or just the November/Automata ones?
If it's the regular military submarket, might be Yunru or some other mod overriding it, unless UAF is doing something hidden. See if you can access the Hegemony military submarket while having an IS commission, or vice-versa.
Only the military submarket (In this case, I'm commissioned by UAF, and the UAF is allied with Hegemony and Iron Shell. The Hegemony/IRS military submarket is inaccessible and said that I still need to be commissioned by them), and from what I've been testing, commissioned w/Iron Shell and interacting with Hegemony military submarket, removing mods and such and still ended up with the same problem.
Also, here's my mod list for reference.
Core library mods: GraphicsLib, Lazylib, MagicLib, YunruCore
The rest: Vayra's Sector (bootleg from discord), UAF, Iron Shell, Scalartech, tahlan_shipworks, O.R.A, Kadur Remnant, Magellan Protectorate, HMI, Secrets of The Frontier, Battle music, Gundam UC, PAGSM, Sunrider, Whichmod, Industrial.Evolution, Diktat Enhancement, A New Level of Confidence (30), Starship Legends, Mayasuran Navy, DME, Progressive S-Mods, Arma Armatura, Combat Chatter, Hyperdrive, Terraforming And Station Construction, Interstellar Imperium, Immersion Friendly Portrait Pack, SpeedUp, Nexelerin, Autosave, Yunru mods(Hullmods, Low Tech/High-Tech/Midline and Civilian Expansion), Seeker_UC, Console Commands, Diable Avionics, SCY, Commissioned Crews, Audio plus.
The game is crashing while entering fleet high tech seller. In mid/late game :(Post the error from the log (Starsector/starsector-core/starsector.log, it'll just be named 'starsector' if you have file extensions turned off).
it has the jar file and still gives the error and it runs with just magic libNot sure what's going on then, sorry. If you poke me on the Discord server's tech support channel (when I'm around), it might be possible to dig into the issue further.
The game is crashing while entering fleet high tech seller. In mid/late game :(Post the error from the log (Starsector/starsector-core/starsector.log, it'll just be named 'starsector' if you have file extensions turned off).
Donated thousands of supplies to the colony administration but month later still have unrest and rebellion. Something isn't working.Supplies to fight a rebellion doesn't do anything to unrest (that's a separate option), nor does it immediately subdue the rebellion. It just makes the government forces stronger so they can win the rebellion over time.
Any intention to make the [REDACTED] a joinable faction? They have that rep that meets you and gives you their ships.Not unless they start having planets and such, which is currently outside the scope of my plans :)
638997 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Echo Platoon (MARINE)
638998 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Foxtrot Platoon: 56
638998 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 333
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Foxtrot Platoon (MARINE)
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Golf Platoon: 54
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 387
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Golf Platoon (MARINE)
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Hotel Platoon: 55
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 442
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Hotel Platoon (MARINE)
639005 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
639021 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
639034 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
639817 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.disbandPlayerUnits(GroundBattleIntel.java:976)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1061)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1156)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1187)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1428)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1393)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
{"enabledMods": [
"armaa",
"lw_autosave",
"chatter",
"timid_commissioned_hull_mods",
"lw_console",
"istl_dassaultmikoyan",
"diableavionics",
"gundam_uc",
"IndEvo",
"Imperium",
"lw_lazylib",
"leadingPip",
"mag_protect",
"MagicLib",
"nexerelin",
"OcuA",
"ORA",
"sun_starship_legends",
"Terraforming & Station Construction",
"underworld",
"vic",
"shaderLib"
]}
Do you have any plans for diplomacy rework?It might happen in the next major update (finally!)
If so, when would it happen?
What do you plan to change and how?
Sorry, first time poster on the starsector forums but I've been getting a CTD as I win my invasion on a station-habitatThis happens when the market you're fighting on doesn't have a storage on it (though this normally shouldn't happen). Workaround: Type addsubmarket storage in console while docked with the station, you can remove it afterwards with a removesubmarket command if you like.
Please forgive/correct me on any formatting errors in my postQuote638997 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Echo Platoon (MARINE)
638998 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Foxtrot Platoon: 56
638998 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 333
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Foxtrot Platoon (MARINE)
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Golf Platoon: 54
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 387
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Golf Platoon (MARINE)
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanding Hotel Platoon: 55
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Disbanded personnel count: 442
638999 [Thread-3] INFO exerelin.campaign.intel.groundbattle.GroundUnit - Removed unit Hotel Platoon (MARINE)
639005 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
639021 [Thread-9] INFO sound.public - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
639034 [Thread-9] INFO sound.OooO - Playing music with id [miscallenous_corvus_campaign_music.ogg]
639817 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.disbandPlayerUnits(GroundBattleIntel.java:976)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1061)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1156)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1187)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1428)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1393)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
I don't know if it's just me, but I think that the range for friendly planet when reviving special task force is way too low, it's so low in fact, that you cannot revive even when the force is orbiting the said planet. I am periodically forced to come to the task force and make them follow me until they intersect the planet directly. That is a pain to do as I need to come, change orders, try to randomly intersect, then revive and change the orders again.Well, after you proposed it in Discord I bumped the range up to 500 :)
Edit: Just for the record and everyone else, as I already posted this on discord: "seems like I was wrong, if you set it to orbit, it will orbit close enough if there were no disturbances recently. But when the task force is automatically defending (for example waiting for an invasion) it will fly around the planet just out of range, so in those situations you need to set the order to orbit manually and the set it back to auto again. Is that an issue, I don't know, but as the time does not pass in the intel screen, I fell like you could skip the order reset step."
Is there a way to teach the scavengers how to properly compare fleet strength? They often force battles where their mainly freighters plus some escorts ram themselves into my small-but-deadly, highly upgraded battle fleets. I am using about 150% larger battle size and max fleet size than vanilla. Could that be causing the issue? Pics because it did happen:That encounter (with scavengers turning from independent to pirate) is vanilla. Anyway the pirate faction is very aggressive in general; I think it's the engageWhenEvenStrength setting in the .faction file.
https://i.imgur.com/OWbIDdR.png
https://i.imgur.com/nVQsRLY.png
@HistidineBrief excerpt from my scribbled dev notes for the feature:
And do you have a detailed concept for the rework?
Would you mind sharing it with us? Maybe some of us can add some ideas worth considering :)
== General concept ==
Each faction is presented with a list of `concerns`, categorized into economic, military and diplomatic (e.g. 'we have an enemy colony in one of our systems')
Each concern has a 'menu' of `actions` to deal with it (e.g. if we have an economic competitor we could build our own industry further, raid them, or sabotage them with operatives)
Concept: Other factions may also have `responses` to our actions, e.g. respond to our provocations or our diplomatic overtures?
Which concerns a faction cares about more, and which actions it is more likely to take, depend on its personality
Strategic actions can have states: presented, ongoing, failed
each faction can do X actions of a given type (econ, mil, diplo) every N months?
On every strategic AI iteration:
Review all existing concerns, check if still relevant
If yes, gradually increase priority?
If not, remove
Add new concerns
If we have actions available, take an action on the highest priority concern of that type
Once we decide to action a concern, generate list of possible actions and pick the most favored one
Hello there!You can look in Nexerelin/exerelin_config.json, there's a bunch of settings you can toggle (enableInvasions is probably the biggest one). This post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg377961#msg377961) has that and a couple of other things you might want to do.
Would it be possible to have certain features toggleable? I really want a mod that makes AI Markets grow and makes the AI settle new colonies every now and then. So far, this is the only mod that seems to add that mechanic. However, I do not want to have a fullblown 4X experience as of now. Thank you for your time!
Hello, thank you for this great mod!I'd recommend opening Nexerelin/data/config/exerelin/diplomacyConfig.json and increasing the eventFrequency value at the top. You can also change the effect amounts of each diplomacy event, but I wouldn't recommend making the values tiny (otherwise the events may as well not happen).
I have a small problem though.
With the current amounts of diplomacy points randomly added and subtracted its very hard to keep the levels of diplomacy where I want them.
For example, I need to put in lots of effort into growing a diplomatic relation from 0 to 15 by doing certain bounties, certain missions and donating prisoners.
But then the random diplo-engine decides that some marriage goes wrong (guy walking off or something) with a whooping -17 on my relations as punishment.
And that's just not right.
Is it possible to lower the influence of these random diplomatic changes to a level I as a player can cope with?
I'm talking about one's, two's and three's instead of "ten plus" numbers.
Supplies to fight a rebellion doesn't do anything to unrest (that's a separate option), nor does it immediately subdue the rebellion. It just makes the government forces stronger so they can win the rebellion over time.
Hello,(thumbs up)
Great mod, firstly. Anyways, I'm doing a Luddic Path run (if the pfp didn't give it away) and I got some bad roles on cell funding base/military station market locations. So I let the other factions nix them to get some better spawns. BUT, they aren't spawning (shocked_Pikachu.png). Is this because I'm commissioned with the Path? Or because I selected the "no faction respawn" in the beginning? Both? It has been at least a cycle and a half (Pirate bases still spawn too). Lastly, if they indeed won't spawn on their own, is there a way to force spawn them somehow? Maybe in the console, or save manipulation?
Edit/Update: I think it was indeed the fact that I was commissioned by the Path and had the faction respawn off. Went into the console and turned it back on, and stations started respawning. Does it work the same for the Pirates? I would think the "anarchistic" trait would enable these two to keep respawning despite the no respawn flag and a commission. Or I could be totally off base lol. Awesome mod though.
Does it matter what sort of ships I put in task groups?Their logistics capacity isn't simulated (although usage partly is), so go wild with the warships if you like!
Do I need to put in logistics ships and the like to make them function or make them better?
or can I just stack as much warships in them and not have a problem at all?
Well if you have a sufficiently high-level operative (or two or more lower-level ones; level needs to sum to 5) you can get the exact strength values. Maybe I'll add a GUI message with the approximate strength added by a transfer to officials (or a sale to black market if you're funding the rebels).Supplies to fight a rebellion doesn't do anything to unrest (that's a separate option), nor does it immediately subdue the rebellion. It just makes the government forces stronger so they can win the rebellion over time.
Thank you for the reply. Can we get an indication for how our contribution has helped the rebellion suppression?
Hey I love this mod loads!Will fix, thanks for report :)
But I noticed a bit of a problem with the "Showdown" quest.
If you don't let any of the Hagemony fleets get close enough to the Nexus, the quest never actually updates to tell you do defend the nexus.
So if you defeat them too fast, the quest gets softlocked entirely.
Where in the files can I remove the -50% colony growth speed from starfarer mode? I like fighting big vergence fleet more often and colonies being a bit less of a money printer but don't like artificially drawing out the game.hardModeColonyGrowthMult in exerelin_config.json
Hello there!It (should) indeed do those things in a new game, assuming I didn't hardcode more things for independents than I thought.
If I set a faction in the faction config from playableFaction true to playableFaction false, do they stop raiding, colonizing, satbombing, sending invasions, and the like?
Is there a console command to force the event that will spawn Midnight Dissonant in the bar encounter? I've tried to find the mod(s) that conflicts but since I've got nearly a hundred mods running nothing short of disabling everthing but Nexerelin helps.There isn't a console command. You can try messing with the row in Nexerelin/data/campaign/rules.csv that creates the bar event (nex_remM1_begin), but most of the requirements for mission spawning are set in code.
Great mod nonetheless!
(late reply, whoops)
There isn't a console command. You can try messing with the row in Nexerelin/data/campaign/rules.csv that creates the bar event (nex_remM1_begin), but most of the requirements for mission spawning are set in code.
(The code requirements are: The mission spawn location needs to be Prism Freeport if it exists, or any independent market otherwise; another independent market other than the spawn location must also exist, not be 'hidden' like popup pirate bases, and not be in hyperspace)
I tried searching the thread, but didn't see anything on this: Is there any way to colonize a new planet for the sake of your commissioned faction, instead of the player owned faction?
You can just grant them to them the moment the spaceport is complete and then pay one cred.
you CAN pull an Andrada by refusing to hand over your conquests in quick succession.
Hmm... I colonize, go to comms, and there's no one there at all. How long does it take to get a secretary?Should happen immediately on undock+redock. (Though there's a bug where the secretary can be removed and sometimes not be readded when you change the planet's admin)
Not even sure if they are from this mod but… does N have any specific spawning locations? I would rather her spawn in my own base since I am pretty much going to take on everyone and conquer the sector in my current run. If N is not from this mod and anyone knows what mod she is from that would also be great. Hard to know what Is what with 90 some mods running around.N is from Nex, yeah.
A small complain/suggestion: When random core worlds is enabled I frequently find hyper valuable industry items like Pristine Nanoforges/Syncotron Cores/Alpha Cores/etc on tiny colonies with little to no defense. I get that it's random generation (and I obviously benefit from finding these unguarded treasures) but I feel like these types of items should be reserved for the bigger colonies.It does try to put special items on larger colonies, but that may not always be possible (e.g. none of the large planets have no atmosphere and/or fuel production). Hmm, I could try at least making stronger defense structures on colonies when they receive an industry item.
If you are comissioned and invade a world, it normally goes to the comissioner faction, not you. But then you get two options in the market capture notification. Buy governorship, with it staying with the comissioner, but you administering it (if size allows it, discounted compared to doing it afterwards.) or take it over (hands it over to your faction, gives a rep penalty with the comissioner, based on the market size).You can just grant them to them the moment the spaceport is complete and then pay one cred.So I colonize a planet. Do the normal "create a faction" stuff and once the spaceport is complete I somehow gift the colony to a faction and it instantly removes my faction?Okay tested this. I can colonize a planet, wait for the spaceport to be completed. Then talk to the planetary admin and govern a colony in the factions name that I'm working with. The player faction is instantly eliminated afterwards.you CAN pull an Andrada by refusing to hand over your conquests in quick succession.
Can you ELI5 (Explain to me Like I'm 5) this? Refusing to hand over my conquests in a quick succession. Pull an Andrada? Today I did figure out I can take over a colony if I re-invade it few days after my own faction lost it and pull a Sindrian Dictat in a way, but I think that's not an independent faction, just grabbing the governors chair for a reputation hit.
If you are comissioned and invade a world, it normally goes to the comissioner faction, not you. But then you get two options in the market capture notification. Buy governorship, with it staying with the comissioner, but you administering it (if size allows it, discounted compared to doing it afterwards.) or take it over (hands it over to your faction, gives a rep penalty with the comissioner, based on the market size).
In this context, pulling an andrada is taking over worlds, after your comissioner softens them up, in quick succession, until they break off the comission due to low rep.
2090448 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.util.MissingFormatArgumentException: Format specifier 's'
java.util.MissingFormatArgumentException: Format specifier 's'
at java.util.Formatter.format(Unknown Source)
at java.util.Formatter.format(Unknown Source)
at java.lang.String.format(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source)
at com.fs.starfarer.api.campaign.impl.items.consumables.itemAbilities.WIP.IndEvo_D ronesAbilityPlugin.addTooltip(IndEvo_DronesAbilityPlugin.java:53)
at com.fs.starfarer.api.campaign.impl.items.consumables.singleUseItemPlugins.IndEv o_BaseConsumableItemPlugin.createTooltip(IndEvo_BaseConsumableItemPlugin.java:159)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView$1.createImpl(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
at com.fs.starfarer.ui.Q.showTooltip(Unknown Source)
at com.fs.starfarer.ui.ooOo.super.new(Unknown Source)
at com.fs.starfarer.ui.ooOo.processInput(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoDataGridView.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.e$Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.e.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.campaign.ui.oOoO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.coreui.O0O0.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.OO0O.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is there a way to auto-vote no for peace votes, as well as automatically decline all peace/cease-fire proposals?Not currently, sorry! Maybe as part of a planned voting rework.
Not sure if this crash is related to Nexerelin or not.If you haven't already found out: It's from IndEvo, looks like a 'drones' consumable which I haven't encountered myself. (Maybe it's not supposed to be usable yet?)
Hi. Thanks again for this great mod.Funny how my Sindria always sticks around pretty long even if Volturn and Cruor go down :thinking emoji:
Just tried a new run, and again and as virtually always, Sindria falls as the first planet very early in the game.
Thanks for fixing this.
Not sure if this crash is related to Nexerelin or not.happens when you try to console in an unfinished IndEvo consumable item!
Hello, I have some ideas which might be cool to have.I always thought they don't use them more due to doctrinal conservatism, not due to inability. Hege is not gonna roll out paragons, even if they have the BP.
First one about selling blueprints at Prism Free Port, how about option option to make independent faction able to teach blueprints which players sell them? Like pirates do when you sell them at black market? Its funny what only player and pirates know how to use blueprints, but rest of factions is not, and I'd like to have more options to affect the sector. Also I think its might be expanded to other faction as well, so they can teach sold blueprints, but limit it by their doctrine, like if faction is Midline, it will teach only Midline blueprints and so on.
Second about alliances, I think cool ideas, raise relation with faction for all factions of alliance which player joined, lets say you want some faction to join your alliance. And another idea, is simple alliance relation, like when faction joins alliance, they have shared relationship with all other factions, and work like one faction in this regard.
And about relations, some mods force max relationship between two faction, I think cool idea to make game more random is option to ignore max relationships. Also about options, I think good one is marine multiplier for invasions, and option not to send futile invasions, where faction sends invasion force less than needed for capture.
So I recently got my own colony back after it being invaded.You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
If you already missed the decision window, enter setmarketowner <planet name> player in the Console Commands console.I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json errorAre you the one who pinged me on Discord the other day?
If not, at a guess you need to navigate to the Starsector website and download the newest installer (I'd recommend tethering your phone to PC rather than downloading it direct to phone).So I've been trying to get a specific behaviour set up.Copy and paste the following into console:
I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.
Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?Code: java(note that colonies created by Vayra's Sector factions will also be protected)runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.Sorry, can't be disabled currently! Maybe a setting in the future.
(Also I'll try to find out what's causing this slowdown and report to Alex if relevant)i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factionsThe big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):Code: javaruncode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
Can my faction or my Alliance faction use my awakened gates?NPCs can't use gates, and it probably wouldn't be feasible for me to change this :-X
I noticed an issue but it seems like for invasions the game isn't properly calculating if it's outmatched or not. An invasion fleet with 3 flotillas was labeled outmatched against a 400% fleet power fleet, but the actual ships were able to easily beat the fleets using the auto-resolve mechanic. That indicates to me that the fleets aren't being calculated accurately. I also noticed that invasion fleets similarly are always "evenly matched" even when it's overwhelming in advantage, and it's basically impossible to see an invasion fleet spawn that's not powerful enough to actually invade a planet (of like a few dozen invasions that happened of my planets, only one was unsuccessful without player intervention).By auto-resolve do you mean you actually go into the system and watch the fleets fight each other?
EDIT: I also noticed, but if a colony gets Decivilized none of the factions seem interested in trying to recolonize it.Factions can resettle decivilized colonies that the specific faction previously owned (and should do so with a very high priority if it was a core world colony). The faction that previously owned the colony may just not have been picked for colony expeditions; else, I may need to look into it.
Also, is it possible to get some tweaks to the reputation system to make it a bit less... silly at times? Transponders are a pretty big one, even factions who are Welcoming, Friendly, and even Cooperative still get pissy about transponders even if you're "well known across the faction" and are willing to go to war over it. No diplomatic immunity if you're an established faction, no ignoring the violation if you're friendly to them, no bribing them to look the other way, and they'll still bother you even if you're clearly an invasion fleet looking to gobble up any flounders that wander near you on your way to invade their world while running dark (Really, pickets should maintain contact on much larger fleets if their transponders are off rather than suicide diving to ask them about their license plates).I found a way to mess with the rep penalty for being caught with your transponder off, so I might well remove it in a future version. It's the most annoying part of the mechanic, especially if it happens to push you over the hostile threshold.
Similar case with Colony creation, if a faction is "Cooperative" and you're benefiting from trade concessions, that ought to cover establishing a colony in their systems and probably shouldn't ever do expeditions on your faction. It's kinda like if Britian sent in a team to sabotage or capture the industries of a france principality, it just doesn't make sense to do so given the political climate. Or if Germany attacked a US military base inside of their borders, just doesn't make a lot of sense.For a colony in their system, just pay the tribute when the demand is made, or have an alliance with the system owner.
Maybe worth looking at Saturation Bombings too, the AI factions don't seem to care reputation wise if it happens between two AIs, but if the player does it you get into a hot war with everyone. Realistically, it should have a more gradual curve. Allies of the faction that got bombed should get a pretty sizable loss in reputation (let's say 30-40) with you, neutrals to the faction that got bombed lose maybe like 20 reputation with you, and enemies lose maybe 10 reputation with you if any at all. It should also apply to AI factions as it's kinda weird that factions will saturation bomb each other and that seems to matter less to the political climate of the system than a jilted wedding arrangement.If sat bombing by NPC factions had reputation penalties, I'd need a way for the faction to figure out whether it was actually worth doing so. The upcoming strategic AI could do just that (so I might implement this at that time), but it's likely the answer (compared to alternative actions by the faction) would be 'never'. Which, to be fair, is also often the case for player.
Marie-Galante is already decivilized at the start of the game. Perinthus is (well, was) pirate, and pirates don't [re]colonize. Both are bad enough that a different faction might not otherwise pick them up. (I forget if DME has also applied the do-not-colonize tags to Marie-Galante)Also, is it possible to get some tweaks to the reputation system to make it a bit less... silly at times? Transponders are a pretty big one, even factions who are Welcoming, Friendly, and even Cooperative still get pissy about transponders even if you're "well known across the faction" and are willing to go to war over it. No diplomatic immunity if you're an established faction, no ignoring the violation if you're friendly to them, no bribing them to look the other way, and they'll still bother you even if you're clearly an invasion fleet looking to gobble up any flounders that wander near you on your way to invade their world while running dark (Really, pickets should maintain contact on much larger fleets if their transponders are off rather than suicide diving to ask them about their license plates).I found a way to mess with the rep penalty for being caught with your transponder off, so I might well remove it in a future version. It's the most annoying part of the mechanic, especially if it happens to push you over the hostile threshold.
Sadly I don't have a way to change the behavior of patrol fleets regarding the 'bother a huge fleet which realistically should be presumed hostile' behavior (here's an interesting post/thread on a related topic, at least (https://fractalsoftworks.com/forum/index.php?topic=18238.msg285207#msg285207)).QuoteSimilar case with Colony creation, if a faction is "Cooperative" and you're benefiting from trade concessions, that ought to cover establishing a colony in their systems and probably shouldn't ever do expeditions on your faction. It's kinda like if Britian sent in a team to sabotage or capture the industries of a france principality, it just doesn't make sense to do so given the political climate. Or if Germany attacked a US military base inside of their borders, just doesn't make a lot of sense.For a colony in their system, just pay the tribute when the demand is made, or have an alliance with the system owner.
Expeditions in general are vanilla (and a placeholder mechanic, I assume) but Nex already lets you turn them off! enablePunitiveExpeditions in exerelin_config.json
I've considered making that setting default off since expeditions are a really daft concept in a bunch of ways, but I dunno if I want to outright remove features from the base game.QuoteMaybe worth looking at Saturation Bombings too, the AI factions don't seem to care reputation wise if it happens between two AIs, but if the player does it you get into a hot war with everyone. Realistically, it should have a more gradual curve. Allies of the faction that got bombed should get a pretty sizable loss in reputation (let's say 30-40) with you, neutrals to the faction that got bombed lose maybe like 20 reputation with you, and enemies lose maybe 10 reputation with you if any at all. It should also apply to AI factions as it's kinda weird that factions will saturation bomb each other and that seems to matter less to the political climate of the system than a jilted wedding arrangement.If sat bombing by NPC factions had reputation penalties, I'd need a way for the faction to figure out whether it was actually worth doing so. The upcoming strategic AI could do just that (so I might implement this at that time), but it's likely the answer (compared to alternative actions by the faction) would be 'never'. Which, to be fair, is also often the case for player.
That said, the asymmetry here with player getting punished when NPCs don't is exactly why there's an allowNPCSatBomb setting in the config file :)
As for player's rep penalties, there are currently a few cases where the impact is reduced: a third party faction is vengeful to the target; the target faction has the Monstrous trait; or the planet/station is small (size 3 or lower) and/or outside the core worlds.
Other than that, well, if you mass-murder a hundred thousand or a million civilians in an already decaying sector, don't expect other factions to approve of this :-X
(Insta-hostile is an unlikely response, insta-suspicious or inhospitable with a large numerical penalty to push already-neutral factions into hostile territory would be more likely. All the same, I don't have a particular reason to change this right now, especially when a remarkably large number of players in the community are apparently still perfectly happy to sat bomb Hegemony and others for comparatively minor offences)
Yeah, the tribute is fine though it has a couple of issues with it. Namely if you conquer a colony, no tribute is necessary so it's almost always preferable to conquer someone compared to trying to cohabitate (or do shenanigans where you give it to a faction you're hostile to and conquer it later like you're planting crops). Second, as far as I know it's the same amount of tribute regardless of how friendly or not you are with the faction, so long as you're not outright hostile? Guess the other issue is that systems will still be "claimed" by other factions, even if they own like a single pirate outpost and you control the other four colonies in the star system.Hmm, if I didn't break anything then tribute should crop up eventually even for captured colonies (unless it's size 5 or larger, big colonies won't get territorial satbombed and so don't require tribute).
Two things:Nothing's changed with vengeance fleet pursuit logic in over a year (other than the addition of the setting described below). They always had a maphack to find the player, but lose it when getting close. In particular, if they've seen your fleet once but lost it, they have trouble finding you again until you leave the system.
First, I provoked a higher-level vengeance fleet for the first time since updating to the newest version of Nex. I remember in the past if I didn't want to fight them I could just wander through nebulas and the like and they'd eventually get bored and go home. I also remember Vayra's bounty fleets would spawn within a certain radius of you but then they would behave like normal mission-spawned hostile fleets - if they lose sight of you, they have to search, and if they can't find you, they just hang around in the area hoping to catch you again until the game despawns them. Both of these behaviors were reasonable. This current one, however, has behavior "trailing your fleet" which apparently means it has a total lock-on to my current position and makes a beeline for me no matter where I am, no matter how good stealthing I'm doing (it _may_ be that vengeance fleets always did this but I really don't remember seeing this before). Anyway, this is cheating and it's *** me off. How do I make this stop, and have any response fleets have to actually search for and find me?
Edit: ok, never mind that second part. After seeing the "take" option mentioned above I went and pored over the conquest screen and finally found it. Never saw that before. So, used it, transferred the planet, got paid about 60% of the agreed-on price due to instability resulting from the invasion and tacbombing. Net profit 200K. Opportunity cost? This is TERRIBLE. Between everything I spent on supplies, fuel, marines, heavy weapons, and the time spent going there and doing it, I could have been doing pretty much anything else and made twice as much money in that time. Not to mention, a contract is a contract, I accepted the mission based on the payout specified in the mission text, I damn well want my money. Except I can't take it out on the faction, they didn't make a choice to cheat me, it's the guy who coded the algorithm who did that!Is that 200k net after the supplies, fuel, etc.? I'd say that's pretty good for not having to leave the core worlds, considering top-end intel bounties are like 350k gross.
Well, now I know. And I know to apply a reduction to the posted mission rewards for those. Making them probably even less likely to be worth it.
Yeah, the tribute is fine though it has a couple of issues with it. Namely if you conquer a colony, no tribute is necessary so it's almost always preferable to conquer someone compared to trying to cohabitate (or do shenanigans where you give it to a faction you're hostile to and conquer it later like you're planting crops). Second, as far as I know it's the same amount of tribute regardless of how friendly or not you are with the faction, so long as you're not outright hostile? Guess the other issue is that systems will still be "claimed" by other factions, even if they own like a single pirate outpost and you control the other four colonies in the star system.Hmm, if I didn't break anything then tribute should crop up eventually even for captured colonies (unless it's size 5 or larger, big colonies won't get territorial satbombed and so don't require tribute).
The colony screen with the warning of claimed systems uses the vanilla logic, where player can never be considered the owner of a system (and also it doesn't detect Nex alliances), but the mod does make it so player can be the system owner under the same rules as the NPC factions.Two things:Nothing's changed with vengeance fleet pursuit logic in over a year (other than the addition of the setting described below). They always had a maphack to find the player, but lose it when getting close. In particular, if they've seen your fleet once but lost it, they have trouble finding you again until you leave the system.
First, I provoked a higher-level vengeance fleet for the first time since updating to the newest version of Nex. I remember in the past if I didn't want to fight them I could just wander through nebulas and the like and they'd eventually get bored and go home. I also remember Vayra's bounty fleets would spawn within a certain radius of you but then they would behave like normal mission-spawned hostile fleets - if they lose sight of you, they have to search, and if they can't find you, they just hang around in the area hoping to catch you again until the game despawns them. Both of these behaviors were reasonable. This current one, however, has behavior "trailing your fleet" which apparently means it has a total lock-on to my current position and makes a beeline for me no matter where I am, no matter how good stealthing I'm doing (it _may_ be that vengeance fleets always did this but I really don't remember seeing this before). Anyway, this is cheating and it's *** me off. How do I make this stop, and have any response fleets have to actually search for and find me?
If you find things sufficiently bothersome, there's a useNewVengeanceEncounters setting in the main config you can try. Although one could argue it's even worse in terms of somehow knowing where the player is.QuoteEdit: ok, never mind that second part. After seeing the "take" option mentioned above I went and pored over the conquest screen and finally found it. Never saw that before. So, used it, transferred the planet, got paid about 60% of the agreed-on price due to instability resulting from the invasion and tacbombing. Net profit 200K. Opportunity cost? This is TERRIBLE. Between everything I spent on supplies, fuel, marines, heavy weapons, and the time spent going there and doing it, I could have been doing pretty much anything else and made twice as much money in that time. Not to mention, a contract is a contract, I accepted the mission based on the payout specified in the mission text, I damn well want my money. Except I can't take it out on the faction, they didn't make a choice to cheat me, it's the guy who coded the algorithm who did that!Is that 200k net after the supplies, fuel, etc.? I'd say that's pretty good for not having to leave the core worlds, considering top-end intel bounties are like 350k gross.
Well, now I know. And I know to apply a reduction to the posted mission rewards for those. Making them probably even less likely to be worth it.
(If it's 200k gross, how tiny was the planet you took?)
That said, I've already increased the payout somewhat in dev (payment for market size is now 6k * 2^size instead of 5k * 2^size, and it counts six months of market income instead of three). Also might make ground battle deployments cost fewer supplies.
As for the amount printed in the mission intel, well the parameters that go into the reward calculation are specifically listed in the intel description before accepting, so
Here's a screen shot from my longish run with all the places that got decivilized and didn't get rehabitated:Well, a lot of the names look like pirate and/or marginal planets. But I'm more concerned in that this is a lot of planets to be decivilizing in the first place. How long has this game been running?Spoiler(https://i.imgur.com/ktcR0uo.png)[close]
EDIT: A weird bug, I assume, but a raiding force retreated before taking action, but no reason was given (not destroyed as I was trailing the fleet looking for freebies, not due to changing faction attitude as they're still hostile to each other). How does that happen? The fleets jumped in, and them immediately jumped out of the system from the nearest point.
i recently joined an alliance but i don't want to have the game pause with popups aka "make peace/war with x". i know about ceasefireNotificationPopup:false but is there a option to always abstain or say yes to alliance proposals. otherwise i'll have to leave because popups pausing my game unexpectedly is something i don't want.There currently isn't a setting for that, sorry! The code currently expects an immediate response; maybe I'll change this as part of the improved voting system in the future diplomacy rework.
Can Nexerelin adjust the market discount given for ships with dmods for sale at stations?Doesn't look like it's readily moddable, alas. I thought there was a line in base game's settings.json for it, but I think it only controls the price penalty for the player selling the D-modded ship to a market.
### Gameplay ###
* Add custom start fleet
* Add Buy Ship, Military System Bounty and Supply Rebellion missions, and a contact version of conquest mission
* Increase reward of existing conquest and build station missions
* Adjust behavior of liberation outcome for rebellions
* Previously would happen if a new faction that was Suspicious or better with rebel faction took over the market
* Now requires the new owner to be at least Welcoming, and if liberator is a non-player faction it will give the planet to rebel faction
* Peaceful transfer of market to rebel faction also counts as liberation
* Ground battle improvements
* Combat on an industry can disrupt it for up to its base disrupt time from a marine raid
* Depends on local attacker damage dealt that round compared to local defender damage dealt, scaling from zero at equal strength to full time at attacker strength being twice defender strength
* Attacker must do at least 15% more damage than defender to inflict any disruption
* Inspire gives 25% bonus XP (was zero)
* Unrest from raiding is reduced based on existing unrest
* Market transfer no longer requires the spaceport not be disrupted, only that it exists
* Player gains XP monthly based on size and profit margin of colonies personally governed
* New dialog options for removing AI core admin
* Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses
* Add a new raid task to the decivilized planet random encounters
* Remnant mission adjustments/fixes
* Player special task groups: Another attempt to fix losing variants; don't allow training commanders in hidden skills
* Fleets can be requested from allied markets
* Settings option for factions to start invasions only after player faction is created
* Try to make agent sabotage industry count for completing Nex's disrupt industry mission
* Hiring AIM mercs gives a bit of rep with the relevant faction
* Restrict starting contacts to certain posts (e.g. base commander)
* Random sector improvements
* Strengthen defenses on markets when they are given a synchrotron core or pristine nanoforge
* IndEvo Salvage Yards require heavy industry instead of excluding it
* League has 0.5 corporate alignment, Diktat has 0.5 technocratic alignment
### UI ###
* Ground battles: New GUI for selecting industry destination/target
* Ongoing ground battles can be opened from the military options menu
* Operative repeat relations won't happen if another action is manually queued
* Mining cooldown bar works with UI scaling
* Revamp some parts of mining info display
### Fixes ###
* Fix storage unlock crash after ground battle if storage submarket is absent for any reason
* Fix faction commission crash with Boggled PK
* Smuggling doesn't cause trading-with-enemies penalty
* Try to fix a bug with incorrectly attributed rep loss after supplying a successful rebellion
* Work around framerate drop when viewing many blueprints in new game bonus picker
* Fix a weird sector manager crash
* Max relations between two factions can't drop below -100 (e.g. if you sat bomb too many times)
* Fix Hegemony not inspecting colonies of player with Hegemony commission
* Fix ground battle UI spamming texture loads
* Fix a bug where colony expedition might fail when attempting autoresolve
* Fix a bug where conquest missions could underpay due to heavy industry anti-exploit
* Fix special task group interrogating player even with transponder already on
* Fix invisible Brother Cotton in random sector
* Fix player colonies not having admins on comm board sometimes
### Text ###
* Write strength effect of rebellion-related contributions/transactions to dialog
* Add some Sierra thoughts after Remnant missions 2 and 3
* Remove some out-of-place jokes from dialogs
* Random sector tooltip warns of mod incompatibilities
### Modding ###
* Various compatibility changes for Crew Replacer mod
* Added the following CR jobs for ground battles:
* `nex_groundBattle_marines`
* `nex_groundBattle_heavyarms`
* `nex_groundBattle_tankCrew`
* Add relevant Nex functions to some UAF admins
* Faction rulers generate autonomous colony income from faction markets they don't control directly
* Move autonomous colony income mults to settings.json
Hello, when creating a player faction alliance, is it possible to select which attribute will be used to create the Alliance? I am trying to ally with two otherwise opposed factions (hegemony and the league) but keep getting that they are incompatible ideologies.Currently not settable, although if it's a freshly-created alliance you can just leave and remake it until you get the alignment you want.
Is it save compatible?It's meant to be and nobody has reported any issues with past saves so far :)
Well, looks like I'm lucky to be first. :)Is it save compatible?It's meant to be and nobody has reported any issues with past saves so far :)
89441 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/milestoneDefs.json)]
89614 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Roider Union]
92554 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Iron Shell (data/config/contact_tag_data.json)]
92554 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Nexerelin (data/config/contact_tag_data.json)]
92555 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/contact_tag_data.json)]
92575 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/common.json)]
92581 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/wingrole.json)]
92585 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/shipapi.json)]
92590 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/groupingstrategy.json)]
92593 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\stelnet (data/l10n/query.json)]
92695 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Iron Shell (data/config/exerelin/diplomacyConfig.json)]
92695 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
92711 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Iron Shell (data/config/exerelin/allianceNames.json)]
92711 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Stuff\Games\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/allianceNames.json)]
92894 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
92894 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
---- Debugging information ----
message : Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
class : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
required-type : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1167175
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[3] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[4] : java.util.HashMap
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
---- Debugging information ----
message : Cannot convert type exerelin.campaign.ColonyManager$1 to type com.fs.starfarer.api.ui.TooltipMakerAPI$TooltipCreator
class : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
required-type : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1167175
class[1] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[2] : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[3] : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[4] : java.util.HashMap
class[5] : com.fs.starfarer.campaign.ModAndPluginData
class[6] : com.fs.starfarer.campaign.CampaignEngine
converter-type[2] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:456)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
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:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
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:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
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:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
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:73)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryIntoMap(MapConverter.java:110)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:98)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:92)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:87)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshallField(AbstractReflectionConverter.java:503)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUnmarshal(AbstractReflectionConverter.java:429)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unmarshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:70)
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:1486)
at com.thoughtworks.xstream.XStream.unmarshal(XStream.java:1466)
at com.thoughtworks.xstream.XStream.fromXML(XStream.java:1346)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.?00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
92901 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 11
92901 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading stage 12
114210 [Thread-7] INFO sound.public - Cleaning up music with id [miscallenous_main_menu.ogg]
Oh, joy. This error looks like it's not viable for me to fix-for-everyone in the mod code :(Well, looks like I'm lucky to be first. :)Is it save compatible?It's meant to be and nobody has reported any issues with past saves so far :)
Failing to load. 14 years in. Multiple colonies.
runcode import com.fs.starfarer.api.impl.campaign.shared.SharedData;
SharedData.getData().getCurrentReport().getNode("node_id_outposts").getChildren().clear();
SharedData.getData().getPreviousReport().getNode("node_id_outposts").getChildren().clear();
I have another bug to report unfortunately - happens after I do a transverse jump which worked previously in 10.5.bHmm, are your mods (MagicLib specifically) up to date?
Hello,From Bug Reports & Support (Modded), dropping this here for more visibility.
Having problems with Nexerelin's update. When I load into my saved game, it goes about half a day before it crashes. The error message is "null", and the log looks like this:
https://pastebin.com/m4i8xnYn
Help would be appreciated, don't want to abandon my save just because of a bug that came from an update. Thanks!
Btw, reverting back to Nexerelin's old version causes the game to not load at all and gives me a huge error message, so I can't do that.
* Work around framerate drop when viewing many blueprints in new game bonus pickerI'm actually really curious what was up with this one - anything you can share about what was actually going wrong / what the fix was?
Is there a possibility that Nexerelin could generate a video memory leak? I discovered this phenomenon in myself, the game suddenly began to take up 4 gigabytes of video memory and continuously devours more.Shouldn't have anything to do with Nex, unless there's a weird graphics bug somewhere.
Or is it some kind of mod with ships, planets and animation?
Hi! When I start a new game and choose Agent 1 level 20,000 credits. Then in the game I have not a level 1, but a level 3 as a special agent! Why is it so? I want to be a level 1!Hmm, works for me: pick Tri-Tachyon as starting faction -> super ship -> Agent start -> level 1 in pregame character screen -> start game -> still level 1 when actually ingame.
Posted about it here! (https://fractalsoftworks.com/forum/index.php?topic=5061.msg377439#msg377439)* Work around framerate drop when viewing many blueprints in new game bonus pickerI'm actually really curious what was up with this one - anything you can share about what was actually going wrong / what the fix was?
I would have wished to start and play as the [REDACTED] but the thought was kinda simply crushed after finding out their stations are technically classified as a "fleet" being unable to dock and do whatever typical things you do in a station.
I'm having issues when I try to recruit another agent. As soon as I send them off with the mission they immediately cancel it. I only have 1 level 4 hybrid agentLooks like this bug happens when you try to recruit on your own market. Send them elsewhere for now, I'll fix it for the coming update.
Guys, thanx for your work and i dare to address you some needs, clearly can be resolve only by your mod. As i see, NPC markets refuse to build anything. Planets naked, defenseless and sometimes have absolutely absurd roster of industries. its possible to do something about? Like contracts to build for player in NPC markets or joint NPC-player industries?The joint investment thing is an idea I've had before, but no current plans to implement it. Maybe in the future!
help!There's some extra stuff just under that error, can you post it?
i have an error upon loading my favorite save to date
So had an interesting Issue. Someone already mentioned getting a lot of EXP. For me the Colony Profit EXP kinda ... uh "exploded"?The screenshot suggests the huge XP jump is from the game recalculating player level for the modified XP curve from A New Level of Confidence. It doesn't have anything to do with Nex as such, except that any XP gain triggers the recompute.
I went from lvl 20 to Maximum lvl (I use a mod for 40) with over 2000 Skillpoints.
Messing with the Colony did nothing, even if it produced zero or even Negative Profit it still happened.
It happened in a June on Cycle 211.
Do you need anything else?
Up until then is there a way to disable that Feature for now?
:EDIT: I just remembered but the other notable event was that one of my three Colonies reached Size 5.
The screenshot suggests the huge XP jump is from the game recalculating player level for the modified XP curve from A New Level of Confidence. It doesn't have anything to do with Nex as such, except that any XP gain triggers the recompute.Thank you. Guess when I want to use that Mod I have to disable that Income then for now. I actually wondered if it's the culprit but what confused me was that it only happened at that moment and everything else was otherwise fine. Guess the Script went insane at that certain moment.
Still if you want, you can try disabling colony income XP gain by changing nex_xpPerProfitMargin in Nexerelin/data/config/settings.json
* Reduce market size multiplier for XP from colony profits
* Was (size), now (size - 2) with floor of 0.5
* Fix crash on starting a Derelict Empire game
* Don't auto-abort recruit operative action on own markets
* Fix a previous-version-save compatibility issue with ongoing ground battles
* Fix/improve Crew Replacer handling with ground battles
* Show available amounts of all usable commodities, and breakdown of commodities used by each unit
* Fix commodity transformation bug
* Fix unit composition after splitting
* Fix possible double payment of commission bounty for kills
runcode import exerelin.campaign.intel.merc.MercDataManager;
for (MercDataManager.MercCompanyDef def : MercDataManager.getAllDefs()) {
String str = String.format("Merc company %s has faction ID %s, faction ID for ship picking %s", def.name, def.factionId, def.factionIdForShipPick);
Console.showMessage(str);
if (Global.getSector().getFaction(def.factionId) == null) {
Console.showMessage(" WARNING: invalid faction " + def.factionId);
}
if (Global.getSector().getFaction(def.factionIdForShipPick) == null) {
Console.showMessage(" WARNING: invalid faction " + def.factionIdForShipPick);
}
}
I don't know if this has been brought up yet or not, I looked at the last couple of pages to be sure... But when I try to do any kind of Raid (at the moment a rescue mid-conflict mission) the game crashes and gives me an error (in below link).Hmm, which mod is CRNC? It might have been written/compiled for an old version of Nex; in any case, that modder needs to fix it.
https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view (https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view)Spoiler6303149 [main] INFO data.scripts.campaign.PSE_rulecmd.missions.PSE_SODCampDeliveryMission - Checking command PSE_checkCompletion
6304275 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6304275 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6317952 [main] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
6317967 [Thread-5] INFO sound.public - Cleaning up music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6319119 [main] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.raidConfirm(CRNCMarketCMD.java:1210)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.execute(CRNCMarketCMD.java:230)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)[close]
Hey i can't get this mod Working with Adjustable Skill Thresholds. Is there a fix for this?There shouldn't be any incompatibilities between the two mods. Can you describe what you see vs. what should be there? Is there an error message?
Hello, this is my first time posting on the forum, and I would like to say thanks for the wonderful mod.It's a bug, and an embarrassing one *facepalm*
I have a question regarding the request fleet ability. I don't remember if this one comes from Nexerelin, and if it does not please disregard the rest of the post.
I updated to the latest version, and I cannot request fleet from my own faction, both for colony and defense. I am commissioned with the UAF, and can request fleet from member of their alliance. Is this a bug or is working as intended?
When i have both mods installed and activated it sets the skills to like 20% more but not what i set them too. like it'll have the automated ships skill from 120 to 140 instead of what i set it at 200. it failed the version check too but that didn't prevent it from working before.Hmm works for me with just Nex + Adjustable Skill Thresholds + libraries and utility mods. (Well, other than the bug I found where Tactical Drills shares the Crew Training/Flux regulation threshold instead of its own)
Is it possible to update from 10.5b to 10.6b mid campaign?It's safe, unless there are any save compatibility bugs that didn't get caught in 0.10.6b.
When i have both mods installed and activated it sets the skills to like 20% more but not what i set them too. like it'll have the automated ships skill from 120 to 140 instead of what i set it at 200. it failed the version check too but that didn't prevent it from working before.
I don't know if this has been brought up yet or not, I looked at the last couple of pages to be sure... But when I try to do any kind of Raid (at the moment a rescue mid-conflict mission) the game crashes and gives me an error (in below link).Hmm, which mod is CRNC? It might have been written/compiled for an old version of Nex; in any case, that modder needs to fix it.
https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view (https://drive.google.com/file/d/1LbTelg22n-5BbtJ9wUPqu4k_L1hNYMSM/view)Spoiler6303149 [main] INFO data.scripts.campaign.PSE_rulecmd.missions.PSE_SODCampDeliveryMission - Checking command PSE_checkCompletion
6304275 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6304275 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6317952 [main] INFO sound.public - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
6317967 [Thread-5] INFO sound.public - Cleaning up music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.public - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
6318296 [Thread-7] INFO sound.OooO - Playing music with id [faction_luddite_market_02_hostile_var01.ogg]
6319119 [main] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
java.lang.NoSuchMethodError: com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.applyRaidStabi ltyPenaltyNex(Lcom/fs/starfarer/api/campaign/econ/MarketAPI;Ljava/lang/String;)I
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.raidConfirm(CRNCMarketCMD.java:1210)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.CRNCMarketCMD.execute(CRNCMarketCMD.java:230)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo$1.super(Unknown Source)
at com.fs.starfarer.ui.newui.B.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.<init>(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.main(Unknown Source)[close]
Is it possible to update from 10.5b to 10.6b mid campaign?It's safe, unless there are any save compatibility bugs that didn't get caught in 0.10.6b.
516127 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: dickerson
516128 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: steinerGuards
516129 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: pilgrimsGrace
516129 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: tahlan_mercLegio
516130 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: westernesseKingsOwn
516130 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: bbplus_mercNightRavens
516131 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: tahlan_mercKnightsErrant
516131 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: tahlan_mercRosenritter
516132 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: theJokers
516132 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: endbringer
516132 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: menFromVolturn
516133 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: trigun
516133 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: dorasSurvey
516134 [Thread-3] INFO exerelin.campaign.intel.merc.MercDataManager - Loading merc company: rocketStars
516155 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
516155 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class : exerelin.campaign.intel.merc.MercContractIntel
required-type : exerelin.campaign.intel.merc.MercContractIntel
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 14819
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.campaign.rules.Memory
class[4] : com.fs.starfarer.campaign.econ.Market
class[5] : scripts.campaign.prv_station_rb
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : com.fs.starfarer.campaign.CustomCampaignEntity
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.CircularOrbitPointDown
class[12] : java.util.HashMap
class[13] : exerelin.campaign.ColonyManager
class[14] : java.util.LinkedHashSet
class[15] : com.fs.starfarer.campaign.CircularOrbit
class[16] : com.fs.starfarer.loading.specs.FactionProduction
class[17] : com.fs.starfarer.campaign.Faction
class[18] : com.fs.starfarer.campaign.econ.Submarket
class[19] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[20] : exerelin.campaign.ai.MilitaryAIModule
class[21] : exerelin.campaign.ai.StrategicAI
class[22] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[23] : exerelin.campaign.ai.DiplomaticAIModule
class[24] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[25] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[26] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[27] : com.fs.starfarer.campaign.econ.Economy
class[28] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[29] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[30] : com.fs.starfarer.campaign.Hyperspace
class[31] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : exerelin.campaign.intel.merc.MercContractIntel.readResolve()
class : exerelin.campaign.intel.merc.MercContractIntel
required-type : exerelin.campaign.intel.merc.MercContractIntel
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 14819
class[1] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2] : java.util.LinkedHashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[3] : com.fs.starfarer.campaign.rules.Memory
class[4] : com.fs.starfarer.campaign.econ.Market
class[5] : scripts.campaign.prv_station_rb
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : com.fs.starfarer.campaign.CustomCampaignEntity
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.CircularOrbitPointDown
class[12] : java.util.HashMap
class[13] : exerelin.campaign.ColonyManager
class[14] : java.util.LinkedHashSet
class[15] : com.fs.starfarer.campaign.CircularOrbit
class[16] : com.fs.starfarer.loading.specs.FactionProduction
class[17] : com.fs.starfarer.campaign.Faction
class[18] : com.fs.starfarer.campaign.econ.Submarket
class[19] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[20] : exerelin.campaign.ai.MilitaryAIModule
class[21] : exerelin.campaign.ai.StrategicAI
class[22] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[23] : exerelin.campaign.ai.DiplomaticAIModule
class[24] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[25] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[26] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[27] : com.fs.starfarer.campaign.econ.Economy
class[28] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[29] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[30] : com.fs.starfarer.campaign.Hyperspace
class[31] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
Dunno if anyone has mentioned this before, sort of an exploit:Thanks for the report!
1. Accept invasion mission
2. Successfully invade
3. Market gets auto transferred and you get payout
4. "Take control" of the market with the surface battle intel tab
Since the mission payout depends on the cost of industries, you can get almost double the amount of credits by deconstructing all industries & structures after taking control. Then give that 0 industry market away to either faction. A potential "fix" would be to not give the payout until after the 7 days when you can take control.
Edit: I think this only happens if you are commissioned with the invading faction. Otherwise, you'd have to take control first before giving the market to another faction.
Hi, guys. New to the mod. I have something to report.Hmm I thought this was from Adjusted Skill Thresholds, but you're not using it.
Not 100% sure it is something related to Nexerelin, but I think it is (I never had any issue before the last Nexerelin update): after a regular bounty battle (or a month as colony administrator; not sure wich one, it was right after a battle and the notification vanished before I could register) my character got over 2 billion XP and 2167 story points.
Hi, i am not sure is the nerexelin fault but i dont find the way to rez my dead fleet, not personal one but the fleet i make and handle by IA commanderYou should be able to revive the special task group from its button in the intel screen, under the 'Special forces' tab.
i dont find them in the map and i not able to give order to them
sorry for my english, is not my native language
ty for the help
Any way to make battles harder? Like options to give +50% inbattle damage or -50% shield received damage for opponents? Best is to make it scalable like 2 big ships then 1xx bonus if 4 then 2xx bonus or smth like that. I like to play with a lot of mods and interesting stuff but AI does not know how to use it. Vanilla has the same problem but still mods have it more visible. Best case is to make most ships with top officers and top in-build hulls and smth like that.That stuff is outside Nex's scope. That said, you can try some of the optional rules in the Unofficial New Game Plus (https://fractalsoftworks.com/forum/index.php?topic=16680.0) mod.
Hmm I thought this was from Adjusted Skill Thresholds, but you're not using it.
Wonder if it's doing a divide by zero when calculating the XP gain? I'll add a safety for that.
In the meantime, if you need to make the excess story points go away, use the AddStoryPoints command in console with a negative number.
Recently found a compatibility issue in that ongoing ground battles will get stuck.
I may update the hotfix .jar for this tommorow; in the meantime, if you already have a stuck battle, or haven't updated yet and don't want to wait for the battle to finish before doing so:
Download this file (https://cdn.discordapp.com/attachments/619635013201428481/1053695319625449573/nex_dev.data) and put in Starsector/saves/common
This enables some dev behavior in Nex, the relevant one here being that it adds 'Wipe attackers' and 'Wipe defenders' buttons to the ground battle intel.
Click 'Resolve round' and let the ground battle end.Oh, joy. This error looks like it's not viable for me to fix-for-everyone in the mod code :(Well, looks like I'm lucky to be first. :)Is it save compatible?It's meant to be and nobody has reported any issues with past saves so far :)
Failing to load. 14 years in. Multiple colonies.
Annoying potential workaround: don't have any autonomous colonies for at least 2 months, save game, then update Nex.
Alternatively, there's this console runcode to wipe the colony data from the current and previous month's financial reports (note: this will delete all colony-related income and expenses that have been accumulated in the month to date!) Copy and paste:Code: javaruncode import com.fs.starfarer.api.impl.campaign.shared.SharedData;
SharedData.getData().getCurrentReport().getNode("node_id_outposts").getChildren().clear();
SharedData.getData().getPreviousReport().getNode("node_id_outposts").getChildren().clear();
Quick question, with Nex will the faction controlled colonies improve themselves eventually? I have seen a faction that is size 4, but it has not built industries. Are the factions static?Markets will sometimes build stuff when they grow in size or if another faction takes over them from the player, but they can decide not to build anything.
so a little sugestion, maybe let players do the disruption missions using the operatives ? because i fell like they are not worth recruiting half of the timeIt should already work for the Nex 'disrupt competitor' mission, although not vanilla's spaceport or heavy industry disruption missions. Though anyway, I find the most useful application of saboteurs is to knock out heavy batteries or otherwise soften planets for invasions.
HiHi!
When i try to start a custom game, with custom core worlds, i choose to disable a faction (In this case, MSV) But the MSV still generate with their colonies.
My wish was to see if i could disable the MSV, but still Choose to start an own faction with their blueprints to choose from. Maybe i have missed some obvious thing, but why do they generate when i list them as disabled?
My suggestion is to be able to start a game as an own faction with no planet, but to be able to choose a set of blueprints from the mods (As you may, when you start with a colony) What i feel would be neat is if you then could choose to have unique ships as an emergent faction. Rather than share MSV ships, with the MSV faction.I might add a blueprint picker to free start at some point, yeah. Starting with a faction's ships but not that faction itself would also be interesting, although I'll need to think about implementation details a bit more.
Sometimes i just want their sweet ships as solely my own, role playing to be able to start as faction emerging from scratch, rather than with an established planet. The custom start could be that you as a small space explorer came across some long lost civilizations blueprints, and know the quest is to make them roam the sector once again.
Also on another point: i am very much against that when being enlisted with a faction i may choose to engage in hostilities that drag your employer into a entire new war. I should not be able to attack factions other than the ones that the faction you are enlisted with, is already at war with. You are merely a merc. This freedom feels contra intuitive and kind of anarchistic. Unless you may convice your employer to start the war, with subterfuge, of courseIt's pretty silly in a lot of cases, yeah. Although I can't readily block a commissioned player from attacking random factions ('no bombardments or invasions of non-hostiles until you resign your commission' is pretty straightforward, but for fleet encounters, what if the other fleet is scripted to attack you, is the dialog now stuck?)
15589 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader - Ship hull spec [flare] not found in ship_data.csv
19300 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.A.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
17913 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
java.lang.NoClassDefFoundError: com/fs/starfarer/api/campaign/CustomVisualDialogDelegate
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at com.fs.starfarer.campaign.rules.A.getCommandClass(Unknown Source)
at com.fs.starfarer.campaign.rules.A.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
at java.net.URLClassLoader$1.run(Unknown Source)
at java.net.URLClassLoader$1.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 14 more
19342 [Thread-6] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [com.fs.starfarer.api.impl.campaign.rulecmd.AdjustRepActivePerson] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
Fatal: com/fs/starfarer/api/campain/CustomVisualDialogDelegate
Cause: com.fs.starfarer.api.campaign.CustomVisualDialogDelegate
Check starsector.log for more info
Make sure you're on Starsector 0.95.1a; you can download the newest version of the game from the website (can follow a link from the thread in Announcements).
I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?
Hello, I have a question, can I set the distance from the core in own faction start, because even the non-core start places me next to the coreNein
so there is a way to set a minimum light-year from core?
I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?The available ships for the custom starting fleet are automatically fetched from the ships the faction knows, excluding those with restricted tag in hulls/ship_data.csv, and those without a variant specified in data/world/factions/default_ship_roles.json.
I'm trying to figure how to add ships into the custom fleet menu and found json arrays such as "startShipsSolo" and "startShipsCombatSmall" in data/config/exerelinFactionConfig, but they don't appear to be including the ships into the menu. Is there another json file I have to edit?The available ships for the custom starting fleet are automatically fetched from the ships the faction knows, excluding those with restricted tag in hulls/ship_data.csv, and those without a variant specified in data/world/factions/default_ship_roles.json.
can we get dates on the changelogs :-[They all already have dates on the GitHub changelog, so you can look there. Maybe I'll make a habit of having them in the forum OP as well.
Hi,There isn't an option for that currently. In a later version the upcoming strategy AI may prioritize reconquest, albeit depending on the faction's personality.
Is there an option to make revenge conquests way more succesive? For example: Hegemony conquested Sindria. I wish, that Sindrian Diktat will now pursue very hard to take this market back.
So, I know we can't keep some modded factions starting worlds, why is that? Whenever I do random sector 4 systems are always the same, Utic, Ivree, The Eyrie, and Styx. Is there some way to get that to apply for other mods, as I only want to have main factions randomized. this is because raiding Chicomoztoc n times, resupplying at Askonia constantly, and going to Port Se to get cabal stuff gets boring. I still want to still have outer terminus available for deep space scavenging, want to still have Spindle be far enough away I can keep them safe from the Hegemony, and most importantly have the campaign for UAF available so I can more easily get the super capitals. Is there a different mod which I can have alongside Nexerlin that does this, alternatively where is the random generation done so I can see if I can modify it to allow such.My design idea is that factions should not generate their designed systems/planets/stations in random sector (I don't draw a distinction between vanilla and modded planets here), unless there's some specific functionality tied to that location like with Styx.
I have an issue with rebellions in my current save, I captured a random planet, used tons of resources to conquer it, spend half a million to stabilize the colony, donated about 1k marines, heavy weapons and supplies each to help out the government. the unrest from rebellion actually dropped down.
I then went on a expedition on the outer rim of the sector and the planet flipped.
How can I prevent that from happening in the future?
My biggest issue is that the mechanics seem to be quite opaque, can't see the progress of the rebellion. I assumed the unrest from the rebellion to be a safe indicator on how well it is going, and that I would get a notification if the situation on the planet becomes worse, but that was not the case.
Also: is there a way to turn off rebellions?
I have an issue with rebellions in my current save, I captured a random planet, used tons of resources to conquer it, spend half a million to stabilize the colony, donated about 1k marines, heavy weapons and supplies each to help out the government. the unrest from rebellion actually dropped down.That seems odd, a falling unrest value should indicate the rebellion is in decline (and I always use it as an indicator of improvement when I'm playing). And 1k each of marines, heavy weapons and supplies sounds like it'd definitely suppress the rebels even on someplace like Chicomoztoc.
I then went on a expedition on the outer rim of the sector and the planet flipped.
How can I prevent that from happening in the future?
My biggest issue is that the mechanics seem to be quite opaque, can't see the progress of the rebellion. I assumed the unrest from the rebellion to be a safe indicator on how well it is going, and that I would get a notification if the situation on the planet becomes worse, but that was not the case.
Also: is there a way to turn off rebellions?
hey, I have a question regarding random sector.I've heard of someone else on the Discord having a slowdown in random sector (albeit only when speeding up time), but have no idea what would cause it. If someone who has the issue can run a profiler on it, that'd be good.
started up a new game, with random sector on, and i noticed after a while i was having a lot of lag. like i was at 30 - 40 fps at all time. tried with a non random sector and had a solid 60fps.
tried to reduce the number of markets that spawn but even at its minimum, i still was at like 40 - 50 fps.
was random sector always like this, or is one of my mods trying to do something not very nice to my game but only when random sector is on?
I've heard of someone else on the Discord having a slowdown in random sector (albeit only when speeding up time), but have no idea what would cause it. If someone who has the issue can run a profiler on it, that'd be good.I have no idea what a profiler is, but if you can point me to run, I can run a profiler on this. it sounds useful.
Quick version:ok so i looked at the things, and compared the differences between random sector and not random sector. (not: i only started the sampler after the save was loaded, turning it off between uses)
- Open jvisualvm.exe in the JDK folder
- Connect to Starsector while it's running
- Click Sampler tab -> CPU and see if anything is using up an unusual amount of CPU time; at the bottom of the screen you can type exerelin to filter out non-Nex classes
(there's also an actual Profiler tab, but I've never gotten it to work)
Use the Discord beta update (https://cdn.discordapp.com/attachments/825068217361760306/1066229279769231531/Nexerelin_0.10.6b2.zip), it should fix the issue.Wow, great! Thank you very much, it worked fine!
(I'll be releasing the official 6c update soon, but you shouldn't wait for it)
* Update handling of ApproLight's Unos station in random sector
* Draw map location and arrows of special task group in intel screen
* Fix issues with zero or negative profit/cost in calculating XP from profitable colonies
* Fix a savegame load failure involving AIM merc fleets
* Fix buy ship crash when selecting no ships
* Fix crash if using Ignis Pluvia ability with no available targets
* Fix a random sector generation crash when no enabled factions have synchrotrons
* Fix fleet request origin list
* Previously it didn't list player faction markets if player had a commission and commissioner was allied with anyone
* Fix/refactor a new game custom start fleet bug
* Previously if selecting a faction, then going back and selecting own faction, the available ships would still be from the previous faction
* Fix AI core bribe of Omega encounter not actually giving up any cores
* Buy ship mission: Fix DP check, add a `nex_buy_ship_mission_exclude` tag to prevent its use in mission
* Fix transponder check in supply rebels mission
* Fix briefing text in contact conquest mission
281033 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [Nex_AddOptionConfirmation] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.campaign.rulecmd
data.scripts.rulecmd
data.scripts.campaign.rulecmd
org.lazywizard.console.rulecmd
data.scripts.edshipyard.rulecmd
exoticatechnologies.campaign.rulecmd
indevo.industries.academy.rules
indevo.industries.embassy.rules
indevo.industries.senate.rules
indevo.industries.derelicts.rules
indevo.industries.salvageyards.rules
indevo.industries.artillery.rules
indevo.industries.courierport.dialogue
indevo.abilities.splitfleet.dialogue
indevo.dialogue.research
indevo.dialogue.rules
data.scripts.campaign.rulecmd
lunalib.lunaCMDs
data.scripts.bounty.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.PSE_rulecmd.missions
progsmod.data.campaign.rulecmd
scripts.campaign.rulecmd
ruthless_sector.campaign.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.swprules
starship_legends.campaign.rulecmd
data.scripts
data.campaign.rulecmd
com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [Nex_AddOptionConfirmation] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.campaign.rulecmd
data.scripts.rulecmd
data.scripts.campaign.rulecmd
org.lazywizard.console.rulecmd
data.scripts.edshipyard.rulecmd
exoticatechnologies.campaign.rulecmd
indevo.industries.academy.rules
indevo.industries.embassy.rules
indevo.industries.senate.rules
indevo.industries.derelicts.rules
indevo.industries.salvageyards.rules
indevo.industries.artillery.rules
indevo.industries.courierport.dialogue
indevo.abilities.splitfleet.dialogue
indevo.dialogue.research
indevo.dialogue.rules
data.scripts.campaign.rulecmd
lunalib.lunaCMDs
data.scripts.bounty.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.PSE_rulecmd.missions
progsmod.data.campaign.rulecmd
scripts.campaign.rulecmd
ruthless_sector.campaign.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.swprules
starship_legends.campaign.rulecmd
data.scripts
data.campaign.rulecmd
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.public(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.RuntimeException: Command [Nex_AddOptionConfirmation] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
com.fs.starfarer.api.impl.campaign.rulecmd.missions
com.fs.starfarer.api.impl.campaign.rulecmd.academy
data.scripts.campaign.rulecmd
data.scripts.rulecmd
data.scripts.campaign.rulecmd
org.lazywizard.console.rulecmd
data.scripts.edshipyard.rulecmd
exoticatechnologies.campaign.rulecmd
indevo.industries.academy.rules
indevo.industries.embassy.rules
indevo.industries.senate.rules
indevo.industries.derelicts.rules
indevo.industries.salvageyards.rules
indevo.industries.artillery.rules
indevo.industries.courierport.dialogue
indevo.abilities.splitfleet.dialogue
indevo.dialogue.research
indevo.dialogue.rules
data.scripts.campaign.rulecmd
lunalib.lunaCMDs
data.scripts.bounty.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.PSE_rulecmd.missions
progsmod.data.campaign.rulecmd
scripts.campaign.rulecmd
ruthless_sector.campaign.rulecmd
data.scripts.campaign.rulecmd
data.scripts.campaign.swprules
starship_legends.campaign.rulecmd
data.scripts
data.campaign.rulecmd
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getCommandClass(Unknown Source)
... 9 more
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.95.1a-RC6 launcher
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core
2 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 10 10.0
2 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.8.0_271 (64-bit)
22 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Everybody loves KoC [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\+Ko 1.03.27]
24 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Ex7s [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\7s Integration]
26 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pantera_ANewLevel40R [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A New Level of Confidence - 40 - Rapid]
30 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: NoIllAdvised [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A Well Advised Mod]
33 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Adjusted Sector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Adjusted Sector v0.4.1]
36 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: adversary [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Adversary]
40 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: alkemia-armoury [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\alkemia-armoury]
42 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: anexweapons [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Anex Weapons]
45 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: apex_design [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Apex Design Collective]
47 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ApproLight [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLight]
50 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ApproLightPlus [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLightPlus]
52 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ash [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Aptly Simple Hullmods]
54 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Arkships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arkships]
58 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: raccoonarms [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.5.5]
61 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ARSWP [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ARSWP]
64 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: astroidships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Asteroid ship pack 1.3e]
67 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: audio_plus [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Audio Plus]
69 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_autosave [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave]
72 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: A_S-F [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A_S-F]
74 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: battlefleets [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Battlefleets of the Gothic Sector]
76 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: better_deserving_smods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Better Deserved S-Mods]
78 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: beyondthesector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BeyondTheSector]
80 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: bricky [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BrickyConstruction]
81 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: bruh_moment_console_commands [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BruhmomentConsoleCommands]
83 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: BSC [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BSC 0.1.8]
84 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ORK [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bultach Coalition]
88 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CaptainsLog [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CaptainsLog]
91 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: capturecrew [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CaptureCrew]
93 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CFT [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Carter's Freetraders 1.1]
94 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Csp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Caymon's Ship Pack]
97 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CSP [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Cebby-Ship-Pack-1.1.3]
99 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Celestial Mount Circle [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Celestial Mount Circle]
102 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: cmutils [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CMUtils]
105 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CAS [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Alarm Sounds]
106 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: chatter [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter]
108 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: combat_docking_module [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Docking Module 005]
110 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_commissioned_hull_mods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Commissioned Crews]
112 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: su_Concord [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CONCORD]
114 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_console [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands]
116 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_cum [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Content Unlocking Missions]
117 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: domain_mship_controllable [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Controllable Domain Mothership]
119 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: CWSP [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CWSP]
121 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Dabble [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DabbledAvionics]
125 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: istl_dassaultmikoyan [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
126 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hm_flagpack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Deluxe Player Flags]
129 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: diableavionics [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
131 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Diktat Enhancement [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Diktat Enhancement 1.1.0]
133 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: diyplanets [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIYPlanets]
136 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: domhist [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Domhist]
139 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: dronelib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DroneLib]
141 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: edshipyard [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ED Shipyard]
142 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: exalted [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exalted]
145 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pt_exiledSpace [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ExiledSpace]
146 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: exoticatechnologies [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exotica-Technologies-v1.2.7]
148 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: exshippack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\EXPSP 0.49]
150 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: XLU [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Extratential Lanestate Union]
151 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: su_FairSMod [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fair S Mods]
153 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: fast_engine_rendering [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FastEngineRendering]
156 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: star_federation [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FED]
157 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: fluffships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\fluffShipPack]
159 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: forge_production [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Forge Production]
162 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: a111164_ExtendPack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FSF_MilitaryCompany_EN-master]
164 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_fuel_siphoning [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fuel Siphoning]
166 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hellomod [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FuzzyPack]
169 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Gensoukyou_Daze [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gensoukyou]
171 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: gladiatorsociety [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GladiatorSociety]
174 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Goat_Aviation_Bureau [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Goat_Aviation_Bureau]
176 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: GrandColonies [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Grand.Colonies1.0.d]
178 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shaderLib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib]
180 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: GMDA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GrytpypeMoriarty]
182 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Guardian_prototype [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Guardian Prototype 1.3]
183 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: gudalanmu [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gudalanmu]
185 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: gundam_uc [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gundam-UC]
188 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: gunnyhegexpeditionary [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary]
190 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hiigaran_descendants [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants]
192 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HIVER [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiver Swarm]
194 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HMI [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI]
196 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HMI_brighton [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton]
199 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HMI_SV [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_Supervillains]
202 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hcok [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\holy_covenant_of_kemet]
204 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hostileIntercept [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hostile Intercept]
207 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hte [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HTE]
208 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hm_barratry [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hullmod Barratry]
210 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: hybrasil_gate [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HybrasilGate]
212 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_hyperdrive [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hyperdrive]
213 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ibo_faction [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\IBO-Faction]
215 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: IndEvo [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Industrial.Evolution3.2.a]
216 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: internalaffairs [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Internal Affairs v1.1]
218 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Interstellar Federation Refurbished -unbalanced- [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Federation Refurbished -unbalanced-]
219 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_xiv [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Iron Shell]
222 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: jaa [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JAA 0.3.0]
225 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: JYD [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Junk Yard Dogs 1.5]
228 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kadur_remnant [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Remnant]
230 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kazeron [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kazeron Navarchy-1.2]
232 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kingdomofterra [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kingdom of Terra]
234 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: KFM3 [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - BPs and Rebalance]
235 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: KGT1 [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - Player Faction]
237 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: KGT2 [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - XIII Ships]
239 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kyeltziv [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kyeltziv Technocracy]
241 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
243 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: leadingPip [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip]
245 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ArkLeg [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Legacy of Arkgneisis]
246 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: $$$_lightshow [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Lightshow]
248 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lights_out [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LightsOut]
251 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: logisticsNotifications [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Logistics Notifications]
254 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: low_maintenance [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LowMaintenance]
256 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: LTA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LTA]
258 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lunalib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LunaLib]
260 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: mag_protect [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate]
262 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: MagicLib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib]
264 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: idx_magnetar [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magnetar 1.0]
266 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: MFE [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Fighter Expansion 0.52]
269 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Mayasuran Navy [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy]
271 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: missingships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Missing ships]
274 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: su_CarrierHullmod [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Modern Carrier]
276 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: more_hullmods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\More HullMods]
278 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: niko_moreCombatTerrainEffects [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MoreCombatTerrainEffects-release]
279 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: niko_morePlanetaryConditions [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MorePlanetaryConditions-release]
281 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Musashimanufactor [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Musashi Manufactorum]
283 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kiith-nabaal-shipyard [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\nabaal]
284 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ness_saw [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nes's SAW]
286 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_new_beginnings [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\New Beginnings]
288 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nexerelin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
290 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: kayse_phaseships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\No Such Org - Phase Ships]
292 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: objects_analysis [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Objects Analysis 002]
294 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: OcuA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Armada]
296 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: luddandlions [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Of Ludd and Lions 1.02.28]
298 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: old_hyperion [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\OldHyperion]
301 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ORA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA]
303 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: oas [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Osiris Alliance]
305 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: PAGSM [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PAGSM v1.8.01]
306 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pearson_exotronics [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PearsonExotronics]
308 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: wisp_perseanchronicles [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Persean-Chronicles-2.0.3-rc2]
309 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: wyv_planetaryShieldAccessControl [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PlanetaryShieldAccessControl]
311 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pn [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pn]
312 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: progressiveSMods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Progressive S-Mods]
314 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: prvExtra [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Extraworks]
315 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: prvPath [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Path]
317 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: prv [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Starworks]
318 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: PulseIndustry [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PulseIndustry]
320 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: pt_qolpack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\QoLPack]
322 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: QualityCaptains [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Quality Captains]
323 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_pilot_radiant [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Radiant Prototype 1.1]
325 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: RealisticCombat [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\RealisticCombat]
327 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: remnant_command_transfer [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Remnant Command Transfer]
329 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: RAA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Armatura 0.2]
331 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: roider [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union]
333 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: rotcesrats [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\RotcesRats]
335 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_ruthless_sector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ruthless Sector]
337 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: SalvageEverything [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Salvage Everything]
339 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sikr [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\San-Iris0.9.5]
341 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sanguinary_autonomist_defectors [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SanguinaryAutonomistDefectors]
343 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: tahlan_scalartech [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\scalartech-solutions-0.8.5]
345 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: scan_those_gates [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ScanThoseGates]
346 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Scrapyard [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Scrapyard Armories]
348 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: SCY [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY]
350 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Seafood [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Seafood Shipworks]
352 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: RC_Second_Wave_Options [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Second Wave Options 0.6.5]
354 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: secretsofthefrontier [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Secrets of the Frontier Prerelease 13.1]
357 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: SEEKER [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SEEKER_UC]
358 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: shadow_ships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards]
361 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: swp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
368 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ShiplessFactions [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShiplessFactionsMod-1.01]
371 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunrutechmining [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Slightly Better Techmining]
373 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: mayu_specialupgrades [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Special Hullmod Upgrades]
375 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: speedUp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SpeedUp]
377 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: armaa [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-2.05]
380 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sw [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Star Wars 2020]
381 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: swf [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Star Wars 2020 Starfighter Project]
383 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: stardustventures [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stardust Ventures]
385 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: StarfarersHullmods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarfarersHullmods]
388 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: stargateunknowngalaxies [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stargate Unknown Galaxies]
390 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: starpocalypse [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\starpocalypse]
393 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: nbj_ice [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorICE-EN-master]
395 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Polaris_Prime [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorPolaris-master]
397 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: sun_starship_legends [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starship Legends]
399 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: stelnet [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet]
402 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: StopGapMeasures3 [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stop Gap Measure 1.2.1]
403 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Sunrider [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Sunrider]
405 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: scf [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Super Cool Faction Flags]
407 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: superweapons [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Superweapons Arsenal]
408 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_supply_forging [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Supply Forging]
411 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: supportships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Support Ships]
412 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: tahlan [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks]
414 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: Terraforming & Station Construction [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Terraforming and Station Construction]
416 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: seven_nexus [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\The Epta Technologists]
418 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: timid_tmi [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Too Much Information]
419 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: TORCHSHIPS [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Torchships]
421 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: trophysmods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\trophysmods]
423 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: TrulyAutomatedShips [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Truly Automated Ships]
425 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: uaf [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF]
426 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: underworld [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld]
428 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: US [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies]
429 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: UNSC [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC]
432 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: URW [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons]
435 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: VSW [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Valhalla Starworks]
436 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: VAA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vanilla Armatura 1.1]
438 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: vanidad [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\VAO]
439 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: vayrasector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Sector]
441 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: vayrashippack [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack]
442 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: lw_version_checker [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Version Checker]
444 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: vic [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\VIC]
446 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: TouchOfVanilla_vri [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Volantian-Starsector-Mod-0.1.0]
448 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: WEAPONARCS [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WeaponArcs]
449 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: weftinships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Weftin's Ship Pack v1.01]
451 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: whichmod [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WhichMod]
452 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: XhanEmpire [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire]
454 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yrex [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YREX]
456 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_arsenal [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Arsenal]
457 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunruhullmods [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Hullmods]
459 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_midline_expansion [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Midline Expansion]
461 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_misc_ships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Misc Ships]
463 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunru_pirate_collection [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Pirates and Pathers]
465 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: yunrucore [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YunruCore]
466 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: HHE [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\_HHE]
468 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [..\\mods/enabled_mods.json]
472 [main] INFO com.fs.starfarer.settings.StarfarerSettings - Loading settings
472 [main] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/config/settings.json)]
565 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 320x200, 144Hz, 32bpp
565 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 320x240, 60Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 320x200, 60Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 320x240, 144Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 400x300, 60Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 400x300, 144Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 512x384, 144Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 512x384, 60Hz, 32bpp
566 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x480, 60Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x480, 144Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x400, 144Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 640x400, 60Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 60Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 800x600, 144Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1024x768, 144Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1024x768, 60Hz, 32bpp
567 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1152x864, 60Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1152x864, 144Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x960, 144Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x600, 144Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x720, 144Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x960, 60Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x720, 60Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x600, 60Hz, 32bpp
568 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x800, 60Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x1024, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x768, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x1024, 60Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x768, 60Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1280x800, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1360x768, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1360x768, 60Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1366x768, 144Hz, 32bpp
569 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1366x768, 60Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1400x1050, 60Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1400x1050, 144Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1440x900, 60Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1440x900, 144Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1600x900, 144Hz, 32bpp
570 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1600x900, 60Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1680x1050, 144Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1680x1050, 60Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 60Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Found display mode: 1920x1080, 144Hz, 32bpp
571 [main] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Assuming native monitor resolution is 1920x1080
845 [Thread-2] INFO com.fs.graphics.o0oO - Using refresh rate:144
1641 [Thread-2] INFO com.fs.starfarer.launcher.opengl.GLLauncher - Maximum anti-aliasing samples: 16
1791 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/launcher_bg.jpg (using cast)
1808 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/launch_button_bg.png (using cast)
1816 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/play_button0.png (using cast)
1820 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/play_button1.png (using cast)
1822 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/toggleA20x_on.png (using cast)
1827 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/toggleA20x_off.png (using cast)
1829 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/buttons/arrow_down.png (using cast)
1831 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fx/scanline11.png (using cast)
1836 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e.png (using cast)
1838 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e_bot.png (using cast)
1839 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_e_top.png (using cast)
1840 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w.png (using cast)
1842 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w_bot.png (using cast)
1842 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ui/bgs/ui_border1b_w_top.png (using cast)
1859 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron24aabold_0.png (using cast)
1882 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron20aa_0.png (using cast)
1895 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/insignia15LTaa_0.png (using cast)
1906 [Thread-2] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/fonts/orbitron12_0.png (using cast)
8067 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Running with the following mods (in order of priority):
8068 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Phillip Andrada: Gas Station Manager [id: PAGSM] [version 1.8.01] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PAGSM v1.8.01)
8068 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - $$$ Lightshow [id: $$$_lightshow] [version 1.41] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Lightshow)
8068 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - A New Level of Confidence [id: pantera_ANewLevel40R] [version 40 2.1 Fast] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A New Level of Confidence - 40 - Rapid)
8068 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - A Well Advised Mod [id: NoIllAdvised] [version ] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A Well Advised Mod)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Adversary [id: adversary] [version 1.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Adversary)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Alkemia Armoury [id: alkemia-armoury] [version 0.9.46] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\alkemia-armoury)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Amazigh's Ship Foundry [id: A_S-F] [version 0.8.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\A_S-F)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Anex Weapons [id: anexweapons] [version 0.2.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Anex Weapons)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Another Random SWP [id: ARSWP] [version 0.7a.RC1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ARSWP)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Apex Design Collective [id: apex_design] [version 1.1.0b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Apex Design Collective)
8069 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Appro-Light (Unofficial Translation) [id: ApproLight] [version 1.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLight)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Appro-Light Plus (Unofficial Translation) [id: ApproLightPlus] [version 0.5.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLightPlus)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Aptly Simple Hullmods [id: ash] [version 0.5.6] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Aptly Simple Hullmods)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Arkships [id: Arkships] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arkships)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Arma Armatura [id: armaa] [version 2.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-2.05)
8070 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Arsenal Expansion [id: raccoonarms] [version 1.5.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.5.5)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Autosave [id: lw_autosave] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Battlefleets of the Gothic Sector [id: battlefleets] [version 0.3.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Battlefleets of the Gothic Sector)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Better Deserving Smods! [id: better_deserving_smods] [version 1.54] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Better Deserved S-Mods)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - BigBeans Ship Compilation [id: BSC] [version 0.1.7a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BSC 0.1.8)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Bricky Construction [id: bricky] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BrickyConstruction)
8071 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Brighton Federation [id: HMI_brighton] [version 0.0.2c] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_brighton)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - BruhMoment Additional Console Commands [id: bruh_moment_console_commands] [version 0.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\BruhmomentConsoleCommands)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Bultach Coalition [id: ORK] [version 1.0.6 release] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Bultach Coalition)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - CWSP [id: CWSP] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CWSP)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Captain's Log [id: CaptainsLog] [version 0.1.6] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CaptainsLog)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Capture Officers and Crew [id: capturecrew] [version 1.0.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CaptureCrew)
8072 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Carter's Freetraders [id: CFT] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Carter's Freetraders 1.1)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Caymon's Ship pack [id: Csp] [version 1.1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Caymon's Ship Pack)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Cebby Ship Pack [id: CSP] [version 1.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Cebby-Ship-Pack-1.1.3)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Celestial Mount Circle [id: Celestial Mount Circle] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Celestial Mount Circle)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Combat Alarm Sounds [id: CAS] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Alarm Sounds)
8073 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Combat Chatter [id: chatter] [version 1.12] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Combat Docking Module [id: combat_docking_module] [version 005] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Docking Module 005)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Combat Misc Utils [id: cmutils] [version 0.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CMUtils)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Commissioned Crews [id: timid_commissioned_hull_mods] [version 1.999999ggg] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Commissioned Crews)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Concord [id: su_Concord] [version 3.5.2g] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\CONCORD)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Console Commands [id: lw_console] [version 2021.4.10] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Content Unlocking Missions [id: timid_cum] [version 1.12] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Content Unlocking Missions)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Control Domain Mothership [id: domain_mship_controllable] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Controllable Domain Mothership)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - DIY Planets [id: diyplanets] [version 1.0.14] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIYPlanets)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Dassault-Mikoyan Engineering [id: istl_dassaultmikoyan] [version 1.54a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Deluxe Player Flags [id: hm_flagpack] [version 1.01a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Deluxe Player Flags)
8074 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Diable Avionics [id: diableavionics] [version 2.64] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Diktat Enhancement [id: Diktat Enhancement] [version 1.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Diktat Enhancement 1.1.0)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Domain Historical Society [id: domhist] [version 0.3a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Domhist)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - DroneLib [id: dronelib] [version 1.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DroneLib)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ED Shipyards [id: edshipyard] [version 2.5.6] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ED Shipyard)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Everybody loves KoC [id: Everybody loves KoC] [version 1.03.27] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\+Ko 1.03.27)
8075 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Exiled Space [id: pt_exiledSpace] [version 0.1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ExiledSpace)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Exotica Technologies [id: exoticatechnologies] [version 1.2.7] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exotica-Technologies-v1.2.7)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Extratential Lanestate Union [id: XLU] [version 0.8.1a-RC2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Extratential Lanestate Union)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - FSF Miltary Company - [a111164_ExtendPack] [id: a111164_ExtendPack] [version 3.12rc5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FSF_MilitaryCompany_EN-master)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fair S Mod [id: su_FairSMod] [version 1.1.0a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fair S Mods)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fast Engine Rendering [id: fast_engine_rendering] [version 1.1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FastEngineRendering)
8076 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fighter Expansion Rebalanced [id: HHE] [version 1.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\_HHE)
8077 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fluff Ship Pack [id: fluffships] [version 0.2.3-1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\fluffShipPack)
8077 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Forge Production [id: forge_production] [version 1.0.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Forge Production)
8077 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Fuel Siphoning [id: sun_fuel_siphoning] [version 1.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fuel Siphoning)
8077 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - FuzzyPack [id: hellomod] [version 1.4.8] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FuzzyPack)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Gensoukyou Daze~ [id: Gensoukyou_Daze] [version 0.6.0_rc6, in dev] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gensoukyou)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Gladiator Society [id: gladiatorsociety] [version 1.3(beta)] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GladiatorSociety)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Goathead Aviation Bureau [id: Goat_Aviation_Bureau] [version 1.0.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Goat_Aviation_Bureau)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Grand.Colonies [id: GrandColonies] [version 1.0.d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Grand.Colonies1.0.d)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Grytpype and Moriarty's Defense Authority [id: GMDA] [version 0.9.9b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GrytpypeMoriarty)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Guardian Prototype [id: Guardian_prototype] [version 1.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Guardian Prototype 1.3)
8078 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Gudalanmu [id: gudalanmu] [version 0.22-T1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gudalanmu)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - HMI Supervillains [id: HMI_SV] [version 0.0.4a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI_Supervillains)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hazard Mining Incorporated [id: HMI] [version 0.3.5f] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HMI)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hegemony Expeditionary Auxiliary [id: gunnyhegexpeditionary] [version v1.21] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hegemony Expeditionary Auxiliary)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - High Tech Expansion [id: hte] [version 1.4.10] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HTE)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hiigaran Descendants [id: hiigaran_descendants] [version 2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiigaran Descendants)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hiver Swarm [id: HIVER] [version 0.35] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hiver Swarm)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Holy Covenant of Kemet [id: hcok] [version 0.2.2h] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\holy_covenant_of_kemet)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hybrasil Gate [id: hybrasil_gate] [version 1.0.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\HybrasilGate)
8079 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Hyperdrive [id: sun_hyperdrive] [version 2.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hyperdrive)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - IBO - Faction [id: ibo_faction] [version v2.4.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\IBO-Faction)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ICE [id: nbj_ice] [version 0.4.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorICE-EN-master)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Industrial.Evolution [id: IndEvo] [version 3.2.a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Industrial.Evolution3.2.a)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Internal Affairs [id: internalaffairs] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Internal Affairs v1.1)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Interstellar Federation Refurbished (unbalanced version) [id: Interstellar Federation Refurbished -unbalanced-] [version v1.00] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Federation Refurbished -unbalanced-)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Iron Shell [id: timid_xiv] [version 1.181] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Iron Shell)
8081 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Jackundor's Advanced Arms [id: jaa] [version 0.3.0 indev] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JAA 0.3.0)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Junk Yard Dogs [id: JYD] [version 1.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Junk Yard Dogs 1.5)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Kadur Remnant [id: kadur_remnant] [version 3.2.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Remnant)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Kazeron Navarchy [id: kazeron] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kazeron Navarchy-1.2)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Kingdom of Terra [id: kingdomofterra] [version 0.13.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kingdom of Terra)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Kyeltziv Technocracy [id: kyeltziv] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kyeltziv Technocracy)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - LTA [id: LTA] [version 0.6.0b (Pre-Tournament Release 3)] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LTA)
8082 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - LazyLib [id: lw_lazylib] [version 2.7b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib)
8083 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Leading Pip [id: leadingPip] [version 1.9.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip)
8083 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Legacy of Arkgneisis [id: ArkLeg] [version v1.9.11] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Legacy of Arkgneisis)
8083 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Lights Out [id: lights_out] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LightsOut)
8083 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Logistics Notifications [id: logisticsNotifications] [version 1.4.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Logistics Notifications)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Low Maintenance [id: low_maintenance] [version v1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LowMaintenance)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - LunaLib [id: lunalib] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LunaLib)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - MAGNETAR!! [id: idx_magnetar] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magnetar 1.0)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Machina Void Shipyards [id: exshippack] [version 0.49] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\EXPSP 0.49)
8084 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Magellan Protectorate [id: mag_protect] [version 1.25a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Magellan Protectorate)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - MagicLib [id: MagicLib] [version 0.45.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Mayasuran Fighter Expansion [id: MFE] [version 0.51] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Fighter Expansion 0.52)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Mayasuran Navy [id: Mayasuran Navy] [version 8.3.9 RC2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Mayasuran Navy)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Missing Ships [id: missingships] [version 0.4.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Missing ships)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Modern Carriers [id: su_CarrierHullmod] [version 1.9.5d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Modern Carrier)
8085 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - More Combat Terrain Effects [id: niko_moreCombatTerrainEffects] [version 1.1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MoreCombatTerrainEffects-release)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - More HullMods [id: more_hullmods] [version 1.11.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\More HullMods)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - More Planetary Conditions [id: niko_morePlanetaryConditions] [version 2.1.1a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MorePlanetaryConditions-release)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Musashi Manufactorum [id: Musashimanufactor] [version 1.2.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Musashi Manufactorum)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Nes's ship and weapon [id: ness_saw] [version 1.9d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nes's SAW)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - New Beginnings [id: sun_new_beginnings] [version 1.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\New Beginnings)
8086 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Nijigen Extend [id: yrex] [version 0.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YREX)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - No Such Organization - Phase ships [id: kayse_phaseships] [version 0.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\No Such Org - Phase Ships)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Objects Analysis [id: objects_analysis] [version 002] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Objects Analysis 002)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Oculian Armada [id: OcuA] [version 0.9.1a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Oculian Armada)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Of Ludd and Lions [id: luddandlions] [version 1.02.26] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Of Ludd and Lions 1.02.28)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Old Hyperion [id: old_hyperion] [version 0.2.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\OldHyperion)
8087 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Osiris Alliance [id: oas] [version 2.6] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Osiris Alliance)
8088 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Outer Rim Alliance [id: ORA] [version 0.95rc1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA)
8088 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - P9 Colony Group [id: pn] [version 0.53] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\pn)
8088 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Pearson Exotronics [id: pearson_exotronics] [version 0.7.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PearsonExotronics)
8089 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Persean Chronicles [id: wisp_perseanchronicles] [version 2.0.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Persean-Chronicles-2.0.3-rc2)
8089 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Planetary Shield: Access Control [id: wyv_planetaryShieldAccessControl] [version 1.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PlanetaryShieldAccessControl)
8089 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Polaris Prime [id: Polaris_Prime] [version 0.3.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarsectorPolaris-master)
8089 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Progressive S-Mods [id: progressiveSMods] [version 0.8.7] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Progressive S-Mods)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Pulse Industry [id: PulseIndustry] [version 1.1b] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\PulseIndustry)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - QoL Pack [id: pt_qolpack] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\QoLPack)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Radiant Prototype [id: yunru_pilot_radiant] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Radiant Prototype 1.1)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Realistic Combat [id: RealisticCombat] [version 1.19.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\RealisticCombat)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Remnant Command Transfer [id: remnant_command_transfer] [version 1.0.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Remnant Command Transfer)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Roider Armatura [id: RAA] [version 0.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Armatura 0.2)
8090 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Roider Union [id: roider] [version 1.4.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Roider Union)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - RotcesRats [id: rotcesrats] [version 0.15] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\RotcesRats)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Ruthless Sector [id: sun_ruthless_sector] [version 1.3.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ruthless Sector)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Salvage Everything [id: SalvageEverything] [version 1.1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Salvage Everything)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - San-Iris [id: sikr] [version 0.9.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\San-Iris0.9.5)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Sanguinary Autonomist Defectors [id: sanguinary_autonomist_defectors] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SanguinaryAutonomistDefectors)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ScalarTech Solutions [id: tahlan_scalartech] [version 0.8.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\scalartech-solutions-0.8.5)
8091 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Scan Those Gates [id: scan_those_gates] [version 1.5.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ScanThoseGates)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Scrapyard Armories [id: Scrapyard] [version 0.0.9a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Scrapyard Armories)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Scy Nation [id: SCY] [version 1.66] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Seafood Shipworks [id: Seafood] [version 0.0.7d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Seafood Shipworks)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Second Wave Options [id: RC_Second_Wave_Options] [version 0.6.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Second Wave Options 0.6.5)
8092 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Secrets of the Frontier [id: secretsofthefrontier] [version 0.13.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Secrets of the Frontier Prerelease 13.1)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Shadowyards [id: shadow_ships] [version 0.9.5-rc4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Ship/Weapon Pack [id: swp] [version 1.13.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Shipless Factions [id: ShiplessFactions] [version 1.01] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ShiplessFactionsMod-1.01)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Slightly Better Tech-Mining [id: yunrutechmining] [version 0.95.1-1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Slightly Better Techmining)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Special Hullmod Upgrades [id: mayu_specialupgrades] [version 1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Special Hullmod Upgrades)
8093 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - SpeedUp [id: speedUp] [version 0.7.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SpeedUp)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Star Wars Mod [id: sw] [version 0.9.8] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Star Wars 2020)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Star Wars Pilotable Starfighter Mod [id: swf] [version 0.0.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Star Wars 2020 Starfighter Project)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Stardust Ventures [id: stardustventures] [version 0.6.1 Alpha] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stardust Ventures)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Starfarers Hullmods [id: StarfarersHullmods] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\StarfarersHullmods)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Stargate Unknown Galaxies [id: stargateunknowngalaxies] [version 0.9.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stargate Unknown Galaxies)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Starship Legends [id: sun_starship_legends] [version 2.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starship Legends)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Stellar Networks [id: stelnet] [version 2.6.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\stelnet)
8094 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Stop Gap Measures [id: StopGapMeasures3] [version v 1.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Stop Gap Measure 1.2.1)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Sunrider [id: Sunrider] [version 0.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Sunrider)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Super Cool Faction Flags [id: scf] [version 192.168.0.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Super Cool Faction Flags)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Superweapons Arsenal [id: superweapons] [version 2.4] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Superweapons Arsenal)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Supply Forging [id: timid_supply_forging] [version 1.41] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Supply Forging)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Support Ships Pack [id: supportships] [version 0.6.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Support Ships)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Tahlan Shipworks [id: tahlan] [version 0.8.666a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan-shipworks)
8095 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Terraforming & Station Construction [id: Terraforming & Station Construction] [version 8.0.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Terraforming and Station Construction)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - The Epta Technologists [id: seven_nexus] [version 1.3.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\The Epta Technologists)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - The Exalted [id: exalted] [version 1.3.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Exalted)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - The Star Federation [id: star_federation] [version 0.98-RC6 - Bugfixes and Beams] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FED)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Too Much Information [id: timid_tmi] [version 0.96] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Too Much Information)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Torchships And Deadly Armaments [id: TORCHSHIPS] [version 0.17rc1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Torchships)
8096 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Trophy S-Mods [id: trophysmods] [version 0.7.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\trophysmods)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Truly Automated Ships [id: TrulyAutomatedShips] [version 1.1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Truly Automated Ships)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Underworld [id: underworld] [version 1.7.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - United Aurora Federation [id: uaf] [version 0.7.2g1da] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UAF)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - United Nations Space Command v0.1d [id: UNSC] [version 0.2D] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UNSC)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Unknown Skies [id: US] [version 0.43] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Upgraded Rotary Weapons [id: URW] [version 1.50] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UpgradedRotaryWeapons)
8097 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - VIC [id: vic] [version 1.5.5] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\VIC)
8098 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Valhalla Starworks [id: VSW] [version 1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Valhalla Starworks)
8098 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Vanidad y Afliction Operation [id: vanidad] [version 1.1.6a] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\VAO)
8098 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Vanilla Armatura [id: VAA] [version 1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vanilla Armatura 1.1)
8098 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Vayra's Ship Pack [id: vayrashippack] [version 1.2.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack)
8099 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Volantian Reclamation Initiative [id: TouchOfVanilla_vri] [version 1.0.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Volantian-Starsector-Mod-0.1.0)
8099 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Weapon Arcs [id: WEAPONARCS] [version 1.7.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WeaponArcs)
8099 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Weftin's Ship Pack [id: weftinships] [version V1.01] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Weftin's Ship Pack v1.01)
8099 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - WhichMod [id: whichmod] [version 1.2.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\WhichMod)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Xhan Empire [id: XhanEmpire] [version 2.3.1 Stirring] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\XhanEmpire)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Arsenal [id: yunru_arsenal] [version rc.1.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Arsenal)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Hullmods [id: yunruhullmods] [version 0.95.1-1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Hullmods)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Midline Expansion [id: yunru_midline_expansion] [version A.1.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Midline Expansion)
8100 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Misc Ships [id: yunru_misc_ships] [version 0.95.1-1.4.0] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Misc Ships)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Yunru's Pirates and Pathers [id: yunru_pirate_collection] [version A.1.2] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Yunru - Pirates and Pathers)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - YunruCore [id: yunrucore] [version 0.95.1-1.5.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YunruCore)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ZZ Audio Plus [id: audio_plus] [version 1.1.3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Audio Plus)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - asteroid ship pack [id: astroidships] [version 1.3d] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Asteroid ship pack 1.3e)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - prv Extraworks [id: prvExtra] [version v3] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Extraworks)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - prv Path [id: prvPath] [version v1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Path)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - prv Starworks [id: prv] [version v25.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\prv Starworks)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - zz GraphicsLib [id: shaderLib] [version 1.6.1] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ~Konturga's Game Tweaks - BP/Ship Recovery [id: KFM3] [version 1.03] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - BPs and Rebalance)
8101 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ~Konturga's Game Tweaks - Player Faction [id: KGT1] [version 1.04] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - Player Faction)
8102 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - ~Konturga's Game Tweaks - XIII Ships [id: KGT2] [version 1.04] (from C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Konturga - XIII Ships)
8106 [Thread-3] INFO com.fs.starfarer.StarfarerLauncher - Mod list finished
Excuse me, new here but i think i want to report bug with creation of task force group in my game, so after i make my task force group and then go to intel to give them command to patrol my sector i tried to save my game and then it crash is it not compatible with stellar network mod? or the problem is in the stellar network mod? cause i once try to use the intel tab from the stellar Network mod and i think i got the same error lineIt looks like some mod is writing things to the save file it shouldn't, but there's no way to tell which one from here :(
Sorry for the inconvenience and thanks in advance.
but onto a different topic:I'm guessing this is a glitch in base game code due to a race condition or similar. (Station is removed, but industry is still technically there on some level? Then saturation bombardment disrupts the station, so it tries to do things with the station fleet, but said fleet no longer exists)
im testing one of my mods, and found a possible bug with nexerline.
[...]
what i did:
1)start a new game on random sector, on 'own faction' start
2)remove the battle station you start with from your market
3)transfer said market over to the pirates
4)saturation bombard the market. it will produce the error about one in 5 time.
i was able to replicate this bug many times.
I am getting the error belowYou have one or more mods that need Nexerelin (IIRC Iron Shell and UAF both do this), but Nex isn't actually enabled.
im testing one of my mods, and found a possible bug with nexerline.what i did:Spoiler296655 [Thread-3] WARN com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.matchStationAndComm anderToCurrentIndustry(OrbitalStation.java:422)
at com.fs.starfarer.api.impl.campaign.econ.impl.OrbitalStation.notifyDisrupted(OrbitalStation.java:602)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1765)
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.setDisrupted(BaseIndustry.java:1744)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.bombardConfirm(Nex_MarketCMD.java:2126)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.MarketCMD.execute(MarketCMD.java:363)
at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.Nex_MarketCMD.execute(Nex_MarketCMD.java:166)
at com.fs.starfarer.campaign.rules.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:106)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:51)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:57)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:177)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:210)
at com.fs.starfarer.ui.newui.o0Oo.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.N.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.N.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.ui.v.dispatchEventsToChildren(Unknown Source)
at com.fs.starfarer.ui.v.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.Q.processInput(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
1)start a new game on random sector, on 'own faction' start
2)remove the battle station you start with from your market
3)transfer said market over to the pirates
4)saturation bombard the market. it will produce the error about one in 5 time.
i was able to replicate this bug many times.
my mod list:if this is not a issue with nerxerlin but a issue with me plz tell me its driving me crazy not knowing.Spoiler"AI-Retrofits",
"lw_console",
"aaacrew_replacer",
"lw_lazylib",
"lunalib",
"MagicLib",
"nexerelin",
"aaamarketRetrofits"[close]
Do allies or my own fleets, or any NPC for that matter use awakened gates?No, although Alex might well implement that functionality in a later version (so I hope at least!)
I just noticed that when ever I transferred colony to another faction, they always immediately sold the heavy industry/orbital work.If the faction already has a heavy industry and the new one doesn't have enough defenses, they'll sell the heavy industry. This is a protection against an exploit for easy blueprint raiding.
Not sure if this is intentional or AI bug.
And this is my mod listThanks! To clarify, this is an existing save that you have, you load it and immediately try to save again, it has this error?sorry have to double post the text for the log is too long i guess hope this helps.SpoilerENABLED MODS
automatedcommands-1.1a: Automated Commands
capturecrew-1.0.4: Capture Officers and Crew
lw_console-2021.12.25: Console Commands
gflportraitpack-1.8.0: Girls Frontline Portrait Pack
gflportraitpack2-1.1.3: Girls Frontline Portrait Pack Part 2
lw_lazylib-2.7b: LazyLib
MagicLib-0.45.2: MagicLib
nexerelin-0.10.6c: Nexerelin
tahlan_scalartech-0.8.5: ScalarTech Solutions
sun_starship_legends-2.2.1: Starship Legends
stelnet-2.6.1: Stellar Networks
uaf-0.7.2g1dc: United Aurora Federation
US-0.43: Unknown Skies
shaderLib-1.6.1: zz GraphicsLib[close]
Thank you for the reply, to clarify every saves that got this error can't be played anymore. So i have to make new save to try to loop the bug and this is that i found from the test. 1st if i just create task group and keep them do independent move without ordering them then the save is fine and i can still save and play the game but after i give order to the task force group it will always make the error.Thanks, I think I have some idea of what's happening now.
So this is the link to the saves folder and i also included the new starsector log that is being created because of this errorHope this helps.Spoilerhttps://drive.google.com/file/d/1Tx-sDa4uDazhhtPDaLE4SPjWTFnhfh61/view?usp=sharing[close]
Is there a way to tone down the fleet sizes that attack your colonies? Im getting hit by 1500 DP+ invasions (3 fleets of 500+ DP each all arriving and attacking at once) and have no clue what to do about it.Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.
Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.Thanks for the answer.
Long answer: the invasions scale partly to the target planet/system's defenses, so for any given invasion event the defenders should be an even match for it. However, if your problem is that multiple factions are invading you and they all arrive at about the same time, 1) well that's some pretty bad luck, and 2) consider having fewer enemies.
(It also scales partly to the target market's size, so if you have a high-value target upgrade its orbital station if you haven't already)
Well, what's your target planet look like, and which faction(s) are invading? Screenshots might be helpful.
Thanks for the details! A few thoughts:Short answer: try invasionFleetSizeMult in exerelin_config.json, although that will have knock-on effects. In the short term, console command kill also works.Thanks for the answer.
Long answer: the invasions scale partly to the target planet/system's defenses, so for any given invasion event the defenders should be an even match for it. However, if your problem is that multiple factions are invading you and they all arrive at about the same time, 1) well that's some pretty bad luck, and 2) consider having fewer enemies.
(It also scales partly to the target market's size, so if you have a high-value target upgrade its orbital station if you haven't already)
Well, what's your target planet look like, and which faction(s) are invading? Screenshots might be helpful.
Game year 210
System: (All have free market)
Planet under attack Size 6 with Defenses Battlestation, Military HQ on World
Further Planets in System:
Size 5 with Patrol HQ and Chrimetric Engine +100%
Size 5 Patrol HQ
Size 5 Patrol HQ
Then another 4 Size 3 that just got colonized.
Addionally the system contains a sympathic faction that came to my help with their size 7 (military) and size 4 colonies.
We all got deleted.
Attacking Faction was Legion Infernalis. (Hostile -50, due to start condition? I never interacted with them.)
This was also their first attack at all.
I was mostly just doing exploration and hence did only have a moderate fleet stored, so this was all I could have fielded.
Is there yet a way to hard cap AI fleet generation at 30 ships? One of the big problems with this mod is that the fleets spawned by the mod sometimes have upwards of 48 ships in them and it's totally unfair to have AI fleets that high over the soft cap.There isn't currently a 'general' method for this, unless I implement a new fleet generation plugin (which would be useful for a few things, but none I consider particularly pressing). Nor do I have any intention of optionally or completely disabling the one major place (invasion fleets) in Nex itself where I deliberately allow generated fleets to exceed the normal ship limit.
Hi, Is there a way to make some notifications easier to notice?Not really, sorry! Most of the intel events share sounds, so an outside mod (or Nex without code changes) can't change the sound for just one specific intel type.
For example - Most often I miss the 'colony expedition' notification, because it is showing as a short popup among other less important notifications. I wish i could add sound to it. Is it possible?
So I recently got my own colony back after it being invaded.You can get the colony back by choosing the 'take' option in the ground battle's intel screen (this should have no rep penalty if it was originally your own colony, but I haven't verified if this still works).
However instead of being returned to my faction it was given to the Roider Union (Roider comission).
I can now buy the governship but its still roider union and not my own faction, do I need to ensign with my own faction for it to return to me or something?
If you already missed the decision window, enter setmarketowner <planet name> player in the Console Commands console.I keep getting an error when i try to launch with nexerelin. Due to the fact my pc is not able to be hooked up to the internet rn can i get a discord tag or something so i can shsre my starsector lol with you? I keep getting an obj json errorAre you the one who pinged me on Discord the other day?
If not, at a guess you need to navigate to the Starsector website and download the newest installer (I'd recommend tethering your phone to PC rather than downloading it direct to phone).So I've been trying to get a specific behaviour set up.Copy and paste the following into console:
I want to run non-random core worlds, with invasions on BUT with one caveat, I don't want them to invade any of the core worlds, I want to have the AI factions fight only for colonies established after the game starts.
Now I saw that some planets are blocked from invasion if you have the story planets invasion protection on, is there a way I can extend this protection to the rest of the inhabited core worlds so I get the above behaviour and if so how do I go about doing so?Code: java(note that colonies created by Vayra's Sector factions will also be protected)runcode for (MarketAPI market : Global.getSector().getEconomy().getMarketsCopy()) {
if (market.getMemoryWithoutUpdate().getBoolean("$nex_npcColony")) {
continue;
}
if ("player".equals(market.getMemoryWithoutUpdate().getString("$startingFactionId"))) {
continue; /* don't protect player-founded colonies */
}
Misc.makeStoryCritical(market, "$i_dont_want_invasions");
}Would it be possible to filter or disable blueprints in the faction starting bonus? Having enough mods makes it extremely slow in the window.Sorry, can't be disabled currently! Maybe a setting in the future.
(Also I'll try to find out what's causing this slowdown and report to Alex if relevant)i know that this kinda defats the purpose of this mod but is there any way to make it vanilla as possible as i only use it cause the uaf mod requires it and not for any of the 4x aspects as i pefrer how vanilla starsector handles factionsThe big thing you probably want to disable is invasions (and sat bombs), with the enableInvasions and allowNPCSatBomb settings
You could also disable diplomacy by editing its file in the config folder (make the event interval super long), and re-enable the vanilla hostility system with console (copy and paste the following):Code: javaruncode import com.fs.starfarer.api.impl.campaign.intel.FactionHostilityManager;
FactionHostilityManager fhm = new FactionHostilityManager();
Global.getSector().addScript(fhm);
If you look around, there may also be other stuff you might choose to mess with (just try not to blow up your game in the process).
Much appreciated, will try this next run for sure.
Can I suggest some optional options?The relationship syncing has screwy effects, yeah. I'll think of a proper replacement sometime, although if I remove syncing I'll need a clear way to distinguish actions that raise rep with the faction from those that raise rep with the player specifically.
First one is about player relationship when he commissioned by faction, I always found silly how player relationship affect all the faction, maybe it is better to have option to keep them independent of each other? Player for example can just eradicate piracy in sector, if player have pirate commission, and player do some probe scan missions for early money, and some factions got inhospitable because they increase relation too, whole pirate faction got inhospitable too to these factions, and they start to send trade convoys there and stop doing piracy. With this option it will be less silly, since even if player got inhospitable, the rest of pirates will still being pirates. And same with other factions, its kinda strange what a single mercenary basically can affect whole faction, which have own leader and player not in charge of it, it just most silly looking with pirates )
Also speaking of pirates, how about making Corsairs and distress call ambushes non hostile to player if he actually have a commission? In the rest causes, if player even friendly but non commissioned is okay to have some hostile pirates even then, but I think it is good to give them same thing as vulture scavengers have, so even player have transponder on, it wont cause immediate hostilities since they attacked first.
Another optional option for player relationship, make locked it to faction, so like player always be hostile to faction enemies, until they got diplomatic event which causes them to be neutral, and only possible to improve relationship with factions via agents, or just leave a faction and make own one.
Will there ever be an option to allow player invasions but prevent npc invasions? I would alter the time of the invasion grace period but I actually like the amount of raids that happen with invasions disabled (it makes the sector feel a bit more active) but I would like to retain the ability to invade myself.enableInvasions setting in Nexerelin/exerelin_config.json will do exactly this! (It prevents NPC invasions but doesn't affect the player)
Can I suggest some optional options?The relationship syncing has screwy effects, yeah. I'll think of a proper replacement sometime, although if I remove syncing I'll need a clear way to distinguish actions that raise rep with the faction from those that raise rep with the player specifically.
First one is about player relationship when he commissioned by faction, I always found silly how player relationship affect all the faction, maybe it is better to have option to keep them independent of each other? Player for example can just eradicate piracy in sector, if player have pirate commission, and player do some probe scan missions for early money, and some factions got inhospitable because they increase relation too, whole pirate faction got inhospitable too to these factions, and they start to send trade convoys there and stop doing piracy. With this option it will be less silly, since even if player got inhospitable, the rest of pirates will still being pirates. And same with other factions, its kinda strange what a single mercenary basically can affect whole faction, which have own leader and player not in charge of it, it just most silly looking with pirates )
Also speaking of pirates, how about making Corsairs and distress call ambushes non hostile to player if he actually have a commission? In the rest causes, if player even friendly but non commissioned is okay to have some hostile pirates even then, but I think it is good to give them same thing as vulture scavengers have, so even player have transponder on, it wont cause immediate hostilities since they attacked first.
Another optional option for player relationship, make locked it to faction, so like player always be hostile to faction enemies, until they got diplomatic event which causes them to be neutral, and only possible to improve relationship with factions via agents, or just leave a faction and make own one.
As for the transmitter trap events and such, they're vanilla and I can't readily change how they work IIRC. Well, I could try adding a dialog option to make them go away if player has a commission, might look into that.Will there ever be an option to allow player invasions but prevent npc invasions? I would alter the time of the invasion grace period but I actually like the amount of raids that happen with invasions disabled (it makes the sector feel a bit more active) but I would like to retain the ability to invade myself.enableInvasions setting in Nexerelin/exerelin_config.json will do exactly this! (It prevents NPC invasions but doesn't affect the player)
(Someone had a bug recently where the invade option was removed, it turned out to be a mod conflict but I don't know if they tracked down which one)
Is it possible to capture planets and release them back to their original owners for a faction boost? For example a planet gets taken by another faction but it was originally owned by the Hegemony, go in and recapture the planet and give it back to the Hegemony.Yeah, the planetary administrator should have the option to gift the planet.
814750 [Thread-3] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Error loading
814750 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.CharacterStats.readResolve()
class : com.fs.starfarer.campaign.CharacterStats
required-type : com.fs.starfarer.campaign.CharacterStats
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1420322
class[1] : com.fs.starfarer.rpg.Person
class[2] : com.fs.starfarer.campaign.econ.Market
class[3] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[4] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[5] : com.fs.starfarer.campaign.rules.Memory
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
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] : exerelin.campaign.ai.concern.RevanchismConcern
class[13] : exerelin.campaign.ai.MilitaryAIModule
class[14] : exerelin.campaign.ai.StrategicAI
class[15] : com.fs.starfarer.campaign.Faction
class[16] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18] : com.fs.starfarer.campaign.CommDirectoryEntry
class[19] : com.fs.starfarer.campaign.CommDirectory
class[20] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21] : com.fs.starfarer.campaign.CustomCampaignEntity
class[22] : java.util.HashMap
class[23] : exerelin.campaign.ColonyManager
class[24] : java.util.LinkedHashSet
class[25] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[26] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[27] : exerelin.campaign.ai.DiplomaticAIModule
class[28] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[29] : com.fs.starfarer.campaign.econ.Submarket
class[30] : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[31] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[32] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[33] : com.fs.starfarer.campaign.econ.Economy
class[34] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[35] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[36] : com.fs.starfarer.campaign.Hyperspace
class[37] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException: Failed calling method
---- Debugging information ----
message : Failed calling method
cause-exception : java.lang.NullPointerException
cause-message : null
method : com.fs.starfarer.campaign.CharacterStats.readResolve()
class : com.fs.starfarer.campaign.CharacterStats
required-type : com.fs.starfarer.campaign.CharacterStats
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number : 1420322
class[1] : com.fs.starfarer.rpg.Person
class[2] : com.fs.starfarer.campaign.econ.Market
class[3] : exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel
class[4] : java.util.LinkedHashMap
converter-type[1] : com.thoughtworks.xstream.converters.collections.MapConverter
class[5] : com.fs.starfarer.campaign.rules.Memory
class[6] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[7] : java.util.ArrayList
converter-type[2] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[8] : com.fs.util.container.repo.ObjectRepository
class[9] : com.fs.starfarer.campaign.StarSystem
class[10] : com.fs.starfarer.campaign.CampaignPlanet
class[11] : com.fs.starfarer.campaign.CircularOrbit
class[12] : exerelin.campaign.ai.concern.RevanchismConcern
class[13] : exerelin.campaign.ai.MilitaryAIModule
class[14] : exerelin.campaign.ai.StrategicAI
class[15] : com.fs.starfarer.campaign.Faction
class[16] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[17] : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[18] : com.fs.starfarer.campaign.CommDirectoryEntry
class[19] : com.fs.starfarer.campaign.CommDirectory
class[20] : com.fs.starfarer.campaign.CircularOrbitPointDown
class[21] : com.fs.starfarer.campaign.CustomCampaignEntity
class[22] : java.util.HashMap
class[23] : exerelin.campaign.ColonyManager
class[24] : java.util.LinkedHashSet
class[25] : exerelin.campaign.ai.concern.HostileInSharedSystemConcern
class[26] : exerelin.campaign.ai.concern.PowerfulUnfriendlyConcern
class[27] : exerelin.campaign.ai.DiplomaticAIModule
class[28] : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[29] : com.fs.starfarer.campaign.econ.Submarket
class[30] : exerelin.campaign.ai.concern.VulnerableFactionConcern
class[31] : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[32] : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[33] : com.fs.starfarer.campaign.econ.Economy
class[34] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[35] : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[36] : com.fs.starfarer.campaign.Hyperspace
class[37] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.oooO
version : not available
-------------------------------
Is there a way to make a faction to quickly recolonize a decivilized planet? I have a number of decivilized planets in the core worlds and the faction's that originally own them haven't made any sort of move to retake them.1) No, currently they'll only get around to it if they're lucky enough to win the colony expedition raffle and otherwise place enough priority on the decivilized planet. You can make a colony there yourself and transfer it to them, though.
Additionally, I can't tell if its from the Nex or something, but one of the decivilized planet is Ancrya but there were no message or warnings that popped up and there was a Anarakis Reparations Society invasion fleet just hovering around the planet. So far the Hegemony have not made any moves but the weird part is that there is no log about the planet being decivilized and I have disable sat bombing by factions.
### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)
### GUI ###
* Ground battle: Heavy units waiting in orbit have the mechanized assault bonus displayed if they are on the attacking side
### Fixes ###
(note: these fixes do not apply if the bugs are already in the save)
* Fix a rare save-breaking bug when saving immediately after giving orders to a special task group
* (officially) Fix incompatibility with MOSS mod manager
* Fix player special task group not costing any upkeep if killed and revived
* Fix oddities with Sitnalta system name in UI
* Prevent some missions from generating in star systems they shouldn't
* Fix being able to accept ceasefire offers twice
* Ship size rule for buy ship mission uses externalized strings
### Modding ###
* Save starting player faction to sector memory as `$nex_startingFactionId`
* Allow blocking AIM representatives from specific markets with `$nex_no_AIM_representative` memory key
Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?
So is updating my version as simple as drag n' drop the update into my mods folder and then firing up Starsector, or do I have to do other things to make sure my game doesn't bork?
Thanks! Looks like Arma Armatura is involved in some way, I've asked gettag about it and we'll see if there's a fix.Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?
Sadly, my modlist's quadruple that amount, but I do have the full log (or at least, the stuff after): https://pastebin.com/vQ7wNzzW
How to disable the 4x elements like invasion and random diplomacy events between factions.enableInvasions in Nexerelin/exerelin_config.json
I know this will take out the fun of the mod but I am playing some mods that require nexerelin and would like to keep the first playthrough of mods akin to vanilla handling of factions.
Is v0.10.6c's save compatible with v0.10.6d?All Nex versions are save-compatible with at least the one immediately before, except where otherwise specified or there are bugs.
I am quite curious, picked up this game recently and LOVE how this mod makes it have that X4 experience. Though i am curious. There is a setup already for "summoning" fleets like invade,colony,etc,etc. Is it possible to add lets say. Miners? Other factions have miners. And with the added mining and with a combination of some mods (ORE REFINING) It really make mining enjoyable. Wonder if it would be simple to add a fleet that went around and mined stuff for you and droped it off at a specific chosen storage, perhaps a rented storage or even your own colony. Along with having miners do mining for you, like in x4. Perhaps there would be a way to also have a Trader fleet? I mean ofcourse they both could get killed. But maybe "summoning" a trader fleet costs x amount and generates x passive income every month, or even, if its possible to setup or use if the base games code has an AI that does profitable trades already, and would it do so for you. And perhaps a much higher x cost to get smugglers? Who knows its an idea that popped into my head. Unsure if its even do able but if so that'd be amazing.Well this sounds mostly like stuff that colonies already do in their way. I've had vague ideas for things like described in the Public Companies (https://fractalsoftworks.com/forum/index.php?topic=23428) mod blueprint, but neither that mod nor any such Nex feature look like they'll be made in the foreseeable future. Sorry :(
Thanks! Looks like Arma Armatura is involved in some way, I've asked gettag about it and we'll see if there's a fix.Hmm, damn. I might not get around to this in time for the next fix update, but can you upload your save somewhere, if it doesn't have 'too many' (hopefully 50 or fewer) mods? Also the full log, or at least the part after the text "Caused by" in the error message?
This bug cropped up (or one very similar to it) a while ago. Do you happen to know if you're running the latest ver of arma, MrNage?
Sadly, my modlist's quadruple that amount, but I do have the full log (or at least, the stuff after): https://pastebin.com/vQ7wNzzW
Hello, I am newbie here.Delivery defaults to your faction's production gathering point (check Command screen), then the nearest market where you have unlocked storage, then the market where your operative conducted the procurement mission. If you're having trouble finding it, looking at the colony screen for places where you're paying a storage fee might help.
Hoe Prosecure Ship option work?
I set the location and then visit later and didn't find any ordered ship.
1) Is there a way to visualize the number of faction "points" (or any other indicator of faction pool of strength)? It'd be nice to see how our actions weaken/strengthen a faction, e.g., after we defeated an invasion fleet or sabotaged some industry.1) Not at present, although next version I probably ought to unhide the debug intel I'm currently using for this.
2) Are there any plans for additional scenarios? E.g., something for the late game, like Redacted stations moving in some systems and putting them under a lockdown (so a very high premium on smuggling to those systems)
Hi all, I don't know what is happening but something about my game freezes whenever the end of month kind of thing approaches. This error has been rather consistent and I am on my wit's end trying to rectify what it is that seems to be broken, and the log has yielded me these few very suspicious lines that may or may not explain my problem. This seems to have something to do with nerexelin, and I am hoping anyone can point me where I can look at a way to fix this. If this is insufficient, I am more than happy to provide the entire log as it isYour Nex looks out of date, but I'm not sure that has anything to do with the hang.
Starting JVisualVM
1) Run jvisualvm.exe (found in the bin directory of a JDK installation, or from https://visualvm.github.io/download.html)
If you need a JDK, get one here https://drive.google.com/open?id=1cle4yGhPkROCu3z5WKHKLR098ObGLwPV
2) Connect to StarfarerLauncher or the running Starsector game
Identifying cause of a hang
With JVisualVM connected, do a thread dump. This prints some text on the running threads in the application; you can try to find which thread the game is stuck on, or show the output to someone who can.
Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)
Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.htmlI can't tell much from skimming this log, unfortunately. However the modlist is short enough that I could try testing it on my end, if you have a save from just before a (reproducible) hand and upload it.
Is there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)Greetings, it is me again. I have done all that was suggested and still came up empty handed unfortunately. However despite this, I believe that the log might still have some use despite my inability to detect the problem on my end. I sincerely apologize for taking people's time for this matter. As I cannot attach the log for it surpassing the forum's size budget, here's the zippyshare link: https://www114.zippyshare.com/v/9LI7IJJz/file.htmlI can't tell much from skimming this log, unfortunately. However the modlist is short enough that I could try testing it on my end, if you have a save from just before a (reproducible) hand and upload it.
Oh, hmm.i may be wrong but i think they where asking if you start as your own faction is there a way to start with say uaf ships instead of just the independent shipsIs there any way to NOT spawn in a faction but keep their blueprints when starting a game in regular/non-random mode? Say I want to start my own faction with exclusive access to those mod's ships/guns, is that possible in the current version?You can enable the mod after the game has already started, most factions won't generate their planets/stations in this case. However, this also means their ships won't appear as pre-generated derelicts, and I dunno what happens with salvage from stations and such. (Well, you could just add their items and blueprints with console if so desired)
Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.Can you post a screenshot (of the faction screen in intel, and anything else that might be useful to see)?
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?
Please let me know if you need more information.
Many thanks in advance!
So this may be dumb but I cant seem to find the enablebrawlmode line of code in the config file.nex_brawlMode in Nexerelin/data/config/settings.json
And I have the latest version. Is this a line I have to add myself, and if so, what is the full line so it doesnt cause my game to crash
??? Does anyone else have this bug:Looks like a bug I introduced in 0.10.6c when trying to fix the custom ships list 'sticking' after changing factions. So I kinda actually made the bug worse. :-X
When you start a new game and choose 'Free Start' you get the independent options, back out and choose one of the factions, back out of them and go back to 'Free Start' and the Independent option will have been overridden by the last faction you picked and if you start from there you'll be commissioned with them as if you hadn't used 'Free Start'.
Hello, ive played this game for years and this is the first time ive ever posted on the forum so is a bit sad that its because of a bug, maybe.Can you post a screenshot (of the faction screen in intel, and anything else that might be useful to see)?
Im running a few mods and the previous version of Nex is one of them(dont want to start a new game just yet).
The issue is, that after running the game for a while(cycle 223) it seems that factions stop "seeing" each other in the faction screen and no longer have any interactions.
Is there anyway to fix this without starting a new game?
Please let me know if you need more information.
Many thanks in advance!
If it's what I think it is, that really shouldn't happen and I can't imagine what might cause such a thing. It might be possible for me to tell more with a copy of the save, assuming it doesn't have too many mods (50 or fewer would be good).
how to stop Diplomacy and make all factions stay hostile to each other?( i had 322 diplomacy and its lagging my game. )i found the issue
Hi again, please see attached image.Hmm, that's not what I expected from 'stop "seeing" each other', I thought the factions had all become neutral to each other or something. Could you explain what you meant?
And where could i send you a save file? I am only running 11 mods i believe.
Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.Hmm, is this with Fast or Standard version of A New Level?
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)
EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
Its the Standard version of A New Level. So I got those 64 million exp pretty quickly.Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.Hmm, is this with Fast or Standard version of A New Level?
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
Although the current settings honestly aren't balanced for colony income in the millions, in any case. I could cap the margin for the XP calc at 200% or such, I guess.
My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)
EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
200% profit margin (so 3 times as much colony income as profit). Currently there's no cap in the code, so you can't change it.Its the Standard version of A New Level. So I got those 64 million exp pretty quickly.Are the high experience gains from colonies intended? Im maxing out at level 40 at around cycle 212 or earlier with colony income of 500k.Hmm, is this with Fast or Standard version of A New Level?
It feels as if colony exp needs a hard cap, since due to IndEvo Im getting almost 2.000k income per month now and no matter the scaling it willl cause the player to max out in levels very fast.
Although the current settings honestly aren't balanced for colony income in the millions, in any case. I could cap the margin for the XP calc at 200% or such, I guess.
Those 200% are of what? I tried to find the code that controls exp, but had no luck.
Hi Histidine,There isn't a (good) way to block a faction from survey planet or scan entity missions (see here (https://fractalsoftworks.com/forum/index.php?topic=5061.msg251406;topicseen#msg251406)).
is there a way to disable or change the randomly generated missions(exploration,scanning,bar) and bounties you get from a faction?
Question came up because Dazs from the Hiver mod and the insects that are supposed to be hostile to all are giving missions.
Thanks! Might need to boot up Kubuntu again and see if I can repro/fix the issue...My save broke. Not sure exactly what caused it - but I for the first time talked to an AIM Representative, and I was also doing the vanilla Galatian Academy Gargoyle quest, and the error logs seem related.Well that's an odd one. Just to quickly check: You're on Starsector 0.95.1a and haven't modified the game's core .jar files, I suppose? (Or are you running on Mac?)
EDIT: I fixed the load error by completely removing all the <exerelin.campaign.intel.merc.MercContractIntel> nodes in my save file manually.
I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.
I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing (https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing)
Hi Histidine, mllhild brought the question for you regarding Hiver Swarm to my attention. I believe what he would like is to not receive missions given by the Hiver faction or even better have them not give them in the first place. The issue is I have them set as a regular NEX faction so they can colonize and invade but I do not have them by default to be playable by the player. So the AI uses the base NEX code and issues bounties and sometimes in the bar event it is made a target of trade missions which are not completable because they are vengeful to everyone. I have tried on my end in the past as it has come up before but was unable to figure a way.Hi Histidine,There isn't a (good) way to block a faction from survey planet or scan entity missions (see here (https://fractalsoftworks.com/forum/index.php?topic=5061.msg251406;topicseen#msg251406)).
is there a way to disable or change the randomly generated missions(exploration,scanning,bar) and bounties you get from a faction?
Question came up because Dazs from the Hiver mod and the insects that are supposed to be hostile to all are giving missions.
To stop a faction from generating intel screen bounties, just don't add it to the list of participating factions (i.e. don't call SharedData.getData().getPersonBountyEventData().addParticipatingFaction("myFactionId");)
For bar missions, the fastest expedient is probably to just disable the bar outright. In rules.csv, have a rule with a PopulateOptions trigger that disables the marketVisitBar option when on a Hiver market.
To avoid being a target of trade missions (and some other mission types), I think you need to call market.setInvalidMissionTarget(true); on all the faction's markets. Nex has a faction config setting for automating this, although I don't think it applies to existing saves (until the markets change ownership); set noMissionTarget to true.Hello again Histidine thank you for the reply. I already have noMissionTarget to true in their current config. However they still show up as a target for trade missions and today I received a message from a player who said they were doing the red planet missions that the 2nd guy you have to talk to after the old spacer with the malfunction cyber eyes was on a Hiver world. I did find the line, market.setInvalidMissionTarget(true) on the SS API website so it *should* effect vanilla missions but there are so many files that effect a faction's market I am unsure where that would go in the market creation process.
200% profit margin (so 3 times as much colony income as profit). Currently there's no cap in the code, so you can't change it.Thanks a lot for all the patience. I swapped the "nex_xpPerProfitMargin":4000 to "nex_xpPerProfitMargin":1 and will see what this will do.
For now, the best user-side fix is to change nex_xpPerProfitMargin in Nex's data/config/settings.json. Or give highly profitable colonies to an admin or AI core.
I'm on Starsector 0.95.1a, running on Arch Linux. I did use JRE8 from discord, but a swap back to JRE7 still ended up the same. Also I've confirmed talking to the AIM Representative causes the problem, I'm guessing that triggers it to generate the data.Okay, turns out some code I was using had a Windows vs. Linux incompatibility (due to them having differing names for obfuscated methods in the game code). For now, I don't have a fix .jar handy so you'll just have to avoid the AIM representatives, but the problem will go away next version. Thanks for the report!
I started a new save with only Nexerelin and its dependencies, loading this file causes the bug. Save file here: https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing (https://drive.google.com/file/d/1faAC11SOyweXp-SJi_ERERbyBeu_KGSk/view?usp=sharing)
can you change how the rebelions work?Makes sense, it probably won't be right away but I'll see about implementing something like this :)
what happened:
when hedgemony took over the last tri tach colony, and tri tach then started its rebellion, i supplied alot of troops and heavy armor to help the rebellion... later the persean league (in alliance with tritach and friendly to me) invaded the now hedge colony. i then leave the rebellion alone, 2 years later when rebellion finally dies out (and after working hard to save it from -27 stability :p) i loose 30 rep with persean league for helping that rebellion when it was under hedge control. i dont think thats fair.....
any way to detect faction control changes mid rebellion and make it so if control changes, the assistance provided to the rebellion doesnt go away, but the player wont be held liable for pre faction change stuff at the end of the rebellion since it wasnt durring current faction control? while at the same time would still earn the rep change to the faction that instigated it, since they still recieved help from me, and they were still the rebels after the control change.
Spoiler* Add alpha core to Sindria's High Command, drone replicator to Volturn's ground defenses[close]
Hi All, Looking for some assistance. I am loving this mod first off, I am very much confused about the planetary invasion stuff. There is a help menu and even a tutorial but I might just be very slow in the head but I can't figure things out. I have no idea if I am outgunning the enemy or what not and can't tell how to best make use of it. Is there a youtube video or something that breaks it all down as this seems like a very important part of the game that I am missing out on. Appreciate any help, ThanksHi first of all sorry but I don't know any YT vids that breakdown the system but if I can tell you a bit about the invasion from my own experience and understanding. Alternately you can just watch people doing let's play of the game with Nex mod on since at one point they will invade or be invaded.
Really appreciate the write-up, very helpful. Question, for the ships that have ground support package, do I need to just keep the fleet hovering over the planet the entire invasion or is this more of an abstract thing where I can go off chasing other fleets down and still get the bonus?You need to hover near the planet but you don't have to be right on top of them. basically watch how the AI circle around a planet when they raid or invade, they will move away when threatened but they won't run too far and will get back to position after they are in the clear. I don't know the specific su of the range but golden rule is just to stay near the planet and take care of the flies fleet around the planet.
Hi All, Looking for some assistance. I am loving this mod first off, I am very much confused about the planetary invasion stuff. There is a help menu and even a tutorial but I might just be very slow in the head but I can't figure things out. I have no idea if I am outgunning the enemy or what not and can't tell how to best make use of it. Is there a youtube video or something that breaks it all down as this seems like a very important part of the game that I am missing out on. Appreciate any help, ThanksAside from Crowley_black's helpful post*, there's also a video described here on Reddit (https://www.reddit.com/r/starsector/comments/q3yn2y/nexerelin_4x_mega_mod_just_added_real_time_ground/), although it's a bit old and I forget what exactly is in it.
Also the ping circles around the planet show the approximate radius you want to stay in.Really appreciate the write-up, very helpful. Question, for the ships that have ground support package, do I need to just keep the fleet hovering over the planet the entire invasion or is this more of an abstract thing where I can go off chasing other fleets down and still get the bonus?You need to hover near the planet but you don't have to be right on top of them. basically watch how the AI circle around a planet when they raid or invade, they will move away when threatened but they won't run too far and will get back to position after they are in the clear. I don't know the specific su of the range but golden rule is just to stay near the planet and take care of the flies fleet around the planet.
Hello, Histidine. What defines the factions starting relations? They do not seem to reflect what's in the config files. Do they take alignments or diplomacy traits into account?By default the config relations are only used in random sector (non-random relations being set in code). To make them apply everywhere, add to the faction's config file:
I ask this because I manually changed "startRelationships" along with some other values for several factions in the jsons inside their exerelinFactionconfig folder, but this is not reflected in-game, where their starting relation points are always the same.
"useConfigRelationshipsInNonRandomSector":true,
Hi there wanted to ask is the [REDACTED] contact in prism free port in random sector mode, because the tooltips on it only mention the galatea questline not being active or other mod things not being active but as she is part of nexerelin I assumed she would be there. If she is supposed to be there in random sector is there something I have missed to make her spawn in. I just headed straight there after starting a new own faction run.Her bar event can appear after 180 ingame days have passed. If Prism Freeport isn't present, she should appear at any independent market.
Hi got Prism mission bug "Fragments". Finished the mission but dialog to end it will not appear.You already defeated the attacking fleet and salvaged the mothership, then returned to Midnight but didn't get any special convo?
Playing with a huge list of mods
@Histidine:As in, you want each system to have more inhabited planets/stations? I could see if the max planets/stations can be made configurable (and the sector generation made to obey increases in these values), I suppose.
Hey, there isn't a toggle to enable legacy behaviour for core bloat in random sector, right? I really liked my occasionally huge, thicc core sectors instead of the shitton of factions spreading. Could you make it an option in one of the config files? Pretty please "puppy eyes"? :D
is it possible to control a bit how a faction diplomatie advance over time?If you're not in the faction yourself, only thing you can do is use an operative to raise (or lower) relations between two factions.
is it possible for exemple to make pirate join an alliance with somebody?
I feel like something needs to be done about Destabilization. Granted, the biggest problem is Ludd damned Kaldur's Revenant Gestalt. But I shouldn't be seeing 19+ unrest on any market. I feel there needs to be a cap on civil unrest, or the ability to remove significantly more the higher it is. So 6 civil unrest, 2 points per relief. 19 civil unrest? How bout 9, but with comparatively much higher cost/relief supplies. Perhaps even the ability to completely remove all remaining unrest by, I dunno. Some massively huge cost if the player is downright determined to not have something destabalize.Well, my general position is that if a market is taking that level of unrest in the first place, something has gone wrong. That said, scaling effects of stabilization packages sounds worthwhile. I may also add diminishing returns to the unrest caused by ground battles.
Also would be very nice if there was a greater warning for soon to decivilize planets. I've gotten the warning intel maybe two weeks before decivilization - it wasn't enough to actually travel there in time.
Hello, not sure if anyone has run into this before but I'm getting a crash that goes away when I disable Nexerelin with the following mods:Pressing M in devmode spawns a derelict ship with various goodies. I don't know why it crashes with Nex, but Alex has specifically said that dev mode isn't supported for normal play so it's unlikely you're going to get help for that (nor do I plan to spend any time attempting a fix unless someone knows exactly what causes it). So, I guess the only solution is don't play in devmode or don't press M if you do.
A New Level of Confidence - 30 - Rapid
A_S-F
CMUtils
Console Commands
HexShields
LazyLib
MagicLib
Nexerelin]
This occurs literally any time I press "M" in the campaign screen. It took me a while to figure out what the hell was doing it, but I can load up a new game and hit "M" and it's an instant CTD.
So been loving this mod but I noticed something strange, I have had alliance mate with good reps engage in sabotaging each other with rebellions. Is this intentional or a bug?Looks like a bug caused by Nex not checking for relations when picking a sponsor for a 'spontaneous' rebellion (caused by low stability). If that is indeed the cause of this event, should be pretty easy to fix, thanks for report!
Is it possible to make NPC factions destroying a planet via saturation bombardment cause the same pan-Sector reaction as the player doing it? Legio Infernalis keeps satbombing the Luddic Church planets into oblivion only to then peace out with them and make it impossible to do retaliatory satbombing without everyone, INCLUDING the Luddic Church, getting upset about my "atrocity". At the very least a faction destroying another faction's planet via satbombing shouldn't be forgiven and forgotten the moment the two factions make a peace deal.Well if I implemented reputation penalties for NPC factions' sat bombing, the faction would need to be able to decide whether it's actually worth doing so. The faction strategic AI I'm currently working on can do exactly this (perhaps not well, but it can try at least) so I may indeed introduce rep penalties in a later version.
In the meantime, the easiest way to deal with the double standard is to turn off allowNPCSatBomb in exerelin_config.json (I added that setting for this very reason)
Quick question please, Hi, I am a newish player for both the base game and Nexerelin, but am having a little trouble in Nexerelin. My Nexerelin supply use after a battle feels like it must be 2x,3x or ever more over base game and I was wondering if anyone knew the real numbers on this. Either way though is there anything I can do about that heavy after action supply cost? For example I just now won a battle where I used 1 cruiser carrier and 1 light carrier, it was a super easy win and my ships took no damage... BUT my supply use went up so high after the fight that I used 500 supplies in 3 in game days!!! Any advice on how I can lower this cost please. Thanks! : )
Went and found a fix for anyone else stuck on this. Go to data/campaign/rules.csv and ctrl-f search nex_remFragments_return_start. On the first line, change PickGreeting to PopulateOptions and delete $nex_remFragments_return score:1000. Save the file and restart the game. Go to midnight and you should be able to finish the quest. Remember to undo the rules.csv changes after.Hi got Prism mission bug "Fragments". Finished the mission but dialog to end it will not appear.You already defeated the attacking fleet and salvaged the mothership, then returned to Midnight but didn't get any special convo?
Playing with a huge list of mods
Can you post a screenshot of the mission in intel screen?
Unfortunately I can't debug a save with a huge list of mods, but if you poke me on Discord it might be possible for me to send some testing material your way if the issue persists.
Dunno but you could console command them in with the console command mod. Commands should be something like: list ships [name] and addship [name], replace name with medusa if you want that one and so on, use "list ships" first because names of (mod) ships can be quite complicated like "skfp_deathbringer_p_base_section" or "edshipyard_bernese".
The mod: https://fractalsoftworks.com/forum/index.php?topic=4106.0
Also: help [command] and list commands or something like that, enjoy. :D
E: There is also the ship browser mod: https://fractalsoftworks.com/forum/index.php?topic=26261.0
Is there any way to get main factions ally with minor factions? Like say the Luddic Church and Path? Or even the Path and Pirates. I ask because I am currently doing a run with the path and have them set to be able to invade and be invaded like normal factions, and have a 100 score with the church but they don't seem to care about making a federation with the Path.Pirate-type factions won't form alliances on their own, but if you're not commissioned you e.g. can invite both the Church and Path to the same alliance (then leave it and take a commission again?)
Is there a way to disable empires from colonization just until the player completes the Galatia quest line?Not currently, I might or might not add it at some point.
Is there any known mod incompatibility or other problem that can cause Nex to seemingly ignore the "diplomacyEventFilterLevel" and "agentEventFilterLevel" settings? I keep getting all diplomacy notifications no matter what number I set for these two.Are you using the nexIntelQueued setting as well? Eyeballing the code, queued intel may not obey the filter settings.
Are you using the nexIntelQueued setting as well? Eyeballing the code, queued intel may not obey the filter settings.
If not, I could try testing the filters I guess.
Is there a way to disable empires from colonization just until the player completes the Galatia quest line?Not currently, I might or might not add it at some point.
Nexerelin v0.10.6d
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6d/Nexerelin_0.10.6d.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)
Uncomment the "factionConditionSubplugin" line in data/config/exerelinFactionConfig/pirates.jsonNexerelin v0.10.6d
Download (https://github.com/Histidine91/Nexerelin/releases/download/v0.10.6d/Nexerelin_0.10.6d.zip)
Changelog (https://github.com/Histidine91/Nexerelin/wiki/Changelog)### Gameplay ###
* Disable pirates' accessibility bonus condition pending review (it may flatten prices in the sector too much)
Is there a way to re-enable this accessibility bonus? I'm interested in nerfing trading & also doing a pirate playthough.
Edit: other than reverting to the previous version. Which I may try.
@Histidine hi, could you please add the option to permanently destroy a faction? so when all planets are destroyed/conquered, the faction, including pather and pirates, is gone?Nex (should) already prevent new pirate and Luddic Path bases from spawning, if the factions are dead by Nex rules (which pretty much means no regular markets). If this doesn't work, let me know!
it is the only reason i use Vayra's Sector.
After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?See this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg391744#msg391744)
runcode com.fs.starfarer.api.impl.campaign.DebugFlags.PRINT_RULES_DEBUG_INFO = true
I'm commissioned by one of the factions. I remember that in previous versions you could choose if you want to keep a planet/starbase for yourself, or give it to that faction after an invasion. Now it seems to go under the faction's banner by default. Am I missing something? How do I conquer "for myself"?
I'm commissioned by one of the factions. I remember that in previous versions you could choose if you want to keep a planet/starbase for yourself, or give it to that faction after an invasion. Now it seems to go under the faction's banner by default. Am I missing something? How do I conquer "for myself"?Look in the ground battle intel after winning, there's buttons to take control or buy governorship.
Don't know why I can't invade now. After defeating the station and fleet, the invade option didn't appear and it's still a greyed "engage the defenders". Any clues?It looks like the Nex dialog isn't even running, that's the vanilla dialog or something that looks like it. Some other mod might be overriding it, though hard to tell which one.
Search "marketHostileSel" (3 hits in 3 files of 113 searched)
H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Imperium\data\campaign\rules.csv (1 hit)
Line 108: IIMarketHostileSel,DialogOptionSelected,"$option == marketConsiderHostile
H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Nexerelin\data\campaign\rules.csv (1 hit)
Line 274: marketHostileSel,DialogOptionSelected,$option == marketConsiderHostile,Nex_MarketCMD showDefenses,,,
H:\Program Files (x86)\Fractal Softworks\Starsector\mods\Starship Legends-2.2.2\data\campaign\rules.csv (1 hit)
Line 14: sun_sl_marketHostileSel,DialogOptionSelected,$option == marketConsiderHostile score:1001,SL_ShowMarketDefenses showDefenses,,,
Update: OverKill on Discord got me a debug log, (at least one instance of) the issue seems to be with FSF Military Corporation (https://fractalsoftworks.com/forum/index.php?topic=25401.0).After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?See this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg391744#msg391744)
(For anyone with some technical skills who runs into the issue and wants to help me find the exact cause, instructions below)SpoilerCopypaste the following into console. This makes the dialog write to log all the options it considered and whether it passed/failed its conditions.Code: javaClear the log. Talk with Midnight when trying to end the mission, with nex_remFragments_return_start still having a PickGreeting trigger, and look at the log to see what's beating it in selecting the PickGreeting response.runcode com.fs.starfarer.api.impl.campaign.DebugFlags.PRINT_RULES_DEBUG_INFO = true
[close]
For the player, you are the suppression fleet. Deliver marines, supplies or weapons to your rebellious holding. You can speak to a local admin, station commander or secretary to do so.
Got a Qol request for mining. Given the amount of mods with weapons that can be used for mining, would it be possible to have a option in the show mining weapons/ships tab to output a trimmed down list of stuff? Like, say, top 3 items per weapon type and mount size? And maybe another option that gives the best per type/mount but have it checked against whatever blueprints you currently have unlocked?Thinking about it, the dialog system for the current mining tools display is probably clunky enough (for both dev and user) that I'd prefer to do an entire 'modern' GUI panel for it (Stelnet's various intel items would be a good idea of the concept). Might not do this in the near future though!
I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.I just tried it with a console-generated colony expedition to Nova Maxios (runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("newmaxios") while docked at the target planet) and it replaced Decivilized with Decivilized Subpopulation fine. Was your colony generated by some other method? (e.g. I haven't checked if Vayra's Sector does it properly)
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
Hmm, I DO have Vayra's Sector 3.2.1 but I was unaware it also might be responsible for the AI colonization mechanics. I'm afraid I'm unable to confirm or deny which method was used, as I simply noticed the issue after taking the planet.I'm fairly sure there is a bug related to colonization of worlds with the "Decivilized" hazard by AI factions. When an AI faction colonizes a world that has the hazard, the colony doesn't make the standard (standard is in: this is what happens when the player colonizes a planet) switch from the "Decivilized" hazard to the "Decivilized Subpopulation" hazard. These are two different hazards, but by the game's default the "Decivilized" one is reserved for uncolonized planets only.I just tried it with a console-generated colony expedition to Nova Maxios (runcode exerelin.campaign.intel.colony.ColonyExpeditionIntel.debug("newmaxios") while docked at the target planet) and it replaced Decivilized with Decivilized Subpopulation fine. Was your colony generated by some other method? (e.g. I haven't checked if Vayra's Sector does it properly)
Found this out when I couldn't remove the hazard on an invaded/conquered colony via methods on other mods, which only work on the "Decivilized Subpopulation" hazard apparently.
Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.Setting colonyExpeditionInterval in exerelin_config.json to 99999 or similar (or in next version, to -1) will disable it. There is currently no (easy) way to make factions only set up colonies in the core worlds.
Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?
I might just be stupid but I don't seem to have the option to invade planets/stations/etc. My only options are to attack the defenders, raid, or launch an orbital bombardment. And I don't mean it's grayed out or something, I mean it's literally not there. When I started the save this wasn't an issue, but it seems like after I made my own faction it became impossible to invade? Maybe it's because I added mods? idk
I might just be stupid but I don't seem to have the option to invade planets/stations/etc. My only options are to attack the defenders, raid, or launch an orbital bombardment. And I don't mean it's grayed out or something, I mean it's literally not there. When I started the save this wasn't an issue, but it seems like after I made my own faction it became impossible to invade? Maybe it's because I added mods? idk
Okay, so the issue is the lack of a military HQ. I just needed to get one of those.
Good day. About consulting - how is it possible to disable the possibility of colonization of planets by factions? At least they did not colonize outside the "inhabited" sector.Setting colonyExpeditionInterval in exerelin_config.json to 99999 or similar (or in next version, to -1) will disable it. There is currently no (easy) way to make factions only set up colonies in the core worlds.
Is it possible to order automatic removal of materials from outposts? It's nice to lay down the materials in demand during reconnaissance ... but there is not always a desire to return for them. Is there an option for materials to be removed from outposts (except for suplays and fuel) automatically or to fulfill an order on your planet "Order the removal of materials from a distant storage"?
For taking things from outposts, Industrial.Evolution's Courier Port could do it, but I'm not sure if it works with outposts.
If it doesn't, ask SirHartley so I don't have to code the feature myself
Hello,TBH I'm considering this a vanilla bug (specifically goods should not be priced such that this is possible) that would require more work than I want to do in order to investigate and fix modside (and it might not even be possible without ugly hax). Ah well.
i found an exploit / loophole with lower tariffs.
buying enough stock on a planet/station will instantly create a shortage, which in return lets you sell it back with profit, then you can buy it again to normal prices, and repeat this as often as you want, without even having to close the trade window.
lower tariffs make sense, but maybe there should be something to prevent an exploit like this.
Been wondering for a while about Saturation bombardments. The player gets a hit for it but does the AI, is it possible for this to be a thing? Has it been suggested and I missed. Also loving this mod btw. :DThere's no reputation loss for AI factions' sat bombing at present. Changing this is on the todo list, but probably not in the near future.
HiStarting fleet options as in one of the lists added to the startShipsSolo etc. tables, right? The only thing that should exclude such a list is if one or more of the variants inside doesn't exist in the game. Check the IDs, check if Diable/II are actually running, try spawning the variant ingame with console and see if it works.
I just updated the mod to the newest version for my game and it seems I can't select one of my starting fleet option (with some mod ships) after I copied the ship ids from my older version's player.json file the the new one.
After some testing it seems the ships that was affected are either hided in codex or restricted or some other way(unobtainable by normal means, I think)
Is there some changes to the mod so that I needed to edit the other mod's files in order to use those ships or are there settings that I can disable so that I can use them again?
example ship I used for testing : titanX from interstellar imperium/Virtous from Diable Avionics
Could there be added an option to allow the player to veto faction peace? If you need a big invasion the faction has a decent chance to peace out before it gets off the ground and that gets really annoying really quicklyFor allies, if the alliance only has two members the player can always block a peace vote by voting no; larger alliances can cause problems but there are/will be mechanics to prevent factions from making peace while an invasion is en route. (If they end up not working, let me know!) For commissioning factions making peace, well that's just how it works for now.
Hello,TBH I'm considering this a vanilla bug (specifically goods should not be priced such that this is possible) that would require more work than I want to do in order to investigate and fix modside (and it might not even be possible without ugly hax). Ah well.
i found an exploit / loophole with lower tariffs.
buying enough stock on a planet/station will instantly create a shortage, which in return lets you sell it back with profit, then you can buy it again to normal prices, and repeat this as often as you want, without even having to close the trade window.
lower tariffs make sense, but maybe there should be something to prevent an exploit like this.
(Belated short reply)
Thanks for the ideas! Vassalage mechanics with existing factions are a medium-to-long-term goal once I figure out how I want them to work.
Paradox-style mechanics for war and territorial changes will probably take much longer than that, if ever. At minimum I'll want to do the planned new diplomacy system, for NPC factions to be able to bargain with each other or the player and put a value on what they're giving/receiving.Could there be added an option to allow the player to veto faction peace? If you need a big invasion the faction has a decent chance to peace out before it gets off the ground and that gets really annoying really quicklyFor allies, if the alliance only has two members the player can always block a peace vote by voting no; larger alliances can cause problems but there are/will be mechanics to prevent factions from making peace while an invasion is en route. (If they end up not working, let me know!) For commissioning factions making peace, well that's just how it works for now.
EDIT: If anyone gets a crash when it tries to generate a Remnant raid, open Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.DUDE thank you! I just had this problem, and you saved me like six hours of a save o7
@Histidinei agree to everything you sad this MOD is getting better and better + the rest of the mods out ther am at 300 Cycle atm i am struggling to conquer the galaxy hell those two Legio and Ninth battlegroup are duking the core world like crazy in my game and I enjoy it 8)
This is just my opinion, but the best measure of a believable 4x experience, based on the canon history of the Sector is if you can not become the strongest power in less than ~20 years.
What gameplay mechanics are employed for achieving this is somewhat secondary imo.
Actually, the reworked invasion and rebellion system is a big step in the right direction. Now I can't take over the Hegemony in one big blitzkrieg as before. And this is good. I remember, a few years ago it was possible to conquer it in a cycle. That was way too unrealistic.
So I would like to reiterate, that the direction is very very good, at least in my opinion. Whether the mod will end up having a realistic treaty system for trading territories and forcing unequal relations is just the icing on the cake. You are absolutely correct, a diplomacy AI is the absolute priority.
TLDR: Still the best mod, and it becomes a more and more realistic great power contest simulator with every update.
@Histidine
I have a request. Since it looks like the new event system is a nerf to the colonies and a very big nerf to 4x gameplay championed by Nex, would you please consider adjusting some numbers in the future?
Like nr of bonus admins or event-related things or maybe just the option to spawn protective patrols that give you an additional reduction in point accumulation.
I don't have a personal preference, just I feel that things got harder for players compared to NPCs, so maybe some solution is necessary.
NULL Error:Hmm I probably can't fix crashes with unclear stacktraces in vanilla code like this, but if it happens in two weeks' time (after updating all the mods at the time), might be good to get the full error message. (I should also test it myself with a minimal modlist later, I guess)
at com.fs.starfarer.ui.I.3D000(Unknown Source)
The characters vary in actual value.
Only when using the "enable random core worlds" toggle in new game creation. This is sad as I like the optional Remnant scenario that requires this to be toggled on.
~24 mods enabled including the libs. All updated for 0.96
Using unoficial release for 96
about 2 years in crashing on :Spoiler251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Xaphanan Haven: 0.0
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Zene Hideout: -8.662644
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Wanted fleet size vs. Fenrir: 0.0
251776 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning Remnant-style raid fleet for Remnants from base in Both Star System; target Yesod
251777 [Thread-3] INFO exerelin.campaign.intel.raid.NexRaidIntel - Creating Remnant raid intel
251777 [Thread-3] INFO sound.O - Cleaning up music with id [campaign_music_part_2_v28.ogg]
251970 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.intel.raid.OrganizeStage.<init>(OrganizeStage.java:23)
at exerelin.campaign.intel.fleets.NexOrganizeStage.<init>(NexOrganizeStage.java:20)
at exerelin.campaign.intel.raid.RemnantRaidOrganizeStage.<init>(RemnantRaidOrganizeStage.java:16)
at exerelin.campaign.intel.raid.RemnantRaidIntel.init(RemnantRaidIntel.java:56)
at exerelin.campaign.fleets.InvasionFleetManager.generateRemnantRaidFleet(InvasionFleetManager.java:1286)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1409)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
If any help to fix it, im tech savy 8)
Or if you need any more info to fix it for others
Edit: Quickfix for anyone experiencing same issue:
In nexerlin mod folder, disable remnant raids for occuring
Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.
This seems to be directly related to the mod. Crash from unofficial patch 0.96See the posts just above yours for how to fix it for now
...
Is there a work around for this case?
EDIT: If anyone gets a crash when it tries to generate a Remnant raid, open Nexerelin/data/config/exerelinFactionConfig/remnant.json and set raidsFromBases to false.
## v0.10.6y (2023-05-12, beta) ##
* Fix random sector crashes
* From 0.10.6x:
* Fix a 0.10.6x crash with Roider Union
* Fix a remaining case of unsubstituted $market name
* Fix having meeting with Baird even after skipping story
## v0.10.6x (2023-05-08, closed beta) ##
* Initial compatibility with Starsector 0.96, MagicLib 1.0.0, LunaLib 1.7 and Unofficial New Game Plus 2.2.0
### Gameplay ###
* Operative improvements
* Procure ship action includes complementary storage unlock
* Being over max operative count (due to skill respec or other exploits) multiplies time taken to complete actions
* Infiltrate cell action aborts if the cell has stopped existing
* Player operative actions on player markets are done by player faction rather than commissioning faction (e.g. no more rep with commissioning faction for removing Pather cells from your own market)
* Special task group fixes/improvements
* Obey fleet size limit
* Adjust rebellion behavior
* If rebels join the attacker in a ground battle, end rebellion with government victory if attackers lose, or with liberation outcome if attackers win
* If government faction changes during a rebellion, don't lose rep for supporting rebels during previous government
* Diplomacy adjustments
* Events less frequent in general (base interval 10 -> 20 days)
* Try not to ceasefire within 120 days of a war starting
* "Don't ceasefire if awaiting invasion" rule now applies to other offensive fleet intel types as well (except those that abort if non-hostile)
* Improvements/tweaks to 'Buy ship' contact/bar mission
* Always applies the design type rule
* Only refunds story points for S-mods that were player-installed
* Add a 'have at least one S-mod' rule
* Mission should now have a 60-90 day cooldown
* Cap colony profit margin for XP at 200%
* Stabilization package has a bonus -1 unrest effect for every 4 points of unrest the market has
* Spacer debt available as starting option without spacer start
* Remnant mission 3: Attackers disable target system's IndEvo artillery if present
* Lower rep penalty for being caught with transponder off (none if commissioned to that faction)
* Add a complete or partial refund if player-requested fleet operation is aborted
* Base strike mission doesn't abort if target stops being hostile
* AI admins will also hide (like cores on industries already do) if market is taken over by a 'Hates AI' faction
* Luddic Path can't become hostile to Luddic Church, to prevent potential irregular behavior
* Hegemony now has a negative diplomacy disposition towards Sindrian Diktat
* Sat bombing can have reduced reputation penalties if the target faction has previously itself sat bombed
* Military system bounty mission (rarely) available in bars
* This may result in the action not proceeding if player is nearby, but manual intervention is possible in that case
* Operatives on internal security mode should not take action on markets where other operatives have targeted for the same action
* Double prisoner base ransom value, increase per-level modifier even more
* Ground battle: Defender unit can only disrupt an industry if the unit belongs to 'primary' faction (no trashing your "ally's" buildings)
* Turn off daredevil XP bonus for officers by default
* Add Prism if Nexerelin is added midgame
* Bar version of tactical bombardment mission should have the same payment scaling (implemented by Nex) as the contact version
### GUI ###
* Most config settings in `exerelin_config.json` can now also be changed ingame with LunaLib
* When player launches an invasion to retake player colony, give direct to player afterwards (rather than having to take it manually)
* Faction directory: Show distance to star system, sort by distance when listing by industry
* Better, more detailed strength comparison for invasions
* Ground battle map: Adjust behavior for nicer layout (especially on certain resolutions)
* Ground battle industries show disruption days, and show additional info even if disrupted
* New GUI for displaying mining ships in fleet and mining tools available in Sector
* Move outpost dismantle command down in menu and allow backing out with Esc
### Graphics ###
* New Midnight Dissonant portrait by Quacken
### Sound ###
* Add music snippets for different ground battle outcomes
* Thanks to Hanawub https://soundcloud.com/hanawub for these
### Text ###
* Clarify ground battle support tooltip
* Market desc changer checks market on decivilization
* Fix ground battles being incorrectly marked as cancelled if attacker is wiped on turn 1
### Bugfixes ###
* Fix a potential NPE when patrol cargo scan can't find market suspicion level
* Fix previous faction choice 'sticking' when trying to pick own faction/free start
* Fix giving markets to pirate-type factions being worth half the listed reputation
* Fix several cases where offered contact mission target can change on undock and redock
* Fix rebellion 'liberation' ending giving 100 times too much rep
* Fix Forever War trait not affecting some war weariness sources
* Tutorial start: Fix having one less skill point than intended when starting level > 1
* Fix player overriding planet's existing original owner memory key on colonization
* Fix some memory flags for completing story missions not being set
* Don't send relief fleets to markets with zero recent unrest, even if stability <= 1
* Try to fix a bug when buy ship mission has no ships meeting the stated rules, so allows all ships
* New outposts won't generate officers for hire
* Fix certain issues with the operative orders dialog
* Faction directory submenus past the 10th now work
* Fix certain military events appearing in Colony threats tab when they're actually aimed at a neighbouring planet/station
* Fix tracking and display of player special task group's FP
* Special task groups say "idle" instead of "[this should not appear]"
* Fix Hegemony's disposition penalty vs. League not applying if Iron Shell is active
### Modding ###
* Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
* Player can create units with modded unit types if the unit def allows it
* NPCs will use default ground units, use a GroundBattleListener to add or replace units as necessary
* Factions must now both be playable and have `offersCommissions` in .faction file to offer commissions
* Factions with the 'posts no bounties' custom boolean in .faction file don't issue faction bounties
* Prism Freeport's High-End Seller automatically blocks ships with both no_sell and no_dealer tags
* "Use ally gear" behavior in invasions/raids doesn't use Legio Infernalis stuff (lazy hax to prevent sharing of daemons)
* Ceasefire offer sound is customizable in config json
* AIM merc officers can have Combat Chatter character IDs set in config
* AIM merc ships do not count towards Automated Ships requirements/limits
* Add option to prevent NPC invasion of markets that exist at start of game
* Remnant custom production contract excludes anything with restricted tag
* Set `$nex_randomSector` global memory key on game start
* Spacer debt available as starting option without spacer start
Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`
Ground battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`[/quote]
Well you can just look at the file (and the source code if needed), the file has comments that should explain what the tags do. But beyond that there's no documentation, sorry!QuoteGround battle unit defs are now moddable, can add new ones or modify existing ones in `data/config/exerelin/groundBattleDefs.json`Do you have a little guide or anything about what all is needed to add new ones? I'd love to be able to add some of my own but I am entirely unfamiliar with how to mod starsector
Yeah, that'd be my one big question. How is "The U" quest handled for non-invasion flags for Sindria? Or the Luddic Shrines?Things should work like the previous version's missions in that everything tries to go as normal even if all the relevant markets have been taken (e.g. talking to Daud on a pirate-held Chicomoztoc during At The Gates). But thinking about it, The U can be potentially blocked in that the Caden and Hyder fleets stop spawning if Sindria is not under Diktat control.
i've been getting this crash on one of my old nex save files. it only started happening after i updated ss to 0.96, and it's likely due to the game trying to spawn luddic pilgrims without their planet existing (?)0.95.1 saves aren't compatible with 0.96. You work around this particular crash at least; see here (https://fractalsoftworks.com/forum/index.php?topic=26560.msg394755#msg394755).
56840 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createDa ta(MiscPilgrimFleetCreator.java:114)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscPilgrimFleetCreator.createRo uteParams(MiscPilgrimFleetCreator.java:70)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.addRouteFl eetIfPossible(MiscFleetRouteManager.java:148)
at com.fs.starfarer.api.impl.campaign.fleets.BaseRouteFleetManager.advance(BaseRouteFleetManager.java:37)
at com.fs.starfarer.api.impl.campaign.fleets.misc.MiscFleetRouteManager.advance(MiscFleetRouteManager.java:105)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Well you can just look at the file (and the source code if needed), the file has comments that should explain what the tags do. But beyond that there's no documentation, sorry!So! Lets say i want to make a similar version of Heavy (tanks)!
1163655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.addBulletPoints(RebellionIntel.java:1060)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.oOOO.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:178)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:168)
at exerelin.campaign.intel.rebellion.RebellionIntel.sendUpdate(RebellionIntel.java:653)
at exerelin.campaign.intel.rebellion.RebellionIntel.endEvent(RebellionIntel.java:685)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endRebellionIfNeeded(GroundBattleIntel.java:1116)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1037)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1145)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1176)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1417)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1382)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
nex_remFragments_return_start,PickGreeting,$nex_remFragments_return score:1000,"ShowPersonVisual
Call $global.nex_remFragments_ref updateData","""You return, $playerName,"" $personName greets you as you open the comm link.","nex_remFragments_return_transmit:Transmit your report
nex_remFragments_return_explanation1:Demand an explanation",
hey Hist-san. I just got this crash that looks like it's related to a rebellion. thought you should know o>Thanks~ Did you try the hotfix linked a few posts up? That should fix it.
So! Lets say i want to make a similar version of Heavy (tanks)!Changing the IDs and such should work; just make sure that the TYPE is one of the four allowed types (MARINE/HEAVY/MILITIA/REBEL), and the commodity IDs exist.
I have copied the unitType for tanks. I replace the instances of "heavy" with "mech". do i need to do anything else?
What does crewReplacerJobId do, precisely? Is there a way for me to insert my own little image for custom troop types?
hey Hist-san. I just got this crash that looks like it's related to a rebellion. thought you should know o>Code1163655 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.addBulletPoints(RebellionIntel.java:1060)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.oOOO.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:178)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:168)
at exerelin.campaign.intel.rebellion.RebellionIntel.sendUpdate(RebellionIntel.java:653)
at exerelin.campaign.intel.rebellion.RebellionIntel.endEvent(RebellionIntel.java:685)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endRebellionIfNeeded(GroundBattleIntel.java:1116)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1037)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1145)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1176)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1417)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1382)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
1613041 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.rebellion.RebellionIntel.addBulletPoints(RebellionIntel.java:1060)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.addBulletPoints(BaseIntelPlugin.java:211)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.createIntelInfo(BaseIntelPlugin.java:225)
at com.fs.starfarer.campaign.comms.Object.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.Object.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.A.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:178)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.sendUpdateIfPlayerHasIntel(BaseIntelPlugin.java:168)
at exerelin.campaign.intel.rebellion.RebellionIntel.sendUpdate(RebellionIntel.java:653)
at exerelin.campaign.intel.rebellion.RebellionIntel.endEvent(RebellionIntel.java:685)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endRebellionIfNeeded(GroundBattleIntel.java:1116)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.endBattle(GroundBattleIntel.java:1037)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.checkForVictory(GroundBattleIntel.java:1145)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceTurn(GroundBattleIntel.java:1176)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advanceImpl(GroundBattleIntel.java:1417)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.advance(GroundBattleIntel.java:1382)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Reuploaded the zip to fix an issue with rebellions.
Can also directly download the hotfix .jar here (https://cdn.discordapp.com/attachments/619635013201428481/1106742113263173762/ExerelinCore.jar) (place in Nexerelin/jars)
See Histidine's post for a fixReuploaded the zip to fix an issue with rebellions.
Can also directly download the hotfix .jar here (https://cdn.discordapp.com/attachments/619635013201428481/1106742113263173762/ExerelinCore.jar) (place in Nexerelin/jars)
rad, thanks
After defeating fragments and returning to midnight i cant complete the mission(not geting quest prompted and it sends me straight to the quests/return AI cores like the usual) and it is probably because of my huge list of mods.... is there any way i can force complete the quest ?See this post (https://fractalsoftworks.com/forum/index.php?topic=9175.msg391744#msg391744)
(For anyone with some technical skills who runs into the issue and wants to help me find the exact cause, instructions below)SpoilerCopypaste the following into console. This makes the dialog write to log all the options it considered and whether it passed/failed its conditions.Code: javaClear the log. Talk with Midnight when trying to end the mission, with nex_remFragments_return_start still having a PickGreeting trigger, and look at the log to see what's beating it in selecting the PickGreeting response.runcode com.fs.starfarer.api.impl.campaign.DebugFlags.PRINT_RULES_DEBUG_INFO = true
[close]
Hey Histidine, me again. Is there a place in the ground battle def for me to tell the mod which troop types to automatically create when i start an invasion?For the first, adding the custom units needs to be done in code with a GroundBattleCampaignListener (look at GroundBattleIntel.autoGenerateUnits for how to implement unit generation code). I might figure out a way to have custom units autogenerate later.
EDIT: Also, i made a ground unit and changed its cramped strength multi from .75 to 1.5 but in-game it still has the debuff of .75 strength; is it inheriting from the HEAVY unit type or something?
* Ground battle fixes/enhancements
* Fix crash with liberation outcome
* Fix possible NaN industry disruption time
* Custom ground unit types can have their sprite specified
* Fix various cases where ground unit behavior was hardcoded instead of reading from definition
* Prism no longer sells `no_dealer` items (including Kinetic Blaster and Gigacannon)
* Operative find pirate base action should support Hostile Activity system
* AI admin hiding on market capture by 'hates AI' faction works properly, including with admins existing at start of game
* Fix Remnant mission 2 not being completable
* Rebellion intel doesn't print no-relationship-changes to notification on event end
* Add relevant arrows to maps in destination picker dialogs (e.g. operative travel action, special task group orders)
* Add mining strength for Jackhammer
* Lower volume of ground battle outcome SFX slightly
Hey Histidine! First post here so yeah, greetings to all of you people and specially the faithful modding comunity who continues to make STARSECTOR an absolute BEAST!Hello and welcome!
I wonder if it is possible to change the name "Sitnalta Star System" to a more proper "Sitnalta Nebula" or are other more "technical/obscure" reasons behind to explain why this hasn't been addressed? I mean, it's a nebula after all...
That was it. Keep up the good work and thanks.
For the first, adding the custom units needs to be done in code with a GroundBattleCampaignListener (look at GroundBattleIntel.autoGenerateUnits for how to implement unit generation code). I might figure out a way to have custom units autogenerate later.
The cramped strength mult was indeed from HEAVY unit type, I'll fix it in next beta but I really need to fully clean up these old hardcoded references at some point :(
The sprite appears in the background of the unit card. The issue you're having is that handweapons.png isn't loaded into the game by default (due to not being used anywhere in the game where a sprite is normally expected), so you'll have to add it to the graphics table in your mod's settings.json (vanilla, Nex and a lot of other mods have examples).I see, thank you.
Uploaded a quick screen capture to show off a potential bug where hostile faction fleets don't automatically act hostile towards you if you have your transponder off and fly around close to them.
Tried this as a Pather and as a Pirate and got the same issue, not sure if its a base starsector change or not.
https://www.youtube.com/watch?v=aID2_agD558
As soon as I flip my transponder on they'll attack me but if you just keep it off and hang around factions that don't care about it see me, they leave me alone.
Starsector version: 0.96a-RC9
Nexelerin version: v0.10.6z
The new "Jackhammer" medium-size Hammer Torpedo weapon is not included on the Mining bonus calculation, in case it hasn't been mentioned or noticed already.I'd actually set its mining strength in .6z but forgot to mention it (and one or two other changes) in the log. Will fix at some point, thanks!
Just started a new game. I dont see the mining indicator letting me know when I can mine again. Is there a toggle somewhere that turns this on?Hmm, it's there for me in a quick test. Maybe the renderer broke somehow? (it's attached to an in-sector entity that should follow the player around, I dunno if anything can make it fail to do this)
Uploaded a quick screen capture to show off a potential bug where hostile faction fleets don't automatically act hostile towards you if you have your transponder off and fly around close to them.Are you doing any mission that involves going to Port Tse Franchise Station, like Kallichore Archive? I think there's a new vanilla feature in 0.96 that keeps fleets from attacking you when you're visiting the star system for a mission; I noticed a neutral Pather fleet when doing the Knight Errant mission without Nex.
Tried this as a Pather and as a Pirate and got the same issue, not sure if its a base starsector change or not.
https://www.youtube.com/watch?v=aID2_agD558
As soon as I flip my transponder on they'll attack me but if you just keep it off and hang around factions that don't care about it see me, they leave me alone.
Starsector version: 0.96a-RC9
Nexelerin version: v0.10.6z
Just started a new game. I dont see the mining indicator letting me know when I can mine again. Is there a toggle somewhere that turns this on?
Hmm, it's there for me in a quick test. Maybe the renderer broke somehow? (it's attached to an in-sector entity that should follow the player around, I dunno if anything can make it fail to do this)
I think Starsector 0.96 added a better way to do this anyway, so I may look into it.
Are you doing any mission that involves going to Port Tse Franchise Station, like Kallichore Archive? I think there's a new vanilla feature in 0.96 that keeps fleets from attacking you when you're visiting the star system for a mission; I noticed a neutral Pather fleet when doing the Knight Errant mission without Nex.
I believe this is a base starsector interaction with freeport markets.
Hey sorry if I missed this being clarified elsewhere, but am I correct in understanding this mod does not touch ship or weapon balance or add content outside of the 4x overhaul? Videos I've found seem to have a lot of new ships and equipment and I wanted to be sure it was from other mods.
Found another crash
Turn off the strategic AI in settings (LunaLib if you have that, the exerelin_config.json file otherwise), it doesn't work right now.Thank you for the help.
Is the Salvation mission not meant to be doable currently or is there some prerequisite I didn't see? I've done all the preceding missions and gotten rep with Dissonant and Remnant faction both to 100, but the mission really doesn't want to appear.It's currently disabled due to not being entirely finished (could be enabled with script if someone really wants and knows where to look, but I don't recommend it); will be available next release.
Damn, this is so sadIs the Salvation mission not meant to be doable currently or is there some prerequisite I didn't see? I've done all the preceding missions and gotten rep with Dissonant and Remnant faction both to 100, but the mission really doesn't want to appear.It's currently disabled due to not being entirely finished (could be enabled with script if someone really wants and knows where to look, but I don't recommend it); will be available next release.
Hi, i Just wanted to know if the "Prism in hyperspace" config option is broken/abandoned? It's not available from the lunalib mod config menu and when i turn it on in the config file, the system is generated anyway.
Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.
I don't know if it's a mod thing or not. But Tri was hostile towards me. I gave them a pretty nice planet in hopes for better relationship, but the attitude towards me increased only by 3. Should it be a little higher?The relationship gain data will be printed in the dialog screen before the transfer. Are there any values that look like they're too low? If so, screenshot and let me know.
Hi, i Just wanted to know if the "Prism in hyperspace" config option is broken/abandoned? It's not available from the lunalib mod config menu and when i turn it on in the config file, the system is generated anyway.That setting is disabled for the reasons SpaceDrake describes, yeah.
Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.
If you have the LunaLib mod, the invasion toggle is already in the ingame config menu and diplomacy will be next version; maybe I'll add alliance settings as well.
Is there a way to manually disable the Alliance System and other 4X features? I really want the rest of Nexelerin Features (Events, Game Starts, Gameplay Tweaks, etc.) without having to deal with the diplomacy and Invasion/Raid feature.Most of the settings can be toggled in the Nexerelin/exerelin_config.json file (you'll probably want to set enableInvasions to false and set allianceGracePeriod to 99999 or such, possibly some other stuff). The file Nexerelin/data/config/exerelin/diplomacyConfig.json has a diplomacy interval you can crank up to likewise disable diplomacy events.
If you have the LunaLib mod, the invasion toggle is already in the ingame config menu and diplomacy will be next version; maybe I'll add alliance settings as well.
Is there some way to keep Dissonant from spawning on Prism? I like to have it there so I don't have duplicate blueprints taking up space, but it's also nice to go to other places every once in a while.She's hardcoded to appear there if it exists, and I dunno if I'll add a new setting for this. Sorry!
Huh.Yeah I probably ought to document 'settings of interest' on the OP at some point.
As someone who did not want to dive into the 4X-fest immediately (initially downloaded Nex because Iron Shell demanded it), my impression from the OP FAQ was that one had to manually set the PlayableFaction value of every single faction in every single mod to False to prevent them from erasing each other (destabilization aside).
Since it turns out that Nex has a global setting for downgrading Invasions to Raids among other things to achieve the same thing, can you put it into the FAQ to explain that it(they) exist?
Hello,Turn off the strategic AI in settings.
Bit of a problem with crashing, suddenly started today:
Hello,Turn off the strategic AI in settings.
Bit of a problem with crashing, suddenly started today:
Hmm, you did click Save All in the settings menu (if using LunaLib) and reload the save after changing the settings, right?
In the worst case you can use the save backup files (in /saves/<save folder name>, rename campaign.xml.bak to just campaign.xml, replacing the existing file after backing it up) to 'go back in time' a bit.
Heyyyy, Quick question. Can [REDACTED] contact spawn on player colonies? or just on independent ones?
Game crashing after ending battles 90% of the time. :'(
377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Game crashing after ending battles 90% of the time. :'(
377421 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.computeFPHullDamage(FleetEncounterContext.java:1970)
at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.processEngagementResul ts(FleetEncounterContext.java:247)
at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:594)
at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87)
at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
Do you have Realistic Combat, and if so, is it fully up to date? There was a report with this trace earlier as well, and removing that mod fixed it.
Does not include changes in beta 0.10.6y-z
### Gameplay ###
* Add Remnant mission 4, with a unique boss ship (recoverable after end of mission)
* Available at cooperative relations with contact after starting mission 3
* Hostile activity integration
* Operatives disrupting a cell will reduce activity by -20
* Special task groups anywhere, and requested defense fleets in a player system, contribute to hostile activity reduction
* Only largest defense fleet event counts; all STGs count but with diminishing returns from the sum of their strength
* Talk to an AIM representative to buy an anti-piracy patrol package (reduction equal to 15% of current hostile activity progress for 3 months)
* Operatives' internal security mode will find pirate bases involved in Hostile Activity
* Player can choose to defy the outcome of an alliance vote (ignore the vote if it passes, at a cost to relations with allies)
* Patrols won't care about player transponder if player is system owner
* Respawn invasion events have a 1000x revanchism mult when picking targets
* Starfarer mode colony growth mult 0.5x -> 0.75x
* Buy ship mission returns the AI core if selling an automated ship
* Militia Power UNGP rule: Rugged Construction ships do not count as military for Militia Power
* Add a new Luddic Church merc company; adjust some of the others
* Random sector: Add Kanta's Den, add a few pilgrim fleets
* Sindrian Diktat has Devious trait
### GUI ###
* Add a "Personal Info" intel item (allows setting player honorific and interaction music)
* Add a 'Personal' intel tab and move some things to it, including insurance
* Add more settings to Luna menu
* Militia Power UNGP rule displays breakdown in tips screen
* Add arrows to fleet request screen
* Add a warning if player is over officer limit after taking ships from special task group
### Bugfixes ###
* Fix Nex loading wrong Luna settings value for fleet request cost
* Fix crash due to procure ship action unlocking storage in wrong place
* Remove old Nex override for Pather tithe check (no longer desirable)
* Block The Pilgrim's Path and The Usurpers events in random sector
* Fix player being able to trade with a market immediately after starting invasion
* Fix bug where defying vote cost 5 relation points instead of 10
* Fix player stats tracker persisting between different saves
* Fix non-ally diplomatic victory not working
* Properly handle pirate/Pather base manager replacement when adding Nex to existing save
* Remnant missions: try to make things not pick IndEvo artillery station when they want a nexus
* Ground battle: Fix being able to loot items when no troops onsite
* Maybe fix financial report for player special task group being split after game load
* Fix Sierra interactions with latest SotF
* Fix some lingering instances of `$market`
* Fix a minor memory leak on new game
### Modding ###
* Fix various issues where ground battle unit defs were still relying on old hardcoded system
* AIM mercenary fleets improvements
* Merc ships can now have names specified
* Merc officers can have personality set
* Free skeleton crew is based on ship's actual min crew, not the hull spec's
### Misc ###
* Add a couple of Scythe of Orion interactions when player has relations with Remnants
* Update random sector entity image picker
Heyyyy, Quick question. Can [REDACTED] contact spawn on player colonies? or just on independent ones?Only Prism Freeport if it exists, or else any independent colony.
Does not include changes in beta 0.10.6y-z
It's update-compatible.QuoteDoes not include changes in beta 0.10.6y-z
Is it safe to update from these builds, or would this have to be a new campaign?
Note: do not use ArmaA's Cataphract Strike or UAF's Atmospheric Artillery Support abilities until those mods are updated for v0.11.0, there's an incompatibility that will crash the game.
1241112 [Thread-3] INFO exerelin.campaign.intel.invasion.InvasionIntel - Creating invasion intel
1241114 [Thread-3] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [campaign_music_part_2_v28.ogg]
1241125 [Thread-7] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1241363 [Thread-9] INFO sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1241364 [Thread-9] INFO sound.H - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1241395 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
data/groundbattles/uaf_GBNuke.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @457: invokevirtual
Reason:
Type 'data/groundbattles/uaf_GBNuke$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @457
flags: { }
locals: { 'data/groundbattles/uaf_GBNuke', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', 'com/fs/starfarer/api/ui/ButtonAPI', 'data/groundbattles/uaf_GBNuke$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'data/groundbattles/uaf_GBNuke$1' }
Bytecode:
0x0000000: 0b45 1299 46b8 0033 3a04 b800 5612 9ab9
0x0000010: 009b 0200 3a05 1905 b900 9c01 003a 0619
0x0000020: 05b9 009d 0100 3a07 1905 b900 9e01 003a
0x0000030: 082b 04b8 009f b800 a03a 09b8 00a1 3a0a
0x0000040: b800 a23a 0b2a b800 56b9 0057 0100 b600
0x0000050: a33a 0cbb 0020 59b7 0081 3a0d 190c b900
0x0000060: 0a01 003a 0e19 0eb9 000b 0100 9901 8c19
0x0000070: 0eb9 000c 0100 c000 a43a 0f19 0925 12a6
0x0000080: 01b9 00a7 0400 3a10 1910 190f 12a6 12a6
0x0000090: b800 a83a 1119 1019 11b9 00a9 0200 12aa
0x00000a0: 0bb9 00ab 0300 5719 1025 b200 ac66 12aa
0x00000b0: 6612 a603 b900 ad04 003a 12bb 0040 59b7
0x00000c0: 0041 190f b900 ae01 00b6 0043 124b b600
0x00000d0: 4319 0fb9 00af 0100 b900 b001 00b6 0043
0x00000e0: b600 443a 1319 1219 130b 1904 04bd 003f
0x00000f0: 5903 190f b900 ae01 0053 b900 b105 0057
0x0000100: 190f b900 5101 00b9 00b2 0100 3814 2a19
0x0000110: 0fb6 00b3 3615 1714 b800 b43a 1619 12bb
0x0000120: 0040 59b7 0041 1916 b600 4312 66b6 0043
0x0000130: 12b5 b800 b6b6 0043 b600 4424 b900 b703
0x0000140: 003a 1719 1704 bd00 3f59 0319 1653 b900
0x0000150: b802 0019 1715 1599 0008 1904 a700 06b8
0x0000160: 0067 b900 b902 0015 1599 006d 1912 12ba
0x0000170: 04b8 00bb 190f 1906 1907 1908 12bc 12bd
0x0000180: 24b9 00be 0900 3a18 1918 2ab4 0050 190f
0x0000190: a600 0704 a700 0403 b900 bf02 00bb 00c0
0x00001a0: 592a 1918 bb00 4059 b700 4112 c1b6 0043
0x00001b0: 190f b900 c201 00b6 0043 b600 4419 0f2b
0x00001c0: b700 c33a 1919 0b19 19b6 00c4 190d 1919
0x00001d0: b900 8202 0057 1910 1912 b900 a902 0019
0x00001e0: 1112 c5b9 00c6 0300 5719 0a19 1012 c5b9
0x00001f0: 00c7 0300 57a7 fe70 190d b900 0a01 003a
0x0000200: 0e19 0eb9 000b 0100 9900 1919 0eb9 000c
0x0000210: 0100 c000 c83a 0f19 0f19 0db5 00c9 a7ff
0x0000220: e3b8 00ca b1
Stackmap Table:
full_frame(@101,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352]},{})
full_frame(@351,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440]})
full_frame(@354,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440]},{Object[#440],Object[#361]})
full_frame(@407,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441]})
full_frame(@408,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358],Object[#352],Object[#439],Object[#436],Object[#437],Object[#437],Object[#362],Float,Integer,Object[#362],Object[#440],Object[#441]},{Object[#441],Integer})
chop_frame(@470,1)
full_frame(@504,{Object[#353],Object[#354],Float,Float,Object[#361],Object[#435],Object[#361],Object[#361],Object[#361],Object[#436],Object[#437],Object[#438],Object[#358],Object[#358]},{})
append_frame(@513,Object[#352])
chop_frame(@545,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Class.java:2671)
at java.lang.Class.getConstructor0(Class.java:3075)
at java.lang.Class.newInstance(Class.java:412)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
It seems that the tooltip for selecting starfarer mode hasn't been updated and still says that it reduces colony growth by 50%.The tooltip reads the config value directly. You might need to reset the mod settings in LunaLib.
Did you get the fix .jar for UAF (and for ArmaA, if needed) provided a few posts up or on the thread OP?
If you're still having trouble, could poke Himemi/Cieve-san on the unofficial Discord server, she's the one who supplies the custom .jars for UAF and ArmaA.
Yeah that's the issue fixed by the UAF .jar linked in this thread.If you're still having trouble, could poke Himemi/Cieve-san on the unofficial Discord server, she's the one who supplies the custom .jars for UAF and ArmaA.
Which discord?
also having these as a crash
Hello folks, I have a question regarding the mod settings. Is there any way to make faction relations locked? I love the vast majority of things about the mod, but given I tend to play with commisions and not independent, I find constant relation changes really tiresome. I tried disabling diplomacy in hopes it would work. But 'discovered' espionage missions still imposed a penalty, so in effect it made it impossible for positive events to trigger but still kept a way for relations to lower.Well, whoops.
Has anyone found a way to effectively just lock relations in their starting state?
Is there a way to use theHaven't done anything for that (other than a new Church turn-in route with the same effect as the existing one), in technical terms it's the same as the vanilla version of the item.Spoilerplanet killer we get at the end f the remnant quest? The live one.[close]
Yeah that's the issue fixed by the UAF .jar linked in this thread.
Is there a way to use theHaven't done anything for that (other than a new Church turn-in route with the same effect as the existing one), in technical terms it's the same as the vanilla version of the item.Spoilerplanet killer we get at the end f the remnant quest? The live one.[close]
(I didn't even add an option to return it to the original owners, RIP)
Did you put that UAF.jar in the UAF folder?
Yeah that's the issue fixed by the UAF .jar linked in this thread.
sad, but it isn't. At least for me
Did you put that UAF.jar in the UAF folder?Sure.
Edit: I haven't downloaded the Arma one though and can't find a link that works.The link in the OP worked for me just now, it's hosted on the Discord CDN so it not working if the UAF one does seems a bit strange.
2886657 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Can anyone explain what the strategic ai mode does?It manages some faction activity (diplomacy and warfare, among others) to try and make it more goal-directed. You can see what it's trying to do in the "Strat. AI" intel tab if strategy AI is enabled.
so for better experience i should enable it? can it be enables or disabled mid campagin?You can turn it on and off midgame as many times as you like, yes.
what does "useEnhancedAdmins" exactly do?Nex's enhanced admins setting just gives custom colony skills to three of the vanilla faction leaders. One or more of the other colony mods do add new skills for generic admins though.
i updated/installed some mods and now admins with cybernetic augmentations show up.
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
dunno what happen here but crashing
7554777 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SS-armaa-2.24 (data/config/exerelin/groundBattleDefs.json)]
7554777 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\FSF_MilitaryCompany_EN-main (data/config/exerelin/groundBattleDefs.json)]
7554778 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/groundBattleDefs.json)]
7554784 [Thread-3] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
7554788 [Thread-7] INFO sound.O - Cleaning up music with id [faction_pirate_market_02_hostile_var01.ogg]
7555036 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
dunno what happen here but crashing
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
dunno what happen here but crashing
I got this error too when I started a new Nexerelin game with the Arma Armatura mod added. It went away after I disabled it.
Hey there, just a heads up; having completed the new Midnight mission and recovered the prize ship at the end, the game crashes every time I try to either take it into a simulation or add s-mods to it, with the following text in the log:Did you try to autofit the ship using the second, strengthened form in the autofit menu? That's bugged, don't do it. I'll remove that variant as an autofit target next version.
1510510 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.C.Ó00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.Ò00000(Unknown Source)
at com.fs.starfarer.combat.B.super.renderBelowCombatWidgets(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Not entirely sure what is causing this because I've never seen a crash report like it before.
Here's a hotfix .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars) to make it stop printing the warning message. I still need to look into what the game and mod are actually doing that causes the issue to begin with.
Why did so many people post errors with known fixes at the same time
ArmaA: Get the fix .jar from thread OP, put in Arma Armatura/jars and replace existing file
UAF: Update to 0.74a1Hey there, just a heads up; having completed the new Midnight mission and recovered the prize ship at the end, the game crashes every time I try to either take it into a simulation or add s-mods to it, with the following text in the log:Did you try to autofit the ship using the second, strengthened form in the autofit menu? That's bugged, don't do it. I'll remove that variant as an autofit target next version.
1510510 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
at com.fs.starfarer.campaign.fleet.FleetMemberStatus.getStatus(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.ui.A.OoOO.o00000(Unknown Source)
at com.fs.starfarer.combat.B.C.Ó00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.o00000(Unknown Source)
at com.fs.starfarer.combat.B.b.Ò00000(Unknown Source)
at com.fs.starfarer.combat.B.super.renderBelowCombatWidgets(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
Not entirely sure what is causing this because I've never seen a crash report like it before.
If your ship is already 'ruined' in this way (can't undo the autofit etc.) scrap it and give yourself a new one with console (addship nex_silverlight).
Can someone pls linked the updated jar for the armaa mod, found one but it now gives meDon't have time to look into this right now, but make sure you're applying the .jar on the latest version of ArmaA. Try a clean reinstall+update of the mod (delete old folder) before adding the jar.
starsector Fatal: Error loading [data.hullmods.arma module Repair] Cause: data.hull mods.armaa_moduleRepair
instead of giving me this one:
starsector fatal: exerlin/campaing/ui/CustomPanelPluginWithInput$Button Entry Cause: exerlin.campaign.ui.CustomPanelPluginWithInput$ButtonEntry
ty
A brief search didn't turn up anything in this thread so hopefully this isn't redundant.Yea that's a thing I probably ought to review at some point. It's also a bit weird that pirate/Path commissions in Nex don't affect their respective factions' HA contributions at all.
With regards to the Hostile Activity mechanic in 0.96 and Nexerelin's ability to have factions be eliminated from the game, eliminating the Luddic Path as a faction doesn't alter the threat gain from Pathers - technology and industry will still attract their attention. Which makes sense since, programming-wise, the Pather threat mechanic was implemented in vanilla Starsector - an environment where factions couldn't be eliminated, so there's no equivalent of "if Pather_population = 0 then Pather_colony_threat = 0." So it's working as intended, but it also means that the Pather threat mechanic and their existence aren't connected to one another in Nexerelin by extension.
So the only way to stop them from bothering you is via the vanilla 0.96 solution, as opposed to razing their planets. It's an open question as to which is easier, at least in terms of gameplay. Though, if the threat and the faction were connected, it might also open the door for custom factions being able to interact with Hostile Activity in some way as well, for good or for ill (a faction with secret police raising threat? O reducing it with a commission?).
Overall, it's just something I stumbled into and wasn't sure how to quantify it beyond "oh hey that's something."
Did a quick check + test; the Nex tariff modification actually works, but Star Federation actually has the base tariffs for its markets set to 50% (!) Maybe I'll tell Sleepyfish to change it.
I've started at least 30 new files, and based on my findings you wind up on an uninhabitable world about 90% of the time. Is this intentional? Sometimes I was on the worst planet in a system that had way better.Looks like the previous update broke how it finds desirable planets; all planets are getting a rating of zero. Fixing it, thanks for mentioning!
932763 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.ai.action.covert.SabotageIndustryAction.generate(SabotageIndustryAction.java:32)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
yo quick question, can you edit stuff related to the ground invasions like squad size or increase movement points?There's a few settings in data/config/settings.json and data/config/exerelin/groundBattleDefs.json, but the particular settings mentioned in your post have to be modified from code (doesn't need to be Nex code; an external mod can change them if it knows where to look).
It's a bit cheesy I know but I like the idea of deploying 10,000 marines all at once to wreck enemy defenses and wanna see if it's possible to do so
not sure why, but it seems the current version of this with my mod list doesnt like cataphracts. wish i could give you the crash logs but i dont have them rn.*cough* Get the hotfix for ARMA Armatura from the thread's first page (the text is literally ArmaA) *cough*
my mod list is; Nexererelin, Gundam UC, magic lazy and graphics libs, adjustable skill thresholds, arma armatura, automated commands, CWSP, combat alarm sounds, combat radar, ED Shipyards, console commands, fleet size by DP, fuel syphoning, high tech expansion, interstellar imperium, mayasuran navy, scalartech solutions, ship/weapons pack, talahan shipworks, the star federation, torchships and deadly armament, united aurora federation, upgraded rotary weapons, version checker, and the va11 hall-a pokemon masters degenerate and another portrait packs.
"ceasefireNotificationPopup": true,It would be nice if people would read the configs and the OP (see fix jars <_< >_>).
# 0 = no filter, 1 = popup only events affecting player/commissioner faction, 2 = filter out all events
# war/peace events are always shown
"diplomacyEventFilterLevel":0,
# more or less the same as above
"agentEventFilterLevel":0,
# 0 = standard behavior, most intel delivered instantly,
# 1 = important intel delivered instantly, rest added when near comm relay
# 2 = almost no intel delivered instantly, rest added when near comm relay
"nexIntelQueued":0,
#if false, missions are added directly. if true, missions are delivered when in relay range.
"queuedNexMissions":false,
Top of the exerlin_config.json:Quote"ceasefireNotificationPopup": true,It would be nice if people would read the configs and the OP (see fix jars <_< >_>).
# 0 = no filter, 1 = popup only events affecting player/commissioner faction, 2 = filter out all events
# war/peace events are always shown
"diplomacyEventFilterLevel":0,
# more or less the same as above
"agentEventFilterLevel":0,
# 0 = standard behavior, most intel delivered instantly,
# 1 = important intel delivered instantly, rest added when near comm relay
# 2 = almost no intel delivered instantly, rest added when near comm relay
"nexIntelQueued":0,
#if false, missions are added directly. if true, missions are delivered when in relay range.
"queuedNexMissions":false,
I don't know if this is a known issue, but when purchasing governorship of a hidden pirate base the price was only 1 credit.
There was zero "passive aggression". :oAs an unafiliated 3rd party I will say the following could be seen as passive-aggressive "It would be nice if people would read the configs and the OP (see fix jars <_< >_>)"
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
81347 [Thread-3] ERROR exerelin.utilities.LunaConfigHelper - Setting nex_directoryDialogKey has invalid type key
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ceasefireNotificationPopup]
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableInvasions]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_invasionsOnlyAfterPlayerColony]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableDiplomacy]
81353 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
81358 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
I don't know how was that possible to begin with, as there are no pirate commanders in the comms office who could offer you a governoship sale AFAIK. Strange, though.
Thats a +1 for this right here.
I got a Fatal nullThat's not the error message I need. The message will be right at the end of the log if viewed right after the crash happens.
and it showsCode.81347 [Thread-3] ERROR exerelin.utilities.LunaConfigHelper - Setting nex_directoryDialogKey has invalid type key
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ceasefireNotificationPopup]
81347 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableInvasions]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_invasionsOnlyAfterPlayerColony]
81349 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableDiplomacy]
81353 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
81355 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
81357 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
81358 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
## v0.11.0b (2023-06-17) ##
### Gameplay ###
* Update vanilla faction starting fleets to comply with doctrines (including ships added by SWP)
* When repeating operative action, update target faction if current market owner has changed
* Alicorn main projectile passes through missiles and fighters
* Silverlight no longer tagged as known to Remnants (does not apply to existing saves)
### Bugfixes ###
* Fix a crash in Remnant mission 'Salvation' if it couldn't find an orbit for station
* Remove autofit goal variant for boss ship that would crash the game if used (may not apply to existing saves)
* Fix null pointer in operative travel order dialog when an operative has no market
* Fix null pointer if a market decivilizes while NPC covert action is ongoing
* Workaround some weird crash with nonexistent special item when computing industry value
* Fix Luddic Path base manager replacement when adding to existing save
* Fix planet desirability detection for random sector/own faction planet picking
* Also adjust some condition valuations for desirability
* Maybe fix variant breakages in player special task groups
* Safety for invalid ground battle ability visual panels
* Fix some missing admins in Derelict Empire or from expedition-founded colonies
### Modding ###
* Nex_MarketCMD calls `NexPostShowDefenses` after `showDefenses`
* Fix ground battle's faction bonus subplugin not handling integers (or strings)
Is there a way to make a colony not invadable? I tried marking certain colonies as story critical with the command console, but unsurprisingly that doesn't seem to do anything in a Nex start with the story skipped. It'd be great for games where I want, for example, Kazeron to always belong to the PL and such. Thanks for your work on the mod!Hmm applying the story-critical setting with console should work, as long as the allowInvadeStoryCritical setting is set to false in exerelin_config.json (or the LunaLib settings menu, if that's enabled). What was the runcode command you used?
runcode {
Misc.makeStoryCritical("chicomoztoc", "$i_dont_want_invasions");
Misc.makeStoryCritical("sindria", "$i_dont_want_invasions");
Misc.makeStoryCritical("kazeron", "$i_dont_want_invasions");
Misc.makeStoryCritical("eochu_bres", "$i_dont_want_invasions");
Misc.makeStoryCritical("tartessus", "$i_dont_want_invasions");
Misc.makeStoryCritical("chalcedon", "$i_dont_want_invasions"); }
See the post above yours :|Thank you! Yes, the AA patch worked!
Hey,Yeah I got a similar report earlier; gonna think up how to fix it. Thanks!
I think I found a bug? Or at least something I probably shouldn't have been able to do. Nex mission spoilers ahead:SpoilerI was able to scuttle the omega ship that you can get as a mercenary for the final story mission. It gave me an omega core. I was then able to reassign the "mercenary officer" Omega core to another non automated ship. Once I had done that I think it worked as intended, as I could no longer scuttle that ship to get another omega core. Unfortunately I didn't get a screen cap, I just panicked and dismissed him so I didn't have to lose the ship once the contract ran out. All I've got for proof is an omega core in my holds, but that doesn't really prove anything lol.[close]
Is there any way to disable the players reputation syncing with the commissioning factions?There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)
Is there any way to disable the players reputation syncing with the commissioning factions?There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)
i am friendly with the curch, but could not join the fight at G. because both sides don't trust me? i talked to the knight to fight together on behalf of my own faction.
Ah, I'd forgotten about that! (well, it's faction specific and I was thinking of global configs)Is there any way to disable the players reputation syncing with the commissioning factions?There isn't an option for this, no. (I may redo the system entirely, but that'll be some time in the future)
Actually, I kind of found a work around I'll leave here for anyone else. After taking a commission, I add "noSyncRelations": true, to their faction file in \Nexerelin\data\config\exerelinFactionConfig. Then I use the console to return my relations with non-hostile factions to before I joined the faction, and voila.
I'm getting a warning about my task force that I can't find any mentions of in this thread: "Warning: Variants for 3 ship(s) do not match saved variant, restoring" (https://i.imgur.com/EGfxRPU.png).Hmm, I'd previously connected that error to using fresh-from-custom-production ships in special task groups, but I'm guessing this isn't the case here and I'd thought I'd fixed that in any event.
The log file has a similar warning for each individual ship (https://i.imgur.com/uran6xY.png). The warnings show up regularly even when the task force isn't doing anything except patrolling, and my other task force never gets these messages. I've checked the 3 Auroras and they seem normal - their loadouts (https://i.imgur.com/BihL6ow.png) while deployed match the one I have saved. Warnings persist after disbanding and recreating the task force.Mod list{"enabledMods": [
"starpocalypse",
"AMPP",
"pantera_ANewLevel20",
"advanced_gunnery_control_dbeaa06e",
"automatedcommands",
"lw_autosave",
"battletechportraitpack",
"better_variants",
"CaptainsLog",
"combatactivators",
"chatter",
"lw_radar",
"lw_console",
"DetailedCombatResults",
"pt_exiledSpace",
"fleethistory",
"fleet_journal",
"GrandColonies",
"hostileIntercept",
"lw_lazylib",
"leadingPip",
"logisticsNotifications",
"lunalib",
"MagicLib",
"wisp_NeutrinoDetectorMkII",
"nexerelin",
"officerExtension",
"planet_search",
"pt_qolpack",
"assortment_of_things",
"bruh_ship_browser",
"PT_ShipDirectionMarker",
"speedUp",
"stelnet",
"Terraforming & Station Construction",
"timid_tmi",
"variants_lib",
"whichmod",
"audio_plus",
"ezsadditionalcharacternames",
"shaderLib",
"ShipCatalogVariantEditor",
"Clean_Sector",
"System_Marker"
]}[close]
That worked thanks!Currently it's just the four Remnant missions and the ground battle tutorial for story missions, so it looks like you've found them all.
Is there somewhere I can look to see where the questline starts are for whats been added? Aside of the walk through, the AI quests and prisim I haven't found anything else.
Hmm, I'd previously connected that error to using fresh-from-custom-production ships in special task groups, but I'm guessing this isn't the case here and I'd thought I'd fixed that in any event.Sure, here is the save folder: https://drive.google.com/file/d/1yVy2kYUR1PMNNedMqMvxteKkhsXWOH2m/view?usp=sharing. I have named the task force that causes the warning, and it's right next to the player in this save. I did produce the warning-causing ships using my colony, but as you guessed I changed and saved their loadout before assigning them to the task force. Thanks for taking a look! The mod has made my playthroughs a lot more enjoyable. ;D
If you zip and upload the save folder in question I could debug this particular instance of the issue. In the meantime, download this .jar (https://www.dropbox.com/s/knt6tlm8andon61/ExerelinCore.jar?dl=1) (place in Nexerelin/jars and overwrite) if you want to make the messages stop appearing without removing those particular ships.
Do I have to replace the original armaa file with the new fixed one in Arma/jars?
Hi.
I have a newbie's question: if I change the settings during a campaign, do the new settings apply to the current campaign?
I had deactivated invasions, but in hindsight I'd like to activate them for new colonies only.
I think my game keeps crashing because of the battleground quest loading any advice?Is this about Nex's ground battle tutorial, or just a ground battle in general ? Either way, post the error from starsector-core/starsector.log (it'll be at the very end if taken right after the crash appears; if in doubt upload the whole file somewhere).
Something odd is happening in my current campaign. The Sindrian Diktat is part of an alliance with the Luddic Church and the Hegemony. I made friends with them early through a System Bounty. When the other two factions got mad at me and declared war, the Sindrian Diktat refused to declare war but stayed in the Alliance.Hmmm. Voting as a non-participant is kinda just how it works at present, and one could imagine reasons why a faction might be perfectly happy to let its allies continue fighting a war it's not part of itself*, but in this case it sounds like the Diktat isn't unfriendly to you or anything so should go ahead and vote yes.
But now that the other two factions have had enough of the war with me and are trying to get peace, the Sindrian Diktat is continuing to vote for war with me, for no reason I can see. Its alignment with my faction isn't in the negatives, and it shouldn't even have an input on a war it isn't fighting.
So why is it able to cast a deciding vote on the war?
Are my colonies with military bases , ground defenses etc stuffed with marines and weapons in case of an invasion? and is there a way to see the "invasion" map ( with the locations and troops) while the colony is at peace?The map and the ground units are created on demand and stop functionally existing once the ground battle is over; a new map and new units are generated the next time they're needed.
I think my game keeps crashing because of the battleground quest loading any advice?Is this about Nex's ground battle tutorial, or just a ground battle in general ? Either way, post the error from starsector-core/starsector.log (it'll be at the very end if taken right after the crash appears; if in doubt upload the whole file somewhere).
(Also, make sure Nex and other mods are up to date etc. etc.)
Hmmm. Voting as a non-participant is kinda just how it works at present, and one could imagine reasons why a faction might be perfectly happy to let its allies continue fighting a war it's not part of itself*, but in this case it sounds like the Diktat isn't unfriendly to you or anything so should go ahead and vote yes.Thank you for the response! That solution would work great for me. I've been enjoying the mod a lot so far though there's plenty left for me to figure out!
The alliance vote for each faction writes some values to the log. If you search for the string " votes:" (without quote marks) in the log file, you might be able to find what happened here.
*maybe I'll just simplify it and make the faction always vote yes if the vote's targeted war/peace state is the same as what the faction already has
I signed up on the forum and gonna post here for the first time to help you root out the issue of crashing due to ground battle in general between AIs.'Access denied'
Please refer to the screenshot and log I uploaded right here for your necessities.
https://drive.google.com/drive/folders/1W2meeq9G5qFBYJg6QnUlxGPLufsTsM79?usp=sharing (https://drive.google.com/drive/folders/1W2meeq9G5qFBYJg6QnUlxGPLufsTsM79?usp=sharing)
Hey so, I'm getting this error that keeps happening at seemingly random? Not when I'm doing anything specific, just flying around. It's happened consistently now and sends me to desk top.Are you on Nexerelin v0.11.0b? Redownload and reinstall the mod if you need to be sure.
Thank you for the response! That solution would work great for me. I've been enjoying the mod a lot so far though there's plenty left for me to figure out!:thumbs up:
Speaking of figuring out: Where do I find the log file in question?
:thumbs up:Found the vote in question.
Log file is Starsector/starsector-core/starsector.log on Windows (the .log part won't be there if file extensions are hidden), with older logs temporarily stored as starsector.log.1, starsector.log.2 and starsector.log.3
(On Linux, the starsector-core folder doesn't exist and the log is just written to the game's main folder; dunno about Mac)
Thanks for the log!:thumbs up:Found the vote in question.
Log file is Starsector/starsector-core/starsector.log on Windows (the .log part won't be there if file extensions are hidden), with older logs temporarily stored as starsector.log.1, starsector.log.2 and starsector.log.3
(On Linux, the starsector-core folder doesn't exist and the log is just written to the game's main folder; dunno about Mac)If I'm judging right, Luddic Church is voting abstain because friend disposition (Sindrian Diktat) and Submissive (No penalty from... Hawk/Dove? Weird, figured it'd be Strength. I assume one or the other of these is Revanchism though.Spoiler11285368 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Initiating alliance vote due to player relationship with hegemony crossing threshold
No alliance vote for player
== Vote for peace with player ==
Luddic Church votes: ABSTAIN
Total points: 74.30252
Base points: 75.0
Friend disposition: 115.00541
Other disposition: -48.23204
Other alliance disposition: 0.0
Strength points: -102.0
Hawk/dove points: -0.0
War weariness points: 80.73519
Random points: -46.206036
Sindrian Diktat votes: NO
Total points: -9.500331
Base points: 75.0
Friend disposition: 40.866745
Other disposition: 24.065048
Other alliance disposition: 0.0
Strength points: -102.0
Hawk/dove points: -100.0
War weariness points: 44.125164
Random points: 8.442712
Final vote: false (1 to 1)[close]
Meanwhile, the Sindrian Diktat is rating its friendship with me far lower than the LC is, and votes no because its friends hate me. Is that correct so far...?
Got a crashUpdate UAF to 0.74a1.
I think I might be missing something about how the Remnant mission chain works. So far, I:You need to do the third mission "Showdown" (involves defending a Remnant Nexus from a whole lot of fleets) to get the fourth mission with the boss. That mission should already have become visible and highlighted at Friendly relations, so I'm guessing the spawn conditions aren't being met (perhaps no Hegemony markets left, or no Remnant nexuses).
- Retrieved the two beta cores.
- Investigated a ship, examined its contents, and got a handful of Omega ships to fly in and help me fight off a fleet of ships.
- Had a conversation about whether the Remnant contact is an Alpha or Beta core.
- Reached 100 reputation with both the Remnant contact and the Remnants as a faction.
- Encountered a small group of Omega ships after discovering a Hypershunt, and fought them off. (I later powered up the hypershunt, the Remnant contact didn't mention either of these).
The logs indicate that there's a final mission with a boss ship. Is there something special I need to do to access it? I'm only running Nexerelin and its prerequisite mods.
Is it possible to make the starting planet in "Own Faction start" consistent instead of random?Well, it picks the 'best' planet it finds (specifically it calculates a 'desirability' value based on planet conditions and a couple of other factors, and takes the planet with the highest score), and the planets that even exist and what conditions they have are going to be based on the randomness of sector generation. Any planets that aren't random will probably be already be occupied, not great to have, or both.
I've had an interesting thing happen with regards to the Special Task Group mechanic. One of my officers that I transferred is showing as having every possible skill in the officer transfer window. I acquired him at a low level and gave him the Mentoring so I could level him up better. I saw he had every possible skill, but given that this was only shown in the Task Force window I didn't believe it, and kept him with my fleet to level him to Level 6. Now that he's maxed, I went to add him to the Task group, and saw that it still thought he had all skills. So it's definitely something that persists. Any idea how this could happen?That's a really weird bug! Was it just this one officer? If so, was it a normally recruited officer from a comm directory somewhere, or did you get him through some other channel?
Is the Ethos tab in Personal Info activated or is this a place holder? I played quite a bit but all those values (unlike the stats) are all 0.The ethos and Luddic attitude numbers are hidden values which the vanilla missions modify depending on player decisions; I also added them to a couple of places in Nex.
My search was unsuccessful so far.
That's a really weird bug! Was it just this one officer? If so, was it a normally recruited officer from a comm directory somewhere, or did you get him through some other channel?I'm pretty sure all my officers are from the comm directory as I typically forget that they're available from anywhere else.
(honestly I don't even begin to know how this could happen)
I was playing the game but it suddently crashed
here's the log:
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
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0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
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append_frame(@595,Object[#299])
chop_frame(@627,1)
I play with mods:
Arma Armatura 2.24
Console Commands 2023.5.05
HMI 0.3.5i
HTE 1.4.13
LTA 0.6.5d
LazyLib 2.8
MagicLib 1.1.3-rc01
Musashi Manufactorium 1.3.1
Nes's ship and weapon 1.9.ggg
Nexerelin 0.11.0b
ScalarTech Solutions 0.9
Tahlan Shipworks 1.2.3
Terraforming & Station Construction 8.4.4
The Star Federation 0.99-RC5
There Be Juggernaughts 0.2.0
Tri-Tac Special Circumstances 0.4.6
Xhan Empire 2.5 Gramada
i am just now getting an error trying to copy the most recent nexerelin to my mod directory, it says it wont let me copy station_render2 png to the mod directory. when i did a search for the file in the same directory that i had in the mod directory the file was missing...when i searched the nexerelin directory that was in my mods directory the file was missing which was causing my game to crash...Hmm, sorry, don't know why the copying error would happen.
Is there a setting that makes the factions 'just' compete/wage war for colonies that they set up during game time, i.e. the colonies they start with stay safe from destruction or takeover?If you have LunaLib, it's "Fleets and battles" -> "Allow invasion of markets existing at start" in the ingame menu; else change allowInvadeStartingMarkets in Nexerelin/exerelin_config.json.
like: sabotage, messing with trade and so on can happen, the player can still try to delete a faction from the game completely, but the factions themselves will expand and then go 4X on their competition and enemies on these new colonies
where I'm coming from is this: I kinda like the "can't we all just get along" attitude of the base game, but it always bothered me that the factions don't expand and never really seem to "do anything".
from an RP (roleplaying) perspective, I like competition and rivalries, but not bombing the sh_t out of otherwise habitable core worlds just because someone "needs more" empire. I happily wipe out pirate core worlds but I see humanity itself at risk and can't see the logic in conflict when detrimental to the whole.
basically what I am asking is if there's a way in setting or as some configuration or change that allows players to have all the 4x but without starting worlds of NPC factions (vanilla and modded) being lost or destroyed - except pirates
[on that note, I'd also like to see a way in which factions can eliminate pollution and side effects from past conflicts to be sci-fi'd-away with some tech over a certain amount of time. just for RP reasons. but that part isn't something Nexerelin is focusing on. but if someone knows a mod that does that or can do that, tell me :) ]
I think I might be missing something about how the Remnant mission chain works. So far, I:
- Retrieved the two beta cores.
- Investigated a ship, examined its contents, and got a handful of Omega ships to fly in and help me fight off a fleet of ships.
- Had a conversation about whether the Remnant contact is an Alpha or Beta core.
- Reached 100 reputation with both the Remnant contact and the Remnants as a faction.
- Encountered a small group of Omega ships after discovering a Hypershunt, and fought them off. (I later powered up the hypershunt, the Remnant contact didn't mention either of these).
The logs indicate that there's a final mission with a boss ship. Is there something special I need to do to access it? I'm only running Nexerelin and its prerequisite mods.
You need to do the third mission "Showdown" (involves defending a Remnant Nexus from a whole lot of fleets) to get the fourth mission with the boss. That mission should already have become visible and highlighted at Friendly relations, so I'm guessing the spawn conditions aren't being met (perhaps no Hegemony markets left, or no Remnant nexuses).
I think I might be missing something about how the Remnant mission chain works. So far, I:
- Retrieved the two beta cores.
- Investigated a ship, examined its contents, and got a handful of Omega ships to fly in and help me fight off a fleet of ships.
- Had a conversation about whether the Remnant contact is an Alpha or Beta core.
- Reached 100 reputation with both the Remnant contact and the Remnants as a faction.
- Encountered a small group of Omega ships after discovering a Hypershunt, and fought them off. (I later powered up the hypershunt, the Remnant contact didn't mention either of these).
The logs indicate that there's a final mission with a boss ship. Is there something special I need to do to access it? I'm only running Nexerelin and its prerequisite mods.Quote from: HistidineYou need to do the third mission "Showdown" (involves defending a Remnant Nexus from a whole lot of fleets) to get the fourth mission with the boss. That mission should already have become visible and highlighted at Friendly relations, so I'm guessing the spawn conditions aren't being met (perhaps no Hegemony markets left, or no Remnant nexuses).
My system didnt spawn with any remnants, and i have built a few for Diss, but im assuming those broken ones dont count. Any way to spawn in a new remnant nexus?
Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X
May have noticed something strange. Not sure if it's Nex or vanilla.Sounds vanilla!
While doing the missions, I saved the loadout for the Dominator used in Dire Straits, as "Anti-Carrier Variant". While that variant doesn't show up in the in-game autofit screen, it's been showing up in Hegemony fleets. It's very specialized, and kitted out for the player personally, so it doesn't do very well, but it's interesting that a custom design that wasn't even added to the game proper is showing up in AI fleets.
Is it just me or are factions WAAAYYY more invasion happy in the latest version? feels like there's 3-5 every month. am i just paying more attention or did the rate get increased? if so, what would be the setting to adjust down?Nothing should have changed there with strategic AI off, and with it on they should be less frequent if anything.
So, out of curiosity - I can make fleets out of personally selected ships, neat. Can I make these task groups do things like mining, exploring, et cetera, or are they solely military?Military only
Legend, that worked.. where's your tip jar, I'll buy you a beerHmm, not taking tips right now, but maybe I should set up a Ko-fi sometime!
Hi this may be a stupid question but is there any further way to join a faction past a commission, as in becoming part of that faction. If there is, how do I join the faction.There isn't currently such a mechanic. Although for the new colony, you can undock, redock and talk to the secretary on the comm board to transfer the planet to your commissioning faction.
Basically, I want to join the faction (if it is possible) so that when I create a colony on a planet, it becomes part of the faction and not that I need to make a faction myself.
Maybe I met a bug. In a random sector, the Kanta's Den was attacked even though I have turned off the pirate invasion (Retake is allowed).Hmm, I'll look into it! (Random sector Kanta's Den is spawned in a 'non-standard' way so some values might indeed not be set correctly)
I seem to have a weird bug:Well this stuff is mostly vanilla behavior (albeit in some cases it's partly that Nex doesn't fix it as much as it could)
if there is a system-wide bounty to kill "pirates" in a system clearly plagued by ordinary pirates - sometimes to the extent of having 5 or more pirate fleets clogging up the jump points, I get zero money or reputation increases from the faction when killing normal pirates.
it seemed to work early in game when I did a bounty for one of the core factions. but twice now, one time Mayasuran Navy and another Diable avionics, I get no rewards.
[...]
edit: Diable just posted a bounty for the pirate base blockading their system
(was afk a lot, so not long ingame after this post)
that proves there is an issue with the game managing bounty rewards and maybe even how system fleets deal with pirates in some edge cases
Hello;Not related to Nex :)
My fighters / bombers won't attack anymore. It could be a bug of main game (0.96) but I installed Nexerelin ASAP, so...
I tried different kind of both fighters and bombers as well as only fighters and only bombers mix. Yup, I pressed "Z" key to set it engage mod; brought a tech carrier and re-called them all... nada. Also giving commands via map screen (semi-AI control) won't do a shait. It was a total fresh start, uninstalled both outdated game and mod and reinstalled updated game and mod then started a new game.
What kind of extra info you need, I will -try to- provide everything you need.
Edit_1: There is no problems while playing Missions though.
Found a small bug in random sector - the Hamatsu still spawns, but a nullpointerexception fires when the player meets it.Yep, it's trying to start the 'return the Hamatsu' mission but can't. The error is harmless so haven't bothered to fix it though :-X
Hello;
My fighters / bombers won't attack anymore. It could be a bug of main game (0.96) but I installed Nexerelin ASAP, so...
I tried different kind of both fighters and bombers as well as only fighters and only bombers mix. Yup, I pressed "Z" key to set it engage mod; brought a tech carrier and re-called them all... nada. Also giving commands via map screen (semi-AI control) won't do a shait. It was a total fresh start, uninstalled both outdated game and mod and reinstalled updated game and mod then started a new game.
What kind of extra info you need, I will -try to- provide everything you need.
Edit_1: There is no problems while playing Missions though.
Not related to Nex :)
First check if your ship has Defensive Targeting Array hullmod, that makes fighters unable to leave the ship. (And make sure the fighters themselves have nonzero engagement range while you're at it)
[
Well this stuff is mostly vanilla behavior (albeit in some cases it's partly that Nex doesn't fix it as much as it could)
Specifically:Hmm, I'll need to review the code to see whether it's more trouble than I want, but I'm considering just taking the most direct approach and making pirate bases not generate Pirate Activity for any non-hostile (NPC) market, and not being targeted by base bounties from such factions.
- Pirate Activity market condition will still affect factions that aren't hostile to pirates (vanilla behavior; Nex reduces the effect at higher relationship levels, but maybe should start doing so earlier)
- Vanilla system bounty (unchanged by Nex) doesn't pay out for killed pirates if pirates aren't hostile to the faction, even if Pirate Activity is ongoing
- In contrast, vanilla pirate base bounties (unchanged by Nex, except for payout amounts) can still be issued by factions that aren't hostile to pirates if one or more of their markets have Pirate Activity, and will be paid on kill as expected
- Faction fleets won't fight pirates if the pirate faction isn't hostile (as seen in intel screen), regardless of the Pirate Activity effects. Not that killing the pirate fleets would do much anyway; need to remove the base for that.
- A faction that is non-hostile to you can still affect your colony by attacking trade convoys of third parties that the faction is hostile to (this is why setting up a colony in a Remnant system can have problems)
So factions that aren't hostile to pirates won't be bothered by them in any way, except for opportunistic kills of trade fleets.
I only recently noticed (after who-knows-how-many playthroughs) that in Nexerelin, planetary descriptions for several of the core worlds will change if the world is taken over by another major non-player faction! That was one of those rare moments where I'm still stunned by something happening in a game that I feel I must know inside out by now. Your wonderful attention to detail never ceases to surprise me, thank you!
My only 'gripe' is that some of the more glorious possible victories result in no changed text... like FINALLY helping a beleaguered Persean League take over Sindria from an unholy Hegemony/Diktat alliance (Those must have been some interesting negotiations, huh.) after an extremely costly and drawn-out ground battle. Are you planning on writing more of these alternate market states, or is that element of the mod considered 'finished as is'?
On a tangential note, I've been surprised by how often the Diktat ends up friends with the Heggies and enemies with the League. I think this is due to the alignment system, which treats initial friendliness as a starting value which disappears pretty fast, and treats ideological similarity as a constant adjustment that persists over the entire course of the game. The hierarchical, ultra-authoritarian Diktat ends up having more in common with its enemy, the Hegemony, than it does with the relatively laissez faire Persean League.
I only recently noticed (after who-knows-how-many playthroughs) that in Nexerelin, planetary descriptions for several of the core worlds will change if the world is taken over by another major non-player faction! That was one of those rare moments where I'm still stunned by something happening in a game that I feel I must know inside out by now. Your wonderful attention to detail never ceases to surprise me, thank you!Good that someone is enjoying it!
My only 'gripe' is that some of the more glorious possible victories result in no changed text... like FINALLY helping a beleaguered Persean League take over Sindria from an unholy Hegemony/Diktat alliance (Those must have been some interesting negotiations, huh.) after an extremely costly and drawn-out ground battle. Are you planning on writing more of these alternate market states, or is that element of the mod considered 'finished as is'?
Good that someone is enjoying it!
Although it's not really my work, there were a couple of people who were doing the writing (one of them came up with the feature idea in the first place) but they trailed off after a while. Understandable, given that it's a lot of repetitive work (even considering only the vanilla factions) while also not being very visible. In any case, no plans to write any more descs :-X
Good that someone is enjoying it!
Although it's not really my work, there were a couple of people who were doing the writing (one of them came up with the feature idea in the first place) but they trailed off after a while. Understandable, given that it's a lot of repetitive work (even considering only the vanilla factions) while also not being very visible. In any case, no plans to write any more descs :-X
Ah, that's a shame, but I'm thankful for the extra flavor text that is there! And yes: Completely understandable!
By the way, I'm seemingly not being offered the fourth Remnant mission by Midnight Dissonant. According to Google, it concernsBut in my current game, that world has been taken over by the Persean League, so would such a change of ownership derail the quest?Spoileran attack against Gilead.[close]
Just to make sure I understand things: what's the criteria to get Midnight Dissonant to appear at Prism Freeport? She didn't pop up on my first visit - do I have to show up with AI cores or something?Needs to be at least 180 days into the game (also there needs to be an independent market somewhere else in the Sector to be the mission target)
java.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
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0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
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0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
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0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I noticed a likely bug with Nexerelin when it comes to operatives: The 'repeat relation actions' button only works when you have an agent raise relations with a faction, not when degrading them. Nothing game-breaking, just somewhat inconvenient.Hmm, I'll fix, thanks!
I'm getting some strange behavior: factions (including my own) appear to be sabotaging each others' industries and independents. This results in basically everyone rocketing to -50 rep with independents very quickly, which causes a lot of behavior to break down.Might be an issue with the strategic AI; I've noticed cases where it gets fussy about commodity competition from indies.
Did I do something wrong? Is there anything I can look at to figure out why the independents are being treated like a normal faction?
Any chance of having it that a Own Faction start doesn't put you in an enemy riddled system? I tried out Adversary: Customizable Star Systems and it placed me in his system every time (core worlds, uninhabited water world). Author said just edit it out but I had already disabled the mod. I thought I would ask if it was at all possible to have the option no to spawn with another.Well the Adversary author could tag the planets with the no-colonize memory key ($nex_do_not_colonize).
HMI seems to have to factions within itself, HMI Company and HMI Patrol. I have noticed with random faction relations start it can make the faction hostile to itself, which is funny in a sort of we are rebelling sort of way but it is also sort of game braking for the faction. Anyway, could the random faction relations start ignore randomizing HMI against themselves?For future games (or if re-randomizing relations) you can add the "noRandomizeRelations":true, setting to the faction configs for the HMI subfactions. I'll mention to Alfonzo to do that in the next mod release :)
EDIT: I see from other replies that this is due to an interaction with Arma Armatura, and a fix is available.
Hi, my game is crashing with the following log:Codejava.lang.VerifyError: Bad type on operand stack
Exception Details:
Location:
exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin.dialogAddVisualPanel(Lcom/fs/starfarer/api/campaign/InteractionDialogAPI;)V @539: invokevirtual
Reason:
Type 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' (current frame, stack[1]) is not assignable to 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin$ButtonEntry'
Current Frame:
bci: @539
flags: { }
locals: { 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin', 'com/fs/starfarer/api/campaign/InteractionDialogAPI', float, float, 'java/awt/Color', 'com/fs/starfarer/api/campaign/FactionAPI', 'java/awt/Color', 'java/awt/Color', 'java/awt/Color', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'java/util/List', 'java/util/List', 'java/util/Iterator', 'com/fs/starfarer/api/fleet/FleetMemberAPI', 'com/fs/starfarer/api/ui/CustomPanelAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'com/fs/starfarer/api/ui/TooltipMakerAPI', 'java/lang/String', float, 'java/lang/String', integer, 'java/lang/String', 'com/fs/starfarer/api/ui/LabelAPI', float, 'java/lang/String', 'com/fs/starfarer/api/ui/ButtonAPI', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
stack: { 'exerelin/campaign/ui/InteractionDialogCustomPanelPlugin', 'exerelin/campaign/intel/groundbattle/plugins/CataphractStrikeAbilityPlugin$1' }
Bytecode:
0000000: 0b45 1270 46b8 0047 3a04 b800 713a 0519
0000010: 05b9 0072 0100 3a06 1905 b900 7301 003a
0000020: 0719 05b9 0074 0100 3a08 2b04 b800 75b8
0000030: 0076 3a09 b800 773a 0ab8 0078 3a0b 2ab8
0000040: 0079 b900 7a01 00b6 007b 3a0c bb00 3459
0000050: b700 623a 0d19 0cb9 0028 0100 3a0e 190e
0000060: b900 2901 0099 01e5 190e b900 2a01 00c0
0000070: 007c 3a0f 1909 2512 7d01 b900 7e04 003a
0000080: 1019 1019 0f12 7d12 7db8 007f 3a11 1910
0000090: 1911 b900 8002 0012 810b b900 8203 0057
00000a0: 1910 25b2 0083 6612 8166 127d 03b9 0084
00000b0: 0400 3a12 190f b900 5301 003a 1319 1219
00000c0: 130b 1904 04bd 004b 5903 190f b900 5301
00000d0: 0053 b900 8505 0057 190f b900 5801 00b9
00000e0: 0086 0100 3814 bb00 4c59 b700 4d19 0fb9
00000f0: 005e 0100 b900 8701 0012 146a b600 8812
0000100: 4fb6 0050 b600 513a 152a 190f b600 8936
0000110: 1617 14b8 008a 3a17 1912 bb00 4c59 b700
0000120: 4d19 17b6 0050 128b b600 5012 8cb6 0050
0000130: 128d b600 5019 15b6 0050 1254 b600 50b6
0000140: 0051 24b9 008e 0300 3a18 1918 05bd 004b
0000150: 5903 1917 5359 0419 1553 b900 8f02 0019
0000160: 1815 1699 0008 1904 a700 06b8 0090 b900
0000170: 9102 002a 190f b600 1e38 19bb 004c 59b7
0000180: 004d 1719 b600 8812 4fb6 0050 b600 513a
0000190: 1a19 12bb 004c 59b7 004d 1292 b600 5019
00001a0: 1ab6 0050 b600 510b 1904 04bd 004b 5903
00001b0: 191a 53b9 0085 0500 5715 1699 006d 1912
00001c0: 1293 04b8 0094 190f 1906 1907 1908 1295
00001d0: 1296 24b9 0097 0900 3a1b 191b 2ab4 001d
00001e0: 190f a600 0704 a700 0403 b900 9802 00bb
00001f0: 0099 592a 191b bb00 4c59 b700 4d12 9ab6
0000200: 0050 190f b900 9b01 00b6 0050 b600 5119
0000210: 0f2b b700 9c3a 1c19 0b19 1cb6 009d 190d
0000220: 191c b900 6602 0057 1910 1912 b900 8002
0000230: 0019 1112 9eb9 009f 0300 5719 0a19 1012
0000240: 9eb9 00a0 0300 57a7 fe17 190d b900 2801
0000250: 003a 0e19 0eb9 0029 0100 9900 1919 0eb9
0000260: 002a 0100 c000 a13a 0f19 0f19 0db5 00a2
0000270: a7ff e3b8 00a3 b1
Stackmap Table:
full_frame(@94,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299]},{})
full_frame(@363,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360]})
full_frame(@366,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360]},{Object[#360],Object[#353]})
full_frame(@489,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361]})
full_frame(@490,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307],Object[#299],Object[#358],Object[#355],Object[#356],Object[#356],Object[#359],Float,Object[#359],Integer,Object[#359],Object[#360],Float,Object[#359],Object[#361]},{Object[#361],Integer})
chop_frame(@552,1)
full_frame(@586,{Object[#294],Object[#295],Float,Float,Object[#353],Object[#354],Object[#353],Object[#353],Object[#353],Object[#355],Object[#356],Object[#357],Object[#307],Object[#307]},{})
append_frame(@595,Object[#299])
chop_frame(@627,1)
at java.lang.Class.getDeclaredConstructors0(Native Method)
at java.lang.Class.privateGetDeclaredConstructors(Unknown Source)
at java.lang.Class.getConstructor0(Unknown Source)
at java.lang.Class.newInstance(Unknown Source)
at exerelin.campaign.intel.groundbattle.plugins.AbilityPlugin.loadPlugin(AbilityPlugin.java:358)
at exerelin.campaign.intel.groundbattle.GroundBattleSide.<init>(GroundBattleSide.java:62)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.<init>(GroundBattleIntel.java:151)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:114)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:788)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:517)
at exerelin.campaign.fleets.InvasionFleetManager.processInvasionPoints(InvasionFleetManager.java:1060)
at exerelin.campaign.fleets.InvasionFleetManager.advance(InvasionFleetManager.java:1466)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.Update Interstellar Imperium
Log attached as text file due to length.
Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.Update Interstellar Imperium
Log attached as text file due to length.
(this issue exists in 2.6.2 versions up to .2c if I recall correctly; latest is 2.6.2e)
Getting a consistent stack overflow error and eventual crash when selecting 'consider your military options' against an enemy planet with a pair of Interstellar Imperium's Olympus platforms in my fleet. At least I'm assuming it's a Nex issue based on what I can see, apologies if it isn't.Update Interstellar Imperium
Log attached as text file due to length.
(this issue exists in 2.6.2 versions up to .2c if I recall correctly; latest is 2.6.2e)
Problem is I'm already on II 2.6.2e
Edit: also went and double-checked Nex, and it's at 0.11.0b
In the Salvation mission, I left after failing to kill the enemy fleet, came back later, and now the enemy fleet is gone. I can't find it anywhere in the system, even with cheats, and am stuck unable to complete the mission.Hmm, I'm too lazy to figure out a console runcode for full mission restart right now, but here's something to recreate the trigger that makes the fleet and base spawn on approaching the system.
Is there a way to restart it?
runcode import exerelin.campaign.intel.missions.remnant.RemnantSalvation;
RemnantSalvation mission = (RemnantSalvation)Global.getSector().getMemoryWithoutUpdate().get("$nex_remSalvation_ref");
mission.beginWithinHyperspaceRangeTrigger((StarSystemAPI)Global.getSector().getCurrentLocation(), 2f, false, RemnantSalvation.Stage.INVESTIGATE_LEADS);
mission.triggerRunScriptAfterDelay(0.01f, new RemnantSalvation.GenericMissionScript(mission, "setupFleet1"));
mission.endTrigger();
Is there any way to change, besides the strength of invasion flotillas, quantity of marines?Invading a market with operational Heavy Batteries (if the attacker can't or won't use a tactical bombardment) is screwed most of the time, as seen here. This is partly because of the heavy batteries increasing the drop cost so attacker can't deploy as many units per turn, and also the heavy batteries causing damage to the units that do deploy, and also the structure's contribution to garrison size and blocking most attacker special abilities.
For example, PL launch war against Hegemony, they arrive to Aztlan with like 6 or 7 packs of ships, wipe out all Hegemony forces and go right to Chicomoztoc.
So they land, but only with few packs of marines (about 2k total power), and that was vs. approx. 60k defence strength.
Screenshot:
https://imageup.ru/img297/4446193/screenshot020.jpg (https://imageup.ru/img297/4446193/screenshot020.jpg)
It was hilarious gap between ground and space forces.
Main issue: this happens all the time. It's works OK when it about weak colonies or stations (pirate, LP and so on), such forces are enough, but the majors eventually cannot capture capitals.
Maybe I just miss something?
So, How is i do Showdown mission easy? It say i need fast fleet what meant ditch ships bigger when destroyer, but in the end it want me fight 6(8?) giant fleets with around 6 capital in each? and i only have 1 mid fleet of ally with 3 small group, its just unsolvable massacre what lead to fail every time...The Remnant fleets in the system are supposed to do most of the fighting. If there aren't any for some reason (I've heard of this happening before but no idea what causes it)*, best I can suggest is use the kill console command on all but one or two of the fleets and fight the remainder with the station's help.
So, How is i do Showdown mission easy? It say i need fast fleet what meant ditch ships bigger when destroyer, but in the end it want me fight 6(8?) giant fleets with around 6 capital in each? and i only have 1 mid fleet of ally with 3 small group, its just unsolvable massacre what lead to fail every time...The Remnant fleets in the system are supposed to do most of the fighting. If there aren't any for some reason (I've heard of this happening before but no idea what causes it)*, best I can suggest is use the kill console command on all but one or two of the fleets and fight the remainder with the station's help.
*Actually, if you have a save with the ongoing mission and it doesn't have too many mods, I could take a look and see if there's an apparent cause of the missing fleets
In the Salvation mission, I left after failing to kill the enemy fleet, came back later, and now the enemy fleet is gone. I can't find it anywhere in the system, even with cheats, and am stuck unable to complete the mission.Hmm, I'm too lazy to figure out a console runcode for full mission restart right now, but here's something to recreate the trigger that makes the fleet and base spawn on approaching the system.
Is there a way to restart it?
(This is for the first fleet, if you're talking about the second one and the mission hasn't ended while you were gone, uhh that's weird, check the intel again)CodeCopypaste into console while in any star system, go back to the star system with the base + fleet, and new ones should be there.runcode import exerelin.campaign.intel.missions.remnant.RemnantSalvation;
RemnantSalvation mission = (RemnantSalvation)Global.getSector().getMemoryWithoutUpdate().get("$nex_remSalvation_ref");
mission.beginWithinHyperspaceRangeTrigger((StarSystemAPI)Global.getSector().getCurrentLocation(), 2f, false, RemnantSalvation.Stage.INVESTIGATE_LEADS);
mission.triggerRunScriptAfterDelay(0.01f, new RemnantSalvation.GenericMissionScript(mission, "setupFleet1"));
mission.endTrigger();
Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X
After 4 reloads they change system and it contain good amount of remnant, but even as i send false signal and get bigger support it been a massacre, almost all remnants die or wear out on first 3 armada with my support, other 3 armada breaks against station, but only with real engage, in autoresolve they just annihilate everything, station get destroyed by 1 fleet...I'll just say: uhhh, if you're getting oneshotted by the restrained form, maybe your fleet is misconfigured? Even the full form's gun shouldn't oneshot most ships with their shields up due to spreading out the damage.
Problem is what nowhere is tips what happen and what we need in the end, only warning what we need to be quick, so no one expect this ending, because vanila mission always say what you need and what to expect
Oh and i though showdown is bad, but then i see salvation...yeah...just kill deathnout with OP stats what oneshot everything and dont even sweet against 5 cruisers with support mechs....again, nothing say what it coming and no tips what to do...
UPD: Salvation last fight, he solo almost destroy all of us, only console help, and after fight it says i can recover hull but have only salvage option
Thanks, that's exactly what I needed!Randomized core worlds gives pretty substantial lag compared to default and the start of the game. Will that go away eventually?Until someone (possibly but not likely me) runs a profiler to figure out where the extra load is coming from, no :-X
Okay, it's been awhile but I didn't really have the time to play Starsector but I got the profiler done. So here's the Profiler Hotspots and the regular profiler and my modlist. I have no idea what it could be, the game runs 60fps no problems on regular core worlds but goes down to 30 when they're randomized.
Modlist: https://pastebin.com/yCv06CQU
Profiler images attatched
Is there a way to use startSpecialItems to add hullmods (modspec) to the player? When I try it seems to either do nothing or crash the game.Make sure you have the formatting and IDs right. Quick example adding starting ITU to hegemony.json (alongside the existing low tech blueprint):
"startSpecialItems":[
[["low_tech_package", ""]],
[["modspec", "targetingunit"]]
],
Thanks, that's exactly what I needed!
The issue seems to come from Secrets of the Frontier; if it can't find the Tia-Ta'xet star system (for the 'A Memory' quest), it asks the sector for the ISS Athena wreckage entity, and I suspect this requires querying every entity in the sector. Every frame. I'll talk to Inventor Raccoon on a more efficient way of doing it.
Yeah, I expect the check added a few Nex versions ago for "did the player install this" (the same one vanilla uses, it checks the player 'history' that the bar historian gives you) doesn't work with Progressive S-Mods.This is about what I figured.
Well, arguably one shouldn't be able to get story points from PSM s-mods (not least because no story points were actually invested), so I'll leave things as they are!I've since tested out using story points to expand the maximum number of S-mods on a ship and it still doesn't refund them even though a story point was used. Odd, but I suppose it's still not the player putting the s-mod on but rather the interface. I'll continue to look into it, thanks.
EDIT: Secondary question: is there a way to keep the Sindrian Diktat, specifically, from colonizing? All the other factions would have reasons to leave their planet but the Diktat by lore is confined to their single system due to inefficient policy and infighting.
EDIT: Secondary question: is there a way to keep the Sindrian Diktat, specifically, from colonizing? All the other factions would have reasons to leave their planet but the Diktat by lore is confined to their single system due to inefficient policy and infighting.
Yeah, i think you can just set "colonyExpeditionChance" to zero in sindrian_diktat.json
It lies in Starsector\mods\Nexerelin\data\config\exerelinFactionConfig
Is there a list somewhere of vanilla core planets that have changed ownership aside from the transient Military intel tab? I assume there must be, because I see the little disclaimer on individual planets to whom the original planet belonged.There isn't a single centralized list; might add one at some point. But each faction will list the markets (vanilla, modded, and newly founded colonies) it has claims on in its diplomacy profile (under "Dipl. profiles" tab in intel).
I'm trying to keep track of them, but the war references disappear from my intel tabs before I'm able to follow-up (invade, raise reps, give back)
Just a hot take but NPC sat bombing should NOT be enabled by default. I ended up restarting entirely because for some reason all my settings reset without me noticing, and one of the planets a mod of mine requires to function got sat bombed. In fact two space stations, which cannot be recolonized without other mods, got sat bombed. When I noticed it happen, my options were to lose a large amount of playtime and repeat everything, use the console mod to kill the fleets, or accept messed up game. I didn't even realize it was bricking one of my mods until later when I went to go do content from it and discovered the station was just gone.Hmm, I'll consider it!
hello Mr Histine, im adding nexerlin support to my mod and I've hit a problem. I want my faction to be weak but not imponent on the attack to what should I set invasionStrengthBonusAttack to?0.9 or something should be fine
Out of curiosity, does the 'if invaded by other faction, description changes' feature work for pirate bases, and for all planets? I would have assumed it'd stopped working, since for some reason Asher still thinks it's Hegemony-run after a Persean League takeover and none of the pirate bases/planets have changed descriptions, but Chalcedon still swapped out when I conquered it and then gave it to the Luddic Church.
2946234 [Thread-3] INFO exerelin.campaign.ai.ExecutiveAIModule - Adding action Diplomacy - Ceasefire
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Checking peace for faction Keruvim Shipyards: weariness 46833.402
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - player weariness: 359427.12/5000.0
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Weariness sum: 406260.53
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Events modifier: 0.0
2946235 [Thread-3] INFO exerelin.campaign.diplomacy.DiplomacyBrain - Negotiating treaty
2946235 [Thread-3] INFO exerelin.campaign.ai.ExecutiveAIModule - Adding action makePeace
2946932 [Thread-3] INFO exerelin.campaign.ai.concern.RetaliationConcernV2 - Selected raid record: Raid: Adramelech Fortress, 7.1226597
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - == Vote for peace with keruvim ==
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Diable Avionics votes: NO
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Total points: -27.13663
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Base points: 75.0
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Friend disposition: 15.864027
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Other disposition: -27.906155
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Other alliance disposition: -15.203077
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Strength points: -5.909091
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Hawk/dove points: -75.0
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - War weariness points: 0.0
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Random points: 6.017664
2953062 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Final vote: true (2 to 1)
2953063 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - == Vote for peace with unsc ==
2953063 [Thread-3] INFO exerelin.campaign.alliances.AllianceVoter - Final vote: true (3 to 0)
2953324 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Creating either diplomacy event for factions Keruvim Shipyards, Davidian United
2953324 [Thread-3] INFO exerelin.campaign.DiplomacyManager - Trying event: Ceasefire
2953518 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.accept(CeasefirePromptIntel.java:165)
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.advanceImpl(CeasefirePromptIntel.java:210)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Is the Derelict Empire mode working now? It's been a little bit since I played and I recall it being non-functional at the timeIt should be working perfectly fine these days.
Hey mate, huge fan of your mod. Gives me Mount And Blade vibes. Really like it.
I have an improvement idea though. I realized, you can kill whatever many enemies as you want, they just don't stop at all. Today I had following on my tail:
- Hegemony AI inspection in Fikenhild, 3 big fleets
- Hegemony Raid on Tyle Star System on me, 3 big fleets
- Hegemony Invasion on Olinadu on me, 3 big fleets
- 3 different Hegemony Kill Groups on my tail
- And I also killed a special task group on my way from one fire to another. It was like ~20 Onslaughts with lots of S Mods (some XIV) and god knows how many Legions, Eagels and Dominators, some of them being XIV in all of these fleets dead in a couple of ingame days. Who the hell can produce so many fleets. And according to lore, shouldn't there be a limited number of XIV Ships? In my gameplay, Hegemony surely use XIV as cannon fodder for me.
I think, there should be some limiter for how many fleets enemies can spawn, for example depending on Industry output or so. Again, example from Mount and Blade, how many "Fleets" an enemy faction can have is depending directly on their amount of vassals / lords. You can impisonate enemy vassals and the less vassals enemy faction have, the less agression they can show to you.
We even have a prisoner mechanic in the mod. Maybe would make sense to implement it. At the end of the day, player has the limit of industry slots for their faction fleet numbers. I wouldn't mind, if the fleet numbers of the AI factions is limited to number of commanders or industry production limit or so.
Thank you
Is the Derelict Empire mode working now? It's been a little bit since I played and I recall it being non-functional at the timeLast time I tried it in 0.95 and 0.95.1 it seemed to work. :o
Yeah, the number of fleets a faction can throw out gets rather excessive at times. :(
- Part of the reason NPC fleets are so bloated is so they can compete with the OP player (however, just constantly larger fleets is a pretty bad way to do it and I'd like to use other methods more... maybe I'll make a Suggestions thread on this later)
Some Nex-specific fleet events (invasions, raids, and sat bombs) are already limited by the faction's industrial production, although in the case of the Hegemony this is going to be a lot anyway. I've got plans for a more generalized system that would be used by more fleet types (special task groups and vengeance fleets come to mind); think I'll find the time to do some work on that.
Maybe a dynamic fleet size, when you destroyed a lot of enemy ships, the fleet size temporarily declines. If you want to produce a ship hull which has more value than your total production value, than you have to wait another month as well?We have war weariness, could be combined with an attrition mechanic which multiplies (0.1x to 0.99x ?) faction fleet size, a huge invasion fleet (especially if it was bonked) lowers the fleet size/increases attrition.
invasionFleetSizeMult: 1 to 0.3Huh, do invasions ever actually succeed (if the target has any space defenses) at 0.3 mult?
vengeanceFleetSizeMult: 0.8 to 0.5
specialForcesSizeMult: 1 to 0.3
Is there a list of the Midnight quest line? I dont know if I did all or not since I maxed out relations with her and the remnants, but nothing popped up after killing that rougue AI.There isn't a list written down anywhere, but that's the (currently) fourth and final mission yeah.
Why is Midnight talking about killing Omega all of the sudden in the mission where she sends you to kill the rougue ai?
Huh, do invasions ever actually succeed (if the target has any space defenses) at 0.3 mult?
Huh, do invasions ever actually succeed (if the target has any space defenses) at 0.3 mult?
Obviously not often, but they do once in a while, at least when using certain faction mods that tend to have some strong attackers and/or some weak or exposed colonies (IE: Kadur, Mayasura, etc). But, as you mentioned, it indeed especially depends on whether the defending forces happen to have been either distracted (and potentially wiped out) by something else in the system that happened in the same timefrime of an invasion, the typical instance is in naturally contested systems where two or more factions tend to constantly fight. That often allows even a very weakened invasion force to reach the ground phase, and at that point it's a toss of the dice.
I used to play with such a value myself before you introduced the setting that blocks invasions until the player has founded the first colony, because I prefer a relatively static sector while I'm following quests and such and prefer to keep the 4x sandbox aspects for later, and still I had to intervene from time to time if I wanted to keep certain weak factions alive for the late game. Even 0.5 used to be a bit too effective for my early game tastes.
- XIV ships being renewable in gameplay is just how Starsector fleet spawning works right now; I can't readily change that and I'm not sure what a desirable change would look like (do XIV ships just stop being accessible if you kill enough of them?)
What about possibility to trade relic components from industrial evolution from friendly remnants?Hmm, I may think of something later (maybe just let Midnight dispense them?)
Hello, I know the lunalib settings override the setting changes in the config files for Nexerelin. So my question is, how do I stop this from happening? Can I remove lunalib from Nexerelin somehow or somehow make sure the changes I make in the config files for Nexerelin override lunalib? The reason is, I made many changes to settings in the file that I can't make in the lunalib (like increasing even more how long before diplomacy events, etc.) Lunalib only lets me do like 60 days or something max but I want more. Can anyone help me if possible? Thanks.There isn't a setting for this other than just disabling LunaLib completely (or editing Nex code to change the min/max values).
Got a quick question. Is there a way to set your starting planet for the spacer start in settings? Assuming non-random sector.There's no setting for a specific planet, it just picks the best one it can find. There is a core/non-core/any setting for the starting planet in the new game settings, at least.
I'm playing the spacer start and i keep on having the message, wait until the enemy approaches you before you engage, even though I don't see any enemy and it's been like 2 in game years already, is there a way to get rid of the message? The message is just above my shortcuts such as 1,2,3 etcThat message is from the tutorial start. Did you pick that start while having the spacer setting on from the config menu? I'm guessing that doesn't work.
The best mod hands down. Thank you for the countless hours you have worked on this.Thankees! :D
[quote][/quote]
runcode exerelin.world.VanillaSystemsGenerator.exerelinEndGalatiaPortionOfMission();
Global.getSector().getMemoryWithoutUpdate().unset(com.fs.starfarer.api.impl.campaign.tutorial.CampaignTutorialScript.USE_TUTORIAL_RESPAWN);
Global.getSector().getCampaignUI().getHintPanel().clearHints();
Use the quote tag (there's a button on it at the top, or input the tags manually)Code[quote][/quote]
To fix your game, install the Console Commands (https://fractalsoftworks.com/forum/index.php?topic=4106.0) mod and copypaste the following into console after loading the game (open console with Ctrl+Backspace by default)Code: javaNote: This does more than just clear the unwanted message; the fact that the tutorial start happened at all suggests a lot of things are broken so this tries to fix the important ones.runcode exerelin.world.VanillaSystemsGenerator.exerelinEndGalatiaPortionOfMission();
Global.getSector().getMemoryWithoutUpdate().unset(com.fs.starfarer.api.impl.campaign.tutorial.CampaignTutorialScript.USE_TUTORIAL_RESPAWN);
Global.getSector().getCampaignUI().getHintPanel().clearHints();
Still it doesn't add the fleet abilities that are removed at the tutorial like transponder, sensor burst, etc.; if they're gone a separate command will be needed to readd them.
The next colony expedition comes sooner yeah. The choice of which faction you sell it to currently has no effect.
Is there a guide on how to set up blueprint packages and their costs for the Own Faction start?It automatically adds any blueprints specified in the startSpecialItems table of a Nex-compatible faction (in the faction's Nex config .json, the ones stored in data/config/exerelinFactionConfigs).
I've looked through the wiki and various mods that do have their stuff show up, but I must be missing something because I can't find it anywhere.
Thanks very much! Do you think that the choice of who you sell it to having an effect on which faction has the next expedition could be a future feature or would something like that be tricky/time consuming to code?It wouldn't be particularly hard to implement, but as for whether I think it's worth the effort, well, we'll see~
Is there a guide on how to set up blueprint packages and their costs for the Own Faction start?It automatically adds any blueprints specified in the startSpecialItems table of a Nex-compatible faction (in the faction's Nex config .json, the ones stored in data/config/exerelinFactionConfigs).
I've looked through the wiki and various mods that do have their stuff show up, but I must be missing something because I can't find it anywhere.
You can put the new blueprints in the player.json config (or another faction, but in those cases picking the faction's start will also grant the BPs for free). Cost is based on the blueprint's credit value, with an override available in data/config/exerelin/factionSetupDefs.json.
Thanks very much! Do you think that the choice of who you sell it to having an effect on which faction has the next expedition could be a future feature or would something like that be tricky/time consuming to code?It wouldn't be particularly hard to implement, but as for whether I think it's worth the effort, well, we'll see~
It wouldn't be particularly hard to implement, but as for whether I think it's worth the effort, well, we'll see~
I've been having a crash issue:Oculian Armada (Red) seems to have issues with how Nex builds/upgrades industries. You could turn either it off, or turn off Nex's strategic AI.
Hi, I am having what I assume is an bug where I am automatically being joined to new alliances. I don't get the option to refuse, it just joins me without me doing anything. I am not commissioned at the moment, and have my own faction with colonies.I'll look into it!
So amusing thing happened to me today, posted it earlier in genchat because I didn't know the personal stats screen was your doing.Haha!
But somehow I have created NEGATIVE THREE ORPHANS
I DIDN'T KNOW ADOPTION WORKED THAT WAY
Hi
Anyone able to advises me.
I'm playing with just the vanilla factions, and the Hegemony have run away with the game 2 cycles in.
So I'm going to be restarting again. Is there any setting I can change to stop this. Or should I add a faction mod that can compete with the Hegemony.
I don't mind them getting strong, them "winning" in the first 2 years is not what I had in mind.
A quick search didn't turn anything of the sort up in the thread, but apologies in advance if it was mentioned.You're right, that is a can of worms. (Now you know why the base game doesn't want to ever have a general planetary conquest mechanic!)
In a recent game I had invaded and taken over Kanta's Den, changing it from pirate control to my faction's. Kanta could still be spoken to as normal, which is good, because if you couldn't then you would lose the ability to broker a deal with pirates. However... Kanta's Den wasn't Kanta's Den, if you get me. She's basically under house arrest.
I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.") but at the same time simply invading the station and telling her off would be cheaper than many of the alternatives. On the other hand, it's not really good real estate and as such isn't "worth" controlling. On the other other hand, you could still invade and pass it off to the independents or something.
All of this is predicated on it being a problem, which it may well not be because however much it might break logic, fiddling with it just opens up a can of worms. But it's still worth bringing up if it wasn't brought up already, I think.
I'd like to think that this should give you a bit of leverage in negotiations with regards to handling piracy ("I control this station, you moron.")
Is there a way to disable the "Spacer Obligation" in an existing game?Look for Nex_SpacerObligation and see what you find
What in the campaign.xml should I edit?
Thanks.
runcode Global.getSector().getListenerManager().removeListenerOfClass(exerelin.campaign.customstart.Nex_SpacerObligation.class);
Mod combo bug report: Industrial Evolution and Nexerelin
I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).
If one faction eliminates other, will they acquire their blueprints and maybe start producing their ships? Is there an option to make so factions cannot be eliminated without significant player's involvement? Or at least give a huge warning about such possibility? Because I was just doing stuff, making money to finally buy some nice ships, when Diable Avionics just eradicated Spindle. I know I can resurrect them by giving my colony, but it's a chore. And I guess their leaders and missions are gone anyway?
If one faction eliminates other, will they acquire their blueprints and maybe start producing their ships? Is there an option to make so factions cannot be eliminated without significant player's involvement? Or at least give a huge warning about such possibility? Because I was just doing stuff, making money to finally buy some nice ships, when Diable Avionics just eradicated Spindle. I know I can resurrect them by giving my colony, but it's a chore. And I guess their leaders and missions are gone anyway?
No blueprint "inheritance". As for how to prevent faction elimination, well, there's a few things you can do. You can decrease the invasion fleets strength in the config/lunalib settings (and decrease their frequency). That can make it much less likely for invasions to reach the target market. In theory, this should be especially true for small factions like Spindle, or Mayasura, who tend to have a lot of defensive forces all concentrated in one spot. But if those forces are otherwise occupied when the invasion fleet arrives (for instance, an unrelated pirate raid going on), then it might still reach the planet and at that point it's a toss of the dice.
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In the settings you can also specify a grace period from game start before the invasion logic kicks in: by default it's 270 days iirc (which isn't a lot), you could also increase that to give you enough time to build yourself up before things heat up in the sector. Perhaps even better, if you don't start as an already established player faction, you can set Nex to ignore invasion logic until you have founded your first colony. It's what I do nowadays: this lets me take my sweet time doing early-to-mid game stuff, and when I feel like I'm ready - and willing - to personally intervene in a more chaotic 4x environment, I create my faction and let things explode.
BTW, there's also a setting at game start to allow faction respawning. Basically after being wiped out they can respawn with an invasion fleet and, if they win, get back in the game. It's a bit random and not often very successful though (even if they win the invasion, they then tend to be killed again soon after), and yeah, any custom npc and related mission that got previously wiped ain't gonna come back.
By default, Nex is setup to be VERY chaotic and fast developing (especially if you've got quite a few modded factions in, it gets messy quick). If you are a player who wants to take things slow, you may want to mess with all the aforementioned settings (and a few others too, like the frequency of diplomatic events that can lead factions to war) to lower the overall 4x pace in the mod.
Mod combo bug report: Industrial Evolution and Nexerelin
I just got a crash. Based on the error message below, I'm guessing it is because:
- I used a Rift Generator (Industrial Evolution mod) and it moved a planet into the Alpha Site zone. That was fine, until the Hegemony targeted the planet with an invasion fleet (Nexerelin) and it couldn't find a route. Crash to desktop when the fleet finishes assembling, apparently. I've cross posted on IE too, since I'm not sure what the proper solution is (don't invade planet in alpha, or don't rift jump to alpha, etc.).Spoiler10588015 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteLocationCalculator.getTravelDays(RouteLocationCalculator.java:54)
at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.updateRoutes(TravelStage.java:43)
at com.fs.starfarer.api.impl.campaign.intel.raid.TravelStage.notifyStarted(TravelStage.java:34)
at com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.advanceImpl(RaidIntel.java:226)
at exerelin.campaign.intel.fleets.OffensiveFleetIntel.advanceImpl(OffensiveFleetIntel.java:579)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
10588086 [Thread-10] INFO[close]
How do I stop rebellion from flipping captured markets back?
So I have invaded and captured a Heg world. I'm still at war with them, and it flips back due to rebellion, I then re-invade the world and captured it. This time I pay attention to the rebellion warning, but there seam be nothing I can do to stop it. I can't do trading with the market as I now own it, I can only put thing in the resource stockpile which I did marines and heavy weapons all the other stuff it needs. I tried moving an Operative there, stopped the war with Heg. Yet now it's flipped back to Heg.
If this is how each world/market is going to be if I take over it, then I might as well stop my game here.
Please tell me how to stop rebellions.
Thanks
In the settings you can also specify a grace period from game start before the invasion logic kicks inThanks
You have to give the station commander the supplies to put down the insurgency.How do I stop rebellion from flipping captured markets back?
So I have invaded and captured a Heg world. I'm still at war with them, and it flips back due to rebellion, I then re-invade the world and captured it. This time I pay attention to the rebellion warning, but there seam be nothing I can do to stop it. I can't do trading with the market as I now own it, I can only put thing in the resource stockpile which I did marines and heavy weapons all the other stuff it needs. I tried moving an Operative there, stopped the war with Heg. Yet now it's flipped back to Heg.
If this is how each world/market is going to be if I take over it, then I might as well stop my game here.
Please tell me how to stop rebellions.
Thanks
Also, what even is the experimental AI logic? It's literally my first Nex game in years, I just ticked it because it seemed cool, what does it actually do?It tries to make NPC faction actions (invasions/raids/etc., operative actions, diplomacy; and in the future industry building and such) more 'goal-oriented'. This is currently pretty opaque since I accidentally hid the AI intel items (and has a bug where factions can decide to pick fights with independents). I hope to polish it enough for an official release next version though!
Is their a way to get an ordered list of factions by their combined strength? (fleets, number of markets, etc) So I can monitor the strongest and prevent them from messing up the sector?There isn't what I'd call a 'proper' list of this kind, but the Scoreboard intel (under Personal and Story tabs) does list all factions by their sum of market sizes and number of heavy industries owned.
I'm getting the same Route Calculator crash. Mine is coming after blowing up a Remnant Nexus. I think some kind of revenge fleet is trying to target my colony but is borking itself in the code.Does any faction in your game have a colony in a similarly inaccessible location, or in hyperspace? You'll want to remove it somehow (if it was moved with rift generator then run the generator again or load an earlier save; for NPC colonies where they shouldn't be you may have to use DestroyColony console command).
I'm getting the same Route Calculator crash. Mine is coming after blowing up a Remnant Nexus. I think some kind of revenge fleet is trying to target my colony but is borking itself in the code.Does any faction in your game have a colony in a similarly inaccessible location, or in hyperspace? You'll want to remove it somehow (if it was moved with rift generator then run the generator again or load an earlier save; for NPC colonies where they shouldn't be you may have to use DestroyColony console command).
Is there a way to see what colony Nexerelin is trying to spawn an invasion fleet for? I'm getting the same crash however I've not created any colonies myself and I'm not sure of any way to find out if the AI factions have done so themselves. If I can figure out which colony is causing the problem I can just nuke it via console.Look in starsector.log for "spawning " (without the quotes) just above the error, lines will look something like this one:
296880 [Thread-3] INFO exerelin.campaign.fleets.InvasionFleetManager - Spawning invasion fleet for Hegemony; source Coatl; target Athulf
Hi, I am having what I assume is an bug where I am automatically being joined to new alliances. I don't get the option to refuse, it just joins me without me doing anything. I am not commissioned at the moment, and have my own faction with colonies.I'll look into it!
Did you enable the strategic AI by any chance? That's the one thing that comes to mind where this could happen; seems I haven't implemented an alliance offer intel yet.
I first posted this in the general bug and support forum but upon looking at the report, I think this is the better place for my request for assistance. In the roughly four to five years I have been playing Starsector, I have never had this issue before today. Attached is the report that poped up when the game crashed to desktop the first time. It crashed again with another report about 15 minutes later. Thank you for any support!looks like you need the armaa hotfix jar, check the main page for dl link
Yeah just turn it off for now if this is a problem.Hi, I am having what I assume is an bug where I am automatically being joined to new alliances. I don't get the option to refuse, it just joins me without me doing anything. I am not commissioned at the moment, and have my own faction with colonies.I'll look into it!
Did you enable the strategic AI by any chance? That's the one thing that comes to mind where this could happen; seems I haven't implemented an alliance offer intel yet.
I'm having the same issue, and I do have strategic AI enabled.
Hi, i was playing my saves when somehow i crashed(fatalnull), at first i don't think much about it but later it always crashed the same day and time, until i decided to see starsector.log then i saw that the crash is because a faction expeditionary event, how can i fix it?
Game keeps crashing after saving or going to hyperspacePost the specific error from starsector.log if you need help
Don't know if it's nexerelin's bug weird interaction between mods or intended but I have this Strand ship from Scalartech Solutions that has 4 green mods: 2 s-mods I built in myself and 2 enhanced mods (highres sensors and surveying equipment that are part of the ship by default that I spent 2 story points on to get the full s-mod bonus from them). And when I sell it to the gaudy person I only get 2 points instead of 4.The event is probably failing to detect for 'upgraded' built-in mods, I'll see if that can be fixed.
Hello,It's a bug with operative actions in certain circumstances. Try this fix .jar (https://www.dropbox.com/scl/fi/d5d33ir5ftmympicmq3yn/ExerelinCore.jar?rlkey=y5786lqedx9221eohhvd42lie&dl=1) (place in Nexerelin/jars) and see if it fixes the crash.
I'm not a modder so I'm not sure what to look at but I crashed and this was in my log. It looks like it was a diplomacy event that made me crash?
Is there a way to either use an industry or planetary effect to alter the chance of success for agent missions at that market, or even forbid them entirely? I know the faction settings can lock out an entire faction, but having a more fine grained per-market setting would be great.The industrySuccessMods and industryDetectionMods sections in data/config/exerelin/agentConfig.json should do the job (and the config file should merge like other .jsons, so you can modify it from your mod). Might add settings for market conditions if needed.
can i start random worlds without planet my planet - free start does not work(i got planet from the start). is it posible?Free start is supposed to do this; it not working sounds like a interaction with another mod.
That's very helpful. Do these settings currently apply when the structure has isFunctional() set to false? Also I'm a little confused about what industrySuccessMods and industryDetectionMods does individually.Is there a way to either use an industry or planetary effect to alter the chance of success for agent missions at that market, or even forbid them entirely? I know the faction settings can lock out an entire faction, but having a more fine grained per-market setting would be great.The industrySuccessMods and industryDetectionMods sections in data/config/exerelin/agentConfig.json should do the job (and the config file should merge like other .jsons, so you can modify it from your mod). Might add settings for market conditions if needed.
That's very helpful. Do these settings currently apply when the structure has isFunctional() set to false? Also I'm a little confused about what industrySuccessMods and industryDetectionMods does individually.A mod[ifier] of 1 means an action has its success/detection chance doubled, if the target market has the industry ID present. -0.25 means the chances would be reduced by 25%. Etc.
Is there a way to blacklist a faction from invading or being invaded and bombardments?To make it not invade: canInvade = false in the faction config (will still send raids; set invasionPointMult to zero in faction config to block this as well)
Thanks for answering. I understand how to do the first bit but not how to do any of the second. I am trying to make a mod's faction not participate in invasions, specifically legacy of arkgneisis.Is there a way to blacklist a faction from invading or being invaded and bombardments?To make it not invade: canInvade = false in the faction config (will still send raids; set invasionPointMult to zero in faction config to block this as well)
To not be invaded: $nex_npc_no_invade key in each market's memory, or you could just add the faction to InvasionFleetManager.EXCEPTION_LIST (it's a public static HashSet)
An embassy with Spindle's ambassador gives me -1 at the end of the month for the 10th time in a row. Is it bugged or am I just this lucky?The embassy structure is from industrial evolution mod. The embassy can't increase your rep past 35 and it increases negative rep changes by 50%. This negative rep increase is totaled in with the positive increase report at the end of the month which can result in a negative rep net result. Read the faqs at the industrial evolution mod's thread.
Can you make so operative's actions are marked with the same noticeable sound as player's colony invasions\raids? I constantly underutilize him because I forget he exists. Same goes for factions leaving aliances.
An embassy with Spindle's ambassador gives me -1 at the end of the month for the 10th time in a row. Is it bugged or am I just this lucky?
where is the turorial?
Question for anyone who might have already messed with it: is there any way to increase the range of some Nex settings in Magiclib, or is it compiled in the java/inaccessible on our end?Ingame settings are in LunaLib not MagicLib. You can turn that mod off completely if you don't mind losing its functions (assuming no-one is using it as a dependency), but the min/max values are in Java, yeah. :(
There are some values I'd like to edit more than what Magiclib lets me (as an example, the frequency of diplomatic events: with many modded factions in the game even one every 60 days - the highest the panel lets me set - is a bit too much for me and I'd like to set it at 90 or even 120), but can't find where I could do it. And, as far as I understand, editing the config file itself like in the past would be moot now, as Magiclib takes priority.
Pheremony has a territorial defense force that provides +3 stability if the colony is a democracy. How do I set that?Government types sound like Ind.Evo, although I haven't tried the recent versions and can't say if that's what's happening here. Alternatively, it's a specific feature of the mod that adds the planet (did you mean Peremohy from DME?)
currently i'm doing a run with only satbomb enabled. how do i increase the size of these fleets? in the lunalib config menu i can only find the invasion size multiplier. does it also affect satbomb fleets? do i need to edit a value in the exerelin_config?Can't check the code easily right now, but I think invasion size mult also affects raids and sat bombs.
Does selling surveyed data to a faction have any effect?Currently selling survey data will reduce the time till the next colony expedition (but the expedition can be from a faction other than the one you sold it to). Next version, the specific buyer may also get a higher chance of being chosen to send an expedition.
It would be cool if it did, say increase the chances of expanding to suitable locations.
Possible have the value of a planets survey data decrease to a faction that already received that info from the other explorers out there.
Either the starting options don't work or i am doing something wrong. The only way i got out of that option hell is to chose independent start (hard) start with one single mini ship. I should not have mod conflicts, this is the only major mod i have enabled. I guess the startup is not brainrot friendly..Sounds like something's going real wrong. Can you post screenshots (e.g. of trying and failing to pick a different start), and the starsector.log file if there are any errors?
Question for anyone who might have already messed with it: is there any way to increase the range of some Nex settings in Magiclib, or is it compiled in the java/inaccessible on our end?Ingame settings are in LunaLib not MagicLib. You can turn that mod off completely if you don't mind losing its functions (assuming no-one is using it as a dependency), but the min/max values are in Java, yeah. :(
There are some values I'd like to edit more than what Magiclib lets me (as an example, the frequency of diplomatic events: with many modded factions in the game even one every 60 days - the highest the panel lets me set - is a bit too much for me and I'd like to set it at 90 or even 120), but can't find where I could do it. And, as far as I understand, editing the config file itself like in the past would be moot now, as Magiclib takes priority.
(Hmm, maybe I can make it so that if the config file's value is lower than the code's min or higher than the max, it becomes the new min/max)
So, I keep having this problem in my games where I'm commissioned with someone. I form my faction, and some other alliance than my commissioner's alliance allies with me, and it is approved without any dialog popping up. After that I'm locked into that alliance no matter what since I cannot access the diplomacy tools to change my allegiance.
This results in some very odd diplomacy, where the alliance I am part of can declare war on my commissioner's alliance, and since all my votes default to Yes it just goes through every time.
Is this caused by the fatal of multiple mods?That error happens if the fleet doesn't exist. Were you able to build a player special task group without one, somehow?
4500053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.checkVariants(PlayerSpecialForcesIntel.java:346)
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.advanceImpl(PlayerSpecialForcesIntel.java:450)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Is there some sort of faction strength that determines frequency of their raids\invasions and their strength? Is it affected by stability of their colonies and income? Is me tactically bombarding and disrupting spaceports across the sector does any good?Invasion point generation is based on colony availability of certain commodities (with imports counting for less and local production for a lot more), plus some flat generation, yeah. I don't have a visualization handy for how useful a raiding and disruption campaign will be, but it certainly can't hurt.
Sorry if this has been asked but when I am starting up my game is there anyway you can add in that I solely own the system I start in. I find I keep having to restart due to pirates or someone else in system with several planets and other infrastructure taking it all up. Thanks in advance.Yeah, I'm planning to add a setting for whether to start with neighbors, at least in non-random sector (dunno if I'll implement it for random sector, at least initially).
thank man.Is this caused by the fatal of multiple mods?That error happens if the fleet doesn't exist. Were you able to build a player special task group without one, somehow?
4500053 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.checkVariants(PlayerSpecialForcesIntel.java:346)
at exerelin.campaign.intel.specialforces.PlayerSpecialForcesIntel.advanceImpl(PlayerSpecialForcesIntel.java:450)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)Is there some sort of faction strength that determines frequency of their raids\invasions and their strength? Is it affected by stability of their colonies and income? Is me tactically bombarding and disrupting spaceports across the sector does any good?Invasion point generation is based on colony availability of certain commodities (with imports counting for less and local production for a lot more), plus some flat generation, yeah. I don't have a visualization handy for how useful a raiding and disruption campaign will be, but it certainly can't hurt.Sorry if this has been asked but when I am starting up my game is there anyway you can add in that I solely own the system I start in. I find I keep having to restart due to pirates or someone else in system with several planets and other infrastructure taking it all up. Thanks in advance.Yeah, I'm planning to add a setting for whether to start with neighbors, at least in non-random sector (dunno if I'll implement it for random sector, at least initially).
For the mission "Salvation" the game tells me to speak with a Tri-Tachyon executive, where is this executive? It is tagged in the map.Go to the Tri-Tachyon station or planet in the select system that the mission wants you to goto then open the market, then open the comms directory which should be the first option and see if you can find the executive
ArmaA hotfix .jar for ground battle crashes (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) (place in Arma Armatura/jars)
ArmaA hotfix .jar for ground battle crashes (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) (place in Arma Armatura/jars)
Does anyone have an updated link for this fix? Doesn't appear to work anymore.
ArmaA hotfix .jar for ground battle crashes (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) (place in Arma Armatura/jars)
Does anyone have an updated link for this fix? Doesn't appear to work anymore.
Seems fine here, for what it's worth. Mirrored it here: https://we.tl/t-oHNR5K8VLA
(please use the original link if that works, though!)
Is there a way to check your current attack strength for invasions? Operatives give an estimate of a market's garrison but that information is not very helpful if I don't know how strong my own forces are. Is there a simple formula I can use to just calculate it myself?Best I've got: Each usable heavy arms is 5.5 strength, each usable marine (after subtracting the ones needed to crew heavy arms) is 1 strength; multiply by XP bonuses and skill effects like tactical drills.
Perfect. Thanks.Is there a way to check your current attack strength for invasions? Operatives give an estimate of a market's garrison but that information is not very helpful if I don't know how strong my own forces are. Is there a simple formula I can use to just calculate it myself?Best I've got: Each usable heavy arms is 5.5 strength, each usable marine (after subtracting the ones needed to crew heavy arms) is 1 strength; multiply by XP bonuses and skill effects like tactical drills.
(This is probably obvious enough, but: another thing to note that the garrison can shrink before the actual battle due to things like tactical bombardment)
Hello, and here's a question about omega weapons. I went through the entire line of quests [REDACTED] and I don't understand either I messed up or you removed the opportunity to buy it.It's still there, but it's always been rare to show up.
Looks like an issue with the neutrino mod. I'd suggest doing a clean install of it (and make sure it is up-to-date for whatever version of SS you're running)
946531 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;Neutrino needs a recompile for Starsector 0.96. There may be an existing bootleg somewhere around; if not, you'll either have to find someone who can do it, do it yourself, or just do without.
java.lang.NoSuchMethodError: com.fs.starfarer.api.combat.CombatEngineAPI.spawnEmpArc(Lcom/fs/starfarer/api/combat/ShipAPI;Lorg/lwjgl/util/vector/Vector2f;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/CombatEntityAPI;Lcom/fs/starfarer/api/combat/DamageType;FFFLjava/lang/String;FLjava/awt/Color;Ljava/awt/Color;)Lcom/fs/starfarer/api/combat/CombatEntityAPI;
at data.scripts.AIs.Missiles.Neutrino_AdvancedTorpedoAI.releasingPayload(Neutrino_AdvancedTorpedoAI.java:463)
at data.scripts.AIs.Missiles.Neutrino_AdvancedTorpedoAI.advance(Neutrino_AdvancedTorpedoAI.java:162)
at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
New error emerged :(
I'm sorry if someone has asked and answered this before but is there a way to have more operatives than 4 via editing a config etc?Max operatives setting in LunaLib's mod configuration menu, or if you don't have Luna then the maxAgents field in exerelin_config.json file
I'm finding in a game I've been playing for ages now that the number is a little low due to the size of my empire. Thank you.
I'm sorry if someone has asked and answered this before but is there a way to have more operatives than 4 via editing a config etc?Max operatives setting in LunaLib's mod configuration menu, or if you don't have Luna then the maxAgents field in exerelin_config.json file
I'm finding in a game I've been playing for ages now that the number is a little low due to the size of my empire. Thank you.
Oh quick question is this value for just the player or the AI too?AI doesn't use actual agent people, so it's player only :)
For player faction special task groups, is there a way for them to automatically restore dead ships at friendly markets without me needing to manually do so myself?Currently no, sadly.
Is the special task force must be in independent mode?What's the exact error text?
When I'm playing, the game starts to warn that not being in independent mode will cause an error.
See if this old hotfix .jar for Nex (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1) prevents the crash.
will test it out
See if this old hotfix .jar for Nex (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1) prevents the crash.Is the special task force must be in independent mode?What's the exact error text?
When I'm playing, the game starts to warn that not being in independent mode will cause an error.
The warning I remember is when a task group starts acting independently despite not being in independent mode; I thought I'd fixed all such cases already, but the log will have a stack trace whenever the issue reappears.
The game hasn't crashed yet.Yeahhh, that error's got nothing to do with any special task groups.
But the text at the bottom left shows a warning
Here is the text.
383893 [Thread-3] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin (data/config/exerelin/diplomacyConfig.json)]
383896 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_enableAlliances]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_ignoreAlignmentForAlliances]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentBaseSalary]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_agentSalaryPerLevel]
383897 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_maxAgents]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_useAgentSpecializations]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerBaseRansomValue]
383898 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_prisonerRansomValueIncrementPerLevel]
383899 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_vengeanceFleetSizeMult]
383899 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_specialForcesSizeMult]
383900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyGrowthMult]
383900 [Thread-3] ERROR com.fs.starfarer.loading.StarfarerStrings - Missing string: [tooltip_hardModeColonyIncomeMult]
383904 [Thread-VC-3] INFO exerelin.utilities.versionchecker.VersionChecker - Loading version info from remote URL
What do I need to do to start the game as a member of a faction, and not have 5+ planets:?Unsure what you mean, since your faction's planets aren't yours :) Unless you turned on ruler mode in the config, in which case turn it back off.
Why does having an agent procure a ship cost more than actually buying the ship, but all it does is move the ship from one market to another so you can pay full price for it again on the open market?The ship specifically goes into storage submarket at the destination (with complimentary 5000 credit unlock if needed), and if it can't find a storage for whatever reason, it creates a derelict in orbit around the destination. Going into the open market really shouldn't happen; are you sure that's what you saw?
The text just really didn't seem clear on this.
I just spent like 565,000 credits to move a Liberator-class Light Battleship from Coatl to Jangala, whereupon I had to pay about 465,000 to actually buy it, which required me to sell everything in my inventory on the black market, so now I have no equipment to equip it with. So about half the credits I made in the last six hours hunting down pirate bounties and blowing up pirate bases and selling the spoils just... poof. :o
Thanks for this great mod :).No problem~
Task Forces should be able to automatically recover ships.. otherwise its just too expensive and too much work for the benefit :/
is there a way to change the planet and colony you start on in own faction start? i tend to get wildly different quality planets, sometimes with starbases i dont want and then im forced to rebuild them, is there any plan for more starting planet customization?Currently it just picks the 'best' planet it thinks it can find and then builds some stuff it thinks suitable. You can just downgrade or dismantle industries you don't want, but other than that a custom star system setup is something I've considered for the future.
I've encountered a bug with the new strategic ai.Thanks for the catch, I'll fix!
When you purchase the governorship of a planet the strategic ai would still plan to build on that planet but couldn't because the player is managing it, and thus it just shows the remaining time to be -1 days
also side question do autonomous colonies under the player empire build up with the player faction's strategic ai? and how does faction income influence strategic ai? I'm just curious lol cuz its a great feature and I wish to learn more about it
I've encountered a bug with the new strategic ai.Thanks for the catch, I'll fix!
When you purchase the governorship of a planet the strategic ai would still plan to build on that planet but couldn't because the player is managing it, and thus it just shows the remaining time to be -1 days
also side question do autonomous colonies under the player empire build up with the player faction's strategic ai? and how does faction income influence strategic ai? I'm just curious lol cuz its a great feature and I wish to learn more about it
For the questions: Player faction's strategic AI is display-only and shouldn't take any actions (in the Discord beta version; IIRC v0.11.0b is bugged here); this includes autonomous colonies. Currently faction income isn't used for anything; I've wondered whether giving the AIs actual money to manage would be good/bad.
not sure why but i cant accept peace from any faction when i try the game crashes and i get this
java.lang.NullPointerException
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.accept(CeasefirePromptIntel.java:165)
at exerelin.campaign.intel.diplomacy.CeasefirePromptIntel.buttonPressConfirmed(CeasefirePromptIntel.java:186)
hi i'm having the following crashYour copy of Nex is out of date; you should download the new version from this thread :)
Is it possible to alter the spawn quality of an exerelinInvasionSupportFleet?Not directly, but detecting the fleet spawn in a CampaignEventListener and modifying the quality figure in the inflater params might do the job?
Also, strings.json is missing "IntelDesc_recruitAgent_failurePlayer"
((DefaultFleetInflaterParams)fleet.getInflater().getParams()).quality;
Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.I'll see about adding one for next version.
I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?Oops looks like a bug in the beta. Thanks for report, lemme see about fixing it...
This mod is so goood!! Thanks.Yeah that sounds annoying. IIRC in the beta I've at least made it refund part of the fleet price (amount depends on how far in it got), and the strategic AI might make it less likely to happen in the first place.
One thing though.. that has annoyed me quite a few times.. I request fleets for invasions and they get cancelled because my faction raises the standing with the faction I try to invade... Just now, 4 fleets for 4 different invasions got cancelled.. and I am far away from any station or planet.
Is there a way to disable the strategic AI intel tab when strategic AI is enabled? While the information is useful, having access to all faction's detailed intentions and planned actions is a bit immersion breaking.I'll see about adding one for next version.I can't choose any other target than supplies when destroying commodity stocks with my operatives. Never seen this bug before. Does anyone know how to fix it?Oops looks like a bug in the beta. Thanks for report, lemme see about fixing it...
Wow stuff is more broken than I thought, but this will do for now (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1) (place in Nexerelin/jars)This mod is so goood!! Thanks.Yeah that sounds annoying. IIRC in the beta I've at least made it refund part of the fleet price (amount depends on how far in it got), and the strategic AI might make it less likely to happen in the first place.
One thing though.. that has annoyed me quite a few times.. I request fleets for invasions and they get cancelled because my faction raises the standing with the faction I try to invade... Just now, 4 fleets for 4 different invasions got cancelled.. and I am far away from any station or planet.
Actually, were the invasions all targeted at a specific faction? I've heard of a potential bug that causes player-requested invasions to be cancelled due to sudden peace.
hey I was wondering if it was possible to make lunalib settings an option you can disable since there are certain limitations in there which prevent doing fun things like setting the colony expedition values to negative ones for example leading to mass colonizations from all factions and such...The beta version of Nex allows exerelin_config.json file values to replace the Luna min/max values if they're lower/higher.
I have encountered repeating crashes when my "operative" working in "internal security mode" finish a mission and tries to determine the outcome. the error log was:Make sure you're on Starsector 0.96-RC10 (download and run the latest installer if you're behind). If you're up to date, perhaps some values were somehow lost from the settings.json file, get a new one (or reinstall to have the installer restore the file).
2728503 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
Quick question does "creditLossOnColonyLossMult" apply to a fraction of the colony profit deducted from the total credits?
Saturation bombardment doesnt lower permanent faction relations for npcs right?
Is revengepointsperenemyfp already halfed or is that the value for hard that will be halved?
Does officer perma death have a percentage? (like 50%) I dont see one just want to ask.
On that note, any way to turn off alliances for just the player?No, but (it's intended that) you can just not join alliances if you're not commissioned :)
hey I was wondering if it was possible to make lunalib settings an option you can disable since there are certain limitations in there which prevent doing fun things like setting the colony expedition values to negative ones for example leading to mass colonizations from all factions and such...The beta version of Nex allows exerelin_config.json file values to replace the Luna min/max values if they're lower/higher.
For anything in settings.json, you'll have to overwrite in code.I have encountered repeating crashes when my "operative" working in "internal security mode" finish a mission and tries to determine the outcome. the error log was:Make sure you're on Starsector 0.96-RC10 (download and run the latest installer if you're behind). If you're up to date, perhaps some values were somehow lost from the settings.json file, get a new one (or reinstall to have the installer restore the file).
2728503 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.
java.lang.RuntimeException: org.json.JSONException: JSONObject["HA_patherBasePerActiveCell"] not found.Quick question does "creditLossOnColonyLossMult" apply to a fraction of the colony profit deducted from the total credits?
Saturation bombardment doesnt lower permanent faction relations for npcs right?
Is revengepointsperenemyfp already halfed or is that the value for hard that will be halved?
Does officer perma death have a percentage? (like 50%) I dont see one just want to ask.
- It's a fraction of the player's credit balance (the one at bottom-left of screen), taking into account the lost colony's size (as a share of player faction's total market size) but not its profitability. Copying the tooltip in the LunaLib settings menu: "The proportion of total credits lost is equal to the market size divided by the total size of all markets in the faction, multiplied by this number. It is doubled on Starfarer mode, and cannot exceed 75%."
e.g. you have one size 6 colony, one size 4 colony and 10M credits, the setting is 0.5.
You lose the size 4, which is 40% your current faction size, so lose 10M * 0.4 * 0.5 = 2M credits- Nope!
- It's before the halving.
- It's a bit complex.
Officers have a 50% chance (changeable in settings.json) to escape the ship when disabled/destroyed, improved by crew survivability modifiers like Blast Doors.
If they don't escape, they have a 75% chance (changeable in settings.json) to be found as a survivor afterwards if the ship was only disabled (didn't break up). If it was destroyed and broke up, the survival chance is zero.
Also any non-escaped officers will be lost if the player fleet leaves the battle before it's won.
I might change the system a bit, although it may be better to simply use the Price of Command mod by AtlanticAccent (in development; available on the unofficial Discord server).
I will check it out, but your system. They dont apply to taskforce do they?Officers in task groups won't die, no.
Probably stupid question but I didn't find the answer in search. How do I start with existing faction but no starting planets?Free start option is supposed to do this. If you get a starting planet anyway, that's a bug I've never been able to reproduce, modlist + list of new game starting options might help.
Hello i hope you guys are having a good Day/Night i have no idea what this means (or if i copied the right thing at all) but my game is crashing and giving me this.Make sure you're on the latest Starsector (0.96a-RC10) and UAF (0.74a1) if you're using that mod.
If you have a commission with a faction that labels heavy armaments as illegal, will they confiscate them upon scans or anything? Because I'm getting that. Seems like an oversight since in my mind I'm part of their military and am carrying out ground invasions and need heavy armaments to do soIt's supposed to exempt commission holders and allies, but I think I only made it do this when caught with transponder off (and not the one where the scan is requested due to smuggling suspicion or another cause). I'll fix, thanks!
I don't have a single negative thing to say about this mod, simply amazing! Being able to change settings via LunaLib is just cream on top!Thank you :)
Cheers!
Hello i hope you guys are having a good Day/Night i have no idea what this means (or if i copied the right thing at all) but my game is crashing and giving me this.Make sure you're on the latest Starsector (0.96a-RC10) and UAF (0.74a1) if you're using that mod.
both of those boxes are checked do you think it could be the federation? ive had strange crashes with that mod before and just readded it recently
hello just updated the mod, deleted the old ver before unzipping the new but it's CTD at the lunching of the game with a Fatal: Slot id WS 002 not found on hull MSS_Crusader_Elite
oddly enough when i retraced my update by leaving the old mod up then over ridding it with the update i can playish the game but it still CTD me at some point
hello just updated the mod, deleted the old ver before unzipping the new but it's CTD at the lunching of the game with a Fatal: Slot id WS 002 not found on hull MSS_Crusader_Elite
oddly enough when i retraced my update by leaving the old mod up then over ridding it with the update i can playish the game but it still CTD me at some point
That looks like an error from another mod, specifically Mayasuran Navy. (MSS in the ship hull name)
Make sure you've got that fully updated, it seems like the latest update may address the issue?
Is there any way to add/change the 'planet description changes when under a different faction's control' feature to account for modded markets/the player's faction?Have to add the affected factions and planets/stations to data/strings/descriptions.csv and data/config/exerelin/captured_planet_descs.csv. The Iron Shell and Philip Andrada Gas Station Manager mods both have implementation examples.
Is there any way to add/change the 'planet description changes when under a different faction's control' feature to account for modded markets/the player's faction?Have to add the affected factions and planets/stations to data/strings/descriptions.csv and data/config/exerelin/captured_planet_descs.csv. The Iron Shell and Philip Andrada Gas Station Manager mods both have implementation examples.
(Also there's currently no handling for save-specific descriptions, e.g. any player-faction description would apply across all saves)
Started playing again after awhile, did Nexerelin change the "ship sale" from millitary contacts and/or "gaudy" person ship sale to be much more restrictive. It used to be pretty broad like destroyers, cruisers, and capitals. Now it is restricted many times to manufacturers like ED shipyards or JYD lowtech. Also when I buy ships from millitary contacts if I have the missile ships overhaul it is always a missle cruiser for sale. Wondering if anyone else experienced it. Not sure if this is the right place to ask this question.The rules for ship sale to contacts have been tightened, yeah. It should basically always use the design type rule now, to avoid cases where the contact asks for something that's available on open market.
I'm not sure if it's this mod or PAGSM, but, when Sindria captured Gilead, their shrine became inaccessible.I think this is how the shrines are coded in vanilla actually!
Hello, been playing with Nex and Arma together for years and just came back again. I just used the Arma Hotfix and now it wouldn't let me enter the main menu and shows an Error, here's the log:Hmm, are you using the latest ArmaA and did you replace the old .jar (with the exact same filename) when downloading the new one?
61570 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error loading [data.scripts.MechaModPlugin]
java.lang.RuntimeException: Error loading [data.scripts.MechaModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.MechaModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
I check both the mechamodplugins inside the jar It seems both the same or I might have missed something. For now i'll put back the old jar before the hotfix so I could play but without checking if the ground war crash would occur. :'(
Hmm, are you using the latest ArmaA and did you replace the old .jar (with the exact same filename) when downloading the new one?
Hi, Does the Spacer obligation ever go away?
The hegemony is kinda expanding like crazy by invading everyone. How do I protect my colonies from ground invasion? I remember a post where someone else lost lots of progress because one successful invasion. I did the ground battle tutorial but like how do you increase the amount of people you have in your colony by default.
Think I noticed something strange - after wiping out every other faction, I'm able to gift a new colony to every faction except for Independent. This includes pirates and Pathers, as well as the conventional factions, like Hegemony, League, and Tri-Tach - Independents are the only ones who aren't on the list.Fixed for next version, thanks!
Is there a way to increase the number of fleets during raids and invasions? Currently it seems that the max is set to 5 fleets. I enjoyed the old style where sometimes AI sends like up to 18 fleets when invading or raiding a heavily protected sector, ending up in a huge between defense fleet and Attack fleet.You probably want to try brawl mode; look for nex_brawlMode in Nexerelin/data/config/settings.json.
I tried to change the numbers in nexelerin setting but it looks like it doesn't change the fleet number but instead the fleet dp. For example when I set it to 5 they sent a fleet full of capital ships. I want to make it they sent multiple fleets but with balanced compositions
hello admiral Histidine. If I could have a moment of your time. I've run into a bug that I can't figure out. The stater fleets for my custom faction do not appear on start. It's just blank. what am I doing wrong here? how do I fix itTook a look and it turns out your faction config was messed up in a bunch of ways. Here's a fixed version:
{
"playableFaction":true,
"corvusCompatible":true,
"startingFaction": true,
"rebelFleetSuffix":"Traitors",
"marketSpawnWeight":2,
"difficultyString":"hard",
#"startRelationships":{
"tritachyon": -0.72,
"persean":-0.66,
"sindrian_diktat": -0.69,
"hegemony": 0.9,
#"ironshell": 0.75,
#"battlefleets_imperium": -0.54,
#"sevencorp": -0.5,
#"xlu": -0.75,
"maxRelationships":{ "remnant":-0.51,"luddic_path":-0.7,"luddic_church": -0.35},
"diplomacyPositiveChance":{
"tritachyon":1.2,
"hegemony":0.8
},
"diplomacyNegativeChance":{
"tritachyon":0.8,
"hegemony":1.2
},
"dispositions":{
"persean": -80,
"sindrian_diktat": -69,
#"hegemony": 80,
#"tritachyon": -72,
},
"alignments":{
"technocratic":-0.5,
"hierarchical":1,
"militarist":1,
"diplomatic":-0.5,
"ideological":-0.5,
},
"diplomacyTraits":["selfrighteous", "irredentist", "foreverwar","paranoid"],
# chance of the faction being picked to send a colony expedition. Default 0 (disabled)
"colonyExpeditionChance":1.2, # baseline expansion behaviour
"colonyTargetValuator":"exerelin.campaign.colony.IndustrialColonyTargetValuator",
"groundBattleSettings":{
"moraleDamageTakenMult":1.3,
},
"specialForcesNamerClass":"exerelin.campaign.intel.specialforces.namer.PlanetNamer",
#"specialForcesFlagshipVariants":{ "paragon_Elite":1, "astral_Strike":0.5 },
"startShipsSolo":[
["wasa_domain"],
["christian_domain"]
],
"startShipsCombatSmall":[
["Brig_domain", "hosho_domain", "Geobukseon_domain"],
["Brig_domain", "hosho_domain", "Z23_domain"]
],
"startShipsTradeSmall":[["liberty_domain", "hosho_domain", "Virginia_domain"]],
"startShipsCombatLarge":[
["Furious_domain", "christian_domain", "Wichita_domain"],
["yorktown_domain", "wasa_domain", "indianopolis_domain"]
],
"startShipsTradeLarge":[["christian_domain", "hosho_domain", "gearing_domain"]],
"startShipsExplorerLarge":[["christian_domain", "wasa_domain", "Brig_domain"]],
"startShipsCarrierSmall":[["condor_Attack", "lasher_Standard", "hound_hegemony_Standard"]],
"startShipsCarrierLarge":[["mora_Assault", "enforcer_Escort", "lasher_Strike"]],
# "startShipsGrandFleet":[["yamato_domain"], ["Ford_domain"]],
"startSpecialItems":[
[["DR_package", null]],
],
"defenceStations":[
{"ids":["orbitalstation", "battlestation", "starfortress"]},
{"ids":["comet_Keep", "moonCastle", "DR_starFortress"], "weight":0.9},
],
#"industrySeeds":[
#{"id":""heavyindustry"", "mult":0.9},
#{"id":"fuelprod", "mult":0.1},
#{"id":"heavyindustry", "mult":0.1},
#],
"bonusSeeds":[
#{"id":"population_upsize", "count":1},
{"id":"nanoforge_corrupted", "count":1},
#{"id":"synchrotron", "count":1},
],
"invasionStrengthBonusDefend":1.5,
"maxColonyDistance": 40,
"invasionPointMult":1.125,
"invasionFleetSizeMod":1.2,
"responseFleetSizeMod": 1.6,
"morality":"amoral",
# Number of entries must equal number of vengeance tiers (0-3)
"vengeanceLevelNames":["restoration", "retribution", "extermination"],
"vengeanceFleetNames":["Restoration", "Retribution", "Extermination"],
"vengeanceFleetNamesSingle":["a Restoration fleet", "a Retribution Fleet", "an Extermination Armada"],
"vengeanceFleetSizeMult":2.0,
"specialForcesSizeMult":1.2,
"specialForcesPointMult": 1,
}
Is there any way to disable operative diplomatic actions, or AI operatives entirely using the mod settings?Nexerelin/data/config/agentConfig.json
Basically, I disabled diplomacy because I wanted factions to have static relations with each other, but it turns out even with diplomacy disabled operatives can still use the Raise/Lower Relation missions. Is there any way to stop them from doing that? I'm all right with operatives doing all the other missions, but messing with relations in this way is something I would rather avoid.
Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
I was wrong, as it turns out- sorry about that. The AI can raid pre-existing settlements, but not invade them. I also made the mistake of thinking a colonized world was one that existed at the start, since it was in the same system as other colonies.Just incase anyone else misses it, it appears that the strategic AI option overrides settings related to attacking settlements that existed at game start.
I have activated the option but I don't see much difference with my previous run. Do you have some insight? Is it experimental or unstable?
Please tell me there's a way to get this done without me tailing?Turn on Nex dev mode temporarily (easiest way is through ingame LunaLib settings) and the intel will list where the fleet was going and which system has the target nexus (though you'll have to match the system name to a location yourself; planet list tab should work).
Completely unrelated: Is hegemony supposed to dominate the core sector? I added some extra ship packs, one for each faction, but hegemony always beat them black and blue.
## v0.11.1 "Clausewitz Protocol" ##
### Changes from beta 0.11.0x ###
* Strategy AI fixes/adjustments
* Don't start wars with negative diplomacy actions if war weariness too high
* Try to fix offensive fleet actions being used against non-hostile markets sometimes
* Add a setting for hiding strategic AI of other factions from intel
* Strategy AI doesn't try to build stuff on player-governed markets (unless AI faction is player)
* Rework ceasefire prevention check, should be more reliable now
* Factions should not ceasefire if military action between the two sides is ongoing, counting allies
* Invasions, raids etc. will not block ceasefire if still in the initial planning stage
* Silverlight DP 80 -> 75 (make it a little easier to use without neural link)
* Academy stipend can be disabled in new game settings
* Personal intel tracks planets surveyed, and shows officer deaths if Price of Command mod is running
* Officer death setting: survival chance also uses crew loss mult modifier
* Destroyed ships still have an officer survival chance if crewLossMult < 1
* Raids no longer attack hidden markets in the target system
* Fixes
* Fix custom starts being broken by new backgrounds feature
* Fix non-transponder cargo scan still checking for heavy arms while commissioned/allied
* Random sector/own faction doesn't put markets on NOT_RANDOM_MISSION_TARGET entities (like Sentinel)
* Fix error from merc fleet gen plugin not being restored on game load
* Fix transmitting update when a rebellion suppression fleet is defeated
* Fix 'alliance offer to own commissionee' bug
* Fix logic for when lower relations action chooses to show min relations
* Fix a rare crash with strategic AI raids
* Try to prevent cases of covert actions targeting self or friendly
* Salvation mission points player more directly to Arroyo
* Wiping out independents no longer removes them from market transfer list
* Show daily invasion point increments in diplomacy profile and strategic AI intel
* [Modding] Reduce priority of our reputation action response plugin, and don't run it unless the action is one we care about
* [Modding] Ground battle features, fixes
* Delegate some GroundUnit functionality to a new, customizable GroundUnitPlugin
* Buttons to create ground unit types can be tied to a player memory key, will be hidden if not present
* This also applies to the commodity amount display for the commodities those units use
* Fix ground units using a bunch of hardcoded stats instead of reading from config
### Gameplay ###
* Develop strategic AI to a releasable state
* This is a "new" gameplay feature that seeks to make NPC factions act in a more goal-directed manner
* Can be enabled in settings (default off)
* Mods can modify or add their own strategic 'concerns' and 'actions' to the system
* Add a new personal background system in new game dialog, by Lukas04
* Add a new Remnant story mission, "File Drawer Problem"
* Rearrange order of Remnant story missions
* Fragments and File Drawer Problem require Welcoming reputation
* Showdown requires Friendly reputation and completing either of the two previous missions
* Salvation requires Cooperative reputation and completing Showdown, will also disable File Drawer Problem once completed
* Gameplay improvements to some Remnant missions
* Notably, Showdown will have strength scaling on both sides to account for variability in the size and number of patrols each nexus has
* Also try to fix janky behavior by the ally fleet in Salvation
* Invasion points are still generated in peacetime, at 25% the base rate
* Invasion point stockpile capped at about 180 days' worth of output for that faction (but will not be less than the points needed to trigger an invasion/raid event)
* Pending a potential broader overhaul of resources available to NPC factions
* Lower ground battledrop cost mults for ground defenses
* Ground def 1.5 -> 1.25
* Heavy batteries and planetary shield 2 -> 1.5
* Prism checks no-sell tag for weapons as well
* Enhanced vanilla systems adjustments
* Tigra City has sparse ore and poor farmland instead of moderate ore
* Eventide has midline instead of high tech battlestation
* Pirate/Pather commissions will mitigate the Hostile Activity contributions from their respective factions
* Player special task groups get a 20% discount on operating expenses
* Revive costs unchanged
* Selling survey data to a faction will increase its chances of being picked for colony expedition
* Faction loses its bonus after being successfully picked
* Add a new game setting to disable having neighbors in own faction start (non-random sector only)
* `invasionPointsPerPlayerLevel` default set to 1 (was previously 1.5, or 2 after being rounded by LunaLib ingame menu config)
* Also fixed value not being read from config file
* Buy ship offer shouldn't pick a Sierra ship
* Pirate activity on NPC markets won't target non-hostile markets
* Remove Luddic Path's factional market condition (+10% accessibility)
* Factions vote yes on alliance vote if their current relationship is the same as the target one
* Can offer RAT abyss cores to the hypershunt discovery encounter
### UI ###
* Invasion point stockpiles are shown in diplomacy profiles and strategy AI intel items
* Faction directory can also print all markets with revanchist claims
* Player auto-move in ground battles has option to allow deploying new units from orbit
* Counter-invasion intel also appears in colony threats
* Ground battle defender strength estimate accounts for modifiers
* Lower sound effect volumes for ground battle outcomes
### Text ###
* Add a bit of gameplay info to "Showdown" and "Salvation" briefing dialogs
* Fix a diplomacy setting description being under the wrong setting
* Fix ceasefire offer intel missing its title
### Bugfixes ###
* Fix crash if have active patrol package but no hostile activity intel
* Fix a brawl mode crash
* Fix ceasefire offer crash if relations are already at max
* Fix a crash that could happen when checking a market's original owner
* Fix crash when using military base starting bonus with own faction start
* Maybe fix fleet event crashes if star system has no jump points
* Crash safety for special task group generation
* Fully fix the issue with special task group ships sometimes losing their variant and requiring a restore
* Fix ground defenses being disabled by ground combat sometimes
* Fix some bugs/exploits with AIM merc companies
* Try to fix recruit operative action sometimes failing
* Fix repeat relations setting not working with lower relations action
* Fix own faction start potentially having both patrol HQ and military base if starting on a moon
* Make random sector's Kanta's Den get appropriate memory flags
* Fix admins disappearing from comm board in faction ruler mode
* Fix heavy industry transfer-and-raid exploit when time isn't advanced
* Fix The Usurpers quest still trying to start in random sector
* When playing music in personal info intel, try to make it go away when done
* Can't loot an industry in ground battle more than once (fixes defender infinite sell–loot exploit)
* Fix AIM anti-piracy package being purchasable when it shouldn't be, if viewing T&C first
* Remove relationship syncing from Derelicts
### User config ###
* Add setting for 'skip story' default to LunaSettings
* Add settings.json option to have no rep penalty with third parties for sat bomb
* Enable indirectly changing the min/max value of LunaConfig settings
* If the value in settings file is lower than min or higher than max defined in code, settings value becomes the new min/max
### Modding ###
* Music tracks not specified in a faction file can be added to music picker in data/config/modSettings.json
* Custom start defs can be added and modified via code
* Arbitrary ground battle plugins can be defined, plugins can execute code on battle generation
* Mods should now be able to add their own operative actions (previously there was no way to add them to the orders dialog)
* Fix Nex_TransferMarket.NO_TRANSFER_FACTIONS being non-mutable
* Fix SectorManager's present factions list never actually losing elements
### Misc ###
* Add GraphicsLib maps for boss ship, by Himemi/Cieve-san
I have selected the option "player faction conducts operative factions" in the settings, and had an operative instigate a rebellion... on my own space station due to "low ship quality concerns". Not sure if it supposed to work like that.Oh dear. I think I fixed it in the update, at least.
On an unrelated note, do NPC factions have a "budget" of some sort, where the amount of fleets they can send is based on how much income they're making? I've noticed them building mining, refining, and soforth on their colonies. Does this help them at all, aside from their largest individual industries preventing shortages at the military bases and heavy industries, or it essentially just flavor and a way to make taking over their colonies monetarily worthwhile? I know there's an advanced AI now, I'm trying to figure out what its priorities are, relative to the random invasion mechanic it improves over.There's a budget in one respect: invasion points (and a couple of other things that involve fleet spawning) are generated based on colonies' availability and source (import, in-faction, or onsite production) of commodities. Supplies, fuel, marines, heavy armaments, ship parts. There's no budget for industry construction however, nor for other things like operative actions.
That's the vanilla behavior of a (player) market with a Waystation. But it'll cost credits to take stuff out of the stockpile, same as with a player colony.
Altering the amounts stocked requires editing the mod code (could also override it from another mod, although this may not affect existing outposts in the save).
If you want to mess with it, it's in exerelin.campaign.submarkets.Nex_LocalResourcesSubmarketPlugin; add an override for getStockpilingAddRateMult, or insert a multiplier into the existing code for getStockpileLimit.
I did not check if I would not pay for what I put and only pay for the extra I'll pull out though.That is exactly how that works, per vanilla. If you put stuff in, you can take it out again for free. (Of course, figuring out how much you put in is an annoying process of picking up some, seeing if that's free or not, possibly adjusting how much you're picking up, etc.)
Nexerelin v0.11.0b
Update post for 11.1 says 11.0b, if that was unintentional
Update post for 11.1 says 11.0b, if that was unintentionalOops, fixed!
Is the new update save compadible?Yes, mostly.
runcode import com.fs.starfarer.api.campaign.econ.MonthlyReport; import com.fs.starfarer.api.impl.campaign.shared.SharedData;
MonthlyReport report = SharedData.getData().getPreviousReport();
for (MonthlyReport.FDNode node : report.getColoniesNode().getChildren().values()) {
if (node.getChildren() != null) {
for (MonthlyReport.FDNode subnode : node.getChildren().values()) {
subnode.tooltipCreator = null;
}
}
}
report = SharedData.getData().getCurrentReport();
for (MonthlyReport.FDNode node : report.getColoniesNode().getChildren().values()) {
if (node.getChildren() != null) {
for (MonthlyReport.FDNode subnode : node.getChildren().values()) {
subnode.tooltipCreator = null;
}
}
}
i am sure this has been asked a few times but i am trying to do a run as my own faction from the beginning but with modded factions added i want to start with a small fleet of specific ships from my mods how would i add them to the selection of available ships when doing a custom start fleet? i only show vanilla shipsFor the buy-starting-ships custom start the player faction reuses the independent list, so you can make those ships known to independents, perhaps with hullFrequency 0 so they aren't actually used.
How do I use the agents? I can see them in my cost analysis, but I don't see them under intel.
How do I use the agents? I can see them in my cost analysis, but I don't see them under intel.
Go to the tab "operatives" and there you go!
For the buy-starting-ships custom start the player faction reuses the independent list, so you can make those ships known to independents, perhaps with hullFrequency 0 so they aren't actually used.
(The file you want to edit is the base game's data\world\factions\independent.faction)
1293392 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
at exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.apply(IndEvoMinefieldPlugin.java:48)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.reapply(GroundBattleIntel.java:796)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:292)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:115)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hey I'm having some trouble with nexerelin, It keeps giving me a error relating to ground battles that crashes the game when ever it pops up, Something abought cataphracts but I'm not sureGet the Arma Armatura update (or if it's not save-compatible with your current save, as I believe the current ArmaA beta is, try placing this file (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) in ArmaA's jars/ folder.)
Not sure if this issue is rooted in Nex or IndEvo so I'm gonna post it in both threads.That's, uh. I have no idea how the plugin is not finding the method, since they were added around the same time (in August, so if you've tried beta 0.11.0x or y the relevant code is the same as back then). And just to be sure, I looked in the release's .jar using a decompiler and the method is there.
Random crash that seems to have something to do with the target of an invasion having a minefield. Happens after updating Nex and has happened with both the last and current versions of IndEvo.SpoilerCode1293392 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
java.lang.NoSuchMethodError: exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.getCondition()Lcom/fs/starfarer/api/campaign/econ/MarketConditionAPI;
at exerelin.campaign.intel.groundbattle.plugins.IndEvoMinefieldPlugin.apply(IndEvoMinefieldPlugin.java:48)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.reapply(GroundBattleIntel.java:796)
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:292)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:115)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
Hmm, yeah, it will (albeit you can just not have the operative procure such ships from indies).
For the buy-starting-ships custom start the player faction reuses the independent list, so you can make those ships known to independents, perhaps with hullFrequency 0 so they aren't actually used.
(The file you want to edit is the base game's data\world\factions\independent.faction)
Would this allow the operative to procure said ship too?
That's, uh. I have no idea how the plugin is not finding the method, since they were added around the same time (in August, so if you've tried beta 0.11.0x or y the relevant code is the same as back then). And just to be sure, I looked in the release's .jar using a decompiler and the method is there.
Quick thing to try if reinstalling Nex doesn't fix it: open Nexerelin/data/config/exerelin/groundBattleDefs.json and remove the minefield condition (as seen here (https://github.com/Histidine91/Nexerelin/commit/ba1c7992ef93a78fa07b58b758a518b63b6f99a7#diff-93269a4635218eb89ea3f34a3db087cb0d6a76f976ef62b873bd0e877ce13d0a)).
Although if something is this broken here I can't guarantee it's working elsewhere :-X
610399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:37)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:105)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:116)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Hey I'm having some trouble with nexerelin, It keeps giving me a error relating to ground battles that crashes the game when ever it pops up, Something abought cataphracts but I'm not sureGet the Arma Armatura update (or if it's not save-compatible with your current save, as I believe the current ArmaA beta is, try placing this file (https://cdn.discordapp.com/attachments/619635013201428481/1112386709238333450/armaa.jar) in ArmaA's jars/ folder.)
Ill try it out, Thanks for the help
Same crash after reinstalling, new crash after doing that fix:Well this one is extra 'wrong' since the line numbers in the log don't match up with the actual .java file in v0.11.1. But they do work with 0.11.0b, where the error suggests the ground battle def file is incomplete or out of date (or failed to load correctly, but this should have resulted in a CTD on startup).SpoilerCode610399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:37)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:105)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:116)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
Either there's a goofy typo hiding somewhere or I still just have this uncanny ability to have issues that straight up shouldn't exist lmao
v0.11.1 quietly reuploaded (same URL) to fix potentially major bugs with ground battles. For those who downloaded it before, the fix .jar is available here (https://www.dropbox.com/scl/fi/bx6oaekrjggkraz99rn9a/ExerelinCore.jar?rlkey=uu9gifgl0yhv2356yq52usn7v&dl=1).Same crash after reinstalling, new crash after doing that fix:Well this one is extra 'wrong' since the line numbers in the log don't match up with the actual .java file in v0.11.1. But they do work with 0.11.0b, where the error suggests the ground battle def file is incomplete or out of date (or failed to load correctly, but this should have resulted in a CTD on startup).SpoilerCode610399 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at exerelin.campaign.intel.groundbattle.GBUtils.estimateDefenderStrength(GBUtils.java:37)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:105)
at exerelin.campaign.intel.groundbattle.GBUtils.estimateTotalDefenderStrength(GBUtils.java:116)
at exerelin.campaign.intel.invasion.InvasionIntel.setMarineCount(InvasionIntel.java:203)
at exerelin.campaign.intel.invasion.InvasionIntel.init(InvasionIntel.java:122)
at exerelin.campaign.fleets.InvasionFleetManager.generateInvasionOrRaidFleet(InvasionFleetManager.java:836)
at exerelin.campaign.ai.action.fleet.OffensiveFleetAction.generate(OffensiveFleetAction.java:47)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)[close]
Either there's a goofy typo hiding somewhere or I still just have this uncanny ability to have issues that straight up shouldn't exist lmao
At this point I have to ask: You did download Nexerelin_0.11.1.zip from the link(s) provided in this thread, the file being hosted on GitHub, correct? :-X
Getting a crash from upgrading/building heavy industry.See this thread (https://fractalsoftworks.com/forum/index.php?topic=28620.0)
edit 2: Still happened. Is it just that partial save incompatibility or something? This is happening in an existing save, haven't made a new one to see if that goes any different.I can't say for sure it's not save incompatibility, but it seems unlikely to explain why out-of-date mod code is getting used.
I feel like Chanceledon is a bit of a cheat planet, where other LP/Pirate planets are less so.Hmm. Kinda just 'how it works' for now, but this also gives me thoughts of (someday?) implementing something that explains why nobody has just taken over the planet full of Pathers :thinking emoji:
They're typically unstable and don't have task force/ alliances to retaliate the player just taking the planet and gaining a ton of prebuilt architecture.
I know that major factions can be toggled to target LP/Pirate planets but I would like if there was a modifier to make it more difficult to just yoink these.
Three factions keep sending alliance requests, about every few minutes, and they won't stop no matter how much I reject. One of the factions even gets autorejected, too, but it still plays that annoying buzzer sound. Any way to stop it?Hmm, they're supposed to not send any more offers for 120 days after the last one, and not at all if relations aren't already good enough. Is this with Nexerelin 0.11.1? Strategic AI on or off?
Also, is there some way to station more marines on a planet? If I had more marines, these invasions wouldn't be so bad, but putting marines in storage does nothing, and putting them in stockpile makes them disappear.
runcode import exerelin.*;
for (FactionAPI faction : Global.getSector().getAllFactions()) {
faction.getMemoryWithoutUpdate().set("$nex_allianceOffer_cooldown", true);
}
Is there a way to promote more wars when using the strategic ai? With one or two exceptions this is looking like woodstock.
I have been trying to find some form of more detailed docs on the features of the mods but I have failed so far. Something akin to what is done in Industrial Revolution perhaps. There is a short summary in the first post, but that's it. Any idea?A couple of the features have external documentation on the Github wiki here (https://github.com/Histidine91/Nexerelin/wiki), although in other cases (ground battles perhaps being the most notable) I try to put all needed help ingame. I may add a page for strategic AI later; if anyone else has features they want to see there, that might happen too.
I've been experimenting with Strategic AI on, and the Hivers are in play. As usual, they're not very amicable and have no interest in diplomacy, conquering world after world. Yet, it seems the strategic AIs of the Hegemony and the Persean League don't recognize their unique threat. They do respond—don't get me wrong—but it's limited to countering market shares of heavy machinery or reclaiming lost worlds. They fail to grasp that the Hivers aren't a typical faction and represent an existential threat requiring special attention. So, here's my suggestion: if a faction shows hostility towards everyone (or 90%+ of the sector's other factions), a flag should be activated within the strategic AI, marking it for different treatment, perhaps an eradication mode or similar.
Bug report: I was commissioned by MRC(armaa armatura) but they died. And now I can't take any commissions from any faction.Do you still have the commission item in your intel screen? If not, what's the tooltip or message when you try to take a new commission? Or does the dialog option just not appear?
It also could be the fault of nexerilin so I a gone post on both
I got stuck at "File Drawer Problem" quest. I failed it once before because I assaulted Maeave but Midnight offer me the quest again so I took it and I don't have a dialogue option to ask for Liu at the Academy anymore. Can I have a code to reset it from the beginning or force complete this step?Set to false or unset the $nex_remLostSci_askedAboutLiu memory flag on the Academy entity (can edit the save's campaign.xml for this, or write a console runcode if you know how)
Just wanted to say I'm really enjoying the new Strategic AI! It seems to be working well for me, and it's cool to be able to see why the AIs are taking the actions that they are. Thanks for all the hard work on this!Thanks! That's good to hear :D
Three factions keep sending alliance requests, about every few minutes, and they won't stop no matter how much I reject. One of the factions even gets autorejected, too, but it still plays that annoying buzzer sound. Any way to stop it?Hmm, they're supposed to not send any more offers for 120 days after the last one, and not at all if relations aren't already good enough. Is this with Nexerelin 0.11.1? Strategic AI on or off?
Also, is there some way to station more marines on a planet? If I had more marines, these invasions wouldn't be so bad, but putting marines in storage does nothing, and putting them in stockpile makes them disappear.
Anyway, here's a console runcode that ought to—unless stuff is more broken than I thought—suppress all offers indefinitely:Code: javaruncode import exerelin.*;
for (FactionAPI faction : Global.getSector().getAllFactions()) {
faction.getMemoryWithoutUpdate().set("$nex_allianceOffer_cooldown", true);
}
my apologies but i am having trouble finding what to change i followed the path but the script is hard for me to follow as to what i need to change. i am new to editing configs for mods and such and usually just download and run mods as is but i want to do a specific start with the star wars mod and am trying to learn so i can make it work and do so with some of the other mods i want to check out so any advice and patience with my questions is really appreciated as i am a mechanic and currently coding is outside of my abilities to fix things.Update post for 11.1 says 11.0b, if that was unintentionalOops, fixed!Is the new update save compadible?Yes, mostly.
There's a save incompatibility bug with 0.11.0b in cases where there are autonomous colonies in the previous month's financial report. If anyone gets it, here's an untested runcode to work around it (copy and paste into Console Commands console while running the save with 0.11.0b, then save the game and update):SpoilerCode: javaruncode import com.fs.starfarer.api.campaign.econ.MonthlyReport; import com.fs.starfarer.api.impl.campaign.shared.SharedData;
MonthlyReport report = SharedData.getData().getPreviousReport();
for (MonthlyReport.FDNode node : report.getColoniesNode().getChildren().values()) {
if (node.getChildren() != null) {
for (MonthlyReport.FDNode subnode : node.getChildren().values()) {
subnode.tooltipCreator = null;
}
}
}
report = SharedData.getData().getCurrentReport();
for (MonthlyReport.FDNode node : report.getColoniesNode().getChildren().values()) {
if (node.getChildren() != null) {
for (MonthlyReport.FDNode subnode : node.getChildren().values()) {
subnode.tooltipCreator = null;
}
}
}[close]i am sure this has been asked a few times but i am trying to do a run as my own faction from the beginning but with modded factions added i want to start with a small fleet of specific ships from my mods how would i add them to the selection of available ships when doing a custom start fleet? i only show vanilla shipsFor the buy-starting-ships custom start the player faction reuses the independent list, so you can make those ships known to independents, perhaps with hullFrequency 0 so they aren't actually used.
(The file you want to edit is the base game's data\world\factions\independent.faction)
I got stuck at "File Drawer Problem" quest. I failed it once before because I assaulted Maeave but Midnight offer me the quest again so I took it and I don't have a dialogue option to ask for Liu at the Academy anymore. Can I have a code to reset it from the beginning or force complete this step?Set to false or unset the $nex_remLostSci_askedAboutLiu memory flag on the Academy entity (can edit the save's campaign.xml for this, or write a console runcode if you know how)
my apologies but i am having trouble finding what to change i followed the path but the script is hard for me to follow as to what i need to change. i am new to editing configs for mods and such and usually just download and run mods as is but i want to do a specific start with the star wars mod and am trying to learn so i can make it work and do so with some of the other mods i want to check out so any advice and patience with my questions is really appreciated as i am a mechanic and currently coding is outside of my abilities to fix things.It may be easier to just give yourself the ships with addship in Console Commands mod, the ingame help (help <commandname>) will explain how it works. You can get the ship IDs with list ships (add a search term after the command to narrow the search), or better yet specific variant IDs with list variants.
Hi, tried searching but couldn't find the answer. Is there a way for operatives to procure ships from factions in game, but don't have normal markets like Epta Consortium or The Anarakis Reparations Society that have roaming stations/ports? Also how do you use the find pirate base option that's mentioned, do you need to send an operative to a core pirate base to find one of the ones that pop up outside on the fringe?If the faction doesn't have any accessible-to-operatives markets you won't be able to procure any of their ships.
edit 2: Still happened. Is it just that partial save incompatibility or something? This is happening in an existing save, haven't made a new one to see if that goes any different.I can't say for sure it's not save incompatibility, but it seems unlikely to explain why out-of-date mod code is getting used.
Actually I'm vaguely suspecting that another mod containing Nex code while being loaded before it (having an 'earlier' name when sorted alphabetically by mod name). If you could provide a clean log (delete or clear the existing log file, then start up Starsector and do nothing except reproduce the crash) it might be possible to spot if this is happening.
(Testing if it happens with a minimal modlist would also be helpful)
Is it the intended behavior that invasions are supposed to begin the moment you make a tiny mining colony in the outer fringes?
Every three months or so, it's another action for the whole game. Multiple factions, with a new one standing up each time you make peace. Kind of annoying, really.
Is there some way to manually force an invasion by the AI? I play with a ton of mods and I don't think I can remove very many of them without breaking that existing save, and waiting for an invasion to happen in a new save is excessively tedious.Console: spawninvasionfleet <source> <destination>
I specifically need any faction to start preparing an invasion of anything in the Rubicon system (Legio Infernalis, from tahlan shipworks); I forgot if any vanilla stations/planets have minefields with IndEvo enabled. Plus, in this specific instance VRI invading Legio is what's trying to happen, and I'd like to try starting a new save probably with just Tahlan, IndEvo, Nex, and whatever other miscellaneous utility/cosmetic mods then force an invasion of Lucifron for the sake of not changing more variables than I need to.
How exactly should I go about getting that log file to you?
question:is this compate with the last updated saves?It is!
Quick update for Starsector 0.97 pending further testing. (https://www.dropbox.com/scl/fi/lufmal4yrttazthjssqcv/Nexerelin_0.11.1a2.zip?rlkey=rkec5dg53nb2yrg9rpfzdlcaf&dl=1)
(current version 0.11.1 should also work with just a modinfo change; may have minor missing behaviors in new vanilla features, and repeat old-style Hegemony inspections)
NGL with the new Crises system I'm considering turning off 90% of Nex beyond the 'assign your own fleets' and 'custom start' parts because it seems like the promise of a 'living' colony response is here.Ngl I too am interested to see how OP is going to go forward with this mod. The new update and the Crisis system has now seriously encroached on a lot of what made Nex unique and for the longest time, basically mandatory to run. Very high chance the devs took significant inspiration from this mod considering how long its been here and how many people use it by default; I straight up forgot that 90% of the stuff in this mod came from this mod and not vanilla starsector. This mod is the literal definition of suffering from success lol.
Plus, everyone going to war at the drop of a hat was weird.
Hmm. It turns out that IXBG (intentionally or otherwise) spawns their regular non-random star system even in random sector, which puts them ahead of Hegemony (389 vs. 271 points/day in my minimally modded game with default generation settings) even at start.IXBG i think took 2 systems with 5planets\stations and was working on 3rd one so they were pr big by the time of the screenshot.
Although I can't say from here how they got from there to 1,608 points/day (approximately enough to invade a 'standard' planet every 20 days), what kind of systems did they take?
Honestly when I looked at the numbers, my first thought was to check the IXBG faction config for the invasionPointMult value, but they don't have one. Could add one yourself (look at Nex's templars.json for a copypastable example) if you want to slow them down that way. Or use console setrelations to give them more enemies and fewer friends.
I fail to see how the new Crisis system encroaches in any way on Nexerelin. The crisises are just limited scripted events. Nexerelin is still required to create a living world, is still required to have factions actually act dynamically and not be stupid static entities. I wouldn't even touch Starsector anymore without the replayability and emergent gameplay born from it and its many features. If anything, the framework for crisises can only bolster it through whatever can be cooked using it.
Plus Nex really didn't mesh well with the story itself, given that everyone is talking about the *possibility* of war and how dangerous it could be...while factions are actively sat-bombarding each other.
recently i've seen a option to make a settlement on planets. is this a nex feature? if so what does it do? if not anyone know what mod (if any) its from?
* Compatibility with Starsector 0.97
* Fix some logic in faction respawn
* Previously eliminated non-playable factions will no longer be marked as 'alive' if they get a market again
* Factions that shouldn't have strategic AI will no longer get one when respawning
* Avoid potential cases of double counting respawn attempts
* Vengeance fleets no longer spawn from hidden markets
* Fix NPC heavy units in ground battles not having their fleet set
* Log an error and continue instead of CTD if ground battle tries to load a plugin that doesn't exist
* Diplomacy events should no longer happen in new game time pass
is there a way for the only raid type allowed to be satbomb? i've invasions disabled but lots of the attacks are raids as opposed to satbomb only.The chance for a raid to become a sat bomb is currently hardcoded at 40% (assuming relationship and other checks have been passed). I could make it configurable but lazy atm.
Was doing a heavy modded run on nex random core sector and this time one of dominating factions were 9th battlegroup. This on its own isnt a problem but they seemed to be invading awfully frequently compared to other factions and quickly started snowballing that there could be 1-2 invations queued up simulatenously and in 30 days break having more them coming leaving me choice of staying on permanent "core defense duty" or letting them gobble up more systems.if you ask me, it's because 9th is quite frankly, hilariously powerful, both economically and tactically- they have some hugely powerful ships, and massive econ, they start with a pristine forge and a cryothermic engine, and several large colonies.
Initially i was playing without strat AI, but then i turned it on and im not sure numbers supposed to be this far apart
(https://i.imgur.com/bL2yraI.png)
this is iron shell invasion points vs 9th
(https://i.imgur.com/AvrnDnT.png)
At this point they have 3 full systems conquered, but greater hegemony alliance isn't 8x smaller to be this behind. Or im missing some mechanic and everything functions as intended?
if I create a building that generates marines will that add to a planet's defence when it gets attacked?Marine commodity production (e.g. something like IndEvo's Variable Assembler with a marine VPC) won't do anything directly for Nex ground battles. Defenses will only come from specific industries (mainly Ground Defenses/Heavy Batteries, with the military base series and Lion's Guard HQ or mod faction equivalents also having a small contribution) and colony size and stability.
Makes me curious though, if i exclude them from random gen Nex still spawns their non-random system. But would they participate in invasions and other AI aspects as normal, since they weren't marked as faction to be spawned.If they possess any (invadable, non-hidden) markets they'll be marked as 'alive' under Nex rules, even if random sector gen didn't add markets for them.
Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
I find ship insurance to be useless, and I don't consider the background intel item important (and I think everyone will agree that they don't need to be reminded that they picked the default background every time they check the important intel tab), and I'd like to be able to set certain intel items to be marked as important, like personal info and milestones.
Does starfarer mode increase the severity/number of fleets that occur with colony crises?Nex doesn't change colony crises at all currently (aside from the additional defensive factors that were in previous versions).
Hi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?Aside from what Matheld said, I don't have any plans for adding a setting rn, sorry.
1. is this the mod that makes it so that i sometimes pick up random crewman in post battle scavenging?1) Yep
2. Prisoners are mentioned in the mod, do those only apply to officers? Whats their"drop chance", ig thats the proper wording.
Thanks for any reply. ;D
Are there any significant plans for the mod, or is it primarily in maintenance mode? I'm asking because it seems there are major features running which still do not make the factions in the game behave as in a 4X game. I'm not referring to the player-centric view and the player fleet being the only possible point of focus; I'm fine with that, and Starsector should remain Starsector in that regard. I'm talking about the fact that most of the fleets generated by the AIs are very loosely tied to actual assets. I would expect at some point that (just as a crude example that would need to be refined) planets, depending on their infrastructure, would generate ships or ship parts, assembled into fleets and either stored on the planet or put in orbit for missions or patrols. However, we know this is not the case in the game; 99% of the ships are generated from thin air (or void). Another example is the indestructibility of stations. Under some very specific circumstances, choices, or hard constraints, it should be possible to destroy a station (the AI would do that too).To answer the opening question: I do have some plans for the mod, some that might actually get done in the near future, some that are "yeah, maybe someday".
So Nexerelin makes SS a 4X in the sense planets can be conquered, but the whole economy and military production is still very much like in a RPG (or Rimworld, Story-generator). Stuff is generated when needed, to make a good story, and that's it.
Hello i have a question, is there a way to make AI factions more eager to reclaim their lost planets? I often have situations when one planet gets invaded, invasion fleets get destroyed but ai REFUSES to reclaim their planet (cough cough sindrian dictat lossing curor to early invasion every run cough cough). It would be cool if factions were more eger to reclaim their lost worlds, or at least if factions that are confined to single system had some "stronghold" buff soo they wont be doomed to a death spiral if one planet gets taken, it would also give some more lore reasons why they still exist in sucha a volitile sector.I'll see if I need to make factions more aggressive with revanchism (and they should be anyway, if strategic AI is enabled), though in the Diktat case it might be that they don't have the resources to retake it anyway.
Does befriending the Remnant's via Midnight help lessen the Remnant Colony Crisis? Or should I just clear out any systems with them in there before meeting her to avoid issues?Midnight won't help with the Remnant colony crisis until a later update.
In .96 I enjoyed having a remnant Nexus in my sector, as they provided a very useful buffer against others as I grew.
So i think there might be some problem between "Terraforming and Station Construction" and "Nexerelin", cause right after building a station i got invasions coming to take that station pretty much constantly, before that i had multiple planets for many cycles and they didn't got invaded once, is there some kind of ai that prevents factions from invading just established colony or something, cause if yes i think that ai ignores stations build by a player.Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.
I've already asked about it on TaSC and the mod maker said that he isn't aware of anything in his mod.
Also just fyi i'm playing on 0.96 and my Nexerelin version is v0.11.1
Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.Yes i do, I'm doing pirate playthrough rn, and after making my station a bit better protected the invasions slowed down, I'll relay that info to TaSC, thanks.
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
I'll see if I need to make factions more aggressive with revanchism (and they should be anyway, if strategic AI is enabled), though in the Diktat case it might be that they don't have the resources to retake it anyway.
I've received a separate suggestion that makes factions generate invasion points more quickly and strengthen their defenses after losing markets; if I implement that it should help here.
Do you have a commission with a pirate-type faction (in vanilla this is pirates and Luddic Path)? That protects all your markets (except those taken from another faction*) if pirate invasions haven't also been enabled.By this, do you mean something like market.getMemoryWithoutUpdate().set("$startingFactionId", market.getFaction().getId())?
*This check relies on checking the currently owning faction against the `$startingFactionId` memory key which I expect TASC doesn't set, hence the station getting picked on. TASC should probably set it, although an update won't help your 0.96 game.
Hello !Hello!
Thanks for the mod, I'm really having a blast, and all this life really gives a new purpose to the game.
I have a question regarding Market Value. Does the Market Value increase when new colonies and new industries are built ?
In vanilla, at first building more colonies helps get a bigger share of the pie, but then it just divides the income between the colonies with increased upkeep cost, so it grealty hinders the economic viability of colonies past a certain point.
I hope Nexerelin allows for a growing economy !
Thanks :)
As an extension to that - I've been playing with the option that factions don't invade markets not present at game start, and while it helps focus offensives on my own planets, it doesn't really stop me from taking core planets with impunity. Is it possible to implement a suboption where revanchism is allowed when this is checked?I might add a setting for this at some point, yeah!
By this, do you mean something like market.getMemoryWithoutUpdate().set("$startingFactionId", market.getFaction().getId())?That's right.
Wondering if anyone else has had this or can help: Hegemony still send AI inspections even though they don't exist?? in my sector I started with one frigate and didn't adjust any settings so now that I have a colony, persean league have taken over the entire sector. They defeated hegemeony yet because I'm using AI cores hege still send inspections? I assume this is a bug, not sure how to fix it though - can't find any settings for it!Are these the Hegemony 'investigator' fleets from passive Colony Crises activity, or full-up 'we will take your AI cores' inspection events? In both cases it should probably stop, but the latter case is a more surprising bug; it shouldn't be able to launch an inspection without an actual Hegemony military base.
Wondering if anyone else has had this or can help: Hegemony still send AI inspections even though they don't exist?? in my sector I started with one frigate and didn't adjust any settings so now that I have a colony, persean league have taken over the entire sector. They defeated hegemeony yet because I'm using AI cores hege still send inspections? I assume this is a bug, not sure how to fix it though - can't find any settings for it!Are these the Hegemony 'investigator' fleets from passive Colony Crises activity, or full-up 'we will take your AI cores' inspection events? In both cases it should probably stop, but the latter case is a more surprising bug; it shouldn't be able to launch an inspection without an actual Hegemony military base.
I know but it's a little annoying to do that every single time I start a new gameHi, can there be an option to toggle which Nexelerin intel menu items are automatically marked as important when starting a new game?
I find ship insurance to be useless, and I don't consider the background intel item important (and I think everyone will agree that they don't need to be reminded that they picked the default background every time they check the important intel tab), and I'd like to be able to set certain intel items to be marked as important, like personal info and milestones.
You can just click the little yellow exclamation mark to remove/add intel from the important tab.
Awesome mod. I've got two questions.Thanks!
First, regarding mining. I see NPC mining fleets harvesting asteroids and non-colonized planets. Am I correct that those are spawning from Nex? What triggers how these spawn? Like do they spawn from colonies BECAUSE of the presence of a mining industry, or because of the ABSENCE of a mining industry, or do the spawn regardless so long as there is mineable stuff to get in the sector? Basically I'm trying to figure out whether if I form a cluster of colonies in a sector, do I need mining industries to meet the colony demands, or could I theoretically just build more advanced industries and meet ore/volatiles demand with free mining fleets bringing back ores and volatiles, so long as there were appropriate asteroids / planets for them to mine to get that stuff.
Second, regarding planetary defense and storage. If I leave a bunch of marines and heavy armaments in storage on my colony, do they serve any help in planetary defense of my colony? Or do they just hide in the warehouse while the enemy takes over my planet? And if the latter, if I take over the planet again will they still be there (assuming it didn't get destroyed / decived)? Trying to think of a way to beef up planetary defense beyond what heavy batteries, a star fortress, and supporting AI cores & modules can offer.
The random nexerelin war declarations with the recent basegame colony difficulty increase make the game borderline unplayable, that 60%+ access hit is waaay too much from hostilities.Well, you shouldn't be getting a 60 percentage point increase in the access penalty just from one faction or even two declaring war on you. (Just tested it with my 6-6-4 colonies in an otherwise completely vanilla sector: flipping Heg to hostile made penalty go from 12% to 35%; adding PL to the bargain sent it to 56%)
could you add a option to weaken outposts? just checked in at my outpost and it had a insane amount of resources for a rather low cost to make. good 75k fuel and 7k supplies. the outpost was active for 2-3 years, whats preventing me from just building a whole solar system's worth and just profiting off of supplies.
Forgive me if this is a known issue, but I'm having a problem with the Comradery Background. I chose to give my comrade the Perfect Planning skill as his unique, but once I was in game he had zero skills despite being level 1. Now he's just sort of a gibbed officer. Also, is it possible to add that skill back to the officer somehow?Comradery is from Random Assortment of Things, might have better luck posting there
Any reason why starfarer income mult (hardModeColonyIncomeMult) is capped at 0.5 or easy way to get around it without removing lunalib?You can override the min/max in the GUI settings by editing exerelin_config.json directly with a value outside the bounds.
Ideally I'd like to be able to have a colony and not instantly get a 300-1000k income
Is there a way to enable dead factions re spawning if you started the game with it disabled?ReloadNexConfig console command will have the setting.
The relentless spam of alliance offers is getting pretty annoying. Could one form an alliance with the Independents in order to adhere to the most milquetoast politics?Not 'legitimately', but CreateAlliance player independent in console will probably do it.
so I don't know if this has been addressed in an earlier part of this thread but I've changed the setting in the config file "invasionsOnlyAfterPlayerColony" to true which should stop invasions until I colonize but it's still happening for whatever reason before then and yes I made sure to save the change, does starting commissioned by a faction break it somehow? cause that's the only thing I think would break it in my game
I have a similar issue to Tempest's, I've fully disabled invasions in the config file but they still happen. Is it only for new games?
Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).If by "modded nonsense" you mean "nex's extra colonies" (and some extra factions), sure.
What is the point of invasion points?Yeaaaah, a bunch of things consume invasion points without needing those points to actually be available. Might need to add a limit to how far into the negatives it can go.
I didn't get into a fight with the Heg until they had beaten everyone else.
By the time I had finished fighting them and stopped countless invasions, they were at -1,000,000 invasion points.
I assume it's meant for random invasions, and player provoked invasions are what caused it to drop so extremely.
All I can say is: I just started a new minimally modded game with the option for 50 extra starting colonies, made a colony on the first terran planet I found, threw an absurd amount of stuff on it (and used console to remove unwanted things like transplutonic ore and decivilized subpop). And, well, it's not making a "literal minimum" of 130k gross it's managing about 63% of that, and it sure as hell isn't going to reach size 4 in "the time it takes to fly across the map".Though I'll say that no colony 'instantly' gets 300k to 1M income outside a serious case of modded nonsense (thinking of the screenshot I saw with 600k net income at size 3, whereas a 'normal' starting colony on an inhabitable world in vanilla can expect something above 20k).If by "modded nonsense" you mean "nex's extra colonies" (and some extra factions), sure.
Size 3 is a literal minimum of 130k x 0.9 - upkeep (~20k) with just farm and drugs and -90% accessibility from wars, size 4 with cores and improvements and tech and one war is a minimum of 400k pre-starfarer and upkeep, and size 4 happens in the time it takes to fly across the map.
I have a strange phenomenon. I get commission by a faction (Luddic Church for example) after a while, the Luddic Church canceled my commission and suddenly became -70 relationship with me. This happened as well with another faction that I got commission from, after a while they somehow became my enemies.I've had two previous bug reports where player took a Luddic Path start and became hostile to them immediately after doing a mission for them. One of the players later narrowed it down to LOST_SECTOR, which I'll check later.
Has there been changes to commission system? Because I noticed the commission money are way lower than before, it used to be around 90k am but now I get 6k or 10k
All I can say is: I just started a new minimally modded game with the option for 50 extra starting colonies, made a colony on the first terran planet I found, threw an absurd amount of stuff on it (and used console to remove unwanted things like transplutonic ore and decivilized subpop). And, well, it's not making a "literal minimum" of 130k gross it's managing about 63% of thatTurns out it was modded nonsense, though I'm still not sure what exactly was causing it (something was adding a non-industry that can produce drugs). I mean, I did mention drugs, you could have called me out on that if your goal was just to be snarky.
This is with none of the extra colonies producing food, since it turns out they still have to build their starting over time.In my experience, and especially with non-core worlds sectors, there is always a food deficit. If a planet does produce food, it's not even half way to feeding the rest of the planets in the same system. The same goes probably even more so for drugs.
and it sure as hell isn't going to reach size 4 in "the time it takes to fly across the map".I spend a lot of time flying around on the map.
...and now I saw this post (https://fractalsoftworks.com/forum/index.php?topic=29433.msg431310#msg431310) and yeah, go troll someplace else.Every part of that post is correct, and as far as I'm aware nobody disagrees. You're being really insulting for something which it feels so ridiculous for you to even say (that onslaught is a good ship) in the first place. I literally test destroyers and cruisers against killing an onslaught and while the AI isn't quite capable of those acrobatics without often losing ships, almost invariably they go down to half their DP or less because with seemingly every fleet doctrine the AI understands to go around behind them. Being able to turn around in a timeframe that isn't measured in human generations on a ship with 80-90% of it's guns facing forwards (and mediocre stats all around to boot) is kind of important in a 2d tactical game.
> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"Event modifiers are basically unavoidable. Kanta's is essentially free, for a start. Just cores and SP improvements and kanta breaks 200, especially if you're not at war with pirates and the planet isn't in deep space.
(And before you complain about someone being "really insulting", read a few of your recent posts back to yourself)I haven't insulted anyone. I've been repeatedly insulted and several of my posts include quotes of insults directed at myself, sure.
> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?
- Still not what 'subpar' means> 177% accessibility (this is with almost all possible non-event modifiers) is "subpar"Event modifiers are basically unavoidable. Kanta's is essentially free, for a start. Just cores and SP improvements and kanta breaks 200, especially if you're not at war with pirates and the planet isn't in deep space.
It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?I did notice, and this is still exactly as useful to the discussion as saying:
If you have good relations with Remnants (via working for Midnight Dissonant or whatever), having a Remnant nexus in the system shouldn't cause a colony crisis.Yeah it's on the todo!
> "Every part of that post is correct" when the post says Onslaught has "4 medium mounts and no shield"It's pretty clear that that's talking about the back of the onslaught i.e. the part of it that's in combat. You spend 40DP on a ship and only 4 medium mounts can fire (and they receive fire without a shield). That's the onslaught. Literally, "40 DP for 4 medium weapon mounts and no shield." You're going to insult me because you misread that as claiming that the ship literally only has 4 guns and literally doesn't have a shield?
Im sorry for the maybe stupid question but do I need to start a new game for this mod or can i use an existing save?? thx in advance. I just cant find it anywhere.You can add to an existing save. I'll make a mention this in the thread OP :)
Only problem it'll cause is that you won't be made aware IG of new updates for those mods, really. You can play without problem at all.
The "bug" if you can call it that is the URL doesn't redirect correctly, so the checker can't do its job in those cases. The URL problem comes from the mod author's side though, not Nex.
So tldr: won't brick your save, won't ctd. It's just telling you it doesn't know if there are new updates for those mods.
Is there any way to adjust colony sizes in nex's random sector mode? It keeps generating oodles of giant size 7 colonies everywhere which is at cross-purposes with my current intentions.It's hardcoded, sorry!
Is there any possibility that the sat bombing fleets get a bounty from defending factions?Hmm, maybe someday!
So I could play as a sort of "good bounty hunter" or something like that.
Right now it seems Legacy invasion mode isnt working, its correctly enabled but it uses the standard invasion mode regardless of what i do.Worked for me in a quick test just now. If you're using LunaLib, the ingame settings UI overrides the settings file (only using it for the default values), so check if it's set there as well. If you are using the Luna UI, don't forget to save the mod options after changing them.
There seems to be a bug where if you tell an operative to travel whilst they are traveling, other operatives can't travel as can be seen in the image. After the other operative arrives at their first location, this one can now travel.Thought I fixed this bug a couple of versions back and it does seem to work in my 0.11.1b+ dev. Are you on latest?
Quick question: if you have Nexerelin set so that no one colonizes until you start your faction what, if anything, happens when selling survey data? I assume that colonization still won't happen until you start, but will it happen any faster for NPC factions once it does if you've sold a bunch of survey data during the colonization pause?It'll work exactly that way, yep.
Quick question: if you have Nexerelin set so that no one colonizes until you start your faction what, if anything, happens when selling survey data? I assume that colonization still won't happen until you start, but will it happen any faster for NPC factions once it does if you've sold a bunch of survey data during the colonization pause?It'll work exactly that way, yep.
Just the first expedition; the time to next expedition is reset afterwards.
For the disable invasions until player founds a colony setting.. can you please make it not count outposts as a colony? I like outposts for exploring but I tend to avoid making one much longer now because of the colony crisis system + invasions.Huh, can the crises actually affect your outposts even if they do trigger? As for invasions I've got code here that straight up says "don't target hidden markets", which outposts are.
I know its probably a pretty big change but between the crisis + starting up invasions it kinda defeats the purpose of outposts ?
This is a lovely mod i can't imagine playing without, but there is one thing that needs a change: Invasions.Well the game (with/without Nex) doesn't use credits for NPC factions and it'd take a pretty big redesign to start doing so. Though invasions are nevertheless limited by invasion points (generated based on faction commodity availability), which you can track in the diplomacy profile or strategy AI intel items.
Not the strength, but other factions should be limited by the cost of invasions.
I did rough calculation of how much it costs and being at war with Hegemony, luddic church and Persean League. They are sending so many fleets after my colonies, it would take over 3x total market value to fund that war for 1 month and it was going on for about 5 by now(they attack, sue for peace and attack anyway).
Is there a technical reason why we can't disable factions from mods when playing with the vanilla non-random core sector? In my case, I'd like to have UAF without the faction (like I was playing with random sector).In non-random sector system spawning is handled by the faction mods' own code, so relies on them to add a switch on their end.
On a related note, (and I realize this may have been asked somewhere in this almost 400 page thread) how does random sector affect the new .97 questlines? I'm wondering about the crisis quests in particular (I usually skip academy quest so I'm not too bothered by that)
Yes you can find the loot of the faction in research stations and stuff but if the mod isn't enabled i don't think so
javax.net.ssl.SSLHandshakeException: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at sun.security.ssl.Alerts.getSSLException(Unknown Source)
at sun.security.ssl.SSLSocketImpl.fatal(Unknown Source)
at sun.security.ssl.Handshaker.fatalSE(Unknown Source)
at sun.security.ssl.Handshaker.fatalSE(Unknown Source)
at sun.security.ssl.ClientHandshaker.serverCertificate(Unknown Source)
at sun.security.ssl.ClientHandshaker.processMessage(Unknown Source)
at sun.security.ssl.Handshaker.processLoop(Unknown Source)
at sun.security.ssl.Handshaker.process_record(Unknown Source)
at sun.security.ssl.SSLSocketImpl.readRecord(Unknown Source)
at sun.security.ssl.SSLSocketImpl.performInitialHandshake(Unknown Source)
at sun.security.ssl.SSLSocketImpl.startHandshake(Unknown Source)
at sun.security.ssl.SSLSocketImpl.startHandshake(Unknown Source)
at sun.net.www.protocol.https.HttpsClient.afterConnect(Unknown Source)
at sun.net.www.protocol.https.AbstractDelegateHttpsURLConnection.connect(Unknown Source)
at sun.net.www.protocol.http.HttpURLConnection.getInputStream(Unknown Source)
at sun.net.www.protocol.https.HttpsURLConnectionImpl.getInputStream(Unknown Source)
at java.net.URL.openStream(Unknown Source)
at exerelin.utilities.versionchecker.VersionChecker.getRemoteVersionFile(VersionChecker.java:79)
at exerelin.utilities.versionchecker.VersionChecker.checkForUpdate(VersionChecker.java:122)
at exerelin.utilities.versionchecker.VersionChecker.access$500(VersionChecker.java:20)
at exerelin.utilities.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:375)
at exerelin.utilities.versionchecker.VersionChecker$MainTask$SubTask.call(VersionChecker.java:363)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.Executors$RunnableAdapter.call(Unknown Source)
at java.util.concurrent.FutureTask.run(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor.runWorker(Unknown Source)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: sun.security.validator.ValidatorException: PKIX path building failed: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at sun.security.validator.PKIXValidator.doBuild(Unknown Source)
at sun.security.validator.PKIXValidator.engineValidate(Unknown Source)
at sun.security.validator.Validator.validate(Unknown Source)
at sun.security.ssl.X509TrustManagerImpl.validate(Unknown Source)
at sun.security.ssl.X509TrustManagerImpl.checkTrusted(Unknown Source)
at sun.security.ssl.X509TrustManagerImpl.checkServerTrusted(Unknown Source)
... 24 more
Caused by: sun.security.provider.certpath.SunCertPathBuilderException: unable to find valid certification path to requested target
at sun.security.provider.certpath.SunCertPathBuilder.engineBuild(Unknown Source)
at java.security.cert.CertPathBuilder.build(Unknown Source)
... 30 more